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
230 lines
8.5 KiB
C#
230 lines
8.5 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.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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using FFXIVClassic_Map_Server.packets.send;
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using FFXIVClassic_Map_Server.utils;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class MagicState : State
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{
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private BattleCommand spell;
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private Vector3 startPos;
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public MagicState(Character owner, Character target, ushort spellId) :
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base(owner, target)
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{
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this.startPos = owner.GetPosAsVector3();
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this.startTime = DateTime.Now;
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this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicPrepare", owner, target, spell);
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this.target = spell.GetMainTarget(owner, target);
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if (returnCode == 0 && owner.CanCast(this.target, spell))
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{
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OnStart();
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}
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else
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{
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errorResult = new BattleAction(owner.actorId, 32553, 0);
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interrupt = true;
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}
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}
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public override void OnStart()
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{
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicStart", owner, target, spell);
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if (returnCode != 0)
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{
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interrupt = true;
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errorResult = new BattleAction(target.actorId, (ushort)(returnCode == -1 ? 32553 : returnCode), 0, 0, 0, 1);
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}
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else
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{
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// todo: check within attack range
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float[] baseCastDuration = { 1.0f, 0.25f };
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//Check combo stuff here because combos can impact spell cast times
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float spellSpeed = spell.castTimeMs;
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//There are no positional spells, so just check onCombo, need to check first because certain spells change aoe type/accuracy
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//If owner is a player and the spell being used is part of the current combo
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if (spell.comboStep == 1 || ((owner is Player p) && (p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
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{
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onCombo", owner, target, spell);
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spell.isCombo = true;
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}
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if (!spell.IsInstantCast())
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{
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// command casting duration
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if (owner is Player)
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{
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// todo: modify spellSpeed based on modifiers and stuff
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((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(spellSpeed)));
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}
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owner.SendChant(0xf, 0x0);
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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)
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}
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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 (spell != null)
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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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var actualCastTime = spell.castTimeMs;
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if ((tick - startTime).TotalMilliseconds >= spell.castTimeMs)
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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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return true;
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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.SendChant(0, 0);
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owner.DoBattleAction(spell.id, errorResult.animation, 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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//How do combos/hitdirs work for aoe abilities or does that not matter for aoe?
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HitDirection hitDir = owner.GetHitDirection(target);
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bool hitTarget = false;
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spell.targetFind.FindWithinArea(target, spell.validTarget, spell.aoeTarget);
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isCompleted = true;
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var targets = spell.targetFind.GetTargets();
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List<BattleAction> actions = new List<BattleAction>();
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if (targets.Count > 0)
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{
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List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnSpell);
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//modify skill based on status effects
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foreach (var effect in effects)
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lua.LuaEngine.CallLuaStatusEffectFunction(owner, effect, "onWeaponSkill", owner, effect, spell);
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//Now that combos and positionals bonuses are done, we can calculate hits/crits/etc and damage
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foreach (var chara in targets)
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{
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for (int hitNum = 0; hitNum < spell.numHits; hitNum++)
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{
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var action = new BattleAction(chara.actorId, spell.worldMasterTextId, 0, 0, (byte) hitDir, (byte) hitNum);
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
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//if hit type isn't evade or miss
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if (action.hitType > HitType.Evade)
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hitTarget = true;
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actions.AddRange(action.GetAllActions());
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}
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}
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}
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else
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{
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//No targets hit, cast failed
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actions.Add(new BattleAction(target.actorId, 30202, (uint) (0)));
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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.OnCast(this, actions.ToArray(), spell, ref errors);
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owner.DoBattleAction(spell.id, spell.battleAnimation, actions);
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owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnCasting);
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//Now that we know if we hit the target we can check if the combo continues
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if (owner is Player player)
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if (spell.isCombo && hitTarget)
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player.SetCombos(spell.comboNextCommandId);
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else
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player.SetCombos();
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}
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public override void TryInterrupt()
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{
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if (interrupt)
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return;
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell))
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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.PreventSpell);
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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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interrupt = true;
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return;
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}
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if (HasMoved())
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{
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errorResult = new BattleAction(owner.actorId, 30211, 0);
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errorResult.animation = 0x7F000002;
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interrupt = true;
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return;
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}
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interrupt = !CanCast();
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}
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private bool CanCast()
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{
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return owner.CanCast(target, spell) && spell.IsValidMainTarget(owner, target) && !HasMoved();
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}
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private bool HasMoved()
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{
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return (owner.GetPosAsVector3() != startPos);
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}
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public override void Cleanup()
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{
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owner.SendChant(0, 0);
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if (owner is Player)
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{
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((Player)owner).SendEndCastbar();
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}
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owner.aiContainer.UpdateLastActionTime(spell.animationDurationSeconds);
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}
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public BattleCommand GetSpell()
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{
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return spell;
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}
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}
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}
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