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).

This commit is contained in:
Filip Maj 2019-06-19 00:05:18 -04:00
parent 7587a6e142
commit 0f61c4c0e1
544 changed files with 54548 additions and 55498 deletions

View file

@ -0,0 +1,232 @@
/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using System;
using Meteor.Common;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class AttackState : State
{
private DateTime attackTime;
public AttackState(Character owner, Character target) :
base(owner, target)
{
this.canInterrupt = false;
this.startTime = DateTime.Now;
owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
ChangeTarget(target);
attackTime = startTime;
owner.aiContainer.pathFind?.Clear();
}
public override void OnStart()
{
}
public override bool Update(DateTime tick)
{
if ((target == null || owner.target != target || owner.target?.actorId != owner.currentLockedTarget) && owner.isAutoAttackEnabled)
owner.aiContainer.ChangeTarget(target = owner.zone.FindActorInArea<Character>(owner.currentTarget));
if (target == null || target.IsDead())
{
if (owner.IsMonster() || owner.IsAlly())
target = ((BattleNpc)owner).hateContainer.GetMostHatedTarget();
}
else
{
if (IsAttackReady())
{
if (CanAttack())
{
TryInterrupt();
// todo: check weapon delay/haste etc and use that
if (!interrupt)
{
OnComplete();
}
else
{
}
SetInterrupted(false);
}
else
{
// todo: handle interrupt/paralyze etc
}
attackTime = DateTime.Now.AddMilliseconds(owner.GetAttackDelayMs());
}
}
return false;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
if (errorResult != null)
{
owner.zone.BroadcastPacketAroundActor(owner, CommandResultX01Packet.BuildPacket(errorResult.targetId, errorResult.animation, 0x765D, errorResult));
errorResult = null;
}
}
public override void OnComplete()
{
//BattleAction action = new BattleAction(target.actorId, 0x765D, (uint) HitEffect.Hit, 0, (byte) HitDirection.None);
errorResult = null;
// todo: implement auto attack damage bonus in Character.OnAttack
/*
Auto-attack Damage Bonus
Class Bonus 1 Bonus 2
Pugilist Intelligence Strength
Gladiator Mind Strength
Marauder Vitality Strength
Archer Dexterity Piety
Lancer Piety Strength
Conjurer Mind Piety
Thaumaturge Mind Piety
* The above damage bonus also applies to Shot attacks by archers.
*/
// handle paralyze/intimidate/sleep/whatever in Character.OnAttack
// todo: Change this to use a BattleCommand like the other states
//List<BattleAction> actions = new List<BattleAction>();
CommandResultContainer actions = new CommandResultContainer();
//This is all temporary until the skill sheet is finishd and the different auto attacks are added to the database
//Some mobs have multiple unique auto attacks that they switch between as well as ranged auto attacks, so we'll need a way to handle that
//For now, just use a temporary hardcoded BattleCommand that's the same for everyone.
BattleCommand attackCommand = new BattleCommand(22104, "Attack");
attackCommand.range = 5;
attackCommand.rangeHeight = 10;
attackCommand.worldMasterTextId = 0x765D;
attackCommand.mainTarget = (ValidTarget)768;
attackCommand.validTarget = (ValidTarget)17152;
attackCommand.commandType = CommandType.AutoAttack;
attackCommand.numHits = (byte)owner.GetMod(Modifier.HitCount);
attackCommand.basePotency = 100;
ActionProperty property = (owner.GetMod(Modifier.AttackType) != 0) ? (ActionProperty)owner.GetMod(Modifier.AttackType) : ActionProperty.Slashing;
attackCommand.actionProperty = property;
attackCommand.actionType = ActionType.Physical;
uint anim = (17 << 24 | 1 << 12);
if (owner is Player)
anim = (25 << 24 | 1 << 12);
attackCommand.battleAnimation = anim;
if (owner.CanUse(target, attackCommand))
{
attackCommand.targetFind.FindWithinArea(target, attackCommand.validTarget, attackCommand.aoeTarget);
owner.DoBattleCommand(attackCommand, "autoattack");
}
}
public override void TryInterrupt()
{
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAttack))
{
// todo: sometimes paralyze can let you attack, calculate proc rate
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAttack);
uint statusId = 0;
if (list.Count > 0)
{
statusId = list[0].GetStatusId();
}
interrupt = true;
return;
}
interrupt = !CanAttack();
}
private bool IsAttackReady()
{
// todo: this enforced delay should really be changed if it's not retail..
return Program.Tick >= attackTime && Program.Tick >= owner.aiContainer.GetLastActionTime();
}
private bool CanAttack()
{
if (!owner.isAutoAttackEnabled || target.allegiance == owner.allegiance)
{
return false;
}
if (target == null)
{
return false;
}
if (!owner.IsFacing(target))
{
return false;
}
// todo: shouldnt need to check if owner is dead since all states would be cleared
if (owner.IsDead() || target.IsDead())
{
if (owner.IsMonster() || owner.IsAlly())
((BattleNpc)owner).hateContainer.ClearHate(target);
owner.aiContainer.ChangeTarget(null);
return false;
}
else if (!owner.IsValidTarget(target, ValidTarget.Enemy) || !owner.aiContainer.GetTargetFind().CanTarget(target, false, true))
{
return false;
}
// todo: use a mod for melee range
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.GetAttackRange())
{
if (owner is Player)
{
//The target is too far away
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32537, 0x20);
}
return false;
}
return true;
}
public override void Cleanup()
{
if (owner.IsDead())
owner.Disengage();
}
public override bool CanChangeState()
{
return true;
}
}
}