project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/state/MagicState.cs
yogurt b8d6a943aa Combat changes and bug fixes
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
2018-02-15 13:20:46 -06:00

230 lines
8.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.utils;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class MagicState : State
{
private BattleCommand spell;
private Vector3 startPos;
public MagicState(Character owner, Character target, ushort spellId) :
base(owner, target)
{
this.startPos = owner.GetPosAsVector3();
this.startTime = DateTime.Now;
this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicPrepare", owner, target, spell);
this.target = spell.GetMainTarget(owner, target);
if (returnCode == 0 && owner.CanCast(this.target, spell))
{
OnStart();
}
else
{
errorResult = new BattleAction(owner.actorId, 32553, 0);
interrupt = true;
}
}
public override void OnStart()
{
var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicStart", owner, target, spell);
if (returnCode != 0)
{
interrupt = true;
errorResult = new BattleAction(target.actorId, (ushort)(returnCode == -1 ? 32553 : returnCode), 0, 0, 0, 1);
}
else
{
// todo: check within attack range
float[] baseCastDuration = { 1.0f, 0.25f };
//Check combo stuff here because combos can impact spell cast times
float spellSpeed = spell.castTimeMs;
//There are no positional spells, so just check onCombo, need to check first because certain spells change aoe type/accuracy
//If owner is a player and the spell being used is part of the current combo
if (spell.comboStep == 1 || ((owner is Player p) && (p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
{
lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onCombo", owner, target, spell);
spell.isCombo = true;
}
if (!spell.IsInstantCast())
{
// command casting duration
if (owner is Player)
{
// todo: modify spellSpeed based on modifiers and stuff
((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(spellSpeed)));
}
owner.SendChant(0xf, 0x0);
owner.DoBattleAction(spell.id, (uint) 0x6F000000 | spell.castType, new BattleAction(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
}
}
}
public override bool Update(DateTime tick)
{
if (spell != null)
{
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
var actualCastTime = spell.castTimeMs;
if ((tick - startTime).TotalMilliseconds >= spell.castTimeMs)
{
OnComplete();
return true;
}
return false;
}
return true;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
if (errorResult != null)
{
owner.SendChant(0, 0);
owner.DoBattleAction(spell.id, errorResult.animation, errorResult);
errorResult = null;
}
}
public override void OnComplete()
{
//How do combos/hitdirs work for aoe abilities or does that not matter for aoe?
HitDirection hitDir = owner.GetHitDirection(target);
bool hitTarget = false;
spell.targetFind.FindWithinArea(target, spell.validTarget, spell.aoeTarget);
isCompleted = true;
var targets = spell.targetFind.GetTargets();
List<BattleAction> actions = new List<BattleAction>();
if (targets.Count > 0)
{
List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnSpell);
//modify skill based on status effects
foreach (var effect in effects)
lua.LuaEngine.CallLuaStatusEffectFunction(owner, effect, "onWeaponSkill", owner, effect, spell);
//Now that combos and positionals bonuses are done, we can calculate hits/crits/etc and damage
foreach (var chara in targets)
{
for (int hitNum = 0; hitNum < spell.numHits; hitNum++)
{
var action = new BattleAction(chara.actorId, spell.worldMasterTextId, 0, 0, (byte) hitDir, (byte) hitNum);
lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
//if hit type isn't evade or miss
if (action.hitType > HitType.Evade)
hitTarget = true;
actions.AddRange(action.GetAllActions());
}
}
}
else
{
//No targets hit, cast failed
actions.Add(new BattleAction(target.actorId, 30202, (uint) (0)));
}
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
BattleAction[] errors = (BattleAction[])actions.ToArray().Clone();
owner.OnCast(this, actions.ToArray(), spell, ref errors);
owner.DoBattleAction(spell.id, spell.battleAnimation, actions);
owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnCasting);
//Now that we know if we hit the target we can check if the combo continues
if (owner is Player player)
if (spell.isCombo && hitTarget)
player.SetCombos(spell.comboNextCommandId);
else
player.SetCombos();
}
public override void TryInterrupt()
{
if (interrupt)
return;
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell))
{
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell);
uint effectId = 0;
if (list.Count > 0)
{
// todo: actually check proc rate/random chance of whatever effect
effectId = list[0].GetStatusEffectId();
}
interrupt = true;
return;
}
if (HasMoved())
{
errorResult = new BattleAction(owner.actorId, 30211, 0);
errorResult.animation = 0x7F000002;
interrupt = true;
return;
}
interrupt = !CanCast();
}
private bool CanCast()
{
return owner.CanCast(target, spell) && spell.IsValidMainTarget(owner, target) && !HasMoved();
}
private bool HasMoved()
{
return (owner.GetPosAsVector3() != startPos);
}
public override void Cleanup()
{
owner.SendChant(0, 0);
if (owner is Player)
{
((Player)owner).SendEndCastbar();
}
owner.aiContainer.UpdateLastActionTime(spell.animationDurationSeconds);
}
public BattleCommand GetSpell()
{
return spell;
}
}
}