mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
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1343 lines
48 KiB
C#
1343 lines
48 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 Meteor.Common;
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using Meteor.Map.actors.chara.player;
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using Meteor.Map.actors.group;
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using Meteor.Map.Actors.Chara;
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using Meteor.Map.dataobjects;
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using Meteor.Map.packets.send.actor;
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using Meteor.Map.packets.send.actor.inventory;
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using Meteor.Map.utils;
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using Meteor.Map.actors.chara.ai;
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using System;
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using System.Collections.Generic;
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using Meteor.Map.actors.chara;
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using Meteor.Map.packets.send.actor.battle;
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using Meteor.Map.actors.chara.ai.state;
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using Meteor.Map.actors.chara.ai.utils;
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using Meteor.Map.actors.chara.npc;
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namespace Meteor.Map.Actors
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{
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/// <summary> Which Character types am I friendly with </summary>
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enum CharacterTargetingAllegiance
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{
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/// <summary> Friendly to BattleNpcs </summary>
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BattleNpcs,
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/// <summary> Friendly to Players </summary>
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Player
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}
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enum DamageTakenType
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{
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None,
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Attack,
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Magic,
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Weaponskill,
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Ability
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}
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class Character : Actor
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{
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public const int CLASSID_PUG = 2;
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public const int CLASSID_GLA = 3;
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public const int CLASSID_MRD = 4;
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public const int CLASSID_ARC = 7;
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public const int CLASSID_LNC = 8;
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public const int CLASSID_THM = 22;
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public const int CLASSID_CNJ = 23;
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public const int CLASSID_CRP = 29;
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public const int CLASSID_BSM = 30;
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public const int CLASSID_ARM = 31;
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public const int CLASSID_GSM = 32;
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public const int CLASSID_LTW = 33;
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public const int CLASSID_WVR = 34;
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public const int CLASSID_ALC = 35;
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public const int CLASSID_CUL = 36;
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public const int CLASSID_MIN = 39;
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public const int CLASSID_BTN = 40;
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public const int CLASSID_FSH = 41;
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public const int SIZE = 0;
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public const int COLORINFO = 1;
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public const int FACEINFO = 2;
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public const int HIGHLIGHT_HAIR = 3;
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public const int VOICE = 4;
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public const int MAINHAND = 5;
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public const int OFFHAND = 6;
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public const int SPMAINHAND = 7;
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public const int SPOFFHAND = 8;
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public const int THROWING = 9;
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public const int PACK = 10;
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public const int POUCH = 11;
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public const int HEADGEAR = 12;
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public const int BODYGEAR = 13;
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public const int LEGSGEAR = 14;
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public const int HANDSGEAR = 15;
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public const int FEETGEAR = 16;
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public const int WAISTGEAR = 17;
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public const int NECKGEAR = 18;
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public const int L_EAR = 19;
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public const int R_EAR = 20;
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public const int R_WRIST = 21;
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public const int L_WRIST = 22;
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public const int R_RINGFINGER = 23;
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public const int L_RINGFINGER = 24;
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public const int R_INDEXFINGER = 25;
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public const int L_INDEXFINGER = 26;
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public const int UNKNOWN = 27;
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public bool isStatic = false;
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public bool isMovingToSpawn = false;
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public bool isAutoAttackEnabled = true;
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public uint modelId;
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public uint[] appearanceIds = new uint[28];
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public uint animationId = 0;
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public uint currentTarget = Actor.INVALID_ACTORID;
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public uint currentLockedTarget = Actor.INVALID_ACTORID;
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public uint currentActorIcon = 0;
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public Work work = new Work();
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public CharaWork charaWork = new CharaWork();
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public Group currentParty = null;
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public ContentGroup currentContentGroup = null;
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//public DateTime lastAiUpdate;
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public AIContainer aiContainer;
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public StatusEffectContainer statusEffects;
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public CharacterTargetingAllegiance allegiance;
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public Pet pet;
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private Dictionary<Modifier, double> modifiers = new Dictionary<Modifier, double>();
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protected ushort hpBase, hpMaxBase, mpBase, mpMaxBase, tpBase;
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protected BattleTemp baseStats = new BattleTemp();
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public ushort currentJob;
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public ushort newMainState;
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public float spawnX, spawnY, spawnZ;
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//I needed some values I could reuse for random stuff, delete later
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public int extraInt;
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public uint extraUint;
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public float extraFloat;
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protected Dictionary<string, ulong> tempVars = new Dictionary<string, ulong>();
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//Inventory
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protected Dictionary<ushort, ItemPackage> itemPackages = new Dictionary<ushort, ItemPackage>();
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protected ReferencedItemPackage equipment;
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public Character(uint actorID)
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: base(actorID)
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{
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//Init timer array to "notimer"
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for (int i = 0; i < charaWork.statusShownTime.Length; i++)
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charaWork.statusShownTime[i] = 0;
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this.statusEffects = new StatusEffectContainer(this);
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// todo: move this somewhere more appropriate
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// todo: base this on equip and shit
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SetMod((uint)Modifier.AttackRange, 3);
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SetMod((uint)Modifier.Delay, (Program.Random.Next(30, 60) * 100));
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SetMod((uint)Modifier.MovementSpeed, (uint)moveSpeeds[2]);
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spawnX = positionX;
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spawnY = positionY;
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spawnZ = positionZ;
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}
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public SubPacket CreateAppearancePacket()
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{
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SetActorAppearancePacket setappearance = new SetActorAppearancePacket(modelId, appearanceIds);
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return setappearance.BuildPacket(actorId);
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}
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public SubPacket CreateInitStatusPacket()
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{
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return (SetActorStatusAllPacket.BuildPacket(actorId, charaWork.status));
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}
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public SubPacket CreateSetActorIconPacket()
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{
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return SetActorIconPacket.BuildPacket(actorId, currentActorIcon);
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}
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public SubPacket CreateSubStatePacket()
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{
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return SetActorSubStatePacket.BuildPacket(actorId, currentSubState);
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}
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public void SetQuestGraphic(Player player, int graphicNum)
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{
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player.QueuePacket(SetActorQuestGraphicPacket.BuildPacket(actorId, graphicNum));
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}
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public void SetCurrentContentGroup(ContentGroup group)
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{
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if (group != null)
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charaWork.currentContentGroup = group.GetTypeId();
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else
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charaWork.currentContentGroup = 0;
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currentContentGroup = group;
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ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/currentContentGroup", this);
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propPacketUtil.AddProperty("charaWork.currentContentGroup");
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zone.BroadcastPacketsAroundActor(this, propPacketUtil.Done());
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}
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//This logic isn't correct, order of GetStatusEffects() is not necessarily the same as the actual effects in game. Also sending every time at once isn't needed
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public List<SubPacket> GetActorStatusPackets()
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{
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var propPacketUtil = new ActorPropertyPacketUtil("charaWork/status", this);
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var i = 0;
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foreach (var effect in statusEffects.GetStatusEffects())
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{
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if (!effect.GetHidden())
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{
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propPacketUtil.AddProperty(string.Format("charaWork.statusShownTime[{0}]", i));
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propPacketUtil.AddProperty(string.Format("charaWork.statusShownTime[{0}]", i));
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i++;
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}
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}
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return propPacketUtil.Done();
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}
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public void PlayAnimation(uint animId, bool onlySelf = false)
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{
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if (onlySelf)
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{
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if (this is Player)
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((Player)this).QueuePacket(PlayAnimationOnActorPacket.BuildPacket(actorId, animId));
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}
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else
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zone.BroadcastPacketAroundActor(this, PlayAnimationOnActorPacket.BuildPacket(actorId, animId));
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}
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public void DoBattleAction(ushort commandId, uint animationId)
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{
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zone.BroadcastPacketAroundActor(this, CommandResultX00Packet.BuildPacket(actorId, animationId, commandId));
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}
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public void DoBattleAction(ushort commandId, uint animationId, CommandResult result)
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{
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zone.BroadcastPacketAroundActor(this, CommandResultX01Packet.BuildPacket(actorId, animationId, commandId, result));
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}
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public void DoBattleAction(ushort commandId, uint animationId, CommandResult[] results)
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{
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int currentIndex = 0;
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while (true)
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{
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if (results.Length - currentIndex >= 10)
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zone.BroadcastPacketAroundActor(this, CommandResultX18Packet.BuildPacket(actorId, animationId, commandId, results, ref currentIndex));
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else if (results.Length - currentIndex > 1)
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zone.BroadcastPacketAroundActor(this, CommandResultX10Packet.BuildPacket(actorId, animationId, commandId, results, ref currentIndex));
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else if (results.Length - currentIndex == 1)
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{
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zone.BroadcastPacketAroundActor(this, CommandResultX01Packet.BuildPacket(actorId, animationId, commandId, results[currentIndex]));
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currentIndex++;
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}
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else
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break;
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}
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}
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public void DoBattleAction(ushort commandId, uint animationId, List<CommandResult> results)
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{
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int currentIndex = 0;
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while (true)
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{
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if (results.Count - currentIndex >= 10)
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zone.BroadcastPacketAroundActor(this, CommandResultX18Packet.BuildPacket(actorId, animationId, commandId, results, ref currentIndex));
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else if (results.Count - currentIndex > 1)
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zone.BroadcastPacketAroundActor(this, CommandResultX10Packet.BuildPacket(actorId, animationId, commandId, results, ref currentIndex));
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else if (results.Count - currentIndex == 1)
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{
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zone.BroadcastPacketAroundActor(this, CommandResultX01Packet.BuildPacket(actorId, animationId, commandId, results[currentIndex]));
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currentIndex++;
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}
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else
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break;
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//Sending multiple packets at once causes some issues. Setting any combination of these to zero changes what breaks
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//animationId = 0; //If more than one packet is sent out, only send the animation once to avoid double playing.
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//commandId = 0;
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//sourceActorId = 0;
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}
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}
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#region ai stuff
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public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40, float polyRadius = 0.0f)
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{
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if (aiContainer != null && aiContainer.pathFind != null)
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aiContainer.pathFind.PreparePath(x, y, z, stepSize, maxPath, polyRadius);
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}
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public void FollowTarget(Actor target, float stepSize = 1.2f, int maxPath = 25, float radius = 0.0f)
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{
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if (target != null)
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PathTo(target.positionX, target.positionY, target.positionZ, stepSize, maxPath, radius);
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}
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public double GetMod(Modifier modifier)
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{
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return GetMod((uint)modifier);
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}
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public double GetMod(uint modifier)
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{
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double res;
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if (modifiers.TryGetValue((Modifier)modifier, out res))
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return res;
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return 0;
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}
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public void SetMod(uint modifier, double val)
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{
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if (modifiers.ContainsKey((Modifier)modifier))
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modifiers[(Modifier)modifier] = val;
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else
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modifiers.Add((Modifier)modifier, val);
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if (modifier >= 3 && modifier <= 35)
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updateFlags |= ActorUpdateFlags.Stats;
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}
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public void AddMod(Modifier modifier, double val)
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{
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AddMod((uint)modifier, val);
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}
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public void AddMod(uint modifier, double val)
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{
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double newVal = GetMod(modifier) + val;
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SetMod(modifier, newVal);
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}
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public void SubtractMod(Modifier modifier, double val)
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{
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AddMod((uint)modifier, val);
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}
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public void SubtractMod(uint modifier, double val)
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{
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double newVal = GetMod(modifier) - val;
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SetMod(modifier, newVal);
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}
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public void MultiplyMod(Modifier modifier, double val)
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{
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MultiplyMod((uint)modifier, val);
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}
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public void MultiplyMod(uint modifier, double val)
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{
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double newVal = GetMod(modifier) * val;
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SetMod(modifier, newVal);
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}
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public void DivideMod(Modifier modifier, double val)
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{
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DivideMod((uint)modifier, val);
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}
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public void DivideMod(uint modifier, double val)
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{
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double newVal = GetMod(modifier) / val;
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SetMod(modifier, newVal);
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}
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public virtual void OnPath(Vector3 point)
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{
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//lua.LuaEngine.CallLuaBattleFunction(this, "onPath", this, point);
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updateFlags |= ActorUpdateFlags.Position;
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this.isAtSpawn = false;
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}
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public override void Update(DateTime tick)
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{
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}
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public override void PostUpdate(DateTime tick, List<SubPacket> packets = null)
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{
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if (updateFlags != ActorUpdateFlags.None)
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{
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packets = packets ?? new List<SubPacket>();
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if ((updateFlags & ActorUpdateFlags.Appearance) != 0)
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{
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packets.Add(new SetActorAppearancePacket(modelId, appearanceIds).BuildPacket(actorId));
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}
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if ((updateFlags & ActorUpdateFlags.State) != 0)
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{
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packets.Add(SetActorStatePacket.BuildPacket(actorId, currentMainState, 0x0));
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packets.Add(CommandResultX00Packet.BuildPacket(actorId, 0x72000062, 0));
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packets.Add(CommandResultX01Packet.BuildPacket(actorId, 0x7C000062, 21001, new CommandResult(actorId, 0, 1)));
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updateFlags &= ~ActorUpdateFlags.State;
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//DoBattleAction(21001, 0x7C000062, new BattleAction(this.actorId, 0, 1, 0, 0, 1)); //Attack Mode
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}
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if ((updateFlags & ActorUpdateFlags.SubState) != 0)
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{
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packets.Add(SetActorSubStatePacket.BuildPacket(actorId, currentSubState));
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//packets.Add(CommandResultX00Packet.BuildPacket(actorId, 0x72000062, 0));
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//packets.Add(CommandResultX01Packet.BuildPacket(actorId, 0x7C000062, 21001, new CommandResult(actorId, 0, 1)));
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updateFlags &= ~ActorUpdateFlags.SubState;
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//DoBattleAction(21001, 0x7C000062, new BattleAction(this.actorId, 0, 1, 0, 0, 1)); //Attack Mode
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}
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if ((updateFlags & ActorUpdateFlags.Status) != 0)
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{
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List<SubPacket> statusPackets = statusEffects.GetStatusPackets();
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packets.AddRange(statusPackets);
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statusPackets.Clear();
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updateFlags &= ~ActorUpdateFlags.Status;
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}
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if ((updateFlags & ActorUpdateFlags.StatusTime) != 0)
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{
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packets.AddRange(statusEffects.GetStatusTimerPackets());
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statusEffects.ResetPropPacketUtil();
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updateFlags &= ~ActorUpdateFlags.StatusTime;
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}
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if ((updateFlags & ActorUpdateFlags.HpTpMp) != 0)
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{
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var propPacketUtil = new ActorPropertyPacketUtil("charaWork/stateAtQuicklyForAll", this);
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propPacketUtil.AddProperty("charaWork.parameterSave.hp[0]");
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propPacketUtil.AddProperty("charaWork.parameterSave.hpMax[0]");
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propPacketUtil.AddProperty("charaWork.parameterSave.mp");
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propPacketUtil.AddProperty("charaWork.parameterSave.mpMax");
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propPacketUtil.AddProperty("charaWork.parameterTemp.tp");
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packets.AddRange(propPacketUtil.Done());
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}
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base.PostUpdate(tick, packets);
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}
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}
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public virtual bool IsValidTarget(Character target, ValidTarget validTarget)
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{
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return !target.isStatic;
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}
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public virtual bool CanAttack()
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{
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return true;
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}
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public virtual bool CanUse(Character target, BattleCommand skill, CommandResult error = null)
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{
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return false;
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}
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public virtual uint GetAttackDelayMs()
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{
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return (uint)GetMod((uint)Modifier.Delay);
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}
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public virtual uint GetAttackRange()
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{
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return (uint)(GetMod((uint)Modifier.AttackRange) == 0 ? 3 : GetMod((uint)Modifier.AttackRange));
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}
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public virtual bool Engage(uint targid = 0, ushort newMainState = 0xFFFF)
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{
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// todo: attack the things
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/*if (newMainState != 0xFFFF)
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{
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currentMainState = newMainState;// this.newMainState = newMainState;
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updateFlags |= ActorUpdateFlags.State;
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}
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else*/ if (aiContainer.CanChangeState())
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{
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if (targid == 0)
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{
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if (currentTarget != Actor.INVALID_ACTORID)
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targid = currentTarget;
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else if (currentLockedTarget != Actor.INVALID_ACTORID)
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targid = currentLockedTarget;
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}
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//if (targid != 0)
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{
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aiContainer.Engage(zone.FindActorInArea<Character>(targid));
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}
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}
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return false;
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}
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public virtual bool Engage(Character target)
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{
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aiContainer.Engage(target);
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return false;
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}
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public virtual bool Disengage(ushort newMainState = 0xFFFF)
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{
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/*if (newMainState != 0xFFFF)
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{
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currentMainState = newMainState;// this.newMainState = newMainState;
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updateFlags |= ActorUpdateFlags.State;
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}
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else*/ if (IsEngaged())
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{
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aiContainer.Disengage();
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return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public virtual void Cast(uint spellId, uint targetId = 0)
|
|
{
|
|
if (aiContainer.CanChangeState())
|
|
aiContainer.Cast(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), spellId);
|
|
}
|
|
|
|
public virtual void Ability(uint abilityId, uint targetId = 0)
|
|
{
|
|
if (aiContainer.CanChangeState())
|
|
aiContainer.Ability(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), abilityId);
|
|
}
|
|
|
|
public virtual void WeaponSkill(uint skillId, uint targetId = 0)
|
|
{
|
|
if (aiContainer.CanChangeState())
|
|
aiContainer.WeaponSkill(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), skillId);
|
|
}
|
|
|
|
public virtual void Spawn(DateTime tick)
|
|
{
|
|
aiContainer.Reset();
|
|
// todo: reset hp/mp/tp etc here
|
|
ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
|
|
SetHP((uint) GetMaxHP());
|
|
SetMP((uint) GetMaxMP());
|
|
RecalculateStats();
|
|
}
|
|
|
|
//AdditionalActions is the list of actions that EXP/Chain messages are added to
|
|
public virtual void Die(DateTime tick, CommandResultContainer actionContainer = null)
|
|
{
|
|
// todo: actual despawn timer
|
|
aiContainer.InternalDie(tick, 10);
|
|
ChangeSpeed(0.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
public virtual void Despawn(DateTime tick)
|
|
{
|
|
|
|
}
|
|
|
|
public bool IsDead()
|
|
{
|
|
return !IsAlive();
|
|
}
|
|
|
|
public bool IsAlive()
|
|
{
|
|
return !aiContainer.IsDead();// && GetHP() > 0;
|
|
}
|
|
|
|
public short GetHP()
|
|
{
|
|
// todo:
|
|
return charaWork.parameterSave.hp[0];
|
|
}
|
|
|
|
public short GetMaxHP()
|
|
{
|
|
return charaWork.parameterSave.hpMax[0];
|
|
}
|
|
|
|
public short GetMP()
|
|
{
|
|
return charaWork.parameterSave.mp;
|
|
}
|
|
|
|
public ushort GetTP()
|
|
{
|
|
return tpBase;
|
|
}
|
|
|
|
public short GetMaxMP()
|
|
{
|
|
return charaWork.parameterSave.mpMax;
|
|
}
|
|
|
|
public byte GetMPP()
|
|
{
|
|
return (byte)((charaWork.parameterSave.mp / charaWork.parameterSave.mpMax) * 100);
|
|
}
|
|
|
|
public byte GetTPP()
|
|
{
|
|
return (byte)((tpBase / 3000) * 100);
|
|
}
|
|
|
|
public byte GetHPP()
|
|
{
|
|
return (byte)(charaWork.parameterSave.hp[0] == 0 ? 0 : (charaWork.parameterSave.hp[0] / (float) charaWork.parameterSave.hpMax[0]) * 100);
|
|
}
|
|
|
|
public void SetHP(uint hp)
|
|
{
|
|
charaWork.parameterSave.hp[0] = (short)hp;
|
|
if (hp > charaWork.parameterSave.hpMax[0])
|
|
SetMaxHP(hp);
|
|
|
|
updateFlags |= ActorUpdateFlags.HpTpMp;
|
|
}
|
|
|
|
public void SetMaxHP(uint hp)
|
|
{
|
|
charaWork.parameterSave.hpMax[0] = (short)hp;
|
|
updateFlags |= ActorUpdateFlags.HpTpMp;
|
|
}
|
|
|
|
public void SetMP(uint mp)
|
|
{
|
|
charaWork.parameterSave.mp = (short)mp;
|
|
if (mp > charaWork.parameterSave.mpMax)
|
|
SetMaxMP(mp);
|
|
|
|
updateFlags |= ActorUpdateFlags.HpTpMp;
|
|
}
|
|
|
|
public void SetMaxMP(uint mp)
|
|
{
|
|
charaWork.parameterSave.mp = (short)mp;
|
|
updateFlags |= ActorUpdateFlags.HpTpMp;
|
|
}
|
|
|
|
// todo: the following functions are virtuals since we want to check hidden item bonuses etc on player for certain conditions
|
|
public virtual void AddHP(int hp, CommandResultContainer resultContainer = null)
|
|
{
|
|
// dont wanna die ded, don't want to send update if hp isn't actually changed
|
|
if (IsAlive() && hp != 0)
|
|
{
|
|
// todo: +/- hp and die
|
|
// todo: battlenpcs probably have way more hp?
|
|
var addHp = charaWork.parameterSave.hp[0] + hp;
|
|
addHp = addHp.Clamp((short)GetMod((uint)Modifier.MinimumHpLock), charaWork.parameterSave.hpMax[0]);
|
|
charaWork.parameterSave.hp[0] = (short)addHp;
|
|
|
|
updateFlags |= ActorUpdateFlags.HpTpMp;
|
|
|
|
if (charaWork.parameterSave.hp[0] < 1)
|
|
Die(Program.Tick, resultContainer);
|
|
}
|
|
}
|
|
|
|
public short GetClass()
|
|
{
|
|
return charaWork.parameterSave.state_mainSkill[0];
|
|
}
|
|
|
|
public short GetLevel()
|
|
{
|
|
return charaWork.parameterSave.state_mainSkillLevel;
|
|
}
|
|
|
|
public void AddMP(int mp)
|
|
{
|
|
if (IsAlive() && mp != 0)
|
|
{
|
|
charaWork.parameterSave.mp = (short)(charaWork.parameterSave.mp + mp).Clamp(ushort.MinValue, charaWork.parameterSave.mpMax);
|
|
|
|
// todo: check hidden effects and shit
|
|
|
|
updateFlags |= ActorUpdateFlags.HpTpMp;
|
|
}
|
|
}
|
|
|
|
public void AddTP(int tp)
|
|
{
|
|
if (IsAlive() && tp != 0)
|
|
{
|
|
var addTp = charaWork.parameterTemp.tp + tp;
|
|
|
|
addTp = addTp.Clamp((int) GetMod(Modifier.MinimumTpLock), 3000);
|
|
charaWork.parameterTemp.tp = (short) addTp;
|
|
tpBase = (ushort)charaWork.parameterTemp.tp;
|
|
updateFlags |= ActorUpdateFlags.HpTpMp;
|
|
|
|
if (tpBase >= 1000)
|
|
lua.LuaEngine.GetInstance().OnSignal("tpOver1000");
|
|
}
|
|
}
|
|
|
|
public void DelHP(int hp, CommandResultContainer resultContainer = null)
|
|
{
|
|
AddHP((short)-hp, resultContainer);
|
|
}
|
|
|
|
public void DelMP(int mp)
|
|
{
|
|
AddMP(-mp);
|
|
}
|
|
|
|
public void DelTP(int tp)
|
|
{
|
|
AddTP(-tp);
|
|
}
|
|
|
|
virtual public void CalculateBaseStats()
|
|
{
|
|
// todo: apply mods and shit here, get race/level/job and shit
|
|
uint hpMod = (uint) GetMod((uint)Modifier.Hp);
|
|
if (hpMod != 0)
|
|
{
|
|
SetMaxHP(hpMod);
|
|
uint hpp = (uint) GetMod((uint) Modifier.HpPercent);
|
|
uint hp = hpMod;
|
|
if(hpp != 0)
|
|
{
|
|
hp = (uint) Math.Ceiling(((float)hpp / 100.0f) * hpMod);
|
|
}
|
|
SetHP(hp);
|
|
}
|
|
|
|
uint mpMod = (uint)GetMod((uint)Modifier.Mp);
|
|
if (mpMod != 0)
|
|
{
|
|
SetMaxMP(mpMod);
|
|
uint mpp = (uint)GetMod((uint)Modifier.MpPercent);
|
|
uint mp = mpMod;
|
|
if (mpp != 0)
|
|
{
|
|
mp = (uint)Math.Ceiling(((float)mpp / 100.0f) * mpMod);
|
|
}
|
|
SetMP(mp);
|
|
}
|
|
// todo: recalculate stats and crap
|
|
updateFlags |= ActorUpdateFlags.HpTpMp;
|
|
|
|
|
|
SetMod((uint)Modifier.HitCount, 1);
|
|
}
|
|
|
|
public void RecalculateStats()
|
|
{
|
|
//CalculateBaseStats();
|
|
}
|
|
|
|
public void SetStat(uint statId, int val)
|
|
{
|
|
charaWork.battleTemp.generalParameter[statId] = (short)val;
|
|
}
|
|
|
|
public short GetStat(uint statId)
|
|
{
|
|
return charaWork.battleTemp.generalParameter[statId];
|
|
}
|
|
|
|
public virtual float GetSpeed()
|
|
{
|
|
// todo: for battlenpc/player calculate speed
|
|
return (float) GetMod((uint)Modifier.MovementSpeed);
|
|
}
|
|
|
|
public virtual void OnAttack(State state, CommandResult action, ref CommandResult error)
|
|
{
|
|
var target = state.GetTarget();
|
|
// todo: change animation based on equipped weapon
|
|
// todo: get hitrate and shit, handle protect effect and whatever
|
|
if (BattleUtils.TryAttack(this, target, action, ref error))
|
|
{
|
|
//var packet = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, target.actorId, (uint)0x19001000, (uint)0x8000604, (ushort)0x765D, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, (byte)0x1);
|
|
}
|
|
|
|
// todo: call onAttack/onDamageTaken
|
|
//BattleUtils.DamageTarget(this, target, DamageTakenType.Attack, action);
|
|
AddTP(200);
|
|
target.AddTP(100);
|
|
}
|
|
|
|
public virtual void OnCast(State state, CommandResult[] actions, BattleCommand spell, ref CommandResult[] errors)
|
|
{
|
|
// damage is handled in script
|
|
var spellCost = spell.CalculateMpCost(this);
|
|
this.DelMP(spellCost); // mpCost can be set in script e.g. if caster has something for free spells
|
|
|
|
foreach (CommandResult action in actions)
|
|
{
|
|
if (zone.FindActorInArea<Character>(action.targetId) is Character)
|
|
{
|
|
//BattleUtils.HandleHitType(this, chara, action);
|
|
//BattleUtils.DoAction(this, chara, action, DamageTakenType.Magic);
|
|
}
|
|
}
|
|
lua.LuaEngine.GetInstance().OnSignal("spellUsed");
|
|
}
|
|
|
|
public virtual void OnWeaponSkill(State state, CommandResult[] actions, BattleCommand skill, ref CommandResult[] errors)
|
|
{
|
|
// damage is handled in script
|
|
|
|
foreach (CommandResult action in actions)
|
|
{
|
|
//Should we just store the character insteado f having to find it again?
|
|
if (zone.FindActorInArea<Character>(action.targetId) is Character)
|
|
{
|
|
//BattleUtils.DoAction(this, chara, action, DamageTakenType.Weaponskill);
|
|
}
|
|
}
|
|
|
|
this.DelTP(skill.tpCost);
|
|
}
|
|
|
|
public virtual void OnAbility(State state, CommandResult[] actions, BattleCommand ability, ref CommandResult[] errors)
|
|
{
|
|
foreach (var action in actions)
|
|
{
|
|
if (zone.FindActorInArea<Character>(action.targetId) is Character)
|
|
{
|
|
//BattleUtils.DoAction(this, chara, action, DamageTakenType.Ability);
|
|
}
|
|
}
|
|
}
|
|
|
|
public virtual void OnSpawn()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnDeath()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnDespawn()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual void OnDamageDealt(Character defender, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
|
|
{
|
|
switch (action.hitType)
|
|
{
|
|
case (HitType.Miss):
|
|
OnMiss(defender, skill, action, actionContainer);
|
|
break;
|
|
case (HitType.Crit):
|
|
OnCrit(defender, skill, action, actionContainer);
|
|
OnHit(defender, skill, action, actionContainer);
|
|
break;
|
|
default:
|
|
OnHit(defender, skill, action, actionContainer);
|
|
break;
|
|
}
|
|
|
|
//TP is only gained from autoattacks and abilities
|
|
if ((action.commandType == CommandType.AutoAttack || action.commandType == CommandType.Ability) && action.hitType != HitType.Miss)
|
|
{
|
|
//TP gained on an attack is usually 100 * delay.
|
|
//Store TP seems to add .1% per point.
|
|
double weaponDelay = GetMod(Modifier.Delay) / 1000.0;
|
|
var storeTPPercent = 1 + (GetMod(Modifier.StoreTp) * 0.001);
|
|
AddTP((int)(weaponDelay * 100 * storeTPPercent));
|
|
}
|
|
}
|
|
|
|
public virtual void OnDamageTaken(Character attacker, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
|
|
{
|
|
switch (action.hitType)
|
|
{
|
|
case (HitType.Miss):
|
|
OnEvade(attacker, skill, action, actionContainer);
|
|
break;
|
|
case (HitType.Parry):
|
|
OnParry(attacker, skill, action, actionContainer);
|
|
break;
|
|
case (HitType.Block):
|
|
OnBlock(attacker, skill, action, actionContainer);
|
|
break;
|
|
}
|
|
|
|
statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnDamageTaken, "onDamageTaken", attacker, this, skill, action, actionContainer);
|
|
|
|
//TP gain formula seems to be something like 5 * e ^ ( -0.667 * [defender's level] ) * damage taken, rounded up
|
|
//This should be completely accurate at level 50, but isn't totally accurate at lower levels.
|
|
//Don't know if store tp impacts this
|
|
double tpModifier = 5 * Math.Pow(Math.E, (-0.0667 * GetLevel()));
|
|
AddTP((int)Math.Ceiling(tpModifier * action.amount));
|
|
}
|
|
|
|
public ulong GetTempVar(string name)
|
|
{
|
|
ulong retVal = 0;
|
|
if (tempVars.TryGetValue(name, out retVal))
|
|
return retVal;
|
|
return 0;
|
|
}
|
|
|
|
// cause lua is a dick
|
|
public void SetTempVar(string name, uint val)
|
|
{
|
|
if (tempVars.ContainsKey(name))
|
|
tempVars[name] = val;
|
|
}
|
|
|
|
public void SetTempVar(string name, ulong val)
|
|
{
|
|
if (tempVars.ContainsKey(name))
|
|
tempVars[name] = val;
|
|
}
|
|
|
|
public void ResetTempVars()
|
|
{
|
|
tempVars.Clear();
|
|
}
|
|
|
|
#region lua helpers
|
|
public bool IsEngaged()
|
|
{
|
|
return aiContainer.IsEngaged();
|
|
}
|
|
|
|
public bool IsPlayer()
|
|
{
|
|
return this is Player;
|
|
}
|
|
|
|
public bool IsMonster()
|
|
{
|
|
return this is BattleNpc;
|
|
}
|
|
|
|
public bool IsPet()
|
|
{
|
|
return this is Pet;
|
|
}
|
|
|
|
public bool IsAlly()
|
|
{
|
|
return this is Ally;
|
|
}
|
|
|
|
public bool IsDiscipleOfWar()
|
|
{
|
|
return GetClass() < CLASSID_THM;
|
|
}
|
|
|
|
public bool IsDiscipleOfMagic()
|
|
{
|
|
return GetClass() >= CLASSID_THM && currentJob < CLASSID_CRP;
|
|
}
|
|
|
|
public bool IsDiscipleOfHand()
|
|
{
|
|
return GetClass() >= CLASSID_CRP && currentJob < CLASSID_MIN;
|
|
}
|
|
|
|
public bool IsDiscipleOfLand()
|
|
{
|
|
return GetClass() >= CLASSID_MIN;
|
|
}
|
|
#endregion lua helpers
|
|
#endregion ai stuff
|
|
|
|
//Reset procs. Only send packet if any procs were actually reset.
|
|
//This assumes you can't use weaponskills between getting a proc and using the procced ability
|
|
public void ResetProcs()
|
|
{
|
|
var propPacketUtil = new ActorPropertyPacketUtil("charaWork/timingCommand", this);
|
|
bool shouldSend = false;
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
if (charaWork.battleTemp.timingCommandFlag[i])
|
|
{
|
|
shouldSend = true;
|
|
charaWork.battleTemp.timingCommandFlag[i] = false;
|
|
propPacketUtil.AddProperty(string.Format("charaWork.battleTemp.timingCommandFlag[{0}]", i));
|
|
}
|
|
}
|
|
|
|
if (shouldSend && this is Player)
|
|
((Player)this).QueuePackets(propPacketUtil.Done());
|
|
}
|
|
|
|
//Set given proc to true and send packet if this is a player
|
|
// todo: hidden status effects for timing when the procs fall off
|
|
public void SetProc(int procId, bool val = true)
|
|
{
|
|
charaWork.battleTemp.timingCommandFlag[procId] = val;
|
|
uint effectId = (uint)StatusEffectId.EvadeProc + (uint)procId;
|
|
|
|
//If a proc just occurred, add a hidden effect effect
|
|
if (val)
|
|
{
|
|
StatusEffect procEffect = Server.GetWorldManager().GetStatusEffect(effectId);
|
|
procEffect.SetDuration(5);
|
|
statusEffects.AddStatusEffect(procEffect, this);
|
|
}
|
|
//Otherwise we're reseting a proc, remove the status
|
|
else
|
|
{
|
|
statusEffects.RemoveStatusEffect(statusEffects.GetStatusEffectById((uint)effectId));
|
|
}
|
|
|
|
if (this is Player)
|
|
{
|
|
var propPacketUtil = new ActorPropertyPacketUtil("charaWork/timingCommand", this);
|
|
propPacketUtil.AddProperty(string.Format("charaWork.battleTemp.timingCommandFlag[{0}]", procId));
|
|
((Player)this).QueuePackets(propPacketUtil.Done());
|
|
}
|
|
}
|
|
|
|
public HitDirection GetHitDirection(Actor target)
|
|
{
|
|
//Get between taget's position and our position
|
|
double angle = Vector3.GetAngle(target.GetPosAsVector3(), GetPosAsVector3());
|
|
//Add to the target's rotation, mod by 2pi. This is the angle relative to where the target is looking
|
|
//Actor's rotation is 0 degrees on their left side, rotate it by 45 degrees so that quadrants line up with sides
|
|
angle = (angle + target.rotation - (.25 * Math.PI)) % (2 * Math.PI);
|
|
//Make positive
|
|
if (angle < 0)
|
|
angle = angle + (2 * Math.PI);
|
|
|
|
//Get the side we're on. 0 is front, 1 is right, 2 is rear, 3 is left
|
|
var side = (int) (angle / (.5 * Math.PI)) % 4;
|
|
|
|
return (HitDirection) (1 << side);
|
|
}
|
|
|
|
//Called when this character evades attacker's action
|
|
public void OnEvade(Character attacker, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
|
|
{
|
|
SetProc((ushort)HitType.Evade);
|
|
statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnEvade, "onEvade", attacker, this, skill, action, actionContainer);
|
|
}
|
|
|
|
//Called when this character blocks attacker's action
|
|
public void OnBlock(Character attacker, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
|
|
{
|
|
SetProc((ushort)HitType.Block);
|
|
statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnBlock, "onBlock", attacker, this, skill, action, actionContainer);
|
|
}
|
|
|
|
//Called when this character parries attacker's action
|
|
public void OnParry(Character attacker, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
|
|
{
|
|
SetProc((ushort)HitType.Parry);
|
|
statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnParry, "onParry", attacker, this, skill, action, actionContainer);
|
|
}
|
|
|
|
//Called when this character misses
|
|
public void OnMiss(Character defender, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
|
|
{
|
|
SetProc((ushort)HitType.Miss);
|
|
statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnMiss, "onMiss", this, defender, skill, action, actionContainer);
|
|
}
|
|
|
|
public void OnHit(Character defender, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
|
|
{
|
|
statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnHit, "onHit", this, defender, skill, action, actionContainer);
|
|
}
|
|
|
|
public void OnCrit(Character defender, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
|
|
{
|
|
statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnCrit, "onCrit", this, defender, skill, action, actionContainer);
|
|
}
|
|
|
|
//The order of messages that appears after using a command is:
|
|
|
|
//1. Cast start messages. (ie "You begin casting... ")
|
|
//2. Messages from buffs that activate before the command actually starts, like Power Surge or Presence of Mind. (This may be wrong and these could be the same as 4.)
|
|
//3. If the command is a multi-hit command, this is where the "You use [command] on [target]" message goes
|
|
|
|
//Then, for each hit:
|
|
//4. Buffs that activate before a command hits, like Blindside
|
|
//5. The hit itself. For single hit commands this message is "Your [command] hits [target] for x damage" for multi hits it's "[Target] takes x points of damage"
|
|
//6. Stoneskin falling off
|
|
//6. Buffs that activate after a command hits, like Aegis Boon and Divine Veil
|
|
|
|
//After all hits
|
|
//7. If it's a multi-hit command there's a "{numhits]fold attack..." message or if all hits miss an "All attacks missed" message
|
|
//8. Buffs that fall off after the skill ends, like Excruciate
|
|
|
|
//For every target defeated:
|
|
//8. Defeat message
|
|
//9. EXP message
|
|
//10. EXP chain message
|
|
|
|
|
|
//folder is probably temporary until move to cached scripts is complete
|
|
public void DoBattleCommand(BattleCommand command, string folder)
|
|
{
|
|
//List<BattleAction> actions = new List<BattleAction>();
|
|
CommandResultContainer actions = new CommandResultContainer();
|
|
|
|
var targets = command.targetFind.GetTargets();
|
|
bool hitTarget = false;
|
|
|
|
if (targets.Count > 0)
|
|
{
|
|
statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnCommandStart, "onCommandStart", this, command, actions);
|
|
|
|
foreach (var chara in targets)
|
|
{
|
|
ushort hitCount = 0;
|
|
ushort totalDamage = 0;
|
|
for (int hitNum = 1; hitNum <= command.numHits; hitNum++)
|
|
{
|
|
var action = new CommandResult(chara.actorId, command, (byte)GetHitDirection(chara), (byte) hitNum);
|
|
|
|
//uncached script
|
|
lua.LuaEngine.CallLuaBattleCommandFunction(this, command, folder, "onSkillFinish", this, chara, command, action, actions);
|
|
//cached script
|
|
//skill.CallLuaFunction(owner, "onSkillFinish", this, chara, command, action, actions);
|
|
if (action.ActionLanded())
|
|
{
|
|
hitTarget = true;
|
|
hitCount++;
|
|
totalDamage += action.amount;
|
|
}
|
|
}
|
|
|
|
if (command.numHits > 1)
|
|
{
|
|
//30442: [hitCount]fold Attack! [chara] takes a total of totalDamage points of damage.
|
|
//30450: All attacks miss!
|
|
ushort textId = (ushort) (hitTarget ? 30442 : 30450);
|
|
actions.AddAction(new CommandResult(chara.actorId, textId, 0, totalDamage, (byte)hitCount));
|
|
}
|
|
}
|
|
|
|
statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnCommandFinish, "onCommandFinish", this, command, actions);
|
|
}
|
|
else
|
|
{
|
|
actions.AddAction(new CommandResult(actorId, 30202, 0));
|
|
}
|
|
|
|
DelMP(command.CalculateMpCost(this));
|
|
DelTP(command.CalculateTpCost(this));
|
|
|
|
//Now that we know if we hit the target we can check if the combo continues
|
|
if (this is Player)
|
|
{
|
|
if (command.isCombo && hitTarget)
|
|
((Player)this).SetCombos(command.comboNextCommandId);
|
|
//Only reset combo if the command is a spell or weaponskill, since abilities can be used between combo skills
|
|
else if (command.commandType == CommandType.Spell || command.commandType == CommandType.WeaponSkill)
|
|
((Player)this).SetCombos();
|
|
}
|
|
|
|
|
|
actions.CombineLists();
|
|
DoBattleAction(command.id, command.battleAnimation, actions.GetList());
|
|
}
|
|
|
|
public List<Character> GetPartyMembersInRange(uint range)
|
|
{
|
|
TargetFind targetFind = new TargetFind(this);
|
|
targetFind.SetAOEType(ValidTarget.Party, TargetFindAOEType.Circle, TargetFindAOETarget.Self, range, 0, 10, 0, 0);
|
|
targetFind.FindWithinArea(this, ValidTarget.Party, TargetFindAOETarget.Self);
|
|
return targetFind.GetTargets();
|
|
}
|
|
|
|
#region Inventory
|
|
public void SendItemPackage(Player player, uint id)
|
|
{
|
|
if (!itemPackages.ContainsKey((ushort)id))
|
|
return;
|
|
|
|
player.QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
|
|
itemPackages[(ushort)id].SendFullPackage(player);
|
|
player.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
|
|
}
|
|
|
|
public void AddItem(uint catalogID)
|
|
{
|
|
AddItem(catalogID, 1);
|
|
}
|
|
|
|
public void AddItem(uint catalogID, int quantity)
|
|
{
|
|
AddItem(catalogID, quantity, 1);
|
|
}
|
|
|
|
public void AddItem(uint catalogID, int quantity, byte quality)
|
|
{
|
|
ushort itemPackage = GetPackageForItem(catalogID);
|
|
if (itemPackages.ContainsKey(itemPackage))
|
|
{
|
|
itemPackages[itemPackage].AddItem(catalogID, quantity, quality);
|
|
}
|
|
}
|
|
|
|
public void AddItem(InventoryItem item)
|
|
{
|
|
ushort itemPackage = GetPackageForItem(item.GetItemData().catalogID);
|
|
if (itemPackages.ContainsKey(itemPackage))
|
|
{
|
|
itemPackages[itemPackage].AddItem(item);
|
|
}
|
|
}
|
|
|
|
public void MoveItem(InventoryItem item, ushort destinationPackage)
|
|
{
|
|
ushort sourcePackage = item.itemPackage;
|
|
|
|
if (!itemPackages.ContainsKey(sourcePackage) && !itemPackages.ContainsKey(destinationPackage))
|
|
return;
|
|
|
|
itemPackages[sourcePackage].MoveItem(item, itemPackages[destinationPackage]);
|
|
}
|
|
|
|
public void RemoveItem(uint catalogID)
|
|
{
|
|
RemoveItem(catalogID, 1);
|
|
}
|
|
|
|
public void RemoveItem(uint catalogID, int quantity)
|
|
{
|
|
RemoveItem(catalogID, quantity, 1);
|
|
}
|
|
|
|
public void RemoveItem(uint catalogID, int quantity, byte quality)
|
|
{
|
|
ushort itemPackage = GetPackageForItem(catalogID);
|
|
if (itemPackages.ContainsKey(itemPackage))
|
|
{
|
|
itemPackages[itemPackage].RemoveItem(catalogID, quantity, quality);
|
|
}
|
|
}
|
|
|
|
public void RemoveItemAtSlot(ushort itemPackage, ushort slot)
|
|
{
|
|
if (itemPackages.ContainsKey(itemPackage))
|
|
{
|
|
itemPackages[itemPackage].RemoveItemAtSlot(slot);
|
|
}
|
|
}
|
|
|
|
public void RemoveItem(InventoryItem item)
|
|
{
|
|
itemPackages[item.itemPackage].RemoveItem(item);
|
|
}
|
|
|
|
public bool HasItem(uint catalogID)
|
|
{
|
|
return HasItem(catalogID, 1);
|
|
}
|
|
|
|
public bool HasItem(uint catalogID, int minQuantity)
|
|
{
|
|
return HasItem(catalogID, minQuantity, 1);
|
|
}
|
|
|
|
public bool HasItem(uint catalogID, int minQuantity, byte quality)
|
|
{
|
|
ushort itemPackage = GetPackageForItem(catalogID);
|
|
if (itemPackages.ContainsKey(itemPackage))
|
|
{
|
|
return itemPackages[itemPackage].HasItem(catalogID, minQuantity, quality);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool HasItem(InventoryItem item)
|
|
{
|
|
ushort itemPackage = GetPackageForItem(item.GetItemData().catalogID);
|
|
if (itemPackages.ContainsKey(itemPackage))
|
|
{
|
|
//return itemPackages[itemPackage].HasItem(item);
|
|
return false; //TODO FIX
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
public InventoryItem GetItem(LuaUtils.ItemRefParam reference)
|
|
{
|
|
if (reference.actorId != actorId)
|
|
return null;
|
|
if (itemPackages.ContainsKey(reference.itemPackage))
|
|
{
|
|
return itemPackages[reference.itemPackage].GetItemAtSlot(reference.slot);
|
|
}
|
|
return null;
|
|
}
|
|
|
|
public ItemPackage GetItemPackage(ushort package)
|
|
{
|
|
if (itemPackages.ContainsKey(package))
|
|
return itemPackages[package];
|
|
else
|
|
return null;
|
|
}
|
|
|
|
public ushort GetPackageForItem(uint catalogID)
|
|
{
|
|
ItemData data = Server.GetItemGamedata(catalogID);
|
|
|
|
if (data == null)
|
|
return ItemPackage.NORMAL;
|
|
else
|
|
{
|
|
if (data.IsMoney())
|
|
return ItemPackage.CURRENCY_CRYSTALS;
|
|
else if (data.IsImportant())
|
|
return ItemPackage.KEYITEMS;
|
|
else
|
|
return ItemPackage.NORMAL;
|
|
}
|
|
}
|
|
|
|
//public void removeItem(byUniqueId)
|
|
//public void removeItem(byUniqueId, quantity)
|
|
//public void removeItem(slot)
|
|
//public void removeItem(slot, quantity)
|
|
|
|
#endregion
|
|
|
|
}
|
|
}
|