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Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
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1823 changed files with 102704 additions and 901 deletions
213
Map Server/Actors/Chara/Ai/State/MagicState.cs
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213
Map Server/Actors/Chara/Ai/State/MagicState.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 System.Collections.Generic;
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using Meteor.Common;
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using Meteor.Map.Actors;
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using Meteor.Map.packets.send.actor.battle;
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namespace Meteor.Map.actors.chara.ai.state
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{
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class MagicState : State
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{
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private BattleCommand spell;
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private Vector3 startPos;
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public MagicState(Character owner, Character target, ushort spellId) :
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base(owner, target)
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{
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this.startPos = owner.GetPosAsVector3();
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this.startTime = DateTime.Now;
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this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
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var returnCode = spell.CallLuaFunction(owner, "onMagicPrepare", owner, target, spell);
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//modify skill based on status effects
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//Do this here to allow buffs like Resonance to increase range before checking CanCast()
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owner.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnCastStart, "onMagicCast", owner, spell);
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this.target = (spell.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target;
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errorResult = new CommandResult(owner.actorId, 32553, 0);
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if (returnCode == 0 && owner.CanUse(this.target, spell, errorResult))
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{
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OnStart();
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}
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else
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{
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interrupt = true;
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}
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}
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public override void OnStart()
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{
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var returnCode = spell.CallLuaFunction(owner, "onMagicStart", owner, target, spell);
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if (returnCode != 0)
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{
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interrupt = true;
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errorResult = new CommandResult(target.actorId, (ushort)(returnCode == -1 ? 32553 : returnCode), 0, 0, 0, 1);
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}
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else
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{
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// todo: check within attack range
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float[] baseCastDuration = { 1.0f, 0.25f };
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//There are no positional spells, so just check onCombo, need to check first because certain spells change aoe type/accuracy
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//If owner is a player and the spell being used is part of the current combo
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if (owner is Player && ((Player)owner).GetClass() == spell.job)
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{
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Player p = (Player)owner;
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if (spell.comboStep == 1 || ((p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
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{
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spell.CallLuaFunction(owner, "onCombo", owner, target, spell);
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spell.isCombo = true;
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}
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}
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//Check combo stuff here because combos can impact spell cast times
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float spellSpeed = spell.castTimeMs;
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if (!spell.IsInstantCast())
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{
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// command casting duration
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if (owner is Player)
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{
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// todo: modify spellSpeed based on modifiers and stuff
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((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(spellSpeed)));
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}
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owner.GetSubState().chantId = 0xf0;
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owner.SubstateModified();
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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)
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}
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}
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}
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public override bool Update(DateTime tick)
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{
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if (spell != null)
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{
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TryInterrupt();
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if (interrupt)
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{
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OnInterrupt();
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return true;
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}
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// todo: check weapon delay/haste etc and use that
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var actualCastTime = spell.castTimeMs;
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if ((tick - startTime).TotalMilliseconds >= spell.castTimeMs)
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{
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OnComplete();
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return true;
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}
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return false;
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}
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return true;
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}
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public override void OnInterrupt()
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{
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// todo: send paralyzed/sleep message etc.
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if (errorResult != null)
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{
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owner.GetSubState().chantId = 0x0;
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owner.SubstateModified();
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owner.DoBattleAction(spell.id, errorResult.animation, errorResult);
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errorResult = null;
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}
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}
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public override void OnComplete()
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{
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//How do combos/hitdirs work for aoe abilities or does that not matter for aoe?
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HitDirection hitDir = owner.GetHitDirection(target);
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bool hitTarget = false;
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spell.targetFind.FindWithinArea(target, spell.validTarget, spell.aoeTarget);
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isCompleted = true;
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var targets = spell.targetFind.GetTargets();
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owner.DoBattleCommand(spell, "magic");
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}
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public override void TryInterrupt()
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{
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if (interrupt)
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return;
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell))
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{
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// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell);
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uint effectId = 0;
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if (list.Count > 0)
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{
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// todo: actually check proc rate/random chance of whatever effect
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effectId = list[0].GetStatusEffectId();
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}
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interrupt = true;
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return;
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}
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if (HasMoved())
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{
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errorResult = new CommandResult(owner.actorId, 30211, 0);
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errorResult.animation = 0x7F000002;
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interrupt = true;
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return;
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}
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interrupt = !CanCast();
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}
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private bool CanCast()
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{
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return owner.CanUse(target, spell);
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}
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private bool HasMoved()
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{
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return (owner.GetPosAsVector3() != startPos);
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}
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public override void Cleanup()
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{
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owner.GetSubState().chantId = 0x0;
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owner.SubstateModified();
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if (owner is Player)
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{
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((Player)owner).SendEndCastbar();
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}
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owner.aiContainer.UpdateLastActionTime(spell.animationDurationSeconds);
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}
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public BattleCommand GetSpell()
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{
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return spell;
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}
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}
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}
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