project-meteor-server/Map Server/packets/send/Actor/battle/CommandResult.cs

426 lines
18 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.Map.actors.chara.ai;
using Meteor.Map.actors.chara.ai.utils;
using Meteor.Map.Actors;
namespace Meteor.Map.packets.send.actor.battle
{
//These flags can be stacked and mixed, but the client will prioritize certain flags over others.
[Flags]
public enum HitEffect : uint
{
//This is used for physical attacks
HitEffectType = 8 << 24,
//This is used for additioanl effect hits. Only difference from HitEffectType is that it does not play audio.
AdditionalEffectType = 24 << 24,
//Status effects use 32 << 24
StatusEffectType = 32 << 24,
//When losing a status effect while using a skill, this prevents the hit effect from playing on the actor playing the animation
StatusLossType = 40 << 24,
//Magic effects use 48 << 24, this is also used for when statuses are lost on attack
MagicEffectType = 48 << 24,
//This places the number on the user regardless of the target this hit effect is for, used for things like bloodbath
SelfHealType = 72 << 24,
//Plays the effect animation with no text or additional effects. Unsure if there are any flags. Used for things like Convert
AnimationEffectType = 96 << 24,
//Each Type has it's own set of flags. These should be split into their own enums,
//but for now just keep them all under HitEffect so we don't have to change anything.
//HitEffectType flags
//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
//These are the recoil animations that play on the target, ranging from weak to strong.
//The recoil that gets set was likely based on the percentage of HP lost from the attack.
//These also have a visual effect with heals and spells but in reverse. RecoilLv1 has a large effect, Lv3 has none. Crit is very large
//For spells they represent resists. Lv0 is a max resist, Lv3 is no resist. Crit is still used for crits.
//Heals used the same effects sometimes but it isn't clear what for, it seems random? Possibly something like a trait proccing or even just a bug
RecoilLv1 = 0,
RecoilLv2 = 1 << 0,
RecoilLv3 = 1 << 1,
//Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
CriticalHit = RecoilLv2 | RecoilLv3,
//Hit visual and sound effects when connecting with the target.
//Mixing these flags together will yield different results.
//Each visual likely relates to a specific weapon.
//Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
//HitVisual is probably based on attack property.
//HitVisual1 is for slashing attacks
//HitVisual2 is for piercing attacks
//HitVisual1 | Hitvisual2 is for blunt attacks
//HitVisual3 is for projectile attacks
//Basically take the attack property of a weapon and shift it left 2
//For auto attacks attack property is weapon's damageAttributeType1
//Still not totally sure how this works with weaponskills or what hitvisual4 or the other combinations are for
HitVisual1 = 1 << 2,
HitVisual2 = 1 << 3,
HitVisual3 = 1 << 4,
HitVisual4 = 1 << 5,
//An additional visual effect that plays on the target when attacked if:
//The attack is physical and they have the protect buff on.
//The attack is magical and they have the shell buff on.
//Special Note: Shell was removed in later versions of the game.
//Another effect plays when both Protect and Shell flags are activated.
//Not sure what this effect is.
//Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
Protect = 1 << 6,
Shell = 1 << 7,
ProtectShellSpecial = Protect | Shell,
//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
HitEffect1 = 1 << 9,
HitEffect2 = 1 << 10, //Plays the standard hit visual effect, but with no sound if used alone.
HitEffect3 = 1 << 11, //Yellow effect, crit?
HitEffect4 = 1 << 12, //Plays the blocking animation
HitEffect5 = 1 << 13,
GustyHitEffect = HitEffect3 | HitEffect2,
GreenTintedHitEffect = HitEffect4 | HitEffect1,
//For specific animations
Miss = 0,
Evade = HitEffect1,
Hit = HitEffect1 | HitEffect2,
Crit = HitEffect3,
Parry = Hit | HitEffect3,
Block = HitEffect4,
//Knocks you back away from the attacker.
KnockbackLv1 = HitEffect4 | HitEffect2 | HitEffect1,
KnockbackLv2 = HitEffect4 | HitEffect3,
KnockbackLv3 = HitEffect4 | HitEffect3 | HitEffect1,
KnockbackLv4 = HitEffect4 | HitEffect3 | HitEffect2,
KnockbackLv5 = HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
//Knocks you away from the attacker in a counter-clockwise direction.
KnockbackCounterClockwiseLv1 = HitEffect5,
KnockbackCounterClockwiseLv2 = HitEffect5 | HitEffect1,
//Knocks you away from the attacker in a clockwise direction.
KnockbackClockwiseLv1 = HitEffect5 | HitEffect2,
KnockbackClockwiseLv2 = HitEffect5 | HitEffect2 | HitEffect1,
//Completely drags target to the attacker, even across large distances.
DrawIn = HitEffect5 | HitEffect3,
//An additional visual effect that plays on the target based on according buff.
UnknownShieldEffect = HitEffect5 | HitEffect4,
Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
//A special effect when performing appropriate skill combos in succession.
//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
SkillCombo1 = 1 << 15,
SkillCombo2 = 1 << 16,
SkillCombo3 = SkillCombo1 | SkillCombo2,
SkillCombo4 = 1 << 17,
//This is used in the absorb effect for some reason
Unknown = 1 << 19,
//AdditionalEffectType flags
//The AdditionalEffectType is used for the additional effects some weapons have.
//These effect ids do not repeat the effect of the attack and will not show without a preceding HitEffectType or MagicEffectType
//It's unclear what this is for. The ifrit fight capture has a BLM using the garuda weapon
//and this flag is set every time but has no apparent effect.
UnknownAdditionalFlag = 1,
//These play effects on the target
FireEffect = 1 << 10,
IceEffect = 2 << 10,
WindEffect = 3 << 10,
EarthEffect = 4 << 10,
LightningEffect = 5 << 10,
WaterEffect = 6 << 10,
AstralEffect = 7 << 10, //Possibly for blind?
UmbralEffect = 8 << 10, //Posibly for poison?
//Unknown status effect effects
StatusEffect1 = 12 << 10,
StatusEffect2 = 13 << 10,
HPAbsorbEffect = 14 << 10,
MPAbsorbEffect = 15 << 10,
TPAbsorbEffect = 16 << 10,
TripleAbsorbEffect = 17 << 10, //Not sure about this
MoogleEffect = 18 << 10,
//MagicEffectType Flags
//THese are used for magic effects that deal or heal damage as well as damage over time effects
//Crit is the same as HitEffectType
FullResist = 0,
WeakResist = 1 << 0, //Used for level 1, 2, and 3 resists probably
NoResist = 1 << 1,
MagicShell = 1 << 4, //Used when casting on target with shell effects. MagicEffectType doesnt have a flag for protect or stoneskin
MagicShield = 1 << 5, //When used with an command that has an animation, this plays a purple shield effect. DoTs also have this flag set (at least on ifrit) but they have no animations so it doesnt show
// Required for heal text to be blue, not sure if that's all it's used for
Heal = 1 << 8,
MP = 1 << 9, //Causes "MP" text to appear when used with MagicEffectType. | with Heal to make text blue
TP = 1 << 10, //Causes "TP" text to appear when used with MagicEffectType. | with Heal to make text blue
//SelfHealType flags
//This category causes numbers to appear on the user rather regardless of the target associated with the hit effect and do not play an animation
//These determine the text that displays (HP has no text)
SelfHealHP = 0,
SelfHealMP = 1 << 0, //Shows MP text on self. | with SelfHeal to make blue
SelfHealTP = 1 << 1, //Shows TP text on self. | with SelfHeal to make blue
//Causes self healing numbers to be blue
SelfHeal = 1 << 10,
}
//Mixing some of these flags will cause the client to crash.
//Setting a flag higher than Left (0x10-0x80) will cause the client to crash.
[Flags]
public enum HitDirection : byte
{
None = 0,
Front = 1 << 0,
Right = 1 << 1,
Rear = 1 << 2,
Left = 1 << 3
}
public enum HitType : ushort
{
Miss = 0,
Evade = 1,
Parry = 2,
Block = 3,
SingleResist = 4,
DoubleResist = 5,
TripleResist = 6,
FullResist = 7,
Hit = 8,
Crit = 9
}
//Type of action
public enum ActionType : ushort
{
None = 0,
Physical = 1,
Magic = 2,
Heal = 3,
Status = 4
}
//There's are two columns in gamecommand that are for action property and action element respectively and both have percentages next to them
//the percentages are for what percent that property or element factors into the attack. Astral and Umbral are always 33% because they are both 3 elments combined
//ActionProperty and ActionElement are slightly different. Property defines whta type of attack it is, and 11-13 are used for "sonic, breath, neutral". Neutral is always used for magic
//For Element 11-13 are used for astral, umbral, and healing magic.
//Right now we aren't actually using these but when things like resists get better defined we'll have to
public enum ActionProperty : ushort
{
None = 0,
Slashing = 1,
Piercing = 2,
Blunt = 3,
Projectile = 4,
Fire = 5,
Ice = 6,
Wind = 7,
Earth = 8,
Lightning = 9,
Water = 10,
//These I'm not sure about. Check gameCommand.csv
Astral = 11,
Umbral = 12,
Heal = 13
}
/*
public enum ActionProperty : ushort
{
None = 0,
Slashing = 1,
Piercing = 2,
Blunt = 3,
Projectile = 4,
Fire = 5,
Ice = 6,
Wind = 7,
Earth = 8,
Lightning = 9,
Water = 10,
Sonic = 11,
Breath = 12,
Neutral = 13,
Astral = 14,
Umbral = 15
}
public enum ActionElement : ushort
{
None = 0,
Slashing = 1,
Piercing = 2,
Blunt = 3,
Projectile = 4,
Fire = 5,
Ice = 6,
Wind = 7,
Earth = 8,
Lightning = 9,
Water = 10,
//These I'm not sure about. Check gameCommand.csv
Astral = 11,
Umbral = 12,
Heal = 13
}*/
class CommandResult
{
public uint targetId;
public ushort amount;
public ushort amountMitigated; //Amount that got blocked/evaded or resisted
public ushort enmity; //Seperate from amount for abilities that cause a different amount of enmity than damage
public ushort worldMasterTextId;
public uint effectId; //Impact effect, damage/heal/status numbers or name
public byte param; //Which side the battle action is coming from
public byte hitNum; //Which hit in a sequence of hits this is
/// <summary>
/// these fields are not actually part of the packet struct
/// </summary>
public uint animation;
public CommandType commandType; //What type of command was used (ie weaponskill, ability, etc)
public ActionProperty actionProperty; //Damage type of the action
public ActionType actionType; //Type of this action (ie physical, magic, heal)
public HitType hitType;
//Rates, I'm not sure if these need to be stored like this but with the way some buffs work maybe they do?
//Makes things like Blindside easy at least.
public double parryRate = 0.0;
public double blockRate = 0.0;
public double resistRate = 0.0;
public double hitRate = 0.0;
public double critRate = 0.0;
public CommandResult(uint targetId, ushort worldMasterTextId, uint effectId, ushort amount = 0, byte param = 0, byte hitNum = 1)
{
this.targetId = targetId;
this.worldMasterTextId = worldMasterTextId;
this.effectId = effectId;
this.amount = amount;
this.param = param;
this.hitNum = hitNum;
this.hitType = HitType.Hit;
this.enmity = amount;
this.commandType = (byte) CommandType.None;
}
public CommandResult(uint targetId, BattleCommand command, byte param = 0, byte hitNum = 1)
{
this.targetId = targetId;
this.worldMasterTextId = command.worldMasterTextId;
this.param = param;
this.hitNum = hitNum;
this.commandType = command.commandType;
this.actionProperty = command.actionProperty;
this.actionType = command.actionType;
}
//Order of what (probably) happens when a skill is used:
//Buffs that alter things like recast times or that only happen once per skill usage like Power Surge are activated
//Script calculates damage and handles any special requirements
//Rates are calculated
//Buffs that impact indiviudal hits like Blindside or Blood for Blood are activated
//The final hit type is determined
//Stoneskin takes damage
//Final damage amount is calculated using the hit type and defender's stats
//Buffs that activate or respond to damage like Rampage. Stoneskin gets removed AFTER damage if it falls off.
//Additional effects that are a part of the skill itself or weapon in case of auto attacks take place like status effects
//Certain buffs that alter the whole skill fall off (Resonance, Excruciate)
public void DoAction(Character caster, Character target, BattleCommand skill, CommandResultContainer results)
{
//First calculate rates for hit/block/etc
CalcRates(caster, target, skill);
//Next, modify those rates based on preaction buffs
//Still not sure how we shouldh andle these
PreAction(caster, target, skill, results);
BattleUtils.DoAction(caster, target, skill, this, results);
}
//Calculate the chance of hitting/critting/etc
public void CalcRates(Character caster, Character target, BattleCommand skill)
{
hitRate = BattleUtils.GetHitRate(caster, target, skill, this);
critRate = BattleUtils.GetCritRate(caster, target, skill, this);
blockRate = BattleUtils.GetBlockRate(caster, target, skill, this);
parryRate = BattleUtils.GetParryRate(caster, target, skill, this);
resistRate = BattleUtils.GetResistRate(caster, target, skill, this);
}
//These are buffs that activate before the action hits. Usually they change things like hit or crit rates or damage
public void PreAction(Character caster, Character target, BattleCommand skill, CommandResultContainer results)
{
target.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionTarget, "onPreAction", caster, target, skill, this, results);
caster.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionCaster, "onPreAction", caster, target, skill, this, results);
}
//Try and apply a status effect
public void TryStatus(Character caster, Character target, BattleCommand skill, CommandResultContainer results, bool isAdditional = true)
{
BattleUtils.TryStatus(caster, target, skill, this, results, isAdditional);
}
public ushort GetHitType()
{
return (ushort)hitType;
}
public void SetTextId(ushort id)
{
worldMasterTextId = id;
}
//Whether this action didn't miss, and wasn't evaded or resisted
public bool ActionLanded()
{
return hitType > HitType.Evade && hitType != HitType.SingleResist && hitType != HitType.DoubleResist && hitType != HitType.FullResist;
}
}
}