project-meteor-server/FFXIVClassic Map Server/actors/chara/npc/BattleNpc.cs

305 lines
10 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.actors.chara.npc;
using FFXIVClassic_Map_Server.actors;
using FFXIVClassic_Map_Server.actors.chara;
using FFXIVClassic_Map_Server.actors.chara.ai;
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.actors.chara.ai.state;
using FFXIVClassic_Map_Server.utils;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
using FFXIVClassic_Map_Server.actors.group;
using FFXIVClassic_Map_Server.packets.send;
namespace FFXIVClassic_Map_Server.Actors
{
[Flags]
enum AggroType
{
None = 0x00,
Sight = 0x01,
Scent = 0x02,
LowHp = 0x04,
IgnoreLevelDifference = 0x08
}
class BattleNpc : Npc
{
public HateContainer hateContainer;
public AggroType aggroType;
public bool neutral;
private uint despawnTime;
private uint respawnTime;
private uint spawnDistance;
public Character lastAttacker;
public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
ushort actorState, uint animationId, string customDisplayName)
: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
{
this.aiContainer = new AIContainer(this, new BattleNpcController(this), new PathFind(this), new TargetFind(this));
this.currentSubState = SetActorStatePacket.SUB_STATE_MONSTER;
//this.currentMainState = SetActorStatePacket.MAIN_STATE_ACTIVE;
//charaWork.property[2] = 1;
//npcWork.hateType = 1;
this.hateContainer = new HateContainer(this);
this.allegiance = CharacterTargetingAllegiance.BattleNpcs;
spawnX = posX;
spawnY = posY;
spawnZ = posZ;
// todo: read these from db also
aggroType = AggroType.Sight;
this.moveState = 2;
ResetMoveSpeeds();
despawnTime = 10;
respawnTime = 30;
CalculateBaseStats();
}
public override List<SubPacket> GetSpawnPackets(Player player, ushort spawnType)
{
List<SubPacket> subpackets = new List<SubPacket>();
if (IsAlive())
{
subpackets.Add(CreateAddActorPacket());
subpackets.AddRange(GetEventConditionPackets());
subpackets.Add(CreateSpeedPacket());
subpackets.Add(CreateSpawnPositonPacket(0x0));
subpackets.Add(CreateAppearancePacket());
subpackets.Add(CreateNamePacket());
subpackets.Add(CreateStatePacket());
subpackets.Add(CreateIdleAnimationPacket());
subpackets.Add(CreateInitStatusPacket());
subpackets.Add(CreateSetActorIconPacket());
subpackets.Add(CreateIsZoneingPacket());
subpackets.Add(CreateScriptBindPacket(player));
}
return subpackets;
}
public uint GetAggroType()
{
return (uint)aggroType;
}
public void SetAggroType(uint aggroType)
{
this.aggroType = (AggroType)aggroType;
}
public override void Update(DateTime tick)
{
this.aiContainer.Update(tick);
this.statusEffects.Update(tick);
}
public override void PostUpdate(DateTime tick, List<SubPacket> packets = null)
{
// todo: should probably add another flag for battleTemp since all this uses reflection
packets = new List<SubPacket>();
if ((updateFlags & ActorUpdateFlags.HpTpMp) != 0)
{
var propPacketUtil = new ActorPropertyPacketUtil("charaWork.parameterSave", this);
propPacketUtil.AddProperty("charaWork.parameterSave.hp[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.hpMax[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[0]");
propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[1]");
packets.AddRange(propPacketUtil.Done());
}
base.PostUpdate(tick, packets);
}
public override bool CanAttack()
{
// todo:
return true;
}
public override bool CanCast(Character target, BattleCommand spell)
{
// todo:
return false;
}
public override bool CanWeaponSkill(Character target, BattleCommand skill)
{
// todo:
return false;
}
public override bool CanUseAbility(Character target, BattleCommand ability)
{
// todo:
return false;
}
public uint GetDespawnTime()
{
return despawnTime;
}
public void SetDespawnTime(uint seconds)
{
despawnTime = seconds;
}
public uint GetRespawnTime()
{
return respawnTime;
}
public void SetRespawnTime(uint seconds)
{
respawnTime = seconds;
}
///<summary> // todo: create an action object? </summary>
public bool OnAttack(AttackState state)
{
return false;
}
public override void Spawn(DateTime tick)
{
if (respawnTime > 0)
{
base.Spawn(tick);
this.isMovingToSpawn = false;
this.ResetMoveSpeeds();
this.hateContainer.ClearHate();
zone.BroadcastPacketsAroundActor(this, GetSpawnPackets(null, 0x01));
zone.BroadcastPacketsAroundActor(this, GetInitPackets());
charaWork.parameterSave.hp = charaWork.parameterSave.hpMax;
charaWork.parameterSave.mp = charaWork.parameterSave.mpMax;
RecalculateStats();
updateFlags |= ActorUpdateFlags.AllNpc;
}
}
public override void Die(DateTime tick)
{
if (IsAlive())
{
if (lastAttacker is Pet && ((Pet)lastAttacker).master is Player)
{
lastAttacker = ((Pet)lastAttacker).master;
}
if (lastAttacker is Player)
{
if (lastAttacker.currentParty != null && lastAttacker.currentParty is Party)
{
foreach (var memberId in ((Party)lastAttacker.currentParty).members)
{
var partyMember = zone.FindActorInArea<Player>(memberId);
// onDeath(monster, player, killer)
lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, partyMember, lastAttacker);
// <actor> defeat/defeats <target>
((Player)lastAttacker).QueuePacket(BattleActionX01Packet.BuildPacket(lastAttacker.actorId, 0, 0, new BattleAction(actorId, 30108, 0)));
}
}
else
{
// onDeath(monster, player, killer)
lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, lastAttacker, lastAttacker);
((Player)lastAttacker).QueuePacket(BattleActionX01Packet.BuildPacket(lastAttacker.actorId, 0, 0, new BattleAction(actorId, 30108, 0)));
}
}
aiContainer.InternalDie(tick, despawnTime);
aiContainer.pathFind.Clear();
this.ResetMoveSpeeds();
// todo: reset cooldowns
}
else
{
var err = $"[{actorId}][{GetUniqueId()}] {positionX} {positionY} {positionZ} {GetZone().GetName()} tried to die ded";
Program.Log.Error(err);
//throw new Exception(err);
}
}
public override void Despawn(DateTime tick)
{
// todo: probably didnt need to make a new state...
aiContainer.InternalDespawn(tick, respawnTime);
lua.LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
this.isAtSpawn = true;
}
public void OnRoam(DateTime tick)
{
// todo: move this to battlenpccontroller..
bool foundActor = false;
// leash back to spawn
if (!IsCloseToSpawn())
{
if (!isMovingToSpawn)
{
aiContainer.Reset();
isMovingToSpawn = true;
}
else
{
if (target == null && !aiContainer.pathFind.IsFollowingPath())
aiContainer.pathFind.PathInRange(spawnX, spawnY, spawnZ, 1.5f, 15.0f);
}
}
else
{
this.isMovingToSpawn = false;
lua.LuaEngine.CallLuaBattleFunction(this, "onRoam", this);
}
}
public bool IsCloseToSpawn()
{
return this.isAtSpawn = Utils.DistanceSquared(positionX, positionY, positionZ, spawnX, spawnY, spawnZ) <= 2500.0f;
}
public override void OnAttack(State state, BattleAction action, ref BattleAction error)
{
base.OnAttack(state, action, ref error);
// todo: move this somewhere else prolly and change based on model/appearance (so maybe in Character.cs instead)
action.animation = 0x11001000; // (temporary) wolf anim
}
public override void OnSpawn()
{
base.OnSpawn();
}
public override void OnDeath()
{
base.OnDeath();
}
public override void OnDespawn()
{
base.OnDespawn();
}
}
}