mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
Rewrote aoe checks for cone and line aoes and added minimum distance values Added height checks for commands Fixed combo effects repeating for every target hit by AoE attacks Fixed teleport sometimes not raising (I think) Fixed gear checks in some command scripts
182 lines
6.9 KiB
C#
182 lines
6.9 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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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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if (!skill.IsInstantCast())
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{
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float castTime = skill.castTimeMs;
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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(skill.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(castTime)));
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}
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owner.SendChant(0xf, 0x0);
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//You ready [skill] (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
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owner.DoBattleAction(skill.id, (uint)0x6F000000 | skill.castType, new BattleAction(target.actorId, 30126, 1, 0, 1));
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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).TotalMilliseconds >= 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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owner.LookAt(target);
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skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
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isCompleted = true;
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owner.DoBattleCommand(skill, "weaponskill");
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owner.statusEffects.RemoveStatusEffectsByFlags((uint) StatusEffectFlags.LoseOnAttacking);
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lua.LuaEngine.GetInstance().OnSignal("weaponskillUsed");
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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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