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

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/*
===========================================================================
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 System.Collections.Generic;
using Meteor.Common;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class MagicState : State
{
private BattleCommand spell;
private Vector3 startPos;
public MagicState(Character owner, Character target, ushort spellId) :
base(owner, target)
{
this.startPos = owner.GetPosAsVector3();
this.startTime = DateTime.Now;
this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
var returnCode = spell.CallLuaFunction(owner, "onMagicPrepare", owner, target, spell);
//modify skill based on status effects
//Do this here to allow buffs like Resonance to increase range before checking CanCast()
owner.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnCastStart, "onMagicCast", owner, spell);
this.target = (spell.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target;
errorResult = new CommandResult(owner.actorId, 32553, 0);
if (returnCode == 0 && owner.CanUse(this.target, spell, errorResult))
{
OnStart();
}
else
{
interrupt = true;
}
}
public override void OnStart()
{
var returnCode = spell.CallLuaFunction(owner, "onMagicStart", owner, target, spell);
if (returnCode != 0)
{
interrupt = true;
errorResult = new CommandResult(target.actorId, (ushort)(returnCode == -1 ? 32553 : returnCode), 0, 0, 0, 1);
}
else
{
// todo: check within attack range
float[] baseCastDuration = { 1.0f, 0.25f };
//There are no positional spells, so just check onCombo, need to check first because certain spells change aoe type/accuracy
//If owner is a player and the spell being used is part of the current combo
if (owner is Player && ((Player)owner).GetClass() == spell.job)
{
Player p = (Player)owner;
if (spell.comboStep == 1 || ((p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
{
spell.CallLuaFunction(owner, "onCombo", owner, target, spell);
spell.isCombo = true;
}
}
//Check combo stuff here because combos can impact spell cast times
float spellSpeed = spell.castTimeMs;
if (!spell.IsInstantCast())
{
// command casting duration
if (owner is Player)
{
// todo: modify spellSpeed based on modifiers and stuff
((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(spellSpeed)));
}
owner.GetSubState().chantId = 0xf0;
owner.SubstateModified();
owner.DoBattleAction(spell.id, (uint) 0x6F000000 | spell.castType, new CommandResult(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
}
}
}
public override bool Update(DateTime tick)
{
if (spell != null)
{
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
var actualCastTime = spell.castTimeMs;
if ((tick - startTime).TotalMilliseconds >= spell.castTimeMs)
{
OnComplete();
return true;
}
return false;
}
return true;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
if (errorResult != null)
{
owner.GetSubState().chantId = 0x0;
owner.SubstateModified();
owner.DoBattleAction(spell.id, errorResult.animation, errorResult);
errorResult = null;
}
}
public override void OnComplete()
{
//How do combos/hitdirs work for aoe abilities or does that not matter for aoe?
HitDirection hitDir = owner.GetHitDirection(target);
bool hitTarget = false;
spell.targetFind.FindWithinArea(target, spell.validTarget, spell.aoeTarget);
isCompleted = true;
var targets = spell.targetFind.GetTargets();
owner.DoBattleCommand(spell, "magic");
}
public override void TryInterrupt()
{
if (interrupt)
return;
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell))
{
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell);
uint effectId = 0;
if (list.Count > 0)
{
// todo: actually check proc rate/random chance of whatever effect
effectId = list[0].GetStatusEffectId();
}
interrupt = true;
return;
}
if (HasMoved())
{
errorResult = new CommandResult(owner.actorId, 30211, 0);
errorResult.animation = 0x7F000002;
interrupt = true;
return;
}
interrupt = !CanCast();
}
private bool CanCast()
{
return owner.CanUse(target, spell);
}
private bool HasMoved()
{
return (owner.GetPosAsVector3() != startPos);
}
public override void Cleanup()
{
owner.GetSubState().chantId = 0x0;
owner.SubstateModified();
if (owner is Player)
{
((Player)owner).SendEndCastbar();
}
owner.aiContainer.UpdateLastActionTime(spell.animationDurationSeconds);
}
public BattleCommand GetSpell()
{
return spell;
}
}
}