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
210 lines
8.3 KiB
C#
210 lines
8.3 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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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class WeaponSkillState : State
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{
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private BattleCommand skill;
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private HitDirection hitDirection;
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public WeaponSkillState(Character owner, Character target, ushort skillId) :
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base(owner, target)
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{
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this.startTime = DateTime.Now;
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//this.target = skill.targetFind.
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this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillPrepare", owner, target, skill);
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if (returnCode == 0 && owner.CanWeaponSkill(target, skill))
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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 = null;
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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, skill, "weaponskill", "onSkillStart", owner, target, skill);
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if (returnCode != 0)
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{
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interrupt = true;
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errorResult = new BattleAction(owner.actorId, (ushort)(returnCode == -1 ? 32558 : returnCode), 0);
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}
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else
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{
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owner.LookAt(target);
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hitDirection = owner.GetHitDirection(target);
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//Do positionals and combo effects first because these can influence accuracy and amount of targets/numhits, which influence the rest of the steps
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//If there is no positon required or if the position bonus should be activated
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if ((skill.positionBonus & utils.BattleUtils.ConvertHitDirToPosition(hitDirection)) == skill.positionBonus)
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{
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//If there is a position bonus
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if (skill.positionBonus != BattleCommandPositionBonus.None)
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//lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onPositional", owner, target, skill);
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skill.CallLuaFunction(owner, "onPositional", owner, target, skill);
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//Combo stuff
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if (owner is Player p)
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{
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//If skill is part of owner's class/job, it can be used in a combo
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if (skill.job == p.GetClass() || skill.job == p.GetCurrentClassOrJob())
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{
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//If owner is a player and the skill being used is part of the current combo
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if (p.playerWork.comboNextCommandId[0] == skill.id || p.playerWork.comboNextCommandId[1] == skill.id)
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{
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onCombo", owner, target, skill);
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skill.CallLuaFunction(owner, "onCombo", owner, target, skill);
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skill.isCombo = true;
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}
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//or if this just the start of a combo
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else if (skill.comboStep == 1)
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skill.isCombo = true;
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}
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}
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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 (skill != 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 = skill.castTimeMs;
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if ((tick - startTime).Milliseconds >= skill.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.DoBattleAction(skill.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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bool hitTarget = false;
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skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
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isCompleted = true;
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var targets = skill.targetFind.GetTargets();
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//Need a variable size list of actions because status effects may add extra actions
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//BattleAction[] actions = new BattleAction[targets.Count * skill.numHits];
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List<BattleAction> actions = new List<BattleAction>();
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List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnAttack);
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//modify skill based on status effects
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foreach (var effect in effects)
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effect.CallLuaFunction(owner, "onWeaponSkill", skill);
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//Now that combos and positionals bonuses are done, we can calculate hits/crits/etc and damage for each action
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foreach (var chara in targets)
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{
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for (int hitNum = 0; hitNum < skill.numHits; hitNum++)
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{
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var action = new BattleAction(chara.actorId, skill.worldMasterTextId, 0, 0, (byte) hitDirection, 1);
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//For older versions this will need to be in the database for magic weaponskills
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action.battleActionType = BattleActionType.AttackPhysical;
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//uncached script
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillFinish", owner, target, skill, action);
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//cached script
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//skill.CallLuaFunction(owner, "onSkillFinish", owner, target, skill, action);
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action.hitNum = (byte)hitNum;
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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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// 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.OnWeaponSkill(this, actions.ToArray(), skill, ref errors);
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owner.DoBattleAction(skill.id, skill.battleAnimation, actions);
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owner.statusEffects.RemoveStatusEffectsByFlags((uint) StatusEffectFlags.LoseOnAttacking);
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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 (skill.isCombo && hitTarget)
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player.SetCombos(skill.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.PreventWeaponSkill))
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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.PreventWeaponSkill);
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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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interrupt = !CanUse();
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}
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private bool CanUse()
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{
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return owner.CanWeaponSkill(target, skill) && skill.IsValidMainTarget(owner, target);
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}
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public BattleCommand GetWeaponSkill()
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{
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return skill;
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}
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public override void Cleanup()
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{
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owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds);
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}
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}
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}
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