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https://bitbucket.org/Ioncannon/project-meteor-server.git
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Rewrote aoe checks for cone and line aoes and added minimum distance values Added height checks for commands Fixed combo effects repeating for every target hit by AoE attacks Fixed teleport sometimes not raising (I think) Fixed gear checks in some command scripts
198 lines
7 KiB
C#
198 lines
7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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using FFXIVClassic_Map_Server.packets.send;
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using FFXIVClassic_Map_Server.utils;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.state
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{
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class MagicState : State
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{
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private BattleCommand spell;
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private Vector3 startPos;
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public MagicState(Character owner, Character target, ushort spellId) :
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base(owner, target)
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{
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this.startPos = owner.GetPosAsVector3();
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this.startTime = DateTime.Now;
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this.spell = Server.GetWorldManager().GetBattleCommand(spellId);
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicPrepare", owner, target, spell);
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//Modify spell based on status effects. Need to do it here because they can modify cast times
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List<StatusEffect> effects = owner.statusEffects.GetStatusEffectsByFlag((uint)(StatusEffectFlags.ActivateOnCastStart));
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//modify skill based on status effects
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//Do this here to allow buffs like Resonance to increase range before checking CanCast()
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foreach (var effect in effects)
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lua.LuaEngine.CallLuaStatusEffectFunction(owner, effect, "onMagicCast", owner, effect, spell);
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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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{
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OnStart();
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}
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else
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{
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errorResult = new BattleAction(owner.actorId, 32553, 0);
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interrupt = true;
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}
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}
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public override void OnStart()
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{
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var returnCode = lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onMagicStart", owner, target, spell);
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if (returnCode != 0)
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{
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interrupt = true;
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errorResult = new BattleAction(target.actorId, (ushort)(returnCode == -1 ? 32553 : returnCode), 0, 0, 0, 1);
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}
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else
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{
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// todo: check within attack range
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float[] baseCastDuration = { 1.0f, 0.25f };
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//There are no positional spells, so just check onCombo, need to check first because certain spells change aoe type/accuracy
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//If owner is a player and the spell being used is part of the current combo
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if (owner is Player p && p.GetClass() == spell.job)
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{
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if (spell.comboStep == 1 || ((p.playerWork.comboNextCommandId[0] == spell.id || p.playerWork.comboNextCommandId[1] == spell.id)))
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{
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lua.LuaEngine.CallLuaBattleCommandFunction(owner, spell, "magic", "onCombo", owner, target, spell);
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spell.isCombo = true;
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}
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}
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//Check combo stuff here because combos can impact spell cast times
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float spellSpeed = spell.castTimeMs;
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if (!spell.IsInstantCast())
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{
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// command casting duration
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if (owner is Player)
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{
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// todo: modify spellSpeed based on modifiers and stuff
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((Player)owner).SendStartCastbar(spell.id, Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(spellSpeed)));
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}
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owner.SendChant(0xf, 0x0);
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owner.DoBattleAction(spell.id, (uint) 0x6F000000 | spell.castType, new BattleAction(target.actorId, 30128, 1, 0, 1)); //You begin casting (6F000002: BLM, 6F000003: WHM, 0x6F000008: BRD)
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}
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}
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}
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public override bool Update(DateTime tick)
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{
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if (spell != null)
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{
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TryInterrupt();
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if (interrupt)
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{
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OnInterrupt();
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return true;
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}
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// todo: check weapon delay/haste etc and use that
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var actualCastTime = spell.castTimeMs;
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if ((tick - startTime).TotalMilliseconds >= spell.castTimeMs)
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{
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OnComplete();
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return true;
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}
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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 void OnInterrupt()
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{
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// todo: send paralyzed/sleep message etc.
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if (errorResult != null)
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{
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owner.SendChant(0, 0);
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owner.DoBattleAction(spell.id, errorResult.animation, errorResult);
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errorResult = null;
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}
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}
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public override void OnComplete()
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{
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//How do combos/hitdirs work for aoe abilities or does that not matter for aoe?
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HitDirection hitDir = owner.GetHitDirection(target);
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bool hitTarget = false;
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spell.targetFind.FindWithinArea(target, spell.validTarget, spell.aoeTarget);
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isCompleted = true;
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var targets = spell.targetFind.GetTargets();
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owner.DoBattleCommand(spell, "magic");
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}
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public override void TryInterrupt()
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{
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if (interrupt)
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return;
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if (owner.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell))
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{
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// todo: sometimes paralyze can let you attack, get random percentage of actually letting you attack
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var list = owner.statusEffects.GetStatusEffectsByFlag((uint)StatusEffectFlags.PreventSpell);
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uint effectId = 0;
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if (list.Count > 0)
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{
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// todo: actually check proc rate/random chance of whatever effect
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effectId = list[0].GetStatusEffectId();
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}
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interrupt = true;
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return;
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}
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if (HasMoved())
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{
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errorResult = new BattleAction(owner.actorId, 30211, 0);
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errorResult.animation = 0x7F000002;
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interrupt = true;
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return;
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}
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interrupt = !CanCast();
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}
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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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}
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private bool HasMoved()
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{
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return (owner.GetPosAsVector3() != startPos);
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}
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public override void Cleanup()
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{
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owner.SendChant(0, 0);
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if (owner is Player)
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{
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((Player)owner).SendEndCastbar();
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}
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owner.aiContainer.UpdateLastActionTime(spell.animationDurationSeconds);
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}
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public BattleCommand GetSpell()
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{
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return spell;
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}
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}
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}
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