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project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/state/MagicState.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.utils;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class MagicState : State
{
private BattleCommand spell;
private Vector3 startPos;
public MagicState(Character owner, Character target, ushort spellId) :
base(owner, target)
{
this.startPos = owner.GetPosAsVector3();
this.startTime = DateTime.Now;
this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicPrepare", owner, target, spell);
this.target = spell.GetMainTarget(owner, target);
if (returnCode == 0 && owner.CanCast(this.target, spell))
{
OnStart();
}
else
{
errorResult = new BattleAction(owner.actorId, 32553, 0);
interrupt = true;
}
}
public override void OnStart()
{
var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicStart", owner, target, spell);
if (returnCode != 0)
{
interrupt = true;
errorResult = new BattleAction(target.actorId, (ushort)(returnCode == -1 ? 32553 : returnCode), 0, 0, 0, 1);
}
else
{
// todo: check within attack range
float[] baseCastDuration = { 1.0f, 0.25f };
//Check combo stuff here because combos can impact spell cast times
float spellSpeed = spell.castTimeMs;
//There are no positional spells, so just check onCombo, need to check first because certain spells change aoe type/accuracy
//If owner is a player and the spell being used is part of the current combo
if (spell.comboStep == 1 || ((owner is Player p) && (p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
{
lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onCombo", owner, target, spell);
spell.isCombo = true;
}
if (!spell.IsInstantCast())
{
// command casting duration
if (owner is Player)
{
// todo: modify spellSpeed based on modifiers and stuff
((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(spellSpeed)));
}
owner.SendChant(0xf, 0x0);
owner.DoBattleAction(spell.id, (uint) 0x6F000000 | spell.castType, new BattleAction(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
}
}
}
public override bool Update(DateTime tick)
{
if (spell != null)
{
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
var actualCastTime = spell.castTimeMs;
if ((tick - startTime).TotalMilliseconds >= spell.castTimeMs)
{
OnComplete();
return true;
}
return false;
}
return true;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
if (errorResult != null)
{
2017-08-29 22:27:32 -04:00
owner.SendChant(0, 0);
owner.DoBattleAction(spell.id, errorResult.animation, errorResult);
errorResult = null;
}
}
public override void OnComplete()
{
//How do combos/hitdirs work for aoe abilities or does that not matter for aoe?
HitDirection hitDir = owner.GetHitDirection(target);
bool hitTarget = false;
spell.targetFind.FindWithinArea(target, spell.validTarget, spell.aoeTarget);
isCompleted = true;
var targets = spell.targetFind.GetTargets();
List<BattleAction> actions = new List<BattleAction>();
if (targets.Count > 0)
{
List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnSpell);
//modify skill based on status effects
foreach (var effect in effects)
lua.LuaEngine.CallLuaStatusEffectFunction(owner, effect, "onWeaponSkill", owner, effect, spell);
//Now that combos and positionals bonuses are done, we can calculate hits/crits/etc and damage
foreach (var chara in targets)
{
for (int hitNum = 0; hitNum < spell.numHits; hitNum++)
{
var action = new BattleAction(chara.actorId, spell.worldMasterTextId, 0, 0, (byte) hitDir, (byte) hitNum);
lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicFinish", owner, chara, spell, action);
//if hit type isn't evade or miss
if (action.hitType > HitType.Evade)
hitTarget = true;
actions.AddRange(action.GetAllActions());
}
}
}
else
{
//No targets hit, cast failed
actions.Add(new BattleAction(target.actorId, 30202, (uint) (0)));
}
// todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action
BattleAction[] errors = (BattleAction[])actions.ToArray().Clone();
owner.OnCast(this, actions.ToArray(), spell, ref errors);
owner.DoBattleAction(spell.id, spell.battleAnimation, actions);
owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnCasting);
//Now that we know if we hit the target we can check if the combo continues
if (owner is Player player)
if (spell.isCombo && hitTarget)
player.SetCombos(spell.comboNextCommandId);
else
player.SetCombos();
}
public override void TryInterrupt()
{
if (interrupt)
return;
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell))
{
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell);
uint effectId = 0;
if (list.Count > 0)
{
// todo: actually check proc rate/random chance of whatever effect
effectId = list[0].GetStatusEffectId();
}
interrupt = true;
return;
}
if (HasMoved())
{
errorResult = new BattleAction(owner.actorId, 30211, 0);
errorResult.animation = 0x7F000002;
interrupt = true;
return;
}
interrupt = !CanCast();
}
private bool CanCast()
{
return owner.CanCast(target, spell) && spell.IsValidMainTarget(owner, target) && !HasMoved();
}
private bool HasMoved()
{
return (owner.GetPosAsVector3() != startPos);
}
public override void Cleanup()
{
owner.SendChant(0, 0);
if (owner is Player)
{
((Player)owner).SendEndCastbar();
}
owner.aiContainer.UpdateLastActionTime(spell.animationDurationSeconds);
}
public BattleCommand GetSpell()
{
return spell;
}
}
}