mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
334 lines
14 KiB
C#
334 lines
14 KiB
C#
using FFXIVClassic.Common;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using FFXIVClassic_Map_Server.actors.chara.ai;
|
|
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
|
|
using FFXIVClassic_Map_Server.Actors;
|
|
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
|
|
|
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
|
|
{
|
|
//These flags can be stacked and mixed, but the client will prioritize certain flags over others.
|
|
[Flags]
|
|
public enum HitEffect : uint
|
|
{
|
|
//All HitEffects have the last byte 0x8
|
|
HitEffectType = 8 << 24,
|
|
//Status effects use 32 << 24
|
|
StatusEffectType = 32 << 24,
|
|
//Magic effects use 48 << 24
|
|
MagicEffectType = 48 << 24,
|
|
|
|
//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
|
|
//These are the recoil animations that play on the target, ranging from weak to strong.
|
|
//The recoil that gets set was likely based on the percentage of HP lost from the attack.
|
|
//These also have a visual effect with heals and spells but in reverse. RecoilLv1 has a large effect, Lv3 has none. Crit is very large
|
|
//For spells they represent resists. Lv0 is a max resist, Lv3 is no resist. Crit is still used for crits.
|
|
//Heals used the same effects sometimes but it isn't clear what for, it seems random? Possibly something like a trait proccing or even just a bug
|
|
RecoilLv1 = 0,
|
|
RecoilLv2 = 1 << 0,
|
|
RecoilLv3 = 1 << 1,
|
|
|
|
//Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
|
|
CriticalHit = RecoilLv2 | RecoilLv3,
|
|
|
|
//Hit visual and sound effects when connecting with the target.
|
|
//Mixing these flags together will yield different results.
|
|
//Each visual likely relates to a specific weapon.
|
|
//Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
|
|
|
|
//HitVisual is probably based on attack property.
|
|
//HitVisual1 is for slashing attacks
|
|
//HitVisual2 is for piercing attacks
|
|
//HitVisual1 | Hitvisual2 is for blunt attacks
|
|
//HitVisual3 is for projectile attacks
|
|
//Basically take the attack property of a weapon and shift it left 2
|
|
//For auto attacks attack property is weapon's damageAttributeType1
|
|
//Still not totally sure how this works with weaponskills or what hitvisual4 or the other combinations are for
|
|
HitVisual1 = 1 << 2,
|
|
HitVisual2 = 1 << 3,
|
|
HitVisual3 = 1 << 4,
|
|
HitVisual4 = 1 << 5,
|
|
|
|
//An additional visual effect that plays on the target when attacked if:
|
|
//The attack is physical and they have the protect buff on.
|
|
//The attack is magical and they have the shell buff on.
|
|
//Special Note: Shell was removed in later versions of the game.
|
|
//Another effect plays when both Protect and Shell flags are activated.
|
|
//Not sure what this effect is.
|
|
//Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
|
|
Protect = 1 << 6 | HitEffectType,
|
|
Shell = 1 << 7 | HitEffectType,
|
|
ProtectShellSpecial = Protect | Shell,
|
|
|
|
// Required for heal text to be blue, not sure if that's all it's used for
|
|
Heal = 1 << 8,
|
|
MP = 1 << 9, //Causes "MP" text to appear when used with MagicEffectType. | with Heal to make text blue
|
|
TP = 1 << 10,//Causes "TP" text to appear when used with MagicEffectType. | with Heal to make text blue
|
|
|
|
//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
|
|
//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
|
|
HitEffect1 = 1 << 9,
|
|
HitEffect2 = 1 << 10, //Plays the standard hit visual effect, but with no sound if used alone.
|
|
HitEffect3 = 1 << 11, //Yellow effect, crit?
|
|
HitEffect4 = 1 << 12, //Plays the blocking animation
|
|
HitEffect5 = 1 << 13,
|
|
GustyHitEffect = HitEffect3 | HitEffect2,
|
|
GreenTintedHitEffect = HitEffect4 | HitEffect1,
|
|
|
|
//For specific animations
|
|
Miss = 0,
|
|
Evade = HitEffect1,
|
|
Hit = HitEffect1 | HitEffect2,
|
|
Crit = HitEffect3,
|
|
Parry = Hit | HitEffect3,
|
|
Block = HitEffect4,
|
|
|
|
//Knocks you back away from the attacker.
|
|
KnockbackLv1 = HitEffect4 | HitEffect2 | HitEffect1,
|
|
KnockbackLv2 = HitEffect4 | HitEffect3,
|
|
KnockbackLv3 = HitEffect4 | HitEffect3 | HitEffect1,
|
|
KnockbackLv4 = HitEffect4 | HitEffect3 | HitEffect2,
|
|
KnockbackLv5 = HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
|
|
|
|
//Knocks you away from the attacker in a counter-clockwise direction.
|
|
KnockbackCounterClockwiseLv1 = HitEffect5,
|
|
KnockbackCounterClockwiseLv2 = HitEffect5 | HitEffect1,
|
|
|
|
//Knocks you away from the attacker in a clockwise direction.
|
|
KnockbackClockwiseLv1 = HitEffect5 | HitEffect2,
|
|
KnockbackClockwiseLv2 = HitEffect5 | HitEffect2 | HitEffect1,
|
|
|
|
//Completely drags target to the attacker, even across large distances.
|
|
DrawIn = HitEffect5 | HitEffect3,
|
|
|
|
//An additional visual effect that plays on the target based on according buff.
|
|
UnknownShieldEffect = HitEffect5 | HitEffect4,
|
|
Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
|
|
|
|
//Unknown = 1 << 14, -- Not sure what this flag does; might be another HitEffect.
|
|
|
|
//A special effect when performing appropriate skill combos in succession.
|
|
//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
|
|
//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
|
|
SkillCombo1 = 1 << 15,
|
|
SkillCombo2 = 1 << 16,
|
|
SkillCombo3 = SkillCombo1 | SkillCombo2,
|
|
SkillCombo4 = 1 << 17
|
|
|
|
//Flags beyond here are unknown/untested.
|
|
}
|
|
|
|
//Mixing some of these flags will cause the client to crash.
|
|
//Setting a flag higher than Left (0x10-0x80) will cause the client to crash.
|
|
[Flags]
|
|
public enum HitDirection : byte
|
|
{
|
|
None = 0,
|
|
Front = 1 << 0,
|
|
Right = 1 << 1,
|
|
Rear = 1 << 2,
|
|
Left = 1 << 3
|
|
}
|
|
|
|
public enum HitType : ushort
|
|
{
|
|
Miss = 0,
|
|
Evade = 1,
|
|
Parry = 2,
|
|
Block = 3,
|
|
Resist = 4,
|
|
Hit = 5,
|
|
Crit = 6
|
|
}
|
|
|
|
//Type of action
|
|
public enum ActionType : ushort
|
|
{
|
|
None = 0,
|
|
Physical = 1,
|
|
Magic = 2,
|
|
Heal = 3,
|
|
Status = 4
|
|
}
|
|
|
|
//There's are two columns in gamecommand that are for action property and action element respectively and both have percentages next to them
|
|
//the percentages are for what percent that property or element factors into the attack. Astral and Umbral are always 33% because they are both 3 elments combined
|
|
//ActionProperty and ActionElement are slightly different. Property defines whta type of attack it is, and 11-13 are used for "sonic, breath, neutral". Neutral is always used for magic
|
|
//For Element 11-13 are used for astral, umbral, and healing magic.
|
|
//Right now we aren't actually using these but when things like resists get better defined we'll have to
|
|
public enum ActionProperty : ushort
|
|
{
|
|
None = 0,
|
|
Slashing = 1,
|
|
Piercing = 2,
|
|
Blunt = 3,
|
|
Projectile = 4,
|
|
|
|
Fire = 5,
|
|
Ice = 6,
|
|
Wind = 7,
|
|
Earth = 8,
|
|
Lightning = 9,
|
|
Water = 10,
|
|
|
|
//These I'm not sure about. Check gameCommand.csv
|
|
Astral = 11,
|
|
Umbral = 12,
|
|
Heal = 13
|
|
}
|
|
|
|
|
|
/*
|
|
public enum ActionProperty : ushort
|
|
{
|
|
None = 0,
|
|
Slashing = 1,
|
|
Piercing = 2,
|
|
Blunt = 3,
|
|
Projectile = 4,
|
|
|
|
Fire = 5,
|
|
Ice = 6,
|
|
Wind = 7,
|
|
Earth = 8,
|
|
Lightning = 9,
|
|
Water = 10,
|
|
|
|
Sonic = 11,
|
|
Breath = 12,
|
|
Neutral = 13,
|
|
Astral = 14,
|
|
Umbral = 15
|
|
}
|
|
|
|
public enum ActionElement : ushort
|
|
{
|
|
None = 0,
|
|
Slashing = 1,
|
|
Piercing = 2,
|
|
Blunt = 3,
|
|
Projectile = 4,
|
|
|
|
Fire = 5,
|
|
Ice = 6,
|
|
Wind = 7,
|
|
Earth = 8,
|
|
Lightning = 9,
|
|
Water = 10,
|
|
|
|
//These I'm not sure about. Check gameCommand.csv
|
|
Astral = 11,
|
|
Umbral = 12,
|
|
Heal = 13
|
|
}*/
|
|
|
|
|
|
class CommandResult
|
|
{
|
|
public uint targetId;
|
|
public ushort amount;
|
|
public ushort amountMitigated; //Amount that got blocked/evaded or resisted
|
|
public ushort enmity; //Seperate from amount for abilities that cause a different amount of enmity than damage
|
|
public ushort worldMasterTextId;
|
|
public uint effectId; //Impact effect, damage/heal/status numbers or name
|
|
public byte param; //Which side the battle action is coming from
|
|
public byte hitNum; //Which hit in a sequence of hits this is
|
|
|
|
/// <summary>
|
|
/// these fields are not actually part of the packet struct
|
|
/// </summary>
|
|
public uint animation;
|
|
public CommandType commandType; //What type of command was used (ie weaponskill, ability, etc)
|
|
public ActionProperty actionProperty; //Damage type of the action
|
|
public ActionType actionType; //Type of this action (ie physical, magic, heal)
|
|
public HitType hitType;
|
|
|
|
//Rates, I'm not sure if these need to be stored like this but with the way some buffs work maybe they do?
|
|
//Makes things like Blindside easy at least.
|
|
public double parryRate = 0.0;
|
|
public double blockRate = 0.0;
|
|
public double resistRate = 0.0;
|
|
public double hitRate = 0.0;
|
|
public double critRate = 0.0;
|
|
|
|
public CommandResult(uint targetId, ushort worldMasterTextId, uint effectId, ushort amount = 0, byte param = 0, byte hitNum = 1)
|
|
{
|
|
this.targetId = targetId;
|
|
this.worldMasterTextId = worldMasterTextId;
|
|
this.effectId = effectId;
|
|
this.amount = amount;
|
|
this.param = param;
|
|
this.hitNum = hitNum;
|
|
this.hitType = HitType.Hit;
|
|
this.enmity = amount;
|
|
this.commandType = (byte) CommandType.None;
|
|
}
|
|
|
|
public CommandResult(uint targetId, BattleCommand command, byte param = 0, byte hitNum = 1)
|
|
{
|
|
this.targetId = targetId;
|
|
this.worldMasterTextId = command.worldMasterTextId;
|
|
this.param = param;
|
|
this.hitNum = hitNum;
|
|
this.commandType = command.commandType;
|
|
this.actionProperty = command.actionProperty;
|
|
this.actionType = command.actionType;
|
|
}
|
|
|
|
//Order of what (probably) happens when a skill is used:
|
|
//Buffs that alter things like recast times or that only happen once per skill usage like Power Surge are activated
|
|
//Script calculates damage and handles any special requirements
|
|
//Rates are calculated
|
|
//Buffs that impact indiviudal hits like Blindside or Blood for Blood are activated
|
|
//The final hit type is determined
|
|
//Stoneskin takes damage
|
|
//Final damage amount is calculated using the hit type and defender's stats
|
|
//Buffs that activate or respond to damage like Rampage. Stoneskin gets removed AFTER damage if it falls off.
|
|
//Additional effects that are a part of the skill itself or weapon in case of auto attacks take place like status effects
|
|
//Certain buffs that alter the whole skill fall off (Resonance, Excruciate)
|
|
|
|
public void DoAction(Character caster, Character target, BattleCommand skill, CommandResultContainer results)
|
|
{
|
|
//First calculate rates for hit/block/etc
|
|
CalcRates(caster, target, skill);
|
|
|
|
//Next, modify those rates based on preaction buffs
|
|
//Still not sure how we shouldh andle these
|
|
PreAction(caster, target, skill, results);
|
|
|
|
BattleUtils.DoAction(caster, target, skill, this, results);
|
|
}
|
|
|
|
|
|
//Calculate the chance of hitting/critting/etc
|
|
public void CalcRates(Character caster, Character target, BattleCommand skill)
|
|
{
|
|
hitRate = BattleUtils.GetHitRate(caster, target, skill, this);
|
|
critRate = BattleUtils.GetCritRate(caster, target, skill, this);
|
|
blockRate = BattleUtils.GetBlockRate(caster, target, skill, this);
|
|
parryRate = BattleUtils.GetParryRate(caster, target, skill, this);
|
|
resistRate = BattleUtils.GetResistRate(caster, target, skill, this);
|
|
}
|
|
|
|
//These are buffs that activate before the action hits. Usually they change things like hit or crit rates or damage
|
|
public void PreAction(Character caster, Character target, BattleCommand skill, CommandResultContainer results)
|
|
{
|
|
target.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionTarget, "onPreAction", caster, target, skill, this, results);
|
|
|
|
caster.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionCaster, "onPreAction", caster, target, skill, this, results);
|
|
}
|
|
|
|
//Try and apply a status effect
|
|
public void TryStatus(Character caster, Character target, BattleCommand skill, CommandResultContainer results, bool isAdditional = true)
|
|
{
|
|
BattleUtils.TryStatus(caster, target, skill, this, results, isAdditional);
|
|
}
|
|
|
|
public ushort GetHitType()
|
|
{
|
|
return (ushort)hitType;
|
|
}
|
|
}
|
|
}
|