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sapphire/src/world/Manager/ActionMgr.cpp

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#include "ActionMgr.h"
#include "Action/Action.h"
#include "Script/ScriptMgr.h"
#include "Actor/Player.h"
#include <Exd/ExdDataGenerated.h>
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#include "Framework.h"
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#include <Network/PacketWrappers/EffectPacket.h>
using namespace Sapphire;
World::Manager::ActionMgr::ActionMgr( Sapphire::FrameworkPtr pFw ) :
BaseManager( pFw )
{
}
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void World::Manager::ActionMgr::handleAoEPlayerAction( Entity::Player& player, uint32_t actionId,
Data::ActionPtr actionData, Common::FFXIVARR_POSITION3 pos )
{
player.sendDebug( "got aoe act: {0}", actionData->name );
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auto action = Action::make_Action( player.getAsPlayer(), actionId, actionData, framework() );
if( !action->init() )
return;
if( !actionData->targetArea )
{
// not an action that has an aoe, cancel it
action->interrupt();
return;
}
action->setPos( pos );
bootstrapAction( player, action, *actionData );
}
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void World::Manager::ActionMgr::handleTargetedPlayerAction( Entity::Player& player, uint32_t actionId,
Data::ActionPtr actionData, uint64_t targetId )
{
auto action = Action::make_Action( player.getAsPlayer(), actionId, actionData, framework() );
action->setTargetId( targetId );
if( player.getId() == targetId )
action->setPos( player.getPos() );
if( !action->init() )
return;
// cancel any aoe actions casted with this packet
if( actionData->targetArea )
{
action->interrupt();
return;
}
bootstrapAction( player, action, *actionData );
}
void World::Manager::ActionMgr::handleItemAction( Sapphire::Entity::Player& player, uint32_t itemId,
Data::ItemActionPtr itemActionData,
uint16_t itemSourceSlot, uint16_t itemSourceContainer )
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{
player.sendDebug( "got item act: {0}, slot: {1}, container: {2}", itemId, itemSourceSlot, itemSourceContainer );
// todo: check we have item & remove item from inventory
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switch( itemActionData->type )
{
default:
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{
player.sendDebug( "ItemAction type {0} not supported.", itemActionData->type );
break;
}
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case Common::ItemActionType::ItemActionVFX:
case Common::ItemActionType::ItemActionVFX2:
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{
handleItemActionVFX( player, itemId, itemActionData->data[ 0 ] );
break;
}
}
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}
void World::Manager::ActionMgr::bootstrapAction( Entity::Player& player,
Action::ActionPtr currentAction,
Data::Action& actionData )
{
if( !currentAction->precheck() )
{
// forcefully interrupt the action and reset the cooldown
currentAction->interrupt();
return;
}
// if we have a cast time we want to associate the action with the player so update is called
if( currentAction->hasCastTime() )
{
player.setCurrentAction( currentAction );
}
// todo: what do in cases of swiftcast/etc? script callback?
currentAction->start();
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}
void World::Manager::ActionMgr::handleItemActionVFX( Sapphire::Entity::Player& player, uint32_t itemId, uint16_t vfxId )
{
Common::EffectEntry effect{};
effect.effectType = Common::ActionEffectType::VFX;
effect.value = vfxId;
auto effectPacket = std::make_shared< Network::Packets::Server::EffectPacket >( player.getId(), player.getId(), itemId );
effectPacket->setTargetActor( player.getId() );
effectPacket->setAnimationId( Common::ItemActionType::ItemActionVFX );
effectPacket->setDisplayType( Common::ActionEffectDisplayType::ShowItemName );
effectPacket->addEffect( effect );
player.sendToInRangeSet( effectPacket, true );
}