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project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/state/MagicState.cs
Yogurt 4f80023156 Target flag and bug fixes
Add new flags for MainTarget's party, which allows for Protect to buff
other parties.

Fixed incorrect script function calls
Fixed bug causing World server to get stuck in a loop
2019-05-29 22:59:24 -07:00

202 lines
7.1 KiB
C#

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;
using FFXIVClassic_Map_Server.utils;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class MagicState : State
{
private BattleCommand spell;
private Vector3 startPos;
public MagicState(Character owner, Character target, ushort spellId) :
base(owner, target)
{
this.startPos = owner.GetPosAsVector3();
this.startTime = DateTime.Now;
this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
var returnCode = spell.CallLuaFunction(owner, "onMagicPrepare", owner, target, spell);
//Modify spell based on status effects. Need to do it here because they can modify cast times
List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)(StatusEffectFlags.ActivateOnCastStart));
//modify skill based on status effects
//Do this here to allow buffs like Resonance to increase range before checking CanCast()
foreach (var effect in effects)
lua.LuaEngine.CallLuaStatusEffectFunction(owner, effect, "onMagicCast", owner, effect, spell);
this.target = (spell.mainTarget & ValidTarget.SelfOnly) != 0 ? owner : target;
errorResult = new CommandResult(owner.actorId, 32553, 0);
if (returnCode == 0 && owner.CanUse(this.target, spell, errorResult))
{
OnStart();
}
else
{
interrupt = true;
}
}
public override void OnStart()
{
var returnCode = spell.CallLuaFunction(owner, "onMagicStart", owner, target, spell);
if (returnCode != 0)
{
interrupt = true;
errorResult = new CommandResult(target.actorId, (ushort)(returnCode == -1 ? 32553 : returnCode), 0, 0, 0, 1);
}
else
{
// todo: check within attack range
float[] baseCastDuration = { 1.0f, 0.25f };
//There are no positional spells, so just check onCombo, need to check first because certain spells change aoe type/accuracy
//If owner is a player and the spell being used is part of the current combo
if (owner is Player && ((Player)owner).GetClass() == spell.job)
{
Player p = (Player)owner;
if (spell.comboStep == 1 || ((p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
{
spell.CallLuaFunction(owner, "onCombo", owner, target, spell);
spell.isCombo = true;
}
}
//Check combo stuff here because combos can impact spell cast times
float spellSpeed = spell.castTimeMs;
if (!spell.IsInstantCast())
{
// command casting duration
if (owner is Player)
{
// todo: modify spellSpeed based on modifiers and stuff
((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(spellSpeed)));
}
owner.GetSubState().chantId = 0xf0;
owner.SubstateModified();
owner.DoBattleAction(spell.id, (uint) 0x6F000000 | spell.castType, new CommandResult(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
}
}
}
public override bool Update(DateTime tick)
{
if (spell != null)
{
TryInterrupt();
if (interrupt)
{
OnInterrupt();
return true;
}
// todo: check weapon delay/haste etc and use that
var actualCastTime = spell.castTimeMs;
if ((tick - startTime).TotalMilliseconds >= spell.castTimeMs)
{
OnComplete();
return true;
}
return false;
}
return true;
}
public override void OnInterrupt()
{
// todo: send paralyzed/sleep message etc.
if (errorResult != null)
{
owner.GetSubState().chantId = 0x0;
owner.SubstateModified();
owner.DoBattleAction(spell.id, errorResult.animation, errorResult);
errorResult = null;
}
}
public override void OnComplete()
{
//How do combos/hitdirs work for aoe abilities or does that not matter for aoe?
HitDirection hitDir = owner.GetHitDirection(target);
bool hitTarget = false;
spell.targetFind.FindWithinArea(target, spell.validTarget, spell.aoeTarget);
isCompleted = true;
var targets = spell.targetFind.GetTargets();
owner.DoBattleCommand(spell, "magic");
}
public override void TryInterrupt()
{
if (interrupt)
return;
if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell))
{
// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell);
uint effectId = 0;
if (list.Count > 0)
{
// todo: actually check proc rate/random chance of whatever effect
effectId = list[0].GetStatusEffectId();
}
interrupt = true;
return;
}
if (HasMoved())
{
errorResult = new CommandResult(owner.actorId, 30211, 0);
errorResult.animation = 0x7F000002;
interrupt = true;
return;
}
interrupt = !CanCast();
}
private bool CanCast()
{
return owner.CanUse(target, spell);
}
private bool HasMoved()
{
return (owner.GetPosAsVector3() != startPos);
}
public override void Cleanup()
{
owner.GetSubState().chantId = 0x0;
owner.SubstateModified();
if (owner is Player)
{
((Player)owner).SendEndCastbar();
}
owner.aiContainer.UpdateLastActionTime(spell.animationDurationSeconds);
}
public BattleCommand GetSpell()
{
return spell;
}
}
}