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https://github.com/SapphireServer/Sapphire.git
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more animation lock stuff
This commit is contained in:
parent
0620aaa932
commit
fc66254da3
4 changed files with 28 additions and 10 deletions
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@ -471,7 +471,7 @@ void Action::Action::buildEffects()
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if( !hasLutEntry || m_hitActors.empty() )
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if( !hasLutEntry || m_hitActors.empty() )
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{
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{
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// send any effect packet added by script or an empty one just to play animation for other players
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// send any effect packet added by script or an empty one just to play animation for other players
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m_effectBuilder->buildAndSendPackets();
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m_effectBuilder->buildAndSendPackets( getAnimationLock() );
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return;
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return;
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}
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}
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@ -541,7 +541,7 @@ void Action::Action::buildEffects()
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}
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}
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}
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}
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m_effectBuilder->buildAndSendPackets();
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m_effectBuilder->buildAndSendPackets( getAnimationLock() );
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// at this point we're done with it and no longer need it
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// at this point we're done with it and no longer need it
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m_effectBuilder.reset();
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m_effectBuilder.reset();
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@ -813,6 +813,22 @@ bool Action::Action::hasValidLutEntry() const
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m_lutEntry.rearPotency != 0 || m_lutEntry.curePotency != 0 || m_lutEntry.restoreMPPercentage != 0;
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m_lutEntry.rearPotency != 0 || m_lutEntry.curePotency != 0 || m_lutEntry.restoreMPPercentage != 0;
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}
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}
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float Action::Action::getAnimationLock()
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{
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switch( static_cast< Common::ActionCategory >( m_actionData->actionCategory ) )
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{
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case Common::ActionCategory::Item:
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{
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return 1.1f;
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}
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case Common::ActionCategory::Mount:
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{
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return 0.1f;
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}
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}
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return 0.6f;
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}
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Action::EffectBuilderPtr Action::Action::getEffectbuilder()
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Action::EffectBuilderPtr Action::Action::getEffectbuilder()
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{
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{
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return m_effectBuilder;
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return m_effectBuilder;
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@ -118,6 +118,8 @@ namespace Sapphire::World::Action
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*/
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*/
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Entity::CharaPtr getHitChara();
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Entity::CharaPtr getHitChara();
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float getAnimationLock();
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/*!
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/*!
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* @brief Starts the cast. Finishes it immediately if there is no cast time (weaponskills).
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* @brief Starts the cast. Finishes it immediately if there is no cast time (weaponskills).
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*/
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*/
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@ -91,7 +91,7 @@ void EffectBuilder::applyStatusEffect( Entity::CharaPtr& target, uint16_t status
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moveToResultList( target, nextResult );
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moveToResultList( target, nextResult );
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}
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}
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void EffectBuilder::buildAndSendPackets()
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void EffectBuilder::buildAndSendPackets( float animationLock )
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{
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{
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auto targetCount = m_resolvedEffects.size();
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auto targetCount = m_resolvedEffects.size();
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Logger::debug( "EffectBuilder result: " );
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Logger::debug( "EffectBuilder result: " );
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@ -101,13 +101,13 @@ void EffectBuilder::buildAndSendPackets()
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do // we want to send at least one packet even nothing is hit so other players can see
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do // we want to send at least one packet even nothing is hit so other players can see
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{
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{
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auto packet = buildNextEffectPacket( globalSequence );
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auto packet = buildNextEffectPacket( globalSequence, animationLock );
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m_sourceChara->sendToInRangeSet( packet, true );
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m_sourceChara->sendToInRangeSet( packet, true );
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}
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}
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while( !m_resolvedEffects.empty() );
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while( !m_resolvedEffects.empty() );
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}
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}
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std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_t globalSequence )
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std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_t globalSequence, float animationLock )
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{
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{
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auto remainingTargetCount = m_resolvedEffects.size();
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auto remainingTargetCount = m_resolvedEffects.size();
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@ -176,7 +176,7 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
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pHeader->effectCount = static_cast< uint8_t >( remainingTargetCount > packetSize ? packetSize : remainingTargetCount );
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pHeader->effectCount = static_cast< uint8_t >( remainingTargetCount > packetSize ? packetSize : remainingTargetCount );
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pHeader->sourceSequence = m_sequence;
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pHeader->sourceSequence = m_sequence;
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pHeader->globalSequence = globalSequence;
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pHeader->globalSequence = globalSequence;
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pHeader->animationLockTime = 0.6f;
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pHeader->animationLockTime = animationLock;
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uint8_t targetIndex = 0;
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uint8_t targetIndex = 0;
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for( auto it = m_resolvedEffects.begin(); it != m_resolvedEffects.end(); )
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for( auto it = m_resolvedEffects.begin(); it != m_resolvedEffects.end(); )
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@ -221,7 +221,7 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
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auto effectPacket = std::make_shared< Server::EffectPacket >( m_sourceChara->getId(), firstResult->getTarget()->getId(), m_actionId );
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auto effectPacket = std::make_shared< Server::EffectPacket >( m_sourceChara->getId(), firstResult->getTarget()->getId(), m_actionId );
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effectPacket->setRotation( Common::Util::floatToUInt16Rot( m_sourceChara->getRot() ) );
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effectPacket->setRotation( Common::Util::floatToUInt16Rot( m_sourceChara->getRot() ) );
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effectPacket->setSequence( seq, m_sequence );
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effectPacket->setSequence( seq, m_sequence );
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effectPacket->data().animationLockTime = 0.6f;
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effectPacket->data().animationLockTime = animationLock;
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for( int i = 0; i < resultList->size(); i++ )
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for( int i = 0; i < resultList->size(); i++ )
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{
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{
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@ -249,7 +249,7 @@ std::shared_ptr< FFXIVPacketBase > EffectBuilder::buildNextEffectPacket( uint32_
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effectPacket->data().effectCount = 0;
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effectPacket->data().effectCount = 0;
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effectPacket->data().sourceSequence = m_sequence;
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effectPacket->data().sourceSequence = m_sequence;
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effectPacket->data().globalSequence = globalSequence;
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effectPacket->data().globalSequence = globalSequence;
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effectPacket->data().animationLockTime = 0.6f;
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effectPacket->data().animationLockTime = animationLock;
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return effectPacket;
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return effectPacket;
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}
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}
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@ -28,7 +28,7 @@ namespace Sapphire::World::Action
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void applyStatusEffect( Entity::CharaPtr& target, uint16_t statusId, uint8_t param );
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void applyStatusEffect( Entity::CharaPtr& target, uint16_t statusId, uint8_t param );
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void buildAndSendPackets();
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void buildAndSendPackets( float animationLock );
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private:
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private:
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@ -36,7 +36,7 @@ namespace Sapphire::World::Action
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uint64_t getResultDelayMs();
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uint64_t getResultDelayMs();
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std::shared_ptr< Sapphire::Network::Packets::FFXIVPacketBase > buildNextEffectPacket( uint32_t globalSequence );
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std::shared_ptr< Sapphire::Network::Packets::FFXIVPacketBase > buildNextEffectPacket( uint32_t globalSequence, float animationLock );
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private:
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private:
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uint32_t m_actionId;
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uint32_t m_actionId;
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