mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
Added formulas for base EXP gain and chain experience Added basic scripts for most player abilities and effects Added stat gains for some abilities Changed status flags Fixed bug with player death Fixed bug where auto attacks didnt work when not locked on Added traits
154 lines
4.4 KiB
C#
154 lines
4.4 KiB
C#
using FFXIVClassic_Map_Server;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send.actor;
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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_Map_Server.actors.chara.ai.controllers;
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namespace FFXIVClassic_Map_Server.dataobjects
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{
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class Session
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{
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public uint id = 0;
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Player playerActor;
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public List<Actor> actorInstanceList = new List<Actor>();
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public uint languageCode = 1;
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private uint lastPingPacket = Utils.UnixTimeStampUTC();
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public bool isUpdatesLocked = true;
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public string errorMessage = "";
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public Session(uint sessionId)
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{
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this.id = sessionId;
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playerActor = new Player(this, sessionId);
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}
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public void QueuePacket(List<SubPacket> packets)
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{
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foreach (SubPacket s in packets)
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QueuePacket(s);
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}
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public void QueuePacket(SubPacket subPacket)
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{
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subPacket.SetTargetId(id);
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Server.GetWorldConnection().QueuePacket(subPacket);
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}
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public Player GetActor()
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{
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return playerActor;
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}
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public void Ping()
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{
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lastPingPacket = Utils.UnixTimeStampUTC();
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}
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public bool CheckIfDCing()
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{
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uint currentTime = Utils.UnixTimeStampUTC();
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if (currentTime - lastPingPacket >= 5000) //Show D/C flag
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playerActor.SetDCFlag(true);
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else if (currentTime - lastPingPacket >= 30000) //DCed
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return true;
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else
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playerActor.SetDCFlag(false);
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return false;
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}
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public void UpdatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState)
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{
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if (isUpdatesLocked)
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return;
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if (playerActor.positionX == x && playerActor.positionY == y && playerActor.positionZ == z && playerActor.rotation == rot)
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return;
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/*
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playerActor.oldPositionX = playerActor.positionX;
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playerActor.oldPositionY = playerActor.positionY;
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playerActor.oldPositionZ = playerActor.positionZ;
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playerActor.oldRotation = playerActor.rotation;
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playerActor.positionX = x;
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playerActor.positionY = y;
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playerActor.positionZ = z;
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*/
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playerActor.rotation = rot;
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playerActor.moveState = moveState;
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//GetActor().GetZone().UpdateActorPosition(GetActor());
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playerActor.QueuePositionUpdate(new Vector3(x,y,z));
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}
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public void UpdateInstance(List<Actor> list)
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{
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if (isUpdatesLocked)
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return;
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List<BasePacket> basePackets = new List<BasePacket>();
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List<SubPacket> RemoveActorSubpackets = new List<SubPacket>();
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List<SubPacket> posUpdateSubpackets = new List<SubPacket>();
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//Remove missing actors
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for (int i = 0; i < actorInstanceList.Count; i++)
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{
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if (!list.Contains(actorInstanceList[i]))
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{
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QueuePacket(RemoveActorPacket.BuildPacket(actorInstanceList[i].actorId));
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actorInstanceList.RemoveAt(i);
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}
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}
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//Add new actors or move
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for (int i = 0; i < list.Count; i++)
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{
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Actor actor = list[i];
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if (actor.actorId == playerActor.actorId)
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continue;
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if (actorInstanceList.Contains(actor))
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{
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}
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else
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{
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QueuePacket(actor.GetSpawnPackets(playerActor, 1));
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QueuePacket(actor.GetInitPackets());
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QueuePacket(actor.GetSetEventStatusPackets());
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actorInstanceList.Add(actor);
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if (actor is Npc)
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{
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((Npc)actor).DoOnActorSpawn(playerActor);
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}
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}
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}
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}
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public void ClearInstance()
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{
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actorInstanceList.Clear();
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}
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public void LockUpdates(bool f)
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{
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isUpdatesLocked = f;
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}
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}
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}
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