project-meteor-server/Map Server/Actors/Chara/Ai/State/AttackState.cs

233 lines
8.6 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 System;
using Meteor.Common;
using Meteor.Map.Actors;
using Meteor.Map.packets.send.actor;
using Meteor.Map.packets.send.actor.battle;
namespace Meteor.Map.actors.chara.ai.state
{
class AttackState : State
{
private DateTime attackTime;
public AttackState(Character owner, Character target) :
base(owner, target)
{
this.canInterrupt = false;
this.startTime = DateTime.Now;
owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
ChangeTarget(target);
attackTime = startTime;
owner.aiContainer.pathFind?.Clear();
}
public override void OnStart()
{
}
public override bool Update(DateTime tick)
{
if ((target == null || owner.target != target || owner.target?.actorId != owner.currentLockedTarget) && owner.isAutoAttackEnabled)
owner.aiContainer.ChangeTarget(target = owner.CurrentArea.FindActorInArea<Character>(owner.currentTarget));
if (target == null || target.IsDead())
{
if (owner.IsMonster() || owner.IsAlly())
target = ((BattleNpc)owner).hateContainer.GetMostHatedTarget();
}
else
{
if (IsAttackReady())
{
if (CanAttack())
{
TryInterrupt();
// todo: check weapon delay/haste etc and use that
if (!interrupt)
{
OnComplete();
}
else
{
}
SetInterrupted(false);
}
else
{
// todo: handle interrupt/paralyze etc
}
attackTime = DateTime.Now.AddMilliseconds(owner.GetAttackDelayMs());
}
}
return false;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
if (errorResult != null)
{
owner.CurrentArea.BroadcastPacketAroundActor(owner, CommandResultX01Packet.BuildPacket(errorResult.targetId, errorResult.animation, 0x765D, errorResult));
errorResult = null;
}
}
public override void OnComplete()
{
//BattleAction action = new BattleAction(target.actorId, 0x765D, (uint) HitEffect.Hit, 0, (byte) HitDirection.None);
errorResult = null;
// todo: implement auto attack damage bonus in Character.OnAttack
/*
≪Auto-attack Damage Bonus≫
Class Bonus 1 Bonus 2
Pugilist Intelligence Strength
Gladiator Mind Strength
Marauder Vitality Strength
Archer Dexterity Piety
Lancer Piety Strength
Conjurer Mind Piety
Thaumaturge Mind Piety
* The above damage bonus also applies to “Shot” attacks by archers.
*/
// handle paralyze/intimidate/sleep/whatever in Character.OnAttack
// todo: Change this to use a BattleCommand like the other states
//List<BattleAction> actions = new List<BattleAction>();
CommandResultContainer actions = new CommandResultContainer();
//This is all temporary until the skill sheet is finishd and the different auto attacks are added to the database
//Some mobs have multiple unique auto attacks that they switch between as well as ranged auto attacks, so we'll need a way to handle that
//For now, just use a temporary hardcoded BattleCommand that's the same for everyone.
BattleCommand attackCommand = new BattleCommand(22104, "Attack");
attackCommand.range = 5;
attackCommand.rangeHeight = 10;
attackCommand.worldMasterTextId = 0x765D;
attackCommand.mainTarget = (ValidTarget)768;
attackCommand.validTarget = (ValidTarget)17152;
attackCommand.commandType = CommandType.AutoAttack;
attackCommand.numHits = (byte)owner.GetMod(Modifier.HitCount);
attackCommand.basePotency = 100;
ActionProperty property = (owner.GetMod(Modifier.AttackType) != 0) ? (ActionProperty)owner.GetMod(Modifier.AttackType) : ActionProperty.Slashing;
attackCommand.actionProperty = property;
attackCommand.actionType = ActionType.Physical;
uint anim = (17 << 24 | 1 << 12);
if (owner is Player)
anim = (25 << 24 | 1 << 12);
attackCommand.battleAnimation = anim;
if (owner.CanUse(target, attackCommand))
{
attackCommand.targetFind.FindWithinArea(target, attackCommand.validTarget, attackCommand.aoeTarget);
owner.DoBattleCommand(attackCommand, "autoattack");
}
}
public override void TryInterrupt()
{
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAttack))
{
// todo: sometimes paralyze can let you attack, calculate proc rate
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAttack);
uint statusId = 0;
if (list.Count > 0)
{
statusId = list[0].GetStatusId();
}
interrupt = true;
return;
}
interrupt = !CanAttack();
}
private bool IsAttackReady()
{
// todo: this enforced delay should really be changed if it's not retail..
return Program.Tick >= attackTime && Program.Tick >= owner.aiContainer.GetLastActionTime();
}
private bool CanAttack()
{
if (!owner.isAutoAttackEnabled || target.allegiance == owner.allegiance)
{
return false;
}
if (target == null)
{
return false;
}
if (!owner.IsFacing(target))
{
return false;
}
// todo: shouldnt need to check if owner is dead since all states would be cleared
if (owner.IsDead() || target.IsDead())
{
if (owner.IsMonster() || owner.IsAlly())
((BattleNpc)owner).hateContainer.ClearHate(target);
owner.aiContainer.ChangeTarget(null);
return false;
}
else if (!owner.IsValidTarget(target, ValidTarget.Enemy) || !owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
{
return false;
}
// todo: use a mod for melee range
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.GetAttackRange())
{
if (owner is Player)
{
//The target is too far away
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32537, 0x20);
}
return false;
}
return true;
}
public override void Cleanup()
{
if (owner.IsDead())
owner.Disengage();
}
public override bool CanChangeState()
{
return true;
}
}
}