mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
186 lines
6.8 KiB
C#
186 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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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class AttackState : State
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{
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private DateTime attackTime;
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public AttackState(Character owner, Character target) :
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base(owner, target)
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{
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this.canInterrupt = true;
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this.startTime = DateTime.Now;
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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owner.aiContainer.ChangeTarget(target);
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attackTime = startTime;
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owner.aiContainer.pathFind?.Clear();
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// todo: should handle everything here instead of on next tick..
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}
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public override void OnStart()
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{
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// todo: check within attack range
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}
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public override bool Update(DateTime tick)
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{
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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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*/
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if (target == null || owner.target != target || owner.target?.actorId != owner.currentLockedTarget)
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owner.aiContainer.ChangeTarget(target = Server.GetWorldManager().GetActorInWorld(owner.currentLockedTarget == 0xC0000000 ? owner.currentTarget : owner.currentLockedTarget) as Character);
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if (target == null || target.IsDead())
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{
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//if (owner.currentSubState == SetActorStatePacket.SUB_STATE_MONSTER)
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// target = ((BattleNpc)owner).hateContainer.GetMostHatedTarget();
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}
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else
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{
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if (IsAttackReady())
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{
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if (CanAttack())
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{
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TryInterrupt();
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// todo: check weapon delay/haste etc and use that
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if (!interrupt)
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{
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OnComplete();
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}
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else
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{
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}
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SetInterrupted(false);
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}
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else
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{
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// todo: handle interrupt/paralyze etc
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}
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attackTime = DateTime.Now.AddMilliseconds(owner.GetAttackDelayMs());
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}
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}
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return false;
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}
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public override void OnInterrupt()
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{
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// todo: send paralyzed/sleep message etc.
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}
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public override void OnComplete()
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{
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// todo: possible underflow
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BattleAction action = new BattleAction(target.actorId, 0x765D, (uint) HitEffect.Hit, 0, (byte) HitDirection.None);
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errorResult = null;
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//var packet = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, target.actorId, (uint)0x19001000, (uint)0x8000604, (ushort)0x765D, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, (byte)0x1);
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// HitDirection (auto attack shouldnt need this afaik)
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// todo: implement auto attack damage bonus in Character.OnAttack
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/*
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≪Auto-attack Damage Bonus≫
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Class Bonus 1 Bonus 2
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Pugilist Intelligence Strength
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Gladiator Mind Strength
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Marauder Vitality Strength
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Archer Dexterity Piety
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Lancer Piety Strength
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Conjurer Mind Piety
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Thaumaturge Mind Piety
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* The above damage bonus also applies to “Shot” attacks by archers.
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*/
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owner.OnAttack(this, action, ref errorResult);
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// handle paralyze/intimidate/sleep/whatever in character thing
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owner.DoBattleAction((ushort)BattleActionX01PacketCommand.Attack, 0x19001000, errorResult != null ? action : errorResult);
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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}
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public override void TryInterrupt()
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{
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
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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.PreventAction);
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uint statusId = 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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statusId = list[0].GetStatusId();
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}
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// todo: which is actually the swing packet
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, statusId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
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//errorPacket = null;
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interrupt = true;
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return;
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}
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interrupt = !CanAttack();
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}
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private bool IsAttackReady()
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{
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return Program.Tick >= attackTime;
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}
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private bool CanAttack()
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{
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if (target == null)
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{
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return false;
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}
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// todo: shouldnt need to check if owner is dead since all states would be cleared
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if (owner.aiContainer.IsDead() || target.aiContainer.IsDead())
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{
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target = null;
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return false;
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}
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else if (!owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
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{
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return false;
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}
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// todo: use a mod for melee range
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else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.GetAttackRange())
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{
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if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
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{
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((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
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}
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return false;
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}
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return true;
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}
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public override void Cleanup()
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{
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if (owner.IsDead())
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owner.Disengage();
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}
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public override bool CanChangeState()
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{
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return true;
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}
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}
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}
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