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https://bitbucket.org/Ioncannon/project-meteor-server.git
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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.
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parent
a458608322
commit
289e4dc24b
5 changed files with 41 additions and 100 deletions
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@ -232,8 +232,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void DoBattleAction(ushort commandId, uint animationId, CommandResult[] results)
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{
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int currentIndex = 0;
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//AoE abilities only ever hit 16 people, so we probably won't need this loop anymore
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//Apparently aoe are limited to 8?
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while (true)
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{
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if (results.Length - currentIndex >= 10)
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@ -247,9 +246,6 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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else
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break;
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//I think aoe effects play on all hit enemies. Firaga does at least
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//animationId = 0; //If more than one packet is sent out, only send the animation once to avoid double playing.
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}
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}
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@ -446,20 +442,11 @@ namespace FFXIVClassic_Map_Server.Actors
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return true;
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}
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public virtual bool CanCast(Character target, BattleCommand spell)
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public virtual bool CanUse(Character target, BattleCommand skill, CommandResult error = null)
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{
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return false;
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}
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public virtual bool CanWeaponSkill(Character target, BattleCommand skill)
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{
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return false;
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}
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public virtual bool CanUseAbility(Character target, BattleCommand ability)
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{
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return false;
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}
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public virtual uint GetAttackDelayMs()
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{
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@ -628,7 +615,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void SetMP(uint mp)
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{
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charaWork.parameterSave.mpMax = (short)mp;
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if (mp > charaWork.parameterSave.hpMax[0])
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if (mp > charaWork.parameterSave.mpMax)
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SetMaxMP(mp);
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updateFlags |= ActorUpdateFlags.HpTpMp;
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@ -1070,6 +1057,7 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnHit, "onCrit", this, defender, action, actionContainer);
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}
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//The order of messages that appears after using a command is:
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//1. Cast start messages. (ie "You begin casting... ")
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@ -1146,13 +1134,14 @@ namespace FFXIVClassic_Map_Server.Actors
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{
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if (command.isCombo && hitTarget)
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((Player)this).SetCombos(command.comboNextCommandId);
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else
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//Only reset combo if the command is a spell or weaponskill, since abilities can be used between combo skills
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else if (command.commandType == CommandType.Spell || command.commandType == CommandType.WeaponSkill)
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((Player)this).SetCombos();
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}
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CommandResult error = new CommandResult(actorId, 0, 0);
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DelMP(command.CalculateMpCost(this));
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DelTP(command.CalculateTpCost(this));
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actions.CombineLists();
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DoBattleAction(command.id, command.battleAnimation, actions.GetList());
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}
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@ -36,13 +36,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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this.target = target != null ? target : owner;
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if (returnCode == 0 && owner.CanCast(this.target, spell))
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if (returnCode == 0 && owner.CanUse(this.target, spell, errorResult))
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{
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OnStart();
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}
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else
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{
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errorResult = new CommandResult(owner.actorId, 32553, 0);
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interrupt = true;
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}
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}
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@ -174,7 +173,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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private bool CanCast()
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{
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return owner.CanCast(target, spell) && spell.IsValidMainTarget(owner, target) && !HasMoved();
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return owner.CanUse(target, spell);
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}
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private bool HasMoved()
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@ -24,7 +24,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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this.skill = Server.GetWorldManager().GetBattleCommand(skillId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillPrepare", owner, target, skill);
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if (returnCode == 0 && owner.CanWeaponSkill(target, skill))
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if (returnCode == 0 && owner.CanUse(this.target, skill, errorResult))
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{
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OnStart();
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}
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@ -167,7 +167,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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private bool CanUse()
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{
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return owner.CanWeaponSkill(target, skill) && skill.IsValidMainTarget(owner, target);
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return owner.CanUse(target, skill);
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}
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public BattleCommand GetWeaponSkill()
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@ -188,7 +188,7 @@ namespace FFXIVClassic_Map_Server.Actors
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return true;
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}
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public override bool CanCast(Character target, BattleCommand spell)
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public override bool CanUse(Character target, BattleCommand spell, CommandResult error = null)
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{
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// todo:
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if (target == null)
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@ -209,18 +209,6 @@ namespace FFXIVClassic_Map_Server.Actors
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return true;
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}
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public override bool CanWeaponSkill(Character target, BattleCommand skill)
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{
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// todo:
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return true;
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}
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public override bool CanUseAbility(Character target, BattleCommand ability)
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{
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// todo:
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return false;
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}
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public uint GetDespawnTime()
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{
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return despawnTime;
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@ -264,7 +252,7 @@ namespace FFXIVClassic_Map_Server.Actors
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zone.BroadcastPacketsAroundActor(this, GetSpawnPackets(null, 0x01));
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zone.BroadcastPacketsAroundActor(this, GetInitPackets());
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charaWork.parameterSave.hp = charaWork.parameterSave.hpMax;
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charaWork.parameterSave.mp = charaWork.parameterSave.mpMax;
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charaWork.parameterSave.hp = (short[])charaWork.parameterSave.hpMax.Clone();
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RecalculateStats();
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OnSpawn();
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@ -2169,110 +2169,75 @@ namespace FFXIVClassic_Map_Server.Actors
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return true;
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}
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public override bool CanCast(Character target, BattleCommand spell)
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//Do we need separate functions? they check the same things
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public override bool CanUse(Character target, BattleCommand skill, CommandResult error = null)
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{
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//Might want to do these with a CommandResult instead to be consistent with the rest of command stuff
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if (GetHotbarTimer(spell.id) > Utils.UnixTimeStampUTC())
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{
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// todo: this needs confirming
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// Please wait a moment and try again.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20, (uint)spell.id);
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return false;
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}
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if (target == null)
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{
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// Target does not exist.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32511, 0x20, (uint)spell.id);
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return false;
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}
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if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) > spell.range)
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{
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// The target is too far away.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32539, 0x20, (uint)spell.id);
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return false;
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}
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if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) < spell.minRange)
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{
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// The target is too close.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32538, 0x20, (uint)spell.id);
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return false;
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}
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if (target.positionY - positionY > (spell.rangeHeight / 2))
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{
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// The target is too far above you.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32540, 0x20, (uint)spell.id);
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return false;
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}
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if (positionY - target.positionY > (spell.rangeHeight / 2))
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{
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// The target is too far below you.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32541, 0x20, (uint)spell.id);
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return false;
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}
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if (!IsValidTarget(target, spell.mainTarget) || !spell.IsValidMainTarget(this, target))
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if (!skill.IsValidMainTarget(this, target, error) || !IsValidTarget(target, skill.mainTarget))
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{
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// error packet is set in IsValidTarget
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return false;
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}
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return true;
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}
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public override bool CanWeaponSkill(Character target, BattleCommand skill)
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{
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// todo: see worldmaster ids 32558~32557 for proper ko message and stuff
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//Might want to do these with a BattleAction instead to be consistent with the rest of command stuff
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if (GetHotbarTimer(skill.id) > Utils.UnixTimeStampUTC())
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{
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// todo: this needs confirming
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// Please wait a moment and try again.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20, (uint)skill.id);
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error?.SetTextId(32535);
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return false;
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}
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if (target == null)
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if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) > skill.range)
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{
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// Target does not exist.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32511, 0x20, (uint)skill.id);
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// The target is too far away.
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error?.SetTextId(32539);
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return false;
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}
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if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) < skill.minRange)
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{
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// The target is too close.
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error?.SetTextId(32538);
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return false;
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}
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//Original game checked height difference before horizontal distance
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if (target.positionY - positionY > (skill.rangeHeight / 2))
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{
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// The target is too far above you.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32540, 0x20, (uint)skill.id);
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error?.SetTextId(32540);
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return false;
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}
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if (positionY - target.positionY > (skill.rangeHeight / 2))
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{
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// The target is too far below you.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32541, 0x20, (uint)skill.id);
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error?.SetTextId(32541);
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return false;
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}
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var targetDist = Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ);
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if (targetDist > skill.range)
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if (skill.CalculateMpCost(this) > GetMP())
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{
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// The target is out of range.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32537, 0x20, (uint)skill.id);
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// You do not have enough MP.
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error?.SetTextId(32545);
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return false;
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}
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if (targetDist < skill.minRange)
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if (skill.CalculateTpCost(this) > GetTP())
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{
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// The target is too close.
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SendGameMessage(Server.GetWorldManager().GetActor(), 32538, 0x20, (uint)skill.id);
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// You do not have enough TP.
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error?.SetTextId(32546);
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return false;
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}
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if (!IsValidTarget(target, skill.validTarget) || !skill.IsValidMainTarget(this, target))
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//Proc requirement
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if (skill.procRequirement != BattleCommandProcRequirement.None && !charaWork.battleTemp.timingCommandFlag[(int)skill.procRequirement - 1])
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{
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// error packet is set in IsValidTarget
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//Conditions for use are not met
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error?.SetTextId(32556);
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return false;
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}
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return true;
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}
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