mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-07-24 11:28:22 +02:00
fixed auto attack messing up cast anim
- fixed auto attack anim for mobs (<3 u ion) - added hotbar timer updates (<3 u azia) - fixed actor block bug - cleaned up substate retardation - fixed some targetfind issues - added despawn state - added messages for in progress commands - added fields for aoe target, range, battleAnimation to server_battle_commands table
This commit is contained in:
parent
4c7928da78
commit
c5cc7c2f00
24 changed files with 550 additions and 330 deletions
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@ -2154,8 +2154,8 @@ namespace FFXIVClassic_Map_Server
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{
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conn.Open();
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var query = ("SELECT `id`, name, classJob, lvl, requirements, validTarget, aoeType, numHits, positionBonus, procRequirement, `range`, buffDuration, debuffDuration, " +
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"castType, castTime, recastTime, mpCost, tpCost, animationType, effectAnimation, modelAnimation, animationDuration, aoeRange FROM server_battle_commands;");
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var query = ("SELECT `id`, name, classJob, lvl, requirements, validTarget, aoeType, aoeRange, aoeTarget, numHits, positionBonus, procRequirement, `range`, buffDuration, debuffDuration, " +
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"castType, castTime, recastTime, mpCost, tpCost, animationType, effectAnimation, modelAnimation, animationDuration, battleAnimation FROM server_battle_commands;");
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MySqlCommand cmd = new MySqlCommand(query, conn);
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@ -2188,7 +2188,9 @@ namespace FFXIVClassic_Map_Server
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battleCommand.modelAnimation = reader.GetUInt16("modelAnimation");
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battleCommand.animationDurationSeconds = reader.GetUInt16("animationDuration");
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battleCommand.aoeRange = reader.GetInt32("aoeRange");
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battleCommand.battleAnimation = (uint)((battleCommand.animationType << 24) | (battleCommand.modelAnimation << 12) | (battleCommand.effectAnimation));
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battleCommand.aoeTarget = (TargetFindAOETarget)reader.GetByte("aoeTarget");
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battleCommand.battleAnimation = reader.GetUInt32("battleAnimation");
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battleCommands.Add(id, battleCommand);
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}
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@ -96,6 +96,7 @@
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<Compile Include="actors\chara\ai\BattleCommand.cs" />
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<Compile Include="actors\chara\ai\state\AttackState.cs" />
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<Compile Include="actors\chara\ai\state\DeathState.cs" />
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<Compile Include="actors\chara\ai\state\DespawnState.cs" />
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<Compile Include="actors\chara\ai\state\MagicState.cs" />
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<Compile Include="actors\chara\ai\state\State.cs" />
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<Compile Include="actors\chara\ai\state\WeaponSkillState.cs" />
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@ -154,6 +154,8 @@ namespace FFXIVClassic_Map_Server
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case 0x00CC:
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LockTargetPacket lockTarget = new LockTargetPacket(subpacket.data);
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session.GetActor().currentLockedTarget = lockTarget.actorID;
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session.GetActor().isAutoAttackEnabled = lockTarget.otherVal == 0x00000040;
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break;
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//Start Event
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case 0x012D:
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@ -365,10 +365,10 @@ namespace FFXIVClassic_Map_Server.Actors
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public void ChangeState(ushort newState)
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{
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if (newState != currentMainState)
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//if (newState != currentMainState)
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{
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currentMainState = newState;
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updateFlags |= ActorUpdateFlags.State;
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updateFlags |= (ActorUpdateFlags.State | ActorUpdateFlags.Position);
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}
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}
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@ -402,7 +402,7 @@ namespace FFXIVClassic_Map_Server.Actors
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if (positionUpdates != null && positionUpdates.Count > 0)
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{
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// push latest for player
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var pos = positionUpdates[currentSubState == SetActorStatePacket.SUB_STATE_PLAYER ? positionUpdates.Count - 1 : 0];
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var pos = positionUpdates[0];
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oldPositionX = positionX;
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oldPositionY = positionY;
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oldPositionZ = positionZ;
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@ -417,8 +417,8 @@ namespace FFXIVClassic_Map_Server.Actors
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//Program.Server.GetInstance().mLuaEngine.OnPath(actor, position, positionUpdates)
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positionUpdates.Remove(pos);
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packets.Add(CreatePositionUpdatePacket());
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}
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packets.Add(CreatePositionUpdatePacket());
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}
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if ((updateFlags & ActorUpdateFlags.Speed) != 0)
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@ -434,8 +434,6 @@ namespace FFXIVClassic_Map_Server.Actors
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if ((updateFlags & ActorUpdateFlags.State) != 0)
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{
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packets.Add(SetActorStatePacket.BuildPacket(actorId, currentMainState, currentSubState));
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if (this is Character)
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((Character)this).DoBattleAction(21001, 0x7C000062, new BattleAction(this.actorId, 0, 1, 0, 0, 1)); //Attack Mode
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}
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updateFlags = ActorUpdateFlags.None;
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@ -321,6 +321,11 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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}
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public T FindActorInArea<T>(uint id) where T : Actor
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{
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return FindActorInArea(id) as T;
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}
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public Actor FindActorInZoneByUniqueID(string uniqueId)
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{
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lock (mActorList)
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@ -67,6 +67,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public bool isStatic = false;
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public bool isMovingToSpawn = false;
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public bool isAutoAttackEnabled = true;
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public uint modelId;
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public uint[] appearanceIds = new uint[28];
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@ -98,6 +99,8 @@ namespace FFXIVClassic_Map_Server.Actors
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protected ushort hpBase, hpMaxBase, mpBase, mpMaxBase, tpBase;
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protected BattleTemp baseStats = new BattleTemp();
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public ushort currentJob;
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public ushort newMainState;
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public float spawnX, spawnY, spawnZ;
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public Character(uint actorID) : base(actorID)
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{
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@ -112,6 +115,10 @@ namespace FFXIVClassic_Map_Server.Actors
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// todo: base this on equip and shit
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SetMod((uint)Modifier.AttackRange, 3);
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SetMod((uint)Modifier.AttackDelay, (Program.Random.Next(30, 60) * 100));
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spawnX = positionX;
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spawnY = positionY;
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spawnZ = positionZ;
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}
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public SubPacket CreateAppearancePacket()
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@ -305,7 +312,13 @@ namespace FFXIVClassic_Map_Server.Actors
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if ((updateFlags & ActorUpdateFlags.State) != 0)
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{
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packets.Add(SetActorStatePacket.BuildPacket(actorId, currentMainState, currentSubState));
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packets.Add(BattleActionX00Packet.BuildPacket(actorId, 0x72000062, 0));
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packets.Add(BattleActionX01Packet.BuildPacket(actorId, 0x7C000062, 21001, new BattleAction(actorId, 0, 1)));
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// this is silly, but looks like state change goes full retard unless theyre sent in order
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updateFlags &= ~ActorUpdateFlags.State;
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//DoBattleAction(21001, 0x7C000062, new BattleAction(this.actorId, 0, 1, 0, 0, 1)); //Attack Mode
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}
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// todo: should probably add another flag for battleTemp since all this uses reflection
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@ -357,26 +370,37 @@ namespace FFXIVClassic_Map_Server.Actors
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return (uint)GetMod((uint)Modifier.AttackRange);
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}
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public bool Engage(uint targid = 0)
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public virtual bool Engage(uint targid = 0, ushort newMainState = 0xFFFF)
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{
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// todo: attack the things
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if (targid == 0)
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if (newMainState != 0xFFFF)
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{
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if (currentTarget != 0xC0000000)
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targid = currentTarget;
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else if (currentLockedTarget != 0xC0000000)
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targid = currentLockedTarget;
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this.newMainState = newMainState;
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}
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if (targid != 0)
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else if (aiContainer.CanChangeState())
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{
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aiContainer.Engage(Server.GetWorldManager().GetActorInWorld(targid) as Character);
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if (targid == 0)
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{
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if (currentTarget != 0xC0000000)
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targid = currentTarget;
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else if (currentLockedTarget != 0xC0000000)
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targid = currentLockedTarget;
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}
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//if (targid != 0)
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{
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aiContainer.Engage(zone.FindActorInArea<Character>(targid));
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}
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}
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return false;
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}
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public bool Disengage()
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public virtual bool Disengage(ushort newMainState = 0xFFFF)
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{
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if (aiContainer != null)
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if (newMainState != 0xFFFF)
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{
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this.newMainState = newMainState;
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}
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else
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{
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aiContainer.Disengage();
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return true;
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return false;
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}
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public void Cast(uint spellId, uint targetId = 0)
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public virtual void Cast(uint spellId, uint targetId = 0)
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{
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aiContainer.Cast(Server.GetWorldManager().GetActorInWorld(targetId == 0 ? currentTarget : targetId) as Character, spellId);
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if (aiContainer.CanChangeState())
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aiContainer.Cast(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), spellId);
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}
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public void Ability(uint abilityId, uint targetId = 0)
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public virtual void Ability(uint abilityId, uint targetId = 0)
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{
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aiContainer.Ability(Server.GetWorldManager().GetActorInWorld(targetId == 0 ? currentTarget : targetId) as Character, abilityId);
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if (aiContainer.CanChangeState())
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aiContainer.Ability(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), abilityId);
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}
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public void WeaponSkill(uint skillId)
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public virtual void WeaponSkill(uint skillId, uint targetId = 0)
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{
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aiContainer.WeaponSkill(Server.GetWorldManager().GetActorInWorld(currentTarget) as Character, skillId);
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if (aiContainer.CanChangeState())
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aiContainer.WeaponSkill(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), skillId);
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}
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public virtual void Spawn(DateTime tick)
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aiContainer.InternalDie(tick, 10);
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}
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protected virtual void Despawn(DateTime tick)
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public virtual void Despawn(DateTime tick)
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{
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}
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public bool IsDead()
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//var packet = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, target.actorId, (uint)0x19001000, (uint)0x8000604, (ushort)0x765D, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, (byte)0x1);
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}
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// todo: call onAttack/onDamageTaken
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target.DelHP(action.amount);
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}
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public virtual void OnCast(State state, BattleAction action, ref SubPacket errorPacket)
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public virtual void OnCast(State state, BattleAction[] actions, ref BattleAction[] errors)
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{
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var spell = ((MagicState)state).GetSpell();
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this.DelMP(spell.mpCost); // mpCost can be set in script e.g. if caster has something for free spells
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}
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public virtual void OnWeaponSkill(State state, BattleAction action, ref SubPacket errorPacket)
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public virtual void OnWeaponSkill(State state, BattleAction[] actions, ref BattleAction[] errors)
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{
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var skill = ((WeaponSkillState)state).GetWeaponSkill();
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this.DelTP(skill.tpCost);
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}
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public virtual void OnAbility(State state, BattleAction action, ref SubPacket errorPacket)
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public virtual void OnAbility(State state, BattleAction[] actions, ref BattleAction[] errors)
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{
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}
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@ -23,6 +23,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public readonly PathFind pathFind;
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private TargetFind targetFind;
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private ActionQueue actionQueue;
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private DateTime lastActionTime;
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public AIContainer(Character actor, Controller controller, PathFind pathFind, TargetFind targetFind)
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{
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actionQueue = new ActionQueue(owner);
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}
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public void UpdateLastActionTime()
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{
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lastActionTime = DateTime.Now;
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}
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public DateTime GetLastActionTime()
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{
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return lastActionTime;
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}
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public void Update(DateTime tick)
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{
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prevUpdate = latestUpdate;
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public bool IsEngaged()
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{
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// todo: check this is legit
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return owner.currentMainState == SetActorStatePacket.MAIN_STATE_ACTIVE && owner.target != null;
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return owner.currentMainState == SetActorStatePacket.MAIN_STATE_ACTIVE;
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}
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public bool IsDead()
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{
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return owner.currentMainState == SetActorStatePacket.MAIN_STATE_DEAD ||
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owner.currentMainState == SetActorStatePacket.MAIN_STATE_DEAD2;
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owner.currentMainState == SetActorStatePacket.MAIN_STATE_DEAD2 || owner.GetHP() == 0;
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}
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public bool IsRoaming()
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@ -253,10 +264,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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// todo: use invalid target id
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// todo: this is retarded, call entity's changetarget function
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owner.target = target;
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owner.currentLockedTarget = target != null ? target.actorId : 0xC0000000;
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owner.currentTarget = target != null ? target.actorId : 0xC0000000;
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if (IsEngaged() || target == null)
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{
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@ -293,8 +300,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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GetTargetFind()?.Reset();
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owner.updateFlags |= ActorUpdateFlags.HpTpMp;
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ChangeTarget(null);
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
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ClearStates();
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}
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@ -53,6 +53,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public BattleCommandRequirements requirements;
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public ValidTarget validTarget;
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public TargetFindAOEType aoeType;
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public TargetFindAOETarget aoeTarget;
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public byte numHits;
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public BattleCommandPositionBonus positionBonus;
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public BattleCommandProcRequirement procRequirement;
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if (aoeType == TargetFindAOEType.Box)
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{
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// todo: read box width from sql
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targetFind.SetAOEBox(validTarget, range, aoeRange);
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targetFind.SetAOEBox(validTarget, aoeTarget, range, aoeRange);
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}
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else
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{
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targetFind.SetAOEType(validTarget, aoeType, range, aoeRange);
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targetFind.SetAOEType(validTarget, aoeType, aoeTarget, range, aoeRange);
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}
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@ -183,8 +184,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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if ((validTarget & ValidTarget.Enemy) != 0)
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{
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if (target == user || target != null &&
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target.currentSubState != (user.currentSubState == SetActorStatePacket.SUB_STATE_MONSTER ?
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SetActorStatePacket.SUB_STATE_PLAYER : SetActorStatePacket.SUB_STATE_MONSTER))
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user.allegiance == target.allegiance)
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{
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if (user is Player)
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((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32519, 0x20, (uint)id);
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@ -194,14 +194,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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if ((validTarget & (ValidTarget.PartyMember | ValidTarget.Player | ValidTarget.Ally)) != 0)
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{
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if (target == null || target.currentSubState != user.currentSubState )
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if (target == null || target.allegiance != user.allegiance)
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{
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if (user is Player)
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((Player)user).SendGameMessage(Server.GetWorldManager().GetActor(), 32516, 0x20, (uint)id);
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return false;
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}
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}
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return targetFind.CanTarget(target, true, true);
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return targetFind.CanTarget(target, true, true, true);
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}
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public ushort CalculateCost(uint level)
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|
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@ -195,13 +195,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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float baseSpeed = owner.GetSpeed();
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// todo: get actual speed crap
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if (owner.currentSubState != SetActorStatePacket.SUB_STATE_NONE)
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if (!(owner is Player))
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{
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if (owner.currentSubState == SetActorStatePacket.SUB_STATE_MONSTER)
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if (owner is BattleNpc)
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{
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//owner.ChangeSpeed(0.0f, SetActorSpeedPacket.DEFAULT_WALK - 2.0f, SetActorSpeedPacket.DEFAULT_RUN - 2.0f, SetActorSpeedPacket.DEFAULT_ACTIVE - 2.0f);
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}
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// baseSpeed += ConfigConstants.SPEED_MOD;
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// baseSpeed += ConfigConstants.NPC_SPEED_MOD;
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}
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return baseSpeed;
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}
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@ -7,6 +7,7 @@ using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.actors.chara.ai;
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using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
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using FFXIVClassic_Map_Server.actors.group;
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using FFXIVClassic_Map_Server.packets.send.actor;
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// port of dsp's ai code https://github.com/DarkstarProject/darkstar/blob/master/src/map/ai/
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@ -48,9 +49,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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enum TargetFindAOEType : byte
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{
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None,
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/// <summary> Really a cylinder, uses extents parameter in SetAOEType </summary>
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/// <summary> Really a cylinder, uses maxDistance parameter in SetAOEType </summary>
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Circle,
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/// <summary> Create a cone with angle in radians </summary>
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/// <summary> Create a cone with param in radians </summary>
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Cone,
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/// <summary> Box using self/target coords and </summary>
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Box
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@ -69,14 +70,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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class TargetFind
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{
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private Character owner;
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private Character target;
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private Character masterTarget; // if target is a pet, this is the owner
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private TargetFindCharacterType findType;
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private ValidTarget validTarget;
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private TargetFindAOETarget aoeTarget;
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private TargetFindAOEType aoeType;
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private Vector3 targetPosition;
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private float extents;
|
||||
private float angle;
|
||||
private float maxDistance;
|
||||
private float param;
|
||||
private List<Character> targets;
|
||||
|
||||
public TargetFind(Character owner)
|
||||
|
@ -87,13 +88,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
|
||||
public void Reset()
|
||||
{
|
||||
this.target = null;
|
||||
this.findType = TargetFindCharacterType.None;
|
||||
this.validTarget = ValidTarget.Enemy;
|
||||
this.aoeType = TargetFindAOEType.None;
|
||||
this.aoeTarget = TargetFindAOETarget.Target;
|
||||
this.targetPosition = null;
|
||||
this.extents = 0.0f;
|
||||
this.angle = 0.0f;
|
||||
this.maxDistance = 0.0f;
|
||||
this.param = 0.0f;
|
||||
this.targets = new List<Character>();
|
||||
}
|
||||
|
||||
|
@ -110,28 +111,29 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
/// <summary>
|
||||
/// Call this before <see cref="FindWithinArea"/> <para/>
|
||||
/// </summary>
|
||||
/// <param name="extents">
|
||||
/// <param name="maxDistance">
|
||||
/// <see cref="TargetFindAOEType.Circle"/> - radius of circle <para/>
|
||||
/// <see cref="TargetFindAOEType.Cone"/> - height of cone <para/>
|
||||
/// <see cref="TargetFindAOEType.Box"/> - width of box / 2 (todo: set box length not just between user and target)
|
||||
/// </param>
|
||||
/// <param name="angle"> Angle in radians of cone </param>
|
||||
public void SetAOEType(ValidTarget validTarget, TargetFindAOEType aoeType, float extents = -1.0f, float angle = -1.0f)
|
||||
/// <param name="param"> param in degrees of cone (todo: probably use radians and forget converting at runtime) </param>
|
||||
public void SetAOEType(ValidTarget validTarget, TargetFindAOEType aoeType, TargetFindAOETarget aoeTarget, float maxDistance = -1.0f, float param = -1.0f)
|
||||
{
|
||||
this.validTarget = validTarget;
|
||||
this.aoeType = aoeType;
|
||||
this.extents = extents != -1.0f ? extents : 0.0f;
|
||||
this.angle = angle != -1.0f ? angle : 0.0f;
|
||||
this.maxDistance = maxDistance != -1.0f ? maxDistance : 0.0f;
|
||||
this.param = param != -1.0f ? param : 0.0f;
|
||||
}
|
||||
|
||||
public void SetAOEBox(ValidTarget validTarget, float length, float width)
|
||||
public void SetAOEBox(ValidTarget validTarget, TargetFindAOETarget aoeTarget, float length, float width)
|
||||
{
|
||||
this.validTarget = validTarget;
|
||||
this.aoeType = TargetFindAOEType.Box;
|
||||
this.aoeTarget = aoeTarget;
|
||||
float x = owner.positionX - (float)Math.Cos(owner.rotation + (float)(Math.PI / 2)) * (length);
|
||||
float z = owner.positionZ + (float)Math.Sin(owner.rotation + (float)(Math.PI / 2)) * (length);
|
||||
this.targetPosition = new Vector3(x, owner.positionY, z);
|
||||
this.extents = width;
|
||||
this.maxDistance = width;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -140,7 +142,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
public void FindTarget(Character target, ValidTarget flags)
|
||||
{
|
||||
validTarget = flags;
|
||||
this.target = null;
|
||||
// todo: maybe this should only be set if successfully added?
|
||||
this.targetPosition = target.GetPosAsVector3();
|
||||
AddTarget(target, false);
|
||||
|
@ -150,21 +151,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
/// <para> Call SetAOEType before calling this </para>
|
||||
/// Find targets within area set by <see cref="SetAOEType"/>
|
||||
/// </summary>
|
||||
public void FindWithinArea(Character target, ValidTarget flags)
|
||||
public void FindWithinArea(Character target, ValidTarget flags, TargetFindAOETarget aoeTarget)
|
||||
{
|
||||
validTarget = flags;
|
||||
// todo: maybe we should keep a snapshot which is only updated on each tick for consistency
|
||||
// are we creating aoe circles around target or self
|
||||
if ((aoeType & TargetFindAOEType.Circle) != 0 && validTarget != ValidTarget.Self)
|
||||
if (aoeTarget == TargetFindAOETarget.Self)
|
||||
this.targetPosition = owner.GetPosAsVector3();
|
||||
else
|
||||
this.targetPosition = target.GetPosAsVector3();
|
||||
|
||||
masterTarget = TryGetMasterTarget(target) ?? target;
|
||||
|
||||
// todo: should i set this yet or wait til checked if valid target
|
||||
this.target = target;
|
||||
|
||||
// todo: this is stupid
|
||||
bool withPet = (flags & ValidTarget.Ally) != 0 || masterTarget.allegiance != owner.allegiance;
|
||||
|
||||
|
@ -180,7 +178,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
// todo: handle player parties
|
||||
if (masterTarget.currentParty != null)
|
||||
{
|
||||
if ((validTarget & ValidTarget.Ally) != 0)
|
||||
if ((validTarget & (ValidTarget.Ally | ValidTarget.PartyMember)) != 0)
|
||||
AddAllInAlliance(masterTarget, withPet);
|
||||
else
|
||||
AddAllInParty(masterTarget, withPet);
|
||||
|
@ -229,19 +227,24 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
|
||||
/// <summary>
|
||||
/// Find targets within a box using owner's coordinates and target's coordinates as length
|
||||
/// with corners being `extents` yalms to either side of self and target
|
||||
/// with corners being `maxDistance` yalms to either side of self and target
|
||||
/// </summary>
|
||||
private bool IsWithinBox(Character target, bool withPet)
|
||||
{
|
||||
if (aoeTarget == TargetFindAOETarget.Self)
|
||||
targetPosition = owner.GetPosAsVector3();
|
||||
else
|
||||
targetPosition = target.GetPosAsVector3();
|
||||
|
||||
var myPos = owner.GetPosAsVector3();
|
||||
var angle = Vector3.GetAngle(myPos, targetPosition);
|
||||
|
||||
// todo: actually check this works..
|
||||
var myCorner = myPos.NewHorizontalVector(angle, extents);
|
||||
var myCorner2 = myPos.NewHorizontalVector(angle, -extents);
|
||||
var myCorner = myPos.NewHorizontalVector(angle, maxDistance);
|
||||
var myCorner2 = myPos.NewHorizontalVector(angle, -maxDistance);
|
||||
|
||||
var targetCorner = targetPosition.NewHorizontalVector(angle, extents);
|
||||
var targetCorner2 = targetPosition.NewHorizontalVector(angle, -extents);
|
||||
var targetCorner = targetPosition.NewHorizontalVector(angle, maxDistance);
|
||||
var targetCorner2 = targetPosition.NewHorizontalVector(angle, -maxDistance);
|
||||
|
||||
return target.GetPosAsVector3().IsWithinBox(targetCorner2, myCorner);
|
||||
}
|
||||
|
@ -249,7 +252,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
private bool IsWithinCone(Character target, bool withPet)
|
||||
{
|
||||
// todo: make this actual cone
|
||||
return owner.IsFacing(target, angle) && Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) < extents;
|
||||
return owner.IsFacing(target, param) && Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) < maxDistance;
|
||||
}
|
||||
|
||||
private void AddTarget(Character target, bool withPet)
|
||||
|
@ -264,25 +267,20 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
private void AddAllInParty(Character target, bool withPet)
|
||||
{
|
||||
// todo:
|
||||
/*
|
||||
* foreach (var actor in target.currentParty.GetMembers())
|
||||
* {
|
||||
* AddTarget(actor, withPet);
|
||||
* }
|
||||
*/
|
||||
AddTarget(target, withPet);
|
||||
var party = target.currentParty as Party;
|
||||
if (party != null)
|
||||
{
|
||||
foreach (var actorId in party.members)
|
||||
{
|
||||
AddTarget(owner.zone.FindActorInArea(actorId) as Character, withPet);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void AddAllInAlliance(Character target, bool withPet)
|
||||
{
|
||||
// todo:
|
||||
/*
|
||||
* foreach (var actor in target.currentParty.GetAllianceMembers())
|
||||
* {
|
||||
* AddTarget(actor, withPet);
|
||||
* }
|
||||
*/
|
||||
AddTarget(target, withPet);
|
||||
AddAllInParty(target, withPet);
|
||||
}
|
||||
|
||||
private void AddAllBattleNpcs(Character target, bool withPet)
|
||||
|
@ -321,7 +319,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
}
|
||||
}
|
||||
|
||||
public bool CanTarget(Character target, bool withPet = false, bool retarget = false)
|
||||
public bool CanTarget(Character target, bool withPet = false, bool retarget = false, bool ignoreAOE = false)
|
||||
{
|
||||
// already targeted, dont target again
|
||||
if (target == null || !retarget && targets.Contains(target))
|
||||
|
@ -331,21 +329,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
if ((validTarget & ValidTarget.Corpse) == 0 && target.IsDead())
|
||||
return false;
|
||||
|
||||
bool targetingPlayer = target.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER;
|
||||
|
||||
if ((validTarget & ValidTarget.Ally) != 0 && target.currentSubState != owner.currentSubState)
|
||||
if ((validTarget & ValidTarget.Ally) != 0 && target.allegiance != owner.allegiance)
|
||||
return false;
|
||||
|
||||
if ((validTarget & ValidTarget.Enemy) != 0 && target.currentSubState != (owner.currentSubState == SetActorStatePacket.SUB_STATE_MONSTER ?
|
||||
SetActorStatePacket.SUB_STATE_PLAYER : SetActorStatePacket.SUB_STATE_MONSTER))
|
||||
if ((validTarget & ValidTarget.Enemy) != 0 && target.allegiance == owner.allegiance)
|
||||
return false;
|
||||
|
||||
if ((validTarget & ValidTarget.NPC) != 0 && target.currentSubState != SetActorStatePacket.SUB_STATE_NONE)
|
||||
if ((validTarget & ValidTarget.NPC) != 0 && target.isStatic)
|
||||
return false;
|
||||
|
||||
// todo: why is player always zoning?
|
||||
// cant target if zoning
|
||||
if (targetingPlayer && ((Player)target).playerSession.isUpdatesLocked)
|
||||
if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
|
||||
{
|
||||
owner.aiContainer.ChangeTarget(null);
|
||||
return false;
|
||||
|
@ -354,25 +349,36 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
if (/*target.isZoning || owner.isZoning || */target.zone != owner.zone)
|
||||
return false;
|
||||
|
||||
if (validTarget == ValidTarget.Self && aoeType != TargetFindAOEType.None && owner != target)
|
||||
if (validTarget == ValidTarget.Self && aoeType == TargetFindAOEType.None && owner != target)
|
||||
return false;
|
||||
|
||||
// hit everything within zone or within aoe region
|
||||
if (extents == 255.0f || aoeType == TargetFindAOEType.Circle && target.GetPosAsVector3().IsWithinCircle(targetPosition ?? target.GetPosAsVector3(), extents))
|
||||
return true;
|
||||
// this is fuckin retarded, think of a better way l8r
|
||||
if (!ignoreAOE)
|
||||
{
|
||||
// hit everything within zone or within aoe region
|
||||
if (maxDistance == -1.0f || aoeType == TargetFindAOEType.Circle && !IsWithinCircle(target, maxDistance))
|
||||
return false;
|
||||
|
||||
if (aoeType == TargetFindAOEType.Cone && IsWithinCone(target, withPet))
|
||||
return true;
|
||||
if (aoeType == TargetFindAOEType.Cone && !IsWithinCone(target, withPet))
|
||||
return false;
|
||||
|
||||
if (aoeType == TargetFindAOEType.Box && IsWithinBox(target, withPet))
|
||||
return true;
|
||||
|
||||
if (aoeType == TargetFindAOEType.None && targets.Count != 0)
|
||||
return false;
|
||||
if (aoeType == TargetFindAOEType.Box && !IsWithinBox(target, withPet))
|
||||
return false;
|
||||
|
||||
if (aoeType == TargetFindAOEType.None && targets.Count != 0)
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IsWithinCircle(Character target, float maxDistance)
|
||||
{
|
||||
if (this.targetPosition == null)
|
||||
this.targetPosition = aoeTarget == TargetFindAOETarget.Self ? owner.GetPosAsVector3() : masterTarget.GetPosAsVector3();
|
||||
|
||||
return target.GetPosAsVector3().IsWithinCircle(targetPosition, param);
|
||||
}
|
||||
|
||||
private bool IsPlayer(Character target)
|
||||
{
|
||||
if (target is Player)
|
||||
|
@ -397,11 +403,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
private bool IsBattleNpcOwner(Character target)
|
||||
{
|
||||
// i know i copied this from dsp but what even
|
||||
if (owner.currentSubState != SetActorStatePacket.SUB_STATE_PLAYER || target.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
|
||||
if (!(owner is Player) || target is Player)
|
||||
return true;
|
||||
|
||||
// todo: check hate list
|
||||
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_MONSTER && ((BattleNpc)owner).hateContainer.GetMostHatedTarget() != target)
|
||||
if (owner is BattleNpc && ((BattleNpc)owner).hateContainer.GetMostHatedTarget() != target)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -410,7 +416,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
|
|||
|
||||
public Character GetValidTarget(Character target, ValidTarget findFlags)
|
||||
{
|
||||
if (target == null || target.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER && ((Player)target).playerSession.isUpdatesLocked)
|
||||
if (target == null || target is Player && ((Player)target).playerSession.isUpdatesLocked)
|
||||
return null;
|
||||
|
||||
if ((findFlags & ValidTarget.Ally) != 0)
|
||||
|
|
|
@ -23,6 +23,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
|
||||
private bool firstSpell = true;
|
||||
private DateTime lastRoamUpdate;
|
||||
private DateTime battleStartTime;
|
||||
|
||||
private new BattleNpc owner;
|
||||
public BattleNpcController(BattleNpc owner) :
|
||||
|
@ -65,6 +66,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
var canEngage = this.owner.aiContainer.InternalEngage(target);
|
||||
if (canEngage)
|
||||
{
|
||||
//owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
|
||||
|
||||
// reset casting
|
||||
firstSpell = true;
|
||||
// todo: find a better place to put this?
|
||||
|
@ -77,6 +80,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
// owner.ResetMoveSpeeds();
|
||||
owner.moveState = 2;
|
||||
lastActionTime = DateTime.Now;
|
||||
battleStartTime = lastActionTime;
|
||||
// todo: adjust cooldowns with modifiers
|
||||
}
|
||||
return canEngage;
|
||||
|
@ -100,7 +104,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
neutralTime = lastActionTime;
|
||||
owner.hateContainer.ClearHate();
|
||||
owner.moveState = 1;
|
||||
lua.LuaEngine.CallLuaBattleAction(owner, "onDisengage", owner, target);
|
||||
lua.LuaEngine.CallLuaBattleAction(owner, "onDisengage", owner, target, Utils.UnixTimeStampUTC(battleStartTime));
|
||||
}
|
||||
|
||||
public override void Cast(Character target, uint spellId)
|
||||
|
@ -199,6 +203,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
}
|
||||
|
||||
Move();
|
||||
lua.LuaEngine.CallLuaBattleAction(owner, "onCombatTick", owner, owner.target, Utils.UnixTimeStampUTC());
|
||||
}
|
||||
|
||||
private void Move()
|
||||
|
@ -230,7 +235,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
owner.aiContainer.pathFind.FollowPath();
|
||||
if (!owner.aiContainer.pathFind.IsFollowingPath())
|
||||
{
|
||||
if (owner.target.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
|
||||
if (owner.target is Player)
|
||||
{
|
||||
foreach (var chara in owner.zone.GetActorsAroundActor<Character>(owner, 1))
|
||||
{
|
||||
|
@ -355,5 +360,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
{
|
||||
ChangeTarget(owner.hateContainer.GetMostHatedTarget());
|
||||
}
|
||||
|
||||
public override void ChangeTarget(Character target)
|
||||
{
|
||||
owner.target = target;
|
||||
owner.currentLockedTarget = target != null ? target.actorId : 0xC0000000;
|
||||
owner.currentTarget = target != null ? target.actorId : 0xC0000000;
|
||||
base.ChangeTarget(target);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,19 +11,35 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
{
|
||||
class PlayerController : Controller
|
||||
{
|
||||
public PlayerController(Character owner) :
|
||||
private new Player owner;
|
||||
public PlayerController(Player owner) :
|
||||
base(owner)
|
||||
{
|
||||
this.owner = owner;
|
||||
this.lastUpdate = DateTime.Now;
|
||||
}
|
||||
|
||||
public override void Update(DateTime tick)
|
||||
{
|
||||
// todo: handle player stuff on tick
|
||||
if (owner.newMainState != owner.currentMainState)
|
||||
{
|
||||
//owner.updateFlags = ActorUpdateFlags.Combat;
|
||||
if (owner.newMainState == SetActorStatePacket.MAIN_STATE_ACTIVE)
|
||||
{
|
||||
owner.Engage();
|
||||
}
|
||||
else
|
||||
{
|
||||
owner.Disengage();
|
||||
}
|
||||
owner.currentMainState = (ushort)owner.newMainState;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ChangeTarget(Character target)
|
||||
{
|
||||
owner.target = target;
|
||||
base.ChangeTarget(target);
|
||||
}
|
||||
|
||||
|
@ -32,21 +48,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
|||
var canEngage = this.owner.aiContainer.InternalEngage(target);
|
||||
if (canEngage)
|
||||
{
|
||||
// todo: find a better place to put this?
|
||||
if (owner.GetState() != SetActorStatePacket.MAIN_STATE_ACTIVE)
|
||||
owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
|
||||
|
||||
|
||||
// todo: check speed/is able to move
|
||||
// todo: too far, path to player if mob, message if player
|
||||
|
||||
// todo: actual stat based range
|
||||
if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > 10)
|
||||
if (owner.statusEffects.HasStatusEffect(StatusEffectId.Sleep))
|
||||
{
|
||||
{
|
||||
// todo: out of range error
|
||||
}
|
||||
ChangeTarget(target);
|
||||
// That command cannot be performed.
|
||||
owner.SendGameMessage(Server.GetWorldManager().GetActor(), 32553, 0x20);
|
||||
return false;
|
||||
}
|
||||
// todo: adjust cooldowns with modifiers
|
||||
|
|
|
@ -20,7 +20,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
this.startTime = DateTime.Now;
|
||||
|
||||
owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
|
||||
owner.aiContainer.ChangeTarget(target);
|
||||
ChangeTarget(target);
|
||||
attackTime = startTime;
|
||||
owner.aiContainer.pathFind?.Clear();
|
||||
// todo: should handle everything here instead of on next tick..
|
||||
|
@ -42,12 +42,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
return true;
|
||||
}
|
||||
*/
|
||||
if (target == null || owner.target != target || owner.target?.actorId != owner.currentLockedTarget)
|
||||
owner.aiContainer.ChangeTarget(target = owner.zone.FindActorInArea(owner.currentLockedTarget == 0xC0000000 ? owner.currentTarget : owner.currentLockedTarget) as Character);
|
||||
|
||||
if ((target == null || owner.target != target || owner.target?.actorId != owner.currentLockedTarget) && owner.isAutoAttackEnabled)
|
||||
owner.aiContainer.ChangeTarget(target = owner.zone.FindActorInArea<Character>(owner.currentLockedTarget));
|
||||
|
||||
if (target == null || target.IsDead())
|
||||
{
|
||||
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_MONSTER)
|
||||
if (owner is BattleNpc)
|
||||
target = ((BattleNpc)owner).hateContainer.GetMostHatedTarget();
|
||||
}
|
||||
else
|
||||
|
@ -110,7 +111,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
|
||||
owner.OnAttack(this, action, ref errorResult);
|
||||
// handle paralyze/intimidate/sleep/whatever in character thing
|
||||
owner.DoBattleAction((ushort)BattleActionX01PacketCommand.Attack, 0x19001000, errorResult == null ? action : errorResult);
|
||||
owner.DoBattleAction((ushort)BattleActionX01PacketCommand.Attack, action.animation, errorResult == null ? action : errorResult);
|
||||
|
||||
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
|
||||
}
|
||||
|
@ -140,11 +141,17 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
|
||||
private bool IsAttackReady()
|
||||
{
|
||||
return Program.Tick >= attackTime;
|
||||
// todo: this enforced delay should really be changed if it's not retail..
|
||||
return Program.Tick >= attackTime && Program.Tick >= owner.aiContainer.GetLastActionTime().AddSeconds(1);
|
||||
}
|
||||
|
||||
private bool CanAttack()
|
||||
{
|
||||
if (!owner.isAutoAttackEnabled)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (target == null)
|
||||
{
|
||||
return false;
|
||||
|
@ -162,7 +169,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
// todo: use a mod for melee range
|
||||
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.GetAttackRange())
|
||||
{
|
||||
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
|
||||
if (owner is Player)
|
||||
{
|
||||
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
|
||||
}
|
||||
|
|
|
@ -15,6 +15,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
: base(owner, null)
|
||||
{
|
||||
owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
|
||||
owner.Disengage();
|
||||
canInterrupt = false;
|
||||
startTime = tick;
|
||||
despawnTime = startTime.AddSeconds(timeToFadeOut);
|
||||
|
@ -25,7 +26,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
// todo: handle raise etc
|
||||
if (tick >= despawnTime)
|
||||
{
|
||||
owner.Spawn(Program.Tick);
|
||||
if (owner is BattleNpc)
|
||||
{
|
||||
owner.Despawn(tick);
|
||||
}
|
||||
else
|
||||
{
|
||||
// todo: queue a warp for the player
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -0,0 +1,34 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
{
|
||||
class DespawnState : State
|
||||
{
|
||||
private DateTime endTime;
|
||||
public DespawnState(Character owner, Character target, uint despawnTimeSeconds) :
|
||||
base(owner, null)
|
||||
{
|
||||
startTime = Program.Tick;
|
||||
endTime = startTime.AddSeconds(despawnTimeSeconds);
|
||||
}
|
||||
|
||||
public override bool Update(DateTime tick)
|
||||
{
|
||||
if (tick >= endTime)
|
||||
{
|
||||
// todo: send packet to despawn the npc, set it so npc is despawned when requesting spawn packets
|
||||
owner.zone.BroadcastPacketAroundActor(owner, RemoveActorPacket.BuildPacket(owner.actorId));
|
||||
owner.QueuePositionUpdate(owner.spawnX, owner.spawnY, owner.spawnZ);
|
||||
lua.LuaEngine.CallLuaBattleAction(owner, "onDespawn", owner);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -57,14 +57,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
float spellSpeed = spell.castTimeSeconds;
|
||||
|
||||
// command casting duration
|
||||
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
|
||||
if (owner is Player)
|
||||
{
|
||||
// todo: modify spellSpeed based on modifiers and stuff
|
||||
((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddSeconds(spellSpeed)));
|
||||
owner.SendChant(0xF, 0x0);
|
||||
owner.DoBattleAction(spell.id, 0x6F000002, new BattleAction(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM)
|
||||
((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddSeconds(spellSpeed)));
|
||||
}
|
||||
|
||||
owner.SendChant(0xF, 0x0);
|
||||
owner.DoBattleAction(spell.id, 0x6F000002, new BattleAction(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -106,7 +105,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
|
||||
public override void OnComplete()
|
||||
{
|
||||
spell.targetFind.FindWithinArea(target, spell.validTarget);
|
||||
spell.targetFind.FindWithinArea(target, spell.validTarget, spell.aoeTarget);
|
||||
isCompleted = true;
|
||||
|
||||
var targets = spell.targetFind.GetTargets();
|
||||
|
@ -119,7 +118,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
actions[i++] = action;
|
||||
}
|
||||
|
||||
owner.SendChant(0, 0);
|
||||
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
|
||||
var errors = (BattleAction[])actions.Clone();
|
||||
|
||||
owner.OnCast(this, actions, ref errors);
|
||||
owner.DoBattleAction(spell.id, spell.battleAnimation, actions);
|
||||
}
|
||||
|
||||
|
@ -138,10 +140,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
// todo: actually check proc rate/random chance of whatever effect
|
||||
effectId = list[0].GetStatusEffectId();
|
||||
}
|
||||
// todo: which is actually the swing packet
|
||||
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
|
||||
//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
|
||||
//errorPacket = null;
|
||||
interrupt = true;
|
||||
return;
|
||||
}
|
||||
|
@ -159,7 +157,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
|
||||
private bool CanCast()
|
||||
{
|
||||
return owner.CanCast(target, spell) && !HasMoved();
|
||||
return owner.CanCast(target, spell) && spell.IsValidTarget(owner, target) && !HasMoved();
|
||||
}
|
||||
|
||||
private bool HasMoved()
|
||||
|
@ -169,13 +167,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
|
||||
public override void Cleanup()
|
||||
{
|
||||
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
|
||||
{
|
||||
owner.SendChant(0, 0);
|
||||
|
||||
if (owner is Player)
|
||||
{
|
||||
((Player)owner).SendEndCastbar();
|
||||
}
|
||||
// command casting duration
|
||||
//var packets = new List<SubPacket>();
|
||||
//owner.zone.BroadcastPacketsAroundActor(owner, packets);
|
||||
owner.aiContainer.UpdateLastActionTime();
|
||||
}
|
||||
|
||||
public BattleCommand GetSpell()
|
||||
|
|
|
@ -90,7 +90,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
|
||||
public override void OnComplete()
|
||||
{
|
||||
skill.targetFind.FindWithinArea(target, skill.validTarget);
|
||||
skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
|
||||
isCompleted = true;
|
||||
|
||||
var targets = skill.targetFind.GetTargets();
|
||||
|
@ -104,10 +104,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
// evasion, miss, dodge, etc to be handled in script, calling helpers from scripts/weaponskills.lua
|
||||
action.amount = (ushort)lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillFinish", owner, target, skill, action);
|
||||
actions[i++] = action;
|
||||
|
||||
//packets.Add(BattleActionX01Packet.BuildPacket(chara.actorId, owner.actorId, action.targetId, skill.battleAnimation, action.effectId, action.worldMasterTextId, skill.id, action.amount, action.param));
|
||||
}
|
||||
|
||||
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
|
||||
var errors = (BattleAction[])actions.Clone();
|
||||
|
||||
owner.OnWeaponSkill(this, actions, ref errors);
|
||||
owner.DoBattleAction(skill.id, 0, actions);
|
||||
}
|
||||
|
||||
|
@ -126,10 +128,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
// todo: actually check proc rate/random chance of whatever effect
|
||||
effectId = list[0].GetStatusEffectId();
|
||||
}
|
||||
// todo: which is actually the swing packet
|
||||
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
|
||||
//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
|
||||
//errorPacket = null;
|
||||
interrupt = true;
|
||||
return;
|
||||
}
|
||||
|
@ -139,12 +137,17 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
|||
|
||||
private bool CanUse()
|
||||
{
|
||||
return owner.CanWeaponSkill(target, skill);
|
||||
return owner.CanWeaponSkill(target, skill) && skill.IsValidTarget(owner, target);
|
||||
}
|
||||
|
||||
public BattleCommand GetWeaponSkill()
|
||||
{
|
||||
return skill;
|
||||
}
|
||||
|
||||
public override void Cleanup()
|
||||
{
|
||||
owner.aiContainer.UpdateLastActionTime();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -101,7 +101,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.utils
|
|||
var scaledCost = spell.CalculateCost((uint)caster.charaWork.parameterSave.state_mainSkillLevel);
|
||||
|
||||
// todo: calculate cost for mob/player
|
||||
if (caster.currentSubState == SetActorStatePacket.SUB_STATE_MONSTER)
|
||||
if (caster is BattleNpc)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
|
@ -36,7 +36,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
private uint despawnTime;
|
||||
private uint spawnDistance;
|
||||
|
||||
public float spawnX, spawnY, spawnZ;
|
||||
|
||||
public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
|
||||
ushort actorState, uint animationId, string customDisplayName)
|
||||
: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
|
||||
|
@ -174,6 +174,13 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
}
|
||||
}
|
||||
|
||||
public override void Despawn(DateTime tick)
|
||||
{
|
||||
aiContainer.ClearStates();
|
||||
// todo: probably didnt need to make a new state...
|
||||
aiContainer.ForceChangeState(new DespawnState(this, null, 0));
|
||||
}
|
||||
|
||||
public void OnRoam(DateTime tick)
|
||||
{
|
||||
// todo: move this to battlenpccontroller..
|
||||
|
@ -207,6 +214,8 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
public override void OnAttack(State state, BattleAction action, ref BattleAction error)
|
||||
{
|
||||
base.OnAttack(state, action, ref error);
|
||||
// todo: move this somewhere else prolly and change based on model/appearance (so maybe in Character.cs instead)
|
||||
action.animation = 0x11001000; // (temporary) wolf anim
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1757,13 +1757,23 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
{
|
||||
// todo: should probably add another flag for battleTemp since all this uses reflection
|
||||
packets = new List<SubPacket>();
|
||||
|
||||
// we only want the latest update for the player
|
||||
if ((updateFlags & ActorUpdateFlags.Position) != 0)
|
||||
{
|
||||
if (positionUpdates.Count > 1)
|
||||
positionUpdates.RemoveRange(1, positionUpdates.Count - 1);
|
||||
}
|
||||
|
||||
if ((updateFlags & ActorUpdateFlags.HpTpMp) != 0)
|
||||
{
|
||||
var propPacketUtil = new ActorPropertyPacketUtil("charaWork.parameterSave", this);
|
||||
|
||||
propPacketUtil.AddProperty($"charaWork.parameterSave.hp[{currentJob}]");
|
||||
propPacketUtil.AddProperty($"charaWork.parameterSave.hpMax[{currentJob}]");
|
||||
propPacketUtil.AddProperty($"charaWork.parameterSave.state_mainSkill[{currentJob}]");
|
||||
// todo: should this be using job as index?
|
||||
propPacketUtil.AddProperty($"charaWork.parameterSave.hp[{0}]");
|
||||
propPacketUtil.AddProperty($"charaWork.parameterSave.hpMax[{0}]");
|
||||
propPacketUtil.AddProperty($"charaWork.parameterSave.state_mainSkill[{0}]");
|
||||
propPacketUtil.AddProperty($"charaWork.parameterSave.state_mainSkillLevel");
|
||||
|
||||
packets.AddRange(propPacketUtil.Done());
|
||||
}
|
||||
|
@ -1937,6 +1947,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
//If the returned value is outside the hotbar, it indicates it wasn't found.
|
||||
private ushort FindFirstCommandSlotById(uint commandId)
|
||||
{
|
||||
commandId |= 0xA0F00000;
|
||||
ushort firstSlot = (ushort)(charaWork.commandBorder + 30);
|
||||
|
||||
for (ushort i = charaWork.commandBorder; i < charaWork.commandBorder + 30; i++)
|
||||
|
@ -1950,13 +1961,51 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
|
||||
return firstSlot;
|
||||
}
|
||||
|
||||
/*
|
||||
public void SendBattleActionX01Packet(uint anim, uint effect, uint text = 0x756D, uint command = 27260, uint param = 0x01, uint idek = 0x01)
|
||||
|
||||
private void UpdateHotbarTimer(uint commandId, uint recastTimeSeconds)
|
||||
{
|
||||
var packet = BattleActionX01Packet.BuildPacket(actorId, actorId, currentTarget != 0xC0000000 ? currentTarget : currentLockedTarget, (uint)anim, (uint)effect, (ushort)text, (ushort)command, (ushort)param, (byte)idek);
|
||||
QueuePacket(packet);
|
||||
}*/
|
||||
ushort slot = FindFirstCommandSlotById(commandId);
|
||||
charaWork.parameterSave.commandSlot_recastTime[slot - charaWork.commandBorder] = Utils.UnixTimeStampUTC(DateTime.Now.AddSeconds(recastTimeSeconds));
|
||||
var slots = new List<ushort>();
|
||||
slots.Add(slot);
|
||||
UpdateRecastTimers(slots);
|
||||
}
|
||||
|
||||
private uint GetHotbarTimer(uint commandId)
|
||||
{
|
||||
ushort slot = FindFirstCommandSlotById(commandId);
|
||||
return charaWork.parameterSave.commandSlot_recastTime[slot - charaWork.commandBorder];
|
||||
}
|
||||
|
||||
public override void Cast(uint spellId, uint targetId = 0)
|
||||
{
|
||||
if (aiContainer.CanChangeState())
|
||||
aiContainer.Cast(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), spellId);
|
||||
else if (aiContainer.GetCurrentState() is MagicState)
|
||||
// You are already casting.
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 32536, 0x20);
|
||||
else
|
||||
// Please wait a moment and try again.
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20);
|
||||
}
|
||||
|
||||
public override void Ability(uint abilityId, uint targetId = 0)
|
||||
{
|
||||
if (aiContainer.CanChangeState())
|
||||
aiContainer.Ability(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), abilityId);
|
||||
else
|
||||
// Please wait a moment and try again.
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20);
|
||||
}
|
||||
|
||||
public override void WeaponSkill(uint skillId, uint targetId = 0)
|
||||
{
|
||||
if (aiContainer.CanChangeState())
|
||||
aiContainer.WeaponSkill(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), skillId);
|
||||
else
|
||||
// Please wait a moment and try again.
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20);
|
||||
}
|
||||
|
||||
public override bool IsValidTarget(Character target, ValidTarget validTarget)
|
||||
{
|
||||
|
@ -1977,7 +2026,8 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
// enemy only
|
||||
if ((validTarget & ValidTarget.Enemy) != 0)
|
||||
{
|
||||
if (target.currentSubState == SetActorStatePacket.SUB_STATE_NONE)
|
||||
// todo: this seems ambiguous
|
||||
if (target.isStatic)
|
||||
{
|
||||
// That command cannot be performed on the current target.
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 32547, 0x20);
|
||||
|
@ -1990,7 +2040,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
return false;
|
||||
}
|
||||
// todo: pvp?
|
||||
if (target.currentSubState == currentSubState)
|
||||
if (target.allegiance == allegiance)
|
||||
{
|
||||
// That command cannot be performed on an ally.
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 32549, 0x20);
|
||||
|
@ -1998,14 +2048,15 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
}
|
||||
}
|
||||
|
||||
if ((validTarget & ValidTarget.Ally) != 0 && target.currentSubState != currentSubState)
|
||||
if ((validTarget & ValidTarget.Ally) != 0 && target.allegiance != allegiance)
|
||||
{
|
||||
// That command cannot be performed on the current target.
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 32547, 0x20);
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((validTarget & ValidTarget.NPC) != 0 && target.currentSubState == SetActorStatePacket.SUB_STATE_NONE)
|
||||
// todo: isStatic seems ambiguous?
|
||||
if ((validTarget & ValidTarget.NPC) != 0 && target.isStatic)
|
||||
return true;
|
||||
|
||||
// todo: why is player always zoning?
|
||||
|
@ -2022,7 +2073,13 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
|
||||
public override bool CanCast(Character target, BattleCommand spell)
|
||||
{
|
||||
// todo: move the ability specific stuff to ability.cs
|
||||
if (GetHotbarTimer(spell.id) > Utils.UnixTimeStampUTC())
|
||||
{
|
||||
// todo: this needs confirming
|
||||
// Please wait a moment and try again.
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20, (uint)spell.id);
|
||||
return false;
|
||||
}
|
||||
if (target == null)
|
||||
{
|
||||
// Target does not exist.
|
||||
|
@ -2046,6 +2103,13 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
public override bool CanWeaponSkill(Character target, BattleCommand skill)
|
||||
{
|
||||
// todo: see worldmaster ids 32558~32557 for proper ko message and stuff
|
||||
if (GetHotbarTimer(skill.id) > Utils.UnixTimeStampUTC())
|
||||
{
|
||||
// todo: this needs confirming
|
||||
// Please wait a moment and try again.
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20, (uint)skill.id);
|
||||
return false;
|
||||
}
|
||||
if (target == null)
|
||||
{
|
||||
// Target does not exist.
|
||||
|
@ -2069,7 +2133,8 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
public override void OnAttack(State state, BattleAction action, ref BattleAction error)
|
||||
{
|
||||
base.OnAttack(state, action, ref error);
|
||||
|
||||
// todo: switch based on main weap (also probably move this anim assignment somewhere else)
|
||||
action.animation = 0x19001000;
|
||||
if (error == null)
|
||||
{
|
||||
// melee attack animation
|
||||
|
@ -2081,5 +2146,24 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
((BattleNpc)target).hateContainer.UpdateHate(this, action.amount);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnCast(State state, BattleAction[] actions, ref BattleAction[] errors)
|
||||
{
|
||||
// todo: update hotbar timers to skill's recast time (also needs to be done on class change or equip crap)
|
||||
base.OnCast(state, actions, ref errors);
|
||||
var spell = ((MagicState)state).GetSpell();
|
||||
// todo: should just make a thing that updates the one slot cause this is dumb as hell
|
||||
|
||||
UpdateHotbarTimer(spell.id, spell.recastTimeSeconds);
|
||||
}
|
||||
|
||||
public override void OnWeaponSkill(State state, BattleAction[] actions, ref BattleAction[] errors)
|
||||
{
|
||||
// todo: update hotbar timers to skill's recast time (also needs to be done on class change or equip crap)
|
||||
base.OnWeaponSkill(state, actions, ref errors);
|
||||
var skill = ((WeaponSkillState)state).GetWeaponSkill();
|
||||
// todo: should just make a thing that updates the one slot cause this is dumb as hell
|
||||
UpdateHotbarTimer(skill.id, skill.recastTimeSeconds);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -86,7 +86,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
|
|||
playerActor.rotation = rot;
|
||||
playerActor.moveState = moveState;
|
||||
|
||||
GetActor().GetZone().UpdateActorPosition(GetActor());
|
||||
//GetActor().GetZone().UpdateActorPosition(GetActor());
|
||||
playerActor.QueuePositionUpdate(new Vector3(x,y,z));
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue