project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/state/WeaponSkillState.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

210 lines
8.3 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;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class WeaponSkillState : State
{
private BattleCommand skill;
private HitDirection hitDirection;
public WeaponSkillState(Character owner, Character target, ushort skillId) :
base(owner, target)
{
this.startTime = DateTime.Now;
//this.target = skill.targetFind.
this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillPrepare", owner, target, skill);
if (returnCode == 0 && owner.CanWeaponSkill(target, skill))
{
OnStart();
}
else
{
errorResult = null;
interrupt = true;
}
}
public override void OnStart()
{
var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillStart", owner, target, skill);
if (returnCode != 0)
{
interrupt = true;
errorResult = new BattleAction(owner.actorId, (ushort)(returnCode == -1 ? 32558 : returnCode), 0);
}
else
{
owner.LookAt(target);
hitDirection = owner.GetHitDirection(target);
//Do positionals and combo effects first because these can influence accuracy and amount of targets/numhits, which influence the rest of the steps
//If there is no positon required or if the position bonus should be activated
if ((skill.positionBonus & utils.BattleUtils.ConvertHitDirToPosition(hitDirection)) == skill.positionBonus)
{
//If there is a position bonus
if (skill.positionBonus != BattleCommandPositionBonus.None)
//lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onPositional", owner, target, skill);
skill.CallLuaFunction(owner, "onPositional", owner, target, skill);
//Combo stuff
if (owner is Player p)
{
//If skill is part of owner's class/job, it can be used in a combo
if (skill.job == p.GetClass() || skill.job == p.GetCurrentClassOrJob())
{
//If owner is a player and the skill being used is part of the current combo
if (p.playerWork.comboNextCommandId[0] == skill.id || p.playerWork.comboNextCommandId[1] == skill.id)
{
lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onCombo", owner, target, skill);
skill.CallLuaFunction(owner, "onCombo", owner, target, skill);
skill.isCombo = true;
}
//or if this just the start of a combo
else if (skill.comboStep == 1)
skill.isCombo = true;
}
}
}
}
}
public override bool Update(DateTime tick)
{
if (skill != null)
{
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
var actualCastTime = skill.castTimeMs;
if ((tick - startTime).Milliseconds >= skill.castTimeMs)
{
OnComplete();
return true;
}
return false;
}
return true;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
if (errorResult != null)
{
owner.DoBattleAction(skill.id, errorResult.animation, errorResult);
errorResult = null;
}
}
public override void OnComplete()
{
bool hitTarget = false;
skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
isCompleted = true;
var targets = skill.targetFind.GetTargets();
//Need a variable size list of actions because status effects may add extra actions
//BattleAction[] actions = new BattleAction[targets.Count * skill.numHits];
List<BattleAction> actions = new List<BattleAction>();
List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnAttack);
//modify skill based on status effects
foreach (var effect in effects)
effect.CallLuaFunction(owner, "onWeaponSkill", skill);
//Now that combos and positionals bonuses are done, we can calculate hits/crits/etc and damage for each action
foreach (var chara in targets)
{
for (int hitNum = 0; hitNum < skill.numHits; hitNum++)
{
var action = new BattleAction(chara.actorId, skill.worldMasterTextId, 0, 0, (byte) hitDirection, 1);
//For older versions this will need to be in the database for magic weaponskills
action.battleActionType = BattleActionType.AttackPhysical;
//uncached script
lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillFinish", owner, target, skill, action);
//cached script
//skill.CallLuaFunction(owner, "onSkillFinish", owner, target, skill, action);
action.hitNum = (byte)hitNum;
if (action.hitType > HitType.Evade)
hitTarget = true;
actions.AddRange(action.GetAllActions());
}
}
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
BattleAction[] errors = (BattleAction[]) actions.ToArray().Clone();
owner.OnWeaponSkill(this, actions.ToArray(), skill, ref errors);
owner.DoBattleAction(skill.id, skill.battleAnimation, actions);
owner.statusEffects.RemoveStatusEffectsByFlags((uint) StatusEffectFlags.LoseOnAttacking);
//Now that we know if we hit the target we can check if the combo continues
if (owner is Player player)
if (skill.isCombo && hitTarget)
player.SetCombos(skill.comboNextCommandId);
else
player.SetCombos();
}
public override void TryInterrupt()
{
if (interrupt)
return;
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill))
{
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill);
uint effectId = 0;
if (list.Count > 0)
{
// todo: actually check proc rate/random chance of whatever effect
effectId = list[0].GetStatusEffectId();
}
interrupt = true;
return;
}
interrupt = !CanUse();
}
private bool CanUse()
{
return owner.CanWeaponSkill(target, skill) && skill.IsValidMainTarget(owner, target);
}
public BattleCommand GetWeaponSkill()
{
return skill;
}
public override void Cleanup()
{
owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds);
}
}
}