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Cleaned up namespaces (still have to do Map Project) and removed references to FFXIV Classic from the code. Removed the Launcher Editor project as it is no longer needed (host file editing is cleaner).
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544 changed files with 54548 additions and 55498 deletions
169
Map Server/actors/chara/ai/state/AbilityState.cs
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169
Map Server/actors/chara/ai/state/AbilityState.cs
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/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using System;
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using Meteor.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class AbilityState : State
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{
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private BattleCommand skill;
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public AbilityState(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.skill = Server.GetWorldManager().GetBattleCommand(skillId);
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var returnCode = skill.CallLuaFunction(owner, "onAbilityPrepare", owner, target, skill);
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this.target = (skill.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target;
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errorResult = new CommandResult(owner.actorId, 32553, 0);
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if (returnCode == 0)
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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 = skill.CallLuaFunction(owner, "onAbilityStart", 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 CommandResult(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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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.GetSubState().chantId = 0xf0;
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owner.SubstateModified();
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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 CommandResult(target.actorId, 30126, 1, 0, 1));
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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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bool hitTarget = false;
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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, "ability");
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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.PreventAbility))
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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.PreventAbility);
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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 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.GetSubState().chantId = 0x0;
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owner.SubstateModified();
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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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