project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/state/AttackState.cs
Tahir Akhlaq 8bebba64b3 fixed some timers
- status icons now display (<3 u ion)
- todo: populate status tables, figure out why effect wont tick down for me
2017-07-27 03:58:42 +01:00

107 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
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 AttackState : State
{
public AttackState(Character owner, Character target) :
base(owner, target)
{
this.startTime = DateTime.Now;
// todo: should handle everything here instead of on next tick..
}
public override void OnStart()
{
}
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()
{
var damage = utils.AttackUtils.CalculateDamage(owner, target);
// onAttack(actor, target, damage)
lua.LuaEngine.CallLuaBattleAction(owner, "onAttack", false, owner, target, damage);
//var packet = BattleAction1Packet.BuildPacket(owner.actorId, target.actorId);
// todo: find a better place to put this?
if (owner.GetState() != SetActorStatePacket.MAIN_STATE_ACTIVE)
owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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, 0, 0);
//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
//errorPacket = null;
interrupt = true;
return;
}
interrupt = !CanAttack();
}
private bool CanAttack()
{
// 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 (target.zone != owner.zone)
{
return false;
}
else if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
{
return false;
}
return true;
}
}
}