mirror of
				https://bitbucket.org/Ioncannon/project-meteor-server.git
				synced 2025-05-20 08:26:59 -04:00 
			
		
		
		
	
		
			
				
	
	
		
			170 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| /*
 | |
| ===========================================================================
 | |
| Copyright (C) 2015-2019 Project Meteor Dev Team
 | |
| 
 | |
| This file is part of Project Meteor Server.
 | |
| 
 | |
| Project Meteor Server is free software: you can redistribute it and/or modify
 | |
| it under the terms of the GNU Affero General Public License as published by
 | |
| the Free Software Foundation, either version 3 of the License, or
 | |
| (at your option) any later version.
 | |
| 
 | |
| Project Meteor Server is distributed in the hope that it will be useful,
 | |
| but WITHOUT ANY WARRANTY; without even the implied warranty of
 | |
| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 | |
| GNU Affero General Public License for more details.
 | |
| 
 | |
| You should have received a copy of the GNU Affero General Public License
 | |
| along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
 | |
| ===========================================================================
 | |
| */
 | |
| 
 | |
| using System;
 | |
| using Meteor.Common;
 | |
| using Meteor.Map.Actors;
 | |
| using Meteor.Map.packets.send.actor.battle;
 | |
| 
 | |
| namespace Meteor.Map.actors.chara.ai.state
 | |
| {
 | |
|     class AbilityState : State
 | |
|     {
 | |
| 
 | |
|         private BattleCommand skill;
 | |
| 
 | |
|         public AbilityState(Character owner, Character target, ushort skillId) :
 | |
|             base(owner, target)
 | |
|         {
 | |
|             this.startTime = DateTime.Now;
 | |
|             this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
 | |
|             var returnCode = skill.CallLuaFunction(owner, "onAbilityPrepare", owner, target, skill);
 | |
| 
 | |
|             this.target = (skill.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target;
 | |
| 
 | |
|             errorResult = new CommandResult(owner.Id, 32553, 0);
 | |
|             if (returnCode == 0)
 | |
|             {
 | |
|                 OnStart();
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 errorResult = null;
 | |
|                 interrupt = true;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         public override void OnStart()
 | |
|         {
 | |
|             var returnCode = skill.CallLuaFunction(owner, "onAbilityStart", owner, target, skill);
 | |
| 
 | |
|             if (returnCode != 0)
 | |
|             {
 | |
|                 interrupt = true;
 | |
|                 errorResult = new CommandResult(owner.Id, (ushort)(returnCode == -1 ? 32558 : returnCode), 0);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 if (!skill.IsInstantCast())
 | |
|                 {
 | |
|                     float castTime = skill.castTimeMs;
 | |
| 
 | |
|                     // command casting duration
 | |
|                     if (owner is Player)
 | |
|                     {
 | |
|                         // todo: modify spellSpeed based on modifiers and stuff
 | |
|                         ((Player)owner).SendStartCastbar(skill.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(castTime)));
 | |
|                     }
 | |
|                     owner.GetSubState().chantId = 0xf0;
 | |
|                     owner.SubstateModified();
 | |
|                     //You ready [skill] (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
 | |
|                     owner.DoBattleAction(skill.id, (uint)0x6F000000 | skill.castType, new CommandResult(target.Id, 30126, 1, 0, 1));
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         public override bool Update(DateTime tick)
 | |
|         {
 | |
|             if (skill != null)
 | |
|             {
 | |
|                 TryInterrupt();
 | |
| 
 | |
|                 if (interrupt)
 | |
|                 {
 | |
|                     OnInterrupt();
 | |
|                     return true;
 | |
|                 }
 | |
| 
 | |
|                 // todo: check weapon delay/haste etc and use that
 | |
|                 var actualCastTime = skill.castTimeMs;
 | |
| 
 | |
|                 if ((tick - startTime).TotalMilliseconds >= skill.castTimeMs)
 | |
|                 {
 | |
|                     OnComplete();
 | |
|                     return true;
 | |
|                 }
 | |
|                 return false;
 | |
|             }
 | |
|             return true;
 | |
|         }
 | |
| 
 | |
|         public override void OnInterrupt()
 | |
|         {
 | |
|             // todo: send paralyzed/sleep message etc.
 | |
|             if (errorResult != null)
 | |
|             {
 | |
|                 owner.DoBattleAction(skill.id, errorResult.animation, errorResult);
 | |
|                 errorResult = null;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         public override void OnComplete()
 | |
|         {
 | |
|             owner.LookAt(target);
 | |
|             bool hitTarget = false;
 | |
| 
 | |
|             skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
 | |
|             isCompleted = true;
 | |
| 
 | |
|             owner.DoBattleCommand(skill, "ability");
 | |
|         }
 | |
| 
 | |
|         public override void TryInterrupt()
 | |
|         {
 | |
|             if (interrupt)
 | |
|                 return;
 | |
| 
 | |
|             if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAbility))
 | |
|             {
 | |
|                 // todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
 | |
|                 var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAbility);
 | |
|                 uint effectId = 0;
 | |
|                 if (list.Count > 0)
 | |
|                 {
 | |
|                     // todo: actually check proc rate/random chance of whatever effect
 | |
|                     effectId = list[0].GetStatusEffectId();
 | |
|                 }
 | |
|                 interrupt = true;
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             interrupt = !CanUse();
 | |
|         }
 | |
| 
 | |
|         private bool CanUse()
 | |
|         {
 | |
|             return skill.IsValidMainTarget(owner, target);
 | |
|         }
 | |
| 
 | |
|         public BattleCommand GetWeaponSkill()
 | |
|         {
 | |
|             return skill;
 | |
|         }
 | |
| 
 | |
|         public override void Cleanup()
 | |
|         {
 | |
|             owner.GetSubState().chantId = 0x0;
 | |
|             owner.SubstateModified();
 | |
|             owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds);
 | |
|         }
 | |
|     }
 | |
| }
 |