mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-08-23 01:20:58 +02:00
Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
This commit is contained in:
parent
18ef69f3d1
commit
91549bff7a
1823 changed files with 102704 additions and 901 deletions
199
Map Server/Actors/Chara/Ai/State/WeaponSkillState.cs
Normal file
199
Map Server/Actors/Chara/Ai/State/WeaponSkillState.cs
Normal file
|
@ -0,0 +1,199 @@
|
|||
/*
|
||||
===========================================================================
|
||||
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 Meteor.Common;
|
||||
using Meteor.Map.Actors;
|
||||
using Meteor.Map.packets.send.actor.battle;
|
||||
|
||||
namespace Meteor.Map.actors.chara.ai.state
|
||||
{
|
||||
class WeaponSkillState : State
|
||||
{
|
||||
|
||||
private BattleCommand skill;
|
||||
private HitDirection hitDirection;
|
||||
public WeaponSkillState(Character owner, Character target, ushort skillId) :
|
||||
base(owner, target)
|
||||
{
|
||||
this.startTime = DateTime.Now;
|
||||
this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
|
||||
|
||||
var returnCode = skill.CallLuaFunction(owner, "onSkillPrepare", owner, target, skill);
|
||||
|
||||
this.target = (skill.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target;
|
||||
|
||||
errorResult = new CommandResult(owner.actorId, 32553, 0);
|
||||
if (returnCode == 0 && owner.CanUse(this.target, skill, errorResult))
|
||||
{
|
||||
OnStart();
|
||||
}
|
||||
else
|
||||
{
|
||||
errorResult = null;
|
||||
interrupt = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnStart()
|
||||
{
|
||||
var returnCode = skill.CallLuaFunction(owner, "onSkillStart", owner, target, skill);
|
||||
|
||||
if (returnCode != 0)
|
||||
{
|
||||
interrupt = true;
|
||||
errorResult = new CommandResult(owner.actorId, (ushort)(returnCode == -1 ? 32558 : returnCode), 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
hitDirection = owner.GetHitDirection(target);
|
||||
|
||||
//Do positionals and combo effects first because these can influence accuracy and amount of targets/numhits, which influence the rest of the steps
|
||||
//If there is no positon required or if the position bonus should be activated
|
||||
if ((skill.positionBonus & utils.BattleUtils.ConvertHitDirToPosition(hitDirection)) == skill.positionBonus)
|
||||
{
|
||||
//If there is a position bonus
|
||||
if (skill.positionBonus != BattleCommandPositionBonus.None)
|
||||
skill.CallLuaFunction(owner, "weaponskill", "onPositional", owner, target, skill);
|
||||
|
||||
//Combo stuff
|
||||
if (owner is Player)
|
||||
{
|
||||
Player p = (Player)owner;
|
||||
//If skill is part of owner's class/job, it can be used in a combo
|
||||
if (skill.job == p.GetClass() || skill.job == p.GetCurrentClassOrJob())
|
||||
{
|
||||
//If owner is a player and the skill being used is part of the current combo
|
||||
if (p.playerWork.comboNextCommandId[0] == skill.id || p.playerWork.comboNextCommandId[1] == skill.id)
|
||||
{
|
||||
skill.CallLuaFunction(owner, "onCombo", owner, target, skill);
|
||||
skill.isCombo = true;
|
||||
}
|
||||
//or if this just the start of a combo
|
||||
else if (skill.comboStep == 1)
|
||||
skill.isCombo = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!skill.IsInstantCast())
|
||||
{
|
||||
float castTime = skill.castTimeMs;
|
||||
|
||||
// command casting duration
|
||||
if (owner is Player)
|
||||
{
|
||||
// todo: modify spellSpeed based on modifiers and stuff
|
||||
((Player)owner).SendStartCastbar(skill.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(castTime)));
|
||||
}
|
||||
owner.GetSubState().chantId = 0xf0;
|
||||
owner.SubstateModified();
|
||||
//You ready [skill] (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
|
||||
owner.DoBattleAction(skill.id, (uint)0x6F000000 | skill.castType, new CommandResult(target.actorId, 30126, 1, 0, 1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Update(DateTime tick)
|
||||
{
|
||||
if (skill != null)
|
||||
{
|
||||
TryInterrupt();
|
||||
|
||||
if (interrupt)
|
||||
{
|
||||
OnInterrupt();
|
||||
return true;
|
||||
}
|
||||
|
||||
// todo: check weapon delay/haste etc and use that
|
||||
var actualCastTime = skill.castTimeMs;
|
||||
|
||||
if ((tick - startTime).TotalMilliseconds >= skill.castTimeMs)
|
||||
{
|
||||
OnComplete();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void OnInterrupt()
|
||||
{
|
||||
// todo: send paralyzed/sleep message etc.
|
||||
if (errorResult != null)
|
||||
{
|
||||
owner.DoBattleAction(skill.id, errorResult.animation, errorResult);
|
||||
errorResult = null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnComplete()
|
||||
{
|
||||
owner.LookAt(target);
|
||||
skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
|
||||
isCompleted = true;
|
||||
|
||||
owner.DoBattleCommand(skill, "weaponskill");
|
||||
owner.statusEffects.RemoveStatusEffectsByFlags((uint) StatusEffectFlags.LoseOnAttacking);
|
||||
|
||||
lua.LuaEngine.GetInstance().OnSignal("weaponskillUsed");
|
||||
}
|
||||
|
||||
public override void TryInterrupt()
|
||||
{
|
||||
if (interrupt)
|
||||
return;
|
||||
|
||||
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill))
|
||||
{
|
||||
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
|
||||
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill);
|
||||
uint effectId = 0;
|
||||
if (list.Count > 0)
|
||||
{
|
||||
// todo: actually check proc rate/random chance of whatever effect
|
||||
effectId = list[0].GetStatusEffectId();
|
||||
}
|
||||
interrupt = true;
|
||||
return;
|
||||
}
|
||||
|
||||
interrupt = !CanUse();
|
||||
}
|
||||
|
||||
private bool CanUse()
|
||||
{
|
||||
return owner.CanUse(target, skill);
|
||||
}
|
||||
|
||||
public BattleCommand GetWeaponSkill()
|
||||
{
|
||||
return skill;
|
||||
}
|
||||
|
||||
public override void Cleanup()
|
||||
{
|
||||
owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue