mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
186 lines
6.8 KiB
C#
186 lines
6.8 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 Ability spell;
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private uint cost;
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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.startTime = DateTime.Now;
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// todo: lookup spell from global table
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this.spell = Server.GetWorldManager().GetAbility(spellId);
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var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellPrepare", owner, target, spell);
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// todo: check recast
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if (owner.CanCast(target, spell, ref errorPacket))
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{
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// todo: Azia can fix, check the recast time and send error
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OnStart();
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}
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else if (interrupt || errorPacket != null)
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{
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if (owner is Player && errorPacket != null)
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((Player)owner).QueuePacket(errorPacket);
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errorPacket = 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.CallLuaAbilityFunction(owner, spell, "spells", "onSpellStart", owner, target, spell);
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if (returnCode != 0)
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{
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interrupt = true;
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errorPacket = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, owner.actorId, 0, 0, (ushort)(returnCode == -1 ? 32558 : returnCode), spell.id, 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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startPos = owner.GetPosAsVector3();
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owner.LookAt(target);
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float[] baseCastDuration = { 1.0f, 0.25f };
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float spellSpeed = spell.castTimeSeconds;
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List<SubPacket> packets = new List<SubPacket>();
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// command casting duration
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if (owner.currentSubState == SetActorStatePacket.SUB_STATE_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.AddSeconds(spellSpeed)));
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}
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// todo: change
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owner.zone.BroadcastPacketsAroundActor(owner, packets);
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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.castTimeSeconds;
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if ((tick - startTime).TotalSeconds >= spell.castTimeSeconds)
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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 (errorPacket != null)
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{
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owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
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}
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}
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public override void OnComplete()
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{
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spell.targetFind.FindWithinArea(target, spell.validTarget);
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isCompleted = true;
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var targets = spell.targetFind.GetTargets();
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BattleAction[] actions = new BattleAction[targets.Count];
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List<SubPacket> packets = new List<SubPacket>();
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var i = 0;
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foreach (var chara in targets)
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{
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var action = new BattleAction();
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action.effectId = spell.effectAnimation;
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action.param = 1;
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action.unknown = 1;
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action.targetId = chara.actorId;
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action.worldMasterTextId = spell.worldMasterTextId;
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action.amount = (ushort)lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellFinish", owner, chara, spell, action);
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actions[i++] = action;
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//packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, spell.battleAnimation, action.effectId, action.worldMasterTextId, spell.id, action.amount, action.param));
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}
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packets.Add(BattleActionX10Packet.BuildPacket(owner.target.actorId, owner.actorId, spell.battleAnimation, spell.id, actions));
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owner.zone.BroadcastPacketsAroundActor(owner, packets);
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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.PreventAction))
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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.PreventAction);
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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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// todo: which is actually the swing packet
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
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//errorPacket = null;
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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, ref errorPacket) && !HasMoved();
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}
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private bool HasMoved()
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{
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return (Utils.DistanceSquared(owner.GetPosAsVector3(), startPos) > 4.0f);
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}
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public override void Cleanup()
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{
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// command casting duration
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var packets = new List<SubPacket>();
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if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
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{
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// ((Player)owner).SendStartCastBar(0, 0);
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}
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owner.zone.BroadcastPacketsAroundActor(owner, packets);
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}
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}
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}
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