using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using FFXIVClassic.Common; using FFXIVClassic_Map_Server.Actors; using FFXIVClassic_Map_Server.packets.send.actor; using FFXIVClassic_Map_Server.packets.send.actor.battle; using FFXIVClassic_Map_Server.packets.send; namespace FFXIVClassic_Map_Server.actors.chara.ai.state { class WeaponSkillState : State { private BattleCommand skill; private HitDirection hitDirection; public WeaponSkillState(Character owner, Character target, ushort skillId) : base(owner, target) { this.startTime = DateTime.Now; //this.target = skill.targetFind. 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)) { OnStart(); } else { errorResult = null; interrupt = true; } } public override void OnStart() { var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillStart", owner, target, skill); if (returnCode != 0) { interrupt = true; errorResult = new BattleAction(owner.actorId, (ushort)(returnCode == -1 ? 32558 : returnCode), 0); } else { owner.LookAt(target); hitDirection = owner.GetHitDirection(target); //Do positionals and combo effects first because these can influence accuracy and amount of targets/numhits, which influence the rest of the steps //If there is no positon required or if the position bonus should be activated if ((skill.positionBonus & utils.BattleUtils.ConvertHitDirToPosition(hitDirection)) == skill.positionBonus) { //If there is a position bonus if (skill.positionBonus != BattleCommandPositionBonus.None) //lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onPositional", owner, target, skill); skill.CallLuaFunction(owner, "onPositional", owner, target, skill); //Combo stuff if (owner is Player p) { //If skill is part of owner's class/job, it can be used in a combo if (skill.job == p.GetClass() || skill.job == p.GetCurrentClassOrJob()) { //If owner is a player and the skill being used is part of the current combo if (p.playerWork.comboNextCommandId[0] == skill.id || p.playerWork.comboNextCommandId[1] == skill.id) { lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onCombo", owner, target, skill); skill.CallLuaFunction(owner, "onCombo", owner, target, skill); skill.isCombo = true; } //or if this just the start of a combo else if (skill.comboStep == 1) skill.isCombo = true; } } } } } public override bool Update(DateTime tick) { if (skill != null) { TryInterrupt(); if (interrupt) { OnInterrupt(); return true; } // todo: check weapon delay/haste etc and use that var actualCastTime = skill.castTimeMs; if ((tick - startTime).Milliseconds >= skill.castTimeMs) { OnComplete(); return true; } return false; } return true; } public override void OnInterrupt() { // todo: send paralyzed/sleep message etc. if (errorResult != null) { owner.DoBattleAction(skill.id, errorResult.animation, errorResult); errorResult = null; } } public override void OnComplete() { bool hitTarget = false; skill.targetFind.FindWithinArea(target, skill.validTarget, skill.aoeTarget); isCompleted = true; var targets = skill.targetFind.GetTargets(); //Need a variable size list of actions because status effects may add extra actions //BattleAction[] actions = new BattleAction[targets.Count * skill.numHits]; List actions = new List(); List effects = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.ActivateOnAttack); //modify skill based on status effects foreach (var effect in effects) effect.CallLuaFunction(owner, "onWeaponSkill", skill); //Now that combos and positionals bonuses are done, we can calculate hits/crits/etc and damage for each action foreach (var chara in targets) { for (int hitNum = 0; hitNum < skill.numHits; hitNum++) { var action = new BattleAction(chara.actorId, skill.worldMasterTextId, 0, 0, (byte) hitDirection, 1); //For older versions this will need to be in the database for magic weaponskills action.battleActionType = BattleActionType.AttackPhysical; //uncached script lua.LuaEngine.CallLuaBattleCommandFunction(owner, skill, "weaponskill", "onSkillFinish", owner, target, skill, action); //cached script //skill.CallLuaFunction(owner, "onSkillFinish", owner, target, skill, action); action.hitNum = (byte)hitNum; if (action.hitType > HitType.Evade) hitTarget = true; actions.AddRange(action.GetAllActions()); } } // todo: this is fuckin stupid, probably only need *one* error packet, not an error for each action BattleAction[] errors = (BattleAction[]) actions.ToArray().Clone(); owner.OnWeaponSkill(this, actions.ToArray(), skill, ref errors); owner.DoBattleAction(skill.id, skill.battleAnimation, actions); owner.statusEffects.RemoveStatusEffectsByFlags((uint) StatusEffectFlags.LoseOnAttacking); //Now that we know if we hit the target we can check if the combo continues if (owner is Player player) if (skill.isCombo && hitTarget) player.SetCombos(skill.comboNextCommandId); else player.SetCombos(); } public override void TryInterrupt() { if (interrupt) return; if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill)) { // todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventWeaponSkill); uint effectId = 0; if (list.Count > 0) { // todo: actually check proc rate/random chance of whatever effect effectId = list[0].GetStatusEffectId(); } interrupt = true; return; } interrupt = !CanUse(); } private bool CanUse() { return owner.CanWeaponSkill(target, skill) && skill.IsValidMainTarget(owner, target); } public BattleCommand GetWeaponSkill() { return skill; } public override void Cleanup() { owner.aiContainer.UpdateLastActionTime(skill.animationDurationSeconds); } } }