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added status effect loading
- todo: populate table (and test this doesnt break everything ever), send charawork and message packets
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12 changed files with 360 additions and 379 deletions
162
FFXIVClassic Map Server/actors/chara/ai/StatusEffectContainer.cs
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162
FFXIVClassic Map Server/actors/chara/ai/StatusEffectContainer.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.actors.area;
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using FFXIVClassic_Map_Server.packets.send;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using System.Collections.ObjectModel;
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namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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class StatusEffectContainer
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{
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private Character owner;
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private readonly Dictionary<uint, StatusEffect> effects;
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public StatusEffectContainer(Character owner)
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{
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this.owner = owner;
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this.effects = new Dictionary<uint, StatusEffect>(20);
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}
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public void Update(DateTime tick)
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{
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// list of effects to remove
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var removeEffects = new List<StatusEffect>();
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foreach (var effect in effects.Values)
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{
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// effect's update function returns true if effect has completed
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if (effect.Update(tick))
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removeEffects.Add(effect);
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}
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// remove effects from this list
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foreach (var effect in removeEffects)
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{
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RemoveStatusEffect(effect);
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}
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}
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public bool AddStatusEffect(StatusEffect newEffect, bool silent = false)
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{
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// todo: check flags/overwritable and add effect to list
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var effect = GetStatusEffectById(newEffect.GetEffectId());
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bool canOverwrite = false;
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if (effect != null)
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{
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var overwritable = effect.GetOverwritable();
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canOverwrite = (overwritable == (uint)StatusEffectOverwrite.Always) ||
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(overwritable == (uint)StatusEffectOverwrite.GreaterOnly && (effect.GetDurationMs() < newEffect.GetDurationMs() || effect.GetMagnitude() < newEffect.GetMagnitude())) ||
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(overwritable == (uint)StatusEffectOverwrite.GreaterOrEqualTo && (effect.GetDurationMs() == newEffect.GetDurationMs() || effect.GetMagnitude() == newEffect.GetMagnitude()));
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}
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if (canOverwrite || effects.ContainsKey(effect.GetEffectId()))
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{
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if (!silent || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
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{
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// todo: send packet to client with effect added message
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}
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if (canOverwrite)
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effects.Remove(effect.GetEffectId());
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effects.Add(newEffect.GetEffectId(), newEffect);
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}
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return true;
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}
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public void RemoveStatusEffect(StatusEffect effect, bool silent = false)
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{
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if (effects.ContainsKey(effect.GetEffectId()))
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{
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// send packet to client with effect remove message
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if (!silent || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
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{
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// todo: send packet to client with effect added message
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}
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// function onLose(actor, effec)
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LuaEngine.CallLuaStatusEffectFunction(this.owner, effect, "onLose", this.owner, effect);
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effects.Remove(effect.GetEffectId());
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}
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}
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public void RemoveStatusEffect(uint effectId, bool silent = false)
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{
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foreach (var effect in effects.Values)
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{
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if (effect.GetEffectId() == effectId)
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{
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RemoveStatusEffect(effect, silent);
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break;
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}
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}
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}
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public StatusEffect CopyEffect(StatusEffect effect)
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{
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var newEffect = new StatusEffect(this.owner, effect);
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newEffect.SetOwner(this.owner);
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return AddStatusEffect(newEffect) ? newEffect : null;
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}
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public bool RemoveStatusEffectsByFlags(uint flags, bool silent = false)
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{
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// build list of effects to remove
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var removeEffects = new List<StatusEffect>();
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foreach (var effect in effects.Values)
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if ((effect.GetFlags() & flags) != 0)
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removeEffects.Add(effect);
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// remove effects from main list
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foreach (var effect in removeEffects)
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RemoveStatusEffect(effect, silent);
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// removed an effect with one of these flags
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return removeEffects.Count > 0;
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}
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public StatusEffect GetStatusEffectById(uint id, byte tier = 0xFF)
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{
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StatusEffect effect;
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if (effects.TryGetValue(id, out effect) && effect.GetEffectId() == id && (tier != 0xFF ? effect.GetTier() == tier : true))
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return effect;
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return null;
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}
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public List<StatusEffect> GetStatusEffectsByFlag(uint flag)
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{
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var list = new List<StatusEffect>();
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foreach (var effect in effects.Values)
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{
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if ((effect.GetFlags() & flag) > 0)
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{
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list.Add(effect);
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}
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}
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return list;
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}
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public bool HasStatusEffectsByFlag(uint flag)
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{
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foreach (var effect in effects.Values)
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{
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if ((effect.GetFlags() & flag) > 0)
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return true;
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}
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return false;
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}
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public IEnumerable<StatusEffect> GetStatusEffects()
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{
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return effects.Values;
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}
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}
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}
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