mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
182 lines
6.0 KiB
C#
182 lines
6.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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using FFXIVClassic_Map_Server.packets.send;
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using FFXIVClassic_Map_Server.utils;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class MagicState : State
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{
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private BattleCommand spell;
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private Vector3 startPos;
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public MagicState(Character owner, Character target, ushort spellId) :
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base(owner, target)
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{
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this.startPos = owner.GetPosAsVector3();
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this.startTime = DateTime.Now;
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this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicPrepare", owner, target, spell);
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if (returnCode == 0 && owner.CanCast(target, spell))
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{
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OnStart();
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}
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else
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{
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errorResult = new BattleAction(owner.actorId, 32553, 0);
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interrupt = true;
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}
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}
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public override void OnStart()
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{
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicStart", owner, target, spell);
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if (returnCode != 0)
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{
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interrupt = true;
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errorResult = new BattleAction(target.actorId, (ushort)(returnCode == -1 ? 32553 : returnCode), 0, 0, 0, 1);
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}
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else
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{
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// todo: check within attack range
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float[] baseCastDuration = { 1.0f, 0.25f };
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float spellSpeed = spell.castTimeSeconds;
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// command casting duration
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if (owner is Player)
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{
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// todo: modify spellSpeed based on modifiers and stuff
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((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddSeconds(spellSpeed)));
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}
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owner.SendChant(0xF, 0x0);
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owner.DoBattleAction(spell.id, 0x6F000002, new BattleAction(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM)
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}
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}
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public override bool Update(DateTime tick)
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{
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if (spell != null)
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{
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TryInterrupt();
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if (interrupt)
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{
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OnInterrupt();
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return true;
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}
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// todo: check weapon delay/haste etc and use that
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var actualCastTime = spell.castTimeSeconds;
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if ((tick - startTime).TotalSeconds >= spell.castTimeSeconds)
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{
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OnComplete();
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return true;
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}
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return false;
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}
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return true;
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}
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public override void OnInterrupt()
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{
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// todo: send paralyzed/sleep message etc.
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if (errorResult != null)
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{
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owner.SendChant(0, 0);
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owner.DoBattleAction(spell.id, errorResult.animation, errorResult);
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errorResult = null;
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}
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}
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public override void OnComplete()
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{
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spell.targetFind.FindWithinArea(target, spell.validTarget, spell.aoeTarget);
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isCompleted = true;
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var targets = spell.targetFind.GetTargets();
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BattleAction[] actions = new BattleAction[targets.Count];
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var i = 0;
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foreach (var chara in targets)
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{
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var action = new BattleAction(target.actorId, spell.worldMasterTextId, spell.battleAnimation, 0, (byte)HitDirection.None, 1);
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action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
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actions[i++] = action;
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}
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// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
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var errors = (BattleAction[])actions.Clone();
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owner.OnCast(this, actions, ref errors);
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owner.DoBattleAction(spell.id, spell.battleAnimation, actions);
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}
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public override void TryInterrupt()
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{
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if (interrupt)
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return;
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
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{
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// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
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uint effectId = 0;
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if (list.Count > 0)
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{
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// todo: actually check proc rate/random chance of whatever effect
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effectId = list[0].GetStatusEffectId();
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}
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interrupt = true;
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return;
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}
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if (HasMoved())
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{
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errorResult = new BattleAction(owner.actorId, 30211, 0);
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errorResult.animation = 0x7F000002;
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interrupt = true;
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return;
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}
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interrupt = !CanCast();
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}
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private bool CanCast()
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{
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return owner.CanCast(target, spell) && spell.IsValidTarget(owner, target) && !HasMoved();
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}
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private bool HasMoved()
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{
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return (owner.GetPosAsVector3() != startPos);
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}
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public override void Cleanup()
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{
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owner.SendChant(0, 0);
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if (owner is Player)
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{
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((Player)owner).SendEndCastbar();
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}
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owner.aiContainer.UpdateLastActionTime();
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}
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public BattleCommand GetSpell()
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{
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return spell;
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}
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}
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}
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