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More targeting changes

Added CanUse instead of CanAttack/CanWeaponSkill/CanCast since they all
check the same things anyway.

Fixed some bugs like mp checking against hp in AddMP.
This commit is contained in:
Yogurt 2019-05-29 19:46:29 -07:00
parent a458608322
commit 289e4dc24b
5 changed files with 41 additions and 100 deletions

View file

@ -232,8 +232,7 @@ namespace FFXIVClassic_Map_Server.Actors
public void DoBattleAction(ushort commandId, uint animationId, CommandResult[] results)
{
int currentIndex = 0;
//AoE abilities only ever hit 16 people, so we probably won't need this loop anymore
//Apparently aoe are limited to 8?
while (true)
{
if (results.Length - currentIndex >= 10)
@ -247,9 +246,6 @@ namespace FFXIVClassic_Map_Server.Actors
}
else
break;
//I think aoe effects play on all hit enemies. Firaga does at least
//animationId = 0; //If more than one packet is sent out, only send the animation once to avoid double playing.
}
}
@ -446,20 +442,11 @@ namespace FFXIVClassic_Map_Server.Actors
return true;
}
public virtual bool CanCast(Character target, BattleCommand spell)
public virtual bool CanUse(Character target, BattleCommand skill, CommandResult error = null)
{
return false;
}
public virtual bool CanWeaponSkill(Character target, BattleCommand skill)
{
return false;
}
public virtual bool CanUseAbility(Character target, BattleCommand ability)
{
return false;
}
public virtual uint GetAttackDelayMs()
{
@ -628,7 +615,7 @@ namespace FFXIVClassic_Map_Server.Actors
public void SetMP(uint mp)
{
charaWork.parameterSave.mpMax = (short)mp;
if (mp > charaWork.parameterSave.hpMax[0])
if (mp > charaWork.parameterSave.mpMax)
SetMaxMP(mp);
updateFlags |= ActorUpdateFlags.HpTpMp;
@ -1070,6 +1057,7 @@ namespace FFXIVClassic_Map_Server.Actors
{
statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnHit, "onCrit", this, defender, action, actionContainer);
}
//The order of messages that appears after using a command is:
//1. Cast start messages. (ie "You begin casting... ")
@ -1146,13 +1134,14 @@ namespace FFXIVClassic_Map_Server.Actors
{
if (command.isCombo && hitTarget)
((Player)this).SetCombos(command.comboNextCommandId);
else
//Only reset combo if the command is a spell or weaponskill, since abilities can be used between combo skills
else if (command.commandType == CommandType.Spell || command.commandType == CommandType.WeaponSkill)
((Player)this).SetCombos();
}
CommandResult error = new CommandResult(actorId, 0, 0);
DelMP(command.CalculateMpCost(this));
DelTP(command.CalculateTpCost(this));
actions.CombineLists();
DoBattleAction(command.id, command.battleAnimation, actions.GetList());
}

View file

@ -36,13 +36,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
this.target = target != null ? target : owner;
if (returnCode == 0 && owner.CanCast(this.target, spell))
if (returnCode == 0 && owner.CanUse(this.target, spell, errorResult))
{
OnStart();
}
else
{
errorResult = new CommandResult(owner.actorId, 32553, 0);
interrupt = true;
}
}
@ -174,7 +173,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
private bool CanCast()
{
return owner.CanCast(target, spell) && spell.IsValidMainTarget(owner, target) && !HasMoved();
return owner.CanUse(target, spell);
}
private bool HasMoved()

View file

@ -24,7 +24,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillPrepare", owner, target, skill);
if (returnCode == 0 && owner.CanWeaponSkill(target, skill))
if (returnCode == 0 && owner.CanUse(this.target, skill, errorResult))
{
OnStart();
}
@ -167,7 +167,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
private bool CanUse()
{
return owner.CanWeaponSkill(target, skill) && skill.IsValidMainTarget(owner, target);
return owner.CanUse(target, skill);
}
public BattleCommand GetWeaponSkill()

View file

@ -188,7 +188,7 @@ namespace FFXIVClassic_Map_Server.Actors
return true;
}
public override bool CanCast(Character target, BattleCommand spell)
public override bool CanUse(Character target, BattleCommand spell, CommandResult error = null)
{
// todo:
if (target == null)
@ -209,18 +209,6 @@ namespace FFXIVClassic_Map_Server.Actors
return true;
}
public override bool CanWeaponSkill(Character target, BattleCommand skill)
{
// todo:
return true;
}
public override bool CanUseAbility(Character target, BattleCommand ability)
{
// todo:
return false;
}
public uint GetDespawnTime()
{
return despawnTime;
@ -264,7 +252,7 @@ namespace FFXIVClassic_Map_Server.Actors
zone.BroadcastPacketsAroundActor(this, GetSpawnPackets(null, 0x01));
zone.BroadcastPacketsAroundActor(this, GetInitPackets());
charaWork.parameterSave.hp = charaWork.parameterSave.hpMax;
charaWork.parameterSave.mp = charaWork.parameterSave.mpMax;
charaWork.parameterSave.hp = (short[])charaWork.parameterSave.hpMax.Clone();
RecalculateStats();
OnSpawn();

View file

@ -2169,110 +2169,75 @@ namespace FFXIVClassic_Map_Server.Actors
return true;
}
public override bool CanCast(Character target, BattleCommand spell)
//Do we need separate functions? they check the same things
public override bool CanUse(Character target, BattleCommand skill, CommandResult error = null)
{
//Might want to do these with a CommandResult instead to be consistent with the rest of command stuff
if (GetHotbarTimer(spell.id) > Utils.UnixTimeStampUTC())
{
// todo: this needs confirming
// Please wait a moment and try again.
SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20, (uint)spell.id);
return false;
}
if (target == null)
{
// Target does not exist.
SendGameMessage(Server.GetWorldManager().GetActor(), 32511, 0x20, (uint)spell.id);
return false;
}
if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) > spell.range)
{
// The target is too far away.
SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20, (uint)spell.id);
return false;
}
if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) < spell.minRange)
{
// The target is too close.
SendGameMessage(Server.GetWorldManager().GetActor(), 32538, 0x20, (uint)spell.id);
return false;
}
if (target.positionY - positionY > (spell.rangeHeight / 2))
{
// The target is too far above you.
SendGameMessage(Server.GetWorldManager().GetActor(), 32540, 0x20, (uint)spell.id);
return false;
}
if (positionY - target.positionY > (spell.rangeHeight / 2))
{
// The target is too far below you.
SendGameMessage(Server.GetWorldManager().GetActor(), 32541, 0x20, (uint)spell.id);
return false;
}
if (!IsValidTarget(target, spell.mainTarget) || !spell.IsValidMainTarget(this, target))
if (!skill.IsValidMainTarget(this, target, error) || !IsValidTarget(target, skill.mainTarget))
{
// error packet is set in IsValidTarget
return false;
}
return true;
}
public override bool CanWeaponSkill(Character target, BattleCommand skill)
{
// todo: see worldmaster ids 32558~32557 for proper ko message and stuff
//Might want to do these with a BattleAction instead to be consistent with the rest of command stuff
if (GetHotbarTimer(skill.id) > Utils.UnixTimeStampUTC())
{
// todo: this needs confirming
// Please wait a moment and try again.
SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20, (uint)skill.id);
error?.SetTextId(32535);
return false;
}
if (target == null)
if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) > skill.range)
{
// Target does not exist.
SendGameMessage(Server.GetWorldManager().GetActor(), 32511, 0x20, (uint)skill.id);
// The target is too far away.
error?.SetTextId(32539);
return false;
}
if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) < skill.minRange)
{
// The target is too close.
error?.SetTextId(32538);
return false;
}
//Original game checked height difference before horizontal distance
if (target.positionY - positionY > (skill.rangeHeight / 2))
{
// The target is too far above you.
SendGameMessage(Server.GetWorldManager().GetActor(), 32540, 0x20, (uint)skill.id);
error?.SetTextId(32540);
return false;
}
if (positionY - target.positionY > (skill.rangeHeight / 2))
{
// The target is too far below you.
SendGameMessage(Server.GetWorldManager().GetActor(), 32541, 0x20, (uint)skill.id);
error?.SetTextId(32541);
return false;
}
var targetDist = Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ);
if (targetDist > skill.range)
if (skill.CalculateMpCost(this) > GetMP())
{
// The target is out of range.
SendGameMessage(Server.GetWorldManager().GetActor(), 32537, 0x20, (uint)skill.id);
// You do not have enough MP.
error?.SetTextId(32545);
return false;
}
if (targetDist < skill.minRange)
if (skill.CalculateTpCost(this) > GetTP())
{
// The target is too close.
SendGameMessage(Server.GetWorldManager().GetActor(), 32538, 0x20, (uint)skill.id);
// You do not have enough TP.
error?.SetTextId(32546);
return false;
}
if (!IsValidTarget(target, skill.validTarget) || !skill.IsValidMainTarget(this, target))
//Proc requirement
if (skill.procRequirement != BattleCommandProcRequirement.None && !charaWork.battleTemp.timingCommandFlag[(int)skill.procRequirement - 1])
{
// error packet is set in IsValidTarget
//Conditions for use are not met
error?.SetTextId(32556);
return false;
}
return true;
}