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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-07-25 20:08:20 +02:00
Removed more dapper code and unsupported syntax.
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parent
5bb3cc3b4e
commit
bec0cae0eb
3 changed files with 244 additions and 86 deletions
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@ -200,7 +200,7 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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if (!effect.GetHidden())
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{
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propPacketUtil.AddProperty($"charaWork.statusShownTime[{i}]");
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propPacketUtil.AddProperty(String.Format("charaWork.statusShownTime[{0}]", i));
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propPacketUtil.AddProperty(String.Format("charaWork.statusShownTime[{0}]", i));
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i++;
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}
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@ -287,7 +287,8 @@ namespace FFXIVClassic_Map_Server.Actors
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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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if (aiContainer != null && aiContainer.pathFind != null)
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aiContainer.pathFind.PreparePath(x, y, z, stepSize, maxPath, polyRadius);
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}
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public void FollowTarget(Actor target, float stepSize = 1.2f, int maxPath = 25, float radius = 0.0f)
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@ -759,7 +760,7 @@ namespace FFXIVClassic_Map_Server.Actors
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foreach (BattleAction action in actions)
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{
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if (zone.FindActorInArea<Character>(action.targetId) is Character chara)
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if (zone.FindActorInArea<Character>(action.targetId) is Character)
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{
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//BattleUtils.HandleHitType(this, chara, action);
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//BattleUtils.DoAction(this, chara, action, DamageTakenType.Magic);
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@ -775,7 +776,7 @@ namespace FFXIVClassic_Map_Server.Actors
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foreach (BattleAction action in actions)
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{
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//Should we just store the character insteado f having to find it again?
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if (zone.FindActorInArea<Character>(action.targetId) is Character chara)
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if (zone.FindActorInArea<Character>(action.targetId) is Character)
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{
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//BattleUtils.DoAction(this, chara, action, DamageTakenType.Weaponskill);
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}
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@ -788,7 +789,7 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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foreach (var action in actions)
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{
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if (zone.FindActorInArea<Character>(action.targetId) is Character chara)
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if (zone.FindActorInArea<Character>(action.targetId) is Character)
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{
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//BattleUtils.DoAction(this, chara, action, DamageTakenType.Ability);
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}
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@ -947,12 +948,12 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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shouldSend = true;
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charaWork.battleTemp.timingCommandFlag[i] = false;
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propPacketUtil.AddProperty($"charaWork.battleTemp.timingCommandFlag[{i}]");
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propPacketUtil.AddProperty(String.Format("charaWork.battleTemp.timingCommandFlag[{0}]", i));
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}
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}
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if (shouldSend && this is Player player)
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player.QueuePackets(propPacketUtil.Done());
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if (shouldSend && this is Player)
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((Player)this).QueuePackets(propPacketUtil.Done());
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}
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//Set given proc to true and send packet if this is a player
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@ -976,11 +977,11 @@ namespace FFXIVClassic_Map_Server.Actors
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statusEffects.RemoveStatusEffect(statusEffects.GetStatusEffectById((uint)effectId));
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}
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if (this is Player player)
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if (this is Player)
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{
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var propPacketUtil = new ActorPropertyPacketUtil("charaWork/timingCommand", this);
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propPacketUtil.AddProperty($"charaWork.battleTemp.timingCommandFlag[{procId}]");
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player.QueuePackets(propPacketUtil.Done());
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propPacketUtil.AddProperty(String.Format("charaWork.battleTemp.timingCommandFlag[{0}]", procId));
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((Player)this).QueuePackets(propPacketUtil.Done());
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}
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}
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@ -1106,12 +1107,14 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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//Now that we know if we hit the target we can check if the combo continues
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if (this is Player player)
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if (this is Player)
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{
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if (command.isCombo && hitTarget)
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player.SetCombos(command.comboNextCommandId);
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((Player)this).SetCombos(command.comboNextCommandId);
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else
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player.SetCombos();
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((Player)this).SetCombos();
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}
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BattleAction error = new BattleAction(actorId, 0, 0);
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DelMP(command.CalculateMpCost(this));
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DelTP(command.CalculateTpCost(this));
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