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project-meteor-server/FFXIVClassic Map Server/packets/send/Actor/battle/BattleAction.cs

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using FFXIVClassic.Common;
using System;
using System.Collections.Generic;
using FFXIVClassic_Map_Server.actors.chara.ai;
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{
//These flags can be stacked and mixed, but the client will prioritize certain flags over others.
[Flags]
public enum HitEffect : uint
{
//All HitEffects have the last byte 0x8
HitEffectType = 8 << 24,
//Status effects use 32 << 24
StatusEffectType = 32 << 24,
//Magic effects use 48 << 24
MagicEffectType = 48 << 24,
//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
//These are the recoil animations that play on the target, ranging from weak to strong.
//The recoil that gets set was likely based on the percentage of HP lost from the attack.
//These also have a visual effect with heals but in reverse. RecoilLv1 has a large effect, Lv3 has none. Crit is very large
RecoilLv1 = 0,
RecoilLv2 = 1 << 0,
RecoilLv3 = 1 << 1,
//Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
CriticalHit = RecoilLv2 | RecoilLv3,
//Hit visual and sound effects when connecting with the target.
//Mixing these flags together will yield different results.
//Each visual likely relates to a specific weapon.
//Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
//HitVisual is probably based on attack property.
//HitVisual1 is for slashing attacks
//HitVisual2 is for piercing attacks
//HitVisual1 | Hitvisual2 is for blunt attacks
//HitVisual3 is for projectile attacks
//Basically take the attack property of a weapon and shift it left 2
//For auto attacks attack property is weapon's damageAttributeType1
//Still not totally sure how this works with weaponskills or what hitvisual4 or the other combinations are for
HitVisual1 = 1 << 2,
HitVisual2 = 1 << 3,
HitVisual3 = 1 << 4,
HitVisual4 = 1 << 5,
//An additional visual effect that plays on the target when attacked if:
//The attack is physical and they have the protect buff on.
//The attack is magical and they have the shell buff on.
//Special Note: Shell was removed in later versions of the game.
//Another effect plays when both Protect and Shell flags are activated.
//Not sure what this effect is.
//Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
Protect = 1 << 6 | HitEffectType,
Shell = 1 << 7 | HitEffectType,
ProtectShellSpecial = Protect | Shell,
// Required for heal text to be blue, not sure if that's all it's used for
Heal = 1 << 8,
//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
HitEffect1 = 1 << 9,
HitEffect2 = 1 << 10, //Plays the standard hit visual effect, but with no sound if used alone.
HitEffect3 = 1 << 11, //Yellow effect, crit?
HitEffect4 = 1 << 12, //Plays the blocking animation
HitEffect5 = 1 << 13,
GustyHitEffect = HitEffect3 | HitEffect2,
GreenTintedHitEffect = HitEffect4 | HitEffect1,
//For specific animations
Miss = 0,
Evade = HitEffect1,
Hit = HitEffect1 | HitEffect2,
Parry = Hit | HitEffect3,
Block = HitEffect4,
Crit = HitEffect3,
//Knocks you back away from the attacker.
KnockbackLv1 = HitEffect4 | HitEffect2 | HitEffect1,
KnockbackLv2 = HitEffect4 | HitEffect3,
KnockbackLv3 = HitEffect4 | HitEffect3 | HitEffect1,
KnockbackLv4 = HitEffect4 | HitEffect3 | HitEffect2,
KnockbackLv5 = HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
//Knocks you away from the attacker in a counter-clockwise direction.
KnockbackCounterClockwiseLv1 = HitEffect5,
KnockbackCounterClockwiseLv2 = HitEffect5 | HitEffect1,
//Knocks you away from the attacker in a clockwise direction.
KnockbackClockwiseLv1 = HitEffect5 | HitEffect2,
KnockbackClockwiseLv2 = HitEffect5 | HitEffect2 | HitEffect1,
//Completely drags target to the attacker, even across large distances.
DrawIn = HitEffect5 | HitEffect3,
//An additional visual effect that plays on the target based on according buff.
UnknownShieldEffect = HitEffect5 | HitEffect4,
Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
//Unknown = 1 << 14, -- Not sure what this flag does; might be another HitEffect.
//A special effect when performing appropriate skill combos in succession.
//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
SkillCombo1 = 1 << 15,
SkillCombo2 = 1 << 16,
SkillCombo3 = SkillCombo1 | SkillCombo2,
SkillCombo4 = 1 << 17
//Flags beyond here are unknown/untested.
}
//Mixing some of these flags will cause the client to crash.
//Setting a flag higher than Left (0x10-0x80) will cause the client to crash.
[Flags]
public enum HitDirection : byte
{
None = 0,
Front = 1 << 0,
Right = 1 << 1,
Rear = 1 << 2,
Left = 1 << 3
}
public enum HitType : ushort
{
Miss = 0,
Evade = 1,
Parry = 2,
Block = 3,
Resist = 4,
Hit = 5,
Crit = 6
}
public enum BattleActionType
{
None = 0,
AttackPhysical = 1,
AttackMagic = 2,
Heal = 3,
Status = 4
}
class BattleAction
{
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public uint targetId;
public ushort amount;
public ushort enmity; //Seperate from amount for abilities that cause a different amount of enmity than damage
public ushort worldMasterTextId;
public uint effectId; //Impact effect, damage/heal/status numbers or name
public byte param; //Which side the battle action is coming from
public byte hitNum; //Which hit in a sequence of hits this is
public HitType hitType;
//Need a list of actions for commands that may both deal damage and inflict status effects
public List<BattleAction> actionsList;
/// <summary>
/// this field is not actually part of the packet struct
/// </summary>
public uint animation;
public BattleActionType battleActionType;
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public BattleAction(uint targetId, ushort worldMasterTextId, uint effectId, ushort amount = 0, byte param = 0, byte unknown = 1)
{
this.targetId = targetId;
this.worldMasterTextId = worldMasterTextId;
this.effectId = effectId;
this.amount = amount;
this.param = param;
this.hitNum = unknown;
this.hitType = HitType.Hit;
this.enmity = amount;
this.actionsList = new List<BattleAction>();
this.battleActionType = BattleActionType.None;
actionsList.Add(this);
}
public void AddStatusAction(uint targetId, uint effectId)
{
actionsList.Add(new BattleAction(targetId, 30328, effectId | (uint) HitEffect.StatusEffectType));
}
public void AddHealAction(uint targetId, ushort amount)
{
var a = new BattleAction(targetId, 30320, (uint)(HitEffect.MagicEffectType | HitEffect.RecoilLv3 | HitEffect.Heal), amount);
actionsList.Add(a);
}
public void CalcHitType(Character caster, Character target, BattleCommand skill)
{
BattleUtils.CalcHitType(caster, target, skill, this);
}
public void TryStatus(Character caster, Character target, BattleCommand skill, bool isAdditional = true)
{
BattleUtils.TryStatus(caster, target, skill, this, isAdditional);
}
public List<BattleAction> GetAllActions()
{
return actionsList;
}
}
}