mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-15 00:44:44 +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
425
Map Server/packets/send/Actor/battle/CommandResult.cs
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425
Map Server/packets/send/Actor/battle/CommandResult.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 FFXIVClassic_Map_Server.actors.chara.ai;
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using FFXIVClassic_Map_Server.actors.chara.ai.utils;
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using FFXIVClassic_Map_Server.Actors;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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//These flags can be stacked and mixed, but the client will prioritize certain flags over others.
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[Flags]
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public enum HitEffect : uint
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{
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//This is used for physical attacks
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HitEffectType = 8 << 24,
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//This is used for additioanl effect hits. Only difference from HitEffectType is that it does not play audio.
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AdditionalEffectType = 24 << 24,
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//Status effects use 32 << 24
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StatusEffectType = 32 << 24,
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//When losing a status effect while using a skill, this prevents the hit effect from playing on the actor playing the animation
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StatusLossType = 40 << 24,
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//Magic effects use 48 << 24, this is also used for when statuses are lost on attack
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MagicEffectType = 48 << 24,
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//This places the number on the user regardless of the target this hit effect is for, used for things like bloodbath
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SelfHealType = 72 << 24,
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//Plays the effect animation with no text or additional effects. Unsure if there are any flags. Used for things like Convert
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AnimationEffectType = 96 << 24,
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//Each Type has it's own set of flags. These should be split into their own enums,
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//but for now just keep them all under HitEffect so we don't have to change anything.
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//HitEffectType flags
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//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
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//These are the recoil animations that play on the target, ranging from weak to strong.
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//The recoil that gets set was likely based on the percentage of HP lost from the attack.
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//These also have a visual effect with heals and spells but in reverse. RecoilLv1 has a large effect, Lv3 has none. Crit is very large
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//For spells they represent resists. Lv0 is a max resist, Lv3 is no resist. Crit is still used for crits.
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//Heals used the same effects sometimes but it isn't clear what for, it seems random? Possibly something like a trait proccing or even just a bug
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RecoilLv1 = 0,
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RecoilLv2 = 1 << 0,
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RecoilLv3 = 1 << 1,
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//Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
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CriticalHit = RecoilLv2 | RecoilLv3,
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//Hit visual and sound effects when connecting with the target.
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//Mixing these flags together will yield different results.
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//Each visual likely relates to a specific weapon.
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//Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
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//HitVisual is probably based on attack property.
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//HitVisual1 is for slashing attacks
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//HitVisual2 is for piercing attacks
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//HitVisual1 | Hitvisual2 is for blunt attacks
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//HitVisual3 is for projectile attacks
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//Basically take the attack property of a weapon and shift it left 2
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//For auto attacks attack property is weapon's damageAttributeType1
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//Still not totally sure how this works with weaponskills or what hitvisual4 or the other combinations are for
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HitVisual1 = 1 << 2,
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HitVisual2 = 1 << 3,
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HitVisual3 = 1 << 4,
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HitVisual4 = 1 << 5,
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//An additional visual effect that plays on the target when attacked if:
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//The attack is physical and they have the protect buff on.
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//The attack is magical and they have the shell buff on.
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//Special Note: Shell was removed in later versions of the game.
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//Another effect plays when both Protect and Shell flags are activated.
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//Not sure what this effect is.
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//Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
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Protect = 1 << 6,
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Shell = 1 << 7,
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ProtectShellSpecial = Protect | Shell,
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//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
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//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
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HitEffect1 = 1 << 9,
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HitEffect2 = 1 << 10, //Plays the standard hit visual effect, but with no sound if used alone.
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HitEffect3 = 1 << 11, //Yellow effect, crit?
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HitEffect4 = 1 << 12, //Plays the blocking animation
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HitEffect5 = 1 << 13,
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GustyHitEffect = HitEffect3 | HitEffect2,
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GreenTintedHitEffect = HitEffect4 | HitEffect1,
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//For specific animations
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Miss = 0,
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Evade = HitEffect1,
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Hit = HitEffect1 | HitEffect2,
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Crit = HitEffect3,
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Parry = Hit | HitEffect3,
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Block = HitEffect4,
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//Knocks you back away from the attacker.
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KnockbackLv1 = HitEffect4 | HitEffect2 | HitEffect1,
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KnockbackLv2 = HitEffect4 | HitEffect3,
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KnockbackLv3 = HitEffect4 | HitEffect3 | HitEffect1,
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KnockbackLv4 = HitEffect4 | HitEffect3 | HitEffect2,
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KnockbackLv5 = HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
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//Knocks you away from the attacker in a counter-clockwise direction.
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KnockbackCounterClockwiseLv1 = HitEffect5,
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KnockbackCounterClockwiseLv2 = HitEffect5 | HitEffect1,
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//Knocks you away from the attacker in a clockwise direction.
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KnockbackClockwiseLv1 = HitEffect5 | HitEffect2,
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KnockbackClockwiseLv2 = HitEffect5 | HitEffect2 | HitEffect1,
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//Completely drags target to the attacker, even across large distances.
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DrawIn = HitEffect5 | HitEffect3,
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//An additional visual effect that plays on the target based on according buff.
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UnknownShieldEffect = HitEffect5 | HitEffect4,
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Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
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//A special effect when performing appropriate skill combos in succession.
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//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
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//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
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SkillCombo1 = 1 << 15,
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SkillCombo2 = 1 << 16,
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SkillCombo3 = SkillCombo1 | SkillCombo2,
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SkillCombo4 = 1 << 17,
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//This is used in the absorb effect for some reason
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Unknown = 1 << 19,
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//AdditionalEffectType flags
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//The AdditionalEffectType is used for the additional effects some weapons have.
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//These effect ids do not repeat the effect of the attack and will not show without a preceding HitEffectType or MagicEffectType
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//It's unclear what this is for. The ifrit fight capture has a BLM using the garuda weapon
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//and this flag is set every time but has no apparent effect.
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UnknownAdditionalFlag = 1,
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//These play effects on the target
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FireEffect = 1 << 10,
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IceEffect = 2 << 10,
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WindEffect = 3 << 10,
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EarthEffect = 4 << 10,
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LightningEffect = 5 << 10,
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WaterEffect = 6 << 10,
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AstralEffect = 7 << 10, //Possibly for blind?
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UmbralEffect = 8 << 10, //Posibly for poison?
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//Unknown status effect effects
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StatusEffect1 = 12 << 10,
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StatusEffect2 = 13 << 10,
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HPAbsorbEffect = 14 << 10,
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MPAbsorbEffect = 15 << 10,
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TPAbsorbEffect = 16 << 10,
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TripleAbsorbEffect = 17 << 10, //Not sure about this
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MoogleEffect = 18 << 10,
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//MagicEffectType Flags
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//THese are used for magic effects that deal or heal damage as well as damage over time effects
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//Crit is the same as HitEffectType
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FullResist = 0,
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WeakResist = 1 << 0, //Used for level 1, 2, and 3 resists probably
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NoResist = 1 << 1,
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MagicShell = 1 << 4, //Used when casting on target with shell effects. MagicEffectType doesnt have a flag for protect or stoneskin
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MagicShield = 1 << 5, //When used with an command that has an animation, this plays a purple shield effect. DoTs also have this flag set (at least on ifrit) but they have no animations so it doesnt show
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// Required for heal text to be blue, not sure if that's all it's used for
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Heal = 1 << 8,
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MP = 1 << 9, //Causes "MP" text to appear when used with MagicEffectType. | with Heal to make text blue
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TP = 1 << 10, //Causes "TP" text to appear when used with MagicEffectType. | with Heal to make text blue
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//SelfHealType flags
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//This category causes numbers to appear on the user rather regardless of the target associated with the hit effect and do not play an animation
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//These determine the text that displays (HP has no text)
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SelfHealHP = 0,
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SelfHealMP = 1 << 0, //Shows MP text on self. | with SelfHeal to make blue
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SelfHealTP = 1 << 1, //Shows TP text on self. | with SelfHeal to make blue
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//Causes self healing numbers to be blue
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SelfHeal = 1 << 10,
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}
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//Mixing some of these flags will cause the client to crash.
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//Setting a flag higher than Left (0x10-0x80) will cause the client to crash.
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[Flags]
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public enum HitDirection : byte
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{
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None = 0,
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Front = 1 << 0,
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Right = 1 << 1,
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Rear = 1 << 2,
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Left = 1 << 3
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}
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public enum HitType : ushort
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{
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Miss = 0,
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Evade = 1,
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Parry = 2,
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Block = 3,
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SingleResist = 4,
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DoubleResist = 5,
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TripleResist = 6,
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FullResist = 7,
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Hit = 8,
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Crit = 9
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}
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//Type of action
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public enum ActionType : ushort
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{
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None = 0,
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Physical = 1,
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Magic = 2,
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Heal = 3,
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Status = 4
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}
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//There's are two columns in gamecommand that are for action property and action element respectively and both have percentages next to them
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//the percentages are for what percent that property or element factors into the attack. Astral and Umbral are always 33% because they are both 3 elments combined
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//ActionProperty and ActionElement are slightly different. Property defines whta type of attack it is, and 11-13 are used for "sonic, breath, neutral". Neutral is always used for magic
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//For Element 11-13 are used for astral, umbral, and healing magic.
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//Right now we aren't actually using these but when things like resists get better defined we'll have to
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public enum ActionProperty : ushort
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{
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None = 0,
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Slashing = 1,
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Piercing = 2,
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Blunt = 3,
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Projectile = 4,
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Fire = 5,
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Ice = 6,
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Wind = 7,
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Earth = 8,
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Lightning = 9,
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Water = 10,
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//These I'm not sure about. Check gameCommand.csv
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Astral = 11,
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Umbral = 12,
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Heal = 13
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}
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/*
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public enum ActionProperty : ushort
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{
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None = 0,
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Slashing = 1,
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Piercing = 2,
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Blunt = 3,
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Projectile = 4,
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Fire = 5,
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Ice = 6,
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Wind = 7,
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Earth = 8,
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Lightning = 9,
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Water = 10,
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Sonic = 11,
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Breath = 12,
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Neutral = 13,
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Astral = 14,
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Umbral = 15
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}
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public enum ActionElement : ushort
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{
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None = 0,
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Slashing = 1,
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Piercing = 2,
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Blunt = 3,
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Projectile = 4,
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Fire = 5,
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Ice = 6,
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Wind = 7,
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Earth = 8,
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Lightning = 9,
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Water = 10,
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//These I'm not sure about. Check gameCommand.csv
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Astral = 11,
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Umbral = 12,
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Heal = 13
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}*/
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class CommandResult
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{
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public uint targetId;
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public ushort amount;
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public ushort amountMitigated; //Amount that got blocked/evaded or resisted
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public ushort enmity; //Seperate from amount for abilities that cause a different amount of enmity than damage
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public ushort worldMasterTextId;
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public uint effectId; //Impact effect, damage/heal/status numbers or name
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public byte param; //Which side the battle action is coming from
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public byte hitNum; //Which hit in a sequence of hits this is
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/// <summary>
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/// these fields are not actually part of the packet struct
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/// </summary>
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public uint animation;
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public CommandType commandType; //What type of command was used (ie weaponskill, ability, etc)
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public ActionProperty actionProperty; //Damage type of the action
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public ActionType actionType; //Type of this action (ie physical, magic, heal)
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public HitType hitType;
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//Rates, I'm not sure if these need to be stored like this but with the way some buffs work maybe they do?
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//Makes things like Blindside easy at least.
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public double parryRate = 0.0;
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public double blockRate = 0.0;
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public double resistRate = 0.0;
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public double hitRate = 0.0;
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public double critRate = 0.0;
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public CommandResult(uint targetId, ushort worldMasterTextId, uint effectId, ushort amount = 0, byte param = 0, byte hitNum = 1)
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{
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this.targetId = targetId;
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this.worldMasterTextId = worldMasterTextId;
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this.effectId = effectId;
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this.amount = amount;
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this.param = param;
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this.hitNum = hitNum;
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this.hitType = HitType.Hit;
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this.enmity = amount;
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this.commandType = (byte) CommandType.None;
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}
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public CommandResult(uint targetId, BattleCommand command, byte param = 0, byte hitNum = 1)
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{
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this.targetId = targetId;
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this.worldMasterTextId = command.worldMasterTextId;
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this.param = param;
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this.hitNum = hitNum;
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this.commandType = command.commandType;
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this.actionProperty = command.actionProperty;
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this.actionType = command.actionType;
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}
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//Order of what (probably) happens when a skill is used:
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//Buffs that alter things like recast times or that only happen once per skill usage like Power Surge are activated
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//Script calculates damage and handles any special requirements
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//Rates are calculated
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//Buffs that impact indiviudal hits like Blindside or Blood for Blood are activated
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//The final hit type is determined
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//Stoneskin takes damage
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//Final damage amount is calculated using the hit type and defender's stats
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//Buffs that activate or respond to damage like Rampage. Stoneskin gets removed AFTER damage if it falls off.
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//Additional effects that are a part of the skill itself or weapon in case of auto attacks take place like status effects
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//Certain buffs that alter the whole skill fall off (Resonance, Excruciate)
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public void DoAction(Character caster, Character target, BattleCommand skill, CommandResultContainer results)
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{
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//First calculate rates for hit/block/etc
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CalcRates(caster, target, skill);
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//Next, modify those rates based on preaction buffs
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//Still not sure how we shouldh andle these
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PreAction(caster, target, skill, results);
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BattleUtils.DoAction(caster, target, skill, this, results);
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}
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//Calculate the chance of hitting/critting/etc
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public void CalcRates(Character caster, Character target, BattleCommand skill)
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{
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hitRate = BattleUtils.GetHitRate(caster, target, skill, this);
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critRate = BattleUtils.GetCritRate(caster, target, skill, this);
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blockRate = BattleUtils.GetBlockRate(caster, target, skill, this);
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parryRate = BattleUtils.GetParryRate(caster, target, skill, this);
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resistRate = BattleUtils.GetResistRate(caster, target, skill, this);
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}
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//These are buffs that activate before the action hits. Usually they change things like hit or crit rates or damage
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public void PreAction(Character caster, Character target, BattleCommand skill, CommandResultContainer results)
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{
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target.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionTarget, "onPreAction", caster, target, skill, this, results);
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caster.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionCaster, "onPreAction", caster, target, skill, this, results);
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}
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//Try and apply a status effect
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public void TryStatus(Character caster, Character target, BattleCommand skill, CommandResultContainer results, bool isAdditional = true)
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{
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BattleUtils.TryStatus(caster, target, skill, this, results, isAdditional);
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}
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public ushort GetHitType()
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{
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return (ushort)hitType;
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}
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public void SetTextId(ushort id)
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{
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worldMasterTextId = id;
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}
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//Whether this action didn't miss, and wasn't evaded or resisted
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public bool ActionLanded()
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{
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return hitType > HitType.Evade && hitType != HitType.SingleResist && hitType != HitType.DoubleResist && hitType != HitType.FullResist;
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}
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}
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}
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Reference in a new issue