project-meteor-server/FFXIVClassic Map Server/actors/chara/npc/Npc.cs
Tahir Akhlaq 68a2d5f0b9 stubbed item use state (needs to actually look up the item and get its reuse stuff)
- added tables to load mobs from (probably dont import besides server_battlenpc_genus.sql)
- added field to server_battle_commands for commands usable by both monsters and players (probably arent any really)
2017-09-05 21:03:38 +01:00

443 lines
19 KiB
C#

using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.actors;
using FFXIVClassic_Map_Server.actors.area;
using FFXIVClassic_Map_Server.actors.chara.npc;
using FFXIVClassic_Map_Server.Actors.Chara;
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.lua;
using FFXIVClassic_Map_Server.packets.receive.events;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.utils;
using MoonSharp.Interpreter;
using MySql.Data.MySqlClient;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.actors.chara.ai;
namespace FFXIVClassic_Map_Server.Actors
{
[Flags]
enum NpcSpawnType : ushort
{
Normal = 0x00,
Scripted = 0x01,
Nighttime = 0x02,
Evening = 0x04,
Daytime = 0x08,
Weather = 0x10,
}
class Npc : Character
{
private uint actorClassId;
private string uniqueIdentifier;
private bool isMapObj = false;
private uint layout, instance;
public NpcWork npcWork = new NpcWork();
public NpcSpawnType npcSpawnType;
public Npc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot, ushort actorState, uint animationId, string customDisplayName)
: base((4 << 28 | spawnedArea.actorId << 19 | (uint)actorNumber))
{
this.positionX = posX;
this.positionY = posY;
this.positionZ = posZ;
this.rotation = rot;
this.currentMainState = actorState;
this.animationId = animationId;
this.displayNameId = actorClass.displayNameId;
this.customDisplayName = customDisplayName;
this.uniqueIdentifier = uniqueId;
this.zoneId = spawnedArea.actorId;
this.zone = spawnedArea;
this.actorClassId = actorClass.actorClassId;
LoadNpcAppearance(actorClass.actorClassId);
className = actorClass.classPath.Substring(actorClass.classPath.LastIndexOf("/") + 1);
this.classPath = String.Format("{0}/{1}", actorClass.classPath.Substring(0, actorClass.classPath.LastIndexOf('/')).ToLower(), className);
charaWork.battleSave.potencial = 1.0f;
// todo: these really need to be read from db etc
{
charaWork.parameterSave.state_mainSkill[0] = 3;
charaWork.parameterSave.state_mainSkill[2] = 3;
charaWork.parameterSave.state_mainSkillLevel = 1;
charaWork.parameterSave.hp[0] = 80;
charaWork.parameterSave.hpMax[0] = 80;
}
for (int i = 0; i < 32; i++ )
charaWork.property[i] = (byte)(((int)actorClass.propertyFlags >> i) & 1);
npcWork.pushCommand = actorClass.pushCommand;
npcWork.pushCommandSub = actorClass.pushCommandSub;
npcWork.pushCommandPriority = actorClass.pushCommandPriority;
if (actorClassId == 1080078 || actorClassId == 1080079 || actorClassId == 1080080 || (actorClassId >= 1080123 && actorClassId <= 1080135) || (actorClassId >= 5000001 && actorClassId <= 5000090) || (actorClassId >= 5900001 && actorClassId <= 5900038))
{
isMapObj = true;
List<LuaParam> lParams = LuaEngine.GetInstance().CallLuaFunctionForReturn(null, this, "init", false);
if (lParams == null || lParams.Count < 6)
isMapObj = false;
else
{
layout = (uint)(Int32)lParams[4].value;
instance = (uint)(Int32)lParams[5].value;
isStatic = true;
}
}
GenerateActorName((int)actorNumber);
this.aiContainer = new AIContainer(this, null, new PathFind(this), new TargetFind(this));
}
public Npc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot, uint layout, uint instance)
: base((4 << 28 | spawnedArea.actorId << 19 | (uint)actorNumber))
{
this.positionX = posX;
this.positionY = posY;
this.positionZ = posZ;
this.rotation = rot;
this.currentMainState = 0;
this.animationId = 0;
this.displayNameId = actorClass.displayNameId;
this.uniqueIdentifier = uniqueId;
this.zoneId = spawnedArea.actorId;
this.zone = spawnedArea;
this.actorClassId = actorClass.actorClassId;
LoadNpcAppearance(actorClass.actorClassId);
this.classPath = actorClass.classPath;
className = classPath.Substring(classPath.LastIndexOf("/") + 1);
for (int i = 0; i < 32; i++)
charaWork.property[i] = (byte)(((int)actorClass.propertyFlags >> i) & 1);
npcWork.pushCommand = actorClass.pushCommand;
npcWork.pushCommandSub = actorClass.pushCommandSub;
npcWork.pushCommandPriority = actorClass.pushCommandPriority;
this.isMapObj = true;
this.layout = layout;
this.instance = instance;
GenerateActorName((int)actorNumber);
this.aiContainer = new AIContainer(this, null, new PathFind(this), new TargetFind(null));
}
public SubPacket CreateAddActorPacket()
{
return AddActorPacket.BuildPacket(actorId, 8);
}
// actorClassId, [], [], numBattleCommon, [battleCommon], numEventCommon, [eventCommon], args for either initForBattle/initForEvent
public override SubPacket CreateScriptBindPacket(Player player)
{
List<LuaParam> lParams;
lParams = LuaEngine.GetInstance().CallLuaFunctionForReturn(player, this, "init", false);
if (lParams != null && lParams.Count >= 3 && lParams[2].typeID == 0 && (int)lParams[2].value == 0)
isStatic = true;
else
{
//charaWork.property[2] = 1;
//npcWork.hateType = 1;
}
if (lParams == null)
{
string classPathFake = "/Chara/Npc/Populace/PopulaceStandard";
string classNameFake = "PopulaceStandard";
lParams = LuaUtils.CreateLuaParamList(classPathFake, false, false, false, false, false, 0xF47F6, false, false, 0, 0);
isStatic = true;
//ActorInstantiatePacket.BuildPacket(actorId, actorName, classNameFake, lParams).DebugPrintSubPacket();
return ActorInstantiatePacket.BuildPacket(actorId, actorName, classNameFake, lParams);
}
else
{
lParams.Insert(0, new LuaParam(2, classPath));
lParams.Insert(1, new LuaParam(4, 4));
lParams.Insert(2, new LuaParam(4, 4));
lParams.Insert(3, new LuaParam(4, 4));
lParams.Insert(4, new LuaParam(4, 4));
lParams.Insert(5, new LuaParam(4, 4));
lParams.Insert(6, new LuaParam(0, (int)actorClassId));
}
//ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams).DebugPrintSubPacket();
return ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams);
}
public override List<SubPacket> GetSpawnPackets(Player player, ushort spawnType)
{
List<SubPacket> subpackets = new List<SubPacket>();
subpackets.Add(CreateAddActorPacket());
subpackets.AddRange(GetEventConditionPackets());
subpackets.Add(CreateSpeedPacket());
subpackets.Add(CreateSpawnPositonPacket(0x0));
if (isMapObj)
subpackets.Add(SetActorBGPropertiesPacket.BuildPacket(actorId, instance, layout));
else
subpackets.Add(CreateAppearancePacket());
subpackets.Add(CreateNamePacket());
subpackets.Add(CreateStatePacket());
subpackets.Add(CreateIdleAnimationPacket());
subpackets.Add(CreateInitStatusPacket());
subpackets.Add(CreateSetActorIconPacket());
subpackets.Add(CreateIsZoneingPacket());
subpackets.Add(CreateScriptBindPacket(player));
return subpackets;
}
public override List<SubPacket> GetInitPackets()
{
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("/_init", this);
//Potential
propPacketUtil.AddProperty("charaWork.battleSave.potencial");
//Properties
for (int i = 0; i < charaWork.property.Length; i++)
{
if (charaWork.property[i] != 0)
propPacketUtil.AddProperty(String.Format("charaWork.property[{0}]", i));
}
//Parameters
propPacketUtil.AddProperty("charaWork.parameterSave.hp[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.hpMax[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.mp");
propPacketUtil.AddProperty("charaWork.parameterSave.mpMax");
propPacketUtil.AddProperty("charaWork.parameterTemp.tp");
if (charaWork.parameterSave.state_mainSkill[0] != 0)
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[0]");
if (charaWork.parameterSave.state_mainSkill[1] != 0)
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[1]");
if (charaWork.parameterSave.state_mainSkill[2] != 0)
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[2]");
if (charaWork.parameterSave.state_mainSkill[3] != 0)
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[3]");
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
//Status Times
for (int i = 0; i < charaWork.statusShownTime.Length; i++)
{
if (charaWork.statusShownTime[i] != 0xFFFFFFFF)
propPacketUtil.AddProperty(String.Format("charaWork.statusShownTime[{0}]", i));
}
//General Parameters
for (int i = 3; i < charaWork.battleTemp.generalParameter.Length; i++)
{
if (charaWork.battleTemp.generalParameter[i] != 0)
propPacketUtil.AddProperty(String.Format("charaWork.battleTemp.generalParameter[{0}]", i));
}
propPacketUtil.AddProperty("npcWork.hateType");
if (npcWork.pushCommand != 0)
{
propPacketUtil.AddProperty("npcWork.pushCommand");
if (npcWork.pushCommandSub != 0)
propPacketUtil.AddProperty("npcWork.pushCommandSub");
propPacketUtil.AddProperty("npcWork.pushCommandPriority");
}
return propPacketUtil.Done();
}
public string GetUniqueId()
{
return uniqueIdentifier;
}
public uint GetActorClassId()
{
return actorClassId;
}
public void ChangeNpcAppearance(uint id)
{
LoadNpcAppearance(id);
zone.BroadcastPacketAroundActor(this, CreateAppearancePacket());
}
public void LoadNpcAppearance(uint id)
{
using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
{
try
{
conn.Open();
string query = @"
SELECT
base,
size,
hairStyle,
hairHighlightColor,
hairVariation,
faceType,
characteristics,
characteristicsColor,
faceEyebrows,
faceIrisSize,
faceEyeShape,
faceNose,
faceFeatures,
faceMouth,
ears,
hairColor,
skinColor,
eyeColor,
voice,
mainHand,
offHand,
spMainHand,
spOffHand,
throwing,
pack,
pouch,
head,
body,
legs,
hands,
feet,
waist,
neck,
leftEar,
rightEar,
leftIndex,
rightIndex,
leftFinger,
rightFinger
FROM gamedata_actor_appearance
WHERE id = @templateId
";
MySqlCommand cmd = new MySqlCommand(query, conn);
cmd.Parameters.AddWithValue("@templateId", id);
using (MySqlDataReader reader = cmd.ExecuteReader())
{
while (reader.Read())
{
//Handle Appearance
modelId = reader.GetUInt32(0);
appearanceIds[Character.SIZE] = reader.GetUInt32(1);
appearanceIds[Character.COLORINFO] = (uint)(reader.GetUInt32(16) | (reader.GetUInt32(15) << 10) | (reader.GetUInt32(17) << 20)); //17 - Skin Color, 16 - Hair Color, 18 - Eye Color
appearanceIds[Character.FACEINFO] = PrimitiveConversion.ToUInt32(CharacterUtils.GetFaceInfo(reader.GetByte(6), reader.GetByte(7), reader.GetByte(5), reader.GetByte(14), reader.GetByte(13), reader.GetByte(12), reader.GetByte(11), reader.GetByte(10), reader.GetByte(9), reader.GetByte(8)));
appearanceIds[Character.HIGHLIGHT_HAIR] = (uint)(reader.GetUInt32(3) | reader.GetUInt32(2) << 10); //5- Hair Highlight, 4 - Hair Style
appearanceIds[Character.VOICE] = reader.GetUInt32(17);
appearanceIds[Character.MAINHAND] = reader.GetUInt32(19);
appearanceIds[Character.OFFHAND] = reader.GetUInt32(20);
appearanceIds[Character.SPMAINHAND] = reader.GetUInt32(21);
appearanceIds[Character.SPOFFHAND] = reader.GetUInt32(22);
appearanceIds[Character.THROWING] = reader.GetUInt32(23);
appearanceIds[Character.PACK] = reader.GetUInt32(24);
appearanceIds[Character.POUCH] = reader.GetUInt32(25);
appearanceIds[Character.HEADGEAR] = reader.GetUInt32(26);
appearanceIds[Character.BODYGEAR] = reader.GetUInt32(27);
appearanceIds[Character.LEGSGEAR] = reader.GetUInt32(28);
appearanceIds[Character.HANDSGEAR] = reader.GetUInt32(29);
appearanceIds[Character.FEETGEAR] = reader.GetUInt32(30);
appearanceIds[Character.WAISTGEAR] = reader.GetUInt32(31);
appearanceIds[Character.NECKGEAR] = reader.GetUInt32(32);
appearanceIds[Character.R_EAR] = reader.GetUInt32(33);
appearanceIds[Character.L_EAR] = reader.GetUInt32(34);
appearanceIds[Character.R_INDEXFINGER] = reader.GetUInt32(35);
appearanceIds[Character.L_INDEXFINGER] = reader.GetUInt32(36);
appearanceIds[Character.R_RINGFINGER] = reader.GetUInt32(37);
appearanceIds[Character.L_RINGFINGER] = reader.GetUInt32(38);
}
}
}
catch (MySqlException e)
{ Console.WriteLine(e); }
finally
{
conn.Dispose();
}
}
}
public void LoadEventConditions(string eventConditions)
{
EventList conditions = JsonConvert.DeserializeObject<EventList>(eventConditions);
this.eventConditions = conditions;
}
public void DoOnActorSpawn(Player player)
{
LuaEngine.GetInstance().CallLuaFunction(player, this, "onSpawn", true);
}
public void PlayMapObjAnimation(Player player, string animationName)
{
player.QueuePacket(PlayBGAnimation.BuildPacket(actorId, animationName));
}
public void Despawn()
{
zone.DespawnActor(this);
}
public override void Update(DateTime tick)
{
// todo: can normal npcs have status effects?
aiContainer.Update(tick);
}
public override void OnSpawn()
{
base.OnSpawn();
}
public override void OnDeath()
{
base.OnDeath();
}
public override void OnDespawn()
{
zone.BroadcastPacketAroundActor(this, RemoveActorPacket.BuildPacket(this.actorId));
QueuePositionUpdate(spawnX, spawnY, spawnZ);
LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
}
//A party member list packet came, set the party
/* public void SetParty(MonsterPartyGroup group)
{
if (group is MonsterPartyGroup)
currentParty = group;
}
*/
}
}