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renamed mob stuff to battlenpc

- stubbed spawn/die/despawn functions
This commit is contained in:
Tahir Akhlaq 2017-07-07 22:08:48 +01:00
parent cc1929a9fb
commit d895357182
10 changed files with 63 additions and 124 deletions

View file

@ -88,7 +88,8 @@
<Compile Include="actors\chara\ai\ActionQueue.cs" />
<Compile Include="actors\chara\ai\AIContainer.cs" />
<Compile Include="actors\chara\ai\controllers\Controller.cs" />
<Compile Include="actors\chara\ai\controllers\MobController.cs" />
<Compile Include="actors\chara\ai\controllers\BattleNpcController.cs" />
<Compile Include="actors\chara\ai\controllers\PetController.cs" />
<Compile Include="actors\chara\ai\controllers\PlayerController.cs" />
<Compile Include="actors\chara\ai\HateContainer.cs" />
<Compile Include="actors\chara\ai\PathFind.cs" />
@ -98,9 +99,10 @@
<Compile Include="actors\chara\ai\TargetFind.cs" />
<Compile Include="actors\chara\ai\utils\AttackUtils.cs" />
<Compile Include="actors\chara\npc\ActorClass.cs" />
<Compile Include="actors\chara\npc\Mob.cs" />
<Compile Include="actors\chara\npc\BattleNpc.cs" />
<Compile Include="actors\chara\npc\NpcWork.cs" />
<Compile Include="actors\chara\AetheryteWork.cs" />
<Compile Include="actors\chara\npc\Pet.cs" />
<Compile Include="actors\chara\player\Equipment.cs" />
<Compile Include="actors\chara\player\Inventory.cs" />
<Compile Include="actors\chara\Work.cs" />

View file

@ -643,9 +643,9 @@ namespace FFXIVClassic_Map_Server.Actors
return currentSubState == SetActorStatePacket.SUB_STATE_PLAYER && this is Player ? ((Player)this) : null;
}
public Mob GetAsMob()
public BattleNpc GetAsMob()
{
return currentSubState == SetActorStatePacket.SUB_STATE_MONSTER && this is Mob ? ((Mob)this) : null;
return currentSubState == SetActorStatePacket.SUB_STATE_MONSTER && this is BattleNpc ? ((BattleNpc)this) : null;
}
public Npc GetAsNpc()

View file

@ -427,7 +427,7 @@ namespace FFXIVClassic_Map_Server.Actors
Npc npc;
if(isMob)
npc = new Mob(mActorList.Count + 1, actorClass, uniqueId, this, x, y, z, rot, state, animId, null);
npc = new BattleNpc(mActorList.Count + 1, actorClass, uniqueId, this, x, y, z, rot, state, animId, null);
else
npc = new Npc(mActorList.Count + 1, actorClass, uniqueId, this, x, y, z, rot, state, animId, null);

View file

@ -203,10 +203,7 @@ namespace FFXIVClassic_Map_Server.Actors
// time elapsed since last ai update
if (aiContainer != null)
{
this.aiContainer.Update(tick);
}
this.aiContainer?.Update(tick);
/*
var diffTime = (tick - lastAiUpdate);
@ -369,6 +366,20 @@ namespace FFXIVClassic_Map_Server.Actors
}
*/
}
public virtual void Spawn(DateTime tick)
{
}
public virtual void Die(DateTime tick)
{
}
protected virtual void Despawn(DateTime tick)
{
}
}

View file

@ -248,5 +248,16 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai
{
}
public void InternalDie(DateTime tick, uint timeToFadeout)
{
}
public void InternalRaise(Character target)
{
// todo: place at target
// ForceChangeState(new RaiseState(target));
}
}
}

View file

@ -1,63 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.Actors;
namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
{
class MobController : Controller
{
public MobController(Character owner)
{
this.owner = owner;
this.lastUpdate = DateTime.Now;
}
public override void Update(DateTime tick)
{
// todo: handle aggro/deaggro and other shit here
((Mob)this.owner).statusEffects.Update(tick);
}
public override bool Engage(Character target)
{
// todo: check distance, last swing time, status effects
this.owner.aiContainer.InternalEngage(target);
return true;
}
private bool TryEngage(Character target)
{
// todo:
return true;
}
public override bool Disengage()
{
// todo:
return true;
}
public override void Cast(Character target, uint spellId)
{
}
public override void Ability(Character target, uint abilityId)
{
}
public override void RangedAttack(Character target)
{
}
public override void MobSkill(Character target, uint mobSkillId)
{
}
}
}

View file

@ -48,7 +48,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
public override void OnComplete()
{
var damage = FFXIVClassic_Map_Server.actors.chara.ai.utils.AttackUtils.CalculateDamage(owner, target);
var damage = utils.AttackUtils.CalculateDamage(owner, target);
lua.LuaEngine.GetInstance().CallLuaFunction(owner, target, "onAttack", false, damage);
@ -73,29 +73,29 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.state
// todo: actually check proc rate/random chance of whatever effect
effectId = list[0].GetEffectId();
}
this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, 0, 0, 0);
owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
errorPacket = null;
// todo: which is actually the swing packet
//this.errorPacket = BattleActionX01Packet.BuildPacket(target.actorId, owner.actorId, target.actorId, 0, effectId, 0, (ushort)BattleActionX01PacketCommand.Attack, 0, 0);
//owner.zone.BroadcastPacketAroundActor(owner, errorPacket);
//errorPacket = null;
interrupt = true;
return;
}
else if (target.zone != owner.zone)
{
interrupt = true;
return;
}
else if (owner.aiContainer.IsDead())
{
// todo: this really shouldnt ever hit since we'd be clearing states on death
interrupt = true;
return;
}
interrupt = CanAttack();
interrupt = !CanAttack();
}
private bool CanAttack()
{
if (target.aiContainer.IsDead())
// todo: shouldnt need to check if owner is dead since all states would be cleared
if (owner.aiContainer.IsDead() || target.aiContainer.IsDead())
{
return false;
}
else if (target.zone != owner.zone)
{
return false;
}
else if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
{
return false;
}

View file

@ -1,29 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.actors.chara.npc;
using FFXIVClassic_Map_Server.actors;
using FFXIVClassic_Map_Server.actors.chara;
using FFXIVClassic_Map_Server.actors.chara.ai;
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
using FFXIVClassic_Map_Server.packets.send.actor;
namespace FFXIVClassic_Map_Server.Actors
{
class Mob : Npc
{
public HateContainer hateContainer;
public Mob(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
ushort actorState, uint animationId, string customDisplayName)
: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
{
this.aiContainer = new AIContainer(this, new MobController(this), new PathFind(this), new TargetFind(this));
this.currentSubState = SetActorStatePacket.SUB_STATE_MONSTER;
this.hateContainer = new HateContainer(this);
}
}
}

View file

@ -536,11 +536,12 @@ namespace FFXIVClassic_Map_Server.lua
LuaParam.Insert(1, i - (playerNull ? 2 : 0));
// run the script
//script.Call(script.Globals["onTrigger"], LuaParam.ToArray());
script.Call(script.Globals["onTrigger"], LuaParam.ToArray());
Coroutine coroutine = script.CreateCoroutine(script.Globals["onTrigger"]).Coroutine;
DynValue value = coroutine.Resume(LuaParam.ToArray());
GetInstance().ResolveResume(player, coroutine, value);
// gm commands dont need to be coroutines?
//Coroutine coroutine = script.CreateCoroutine(script.Globals["onTrigger"]).Coroutine;
//DynValue value = coroutine.Resume(LuaParam.ToArray());
//ResolveResume(player, coroutine, value);
return;
}
}

View file

@ -6,6 +6,12 @@ using FFXIVClassic.Common;
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{
// see xtx_command
enum BattleActionX01PacketCommand : ushort
{
Disengage = 12002,
Attack = 22104,
}
class BattleActionX01Packet
{
public const ushort OPCODE = 0x0139;