project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/BattleCommand.cs
yogurt c5ce2ec771 Combat additions
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
2018-04-18 16:06:41 -05:00

393 lines
15 KiB
C#

using FFXIVClassic_Map_Server.Actors;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.actors.chara.player;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
using MoonSharp.Interpreter;
namespace FFXIVClassic_Map_Server.actors.chara.ai
{
public enum BattleCommandRequirements : ushort
{
None,
DiscipleOfWar = 0x01,
DiscipeOfMagic = 0x02,
HandToHand = 0x04,
Sword = 0x08,
Shield = 0x10,
Axe = 0x20,
Archery = 0x40,
Polearm = 0x80,
Thaumaturgy = 0x100,
Conjury = 0x200
}
public enum BattleCommandPositionBonus : byte
{
None,
Front = 0x01,
Rear = 0x02,
Flank = 0x04
}
public enum BattleCommandProcRequirement : byte
{
None,
Miss,
Evade,
Parry,
Block
}
public enum BattleCommandValidUser : byte
{
All,
Player,
Monster
}
public enum BattleCommandCastType : ushort
{
None,
Weaponskill = 1,
Weaponskill2 = 2,
BlackMagic = 3,
WhiteMagic = 4,
SongMagic = 8
}
//What type of command it is
[Flags]
public enum CommandType : ushort
{
//Type of action
None = 0,
AutoAttack = 1,
WeaponSkill = 2,
Ability =3,
Spell = 4
}
class BattleCommand
{
public ushort id;
public string name;
public byte job;
public byte level;
public BattleCommandRequirements requirements;
public ValidTarget mainTarget; //what the skill has to be used on. ie self for flare, enemy for ring of talons even though both are self-centere aoe
public ValidTarget validTarget; //what type of character the skill can hit
public TargetFindAOEType aoeType; //shape of aoe
public TargetFindAOETarget aoeTarget; //where the center of the aoe is (target/self)
public byte numHits; //amount of hits in the skill
public BattleCommandPositionBonus positionBonus; //bonus for front/flank/rear
public BattleCommandProcRequirement procRequirement;//if the skill requires a block/parry/evade before using
public int range; //max distance to use skill
public uint statusId; //id of statuseffect that the skill might inflict
public uint statusDuration; //duration of statuseffect in milliseconds
public float statusChance; //percent chance of status landing, 0-1.0. Usually 1.0 for buffs
public byte castType; //casting animation, 2 for blm, 3 for whm, 8 for brd
public uint castTimeMs; //cast time in milliseconds
public uint recastTimeMs; //recast time in milliseconds
public uint maxRecastTimeSeconds; //maximum recast time in seconds
public ushort mpCost;
public ushort tpCost;
public byte animationType;
public ushort effectAnimation;
public ushort modelAnimation;
public ushort animationDurationSeconds;
public uint battleAnimation;
public ushort worldMasterTextId;
public int aoeRange; //size of aoe effect. (how will this work for box aoes?)
public int[] comboNextCommandId = new int[2]; //next two skills in a combo
public short comboStep; //Where in a combo string this skill is
public CommandType commandType;
public ActionProperty actionProperty;
public ActionType actionType;
public byte statusTier; //tier of status to put on target
public ulong statusMagnitude = 0; //magnitude of status to put on target
public ushort basePotency; //damage variable
public float enmityModifier; //multiples by damage done to get final enmity
public float accuracyModifier; //modifies accuracy
public float bonusCritRate; //extra crit rate
public bool isCombo;
public bool isRanged;
public bool actionCrit; //Whether any actions were critical hits, used for Excruciate
public lua.LuaScript script; //cached script
public TargetFind targetFind;
public BattleCommandValidUser validUser;
public BattleCommand(ushort id, string name)
{
this.id = id;
this.name = name;
this.range = 0;
this.enmityModifier = 1;
this.accuracyModifier = 0;
this.statusTier = 1;
this.statusChance = 50;
this.recastTimeMs = (uint) maxRecastTimeSeconds * 1000;
this.isCombo = false;
}
public BattleCommand Clone()
{
return (BattleCommand)MemberwiseClone();
}
public int CallLuaFunction(Character chara, string functionName, params object[] args)
{
if (script != null && !script.Globals.Get(functionName).IsNil())
{
DynValue res = new DynValue();
res = script.Call(script.Globals.Get(functionName), args);
if (res != null)
return (int)res.Number;
}
return -1;
}
public bool IsSpell()
{
return mpCost != 0 || castTimeMs != 0;
}
public bool IsInstantCast()
{
return castTimeMs == 0;
}
//Checks whether the skill can be used on the given target
public bool IsValidMainTarget(Character user, Character target)
{
targetFind = new TargetFind(user);
if (aoeType == TargetFindAOEType.Box)
{
targetFind.SetAOEBox(validTarget, aoeTarget, range, aoeRange);
}
else
{
targetFind.SetAOEType(validTarget, aoeType, aoeTarget, range, aoeRange);
}
/*
worldMasterTextId
32512 cannot be performed on a KO'd target.
32513 can only be performed on a KO'd target.
32514 cannot be performed on yourself.
32515 can only be performed on yourself.
32516 cannot be performed on a friendly target.
32517 can only be performed on a friendly target.
32518 cannot be performed on an enemy.
32519 can only be performed on an enemy,
32556 unable to execute [weaponskill]. Conditions for use are not met.
*/
// cant target dead
if ((mainTarget & (ValidTarget.Corpse | ValidTarget.CorpseOnly)) == 0 && target.IsDead())
{
// cannot be perfomed on
if (user is Player)
((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32512, 0x20, (uint)id);
return false;
}
//level too high
if (level > user.GetLevel())
{
if (user is Player)
((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32527, 0x20, (uint)id);
//return false;
}
//Proc requirement
if (procRequirement != BattleCommandProcRequirement.None && !user.charaWork.battleTemp.timingCommandFlag[(int) procRequirement - 1])
{
if (user is Player)
((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32556, 0x20, (uint)id);
return false;
}
//costs too much tp
if (CalculateTpCost(user) > user.GetTP())
{
if (user is Player)
((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32546, 0x20, (uint)id);
return false;
}
// todo: calculate cost based on modifiers also (probably in BattleUtils)
if (BattleUtils.CalculateSpellCost(user, target, this) > user.GetMP())
{
if (user is Player)
((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32545, 0x20, (uint)id);
return false;
}
// todo: check target requirements
if (requirements != BattleCommandRequirements.None)
{
if (false)
{
// Unable to execute [@SHEET(xtx/command,$E8(1),2)]. Conditions for use are not met.
if (user is Player)
((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32556, 0x20, (uint)id);
return false;
}
}
// todo: i dont care to message for each scenario, just the most common ones..
if ((mainTarget & ValidTarget.CorpseOnly) != 0)
{
if (target != null && target.IsAlive())
{
if (user is Player)
((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32513, 0x20, (uint)id);
return false;
}
}
if ((mainTarget & ValidTarget.Enemy) != 0)
{
if (target == user || target != null &&
user.allegiance == target.allegiance)
{
if (user is Player)
((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32519, 0x20, (uint)id);
return false;
}
}
if ((mainTarget & ValidTarget.Ally) != 0)
{
if (target == null || target.allegiance != user.allegiance)
{
if (user is Player)
((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32517, 0x20, (uint)id);
return false;
}
}
if ((mainTarget & ValidTarget.PartyMember) != 0)
{
if (target == null || target.currentParty != user.currentParty)
{
if (user is Player)
((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32547, 0x20, (uint)id);
return false;
}
}
if ((mainTarget & ValidTarget.Player) != 0)
{
if (!(target is Player))
{
if (user is Player)
((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32517, 0x20, (uint)id);
return false;
}
}
return true;// targetFind.CanTarget(target, true, true, true); //this will be done later
}
public ushort CalculateMpCost(Character user)
{
// todo: use precalculated costs instead
var level = user.GetLevel();
ushort cost = 0;
if (level <= 10)
cost = (ushort)(100 + level * 10);
else if (level <= 20)
cost = (ushort)(200 + (level - 10) * 20);
else if (level <= 30)
cost = (ushort)(400 + (level - 20) * 40);
else if (level <= 40)
cost = (ushort)(800 + (level - 30) * 70);
else if (level <= 50)
cost = (ushort)(1500 + (level - 40) * 130);
else if (level <= 60)
cost = (ushort)(2800 + (level - 50) * 200);
else if (level <= 70)
cost = (ushort)(4800 + (level - 60) * 320);
else
cost = (ushort)(8000 + (level - 70) * 500);
//scale the mpcost by level
cost = (ushort)Math.Ceiling((cost * mpCost * 0.001));
//if user is player, check if spell is a part of combo
if (user is Player)
{
var player = user as Player;
if (player.playerWork.comboNextCommandId[0] == id || player.playerWork.comboNextCommandId[1] == id)
cost = (ushort)Math.Ceiling(cost * (1 - player.playerWork.comboCostBonusRate));
}
return mpCost != 0 ? cost : (ushort)0;
}
//Calculate TP cost taking into considerating the combo bonus rate for players
//Should this set tpCost or should it be called like CalculateMp where it gets calculated each time?
//Might cause issues with the delay between starting and finishing a WS
public ushort CalculateTpCost(Character user)
{
ushort tp = tpCost;
//Calculate tp cost
if (user is Player)
{
var player = user as Player;
if (player.playerWork.comboNextCommandId[0] == id || player.playerWork.comboNextCommandId[1] == id)
tp = (ushort)Math.Ceiling((float)tpCost * (1 - player.playerWork.comboCostBonusRate));
}
return tp;
}
public List<Character> GetTargets()
{
return targetFind?.GetTargets<Character>();
}
//Handles setting the correct target for self-targeted spells
public Character GetMainTarget(Character caster, Character target)
{
//If skill can only be used on self
if (mainTarget == ValidTarget.Self)
return caster;
//If skill can only be used on party members and the target is not a party member
else if (((mainTarget & ValidTarget.PartyMember) != 0) && (target.currentParty != caster.currentParty))
return caster;
//If skill can only be used on allys and the target is not an ally
else if (((mainTarget & ValidTarget.Ally) != 0) && (target.allegiance != caster.allegiance))
return caster;
//If skill can only be used on players and the target is not a player
else if (((mainTarget & ValidTarget.Player) != 0) && (!(target is Player)))
return caster;
return target;
}
public ushort GetCommandType()
{
return (ushort) commandType;
}
}
}