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https://bitbucket.org/Ioncannon/project-meteor-server.git
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Renamed BattleActionPacket -> CommandResultPacket as it better defines what these packets do. A command fires -> here is what happened due to it.
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7c7742fb35
commit
e236e1d207
17 changed files with 199 additions and 199 deletions
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@ -224,7 +224,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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}*/
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class BattleAction
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class CommandResult
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{
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public uint targetId;
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public ushort amount;
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@ -252,7 +252,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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public double hitRate = 0.0;
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public double critRate = 0.0;
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public BattleAction(uint targetId, ushort worldMasterTextId, uint effectId, ushort amount = 0, byte param = 0, byte hitNum = 1)
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public CommandResult(uint targetId, ushort worldMasterTextId, uint effectId, ushort amount = 0, byte param = 0, byte hitNum = 1)
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{
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this.targetId = targetId;
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this.worldMasterTextId = worldMasterTextId;
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@ -265,7 +265,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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this.commandType = (byte) CommandType.None;
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}
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public BattleAction(uint targetId, BattleCommand command, byte param = 0, byte hitNum = 1)
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public CommandResult(uint targetId, BattleCommand command, byte param = 0, byte hitNum = 1)
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{
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this.targetId = targetId;
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this.worldMasterTextId = command.worldMasterTextId;
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@ -288,16 +288,16 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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//Additional effects that are a part of the skill itself or weapon in case of auto attacks take place like status effects
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//Certain buffs that alter the whole skill fall off (Resonance, Excruciate)
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public void DoAction(Character caster, Character target, BattleCommand skill, BattleActionContainer battleActions)
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public void DoAction(Character caster, Character target, BattleCommand skill, CommandResultContainer results)
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{
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//First calculate rates for hit/block/etc
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CalcRates(caster, target, skill);
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//Next, modify those rates based on preaction buffs
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//Still not sure how we shouldh andle these
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PreAction(caster, target, skill, battleActions);
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PreAction(caster, target, skill, results);
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BattleUtils.DoAction(caster, target, skill, this, battleActions);
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BattleUtils.DoAction(caster, target, skill, this, results);
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}
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@ -312,17 +312,17 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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}
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//These are buffs that activate before the action hits. Usually they change things like hit or crit rates or damage
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public void PreAction(Character caster, Character target, BattleCommand skill, BattleActionContainer battleActions)
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public void PreAction(Character caster, Character target, BattleCommand skill, CommandResultContainer results)
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{
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target.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionTarget, "onPreAction", caster, target, skill, this, battleActions);
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target.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionTarget, "onPreAction", caster, target, skill, this, results);
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caster.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionCaster, "onPreAction", caster, target, skill, this, battleActions);
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caster.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionCaster, "onPreAction", caster, target, skill, this, results);
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}
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//Try and apply a status effect
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public void TryStatus(Character caster, Character target, BattleCommand skill, BattleActionContainer battleActions, bool isAdditional = true)
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public void TryStatus(Character caster, Character target, BattleCommand skill, CommandResultContainer results, bool isAdditional = true)
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{
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BattleUtils.TryStatus(caster, target, skill, this, battleActions, isAdditional);
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BattleUtils.TryStatus(caster, target, skill, this, results, isAdditional);
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}
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public ushort GetHitType()
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@ -6,21 +6,21 @@ using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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class BattleActionContainer
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class CommandResultContainer
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{
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private List<BattleAction> actionsList = new List<BattleAction>();
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private List<CommandResult> actionsList = new List<CommandResult>();
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//EXP messages are always the last mesages in battlea ction packets, so they get appended after all the rest of the actions are done.
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private List<BattleAction> expActionList = new List<BattleAction>();
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private List<CommandResult> expActionList = new List<CommandResult>();
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public BattleActionContainer()
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public CommandResultContainer()
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{
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}
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public void AddAction(uint targetId, ushort worldMasterTextId, uint effectId, ushort amount = 0, byte param = 0, byte hitNum = 0)
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{
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AddAction(new BattleAction(targetId, worldMasterTextId, effectId, amount, param, hitNum));
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AddAction(new CommandResult(targetId, worldMasterTextId, effectId, amount, param, hitNum));
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}
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//Just to make scripting simpler
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@ -42,23 +42,23 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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AddAction(targetId, worldMasterTextId, effectId, amount);
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}
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public void AddAction(BattleAction action)
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public void AddAction(CommandResult action)
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{
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if (action != null)
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actionsList.Add(action);
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}
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public void AddActions(List<BattleAction> actions)
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public void AddActions(List<CommandResult> actions)
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{
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actionsList.AddRange(actions);
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}
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public void AddEXPAction(BattleAction action)
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public void AddEXPAction(CommandResult action)
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{
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expActionList.Add(action);
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}
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public void AddEXPActions(List<BattleAction> actionList)
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public void AddEXPActions(List<CommandResult> actionList)
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{
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expActionList.AddRange(actionList);
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}
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@ -68,7 +68,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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actionsList.AddRange(expActionList);
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}
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public List<BattleAction> GetList()
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public List<CommandResult> GetList()
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{
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return actionsList;
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}
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@ -4,7 +4,7 @@ using System.IO;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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class BattleActionX00Packet
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class CommandResultX00Packet
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{
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public const ushort OPCODE = 0x013C;
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public const uint PACKET_SIZE = 0x48;
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@ -5,18 +5,18 @@ using System.IO;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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// see xtx_command
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enum BattleActionX01PacketCommand : ushort
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enum CommandResultX01PacketCommand : ushort
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{
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Disengage = 12002,
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Attack = 22104,
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}
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class BattleActionX01Packet
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class CommandResultX01Packet
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{
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public const ushort OPCODE = 0x0139;
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public const uint PACKET_SIZE = 0x58;
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, BattleAction action)
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, CommandResult action)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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@ -6,12 +6,12 @@ using System.Collections.Generic;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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class BattleActionX10Packet
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class CommandResultX10Packet
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{
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public const ushort OPCODE = 0x013A;
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public const uint PACKET_SIZE = 0xD8;
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList, ref int listOffset)
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, CommandResult[] actionList, ref int listOffset)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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@ -66,7 +66,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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return new SubPacket(OPCODE, sourceActorId, data);
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}
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<BattleAction> actionList, ref int listOffset)
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<CommandResult> actionList, ref int listOffset)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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@ -6,12 +6,12 @@ using System.Collections.Generic;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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class BattleActionX18Packet
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class CommandResultX18Packet
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{
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public const ushort OPCODE = 0x013B;
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public const uint PACKET_SIZE = 0x148;
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList, ref int listOffset)
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, CommandResult[] actionList, ref int listOffset)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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@ -66,7 +66,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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return new SubPacket(OPCODE, sourceActorId, data);
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}
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<BattleAction> actionList, ref int listOffset)
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<CommandResult> actionList, ref int listOffset)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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