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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-22 04:37:47 +00:00
fixed mobs not pathing
- fixed roaming (todo: should probably move to attackstate too or something)
This commit is contained in:
parent
54af893570
commit
cbbfa4ed95
8 changed files with 31 additions and 15 deletions
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@ -41,7 +41,7 @@ namespace FFXIVClassic_Map_Server
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private Server mServer;
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private const int MILIS_LOOPTIME = 333;
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private const int MILIS_LOOPTIME = 250;
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private Timer mZoneTimer;
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//Content Groups
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@ -1156,10 +1156,10 @@ namespace FFXIVClassic_Map_Server
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abilityList = Database.LoadGlobalAbilityList();
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}
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public Ability GetAbility(ushort id)
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public Ability GetAbility(uint id)
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{
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Ability ability;
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return abilityList.TryGetValue(id, out ability) ? ability.Clone() : null;
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return abilityList.TryGetValue((ushort)id, out ability) ? ability.Clone() : null;
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}
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}
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@ -310,6 +310,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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public void InternalDie(DateTime tick, uint timeToFadeout)
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{
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if (true) return;
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ClearStates();
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Disengage();
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ForceChangeState(new DeathState(owner, tick, timeToFadeout));
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@ -131,8 +131,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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}
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}
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public bool AtPoint(Vector3 point)
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public bool AtPoint(Vector3 point = null)
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{
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if (point == null && path != null && path.Count > 0)
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{
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point = path[path.Count - 1];
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}
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if (distanceFromPoint == 0)
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return owner.positionX == point.X && owner.positionZ == point.Z;
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else
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@ -97,7 +97,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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// todo: send packet to client with effect added message
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, newEffect.GetSource().actorId, owner.actorId, 0, newEffect.GetStatusEffectId(), 0, newEffect.GetStatusId(), 0, 0));
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player.QueuePacket(packets.send.actor.battle.BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, owner.actorId, 0, newEffect.GetStatusEffectId(), 0, newEffect.GetStatusId(), 0, 0));
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}
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// wont send a message about losing effect here
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@ -157,7 +157,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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{
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if (tick >= lastActionTime)
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{
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var battlenpc = owner as BattleNpc;
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owner.aiContainer.pathFind.PathInRange(battlenpc.spawnX, battlenpc.spawnY, battlenpc.spawnZ, 1.5f, 15.0f);
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}
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}
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// todo:
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@ -208,7 +209,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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if (!owner.aiContainer.pathFind.IsFollowingPath() && distance > 3)
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{
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// pathfind if too far otherwise jump to target
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owner.aiContainer.pathFind.SetPathFlags(distance > 5 ? PathFindFlags.None : PathFindFlags.IgnoreNav );
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owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None);
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owner.aiContainer.pathFind.PreparePath(targetPos, 1.5f, 5);
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}
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owner.aiContainer.pathFind.FollowPath();
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@ -221,8 +222,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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if (battlenpc == owner)
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continue;
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float mobDistance = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, battlenpc.positionX, battlenpc.positionY, battlenpc.positionZ);
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if (mobDistance < 0.3f && (battlenpc.updateFlags & ActorUpdateFlags.Position) == 0)
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battlenpc.aiContainer.pathFind.PathInRange(targetPos, 1.5f, 1.5f);
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if (mobDistance < 0.25f && (battlenpc.updateFlags & ActorUpdateFlags.Position) == 0)
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battlenpc.aiContainer.pathFind.PathInRange(targetPos, 1.3f, 1.8f);
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}
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}
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}
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@ -278,6 +279,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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public bool CanDetectTarget(Character target, bool forceSight = false)
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{
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// todo: this should probably be changed to only allow detection at end of path?
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if (owner.aiContainer.pathFind.IsFollowingScriptedPath() || owner.aiContainer.pathFind.IsFollowingPath() && !owner.aiContainer.pathFind.AtPoint())
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{
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return false;
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}
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// todo: handle sight/scent/hp etc
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if (target.IsDead() || target.currentMainState == SetActorStatePacket.MAIN_STATE_MOUNTED)
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return false;
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@ -89,15 +89,16 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50))
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{
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var packet = BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, target.actorId, 0, 537094006, 0, 27260, (ushort)damage, 0);
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/*var packet = BattleActionX01Packet.BuildPacket(player.actorId, owner.actorId, owner.actorId, 0, 537094006, 0, 27260, (ushort)damage, 0);
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player.QueuePacket(packet);
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Program.Log.Error("asudyaisydaisydaioysdaisydaiosdyaiosuydaisydiaosydioasydaiusdyaisduy");
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packet.DebugPrintSubPacket();
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*/
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}
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if (target is Player)
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((Player)target).SendPacket("139_attack");
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//if (target is Player)
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// ((Player)target).SendPacket("139_attack");
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}
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target.DelHP((short)damage);
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//target.DelHP((short)damage);
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attackTime = attackTime.AddMilliseconds(owner.GetAttackDelayMs());
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owner.LookAt(target);
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//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, (ushort)damage, 0);
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@ -27,8 +27,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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if (owner.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
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{
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// todo: mark for zoning and remove after main loop
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
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Server.GetWorldManager().DoZoneChange(((Player)owner), 244, null, 0, 15, -160.048f, 0, -165.737f, 0.0f);
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//Server.GetWorldManager().DoZoneChange(((Player)owner), 244, null, 0, 15, -160.048f, 0, -165.737f, 0.0f);
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}
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else
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{
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@ -34,7 +34,7 @@ namespace FFXIVClassic_Map_Server.Actors
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private uint despawnTime;
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private uint spawnDistance;
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private float spawnX, spawnY, spawnZ;
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public float spawnX, spawnY, spawnZ;
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public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
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ushort actorState, uint animationId, string customDisplayName)
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: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
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@ -85,6 +85,7 @@ namespace FFXIVClassic_Map_Server.Actors
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propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[1]");
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packets.AddRange(propPacketUtil.Done());
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}
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base.PostUpdate(tick);
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}
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public override bool CanAttack()
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