project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/StatusEffectContainer.cs
Tahir Akhlaq d9d185d7e6 added status effect loading
- todo: populate table (and test this doesnt break everything ever), send charawork and message packets
2017-07-15 22:11:22 +01:00

163 lines
5.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.lua;
using FFXIVClassic_Map_Server.actors.area;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.packets.send.actor;
using System.Collections.ObjectModel;
namespace FFXIVClassic_Map_Server.actors.chara.ai
{
class StatusEffectContainer
{
private Character owner;
private readonly Dictionary<uint, StatusEffect> effects;
public StatusEffectContainer(Character owner)
{
this.owner = owner;
this.effects = new Dictionary<uint, StatusEffect>(20);
}
public void Update(DateTime tick)
{
// list of effects to remove
var removeEffects = new List<StatusEffect>();
foreach (var effect in effects.Values)
{
// effect's update function returns true if effect has completed
if (effect.Update(tick))
removeEffects.Add(effect);
}
// remove effects from this list
foreach (var effect in removeEffects)
{
RemoveStatusEffect(effect);
}
}
public bool AddStatusEffect(StatusEffect newEffect, bool silent = false)
{
// todo: check flags/overwritable and add effect to list
var effect = GetStatusEffectById(newEffect.GetEffectId());
bool canOverwrite = false;
if (effect != null)
{
var overwritable = effect.GetOverwritable();
canOverwrite = (overwritable == (uint)StatusEffectOverwrite.Always) ||
(overwritable == (uint)StatusEffectOverwrite.GreaterOnly && (effect.GetDurationMs() < newEffect.GetDurationMs() || effect.GetMagnitude() < newEffect.GetMagnitude())) ||
(overwritable == (uint)StatusEffectOverwrite.GreaterOrEqualTo && (effect.GetDurationMs() == newEffect.GetDurationMs() || effect.GetMagnitude() == newEffect.GetMagnitude()));
}
if (canOverwrite || effects.ContainsKey(effect.GetEffectId()))
{
if (!silent || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
{
// todo: send packet to client with effect added message
}
if (canOverwrite)
effects.Remove(effect.GetEffectId());
effects.Add(newEffect.GetEffectId(), newEffect);
}
return true;
}
public void RemoveStatusEffect(StatusEffect effect, bool silent = false)
{
if (effects.ContainsKey(effect.GetEffectId()))
{
// send packet to client with effect remove message
if (!silent || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
{
// todo: send packet to client with effect added message
}
// function onLose(actor, effec)
LuaEngine.CallLuaStatusEffectFunction(this.owner, effect, "onLose", this.owner, effect);
effects.Remove(effect.GetEffectId());
}
}
public void RemoveStatusEffect(uint effectId, bool silent = false)
{
foreach (var effect in effects.Values)
{
if (effect.GetEffectId() == effectId)
{
RemoveStatusEffect(effect, silent);
break;
}
}
}
public StatusEffect CopyEffect(StatusEffect effect)
{
var newEffect = new StatusEffect(this.owner, effect);
newEffect.SetOwner(this.owner);
return AddStatusEffect(newEffect) ? newEffect : null;
}
public bool RemoveStatusEffectsByFlags(uint flags, bool silent = false)
{
// build list of effects to remove
var removeEffects = new List<StatusEffect>();
foreach (var effect in effects.Values)
if ((effect.GetFlags() & flags) != 0)
removeEffects.Add(effect);
// remove effects from main list
foreach (var effect in removeEffects)
RemoveStatusEffect(effect, silent);
// removed an effect with one of these flags
return removeEffects.Count > 0;
}
public StatusEffect GetStatusEffectById(uint id, byte tier = 0xFF)
{
StatusEffect effect;
if (effects.TryGetValue(id, out effect) && effect.GetEffectId() == id && (tier != 0xFF ? effect.GetTier() == tier : true))
return effect;
return null;
}
public List<StatusEffect> GetStatusEffectsByFlag(uint flag)
{
var list = new List<StatusEffect>();
foreach (var effect in effects.Values)
{
if ((effect.GetFlags() & flag) > 0)
{
list.Add(effect);
}
}
return list;
}
public bool HasStatusEffectsByFlag(uint flag)
{
foreach (var effect in effects.Values)
{
if ((effect.GetFlags() & flag) > 0)
return true;
}
return false;
}
public IEnumerable<StatusEffect> GetStatusEffects()
{
return effects.Values;
}
}
}