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Action Collision class (AoE, filtering); Refactoring script handler; Sorted action field + aoe_width property;

This commit is contained in:
Maru 2017-09-27 04:31:41 -03:00
parent 67a5717541
commit 64caa88872
14 changed files with 361 additions and 159 deletions

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@ -0,0 +1,18 @@
// Skill Name: Fire II
// Skill ID: 147
class skillDef_147Def
{
def skillDef_147Def()
{
}
def onFinish( player, target )
{
player.handleScriptSkill( STD_DAMAGE, 147, 80, 0, target );
}
};
GLOBAL skillDef_147 = skillDef_147Def();

@ -1 +1 @@
Subproject commit 4e08821a45adbff969f6c4863bbe156d4229ffda
Subproject commit 376501b8f441bd6b6e75b1960b118aabd72fca9d

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@ -562,7 +562,7 @@ namespace Core {
LimitBreak = 8,
};
enum class ActionEffectType : uint8_t
enum ActionEffectType : uint8_t
{
Nothing = 0,
Miss = 1,
@ -591,16 +591,17 @@ namespace Core {
CritDirectHitDamage = 3
};
enum class AoeType
enum class ActionCollisionType : uint8_t
{
None,
SingleTarget,
TargetCircle,
Circle,
Cone,
Line,
Box,
Unknown,
Unknown2,
GroundCircle, // for when you set aoe like asylum
PersistentArea, // for when you set aoe like asylum
Unknown3
};
enum HandleActionType : uint8_t

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@ -323,70 +323,65 @@ bool Core::Data::ExdData::loadActionInfo()
continue;
}
std::string name = getField< std::string >( fields, 0 ); // 0
uint8_t category = getField< uint8_t >( fields, 3 ); // 3
std::string name = getField< std::string >( fields, 0 ); // 0
uint8_t category = getField< uint8_t >( fields, 3 ); // 3
int8_t class_job = getField< int8_t >( fields, 10 ); // 10
uint8_t unlock_level = getField< uint8_t >( fields, 11 ); // 11
int8_t range = getField< int8_t >( fields, 13 ); // 13
bool can_target_self = getField< bool >( fields, 14 ); // 14
bool can_target_party = getField< bool>( fields, 15 ); // 15
bool can_target_friendly = getField< bool >( fields, 16 ); // 16
bool can_target_enemy = getField< bool >( fields, 17 ); // 17
int8_t class_job = getField< int8_t >( fields, 10 ); // 10
uint8_t unlock_level = getField< uint8_t >( fields, 11 ); // 11
int8_t range = getField< int8_t >( fields, 13 ); // 13
bool can_target_self = getField< bool >( fields, 14 ); // 14
bool can_target_party = getField< bool>( fields, 15 ); // 15
bool can_target_friendly = getField< bool >( fields, 16 ); // 16
bool can_target_enemy = getField< bool >( fields, 17 ); // 17
bool is_aoe = getField< bool >( fields, 20 ); // 20
bool is_ground_aoe = getField< bool >( fields, 20 ); // 20
// Column 23: Seems to be related to raising skills (Raise, Resurrection, Reanimate)
bool can_target_ko = getField< bool >( fields, 24 ); // 24
bool can_target_ko = getField< bool >( fields, 24 ); // 24
uint8_t aoe_type = getField< uint8_t >( fields, 26 ); // 26
uint8_t radius = getField< uint8_t >( fields, 27 ); // 27
uint8_t aoe_type = getField< uint8_t >( fields, 26 ); // 26
uint8_t aoe_range = getField< uint8_t >( fields, 27 ); // 27
uint8_t aoe_width = getField< uint8_t >( fields, 28 ); // 28
uint8_t points_type = getField< uint8_t >( fields, 30 ); // 30
uint16_t points_cost = getField< uint16_t >( fields, 31 ); // 31
uint8_t points_type = getField< uint8_t >( fields, 30 ); // 30
uint16_t points_cost = getField< uint16_t >( fields, 31 ); // 31
uint32_t instantval = getField< bool >( fields, 35 ); // 35
uint16_t cast_time = getField< uint16_t >( fields, 36 ); // 36
uint16_t recast_time = getField< uint16_t >( fields, 37 ); // 37
int8_t model = getField< int8_t >( fields, 39 ); // 39: Action model
uint8_t aspect = getField< uint8_t >( fields, 40 ); // 40: Action aspect
uint8_t typeshift = 0x6;
uint8_t mask = 1 << typeshift;
instantval &= mask;
bool final = ( instantval & mask ) == mask;
bool is_instant = final;
bool is_instant = getField< bool >( fields, 35 ); // 35
uint16_t cast_time = getField< uint16_t >( fields, 36 ); // 36
uint16_t recast_time = getField< uint16_t >( fields, 37 ); // 37
int8_t model = getField< int8_t >( fields, 39 ); // 39
uint8_t aspect = getField< uint8_t >( fields, 40 ); // 40
info->id = id;
info->name = name;
info->category = category;
info->id = id;
info->name = name;
info->category = category;
info->class_job = class_job;
info->unlock_level = unlock_level;
info->range = range;
info->can_target_self = can_target_self;
info->can_target_party = can_target_party;
info->class_job = class_job;
info->unlock_level = unlock_level;
info->range = range;
info->can_target_self = can_target_self;
info->can_target_party = can_target_party;
info->can_target_friendly = can_target_friendly;
info->can_target_enemy = can_target_enemy;
info->can_target_enemy = can_target_enemy;
info->can_target_ko = can_target_ko;
info->can_target_ko = can_target_ko;
info->is_aoe = is_aoe;
info->is_ground_aoe = is_ground_aoe;
info->aoe_type = aoe_type;
info->radius = radius;
info->aoe_type = aoe_type;
info->aoe_range = aoe_range;
info->aoe_width = aoe_width;
info->points_type = points_type;
info->points_cost = points_cost;
info->points_type = points_type;
info->points_cost = points_cost;
info->is_instant = is_instant;
info->cast_time = cast_time * 100;
info->recast_time = recast_time * 100;
info->is_instant = is_instant;
info->cast_time = cast_time * 100;
info->recast_time = recast_time * 100;
info->model = model;
info->aspect = aspect;
info->model = model;
info->aspect = aspect;
m_actionInfoMap.emplace( std::make_pair( info->id, info ) );

View file

@ -233,12 +233,13 @@ namespace Core {
bool can_target_friendly; // 16
bool can_target_enemy; // 17
bool is_aoe; // 20
bool is_ground_aoe; // 20
bool can_target_ko; // 24
uint8_t aoe_type; // 26
uint8_t radius; // 27
uint8_t aoe_range; // 27
uint8_t aoe_width; // 28
uint8_t points_type; // 30
uint16_t points_cost; // 31

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@ -0,0 +1,133 @@
#include <src/servers/Server_Common/Util/Util.h>
#include <src/servers/Server_Common/Exd/ExdData.h>
#include <src/servers/Server_Common/Util/UtilMath.h>
#include "ActionCollision.h"
#include <src/servers/Server_Zone/Actor/Actor.h>
#include <src/servers/Server_Zone/Actor/Player.h>
#include <cmath>
#include <boost/make_shared.hpp>
using namespace Core::Entity;
using namespace Core::Common;
// todo: add filters for allies, enemies only etc
bool ActionCollision::isActorCollisionValid( ActorPtr actorPtr, AoeFilter aoeFilter )
{
bool collisionApplicable = false;
switch ( aoeFilter )
{
case AoeFilter::All:
{
collisionApplicable = true;
}
case AoeFilter::Players:
{
collisionApplicable = actorPtr->isPlayer();
}
case AoeFilter::Allies:
{
// todo: implement ally NPCs
collisionApplicable = !actorPtr->isMob();
}
case AoeFilter::Party:
{
// todo: implement party
collisionApplicable = actorPtr->isPlayer();
}
case AoeFilter::Enemies:
{
collisionApplicable = actorPtr->isMob();
}
}
return ( collisionApplicable && actorPtr->isAlive() );
}
std::set< Core::Entity::ActorPtr > ActionCollision::getActorsHitFromAction( FFXIVARR_POSITION3 aoePosition, std::set< ActorPtr > actorsInRange, boost::shared_ptr< Core::Data::ActionInfo > actionInfo, AoeFilter aoeFilter )
{
std::set< ActorPtr > actorsCollided;
switch ( static_cast< ActionCollisionType >( actionInfo->aoe_type ) )
{
case ActionCollisionType::None:
case ActionCollisionType::SingleTarget:
{
// This is actually needed. There is "splash damage" in actions marked as single target.
// Notice how we're using aoe_width. How collision works for SingleTarget is unknown as of now.
// TODO: Isn't it possible to stack 2 players in the same spot and glitch the action collision this way? Investigate
for ( auto pActor : actorsInRange )
{
// Make sure actor exists. If it doesn't we done goofed.
assert( pActor );
// Don't bother wasting on collision if actor doesn't apply for it
if ( !isActorCollisionValid( pActor, aoeFilter ) )
break;
// Test our collision from actor with the area generated by the action from the AoE data
if ( radiusCollision( pActor->getPos(), aoePosition, actionInfo->aoe_width ) )
{
// Add it to the actors collided with the area
actorsCollided.insert( pActor );
}
}
break;
}
case ActionCollisionType::Circle:
{
for ( auto pActor : actorsInRange )
{
assert( pActor );
if ( !isActorCollisionValid( pActor, aoeFilter ) )
break;
if ( radiusCollision( pActor->getPos(), aoePosition, actionInfo->aoe_range ) )
{
actorsCollided.insert( pActor );
}
}
break;
}
case ActionCollisionType::Box:
{
for ( auto pActor : actorsInRange )
{
assert( pActor );
if ( !isActorCollisionValid( pActor, aoeFilter ) )
break;
if ( boxCollision( pActor->getPos(), aoePosition, actionInfo->aoe_width, actionInfo->aoe_range ) )
{
// todo: does this actually work?
actorsCollided.insert( pActor );
}
}
break;
}
default:
{
break;
}
}
return actorsCollided;
}
bool ActionCollision::radiusCollision( FFXIVARR_POSITION3 actorPosition, FFXIVARR_POSITION3 aoePosition, uint16_t radius )
{
return Core::Math::Util::distance( actorPosition.x, actorPosition.y, actorPosition.z,
aoePosition.x, aoePosition.y, aoePosition.z ) <= radius;
}
bool ActionCollision::boxCollision( FFXIVARR_POSITION3 actorPosition, FFXIVARR_POSITION3 aoePosition, uint16_t width, uint16_t height )
{
return actorPosition.x < aoePosition.x + width &&
actorPosition.x > aoePosition.x &&
actorPosition.y < aoePosition.y + height &&
actorPosition.y > aoePosition.y;
}

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@ -0,0 +1,37 @@
#ifndef _ACTIONCOLLISION_H
#define _ACTIONCOLLISION_H
#include <src/servers/Server_Common/Common.h>
#include <src/servers/Server_Zone/Actor/Actor.h>
#include "Action.h"
namespace Core {
namespace Entity {
enum class AoeFilter
{
All, // All actors in the AoE are applicable for collision
Players, // Only players
Allies, // Only allies (players, ally NPCs)
Party, // Only party members
Enemies // Only enemies
};
class ActionCollision
{
public:
static bool isActorCollisionValid( ActorPtr actorPtr, AoeFilter aoeFilter );
static std::set< ActorPtr > getActorsHitFromAction( Common::FFXIVARR_POSITION3 aoePosition, std::set< ActorPtr > actorsInRange, boost::shared_ptr< Data::ActionInfo > actionInfo, AoeFilter aoeFilter );
private:
static bool radiusCollision( Common::FFXIVARR_POSITION3 actorPosition, Common::FFXIVARR_POSITION3 aoePosition, uint16_t radius );
static bool boxCollision( Common::FFXIVARR_POSITION3 actorPosition, Common::FFXIVARR_POSITION3 aoePosition, uint16_t width, uint16_t height );
};
}
}
#endif

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@ -1,6 +1,7 @@
#include <src/servers/Server_Common/Util/Util.h>
#include <src/servers/Server_Common/Util/UtilMath.h>
#include <src/servers/Server_Common/Network/PacketContainer.h>
#include <src/servers/Server_Common/Exd/ExdData.h>
#include "src/servers/Server_Zone/Forwards.h"
#include "src/servers/Server_Zone/Action/Action.h"
@ -15,11 +16,14 @@
#include "src/servers/Server_Zone/StatusEffect/StatusEffectContainer.h"
#include "src/servers/Server_Zone/StatusEffect/StatusEffect.h"
#include "src/servers/Server_Zone/Action/ActionCollision.h"
#include "src/servers/Server_Zone/ServerZone.h"
#include "src/servers/Server_Zone/Session.h"
#include "CalcBattle.h"
#include "Player.h"
extern Core::ServerZone g_serverZone;
extern Core::Data::ExdData g_exdData;
using namespace Core::Common;
using namespace Core::Network::Packets;
@ -620,6 +624,112 @@ void Core::Entity::Actor::autoAttack( ActorPtr pTarget )
}
}
/*!
ChaiScript Skill Handler.
\param GamePacketPtr to send
\param bool should be send to self?
*/
void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint32_t actionId, uint64_t param1, uint64_t param2, Entity::Actor& pTarget )
{
if ( isPlayer() )
{
getAsPlayer()->sendDebug( std::to_string( pTarget.getId() ) );
getAsPlayer()->sendDebug( "Handle script skill type: " + std::to_string( type ) );
}
auto actionInfoPtr = g_exdData.getActionInfo( actionId );
// Prepare packet. This is seemingly common for all packets in the action handler.
GamePacketNew< FFXIVIpcEffect, ServerZoneIpcType > effectPacket( getId() );
effectPacket.data().targetId = pTarget.getId();
effectPacket.data().actionAnimationId = actionId;
effectPacket.data().unknown_2 = 1; // This seems to have an effect on the "double-cast finish" animation
// effectPacket.data().unknown_3 = 1;
effectPacket.data().actionTextId = actionId;
effectPacket.data().numEffects = 1;
effectPacket.data().rotation = Math::Util::floatToUInt16Rot( getRotation() );
effectPacket.data().effectTarget = pTarget.getId();
effectPacket.data().effects[0].value = 0;
effectPacket.data().effects[0].effectType = ActionEffectType::Damage;
effectPacket.data().effects[0].hitSeverity = ActionHitSeverityType::NormalDamage;
effectPacket.data().effects[0].unknown_3 = 7;
switch ( type )
{
case ActionEffectType::Damage:
{
effectPacket.data().effects[0].value = static_cast< int16_t >( param1 );
effectPacket.data().effects[0].effectType = ActionEffectType::Damage;
effectPacket.data().effects[0].hitSeverity = ActionHitSeverityType::NormalDamage;
std::set< ActorPtr > actorsCollided = ActionCollision::getActorsHitFromAction( pTarget.getPos(), getInRangeActors( true ), actionInfoPtr, AoeFilter::Enemies );
for ( auto pHitActor : actorsCollided )
{
effectPacket.data().targetId = pHitActor->getId();
effectPacket.data().unknown_1 = 1; // the magic trick for getting it to work
effectPacket.data().unknown_5 = 1;
effectPacket.data().unknown_8 = 1;
effectPacket.data().actionTextId = 0;
effectPacket.data().effectTarget = pHitActor->getId();
effectPacket.data().effects[0].value = param1 + ( rand() % 15 );
pHitActor->sendToInRangeSet( effectPacket, true ); // todo: send to range of what? ourselves? when mob script hits this is going to be lacking
pHitActor->takeDamage( static_cast< uint32_t >( param1 ) );
pHitActor->onActionHostile( shared_from_this() );
if ( isPlayer() )
getAsPlayer()->sendDebug( "AoE hit actor " + pHitActor->getName() );
}
break;
}
case ActionEffectType::Heal:
{
uint32_t calculatedHeal = Data::CalcBattle::calculateHealValue( getAsPlayer(), static_cast< uint32_t >( param1 ) );
effectPacket.data().effects[0].value = calculatedHeal;
effectPacket.data().effects[0].effectType = ActionEffectType::Heal;
effectPacket.data().effects[0].hitSeverity = ActionHitSeverityType::NormalHeal;
sendToInRangeSet( effectPacket, true );
// todo: get proper packets: the following was just kind of thrown together from what we know
std::set< ActorPtr > actorsCollided = ActionCollision::getActorsHitFromAction( pTarget.getPos(), getInRangeActors( true ), actionInfoPtr, AoeFilter::Allies );
for ( auto pHitActor : actorsCollided )
{
effectPacket.data().targetId = pHitActor->getId();
effectPacket.data().unknown_1 = 1; // the magic trick for getting it to work
effectPacket.data().unknown_5 = 1;
effectPacket.data().unknown_8 = 1;
effectPacket.data().actionTextId = 0;
effectPacket.data().effectTarget = pHitActor->getId();
effectPacket.data().effects[0].value = calculatedHeal + ( rand() % 15 );
pHitActor->sendToInRangeSet( effectPacket, true );
pHitActor->heal( calculatedHeal );
if ( isPlayer() )
getAsPlayer()->sendDebug( "AoE hit actor " + pHitActor->getName() );
}
break;
}
default:
break;
}
}
/*! \param StatusEffectPtr to be applied to the actor */
void Core::Entity::Actor::addStatusEffect( StatusEffect::StatusEffectPtr pEffect )
{

View file

@ -231,6 +231,8 @@ public:
void setStatus( ActorStatus status );
void handleScriptSkill( uint32_t type, uint32_t actionId, uint64_t param1, uint64_t param2, Entity::Actor& target );
virtual void autoAttack( ActorPtr pTarget );
virtual void spawn( PlayerPtr pTarget ) {}

View file

@ -5,6 +5,7 @@
#include "Player.h"
#include <cmath>
using namespace Core::Data;
using namespace Core::Entity;
extern Core::Data::ExdData g_exdData;

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@ -5,8 +5,10 @@
#include "Actor.h"
using namespace Core::Entity;
namespace Core {
namespace Entity {
namespace Data {
class CalcBattle
{

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@ -216,7 +216,7 @@ void Core::Entity::Player::calculateStats()
auto paramGrowthInfo = paramGrowthInfoIt->second;
// TODO: put formula somewhere else...
float base = CalcBattle::calculateBaseStat( getAsPlayer() );
float base = Data::CalcBattle::calculateBaseStat( getAsPlayer() );
m_baseStats.str = static_cast< uint32_t >( base * ( static_cast< float >( classInfo.mod_str ) / 100 ) + tribeInfo.mod_str );
m_baseStats.dex = static_cast< uint32_t >( base * ( static_cast< float >( classInfo.mod_dex ) / 100 ) + tribeInfo.mod_dex );
@ -232,9 +232,9 @@ void Core::Entity::Player::calculateStats()
m_baseStats.attackPotMagic = paramGrowthInfo.base_secondary;
m_baseStats.healingPotMagic = paramGrowthInfo.base_secondary;
m_baseStats.max_mp = CalcBattle::calculateMaxMp( getAsPlayer() );
m_baseStats.max_mp = Data::CalcBattle::calculateMaxMp( getAsPlayer() );
m_baseStats.max_hp = CalcBattle::calculateMaxHp( getAsPlayer() );
m_baseStats.max_hp = Data::CalcBattle::calculateMaxHp( getAsPlayer() );
if( m_mp > m_baseStats.max_mp )
m_mp = m_baseStats.max_mp;
@ -1514,102 +1514,6 @@ void Core::Entity::Player::autoAttack( ActorPtr pTarget )
}
void Core::Entity::Player::handleScriptSkill( uint32_t type, uint32_t actionId, uint64_t param1, uint64_t param2, Entity::Actor& pTarget )
{
sendDebug( std::to_string( pTarget.getId() ) );
sendDebug( "Handle script skill type: " + std::to_string( type ) );
auto actionInfoPtr = g_exdData.getActionInfo( actionId );
sendDebug( actionInfoPtr->name );
if ( actionInfoPtr->is_aoe )
sendDebug( "is aoe: " + std::to_string( actionInfoPtr->is_aoe ) );
GamePacketNew< FFXIVIpcEffect, ServerZoneIpcType > effectPacket( getId() );
effectPacket.data().targetId = pTarget.getId();
effectPacket.data().actionAnimationId = actionId;
effectPacket.data().unknown_2 = 1; // This seems to have an effect on the "double-cast finish" animation
// effectPacket.data().unknown_3 = 1;
effectPacket.data().actionTextId = actionId;
effectPacket.data().numEffects = 1;
effectPacket.data().rotation = Math::Util::floatToUInt16Rot( getRotation() );
effectPacket.data().effectTarget = pTarget.getId();
effectPacket.data().effects[0].value = 0;
effectPacket.data().effects[0].effectType = static_cast < ActionEffectType >( type );
effectPacket.data().effects[0].hitSeverity = ActionHitSeverityType::NormalDamage;
effectPacket.data().effects[0].unknown_3 = 7;
switch ( type )
{
case 3:
{
sendDebug( "STD_DAMAGE" );
effectPacket.data().effects[0].value = static_cast< int16_t >( param1 );
sendToInRangeSet( effectPacket, true );
if ( !pTarget.isAlive() )
break;
pTarget.takeDamage( static_cast< uint32_t >( param1 ) );
pTarget.onActionHostile( shared_from_this() );
break;
}
case 4:
{
uint32_t calculatedHeal = CalcBattle::calculateHealValue( getAsPlayer(), static_cast< uint32_t >( param1 ) );
effectPacket.data().effects[0].value = static_cast< int16_t >( calculatedHeal );
effectPacket.data().effects[0].effectType = ActionEffectType::Heal;
effectPacket.data().effects[0].hitSeverity = ActionHitSeverityType::NormalHeal;
sendDebug( "STD_HEAL" );
sendToInRangeSet( effectPacket, true );
if ( !pTarget.isAlive() )
break;
// todo: get proper packets: the following was just kind of thrown together from what we know
// also toss AoE to another spot and make it generic
sendDebug( actionInfoPtr->name );
if ( actionInfoPtr->is_aoe )
{
sendDebug( "IS AOE LOL" );
for ( auto pCurAct : m_inRangePlayers )
{
assert( pCurAct );
if ( !pCurAct->isAlive() )
break;
if ( Math::Util::distance( pTarget.getPos().x, pTarget.getPos().y, pTarget.getPos().z, pCurAct->getPos().x, pCurAct->getPos().y, pCurAct->getPos().z ) <= actionInfoPtr->radius )
{
effectPacket.data().targetId = pCurAct->getId();
effectPacket.data().unknown_1 = 1; // the magic trick for getting it to work
effectPacket.data().unknown_8 = 1;
effectPacket.data().unknown_5 = 1;
effectPacket.data().actionTextId = 0;
effectPacket.data().effectTarget = pCurAct->getId();
pCurAct->sendToInRangeSet( effectPacket, true );
pCurAct->heal( calculatedHeal );
sendDebug( "AoE hit actor " + pCurAct->getName() );
}
}
}
pTarget.heal( calculatedHeal );
break;
}
default:
break;
}
}
/////////////////////////////
// Content Finder

View file

@ -487,8 +487,6 @@ public:
void setAutoattack( bool mode );
bool isAutoattackOn() const;
void handleScriptSkill( uint32_t type, uint32_t actionId, uint64_t param1, uint64_t param2, Entity::Actor& target );
// Content Finder handling
//////////////////////////////////////////////////////////////////////////////////////////////////////
/*! Get an unix time when the player can register into content finder again. */

View file

@ -218,11 +218,11 @@ void Core::ServerZone::run( int32_t argc, char* argv[] )
Network::HivePtr hive( new Network::Hive() );
Network::addServerToHive< Network::GameConnection >( m_ip, m_port, hive );
g_scriptMgr.init();
g_log.info( "ZoneMgr: Setting up zones" );
g_zoneMgr.createZones();
g_scriptMgr.init();
std::vector< std::thread > thread_list;
thread_list.push_back( std::thread( std::bind( &Network::Hive::Run, hive.get() ) ) );