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https://bitbucket.org/Ioncannon/project-meteor-server.git
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renamed ability to battlecommand
- moved spells to scripts/commands/ - added aoe range field to battle_commands.sql - changed AttackState to use character's onAttack
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6f5a480cbd
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23 changed files with 658 additions and 335 deletions
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@ -11,6 +11,7 @@ using System.Collections.Generic;
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using FFXIVClassic_Map_Server.actors.chara;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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using FFXIVClassic_Map_Server.packets.send;
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using FFXIVClassic_Map_Server.actors.chara.ai.state;
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namespace FFXIVClassic_Map_Server.Actors
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{
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@ -177,6 +178,7 @@ namespace FFXIVClassic_Map_Server.Actors
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zone.BroadcastPacketAroundActor(this, PlayAnimationOnActorPacket.BuildPacket(actorId, animId));
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}
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#region ai stuff
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public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40, float polyRadius = 0.0f)
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{
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aiContainer?.pathFind?.PreparePath(x, y, z, stepSize, maxPath, polyRadius);
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@ -265,17 +267,17 @@ namespace FFXIVClassic_Map_Server.Actors
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return true;
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}
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public virtual bool CanCast(Character target, Ability spell, ref SubPacket errorPacket)
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public virtual bool CanCast(Character target, BattleCommand spell, ref SubPacket errorPacket)
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{
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return false;
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}
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public virtual bool CanWeaponSkill(Character target, Ability skill, ref SubPacket errorPacket)
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public virtual bool CanWeaponSkill(Character target, BattleCommand skill, ref SubPacket errorPacket)
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{
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return false;
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}
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public virtual bool CanUseAbility(Character target, Ability ability, ref SubPacket errorPacket)
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public virtual bool CanUseAbility(Character target, BattleCommand ability, ref SubPacket errorPacket)
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{
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return false;
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}
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@ -470,6 +472,27 @@ namespace FFXIVClassic_Map_Server.Actors
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// todo: for battlenpc/player calculate speed
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return moveSpeeds[2] + GetMod((uint)Modifier.Speed);
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}
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public virtual void OnAttack(State state, BattleAction action)
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{
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}
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public virtual void OnCast(State state, BattleAction action)
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{
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}
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public virtual void OnWeaponSkill(State state, BattleAction action)
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{
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}
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public virtual void OnAbility(State state, BattleAction action)
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{
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}
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#endregion
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}
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}
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