project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/state/MagicState.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

206 lines
7.7 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.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class MagicState : State
{
private Ability spell;
private uint cost;
private Vector3 startPos;
public MagicState(Character owner, Character target, ushort spellId) :
base(owner, target)
{
this.startTime = DateTime.Now;
// todo: lookup spell from global table
this.spell = Server.GetWorldManager().GetAbility(spellId);
var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellPrepare", owner, target, spell);
if (spell != null && returnCode == 0)
{
// todo: hp/mp shit should be taken care of in scripts, not here
// todo: Azia can fix, check the recast time and send error
if (!spell.IsValidTarget(owner, target))
{
// todo: error message
interrupt = true;
}
else if ((spell.mpCost = (ushort)Math.Ceiling((8000 + (owner.charaWork.parameterSave.state_mainSkillLevel - 70) * 500) * (spell.mpCost * 0.001))) > owner.GetMP())
{
// todo: error message
interrupt = true;
}
else if (spell.level > owner.charaWork.parameterSave.state_mainSkillLevel)
{
// todo: error message
}
else if (false /*spell.requirements & */)
{
// todo: error message
}
else
{
OnStart();
}
}
else
{
// todo: fuckin retarded. enum log messages somewhere (prolly isnt even right param)
if (owner is Player)
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), (ushort)(returnCode == -1 ? 32539 : returnCode), 0x20);
interrupt = true;
}
}
public override void OnStart()
{
var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellStart", owner, target, spell);
if (returnCode != 0)
{
interrupt = true;
errorPacket = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, owner.actorId, 0, 0, (ushort)(returnCode == -1 ? 32539 : returnCode), spell.id, 0, 1);
}
else
{
// todo: check within attack range
startPos = owner.GetPosAsVector3();
owner.LookAt(target);
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
{
// todo: this is retarded, prolly doesnt do what i think its gonna do
player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, target != null ? target.actorId : 0xC0000000, spell.battleAnimation, spell.effectAnimation, 0, spell.id, 0, (byte)spell.castTimeSeconds));
}
}
}
public override bool Update(DateTime tick)
{
if (spell != null)
{
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
var actualCastTime = spell.castTimeSeconds;
if ((tick - startTime).TotalSeconds >= spell.castTimeSeconds)
{
OnComplete();
return true;
}
return false;
}
return true;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
if (errorPacket != null)
{
owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
}
}
public override void OnComplete()
{
spell.targetFind.FindWithinArea(target, spell.validTarget);
isCompleted = true;
List<SubPacket> packets = new List<SubPacket>();
foreach (var chara in spell.targetFind.GetTargets())
{
// todo: calculate shit, do shit
bool landed = true;
var amount = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellFinish", owner, target, spell);
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
{
player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, chara.actorId, spell.battleAnimation, spell.effectAnimation, spell.worldMasterTextId, spell.id, (ushort)spell.param, 1));
}
if (chara is BattleNpc)
{
((BattleNpc)chara).hateContainer.UpdateHate(owner, amount);
}
}
}
public override void TryInterrupt()
{
if (interrupt)
return;
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
{
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
uint effectId = 0;
if (list.Count > 0)
{
// todo: actually check proc rate/random chance of whatever effect
effectId = list[0].GetStatusEffectId();
}
// todo: which is actually the swing packet
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
//errorPacket = null;
interrupt = true;
return;
}
if (Utils.DistanceSquared(owner.GetPosAsVector3(), startPos) > 4.0f)
{
// todo: send interrupt packet
interrupt = true;
return;
}
interrupt = !CanCast();
}
private bool CanCast()
{
if (target == null)
{
return false;
}
// todo: shouldnt need to check if owner is dead since all states would be cleared
if (owner.aiContainer.IsDead() || target.aiContainer.IsDead())
{
return false;
}
else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
{
return false;
}
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > spell.range)
{
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
{
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
}
return false;
}
return true;
}
}
}