mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
- status icons now display (<3 u ion) - todo: populate status tables, figure out why effect wont tick down for me
107 lines
3.5 KiB
C#
107 lines
3.5 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_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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public AttackState(Character owner, Character target) :
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base(owner, target)
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{
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this.startTime = DateTime.Now;
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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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}
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public override bool Update(DateTime tick)
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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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// todo: check weapon delay/haste etc and use that
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if ((tick - startTime).TotalMilliseconds >= 0)
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{
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OnComplete();
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return true;
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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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var damage = utils.AttackUtils.CalculateDamage(owner, target);
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// onAttack(actor, target, damage)
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lua.LuaEngine.CallLuaBattleAction(owner, "onAttack", false, owner, target, damage);
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//var packet = BattleAction1Packet.BuildPacket(owner.actorId, target.actorId);
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// todo: find a better place to put this?
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if (owner.GetState() != SetActorStatePacket.MAIN_STATE_ACTIVE)
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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isCompleted = true;
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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 effectId = 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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effectId = list[0].GetStatusEffectId();
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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, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, 0, 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 CanAttack()
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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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return false;
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}
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else if (target.zone != owner.zone)
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{
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return false;
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}
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else if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
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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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}
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}
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