mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
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185 lines
6.8 KiB
C#
185 lines
6.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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using FFXIVClassic_Map_Server.packets.send;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class WeaponSkillState : State
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{
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private BattleCommand skill;
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private HitDirection hitDirection;
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public WeaponSkillState(Character owner, Character target, ushort skillId) :
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base(owner, target)
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{
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this.startTime = DateTime.Now;
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this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
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var returnCode = skill.CallLuaFunction(owner, "weaponskill", "onSkillPrepare", owner, target, skill);
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this.target = (skill.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target;
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errorResult = new CommandResult(owner.actorId, 32553, 0);
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if (returnCode == 0 && owner.CanUse(this.target, skill, errorResult))
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{
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OnStart();
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}
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else
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{
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errorResult = null;
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interrupt = true;
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}
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}
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public override void OnStart()
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{
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var returnCode = skill.CallLuaFunction(owner, "weaponskill", "onSkillStart", owner, target, skill);
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if (returnCode != 0)
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{
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interrupt = true;
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errorResult = new CommandResult(owner.actorId, (ushort)(returnCode == -1 ? 32558 : returnCode), 0);
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}
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else
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{
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hitDirection = owner.GetHitDirection(target);
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//Do positionals and combo effects first because these can influence accuracy and amount of targets/numhits, which influence the rest of the steps
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//If there is no positon required or if the position bonus should be activated
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if ((skill.positionBonus & utils.BattleUtils.ConvertHitDirToPosition(hitDirection)) == skill.positionBonus)
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{
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//If there is a position bonus
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if (skill.positionBonus != BattleCommandPositionBonus.None)
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skill.CallLuaFunction(owner, "weaponskill", "onPositional", owner, target, skill);
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//Combo stuff
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if (owner is Player)
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{
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Player p = (Player)owner;
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//If skill is part of owner's class/job, it can be used in a combo
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if (skill.job == p.GetClass() || skill.job == p.GetCurrentClassOrJob())
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{
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//If owner is a player and the skill being used is part of the current combo
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if (p.playerWork.comboNextCommandId[0] == skill.id || p.playerWork.comboNextCommandId[1] == skill.id)
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{
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skill.CallLuaFunction(owner, "weaponskill", "onCombo", owner, target, skill);
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skill.isCombo = true;
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}
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//or if this just the start of a combo
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else if (skill.comboStep == 1)
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skill.isCombo = true;
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}
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}
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if (!skill.IsInstantCast())
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{
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float castTime = skill.castTimeMs;
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// command casting duration
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if (owner is Player)
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{
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// todo: modify spellSpeed based on modifiers and stuff
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((Player)owner).SendStartCastbar(skill.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(castTime)));
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}
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owner.GetSubState().chantId = 0xf0;
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owner.SubstateModified();
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//You ready [skill] (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
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owner.DoBattleAction(skill.id, (uint)0x6F000000 | skill.castType, new CommandResult(target.actorId, 30126, 1, 0, 1));
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}
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}
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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 (skill != null)
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{
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TryInterrupt();
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if (interrupt)
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{
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OnInterrupt();
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return true;
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}
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// todo: check weapon delay/haste etc and use that
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var actualCastTime = skill.castTimeMs;
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if ((tick - startTime).TotalMilliseconds >= skill.castTimeMs)
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{
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OnComplete();
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return true;
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}
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return false;
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}
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return true;
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}
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public override void OnInterrupt()
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{
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// todo: send paralyzed/sleep message etc.
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if (errorResult != null)
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{
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owner.DoBattleAction(skill.id, errorResult.animation, errorResult);
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errorResult = null;
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}
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}
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public override void OnComplete()
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{
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owner.LookAt(target);
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skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
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isCompleted = true;
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owner.DoBattleCommand(skill, "weaponskill");
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owner.statusEffects.RemoveStatusEffectsByFlags((uint) StatusEffectFlags.LoseOnAttacking);
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lua.LuaEngine.GetInstance().OnSignal("weaponskillUsed");
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}
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public override void TryInterrupt()
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{
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if (interrupt)
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return;
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill))
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{
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// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill);
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uint effectId = 0;
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if (list.Count > 0)
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{
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// todo: actually check proc rate/random chance of whatever effect
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effectId = list[0].GetStatusEffectId();
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}
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interrupt = true;
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return;
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}
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interrupt = !CanUse();
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}
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private bool CanUse()
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{
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return owner.CanUse(target, skill);
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}
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public BattleCommand GetWeaponSkill()
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{
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return skill;
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}
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public override void Cleanup()
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{
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owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds);
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}
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}
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}
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