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abilities now use correct animation id (<3 azia)

- did stuff with magicstate/attackstate
- fixed status effect tick
- added regen status (todo: actually populate the table and use that name instead of enum's)
- added baseStats to char (todo: add bonuses and stuff on top of those, set charaWork values to the calculated ones + bonus)
This commit is contained in:
Tahir Akhlaq 2017-08-25 03:52:43 +01:00
parent 88abd59ec3
commit 11bbb023d9
25 changed files with 426 additions and 235 deletions

View file

@ -1884,6 +1884,7 @@ namespace FFXIVClassic_Map_Server
ability.effectAnimation = reader.GetUInt16(19);
ability.modelAnimation = reader.GetUInt16(20);
ability.animationDurationSeconds = reader.GetUInt16(21);
ability.battleAnimation = (uint)((ability.animationType << 24) | (ability.modelAnimation << 12) | (ability.effectAnimation));
abilities.Add(id, ability);
}

View file

@ -98,6 +98,7 @@
<Compile Include="actors\chara\ai\state\DeathState.cs" />
<Compile Include="actors\chara\ai\state\MagicState.cs" />
<Compile Include="actors\chara\ai\state\State.cs" />
<Compile Include="actors\chara\ai\state\WeaponSkillState.cs" />
<Compile Include="actors\chara\ai\StatusEffect.cs" />
<Compile Include="actors\chara\ai\StatusEffectContainer.cs" />
<Compile Include="actors\chara\ai\TargetFind.cs" />

View file

@ -670,7 +670,7 @@ namespace FFXIVClassic_Map_Server.Actors
return false;
}
return IsFacing(target.positionX, target.positionY, angle);
return IsFacing(target.positionX, target.positionZ, angle);
}
public void QueuePositionUpdate(Vector3 pos)

View file

@ -24,6 +24,14 @@ namespace FFXIVClassic_Map_Server.Actors
class Character : Actor
{
public const int CLASSID_PUG = 2;
public const int CLASSID_GLA = 3;
public const int CLASSID_MRD = 4;
public const int CLASSID_ARC = 7;
public const int CLASSID_LNC = 8;
public const int CLASSID_THM = 22;
public const int CLASSID_CNJ = 23;
public const int SIZE = 0;
public const int COLORINFO = 1;
public const int FACEINFO = 2;
@ -77,8 +85,6 @@ namespace FFXIVClassic_Map_Server.Actors
public AIContainer aiContainer;
public StatusEffectContainer statusEffects;
public float meleeRange;
protected uint attackDelayMs;
public CharacterTargetingAllegiance allegiance;
@ -86,6 +92,10 @@ namespace FFXIVClassic_Map_Server.Actors
public Dictionary<Modifier, Int64> modifiers = new Dictionary<Modifier, long>();
protected ushort hpBase, hpMaxBase, mpBase, mpMaxBase, tpBase;
protected BattleTemp baseStats = new BattleTemp();
public ushort currentJob;
public Character(uint actorID) : base(actorID)
{
//Init timer array to "notimer"
@ -95,9 +105,10 @@ namespace FFXIVClassic_Map_Server.Actors
this.statusEffects = new StatusEffectContainer(this);
// todo: move this somewhere more appropriate
attackDelayMs = 4200;
meleeRange = 2.5f;
ResetMoveSpeeds();
// todo: base this on equip and shit
SetMod((uint)Modifier.AttackRange, 3);
SetMod((uint)Modifier.AttackDelay, 4200);
}
public SubPacket CreateAppearancePacket()
@ -148,6 +159,7 @@ namespace FFXIVClassic_Map_Server.Actors
foreach (var effect in statusEffects.GetStatusEffects())
{
propPacketUtil.AddProperty($"charaWork.statusShownTime[{i}]");
propPacketUtil.AddProperty(String.Format("charaWork.statusShownTime[{0}]", i));
i++;
}
return propPacketUtil.Done();
@ -192,8 +204,9 @@ namespace FFXIVClassic_Map_Server.Actors
public Int64 GetMod(uint modifier)
{
Int64 res;
modifiers.TryGetValue((Modifier)modifier, out res);
return res;
if (modifiers.TryGetValue((Modifier)modifier, out res))
return res;
return 0;
}
public void SetMod(uint modifier, Int64 val)
@ -253,7 +266,12 @@ namespace FFXIVClassic_Map_Server.Actors
public virtual uint GetAttackDelayMs()
{
return attackDelayMs;
return (uint)GetMod((uint)Modifier.AttackDelay);
}
public virtual uint GetAttackRange()
{
return (uint)GetMod((uint)Modifier.AttackRange);
}
public bool Engage(uint targid = 0)
@ -279,10 +297,23 @@ namespace FFXIVClassic_Map_Server.Actors
return false;
}
public void Cast(uint spellId)
{
aiContainer.Cast(Server.GetWorldManager().GetActorInWorld(currentTarget) as Character, spellId);
}
public void WeaponSkill(uint skillId)
{
aiContainer.WeaponSkill(Server.GetWorldManager().GetActorInWorld(currentTarget) as Character, skillId);
}
public virtual void Spawn(DateTime tick)
{
// todo: reset hp/mp/tp etc here
RecalculateHpMpTp();
ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
charaWork.parameterSave.hp = charaWork.parameterSave.hpMax;
charaWork.parameterSave.mp = charaWork.parameterSave.mpMax;
RecalculateStats();
}
public virtual void Die(DateTime tick)
@ -306,47 +337,105 @@ namespace FFXIVClassic_Map_Server.Actors
return !IsDead();
}
public virtual short GetHP()
public short GetHP()
{
// todo:
return charaWork.parameterSave.hp[0];
return charaWork.parameterSave.hp[currentJob];
}
public virtual short GetMaxHP()
public short GetMaxHP()
{
return charaWork.parameterSave.hpMax[0];
return charaWork.parameterSave.hpMax[currentJob];
}
public virtual byte GetHPP()
public short GetMP()
{
return (byte)(charaWork.parameterSave.hp[0] / charaWork.parameterSave.hpMax[0]);
return charaWork.parameterSave.mp;
}
public virtual void AddHP(short hp)
public ushort GetTP()
{
return tpBase;
}
public short GetMaxMP()
{
return charaWork.parameterSave.mpMax;
}
public byte GetMPP()
{
return (byte)((charaWork.parameterSave.mp / charaWork.parameterSave.mpMax) * 100);
}
public byte GetTPP()
{
return (byte)((tpBase / 3000) * 100);
}
public byte GetHPP()
{
return (byte)((charaWork.parameterSave.hp[0] / charaWork.parameterSave.hpMax[0]) * 100);
}
// todo: the following functions are virtuals since we want to check hidden item bonuses etc on player for certain conditions
public virtual void AddHP(int 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;
var addHp = charaWork.parameterSave.hp[currentJob] + hp;
addHp = addHp.Clamp(ushort.MinValue, charaWork.parameterSave.hpMax[currentJob]);
charaWork.parameterSave.hp[currentJob] = (short)addHp;
if (charaWork.parameterSave.hp[0] < 1)
if (charaWork.parameterSave.hp[currentJob] < 1)
Die(Program.Tick);
updateFlags |= ActorUpdateFlags.HpTpMp;
}
public virtual void DelHP(short hp)
public void AddMP(int mp)
{
charaWork.parameterSave.mp = (short)(charaWork.parameterSave.mp + mp).Clamp(ushort.MinValue, charaWork.parameterSave.mpMax);
// todo: check hidden effects and shit
updateFlags |= ActorUpdateFlags.HpTpMp;
}
public void AddTP(int tp)
{
tpBase = (ushort)((tpBase + tp).Clamp(0, 3000));
updateFlags |= ActorUpdateFlags.HpTpMp;
}
public void DelHP(int hp)
{
AddHP((short)-hp);
}
// todo: should this include stats too?
public virtual void RecalculateHpMpTp()
public void DelMP(int mp)
{
// legit fuck c#
// todo: other shit too..
meleeRange = GetMod((uint)Modifier.AttackRange);
AddMP(-mp);
}
public void DelTP(int tp)
{
AddTP(-tp);
}
public void CalculateBaseStats()
{
// todo: apply mods and shit here, get race/level/job and shit
// baseStats.generalParameter[ASIDHOASID] =
}
// todo: should this include stats too?
public void RecalculateStats()
{
if (GetMod((uint)Modifier.Hp) != 0)
{
}
// todo: recalculate stats and crap
updateFlags |= ActorUpdateFlags.HpTpMp;
}
@ -354,7 +443,7 @@ namespace FFXIVClassic_Map_Server.Actors
public virtual float GetSpeed()
{
// todo: for battlenpc/player calculate speed
return moveSpeeds[2];
return moveSpeeds[2] + GetMod((uint)Modifier.Speed);
}
}

View file

@ -42,16 +42,14 @@ namespace FFXIVClassic_Map_Server.actors.chara
ResistWater = 31, // <3 u jorge
AttackRange = 32,
Speed = 33,
AttackDelay = 34,
CraftProcessing = 35,
CraftMagicProcessing = 36,
CraftProcessControl = 37,
/* fuck off
CRAFT_PROCESSING = 30,
CRAFT_MAGIC_PROCESSING = 31,
CRAFT_PROCESS_CONTROL = 32,
HARVEST_POTENCY = 33,
HARVEST_LIMIT = 34,
HARVEST_RATE = 35,
*/
HarvestPotency = 38,
HarvestLimit = 39,
HarvestRate = 40
}
}

View file

@ -295,12 +295,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public void InternalCast(Character target, uint spellId)
{
ChangeState(new MagicState(owner, target, (ushort)spellId));
}
public void InternalWeaponSkill(Character target, uint weaponSkillId)
{
ChangeState(new WeaponSkillState(owner, target, (ushort)weaponSkillId));
}
public void InternalMobSkill(Character target, uint mobSkillId)
@ -310,7 +310,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public void InternalDie(DateTime tick, uint timeToFadeout)
{
if (true) return;
ClearStates();
Disengage();
ForceChangeState(new DeathState(owner, tick, timeToFadeout));

View file

@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.actors.chara.player;
namespace FFXIVClassic_Map_Server.actors.chara.ai
{
@ -42,7 +43,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
class Ability
{
public ushort abilityId;
public ushort id;
public string name;
public byte job;
public byte level;
@ -65,14 +66,17 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public ushort modelAnimation;
public ushort animationDurationSeconds;
public uint battleAnimation;
public ushort worldMasterTextId;
public uint param;
public TargetFind targetFind;
public Ability(ushort id, string name)
{
this.abilityId = id;
this.id = id;
this.name = name;
this.range = -1;
this.range = 0;
}
public Ability Clone()
@ -90,10 +94,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
return castTimeSeconds == 0;
}
public bool CanPlayerUse(Character user, Character target)
public bool IsValidTarget(Character user, Character target)
{
// todo: set box length..
targetFind = new TargetFind(user);
if (aoeType == TargetFindAOEType.Box)
{
// todo: read box width from sql
@ -103,7 +108,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
{
targetFind.SetAOEType(validTarget, aoeType, range, 40);
}
return false;
return targetFind.CanTarget(target, true, true);
}
}
}

View file

@ -91,7 +91,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
{
var dest = owner.FindRandomPoint(x, y, z, minRange, maxRange);
// todo: this is dumb..
distanceFromPoint = owner.meleeRange;
distanceFromPoint = owner.GetAttackRange();
PreparePath(dest.X, dest.Y, dest.Z);
}
@ -148,14 +148,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
{
float speed = GetSpeed();
float stepDistance = speed;
float stepDistance = speed / 3;
float distanceTo = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, point.X, point.Y, point.Z);
owner.LookAt(point.X, point.Y);
if (distanceTo <= distanceFromPoint + stepDistance)
{
if (distanceFromPoint <= 1.5f)
if (distanceFromPoint <= owner.GetAttackRange())
{
owner.QueuePositionUpdate(point);
}

View file

@ -419,7 +419,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public bool Update(DateTime tick)
{
// todo: maybe not tick if already reached duration?
if (tickMs != 0 && (lastTick - startTime).TotalMilliseconds >= tickMs)
if (tickMs != 0 && (tick - lastTick).TotalMilliseconds >= tickMs)
{
// todo: call effect's onTick
// todo: maybe keep a global lua object instead of creating a new one each time we wanna call a script
@ -443,7 +443,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
public Character GetSource()
{
return source;
return source ?? owner;
}
public uint GetStatusEffectId()

View file

@ -46,18 +46,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
if (sendUpdate)
{
var propPacketUtil = new ActorPropertyPacketUtil("charaWork.status", owner);
//Status Times
for (int i = 0; i < owner.charaWork.statusShownTime.Length; i++)
{
if (owner.charaWork.status[i] != 0xFFFF && owner.charaWork.status[i] != 0)
propPacketUtil.AddProperty(String.Format("charaWork.status[{0}]", i));
if (owner.charaWork.statusShownTime[i] != 0xFFFFFFFF)
propPacketUtil.AddProperty(String.Format("charaWork.statusShownTime[{0}]", i));
}
owner.zone.BroadcastPacketsAroundActor(owner, propPacketUtil.Done());
owner.zone.BroadcastPacketsAroundActor(owner, owner.GetActorStatusPackets());
sendUpdate = false;
}
}
@ -97,7 +86,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
{
// todo: send packet to client with effect added message
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, owner.actorId, 0, newEffect.GetStatusEffectId(), 0, newEffect.GetStatusId(), 0, 0));
player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, newEffect.GetSource().actorId, newEffect.GetOwner().actorId, 0x7678, 0, 0, newEffect.GetStatusId(), 0, 0));
}
// wont send a message about losing effect here
@ -115,8 +104,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
owner.charaWork.statusShownTime[index] = Utils.UnixTimeStampUTC() + (newEffect.GetDurationMs() / 1000);
this.owner.zone.BroadcastPacketAroundActor(this.owner, SetActorStatusPacket.BuildPacket(this.owner.actorId, (ushort)index, (ushort)newEffect.GetStatusId()));
}
owner.RecalculateHpMpTp();
sendUpdate = true;
{
owner.zone.BroadcastPacketsAroundActor(owner, owner.GetActorStatusPackets());
}
owner.RecalculateStats();
}
return true;
}
@ -130,9 +121,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
// send packet to client with effect remove message
if (!silent || !effect.GetSilent() || (effect.GetFlags() & (uint)StatusEffectFlags.Silent) == 0)
{
// todo: send packet to client with effect removed message
//foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
// player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, effect.GetSource().actorId, owner.actorId, 0, effect.GetStatusEffectId(), 0, effect.GetStatusId(), 0, 0));
// todo: send packet to client with effect added message
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, owner.actorId, 0x7679, 0, 0, effect.GetStatusId(), 0, 0));
}
// todo: this is retarded..
@ -145,7 +136,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
// function onLose(actor, effect)
LuaEngine.CallLuaStatusEffectFunction(this.owner, effect, "onLose", this.owner, effect);
effects.Remove(effect.GetStatusEffectId());
owner.RecalculateHpMpTp();
owner.RecalculateStats();
sendUpdate = true;
}
}

View file

@ -82,7 +82,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > 10)
{
owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None);
owner.aiContainer.pathFind.PathInRange(target.positionX, target.positionY, target.positionZ, 1.5f, owner.meleeRange);
owner.aiContainer.pathFind.PathInRange(target.positionX, target.positionY, target.positionZ, 1.5f, owner.GetAttackRange());
ChangeTarget(target);
return false;
}
@ -114,22 +114,22 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
public override void Cast(Character target, uint spellId)
{
// todo:
}
public override void Ability(Character target, uint abilityId)
{
// todo:
}
public override void RangedAttack(Character target)
{
// todo:
}
public override void MonsterSkill(Character target, uint mobSkillId)
{
// todo:
}
private void DoRoamTick(DateTime tick)
@ -202,7 +202,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
var targetPos = new Vector3(owner.target.positionX, owner.target.positionY, owner.target.positionZ);
var distance = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, targetPos.X, targetPos.Y, targetPos.Z);
if (distance > owner.meleeRange - 0.2f || owner.aiContainer.CanFollowPath())
if (distance > owner.GetAttackRange() - 0.2f || owner.aiContainer.CanFollowPath())
{
if (CanMoveForward(distance))
{

View file

@ -63,7 +63,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
public override void Cast(Character target, uint spellId)
{
owner.aiContainer.InternalCast(target, spellId);
}
public override void Ability(Character target, uint abilityId)

View file

@ -100,7 +100,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
player.QueuePacket(packet);
}
}
//target.DelHP((short)damage);
target.DelHP((short)damage);
attackTime = attackTime.AddMilliseconds(owner.GetAttackDelayMs());
owner.LookAt(target);
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
@ -150,9 +150,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
return false;
}
// todo: use a mod for melee range
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.meleeRange)
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > owner.GetAttackRange())
{
//owner.aiContainer.GetpathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4);
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
{
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
}
return false;
}
return true;

View file

@ -28,7 +28,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
{
// todo: mark for zoning and remove after main loop
owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
owner.Spawn(Program.Tick);
//Server.GetWorldManager().DoZoneChange(((Player)owner), 244, null, 0, 15, -160.048f, 0, -165.737f, 0.0f);
}
else

View file

@ -13,6 +13,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
private Ability spell;
private uint cost;
private Vector3 startPos;
public MagicState(Character owner, Character target, ushort spellId) :
base(owner, target)
@ -20,53 +22,132 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
this.startTime = DateTime.Now;
// todo: lookup spell from global table
this.spell = Server.GetWorldManager().GetAbility(spellId);
var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellPrepare", owner, target, spell);
if (spell != null)
if (spell != null && returnCode == 0)
{
if (spell.CanPlayerUse(owner, target))
// todo: hp/mp shit should be taken care of in scripts, not here
// todo: Azia can fix, check the recast time and send error
if (!spell.IsValidTarget(owner, target))
{
// todo: error message
interrupt = true;
}
else if ((spell.mpCost = (ushort)Math.Ceiling((8000 + (owner.charaWork.parameterSave.state_mainSkillLevel - 70) * 500) * (spell.mpCost * 0.001))) > owner.GetMP())
{
// todo: error message
interrupt = true;
}
else if (spell.level > owner.charaWork.parameterSave.state_mainSkillLevel)
{
// todo: error message
}
else if (false /*spell.requirements & */)
{
// todo: error message
}
else
{
OnStart();
}
}
else
{
// todo: fuckin retarded. enum log messages somewhere (prolly isnt even right param)
if (owner is Player)
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), (ushort)(returnCode == -1 ? 32539 : returnCode), 0x20);
interrupt = true;
}
}
public override void OnStart()
{
// todo: check within attack range
var returnCode = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellStart", owner, target, spell);
owner.LookAt(target);
if (returnCode != 0)
{
interrupt = true;
errorPacket = BattleActionX01Packet.BuildPacket(owner.actorId, owner.actorId, owner.actorId, 0, 0, (ushort)(returnCode == -1 ? 32539 : returnCode), spell.id, 0, 1);
}
else
{
// todo: check within attack range
startPos = owner.GetPosAsVector3();
owner.LookAt(target);
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
{
// todo: this is retarded, prolly doesnt do what i think its gonna do
player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, target != null ? target.actorId : 0xC0000000, spell.battleAnimation, spell.effectAnimation, 0, spell.id, 0, (byte)spell.castTimeSeconds));
}
}
}
public override bool Update(DateTime tick)
{
TryInterrupt();
if (interrupt)
if (spell != null)
{
OnInterrupt();
return true;
}
TryInterrupt();
// todo: check weapon delay/haste etc and use that
if ((tick - startTime).TotalMilliseconds >= 0)
{
OnComplete();
return true;
if (interrupt)
{
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
var actualCastTime = spell.castTimeSeconds;
if ((tick - startTime).TotalSeconds >= spell.castTimeSeconds)
{
OnComplete();
return true;
}
return false;
}
return false;
return true;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
if (errorPacket != null)
{
owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
}
}
public override void OnComplete()
{
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
spell.targetFind.FindWithinArea(target, spell.validTarget);
isCompleted = true;
List<SubPacket> packets = new List<SubPacket>();
foreach (var chara in spell.targetFind.GetTargets())
{
// todo: calculate shit, do shit
bool landed = true;
var amount = lua.LuaEngine.CallLuaAbilityFunction(owner, spell, "spells", "onSpellFinish", owner, target, spell);
foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
{
player.QueuePacket(BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, chara.actorId, spell.battleAnimation, spell.effectAnimation, spell.worldMasterTextId, spell.id, (ushort)spell.param, 1));
}
if (chara is BattleNpc)
{
((BattleNpc)chara).hateContainer.UpdateHate(owner, amount);
}
}
}
public override void TryInterrupt()
{
if (interrupt)
return;
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventAction))
{
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
@ -85,10 +166,17 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
return;
}
interrupt = !CanAttack();
if (Utils.DistanceSquared(owner.GetPosAsVector3(), startPos) > 4.0f)
{
// todo: send interrupt packet
interrupt = true;
return;
}
interrupt = !CanCast();
}
private bool CanAttack()
private bool CanCast()
{
if (target == null)
{
@ -103,9 +191,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
return false;
}
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) >= 7.5f)
else if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > spell.range)
{
owner.aiContainer.pathFind?.PreparePath(target.positionX, target.positionY, target.positionZ, 2.5f, 4);
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
{
((Player)owner).SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20);
}
return false;
}
return true;

View file

@ -23,5 +23,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.utils
}
defender.DelHP((short)damage);
}
public static int CalculateSpellDamage(Character attacker, Character defender, Ability spell)
{
// todo: spell formulas and stuff (stoneskin, mods, stats, etc)
return 69;
}
}
}

View file

@ -58,8 +58,9 @@ namespace FFXIVClassic_Map_Server.Actors
aggroType = AggroType.Sight;
this.moveState = 2;
ResetMoveSpeeds();
this.meleeRange = 1.5f;
despawnTime = 10;
CalculateBaseStats();
}
public override void Update(DateTime tick)
@ -85,7 +86,7 @@ namespace FFXIVClassic_Map_Server.Actors
propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[1]");
packets.AddRange(propPacketUtil.Done());
}
base.PostUpdate(tick);
base.PostUpdate(tick, packets);
}
public override bool CanAttack()

View file

@ -26,14 +26,6 @@ namespace FFXIVClassic_Map_Server.Actors
{
class Player : Character
{
public const int CLASSID_PUG = 2;
public const int CLASSID_GLA = 3;
public const int CLASSID_MRD = 4;
public const int CLASSID_ARC = 7;
public const int CLASSID_LNC = 8;
public const int CLASSID_THM = 22;
public const int CLASSID_CNJ = 23;
public const int CLASSID_CRP = 29;
public const int CLASSID_BSM = 30;
public const int CLASSID_ARM = 31;
@ -97,7 +89,6 @@ namespace FFXIVClassic_Map_Server.Actors
public uint destinationZone;
public ushort destinationSpawnType;
public uint[] timers = new uint[20];
public ushort currentJob;
public uint currentTitle;
public uint playTime;
public uint lastPlayTimeUpdate;
@ -1729,30 +1720,15 @@ namespace FFXIVClassic_Map_Server.Actors
packets.AddRange(propPacketUtil.Done());
}
base.PostUpdate(tick);
base.PostUpdate(tick, packets);
}
public override short GetHP()
{
return charaWork.parameterSave.hp[currentJob];
}
public override short GetMaxHP()
{
return charaWork.parameterSave.hpMax[currentJob];
}
public override byte GetHPP()
{
return (byte)(charaWork.parameterSave.hp[currentJob] / charaWork.parameterSave.hpMax[currentJob]);
}
public override void AddHP(short hp)
public override void AddHP(int hp)
{
// todo: +/- hp and die
// todo: battlenpcs probably have way more hp?
// todo: check hidden effects and shit
var addHp = charaWork.parameterSave.hp[currentJob] + hp;
addHp = addHp.Clamp(short.MinValue, charaWork.parameterSave.hpMax[currentJob]);
addHp = addHp.Clamp(ushort.MinValue, charaWork.parameterSave.hpMax[currentJob]);
charaWork.parameterSave.hp[currentJob] = (short)addHp;
if (charaWork.parameterSave.hp[currentJob] < 1)
@ -1761,17 +1737,6 @@ namespace FFXIVClassic_Map_Server.Actors
updateFlags |= ActorUpdateFlags.HpTpMp;
}
public override void DelHP(short hp)
{
AddHP((short)-hp);
}
// todo: should this include stats too?
public override void RecalculateHpMpTp()
{
// todo: recalculate stats and crap
updateFlags |= ActorUpdateFlags.HpTpMp;
}
public override void Die(DateTime tick)
{
@ -1833,7 +1798,6 @@ namespace FFXIVClassic_Map_Server.Actors
QueuePackets(recastPacketUtil.Done());
}
public void EquipAbility(ushort hotbarSlot, ushort commandId)
{
//if (charaWork.commandAcquired[commandId])
@ -1947,7 +1911,7 @@ namespace FFXIVClassic_Map_Server.Actors
public void SendBattleActionX01Packet(uint anim, uint effect, uint text = 0x756D, uint command = 27260, uint param = 0x01, uint idek = 0x01)
{
var packet = BattleActionX01Packet.BuildPacket(actorId, actorId, actorId, (uint)anim, (uint)effect, (ushort)text, (ushort)command, (ushort)param, (byte)idek);
var packet = BattleActionX01Packet.BuildPacket(actorId, actorId, currentTarget != 0xC0000000 ? currentTarget : currentLockedTarget, (uint)anim, (uint)effect, (ushort)text, (ushort)command, (ushort)param, (byte)idek);
QueuePacket(packet);
}
}

View file

@ -167,7 +167,8 @@ namespace FFXIVClassic_Map_Server.lua
public static int CallLuaStatusEffectFunction(Character actor, StatusEffect effect, string functionName, params object[] args)
{
string path = $"./scripts/effects/{effect.GetName()}.lua";
var name = ((StatusEffectId)effect.GetStatusEffectId()).ToString().ToLower();
string path = $"./scripts/effects/{name}.lua";
if (File.Exists(path))
{
@ -186,7 +187,36 @@ namespace FFXIVClassic_Map_Server.lua
if (!script.Globals.Get(functionName).IsNil())
{
res = script.Call(script.Globals.Get(functionName), args);
return (int)res.Number;
if (res != null)
return (int)res.Number;
}
}
return -1;
}
public static int CallLuaAbilityFunction(Character actor, Ability ability, string folder, string functionName, params object[] args)
{
string path = $"./scripts/{folder}/{ability.name}.lua";
if (File.Exists(path))
{
var script = LoadGlobals();
try
{
script.DoFile(path);
}
catch (Exception e)
{
Program.Log.Error($"LuaEngine.CallLuaSpellFunction [{functionName}] {e.Message}");
}
DynValue res = new DynValue();
if (!script.Globals.Get(functionName).IsNil())
{
res = script.Call(script.Globals.Get(functionName), args);
if (res != null)
return (int)res.Number;
}
}
return -1;

View file

@ -11,6 +11,7 @@ Switches between active and passive mode states
function onEventStarted(player, command, triggerName)
if (player:GetState() == 0) then
player.ChangeState(2);
player.Engage();
elseif (player:GetState() == 2) then
player:ChangeState(0);

View file

@ -0,0 +1,36 @@
require ("global")
require ("utils")
--[[
AttackWeaponSkill Script
Finds the correct weaponskill subscript to fire when a weaponskill actor is activated.
--]]
local attackMagicHandlers = {
}
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
print(command.actorId)
--Are they in active mode?
if (player:GetState() != 2) then
player:SendGameMessage(GetWorldMaster(), 32503, 0x20);
player:endEvent();
return;
end
--Does the target exist
target = player:getZone():FindActorInArea(targetActor);
if (target == nil) then
player:SendGameMessage(GetWorldMaster(), 30203, 0x20);
player:endEvent();
return;
end
player.Cast(command.actorId);
player:endEvent();
end

View file

@ -9,80 +9,6 @@ Finds the correct weaponskill subscript to fire when a weaponskill actor is acti
--]]
local function handlePummel(player, target)
player:SendMessage(0x20, "", "DOING PUMMEL!!!!");
params = {};
params.range = 10.0;
params.recast = 10;
params.hpCost = 0;
params.mpCost = 0;
params.tpCost = 1000;
params.targetType = 2;
params.canCrit = true;
params.animationId = 0x12312312;
end
local function handleSkullSunder(player)
player:SendMessage(0x20, "", "DOING SKULL SUNDER!!!!");
end
local weaponskillHandlers = {
[0xA0F069E6] = handlePummel,
[0xA0F069E7] = nil,
[0xA0F069E8] = nil,
[0xA0F069E9] = nil,
[0xA0F069EA] = nil,
[0xA0F069EB] = nil,
[0xA0F069EC] = nil,
[0xA0F069ED] = nil,
[0xA0F069EE] = nil,
[0xA0F069EF] = nil,
[0xA0F06A0E] = nil,
[0xA0F06A0F] = nil,
[0xA0F06A10] = nil,
[0xA0F06A11] = nil,
[0xA0F06A12] = nil,
[0xA0F06A13] = nil,
[0xA0F06A14] = nil,
[0xA0F06A15] = nil,
[0xA0F06A16] = nil,
[0xA0F06A17] = nil,
[0xA0F06A36] = nil,
[0xA0F06A37] = handleSkullSunder,
[0xA0F06A38] = nil,
[0xA0F06A39] = nil,
[0xA0F06A3A] = nil,
[0xA0F06A3B] = nil,
[0xA0F06A3C] = nil,
[0xA0F06A3D] = nil,
[0xA0F06A3E] = nil,
[0xA0F06A3F] = nil,
[0xA0F06A5C] = nil,
[0xA0F06A5D] = nil,
[0xA0F06A5E] = nil,
[0xA0F06A60] = nil,
[0xA0F06A61] = nil,
[0xA0F06A62] = nil,
[0xA0F06A63] = nil,
[0xA0F06A64] = nil,
[0xA0F06A85] = nil,
[0xA0F06A86] = nil,
[0xA0F06A87] = nil,
[0xA0F06A88] = nil,
[0xA0F06A89] = nil,
[0xA0F06A8A] = nil,
[0xA0F06A8B] = nil,
[0xA0F06A8C] = nil,
[0xA0F06A8D] = nil,
[0xA0F06A8E] = nil,
[0xA0F06A8F] = nil
}
function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, targetActor, arg5, arg6, arg7, arg8)
--Are they in active mode?
@ -100,19 +26,7 @@ function onEventStarted(player, command, triggerName, arg1, arg2, arg3, arg4, ta
return;
end
--Are you too far away?
if (getDistanceBetweenActors(player, target) > 7) then
player:SendGameMessage(GetWorldMaster(), 32539, 0x20);
player:endEvent();
return;
end
if (weaponskillHandlers[command.actorId] ~= nil) then
weaponskillHandlers[command.actorId](player);
else
player:SendMessage(0x20, "", "That weaponskill is not implemented yet.");
end
player.WeaponSkill(command.actorId);
player:endEvent();
end

View file

@ -0,0 +1,31 @@
require("global");
require("bit32");
properties = {
permissions = 0,
parameters = "iiii",
description =
[[
effect
]],
}
function onTrigger(player, argc, effectId, magnitude, tick, duration)
local messageId = MESSAGE_TYPE_SYSTEM_ERROR;
local sender = "effect";
if player then
player.AddHP(100000);
player.DelHP(500);
effectId = tonumber(effectId) or 223180;
magnitude = tonumber(magnitude) or 300;
tick = tonumber(tick) or 3;
duration = tonumber(duration) or 60;
while player.statusEffects.HasStatusEffect(effectId) do
player.statusEffects.RemoveStatusEffect(effectId);
end;
player.statusEffects.AddStatusEffect(effectId, magnitude, tick, duration);
end;
end;

View file

@ -0,0 +1,30 @@
require("global")
messageId = MESSAGE_TYPE_SYSTEM_ERROR;
sender = "regen";
function onGain(target, effect)
messageId = MESSAGE_TYPE_SYSTEM_ERROR;
sender = "regen";
target.SendMessage(messageId, sender, "dicks");
end;
function onTick(target, effect)
messageId = MESSAGE_TYPE_SYSTEM_ERROR;
sender = "regen";
local ability = GetWorldManager().GetAbility(27346);
local anim = bit32.bxor(bit32.lshift(ability.animationType, 24), bit32.lshift(tonumber(1), 12) , 101);
local addHp = effect.GetMagnitude();
target.AddHP(addHp);
target.SendBattleActionX01Packet(anim, 101, 0, 0, addHp);
target.SendMessage(messageId, sender, string.format("ate %u dicks", addHp));
end;
function onLose(target, effect)
messageId = MESSAGE_TYPE_SYSTEM_ERROR;
sender = "regen";
target.SendMessage(messageId, sender, "dicks gon");
end;

View file

@ -82,7 +82,7 @@ INSERT INTO `abilities` VALUES (27142,'rampart',3,2,3,1,0,1,0,2,5,0,60,0,0,120,0
INSERT INTO `abilities` VALUES (27143,'tempered_will',3,42,8,1,0,1,0,0,5,0,20,0,0,180,0,0,14,515,2,2);
INSERT INTO `abilities` VALUES (27144,'outmaneuver',3,34,8,1,0,1,0,0,5,0,30,0,0,90,0,0,14,512,21,2);
INSERT INTO `abilities` VALUES (27145,'flash',3,14,3,32,0,1,0,0,5,0,0,0,0,30,0,0,14,696,2,2);
INSERT INTO `abilities` VALUES (27146,'cover',16,30,0,0,0,1,0,0,5,0,15,0,0,60,0,0,14,1,2,2);
INSERT INTO `abilities` VALUES (27146,'cover',16,30,0,0,0,1,0,0,5,0,15,0,0,60,0,0,14,725,2,2);
INSERT INTO `abilities` VALUES (27147,'divine_veil',16,35,0,0,0,1,0,0,5,0,20,0,0,60,0,0,14,713,2,2);
INSERT INTO `abilities` VALUES (27148,'hallowed_ground',16,50,0,0,0,1,0,0,5,0,0,0,0,900,0,0,14,709,2,2);
INSERT INTO `abilities` VALUES (27149,'holy_succor',16,40,0,0,0,1,0,0,15,0,0,0,2,10,100,0,1,701,1,2);