mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-07-24 19:38:26 +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
468
Map Server/actors/chara/npc/Npc.cs
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468
Map Server/actors/chara/npc/Npc.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 Meteor.Common;
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using FFXIVClassic_Map_Server.actors;
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using FFXIVClassic_Map_Server.actors.chara.npc;
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using FFXIVClassic_Map_Server.Actors.Chara;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.utils;
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using MySql.Data.MySqlClient;
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using FFXIVClassic_Map_Server.actors.chara.ai;
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namespace FFXIVClassic_Map_Server.Actors
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{
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[Flags]
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enum NpcSpawnType : ushort
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{
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Normal = 0x00,
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Scripted = 0x01,
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Nighttime = 0x02,
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Evening = 0x04,
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Daytime = 0x08,
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Weather = 0x10,
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}
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class Npc : Character
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{
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private uint actorClassId;
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private string uniqueIdentifier;
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private bool isMapObj = false;
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private uint layout, instance;
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public NpcWork npcWork = new NpcWork();
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public NpcSpawnType npcSpawnType;
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public Npc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot, ushort actorState, uint animationId, string customDisplayName)
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: base((4 << 28 | spawnedArea.actorId << 19 | (uint)actorNumber))
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{
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this.positionX = posX;
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this.positionY = posY;
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this.positionZ = posZ;
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this.rotation = rot;
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this.currentMainState = actorState;
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this.animationId = animationId;
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this.displayNameId = actorClass.displayNameId;
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this.customDisplayName = customDisplayName;
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this.uniqueIdentifier = uniqueId;
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this.zoneId = spawnedArea.actorId;
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this.zone = spawnedArea;
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this.actorClassId = actorClass.actorClassId;
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this.currentSubState.motionPack = (ushort) animationId;
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LoadNpcAppearance(actorClass.actorClassId);
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className = actorClass.classPath.Substring(actorClass.classPath.LastIndexOf("/") + 1);
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this.classPath = String.Format("{0}/{1}", actorClass.classPath.Substring(0, actorClass.classPath.LastIndexOf('/')).ToLower(), className);
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charaWork.battleSave.potencial = 1.0f;
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// todo: these really need to be read from db etc
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{
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charaWork.parameterSave.state_mainSkill[0] = 3;
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charaWork.parameterSave.state_mainSkill[2] = 3;
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charaWork.parameterSave.state_mainSkillLevel = 1;
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charaWork.parameterSave.hp[0] = 80;
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charaWork.parameterSave.hpMax[0] = 80;
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}
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for (int i = 0; i < 32; i++ )
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charaWork.property[i] = (byte)(((int)actorClass.propertyFlags >> i) & 1);
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npcWork.pushCommand = actorClass.pushCommand;
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npcWork.pushCommandSub = actorClass.pushCommandSub;
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npcWork.pushCommandPriority = actorClass.pushCommandPriority;
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if (actorClassId == 1080078 || actorClassId == 1080079 || actorClassId == 1080080 || (actorClassId >= 1080123 && actorClassId <= 1080135) || (actorClassId >= 5000001 && actorClassId <= 5000090) || (actorClassId >= 5900001 && actorClassId <= 5900038))
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{
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isMapObj = true;
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List<LuaParam> lParams = LuaEngine.GetInstance().CallLuaFunctionForReturn(null, this, "init", false);
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if (lParams == null || lParams.Count < 6)
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isMapObj = false;
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else
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{
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layout = (uint)(Int32)lParams[4].value;
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instance = (uint)(Int32)lParams[5].value;
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isStatic = true;
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}
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}
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GenerateActorName((int)actorNumber);
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this.aiContainer = new AIContainer(this, null, new PathFind(this), new TargetFind(this));
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}
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public Npc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot, uint layout, uint instance)
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: base((4 << 28 | spawnedArea.actorId << 19 | (uint)actorNumber))
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{
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this.positionX = posX;
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this.positionY = posY;
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this.positionZ = posZ;
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this.rotation = rot;
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this.currentMainState = 0;
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this.animationId = 0;
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this.displayNameId = actorClass.displayNameId;
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this.uniqueIdentifier = uniqueId;
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this.zoneId = spawnedArea.actorId;
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this.zone = spawnedArea;
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this.actorClassId = actorClass.actorClassId;
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LoadNpcAppearance(actorClass.actorClassId);
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this.classPath = actorClass.classPath;
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className = classPath.Substring(classPath.LastIndexOf("/") + 1);
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for (int i = 0; i < 32; i++)
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charaWork.property[i] = (byte)(((int)actorClass.propertyFlags >> i) & 1);
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npcWork.pushCommand = actorClass.pushCommand;
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npcWork.pushCommandSub = actorClass.pushCommandSub;
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npcWork.pushCommandPriority = actorClass.pushCommandPriority;
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this.isMapObj = true;
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this.layout = layout;
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this.instance = instance;
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GenerateActorName((int)actorNumber);
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this.aiContainer = new AIContainer(this, null, new PathFind(this), new TargetFind(null));
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}
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public SubPacket CreateAddActorPacket()
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{
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return AddActorPacket.BuildPacket(actorId, 8);
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}
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// actorClassId, [], [], numBattleCommon, [battleCommon], numEventCommon, [eventCommon], args for either initForBattle/initForEvent
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public override SubPacket CreateScriptBindPacket(Player player)
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{
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List<LuaParam> lParams;
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lParams = LuaEngine.GetInstance().CallLuaFunctionForReturn(player, this, "init", false);
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if (lParams != null && lParams.Count >= 3 && lParams[2].typeID == 0 && (int)lParams[2].value == 0)
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isStatic = true;
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else
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{
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//charaWork.property[2] = 1;
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//npcWork.hateType = 1;
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}
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if (lParams == null)
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{
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string classPathFake = "/Chara/Npc/Populace/PopulaceStandard";
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string classNameFake = "PopulaceStandard";
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lParams = LuaUtils.CreateLuaParamList(classPathFake, false, false, false, false, false, 0xF47F6, false, false, 0, 0);
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isStatic = true;
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//ActorInstantiatePacket.BuildPacket(actorId, actorName, classNameFake, lParams).DebugPrintSubPacket();
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return ActorInstantiatePacket.BuildPacket(actorId, actorName, classNameFake, lParams);
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}
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else
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{
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lParams.Insert(0, new LuaParam(2, classPath));
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lParams.Insert(1, new LuaParam(4, 4));
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lParams.Insert(2, new LuaParam(4, 4));
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lParams.Insert(3, new LuaParam(4, 4));
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lParams.Insert(4, new LuaParam(4, 4));
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lParams.Insert(5, new LuaParam(4, 4));
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lParams.Insert(6, new LuaParam(0, (int)actorClassId));
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}
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//ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams).DebugPrintSubPacket();
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return ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams);
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}
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public override List<SubPacket> GetSpawnPackets(Player player, ushort spawnType)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(CreateAddActorPacket());
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subpackets.AddRange(GetEventConditionPackets());
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subpackets.Add(CreateSpeedPacket());
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subpackets.Add(CreateSpawnPositonPacket(0x0));
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if (isMapObj)
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subpackets.Add(SetActorBGPropertiesPacket.BuildPacket(actorId, instance, layout));
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else
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subpackets.Add(CreateAppearancePacket());
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subpackets.Add(CreateNamePacket());
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subpackets.Add(CreateStatePacket());
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subpackets.Add(CreateSubStatePacket());
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subpackets.Add(CreateInitStatusPacket());
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subpackets.Add(CreateSetActorIconPacket());
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subpackets.Add(CreateIsZoneingPacket());
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subpackets.Add(CreateScriptBindPacket(player));
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return subpackets;
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}
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public override List<SubPacket> GetInitPackets()
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{
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ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("/_init", this);
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//Potential
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propPacketUtil.AddProperty("charaWork.battleSave.potencial");
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//Properties
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for (int i = 0; i < charaWork.property.Length; i++)
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{
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if (charaWork.property[i] != 0)
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propPacketUtil.AddProperty(String.Format("charaWork.property[{0}]", i));
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}
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//Parameters
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propPacketUtil.AddProperty("charaWork.parameterSave.hp[0]");
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propPacketUtil.AddProperty("charaWork.parameterSave.hpMax[0]");
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propPacketUtil.AddProperty("charaWork.parameterSave.mp");
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propPacketUtil.AddProperty("charaWork.parameterSave.mpMax");
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propPacketUtil.AddProperty("charaWork.parameterTemp.tp");
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if (charaWork.parameterSave.state_mainSkill[0] != 0)
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propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[0]");
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if (charaWork.parameterSave.state_mainSkill[1] != 0)
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propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[1]");
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if (charaWork.parameterSave.state_mainSkill[2] != 0)
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propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[2]");
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if (charaWork.parameterSave.state_mainSkill[3] != 0)
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propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[3]");
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propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
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//Status Times
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for (int i = 0; i < charaWork.statusShownTime.Length; i++)
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{
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if (charaWork.statusShownTime[i] != 0)
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propPacketUtil.AddProperty(String.Format("charaWork.statusShownTime[{0}]", i));
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}
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//General Parameters
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for (int i = 3; i < charaWork.battleTemp.generalParameter.Length; i++)
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{
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if (charaWork.battleTemp.generalParameter[i] != 0)
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propPacketUtil.AddProperty(String.Format("charaWork.battleTemp.generalParameter[{0}]", i));
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}
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propPacketUtil.AddProperty("npcWork.hateType");
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if (npcWork.pushCommand != 0)
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{
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propPacketUtil.AddProperty("npcWork.pushCommand");
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if (npcWork.pushCommandSub != 0)
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propPacketUtil.AddProperty("npcWork.pushCommandSub");
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propPacketUtil.AddProperty("npcWork.pushCommandPriority");
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}
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return propPacketUtil.Done();
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}
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public string GetUniqueId()
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{
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return uniqueIdentifier;
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}
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public uint GetActorClassId()
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{
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return actorClassId;
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}
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public void ChangeNpcAppearance(uint id)
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{
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LoadNpcAppearance(id);
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zone.BroadcastPacketAroundActor(this, CreateAppearancePacket());
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}
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public void LoadNpcAppearance(uint id)
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{
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using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
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{
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try
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{
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conn.Open();
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string query = @"
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SELECT
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base,
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size,
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hairStyle,
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hairHighlightColor,
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hairVariation,
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faceType,
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characteristics,
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characteristicsColor,
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faceEyebrows,
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faceIrisSize,
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faceEyeShape,
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faceNose,
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faceFeatures,
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faceMouth,
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ears,
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hairColor,
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skinColor,
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eyeColor,
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voice,
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mainHand,
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offHand,
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spMainHand,
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spOffHand,
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throwing,
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pack,
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pouch,
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head,
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body,
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legs,
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hands,
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feet,
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waist,
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neck,
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leftEar,
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rightEar,
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leftIndex,
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rightIndex,
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leftFinger,
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rightFinger
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FROM gamedata_actor_appearance
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WHERE id = @templateId
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";
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MySqlCommand cmd = new MySqlCommand(query, conn);
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cmd.Parameters.AddWithValue("@templateId", id);
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using (MySqlDataReader reader = cmd.ExecuteReader())
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{
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while (reader.Read())
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{
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//Handle Appearance
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modelId = reader.GetUInt32(0);
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appearanceIds[Character.SIZE] = reader.GetUInt32(1);
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appearanceIds[Character.COLORINFO] = (uint)(reader.GetUInt32(16) | (reader.GetUInt32(15) << 10) | (reader.GetUInt32(17) << 20)); //17 - Skin Color, 16 - Hair Color, 18 - Eye Color
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appearanceIds[Character.FACEINFO] = PrimitiveConversion.ToUInt32(CharacterUtils.GetFaceInfo(reader.GetByte(6), reader.GetByte(7), reader.GetByte(5), reader.GetByte(14), reader.GetByte(13), reader.GetByte(12), reader.GetByte(11), reader.GetByte(10), reader.GetByte(9), reader.GetByte(8)));
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appearanceIds[Character.HIGHLIGHT_HAIR] = (uint)(reader.GetUInt32(3) | reader.GetUInt32(2) << 10); //5- Hair Highlight, 4 - Hair Style
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appearanceIds[Character.VOICE] = reader.GetUInt32(17);
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appearanceIds[Character.MAINHAND] = reader.GetUInt32(19);
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appearanceIds[Character.OFFHAND] = reader.GetUInt32(20);
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appearanceIds[Character.SPMAINHAND] = reader.GetUInt32(21);
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appearanceIds[Character.SPOFFHAND] = reader.GetUInt32(22);
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appearanceIds[Character.THROWING] = reader.GetUInt32(23);
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appearanceIds[Character.PACK] = reader.GetUInt32(24);
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appearanceIds[Character.POUCH] = reader.GetUInt32(25);
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appearanceIds[Character.HEADGEAR] = reader.GetUInt32(26);
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appearanceIds[Character.BODYGEAR] = reader.GetUInt32(27);
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appearanceIds[Character.LEGSGEAR] = reader.GetUInt32(28);
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appearanceIds[Character.HANDSGEAR] = reader.GetUInt32(29);
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appearanceIds[Character.FEETGEAR] = reader.GetUInt32(30);
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appearanceIds[Character.WAISTGEAR] = reader.GetUInt32(31);
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appearanceIds[Character.NECKGEAR] = reader.GetUInt32(32);
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appearanceIds[Character.R_EAR] = reader.GetUInt32(33);
|
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appearanceIds[Character.L_EAR] = reader.GetUInt32(34);
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appearanceIds[Character.R_INDEXFINGER] = reader.GetUInt32(35);
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appearanceIds[Character.L_INDEXFINGER] = reader.GetUInt32(36);
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appearanceIds[Character.R_RINGFINGER] = reader.GetUInt32(37);
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appearanceIds[Character.L_RINGFINGER] = reader.GetUInt32(38);
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||||
|
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}
|
||||
}
|
||||
|
||||
}
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catch (MySqlException e)
|
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{ Console.WriteLine(e); }
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finally
|
||||
{
|
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conn.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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public void LoadEventConditions(string eventConditions)
|
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{
|
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EventList conditions = JsonConvert.DeserializeObject<EventList>(eventConditions);
|
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this.eventConditions = conditions;
|
||||
}
|
||||
|
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public void DoOnActorSpawn(Player player)
|
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{
|
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LuaEngine.GetInstance().CallLuaFunction(player, this, "onSpawn", true);
|
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}
|
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|
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public void PlayMapObjAnimation(Player player, string animationName)
|
||||
{
|
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player.QueuePacket(PlayBGAnimation.BuildPacket(actorId, animationName));
|
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}
|
||||
|
||||
public void Despawn()
|
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{
|
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zone.DespawnActor(this);
|
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}
|
||||
|
||||
public override void Update(DateTime tick)
|
||||
{
|
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// todo: can normal npcs have status effects?
|
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aiContainer.Update(tick);
|
||||
}
|
||||
|
||||
public override void PostUpdate(DateTime tick, List<SubPacket> packets = null)
|
||||
{
|
||||
packets = packets ?? new List<SubPacket>();
|
||||
|
||||
if ((updateFlags & ActorUpdateFlags.Work) != 0)
|
||||
{
|
||||
|
||||
}
|
||||
base.PostUpdate(tick, packets);
|
||||
}
|
||||
|
||||
public override void OnSpawn()
|
||||
{
|
||||
base.OnSpawn();
|
||||
}
|
||||
|
||||
public override void OnDeath()
|
||||
{
|
||||
base.OnDeath();
|
||||
}
|
||||
|
||||
public override void OnDespawn()
|
||||
{
|
||||
zone.BroadcastPacketAroundActor(this, RemoveActorPacket.BuildPacket(this.actorId));
|
||||
QueuePositionUpdate(spawnX, spawnY, spawnZ);
|
||||
LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
|
||||
}
|
||||
//A party member list packet came, set the party
|
||||
/* public void SetParty(MonsterPartyGroup group)
|
||||
{
|
||||
if (group is MonsterPartyGroup)
|
||||
currentParty = group;
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue