mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
- stubbed some ability stuff - moved packet things to loop instead of session only - added mob roaming and aggro - todo: fix target find/detection/pathfinding speed/line of sight/line aoe length etc - todo: see "// todo:" in code
115 lines
3.8 KiB
C#
115 lines
3.8 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
using FFXIVClassic.Common;
|
|
using FFXIVClassic_Map_Server.Actors;
|
|
using FFXIVClassic_Map_Server.packets.send.actor;
|
|
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
|
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|
{
|
|
class MagicState : State
|
|
{
|
|
|
|
private Ability spell;
|
|
|
|
public MagicState(Character owner, Character target, ushort spellId) :
|
|
base(owner, target)
|
|
{
|
|
this.startTime = DateTime.Now;
|
|
// todo: lookup spell from global table
|
|
this.spell = Server.GetWorldManager().GetAbility(spellId);
|
|
|
|
if (spell != null)
|
|
{
|
|
if (spell.CanPlayerUse(owner, target))
|
|
OnStart();
|
|
}
|
|
}
|
|
|
|
public override void OnStart()
|
|
{
|
|
// todo: check within attack range
|
|
|
|
owner.LookAt(target);
|
|
}
|
|
|
|
public override bool Update(DateTime tick)
|
|
{
|
|
TryInterrupt();
|
|
|
|
if (interrupt)
|
|
{
|
|
OnInterrupt();
|
|
return true;
|
|
}
|
|
|
|
// todo: check weapon delay/haste etc and use that
|
|
if ((tick - startTime).TotalMilliseconds >= 0)
|
|
{
|
|
OnComplete();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public override void OnInterrupt()
|
|
{
|
|
// todo: send paralyzed/sleep message etc.
|
|
}
|
|
|
|
public override void OnComplete()
|
|
{
|
|
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
|
|
isCompleted = true;
|
|
}
|
|
|
|
public override void TryInterrupt()
|
|
{
|
|
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
|
|
{
|
|
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
|
|
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction);
|
|
uint effectId = 0;
|
|
if (list.Count > 0)
|
|
{
|
|
// todo: actually check proc rate/random chance of whatever effect
|
|
effectId = list[0].GetStatusEffectId();
|
|
}
|
|
// todo: which is actually the swing packet
|
|
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
|
|
//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
|
|
//errorPacket = null;
|
|
interrupt = true;
|
|
return;
|
|
}
|
|
|
|
interrupt = !CanAttack();
|
|
}
|
|
|
|
private bool CanAttack()
|
|
{
|
|
if (target == null)
|
|
{
|
|
return false;
|
|
}
|
|
// todo: shouldnt need to check if owner is dead since all states would be cleared
|
|
if (owner.aiContainer.IsDead() || target.aiContainer.IsDead())
|
|
{
|
|
return false;
|
|
}
|
|
else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
|
|
{
|
|
return false;
|
|
}
|
|
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) >= 7.5f)
|
|
{
|
|
owner.aiContainer.pathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
}
|