project-meteor-server/Map Server/actors/Actor.cs

788 lines
29 KiB
C#

/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using FFXIVClassic_Map_Server.actors;
using FFXIVClassic_Map_Server.lua;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.actor.events;
using Meteor.Common;
using System;
using System.Collections.Generic;
using FFXIVClassic_Map_Server.actors.area;
using System.Reflection;
using System.ComponentModel;
using FFXIVClassic_Map_Server.actors.chara;
namespace FFXIVClassic_Map_Server.Actors
{
[Flags]
enum ActorUpdateFlags
{
None = 0x00,
Position = 0x01,
HpTpMp = 0x02,
State = 0x04,
SubState = 0x08,
Combat = 0x0F,
Name = 0x10,
Appearance = 0x20,
Speed = 0x40,
Work = 0x80,
Stats = 0x100,
Status = 0x200,
StatusTime = 0x400,
Hotbar = 0x800,
AllNpc = 0xDF,
AllPlayer = 0x13F
}
class Actor
{
public static uint INVALID_ACTORID = 0xC0000000;
public uint actorId;
public string actorName;
public uint displayNameId = 0xFFFFFFFF;
public string customDisplayName;
public ushort currentMainState = SetActorStatePacket.MAIN_STATE_PASSIVE;
public SubState currentSubState = new SubState();
public float positionX, positionY, positionZ, rotation;
public float oldPositionX, oldPositionY, oldPositionZ, oldRotation;
public ushort moveState, oldMoveState;
public float[] moveSpeeds = new float[4];
public uint zoneId, zoneId2;
public string privateArea;
public uint privateAreaType;
public Area zone = null;
public Area zone2 = null;
public bool isZoning = false;
public bool spawnedFirstTime = false;
public string classPath;
public string className;
public List<LuaParam> classParams;
public List<Vector3> positionUpdates;
protected DateTime lastUpdateScript;
protected DateTime lastUpdate;
public Actor target;
public bool isAtSpawn = true;
public ActorUpdateFlags updateFlags;
public EventList eventConditions;
public Actor(uint actorId)
{
this.actorId = actorId;
}
public Actor(uint actorId, string actorName, string className, List<LuaParam> classParams)
{
this.actorId = actorId;
this.actorName = actorName;
this.className = className;
this.classParams = classParams;
this.moveSpeeds[0] = SetActorSpeedPacket.DEFAULT_STOP;
this.moveSpeeds[1] = SetActorSpeedPacket.DEFAULT_WALK;
this.moveSpeeds[2] = SetActorSpeedPacket.DEFAULT_RUN;
this.moveSpeeds[3] = SetActorSpeedPacket.DEFAULT_ACTIVE;
positionUpdates = new List<Vector3>();
}
public void SetPushCircleRange(string triggerName, float size)
{
if (eventConditions == null || eventConditions.pushWithCircleEventConditions == null)
return;
foreach (EventList.PushCircleEventCondition condition in eventConditions.pushWithCircleEventConditions)
{
if (condition.conditionName.Equals(triggerName))
{
condition.radius = size;
break;
}
}
}
public virtual void ResetMoveSpeeds()
{
this.moveSpeeds[0] = SetActorSpeedPacket.DEFAULT_STOP;
this.moveSpeeds[1] = SetActorSpeedPacket.DEFAULT_WALK;
this.moveSpeeds[2] = SetActorSpeedPacket.DEFAULT_RUN;
this.moveSpeeds[3] = SetActorSpeedPacket.DEFAULT_ACTIVE;
this.moveState = this.oldMoveState;
this.updateFlags |= ActorUpdateFlags.Speed;
}
public SubPacket CreateAddActorPacket(byte val)
{
return AddActorPacket.BuildPacket(actorId, val);
}
public SubPacket CreateNamePacket()
{
return SetActorNamePacket.BuildPacket(actorId, customDisplayName != null ? 0 : displayNameId, displayNameId == 0xFFFFFFFF | displayNameId == 0x0 | customDisplayName != null ? customDisplayName : "");
}
public SubPacket CreateSpeedPacket()
{
return SetActorSpeedPacket.BuildPacket(actorId, moveSpeeds[0], moveSpeeds[1], moveSpeeds[2], moveSpeeds[3]);
}
public SubPacket CreateSpawnPositonPacket(ushort spawnType)
{
return CreateSpawnPositonPacket(null, spawnType);
}
public SubPacket CreateSpawnPositonPacket(Player player, ushort spawnType)
{
//TODO: FIX THIS IF
uint playerActorId = player == null ? 0 : player.actorId; //Get Rid
SubPacket spawnPacket;
if (!spawnedFirstTime && playerActorId == actorId)
spawnPacket = SetActorPositionPacket.BuildPacket(actorId, 0, positionX, positionY, positionZ, rotation, 0x1, false);
else if (playerActorId == actorId)
spawnPacket = SetActorPositionPacket.BuildPacket(actorId, 0xFFFFFFFF, positionX, positionY, positionZ, rotation, spawnType, true);
else
{
if (this is Player)
spawnPacket = SetActorPositionPacket.BuildPacket(actorId, 0, positionX, positionY, positionZ, rotation, spawnType, false);
else
spawnPacket = SetActorPositionPacket.BuildPacket(actorId, actorId, positionX, positionY, positionZ, rotation, spawnType, false);
}
//return SetActorPositionPacket.BuildPacket(actorId, -211.895477f, 190.000000f, 29.651011f, 2.674819f, SetActorPositionPacket.SPAWNTYPE_PLAYERWAKE);
spawnedFirstTime = true;
return spawnPacket;
}
public SubPacket CreateSpawnTeleportPacket(ushort spawnType)
{
SubPacket spawnPacket;
spawnPacket = SetActorPositionPacket.BuildPacket(actorId, 0xFFFFFFFF, positionX, positionY, positionZ, rotation, spawnType, false);
//return SetActorPositionPacket.BuildPacket(actorId, -211.895477f, 190.000000f, 29.651011f, 2.674819f, SetActorPositionPacket.SPAWNTYPE_PLAYERWAKE);
//spawnPacket.DebugPrintSubPacket();
return spawnPacket;
}
public SubPacket CreatePositionUpdatePacket()
{
return MoveActorToPositionPacket.BuildPacket(actorId, positionX, positionY, positionZ, rotation, moveState);
}
public SubPacket CreateStatePacket()
{
return SetActorStatePacket.BuildPacket(actorId, currentMainState, 0);
}
public List<SubPacket> GetEventConditionPackets()
{
List<SubPacket> subpackets = new List<SubPacket>();
//Return empty list
if (eventConditions == null)
return subpackets;
if (eventConditions.talkEventConditions != null)
{
foreach (EventList.TalkEventCondition condition in eventConditions.talkEventConditions)
subpackets.Add(SetTalkEventCondition.BuildPacket(actorId, condition));
}
if (eventConditions.noticeEventConditions != null)
{
foreach (EventList.NoticeEventCondition condition in eventConditions.noticeEventConditions)
subpackets.Add(SetNoticeEventCondition.BuildPacket(actorId, condition));
}
if (eventConditions.emoteEventConditions != null)
{
foreach (EventList.EmoteEventCondition condition in eventConditions.emoteEventConditions)
subpackets.Add(SetEmoteEventCondition.BuildPacket(actorId, condition));
}
if (eventConditions.pushWithCircleEventConditions != null)
{
foreach (EventList.PushCircleEventCondition condition in eventConditions.pushWithCircleEventConditions)
subpackets.Add(SetPushEventConditionWithCircle.BuildPacket(actorId, condition));
}
if (eventConditions.pushWithFanEventConditions != null)
{
foreach (EventList.PushFanEventCondition condition in eventConditions.pushWithFanEventConditions)
subpackets.Add(SetPushEventConditionWithFan.BuildPacket(actorId, condition));
}
if (eventConditions.pushWithBoxEventConditions != null)
{
foreach (EventList.PushBoxEventCondition condition in eventConditions.pushWithBoxEventConditions)
subpackets.Add(SetPushEventConditionWithTriggerBox.BuildPacket(actorId, condition));
}
return subpackets;
}
public List<SubPacket> GetSetEventStatusPackets()
{
List<SubPacket> subpackets = new List<SubPacket>();
//Return empty list
if (eventConditions == null)
return subpackets;
if (eventConditions.talkEventConditions != null)
{
foreach (EventList.TalkEventCondition condition in eventConditions.talkEventConditions)
subpackets.Add(SetEventStatus.BuildPacket(actorId, true, 1, condition.conditionName));
}
if (eventConditions.noticeEventConditions != null)
{
foreach (EventList.NoticeEventCondition condition in eventConditions.noticeEventConditions)
subpackets.Add(SetEventStatus.BuildPacket(actorId, true, 1, condition.conditionName));
}
if (eventConditions.emoteEventConditions != null)
{
foreach (EventList.EmoteEventCondition condition in eventConditions.emoteEventConditions)
subpackets.Add(SetEventStatus.BuildPacket(actorId, true, 3, condition.conditionName));
}
if (eventConditions.pushWithCircleEventConditions != null)
{
foreach (EventList.PushCircleEventCondition condition in eventConditions.pushWithCircleEventConditions)
subpackets.Add(SetEventStatus.BuildPacket(actorId, true, 2, condition.conditionName));
}
if (eventConditions.pushWithFanEventConditions != null)
{
foreach (EventList.PushFanEventCondition condition in eventConditions.pushWithFanEventConditions)
subpackets.Add(SetEventStatus.BuildPacket(actorId, true, 2, condition.conditionName));
}
if (eventConditions.pushWithBoxEventConditions != null)
{
foreach (EventList.PushBoxEventCondition condition in eventConditions.pushWithBoxEventConditions)
subpackets.Add(SetEventStatus.BuildPacket(actorId, true, 2, condition.conditionName));
}
return subpackets;
}
public SubPacket CreateIsZoneingPacket()
{
return SetActorIsZoningPacket.BuildPacket(actorId, false);
}
public virtual SubPacket CreateScriptBindPacket(Player player)
{
return ActorInstantiatePacket.BuildPacket(actorId, actorName, className, classParams);
}
public virtual SubPacket CreateScriptBindPacket()
{
return ActorInstantiatePacket.BuildPacket(actorId, actorName, className, classParams);
}
public virtual List<SubPacket> GetSpawnPackets(Player player, ushort spawnType)
{
List<SubPacket> subpackets = new List<SubPacket>();
subpackets.Add(CreateAddActorPacket(8));
subpackets.AddRange(GetEventConditionPackets());
subpackets.Add(CreateSpeedPacket());
subpackets.Add(CreateSpawnPositonPacket(player, spawnType));
subpackets.Add(CreateNamePacket());
subpackets.Add(CreateStatePacket());
subpackets.Add(CreateIsZoneingPacket());
subpackets.Add(CreateScriptBindPacket(player));
return subpackets;
}
public virtual List<SubPacket> GetSpawnPackets()
{
return GetSpawnPackets(0x1);
}
public virtual List<SubPacket> GetSpawnPackets(ushort spawnType)
{
List<SubPacket> subpackets = new List<SubPacket>();
subpackets.Add(CreateAddActorPacket(8));
subpackets.AddRange(GetEventConditionPackets());
subpackets.Add(CreateSpeedPacket());
subpackets.Add(CreateSpawnPositonPacket(null, spawnType));
subpackets.Add(CreateNamePacket());
subpackets.Add(CreateStatePacket());
subpackets.Add(CreateIsZoneingPacket());
subpackets.Add(CreateScriptBindPacket());
return subpackets;
}
public virtual List<SubPacket> GetInitPackets()
{
List<SubPacket> packets = new List<SubPacket>();
SetActorPropetyPacket initProperties = new SetActorPropetyPacket("/_init");
initProperties.AddByte(0xE14B0CA8, 1);
initProperties.AddByte(0x2138FD71, 1);
initProperties.AddByte(0xFBFBCFB1, 1);
initProperties.AddTarget();
packets.Add(initProperties.BuildPacket(actorId));
return packets;
}
public override bool Equals(Object obj)
{
Actor actorObj = obj as Actor;
if (actorObj == null)
return false;
else
return actorId == actorObj.actorId;
}
public string GetName()
{
return actorName;
}
public string GetClassName()
{
return className;
}
public ushort GetState()
{
return currentMainState;
}
public List<LuaParam> GetLuaParams()
{
return classParams;
}
//character's newMainState kind of messes with this
public void ChangeState(ushort newState)
{
if (newState != currentMainState)
{
currentMainState = newState;
updateFlags |= (ActorUpdateFlags.State | ActorUpdateFlags.Position);
}
}
public SubState GetSubState()
{
return currentSubState;
}
public void SubstateModified()
{
updateFlags |= (ActorUpdateFlags.SubState);
}
public void ModifySpeed(float mod)
{
for (int i = 0; i < 4; i++)
{
moveSpeeds[i] *= mod;
}
updateFlags |= ActorUpdateFlags.Speed;
}
public void ChangeSpeed(int type, float value)
{
moveSpeeds[type] = value;
updateFlags |= ActorUpdateFlags.Speed;
}
public void ChangeSpeed(float speedStop, float speedWalk, float speedRun, float speedActive)
{
moveSpeeds[0] = speedStop;
moveSpeeds[1] = speedWalk;
moveSpeeds[2] = speedRun;
moveSpeeds[3] = speedActive;
updateFlags |= ActorUpdateFlags.Speed;
}
public virtual void Update(DateTime tick)
{
}
public virtual void PostUpdate(DateTime tick, List<SubPacket> packets = null)
{
if (updateFlags != ActorUpdateFlags.None)
{
packets = packets ?? new List<SubPacket>();
if ((updateFlags & ActorUpdateFlags.Position) != 0)
{
if (positionUpdates != null && positionUpdates.Count > 0)
{
var pos = positionUpdates[0];
if (pos != null)
{
oldPositionX = positionX;
oldPositionY = positionY;
oldPositionZ = positionZ;
oldRotation = rotation;
positionX = pos.X;
positionY = pos.Y;
positionZ = pos.Z;
zone.UpdateActorPosition(this);
//Program.Server.GetInstance().mLuaEngine.OnPath(actor, position, positionUpdates)
}
positionUpdates.Remove(pos);
}
packets.Add(CreatePositionUpdatePacket());
}
if ((updateFlags & ActorUpdateFlags.Speed) != 0)
{
packets.Add(SetActorSpeedPacket.BuildPacket(actorId, moveSpeeds[0], moveSpeeds[1], moveSpeeds[2], moveSpeeds[3]));
}
if ((updateFlags & ActorUpdateFlags.Name) != 0)
{
packets.Add(SetActorNamePacket.BuildPacket(actorId, displayNameId, customDisplayName));
}
if ((updateFlags & ActorUpdateFlags.State) != 0)
{
packets.Add(SetActorStatePacket.BuildPacket(actorId, currentMainState, 0x3B));
}
if ((updateFlags & ActorUpdateFlags.SubState) != 0)
{
packets.Add(SetActorSubStatePacket.BuildPacket(actorId, currentSubState));
}
updateFlags = ActorUpdateFlags.None;
}
zone.BroadcastPacketsAroundActor(this, packets);
}
public void GenerateActorName(int actorNumber)
{
//Format Class Name
string className = this.className.Replace("Populace", "Ppl")
.Replace("Monster", "Mon")
.Replace("Crowd", "Crd")
.Replace("MapObj", "Map")
.Replace("Object", "Obj")
.Replace("Retainer", "Rtn")
.Replace("Standard", "Std");
className = Char.ToLowerInvariant(className[0]) + className.Substring(1);
//Format Zone Name
string zoneName = zone.zoneName.Replace("Field", "Fld")
.Replace("Dungeon", "Dgn")
.Replace("Town", "Twn")
.Replace("Battle", "Btl")
.Replace("Test", "Tes")
.Replace("Event", "Evt")
.Replace("Ship", "Shp")
.Replace("Office", "Ofc");
if (zone is PrivateArea)
{
//Check if "normal"
zoneName = zoneName.Remove(zoneName.Length - 1, 1) + "P";
}
zoneName = Char.ToLowerInvariant(zoneName[0]) + zoneName.Substring(1);
try
{
className = className.Substring(0, 20 - zoneName.Length);
}
catch (ArgumentOutOfRangeException)
{ }
//Convert actor number to base 63
string classNumber = Utils.ToStringBase63(actorNumber);
//Get stuff after @
uint zoneId = zone.actorId;
uint privLevel = 0;
if (zone is PrivateArea)
privLevel = ((PrivateArea)zone).GetPrivateAreaType();
actorName = String.Format("{0}_{1}_{2}@{3:X3}{4:X2}", className, zoneName, classNumber, zoneId, privLevel);
}
public bool SetWorkValue(Player player, string name, string uiFunc, object value)
{
string[] split = name.Split('.');
int arrayIndex = 0;
if (!(split[0].Equals("work") || split[0].Equals("charaWork") || split[0].Equals("playerWork") || split[0].Equals("npcWork")))
return false;
Object parentObj = null;
Object curObj = this;
for (int i = 0; i < split.Length; i++)
{
//For arrays
if (split[i].Contains("["))
{
if (split[i].LastIndexOf(']') - split[i].IndexOf('[') <= 0)
return false;
arrayIndex = Convert.ToInt32(split[i].Substring(split[i].IndexOf('[') + 1, split[i].LastIndexOf(']') - split[i].LastIndexOf('[') - 1));
split[i] = split[i].Substring(0, split[i].IndexOf('['));
}
FieldInfo field = curObj.GetType().GetField(split[i]);
if (field == null)
return false;
if (i == split.Length - 1)
parentObj = curObj;
curObj = field.GetValue(curObj);
if (curObj == null)
return false;
}
if (curObj == null)
return false;
else
{
//Array, we actually care whats inside
if (curObj.GetType().IsArray)
{
if (((Array)curObj).Length <= arrayIndex)
return false;
if (value.GetType() == ((Array)curObj).GetType().GetElementType() || TypeDescriptor.GetConverter(value.GetType()).CanConvertTo(((Array)curObj).GetType().GetElementType()))
{
if (value.GetType() == ((Array)curObj).GetType().GetElementType())
((Array)curObj).SetValue(value, arrayIndex);
else
((Array)curObj).SetValue(TypeDescriptor.GetConverter(value.GetType()).ConvertTo(value, curObj.GetType().GetElementType()), arrayIndex);
SetActorPropetyPacket changeProperty = new SetActorPropetyPacket(uiFunc);
changeProperty.AddProperty(this, name);
changeProperty.AddTarget();
SubPacket subpacket = changeProperty.BuildPacket(player.actorId);
player.playerSession.QueuePacket(subpacket);
subpacket.DebugPrintSubPacket();
return true;
}
}
else
{
if (value.GetType() == curObj.GetType() || TypeDescriptor.GetConverter(value.GetType()).CanConvertTo(curObj.GetType()))
{
if (value.GetType() == curObj.GetType())
parentObj.GetType().GetField(split[split.Length - 1]).SetValue(parentObj, value);
else
parentObj.GetType().GetField(split[split.Length - 1]).SetValue(parentObj, TypeDescriptor.GetConverter(value.GetType()).ConvertTo(value, curObj.GetType()));
SetActorPropetyPacket changeProperty = new SetActorPropetyPacket(uiFunc);
changeProperty.AddProperty(this, name);
changeProperty.AddTarget();
SubPacket subpacket = changeProperty.BuildPacket(player.actorId);
player.playerSession.QueuePacket(subpacket);
subpacket.DebugPrintSubPacket();
return true;
}
}
return false;
}
}
#region positioning
public List<float> GetPos()
{
List<float> pos = new List<float>();
pos.Add(positionX);
pos.Add(positionY);
pos.Add(positionZ);
pos.Add(rotation);
pos.Add(zoneId);
return pos;
}
public Vector3 GetPosAsVector3()
{
return new Vector3(positionX, positionY, positionZ);
}
public void SetPos(float x, float y, float z, float rot = 0, uint zoneId = 0)
{
oldPositionX = positionX;
oldPositionY = positionY;
oldPositionZ = positionZ;
oldRotation = rotation;
positionX = x;
positionY = y;
positionZ = z;
rotation = rot;
// todo: handle zone?
zone.BroadcastPacketAroundActor(this, MoveActorToPositionPacket.BuildPacket(actorId, x, y, z, rot, moveState));
}
public Area GetZone()
{
return zone;
}
public uint GetZoneID()
{
return zoneId;
}
public void LookAt(Actor actor)
{
if (actor != null)
{
LookAt(actor.positionX, actor.positionZ);
}
else
{
Program.Log.Error("[{0}][{1}] Actor.LookAt() unable to find actor!", actorId, actorName);
}
}
public void LookAt(Vector3 pos)
{
if (pos != null)
{
LookAt(pos.X, pos.Z);
}
}
public void LookAt(float x, float z)
{
//Don't rotate if the lookat position is same as our current position
if (positionX != x || positionZ != z)
{
var rot1 = this.rotation;
var dX = this.positionX - x;
var dY = this.positionZ - z;
var rot2 = Math.Atan2(dY, dX);
var dRot = Math.PI - rot2 + Math.PI / 2;
// pending move, dont need to unset it
this.updateFlags |= ActorUpdateFlags.Position;
rotation = (float)dRot;
}
}
// todo: is this legit?
public bool IsFacing(float x, float z, float angle = 90.0f)
{
angle = (float)(Math.PI * angle / 180);
var a = Vector3.GetAngle(positionX, positionZ, x, z);
return new Vector3(x, 0, z).IsWithinCone(GetPosAsVector3(), rotation, angle);
}
public bool IsFacing(Actor target, float angle = 40.0f)
{
if (target == null)
{
Program.Log.Error("[{0}][{1}] IsFacing no target!", actorId, actorName);
return false;
}
return IsFacing(target.positionX, target.positionZ, angle);
}
public void QueuePositionUpdate(Vector3 pos)
{
if (positionUpdates == null)
positionUpdates = new List<Vector3>();
positionUpdates.Add(pos);
this.updateFlags |= ActorUpdateFlags.Position;
}
public void QueuePositionUpdate(float x, float y, float z)
{
QueuePositionUpdate(new Vector3(x, y, z));
}
public void ClearPositionUpdates()
{
positionUpdates.Clear();
}
public Vector3 FindRandomPoint(float x, float y, float z, float minRadius, float maxRadius)
{
var angle = Program.Random.NextDouble() * Math.PI * 2;
var radius = Math.Sqrt(Program.Random.NextDouble() * (maxRadius - minRadius)) + minRadius;
return new Vector3(x + (float)(radius * Math.Cos(angle)), y, z + (float)(radius * Math.Sin(angle)));
}
public Vector3 FindRandomPointAroundTarget(Actor target, float minRadius, float maxRadius)
{
if (target == null)
{
Program.Log.Error(String.Format("[{0} {1}] FindRandomPointAroundTarget: no target found!", this.actorId, this.customDisplayName));
return GetPosAsVector3();
}
return FindRandomPoint(target.positionX, target.positionY, target.positionZ, minRadius, maxRadius);
}
public Vector3 FindRandomPointAroundActor(float minRadius, float maxRadius)
{
return FindRandomPoint(positionX, positionY, positionZ, minRadius, maxRadius);
}
#endregion
public override string ToString()
{
if (className != null)
{
return string.Format("{0} [0x{1:X}]", className, actorId);
}
else
{
return string.Format("Unknown [0x{0:X}]", actorId);
}
}
}
}