mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-07-26 04:18:22 +02:00
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:
parent
7587a6e142
commit
0f61c4c0e1
544 changed files with 54548 additions and 55498 deletions
465
Map Server/actors/chara/npc/BattleNpc.cs
Normal file
465
Map Server/actors/chara/npc/BattleNpc.cs
Normal file
|
@ -0,0 +1,465 @@
|
|||
/*
|
||||
===========================================================================
|
||||
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.chara.npc;
|
||||
using FFXIVClassic_Map_Server.actors.chara;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.state;
|
||||
using FFXIVClassic_Map_Server.utils;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
|
||||
using FFXIVClassic_Map_Server.actors.group;
|
||||
using FFXIVClassic_Map_Server.Actors.Chara;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.Actors
|
||||
{
|
||||
[Flags]
|
||||
enum DetectionType
|
||||
{
|
||||
None = 0x00,
|
||||
Sight = 0x01,
|
||||
Scent = 0x02,
|
||||
Sound = 0x04,
|
||||
LowHp = 0x08,
|
||||
IgnoreLevelDifference = 0x10,
|
||||
Magic = 0x20,
|
||||
}
|
||||
|
||||
enum KindredType
|
||||
{
|
||||
Unknown = 0,
|
||||
Beast = 1,
|
||||
Plantoid = 2,
|
||||
Aquan = 3,
|
||||
Spoken = 4,
|
||||
Reptilian = 5,
|
||||
Insect = 6,
|
||||
Avian = 7,
|
||||
Undead = 8,
|
||||
Cursed = 9,
|
||||
Voidsent = 10,
|
||||
}
|
||||
|
||||
class BattleNpc : Npc
|
||||
{
|
||||
public HateContainer hateContainer;
|
||||
public DetectionType detectionType;
|
||||
public KindredType kindredType;
|
||||
public bool neutral;
|
||||
protected uint despawnTime;
|
||||
protected uint respawnTime;
|
||||
protected uint spawnDistance;
|
||||
protected uint bnpcId;
|
||||
public Character lastAttacker;
|
||||
|
||||
public uint spellListId, skillListId, dropListId;
|
||||
public Dictionary<uint, BattleCommand> skillList = new Dictionary<uint, BattleCommand>();
|
||||
public Dictionary<uint, BattleCommand> spellList = new Dictionary<uint, BattleCommand>();
|
||||
|
||||
public uint poolId, genusId;
|
||||
public ModifierList poolMods;
|
||||
public ModifierList genusMods;
|
||||
public ModifierList spawnMods;
|
||||
|
||||
protected Dictionary<MobModifier, Int64> mobModifiers = new Dictionary<MobModifier, Int64>();
|
||||
|
||||
public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
|
||||
ushort actorState, uint animationId, string customDisplayName)
|
||||
: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
|
||||
{
|
||||
this.aiContainer = new AIContainer(this, new BattleNpcController(this), new PathFind(this), new TargetFind(this));
|
||||
|
||||
//this.currentSubState = SetActorStatePacket.SUB_STATE_MONSTER;
|
||||
//this.currentMainState = SetActorStatePacket.MAIN_STATE_ACTIVE;
|
||||
|
||||
//charaWork.property[2] = 1;
|
||||
//npcWork.hateType = 1;
|
||||
|
||||
this.hateContainer = new HateContainer(this);
|
||||
this.allegiance = CharacterTargetingAllegiance.BattleNpcs;
|
||||
|
||||
spawnX = posX;
|
||||
spawnY = posY;
|
||||
spawnZ = posZ;
|
||||
|
||||
despawnTime = 10;
|
||||
CalculateBaseStats();
|
||||
}
|
||||
|
||||
public override List<SubPacket> GetSpawnPackets(Player player, ushort spawnType)
|
||||
{
|
||||
List<SubPacket> subpackets = new List<SubPacket>();
|
||||
if (IsAlive())
|
||||
{
|
||||
subpackets.Add(CreateAddActorPacket());
|
||||
subpackets.AddRange(GetEventConditionPackets());
|
||||
subpackets.Add(CreateSpeedPacket());
|
||||
subpackets.Add(CreateSpawnPositonPacket(0x0));
|
||||
|
||||
subpackets.Add(CreateAppearancePacket());
|
||||
|
||||
subpackets.Add(CreateNamePacket());
|
||||
subpackets.Add(CreateStatePacket());
|
||||
subpackets.Add(CreateSubStatePacket());
|
||||
subpackets.Add(CreateInitStatusPacket());
|
||||
subpackets.Add(CreateSetActorIconPacket());
|
||||
subpackets.Add(CreateIsZoneingPacket());
|
||||
subpackets.Add(CreateScriptBindPacket(player));
|
||||
subpackets.Add(GetHateTypePacket(player));
|
||||
}
|
||||
return subpackets;
|
||||
}
|
||||
|
||||
//This might need more work
|
||||
//I think there migh be something that ties mobs to parties
|
||||
//and the client checks if any mobs are tied to the current party
|
||||
//and bases the color on that. Adding mob to party obviously doesn't work
|
||||
//Based on depictionjudge script:
|
||||
//HATE_TYPE_NONE is for passive
|
||||
//HATE_TYPE_ENGAGED is for aggroed mobs
|
||||
//HATE_TYPE_ENGAGED_PARTY is for claimed mobs, client uses occupancy group to determine if mob is claimed by player's party
|
||||
//for now i'm just going to assume that occupancygroup will be BattleNpc's currentparties when they're in combat,
|
||||
//so if party isn't null, they're claimed.
|
||||
public SubPacket GetHateTypePacket(Player player)
|
||||
{
|
||||
npcWork.hateType = NpcWork.HATE_TYPE_NONE;
|
||||
if (player != null)
|
||||
{
|
||||
if (aiContainer.IsEngaged())
|
||||
{
|
||||
npcWork.hateType = NpcWork.HATE_TYPE_ENGAGED;
|
||||
|
||||
if (this.currentParty != null)
|
||||
{
|
||||
npcWork.hateType = NpcWork.HATE_TYPE_ENGAGED_PARTY;
|
||||
}
|
||||
}
|
||||
}
|
||||
npcWork.hateType = 3;
|
||||
var propPacketUtil = new ActorPropertyPacketUtil("npcWork/hate", this);
|
||||
propPacketUtil.AddProperty("npcWork.hateType");
|
||||
return propPacketUtil.Done()[0];
|
||||
}
|
||||
|
||||
public uint GetDetectionType()
|
||||
{
|
||||
return (uint)detectionType;
|
||||
}
|
||||
|
||||
public void SetDetectionType(uint detectionType)
|
||||
{
|
||||
this.detectionType = (DetectionType)detectionType;
|
||||
}
|
||||
|
||||
public override void Update(DateTime tick)
|
||||
{
|
||||
this.aiContainer.Update(tick);
|
||||
this.statusEffects.Update(tick);
|
||||
}
|
||||
|
||||
public override void PostUpdate(DateTime tick, List<SubPacket> packets = null)
|
||||
{
|
||||
// todo: should probably add another flag for battleTemp since all this uses reflection
|
||||
packets = new List<SubPacket>();
|
||||
if ((updateFlags & ActorUpdateFlags.HpTpMp) != 0)
|
||||
{
|
||||
var propPacketUtil = new ActorPropertyPacketUtil("charaWork/stateAtQuicklyForAll", this);
|
||||
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[0]");
|
||||
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
|
||||
|
||||
propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[0]");
|
||||
propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[1]");
|
||||
packets.AddRange(propPacketUtil.Done());
|
||||
}
|
||||
base.PostUpdate(tick, packets);
|
||||
}
|
||||
|
||||
public override bool CanAttack()
|
||||
{
|
||||
// todo:
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CanUse(Character target, BattleCommand spell, CommandResult error = null)
|
||||
{
|
||||
// todo:
|
||||
if (target == null)
|
||||
{
|
||||
// Target does not exist.
|
||||
return false;
|
||||
}
|
||||
if (Utils.Distance(positionX, positionY, positionZ, target.positionX, target.positionY, target.positionZ) > spell.range)
|
||||
{
|
||||
// The target is out of range.
|
||||
return false;
|
||||
}
|
||||
if (!IsValidTarget(target, spell.mainTarget) || !spell.IsValidMainTarget(this, target))
|
||||
{
|
||||
// error packet is set in IsValidTarget
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public uint GetDespawnTime()
|
||||
{
|
||||
return despawnTime;
|
||||
}
|
||||
|
||||
public void SetDespawnTime(uint seconds)
|
||||
{
|
||||
despawnTime = seconds;
|
||||
}
|
||||
|
||||
public uint GetRespawnTime()
|
||||
{
|
||||
return respawnTime;
|
||||
}
|
||||
|
||||
public void SetRespawnTime(uint seconds)
|
||||
{
|
||||
respawnTime = seconds;
|
||||
}
|
||||
|
||||
///<summary> // todo: create an action object? </summary>
|
||||
public bool OnAttack(AttackState state)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void Spawn(DateTime tick)
|
||||
{
|
||||
if (respawnTime > 0)
|
||||
{
|
||||
ForceRespawn();
|
||||
}
|
||||
}
|
||||
|
||||
public void ForceRespawn()
|
||||
{
|
||||
base.Spawn(Program.Tick);
|
||||
|
||||
this.isMovingToSpawn = false;
|
||||
this.hateContainer.ClearHate();
|
||||
zone.BroadcastPacketsAroundActor(this, GetSpawnPackets(null, 0x01));
|
||||
zone.BroadcastPacketsAroundActor(this, GetInitPackets());
|
||||
RecalculateStats();
|
||||
|
||||
OnSpawn();
|
||||
updateFlags |= ActorUpdateFlags.AllNpc;
|
||||
}
|
||||
|
||||
public override void Die(DateTime tick, CommandResultContainer actionContainer = null)
|
||||
{
|
||||
if (IsAlive())
|
||||
{
|
||||
// todo: does retail
|
||||
if (lastAttacker is Pet && lastAttacker.aiContainer.GetController<PetController>() != null && lastAttacker.aiContainer.GetController<PetController>().GetPetMaster() is Player)
|
||||
{
|
||||
lastAttacker = lastAttacker.aiContainer.GetController<PetController>().GetPetMaster();
|
||||
}
|
||||
|
||||
if (lastAttacker is Player)
|
||||
{
|
||||
//I think this is, or should be odne in DoBattleAction. Packet capture had the message in the same packet as an attack
|
||||
// <actor> defeat/defeats <target>
|
||||
if (actionContainer != null)
|
||||
actionContainer.AddEXPAction(new CommandResult(actorId, 30108, 0));
|
||||
|
||||
if (lastAttacker.currentParty != null && lastAttacker.currentParty is Party)
|
||||
{
|
||||
foreach (var memberId in ((Party)lastAttacker.currentParty).members)
|
||||
{
|
||||
var partyMember = zone.FindActorInArea<Character>(memberId);
|
||||
// onDeath(monster, player, killer)
|
||||
lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, partyMember, lastAttacker);
|
||||
|
||||
// todo: add actual experience calculation and exp bonus values.
|
||||
if (partyMember is Player)
|
||||
BattleUtils.AddBattleBonusEXP((Player)partyMember, this, actionContainer);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// onDeath(monster, player, killer)
|
||||
lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, lastAttacker, lastAttacker);
|
||||
//((Player)lastAttacker).QueuePacket(BattleActionX01Packet.BuildPacket(lastAttacker.actorId, 0, 0, new BattleAction(actorId, 30108, 0)));
|
||||
}
|
||||
}
|
||||
|
||||
if (positionUpdates != null)
|
||||
positionUpdates.Clear();
|
||||
|
||||
aiContainer.InternalDie(tick, despawnTime);
|
||||
//this.ResetMoveSpeeds();
|
||||
// todo: reset cooldowns
|
||||
|
||||
lua.LuaEngine.GetInstance().OnSignal("mobkill");
|
||||
}
|
||||
else
|
||||
{
|
||||
var err = String.Format("[{0}][{1}] {2} {3} {4} {5} tried to die ded", actorId, GetUniqueId(), positionX, positionY, positionZ, GetZone().GetName());
|
||||
Program.Log.Error(err);
|
||||
//throw new Exception(err);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Despawn(DateTime tick)
|
||||
{
|
||||
// todo: probably didnt need to make a new state...
|
||||
aiContainer.InternalDespawn(tick, respawnTime);
|
||||
lua.LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
|
||||
this.isAtSpawn = true;
|
||||
}
|
||||
|
||||
public void OnRoam(DateTime tick)
|
||||
{
|
||||
// leash back to spawn
|
||||
if (!IsCloseToSpawn())
|
||||
{
|
||||
if (!isMovingToSpawn)
|
||||
{
|
||||
aiContainer.Reset();
|
||||
isMovingToSpawn = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (target == null && !aiContainer.pathFind.IsFollowingPath())
|
||||
aiContainer.pathFind.PathInRange(spawnX, spawnY, spawnZ, 1.5f, 15.0f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// recover hp
|
||||
if (GetHPP() < 100)
|
||||
{
|
||||
AddHP(GetMaxHP() / 10);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.isMovingToSpawn = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsCloseToSpawn()
|
||||
{
|
||||
return this.isAtSpawn = Utils.DistanceSquared(positionX, positionY, positionZ, spawnX, spawnY, spawnZ) <= 2500.0f;
|
||||
}
|
||||
|
||||
public override void OnAttack(State state, CommandResult action, ref CommandResult error)
|
||||
{
|
||||
base.OnAttack(state, action, ref error);
|
||||
// todo: move this somewhere else prolly and change based on model/appearance (so maybe in Character.cs instead)
|
||||
action.animation = 0x11001000; // (temporary) wolf anim
|
||||
|
||||
if (GetMobMod((uint)MobModifier.AttackScript) != 0)
|
||||
lua.LuaEngine.CallLuaBattleFunction(this, "onAttack", this, state.GetTarget(), action.amount);
|
||||
}
|
||||
|
||||
public override void OnCast(State state, CommandResult[] actions, BattleCommand spell, ref CommandResult[] errors)
|
||||
{
|
||||
base.OnCast(state, actions, spell, ref errors);
|
||||
|
||||
if (GetMobMod((uint)MobModifier.SpellScript) != 0)
|
||||
foreach (var action in actions)
|
||||
lua.LuaEngine.CallLuaBattleFunction(this, "onCast", this, zone.FindActorInArea<Character>(action.targetId), ((MagicState)state).GetSpell(), action);
|
||||
}
|
||||
|
||||
public override void OnAbility(State state, CommandResult[] actions, BattleCommand ability, ref CommandResult[] errors)
|
||||
{
|
||||
base.OnAbility(state, actions, ability, ref errors);
|
||||
|
||||
/*
|
||||
if (GetMobMod((uint)MobModifier.AbilityScript) != 0)
|
||||
foreach (var action in actions)
|
||||
lua.LuaEngine.CallLuaBattleFunction(this, "onAbility", this, zone.FindActorInArea<Character>(action.targetId), ((AbilityState)state).GetAbility(), action);
|
||||
*/
|
||||
}
|
||||
|
||||
public override void OnWeaponSkill(State state, CommandResult[] actions, BattleCommand skill, ref CommandResult[] errors)
|
||||
{
|
||||
base.OnWeaponSkill(state, actions, skill, ref errors);
|
||||
|
||||
if (GetMobMod((uint)MobModifier.WeaponSkillScript) != 0)
|
||||
foreach (var action in actions)
|
||||
lua.LuaEngine.CallLuaBattleFunction(this, "onWeaponSkill", this, zone.FindActorInArea<Character>(action.targetId), ((WeaponSkillState)state).GetWeaponSkill(), action);
|
||||
}
|
||||
|
||||
public override void OnSpawn()
|
||||
{
|
||||
base.OnSpawn();
|
||||
lua.LuaEngine.CallLuaBattleFunction(this, "onSpawn", this);
|
||||
}
|
||||
|
||||
public override void OnDeath()
|
||||
{
|
||||
base.OnDeath();
|
||||
}
|
||||
|
||||
public override void OnDespawn()
|
||||
{
|
||||
base.OnDespawn();
|
||||
}
|
||||
|
||||
public uint GetBattleNpcId()
|
||||
{
|
||||
return bnpcId;
|
||||
}
|
||||
|
||||
public void SetBattleNpcId(uint id)
|
||||
{
|
||||
this.bnpcId = id;
|
||||
}
|
||||
|
||||
public Int64 GetMobMod(MobModifier mobMod)
|
||||
{
|
||||
return GetMobMod((uint)mobMod);
|
||||
}
|
||||
|
||||
public Int64 GetMobMod(uint mobModId)
|
||||
{
|
||||
Int64 res;
|
||||
if (mobModifiers.TryGetValue((MobModifier)mobModId, out res))
|
||||
return res;
|
||||
return 0;
|
||||
}
|
||||
|
||||
public void SetMobMod(uint mobModId, Int64 val)
|
||||
{
|
||||
if (mobModifiers.ContainsKey((MobModifier)mobModId))
|
||||
mobModifiers[(MobModifier)mobModId] = val;
|
||||
else
|
||||
mobModifiers.Add((MobModifier)mobModId, val);
|
||||
}
|
||||
|
||||
public override void OnDamageTaken(Character attacker, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
|
||||
{
|
||||
if (GetMobMod((uint)MobModifier.DefendScript) != 0)
|
||||
lua.LuaEngine.CallLuaBattleFunction(this, "onDamageTaken", this, attacker, action.amount);
|
||||
base.OnDamageTaken(attacker, skill, action, actionContainer);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue