mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
Added the combo and proc systems Added scripts for most weaponskill and spells as well as some abilities and status effects Added support for multihit attacks Added AbilityState for abilities Added hiteffects that change based on an attack's parameters Added positionals Changed how targeting works for battlecommands Fixed bug that occurred when moving or swapping hotbar commands Fixed bug that occurred when losing status effects
197 lines
7.0 KiB
C#
197 lines
7.0 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 = false;
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this.startTime = DateTime.Now;
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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ChangeTarget(target);
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attackTime = startTime;
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owner.aiContainer.pathFind?.Clear();
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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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if ((target == null || owner.target != target || owner.target?.actorId != owner.currentLockedTarget) && owner.isAutoAttackEnabled)
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owner.aiContainer.ChangeTarget(target = owner.zone.FindActorInArea<Character>(owner.currentLockedTarget));
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if (target == null || target.IsDead())
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{
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if (owner.IsMonster() || owner.IsAlly())
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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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if (errorResult != null)
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{
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owner.zone.BroadcastPacketAroundActor(owner, BattleActionX01Packet.BuildPacket(errorResult.targetId, errorResult.animation, 0x765D, errorResult));
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errorResult = null;
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}
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}
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public override void OnComplete()
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{
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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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// 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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// handle paralyze/intimidate/sleep/whatever in Character.OnAttack
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List<BattleAction> actions = new List<BattleAction>();
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var i = 0;
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for (int hitNum = 0; hitNum < owner.GetMod((uint) Modifier.HitCount); hitNum++)
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{
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BattleAction action = new BattleAction(target.actorId, 0x765D, (uint)HitEffect.Hit, 100, (byte)HitDirection.None, (byte) hitNum);
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action.battleActionType = BattleActionType.AttackPhysical;
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// evasion, miss, dodge, etc to be handled in script, calling helpers from scripts/weaponskills.lua
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// temporary evade/miss/etc function to test hit effects
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utils.BattleUtils.CalcHitType(owner, target, null, action);
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actions.AddRange(action.GetAllActions());
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}
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// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
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BattleAction[] errors = (BattleAction[])actions.ToArray().Clone();
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owner.OnAttack(this, actions[0], ref errorResult);
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owner.DoBattleAction(22104, 0x19001000, actions);
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target.SetMod((uint) Modifier.MinimumHpLock, 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.PreventAttack))
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{
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// todo: sometimes paralyze can let you attack, calculate proc rate
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAttack);
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uint statusId = 0;
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if (list.Count > 0)
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{
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statusId = list[0].GetStatusId();
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}
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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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// todo: this enforced delay should really be changed if it's not retail..
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return Program.Tick >= attackTime && Program.Tick >= owner.aiContainer.GetLastActionTime();
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}
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private bool CanAttack()
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{
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if (!owner.isAutoAttackEnabled)
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{
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return false;
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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.IsDead() || target.IsDead())
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{
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if (owner.IsMonster() || owner.IsAlly())
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((BattleNpc)owner).hateContainer.ClearHate(target);
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owner.aiContainer.ChangeTarget(null);
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return false;
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}
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else if (!owner.IsValidTarget(target, ValidTarget.Enemy) || !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 is 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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