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

@ -12,6 +12,7 @@ using FFXIVClassic_Map_Server.actors.chara;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.actors.chara.ai.state;
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
namespace FFXIVClassic_Map_Server.Actors
{
@ -473,22 +474,33 @@ namespace FFXIVClassic_Map_Server.Actors
return moveSpeeds[2] + GetMod((uint)Modifier.Speed);
}
public virtual void OnAttack(State state, BattleAction action)
public virtual void OnAttack(State state, BattleAction action, ref SubPacket errorPacket)
{
// todo: change animation based on equipped weapon
action.effectId |= (uint)HitEffect.HitVisual1; // melee
var target = state.GetTarget();
// todo: get hitrate and shit, handle protect effect and whatever
if (BattleUtils.TryAttack(this, target, action, ref errorPacket))
{
action.amount = BattleUtils.CalculateAttackDamage(this, target, action);
//var packet = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, target.actorId, (uint)0x19001000, (uint)0x8000604, (ushort)0x765D, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, (byte)0x1);
}
target.DelHP(action.amount);
}
public virtual void OnCast(State state, BattleAction action, ref SubPacket errorPacket)
{
}
public virtual void OnCast(State state, BattleAction action)
public virtual void OnWeaponSkill(State state, BattleAction action, ref SubPacket errorPacket)
{
}
public virtual void OnWeaponSkill(State state, BattleAction action)
{
}
public virtual void OnAbility(State state, BattleAction action)
public virtual void OnAbility(State state, BattleAction action, ref SubPacket errorPacket)
{
}