project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/state/WeaponSkillState.cs
Yogurt 4f80023156 Target flag and bug fixes
Add new flags for MainTarget's party, which allows for Protect to buff
other parties.

Fixed incorrect script function calls
Fixed bug causing World server to get stuck in a loop
2019-05-29 22:59:24 -07:00

185 lines
6.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
using FFXIVClassic_Map_Server.packets.send;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class WeaponSkillState : State
{
private BattleCommand skill;
private HitDirection hitDirection;
public WeaponSkillState(Character owner, Character target, ushort skillId) :
base(owner, target)
{
this.startTime = DateTime.Now;
this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
var returnCode = skill.CallLuaFunction(owner, "onSkillPrepare", owner, target, skill);
this.target = (skill.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target;
errorResult = new CommandResult(owner.actorId, 32553, 0);
if (returnCode == 0 && owner.CanUse(this.target, skill, errorResult))
{
OnStart();
}
else
{
errorResult = null;
interrupt = true;
}
}
public override void OnStart()
{
var returnCode = skill.CallLuaFunction(owner, "onSkillStart", owner, target, skill);
if (returnCode != 0)
{
interrupt = true;
errorResult = new CommandResult(owner.actorId, (ushort)(returnCode == -1 ? 32558 : returnCode), 0);
}
else
{
hitDirection = owner.GetHitDirection(target);
//Do positionals and combo effects first because these can influence accuracy and amount of targets/numhits, which influence the rest of the steps
//If there is no positon required or if the position bonus should be activated
if ((skill.positionBonus & utils.BattleUtils.ConvertHitDirToPosition(hitDirection)) == skill.positionBonus)
{
//If there is a position bonus
if (skill.positionBonus != BattleCommandPositionBonus.None)
skill.CallLuaFunction(owner, "weaponskill", "onPositional", owner, target, skill);
//Combo stuff
if (owner is Player)
{
Player p = (Player)owner;
//If skill is part of owner's class/job, it can be used in a combo
if (skill.job == p.GetClass() || skill.job == p.GetCurrentClassOrJob())
{
//If owner is a player and the skill being used is part of the current combo
if (p.playerWork.comboNextCommandId[0] == skill.id || p.playerWork.comboNextCommandId[1] == skill.id)
{
skill.CallLuaFunction(owner, "onCombo", owner, target, skill);
skill.isCombo = true;
}
//or if this just the start of a combo
else if (skill.comboStep == 1)
skill.isCombo = true;
}
}
if (!skill.IsInstantCast())
{
float castTime = skill.castTimeMs;
// command casting duration
if (owner is Player)
{
// todo: modify spellSpeed based on modifiers and stuff
((Player)owner).SendStartCastbar(skill.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(castTime)));
}
owner.GetSubState().chantId = 0xf0;
owner.SubstateModified();
//You ready [skill] (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
owner.DoBattleAction(skill.id, (uint)0x6F000000 | skill.castType, new CommandResult(target.actorId, 30126, 1, 0, 1));
}
}
}
}
public override bool Update(DateTime tick)
{
if (skill != null)
{
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
var actualCastTime = skill.castTimeMs;
if ((tick - startTime).TotalMilliseconds >= skill.castTimeMs)
{
OnComplete();
return true;
}
return false;
}
return true;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
if (errorResult != null)
{
owner.DoBattleAction(skill.id, errorResult.animation, errorResult);
errorResult = null;
}
}
public override void OnComplete()
{
owner.LookAt(target);
skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
isCompleted = true;
owner.DoBattleCommand(skill, "weaponskill");
owner.statusEffects.RemoveStatusEffectsByFlags((uint) StatusEffectFlags.LoseOnAttacking);
lua.LuaEngine.GetInstance().OnSignal("weaponskillUsed");
}
public override void TryInterrupt()
{
if (interrupt)
return;
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill))
{
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill);
uint effectId = 0;
if (list.Count > 0)
{
// todo: actually check proc rate/random chance of whatever effect
effectId = list[0].GetStatusEffectId();
}
interrupt = true;
return;
}
interrupt = !CanUse();
}
private bool CanUse()
{
return owner.CanUse(target, skill);
}
public BattleCommand GetWeaponSkill()
{
return skill;
}
public override void Cleanup()
{
owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds);
}
}
}