project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/StatusEffectContainer.cs
Tahir Akhlaq 11bbb023d9 abilities now use correct animation id (<3 azia)
- did stuff with magicstate/attackstate
- fixed status effect tick
- added regen status (todo: actually populate the table and use that name instead of enum's)
- added baseStats to char (todo: add bonuses and stuff on top of those, set charaWork values to the calculated ones + bonus)
2017-08-25 03:52:43 +01:00

233 lines
9.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.lua;
using FFXIVClassic_Map_Server.actors.area;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.packets.send.actor;
using System.Collections.ObjectModel;
using FFXIVClassic_Map_Server.utils;
namespace FFXIVClassic_Map_Server.actors.chara.ai
{
class StatusEffectContainer
{
private Character owner;
private readonly Dictionary<uint, StatusEffect> effects;
public static readonly int MAX_EFFECTS = 20;
private bool sendUpdate = false;
public StatusEffectContainer(Character owner)
{
this.owner = owner;
this.effects = new Dictionary<uint, StatusEffect>();
}
public void Update(DateTime tick)
{
// list of effects to remove
var removeEffects = new List<StatusEffect>();
foreach (var effect in effects.Values)
{
// effect's update function returns true if effect has completed
if (effect.Update(tick))
removeEffects.Add(effect);
}
// remove effects from this list
foreach (var effect in removeEffects)
{
RemoveStatusEffect(effect);
}
if (sendUpdate)
{
owner.zone.BroadcastPacketsAroundActor(owner, owner.GetActorStatusPackets());
sendUpdate = false;
}
}
public bool HasStatusEffect(uint id)
{
return effects.ContainsKey(id);
}
public bool HasStatusEffect(StatusEffectId id)
{
return effects.ContainsKey((uint)id);
}
public bool AddStatusEffect(uint id, UInt64 magnitude, double tickMs, double durationMs, byte tier = 0)
{
return AddStatusEffect(new StatusEffect(this.owner, id, magnitude, (uint)(tickMs * 1000), (uint)(durationMs * 1000), tier), owner);
}
public bool AddStatusEffect(StatusEffect newEffect, Character source, bool silent = false)
{
// todo: check flags/overwritable and add effect to list
var effect = GetStatusEffectById(newEffect.GetStatusEffectId());
bool canOverwrite = false;
if (effect != null)
{
var overwritable = effect.GetOverwritable();
canOverwrite = (overwritable == (uint)StatusEffectOverwrite.Always) ||
(overwritable == (uint)StatusEffectOverwrite.GreaterOnly && (effect.GetDurationMs() < newEffect.GetDurationMs() || effect.GetMagnitude() < newEffect.GetMagnitude())) ||
(overwritable == (uint)StatusEffectOverwrite.GreaterOrEqualTo && (effect.GetDurationMs() <= newEffect.GetDurationMs() || effect.GetMagnitude() <= newEffect.GetMagnitude()));
}
if (canOverwrite || effect == null)
{
// send packet to client with effect added message
if (!silent || !effect.GetSilent() || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
{
// todo: send packet to client with effect added message
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, newEffect.GetSource().actorId, newEffect.GetOwner().actorId, 0x7678, 0, 0, newEffect.GetStatusId(), 0, 0));
}
// wont send a message about losing effect here
if (canOverwrite)
effects.Remove(newEffect.GetStatusEffectId());
if (effects.Count < MAX_EFFECTS)
{
effects.Add(newEffect.GetStatusEffectId(), newEffect);
newEffect.SetSilent(silent);
// todo: this is retarded..
{
var index = Array.IndexOf(effects.Values.ToArray(), newEffect);
owner.charaWork.status[index] = newEffect.GetStatusId();
owner.charaWork.statusShownTime[index] = Utils.UnixTimeStampUTC() + (newEffect.GetDurationMs() / 1000);
this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(this.owner.actorId, (ushort)index, (ushort)newEffect.GetStatusId()));
}
{
owner.zone.BroadcastPacketsAroundActor(owner, owner.GetActorStatusPackets());
}
owner.RecalculateStats();
}
return true;
}
return false;
}
public void RemoveStatusEffect(StatusEffect effect, bool silent = false)
{
if (effects.ContainsKey(effect.GetStatusEffectId()))
{
// send packet to client with effect remove message
if (!silent || !effect.GetSilent() || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
{
// todo: send packet to client with effect added message
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, owner.actorId, 0x7679, 0, 0, effect.GetStatusId(), 0, 0));
}
// todo: this is retarded..
{
var index = Array.IndexOf(effects.Values.ToArray(), effect);
owner.charaWork.status[index] = 0;
owner.charaWork.statusShownTime[index] = uint.MaxValue;
this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(owner.actorId, (ushort)index, (ushort)0));
}
// function onLose(actor, effect)
LuaEngine.CallLuaStatusEffectFunction(this.owner, effect, "onLose", this.owner, effect);
effects.Remove(effect.GetStatusEffectId());
owner.RecalculateStats();
sendUpdate = true;
}
}
public void RemoveStatusEffect(uint effectId, bool silent = false)
{
foreach (var effect in effects.Values)
{
if (effect.GetStatusEffectId() == effectId)
{
RemoveStatusEffect(effect, silent);
break;
}
}
}
public StatusEffect CopyEffect(StatusEffect effect)
{
var newEffect = new StatusEffect(this.owner, effect);
newEffect.SetOwner(this.owner);
// todo: should source be copied too?
return AddStatusEffect(newEffect, effect.GetSource()) ? newEffect : null;
}
public bool RemoveStatusEffectsByFlags(uint flags, bool silent = false)
{
// build list of effects to remove
var removeEffects = new List<StatusEffect>();
foreach (var effect in effects.Values)
if ((effect.GetFlags() & flags) != 0)
removeEffects.Add(effect);
// remove effects from main list
foreach (var effect in removeEffects)
RemoveStatusEffect(effect, silent);
// removed an effect with one of these flags
return removeEffects.Count > 0;
}
public StatusEffect GetStatusEffectById(uint id, byte tier = 0xFF)
{
StatusEffect effect;
if (effects.TryGetValue(id, out effect) && effect.GetStatusEffectId() == id && (tier != 0xFF ? effect.GetTier() == tier : true))
return effect;
return null;
}
public List<StatusEffect> GetStatusEffectsByFlag(uint flag)
{
var list = new List<StatusEffect>();
foreach (var effect in effects.Values)
{
if ((effect.GetFlags() & flag) != 0)
{
list.Add(effect);
}
}
return list;
}
// todo: why the fuck cant c# convert enums/
public bool HasStatusEffectsByFlag(StatusEffectFlags flags)
{
return HasStatusEffectsByFlag((uint)flags);
}
public bool HasStatusEffectsByFlag(uint flag)
{
foreach (var effect in effects.Values)
{
if ((effect.GetFlags() & flag) != 0)
return true;
}
return false;
}
public IEnumerable<StatusEffect> GetStatusEffects()
{
return effects.Values;
}
void SaveStatusEffectsToDatabase(StatusEffectFlags removeEffectFlags = StatusEffectFlags.None)
{
if (owner is Player)
{
Database.SavePlayerStatusEffects((Player)owner);
}
}
}
}