renamed tables for consistency

- added magic.lua (todo: enumerate modifiers and stuff)
- moved aggro handling to session position update
- some cleanup
This commit is contained in:
Tahir Akhlaq 2017-08-29 01:15:12 +01:00
parent 6c74222b68
commit f4016e1a12
25 changed files with 539 additions and 442 deletions

View file

@ -613,21 +613,6 @@ namespace FFXIVClassic_Map_Server.Actors
return zoneId;
}
// todo: do this properly
public bool IsFacing(float x, float z)
{
var rot1 = this.rotation;
var dX = this.positionX - x;
var dY = this.positionZ - z;
var rot2 = Math.Atan2(dY, dX);
var dRot = Math.PI - rot2 + Math.PI / 2;
return rot1 == (float)dRot;
}
public void LookAt(Actor actor)
{
if (actor != null)
@ -667,7 +652,7 @@ namespace FFXIVClassic_Map_Server.Actors
public bool IsFacing(float x, float z, float angle = 40.0f)
{
angle = (float)(Math.PI * angle / 180);
return Vector3.GetAngle(positionX, positionZ, x, z) <= angle;
return Vector3.GetAngle(positionX, positionZ, x, z) < angle;
}
// todo: is this legit?
@ -725,31 +710,6 @@ namespace FFXIVClassic_Map_Server.Actors
}
#endregion
public Player GetAsPlayer()
{
return currentSubState == SetActorStatePacket.SUB_STATE_PLAYER && this is Player ? ((Player)this) : null;
}
public BattleNpc GetAsMob()
{
return currentSubState == SetActorStatePacket.SUB_STATE_MONSTER && this is BattleNpc ? ((BattleNpc)this) : null;
}
public Npc GetAsNpc()
{
return currentSubState != SetActorStatePacket.SUB_STATE_PLAYER && this is Npc ? ((Npc)this) : null;
}
public Actor GetAsActor()
{
return this is Actor ? ((Actor)this) : null;
}
public Character GetAsCharacter()
{
return this is Character ? ((Character)this) : null;
}
public SubPacket CreateGameMessagePacket(Actor textIdOwner, ushort textId, byte log, params object[] msgParams)
{
if (msgParams == null || msgParams.Length == 0)