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https://bitbucket.org/Ioncannon/project-meteor-server.git
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233 lines
8.6 KiB
C#
233 lines
8.6 KiB
C#
/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using System;
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using Meteor.Common;
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using Meteor.Map.Actors;
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using Meteor.Map.packets.send.actor;
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using Meteor.Map.packets.send.actor.battle;
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namespace Meteor.Map.actors.chara.ai.state
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{
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class AttackState : State
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{
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private DateTime attackTime;
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public AttackState(Character owner, Character target) :
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base(owner, target)
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{
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this.canInterrupt = false;
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this.startTime = DateTime.Now;
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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ChangeTarget(target);
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attackTime = startTime;
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owner.aiContainer.pathFind?.Clear();
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}
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public override void OnStart()
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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 ((target == null || owner.target != target || owner.target?.actorId != owner.currentLockedTarget) && owner.isAutoAttackEnabled)
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owner.aiContainer.ChangeTarget(target = owner.CurrentArea.FindActorInArea<Character>(owner.currentTarget));
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if (target == null || target.IsDead())
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{
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if (owner.IsMonster() || owner.IsAlly())
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target = ((BattleNpc)owner).hateContainer.GetMostHatedTarget();
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}
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else
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{
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if (IsAttackReady())
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{
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if (CanAttack())
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{
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TryInterrupt();
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// todo: check weapon delay/haste etc and use that
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if (!interrupt)
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{
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OnComplete();
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}
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else
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{
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}
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SetInterrupted(false);
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}
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else
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{
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// todo: handle interrupt/paralyze etc
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}
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attackTime = DateTime.Now.AddMilliseconds(owner.GetAttackDelayMs());
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}
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}
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return false;
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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.CurrentArea.BroadcastPacketAroundActor(owner, CommandResultX01Packet.BuildPacket(errorResult.targetId, errorResult.animation, 0x765D, 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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//BattleAction action = new BattleAction(target.actorId, 0x765D, (uint) HitEffect.Hit, 0, (byte) HitDirection.None);
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errorResult = null;
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// todo: implement auto attack damage bonus in Character.OnAttack
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/*
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≪Auto-attack Damage Bonus≫
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Class Bonus 1 Bonus 2
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Pugilist Intelligence Strength
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Gladiator Mind Strength
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Marauder Vitality Strength
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Archer Dexterity Piety
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Lancer Piety Strength
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Conjurer Mind Piety
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Thaumaturge Mind Piety
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* The above damage bonus also applies to “Shot” attacks by archers.
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*/
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// handle paralyze/intimidate/sleep/whatever in Character.OnAttack
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// todo: Change this to use a BattleCommand like the other states
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//List<BattleAction> actions = new List<BattleAction>();
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CommandResultContainer actions = new CommandResultContainer();
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//This is all temporary until the skill sheet is finishd and the different auto attacks are added to the database
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//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
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//For now, just use a temporary hardcoded BattleCommand that's the same for everyone.
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BattleCommand attackCommand = new BattleCommand(22104, "Attack");
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attackCommand.range = 5;
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attackCommand.rangeHeight = 10;
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attackCommand.worldMasterTextId = 0x765D;
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attackCommand.mainTarget = (ValidTarget)768;
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attackCommand.validTarget = (ValidTarget)17152;
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attackCommand.commandType = CommandType.AutoAttack;
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attackCommand.numHits = (byte)owner.GetMod(Modifier.HitCount);
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attackCommand.basePotency = 100;
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ActionProperty property = (owner.GetMod(Modifier.AttackType) != 0) ? (ActionProperty)owner.GetMod(Modifier.AttackType) : ActionProperty.Slashing;
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attackCommand.actionProperty = property;
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attackCommand.actionType = ActionType.Physical;
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uint anim = (17 << 24 | 1 << 12);
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if (owner is Player)
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anim = (25 << 24 | 1 << 12);
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attackCommand.battleAnimation = anim;
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if (owner.CanUse(target, attackCommand))
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{
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attackCommand.targetFind.FindWithinArea(target, attackCommand.validTarget, attackCommand.aoeTarget);
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owner.DoBattleCommand(attackCommand, "autoattack");
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}
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}
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public override void TryInterrupt()
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{
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAttack))
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{
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// todo: sometimes paralyze can let you attack, calculate proc rate
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAttack);
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uint statusId = 0;
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if (list.Count > 0)
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{
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statusId = list[0].GetStatusId();
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}
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interrupt = true;
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return;
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}
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interrupt = !CanAttack();
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}
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private bool IsAttackReady()
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{
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// todo: this enforced delay should really be changed if it's not retail..
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return Program.Tick >= attackTime && Program.Tick >= owner.aiContainer.GetLastActionTime();
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}
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private bool CanAttack()
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{
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if (!owner.isAutoAttackEnabled || target.allegiance == owner.allegiance)
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{
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return false;
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}
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if (target == null)
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{
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return false;
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}
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if (!owner.IsFacing(target))
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{
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return false;
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}
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// todo: shouldnt need to check if owner is dead since all states would be cleared
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if (owner.IsDead() || target.IsDead())
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{
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if (owner.IsMonster() || owner.IsAlly())
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((BattleNpc)owner).hateContainer.ClearHate(target);
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owner.aiContainer.ChangeTarget(null);
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return false;
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}
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else if (!owner.IsValidTarget(target, ValidTarget.Enemy) || !owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
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{
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return false;
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}
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// todo: use a mod for melee range
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else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.GetAttackRange())
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{
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if (owner is Player)
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{
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//The target is too far away
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((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32537, 0x20);
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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 Cleanup()
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{
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if (owner.IsDead())
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owner.Disengage();
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}
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public override bool CanChangeState()
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{
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return true;
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}
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}
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}
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