mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
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173 lines
5.9 KiB
C#
173 lines
5.9 KiB
C#
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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.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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using FFXIVClassic_Map_Server.packets.send;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class AbilityState : State
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{
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private BattleCommand skill;
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public AbilityState(Character owner, Character target, ushort skillId) :
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base(owner, target)
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{
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this.startTime = DateTime.Now;
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this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "ability", "onAbilityPrepare", owner, target, skill);
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this.target = skill.GetMainTarget(owner, target);
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if (returnCode == 0)
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{
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OnStart();
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}
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else
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{
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errorResult = null;
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interrupt = true;
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}
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}
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public override void OnStart()
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{
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "ability", "onAbilityStart", owner, target, skill);
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if (returnCode != 0)
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{
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interrupt = true;
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errorResult = new BattleAction(owner.actorId, (ushort)(returnCode == -1 ? 32558 : returnCode), 0);
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}
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else
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{
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//owner.LookAt(target);
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//If owner already has this status effect and it's a stance that gets removed on reuse, remove it and don't continue
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var effect = owner.statusEffects.GetStatusEffectById(skill.statusId);
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if (effect!= null && (effect.GetFlags() & (uint) StatusEffectFlags.Stance) != 0)
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{
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owner.statusEffects.RemoveStatusEffect(effect);
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interrupt = true;
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}
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}
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}
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public override bool Update(DateTime tick)
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{
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if (skill != null)
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{
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TryInterrupt();
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if (interrupt)
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{
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OnInterrupt();
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return true;
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}
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// todo: check weapon delay/haste etc and use that
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var actualCastTime = skill.castTimeMs;
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if ((tick - startTime).Milliseconds >= skill.castTimeMs)
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{
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OnComplete();
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return true;
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}
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return false;
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}
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return true;
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}
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public override void OnInterrupt()
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{
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// todo: send paralyzed/sleep message etc.
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if (errorResult != null)
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{
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owner.DoBattleAction(skill.id, errorResult.animation, errorResult);
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errorResult = null;
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}
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}
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public override void OnComplete()
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{
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bool hitTarget = false;
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skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget);
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isCompleted = true;
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var targets = skill.targetFind.GetTargets();
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List<BattleAction> actions = new List<BattleAction>();
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List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnAttack);
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foreach (var chara in targets)
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{
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for (int hitNum = 0; hitNum < skill.numHits; hitNum++)
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{
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//30328 - Your [ability] grants you the effect of [status]
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//30320 - You use [ability]. You recover x HP.
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var action = new BattleAction(chara.actorId, skill.worldMasterTextId, 0, 0, 1, 1);
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//uncached
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "ability", "onAbilityFinish", owner, target, skill, action);
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//cached
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//skill.CallLuaFunction(owner, "onAbilityFinish", owner, target, skill, action);
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//if hit type isn't evade or miss
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if (((action.hitType & HitType.Evade) | (action.hitType & HitType.Miss)) == 0)
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hitTarget = true;
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actions.AddRange(action.GetAllActions());
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}
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}
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// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
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BattleAction[] errors = (BattleAction[])actions.ToArray().Clone();
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owner.OnAbility(this, actions.ToArray(), skill, ref errors);
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owner.DoBattleAction(skill.id, skill.battleAnimation, actions);
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}
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public override void TryInterrupt()
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{
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if (interrupt)
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return;
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAbility))
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{
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// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventAbility);
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uint effectId = 0;
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if (list.Count > 0)
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{
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// todo: actually check proc rate/random chance of whatever effect
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effectId = list[0].GetStatusEffectId();
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}
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interrupt = true;
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return;
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}
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interrupt = !CanUse();
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}
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private bool CanUse()
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{
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return skill.IsValidMainTarget(owner, target);
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}
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public BattleCommand GetWeaponSkill()
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{
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return skill;
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}
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public override void Cleanup()
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{
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owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds);
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}
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}
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}
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