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project-meteor-server/FFXIVClassic Map Server/actors/chara/Character.cs

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using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.actors.area;
using FFXIVClassic_Map_Server.actors.group;
using FFXIVClassic_Map_Server.Actors.Chara;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.utils;
using FFXIVClassic_Map_Server.actors.chara.ai;
using System;
using System.Collections.Generic;
namespace FFXIVClassic_Map_Server.Actors
{
/// <summary> Which Character types am I friendly with </summary>
enum CharacterTargetingAllegiance
{
/// <summary> Friendly to Players </summary>
Player,
/// <summary> Friendly to BattleNpcs </summary>
BattleNpcs
}
class Character : Actor
{
public const int SIZE = 0;
public const int COLORINFO = 1;
public const int FACEINFO = 2;
public const int HIGHLIGHT_HAIR = 3;
public const int VOICE = 4;
public const int MAINHAND = 5;
public const int OFFHAND = 6;
public const int SPMAINHAND = 7;
public const int SPOFFHAND = 8;
public const int THROWING = 9;
public const int PACK = 10;
public const int POUCH = 11;
public const int HEADGEAR = 12;
public const int BODYGEAR = 13;
public const int LEGSGEAR = 14;
public const int HANDSGEAR = 15;
public const int FEETGEAR = 16;
public const int WAISTGEAR = 17;
public const int NECKGEAR = 18;
public const int L_EAR = 19;
public const int R_EAR = 20;
public const int R_WRIST = 21;
public const int L_WRIST = 22;
public const int R_RINGFINGER = 23;
public const int L_RINGFINGER = 24;
public const int R_INDEXFINGER = 25;
public const int L_INDEXFINGER = 26;
public const int UNKNOWN = 27;
public bool isStatic = false;
public bool isMovingToSpawn = false;
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public uint modelId;
public uint[] appearanceIds = new uint[28];
public uint animationId = 0;
public uint currentTarget = 0xC0000000;
public uint currentLockedTarget = 0xC0000000;
public uint currentActorIcon = 0;
public Work work = new Work();
public CharaWork charaWork = new CharaWork();
public Group currentParty = null;
public ContentGroup currentContentGroup = null;
//public DateTime lastAiUpdate;
public AIContainer aiContainer;
public StatusEffectContainer statusEffects;
public float meleeRange;
protected uint attackDelayMs;
public CharacterTargetingAllegiance allegiance;
public Pet pet;
public Character(uint actorID) : base(actorID)
{
//Init timer array to "notimer"
for (int i = 0; i < charaWork.statusShownTime.Length; i++)
charaWork.statusShownTime[i] = 0xFFFFFFFF;
this.statusEffects = new StatusEffectContainer(this);
// todo: move this somewhere more appropriate
attackDelayMs = 4200;
meleeRange = 2.5f;
ResetMoveSpeeds();
}
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public SubPacket CreateAppearancePacket()
{
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SetActorAppearancePacket setappearance = new SetActorAppearancePacket(modelId, appearanceIds);
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return setappearance.BuildPacket(actorId);
}
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public SubPacket CreateInitStatusPacket()
{
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return (SetActorStatusAllPacket.BuildPacket(actorId, charaWork.status));
}
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public SubPacket CreateSetActorIconPacket()
{
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return SetActorIconPacket.BuildPacket(actorId, currentActorIcon);
}
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public SubPacket CreateIdleAnimationPacket()
{
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return SetActorSubStatPacket.BuildPacket(actorId, 0, 0, 0, 0, 0, 0, animationId);
}
public void SetQuestGraphic(Player player, int graphicNum)
{
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player.QueuePacket(SetActorQuestGraphicPacket.BuildPacket(actorId, graphicNum));
}
public void SetCurrentContentGroup(ContentGroup group)
{
if (group != null)
charaWork.currentContentGroup = group.GetTypeId();
else
charaWork.currentContentGroup = 0;
currentContentGroup = group;
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/currentContentGroup", this);
propPacketUtil.AddProperty("charaWork.currentContentGroup");
zone.BroadcastPacketsAroundActor(this, propPacketUtil.Done());
}
public List<SubPacket> GetActorStatusPackets()
{
var propPacketUtil = new ActorPropertyPacketUtil("charaWork/status", this);
var i = 0;
foreach (var effect in statusEffects.GetStatusEffects())
{
propPacketUtil.AddProperty($"charaWork.statusShownTime[{i}]");
i++;
}
return propPacketUtil.Done();
}
public void PlayAnimation(uint animId, bool onlySelf = false)
{
if (onlySelf)
{
if (this is Player)
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((Player)this).QueuePacket(PlayAnimationOnActorPacket.BuildPacket(actorId, animId));
}
else
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zone.BroadcastPacketAroundActor(this, PlayAnimationOnActorPacket.BuildPacket(actorId, animId));
}
public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40, float polyRadius = 0.0f)
{
aiContainer?.pathFind?.PreparePath(x, y, z, stepSize, maxPath, polyRadius);
}
public void FollowTarget(Actor target, float stepSize = 1.2f, int maxPath = 25, float radius = 0.0f)
{
var player = target as Player;
if (player != null)
{
if (this.target != player)
{
this.target = target;
}
// todo: move this to own function thing
this.oldMoveState = this.moveState;
this.moveState = 2;
updateFlags |= ActorUpdateFlags.Position | ActorUpdateFlags.Speed;
//this.moveSpeeds = player.moveSpeeds;
PathTo(player.positionX, player.positionY, player.positionZ, stepSize, maxPath, radius);
}
}
public virtual void OnPath(Vector3 point)
{
lua.LuaEngine.CallLuaBattleAction(this, "onPath", this, point);
updateFlags |= ActorUpdateFlags.Position;
this.isAtSpawn = false;
}
public override void Update(DateTime tick)
{
}
public override void PostUpdate(DateTime tick, List<SubPacket> packets = null)
{
if (updateFlags != ActorUpdateFlags.None)
{
packets = packets ?? new List<SubPacket>();
if ((updateFlags & ActorUpdateFlags.Appearance) != 0)
{
packets.Add(new SetActorAppearancePacket(modelId, appearanceIds).BuildPacket(actorId));
}
// todo: should probably add another flag for battleTemp since all this uses reflection
if ((updateFlags & ActorUpdateFlags.HpTpMp) != 0)
{
var propPacketUtil = new ActorPropertyPacketUtil("charaWork.parameterSave", this);
propPacketUtil.AddProperty("charaWork.parameterSave.mp");
propPacketUtil.AddProperty("charaWork.parameterSave.mpMax");
propPacketUtil.AddProperty("charaWork.parameterTemp.tp");
packets.AddRange(propPacketUtil.Done());
}
base.PostUpdate(tick, packets);
}
}
public virtual bool CanAttack()
{
return false;
}
public virtual bool CanCast()
{
return false;
}
public virtual uint GetAttackDelayMs()
{
return attackDelayMs;
}
public bool Engage(uint targid = 0)
{
// todo: attack the things
targid = targid == 0 ? currentTarget: targid;
if (targid != 0)
{
var targ = Server.GetWorldManager().GetActorInWorld(targid);
if (targ is Character)
aiContainer.Engage((Character)targ);
}
return false;
}
public bool Disengage()
{
if (aiContainer != null)
{
aiContainer.Disengage();
return true;
}
return false;
}
public virtual void Spawn(DateTime tick)
{
// todo: reset hp/mp/tp etc here
RecalculateHpMpTp();
}
public virtual void Die(DateTime tick)
{
// todo: actual despawn timer
aiContainer.InternalDie(tick, 10);
}
protected virtual void Despawn(DateTime tick)
{
}
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public bool IsDead()
{
return currentMainState == SetActorStatePacket.MAIN_STATE_DEAD || currentMainState == SetActorStatePacket.MAIN_STATE_DEAD2;
}
public bool IsAlive()
{
return !IsDead();
}
public virtual short GetHP()
{
// todo:
return charaWork.parameterSave.hp[0];
}
public virtual short GetMaxHP()
{
return charaWork.parameterSave.hpMax[0];
}
public virtual byte GetHPP()
{
return (byte)(charaWork.parameterSave.hp[0] / charaWork.parameterSave.hpMax[0]);
}
public virtual void AddHP(short hp)
{
// todo: +/- hp and die
// todo: battlenpcs probably have way more hp?
var addHp = charaWork.parameterSave.hp[0] + hp;
addHp = addHp.Clamp(short.MinValue, charaWork.parameterSave.hpMax[0]);
charaWork.parameterSave.hp[0] = (short)addHp;
if (charaWork.parameterSave.hp[0] < 1)
Die(Program.Tick);
updateFlags |= ActorUpdateFlags.HpTpMp;
}
public virtual void DelHP(short hp)
{
AddHP((short)-hp);
}
// todo: should this include stats too?
public virtual void RecalculateHpMpTp()
{
// todo: recalculate stats and crap
updateFlags |= ActorUpdateFlags.HpTpMp;
}
public virtual float GetSpeed()
{
// todo: for battlenpc/player calculate speed
return moveSpeeds[2];
}
}
}