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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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17 changed files with 199 additions and 199 deletions
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using FFXIVClassic.Common;
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using System;
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using System.Collections.Generic;
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using FFXIVClassic_Map_Server.actors.chara.ai;
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using FFXIVClassic_Map_Server.actors.chara.ai.utils;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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//These flags can be stacked and mixed, but the client will prioritize certain flags over others.
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[Flags]
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public enum HitEffect : uint
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{
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//All HitEffects have the last byte 0x8
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HitEffectType = 8 << 24,
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//Status effects use 32 << 24
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StatusEffectType = 32 << 24,
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//Magic effects use 48 << 24
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MagicEffectType = 48 << 24,
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//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
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//These are the recoil animations that play on the target, ranging from weak to strong.
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//The recoil that gets set was likely based on the percentage of HP lost from the attack.
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//These also have a visual effect with heals and spells but in reverse. RecoilLv1 has a large effect, Lv3 has none. Crit is very large
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//For spells they represent resists. Lv0 is a max resist, Lv3 is no resist. Crit is still used for crits.
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//Heals used the same effects sometimes but it isn't clear what for, it seems random? Possibly something like a trait proccing or even just a bug
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RecoilLv1 = 0,
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RecoilLv2 = 1 << 0,
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RecoilLv3 = 1 << 1,
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//Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
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CriticalHit = RecoilLv2 | RecoilLv3,
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//Hit visual and sound effects when connecting with the target.
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//Mixing these flags together will yield different results.
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//Each visual likely relates to a specific weapon.
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//Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
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//HitVisual is probably based on attack property.
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//HitVisual1 is for slashing attacks
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//HitVisual2 is for piercing attacks
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//HitVisual1 | Hitvisual2 is for blunt attacks
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//HitVisual3 is for projectile attacks
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//Basically take the attack property of a weapon and shift it left 2
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//For auto attacks attack property is weapon's damageAttributeType1
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//Still not totally sure how this works with weaponskills or what hitvisual4 or the other combinations are for
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HitVisual1 = 1 << 2,
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HitVisual2 = 1 << 3,
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HitVisual3 = 1 << 4,
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HitVisual4 = 1 << 5,
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//An additional visual effect that plays on the target when attacked if:
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//The attack is physical and they have the protect buff on.
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//The attack is magical and they have the shell buff on.
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//Special Note: Shell was removed in later versions of the game.
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//Another effect plays when both Protect and Shell flags are activated.
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//Not sure what this effect is.
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//Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
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Protect = 1 << 6 | HitEffectType,
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Shell = 1 << 7 | HitEffectType,
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ProtectShellSpecial = Protect | Shell,
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// Required for heal text to be blue, not sure if that's all it's used for
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Heal = 1 << 8,
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MP = 1 << 9, //Causes "MP" text to appear when used with MagicEffectType. | with Heal to make text blue
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TP = 1 << 10,//Causes "TP" text to appear when used with MagicEffectType. | with Heal to make text blue
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//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
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//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
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HitEffect1 = 1 << 9,
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HitEffect2 = 1 << 10, //Plays the standard hit visual effect, but with no sound if used alone.
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HitEffect3 = 1 << 11, //Yellow effect, crit?
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HitEffect4 = 1 << 12, //Plays the blocking animation
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HitEffect5 = 1 << 13,
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GustyHitEffect = HitEffect3 | HitEffect2,
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GreenTintedHitEffect = HitEffect4 | HitEffect1,
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//For specific animations
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Miss = 0,
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Evade = HitEffect1,
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Hit = HitEffect1 | HitEffect2,
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Crit = HitEffect3,
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Parry = Hit | HitEffect3,
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Block = HitEffect4,
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//Knocks you back away from the attacker.
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KnockbackLv1 = HitEffect4 | HitEffect2 | HitEffect1,
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KnockbackLv2 = HitEffect4 | HitEffect3,
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KnockbackLv3 = HitEffect4 | HitEffect3 | HitEffect1,
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KnockbackLv4 = HitEffect4 | HitEffect3 | HitEffect2,
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KnockbackLv5 = HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
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//Knocks you away from the attacker in a counter-clockwise direction.
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KnockbackCounterClockwiseLv1 = HitEffect5,
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KnockbackCounterClockwiseLv2 = HitEffect5 | HitEffect1,
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//Knocks you away from the attacker in a clockwise direction.
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KnockbackClockwiseLv1 = HitEffect5 | HitEffect2,
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KnockbackClockwiseLv2 = HitEffect5 | HitEffect2 | HitEffect1,
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//Completely drags target to the attacker, even across large distances.
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DrawIn = HitEffect5 | HitEffect3,
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//An additional visual effect that plays on the target based on according buff.
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UnknownShieldEffect = HitEffect5 | HitEffect4,
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Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
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//Unknown = 1 << 14, -- Not sure what this flag does; might be another HitEffect.
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//A special effect when performing appropriate skill combos in succession.
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//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
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//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
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SkillCombo1 = 1 << 15,
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SkillCombo2 = 1 << 16,
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SkillCombo3 = SkillCombo1 | SkillCombo2,
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SkillCombo4 = 1 << 17
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//Flags beyond here are unknown/untested.
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}
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//Mixing some of these flags will cause the client to crash.
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//Setting a flag higher than Left (0x10-0x80) will cause the client to crash.
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[Flags]
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public enum HitDirection : byte
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{
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None = 0,
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Front = 1 << 0,
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Right = 1 << 1,
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Rear = 1 << 2,
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Left = 1 << 3
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}
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public enum HitType : ushort
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{
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Miss = 0,
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Evade = 1,
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Parry = 2,
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Block = 3,
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Resist = 4,
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Hit = 5,
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Crit = 6
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}
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//Type of action
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public enum ActionType : ushort
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{
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None = 0,
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Physical = 1,
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Magic = 2,
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Heal = 3,
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Status = 4
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}
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//There's are two columns in gamecommand that are for action property and action element respectively and both have percentages next to them
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//the percentages are for what percent that property or element factors into the attack. Astral and Umbral are always 33% because they are both 3 elments combined
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//ActionProperty and ActionElement are slightly different. Property defines whta type of attack it is, and 11-13 are used for "sonic, breath, neutral". Neutral is always used for magic
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//For Element 11-13 are used for astral, umbral, and healing magic.
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//Right now we aren't actually using these but when things like resists get better defined we'll have to
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public enum ActionProperty : ushort
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{
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None = 0,
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Slashing = 1,
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Piercing = 2,
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Blunt = 3,
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Projectile = 4,
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Fire = 5,
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Ice = 6,
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Wind = 7,
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Earth = 8,
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Lightning = 9,
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Water = 10,
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//These I'm not sure about. Check gameCommand.csv
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Astral = 11,
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Umbral = 12,
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Heal = 13
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}
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/*
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public enum ActionProperty : ushort
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{
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None = 0,
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Slashing = 1,
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Piercing = 2,
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Blunt = 3,
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Projectile = 4,
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Fire = 5,
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Ice = 6,
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Wind = 7,
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Earth = 8,
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Lightning = 9,
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Water = 10,
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Sonic = 11,
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Breath = 12,
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Neutral = 13,
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Astral = 14,
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Umbral = 15
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}
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public enum ActionElement : ushort
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{
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None = 0,
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Slashing = 1,
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Piercing = 2,
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Blunt = 3,
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Projectile = 4,
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Fire = 5,
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Ice = 6,
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Wind = 7,
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Earth = 8,
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Lightning = 9,
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Water = 10,
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//These I'm not sure about. Check gameCommand.csv
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Astral = 11,
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Umbral = 12,
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Heal = 13
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}*/
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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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public ushort amountMitigated; //Amount that got blocked/evaded or resisted
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public ushort enmity; //Seperate from amount for abilities that cause a different amount of enmity than damage
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public ushort worldMasterTextId;
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public uint effectId; //Impact effect, damage/heal/status numbers or name
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public byte param; //Which side the battle action is coming from
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public byte hitNum; //Which hit in a sequence of hits this is
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/// <summary>
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/// these fields are not actually part of the packet struct
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/// </summary>
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public uint animation;
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public CommandType commandType; //What type of command was used (ie weaponskill, ability, etc)
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public ActionProperty actionProperty; //Damage type of the action
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public ActionType actionType; //Type of this action (ie physical, magic, heal)
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public HitType hitType;
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//Rates, I'm not sure if these need to be stored like this but with the way some buffs work maybe they do?
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//Makes things like Blindside easy at least.
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public double parryRate = 0.0;
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public double blockRate = 0.0;
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public double resistRate = 0.0;
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public double hitRate = 0.0;
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public double critRate = 0.0;
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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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this.effectId = effectId;
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this.amount = amount;
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this.param = param;
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this.hitNum = hitNum;
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this.hitType = HitType.Hit;
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this.enmity = amount;
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this.commandType = (byte) CommandType.None;
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}
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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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this.param = param;
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this.hitNum = hitNum;
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this.commandType = command.commandType;
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this.actionProperty = command.actionProperty;
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this.actionType = command.actionType;
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}
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//Order of what (probably) happens when a skill is used:
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//Buffs that alter things like recast times or that only happen once per skill usage like Power Surge are activated
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//Script calculates damage and handles any special requirements
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//Rates are calculated
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//Buffs that impact indiviudal hits like Blindside or Blood for Blood are activated
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//The final hit type is determined
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//Stoneskin takes damage
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//Final damage amount is calculated using the hit type and defender's stats
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//Buffs that activate or respond to damage like Rampage. Stoneskin gets removed AFTER damage if it falls off.
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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, 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, results);
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BattleUtils.DoAction(caster, target, skill, this, results);
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}
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//Calculate the chance of hitting/critting/etc
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public void CalcRates(Character caster, Character target, BattleCommand skill)
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{
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hitRate = BattleUtils.GetHitRate(caster, target, skill, this);
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critRate = BattleUtils.GetCritRate(caster, target, skill, this);
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blockRate = BattleUtils.GetBlockRate(caster, target, skill, this);
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parryRate = BattleUtils.GetParryRate(caster, target, skill, this);
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resistRate = BattleUtils.GetResistRate(caster, target, skill, this);
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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, CommandResultContainer results)
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{
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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, 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, CommandResultContainer results, bool isAdditional = true)
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{
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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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{
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return (ushort)hitType;
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}
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}
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}
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