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sapphire/src/world/Action/Action.h

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#ifndef _ACTION_H_
#define _ACTION_H_
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#include <Common.h>
#include "ForwardsZone.h"
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#include <array>
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namespace Sapphire::Data
{
struct Action;
using ActionPtr = std::shared_ptr< Action >;
}
namespace Sapphire::Action
{
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class Action
{
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public:
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Action();
Action( Entity::CharaPtr caster, uint32_t actionId, FrameworkPtr fw );
Action( Entity::CharaPtr caster, uint32_t actionId, Data::ActionPtr actionData, FrameworkPtr fw );
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virtual ~Action();
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uint32_t getId() const;
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bool init();
void setPos( Common::FFXIVARR_POSITION3 pos );
Common::FFXIVARR_POSITION3 getPos() const;
void setTargetId( uint64_t targetId );
uint64_t getTargetId() const;
Entity::CharaPtr getSourceChara() const;
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bool isInterrupted() const;
void setInterrupted( Common::ActionInterruptType type );
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uint32_t getCastTime() const;
void setCastTime( uint32_t castTime );
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uint32_t getAdditionalData() const;
void setAdditionalData( uint32_t data );
bool isComboAction() const;
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/*!
* @brief Checks if the action *may* target a resident instead of an actor
* @return true if the target *may* be a resident and not an actor, otherwise false.
*/
bool hasClientsideTarget() const;
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/*!
* @brief Tests whether the action is instantly usable or has a cast assoc'd with it
* @return true if action has a cast time
*/
bool hasCastTime() const;
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/*!
* @brief Tests if an action is castable by the current source chara
* @return true if castable, false if the caster doesn't meet the requirements
*/
bool precheck();
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/*!
* @brief Starts the cast. Finishes it immediately if there is no cast time (weaponskills).
*/
virtual void start();
/*!
* @brief Finishes the cast, effected targets are calculated here.
*/
virtual void execute();
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/*!
* @brief Called when a cast is interrupted for any reason
*
* m_interruptType will have the reason why the action was interrupted (eg. damage, movement, ...)
*/
virtual void interrupt();
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/*!
* @brief Called on each player update tick
* @return true if a cast has finished and should be removed from the owning chara
*/
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virtual bool update();
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protected:
void calculateActionCost();
void calculateMPCost( uint16_t baseCost );
bool playerPrecheck( Entity::Player& player );
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uint32_t m_id;
Common::ActionPrimaryCostType m_primaryCostType;
uint16_t m_primaryCost;
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uint64_t m_startTime;
uint32_t m_castTimeMs;
uint32_t m_recastTimeMs;
uint8_t m_cooldownGroup;
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int8_t m_range;
uint8_t m_effectRange;
Common::ActionAspect m_aspect;
uint32_t m_additionalData;
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Entity::CharaPtr m_pSource;
Entity::CharaPtr m_pTarget;
uint64_t m_targetId;
Common::ActionInterruptType m_interruptType;
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FrameworkPtr m_pFw;
Data::ActionPtr m_actionData;
Common::FFXIVARR_POSITION3 m_pos;
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};
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}
#endif