#include "Action.h" #include "ActionLut.h" #include "EffectBuilder.h" #include #include #include #include "Framework.h" #include "Script/ScriptMgr.h" #include #include "Actor/Player.h" #include "Actor/BNpc.h" #include "Territory/Territory.h" #include #include "Network/PacketWrappers/ActorControlPacket142.h" #include "Network/PacketWrappers/ActorControlPacket143.h" #include "Network/PacketWrappers/ActorControlPacket144.h" #include #include #include using namespace Sapphire; using namespace Sapphire::Common; using namespace Sapphire::Network; using namespace Sapphire::Network::Packets; using namespace Sapphire::Network::Packets::Server; using namespace Sapphire::Network::ActorControl; using namespace Sapphire::World; Action::Action::Action() = default; Action::Action::~Action() = default; Action::Action::Action( Entity::CharaPtr caster, uint32_t actionId, uint16_t sequence, FrameworkPtr fw ) : Action( std::move( caster ), actionId, sequence, nullptr, std::move( fw ) ) { } Action::Action::Action( Entity::CharaPtr caster, uint32_t actionId, uint16_t sequence, Data::ActionPtr actionData, FrameworkPtr fw ) : m_pSource( std::move( caster ) ), m_pFw( std::move( fw ) ), m_actionData( std::move( actionData ) ), m_id( actionId ), m_targetId( 0 ), m_startTime( 0 ), m_interruptType( Common::ActionInterruptType::None ), m_sequence( sequence ) { } uint32_t Action::Action::getId() const { return m_id; } bool Action::Action::init() { if( !m_actionData ) { // need to get actionData auto exdData = m_pFw->get< Data::ExdDataGenerated >(); assert( exdData ); auto actionData = exdData->get< Data::Action >( m_id ); assert( actionData ); m_actionData = actionData; } m_effectBuilder = make_EffectBuilder( m_pSource, getId(), m_sequence ); m_castTimeMs = static_cast< uint32_t >( m_actionData->cast100ms * 100 ); m_recastTimeMs = static_cast< uint32_t >( m_actionData->recast100ms * 100 ); m_cooldownGroup = m_actionData->cooldownGroup; m_range = m_actionData->range; m_effectRange = m_actionData->effectRange; m_castType = static_cast< Common::CastType >( m_actionData->castType ); m_aspect = static_cast< Common::ActionAspect >( m_actionData->aspect ); // todo: move this to bitset m_canTargetSelf = m_actionData->canTargetSelf; m_canTargetParty = m_actionData->canTargetParty; m_canTargetFriendly = m_actionData->canTargetFriendly; m_canTargetHostile = m_actionData->canTargetHostile; // todo: this one doesn't look right based on whats in that col, probably has shifted m_canTargetDead = m_actionData->canTargetDead; // a default range is set by the game for the class/job if( m_range == -1 ) { switch( static_cast< Common::ClassJob >( m_actionData->classJob ) ) { case Common::ClassJob::Bard: case Common::ClassJob::Archer: m_range = 25; // anything that isnt ranged default: m_range = 3; } } m_primaryCostType = static_cast< Common::ActionPrimaryCostType >( m_actionData->primaryCostType ); m_primaryCost = m_actionData->primaryCostValue; /*if( !m_actionData->targetArea ) { // override pos to target position // todo: this is kinda dirty for( auto& actor : m_pSource->getInRangeActors() ) { if( actor->getId() == m_targetId ) { m_pos = actor->getPos(); break; } } }*/ // todo: add missing rows for secondaryCostType/secondaryCostType and rename the current rows to primaryCostX addDefaultActorFilters(); return true; } void Action::Action::setPos( Sapphire::Common::FFXIVARR_POSITION3 pos ) { m_pos = pos; } Sapphire::Common::FFXIVARR_POSITION3 Action::Action::getPos() const { return m_pos; } void Action::Action::setTargetId( uint64_t targetId ) { m_targetId = targetId; } uint64_t Action::Action::getTargetId() const { return m_targetId; } bool Action::Action::hasClientsideTarget() const { return m_targetId > 0xFFFFFFFF; } bool Action::Action::isInterrupted() const { return m_interruptType != Common::ActionInterruptType::None; } void Action::Action::setInterrupted( Common::ActionInterruptType type ) { m_interruptType = type; } uint32_t Action::Action::getCastTime() const { return m_castTimeMs; } void Action::Action::setCastTime( uint32_t castTime ) { m_castTimeMs = castTime; } bool Action::Action::hasCastTime() const { return m_castTimeMs > 0; } Sapphire::Entity::CharaPtr Action::Action::getSourceChara() const { return m_pSource; } bool Action::Action::update() { // action has not been started yet if( m_startTime == 0 ) return false; if( isInterrupted() ) { interrupt(); return true; } if( !hasClientsideTarget() ) { // todo: check if the target is still in range } uint64_t tickCount = Common::Util::getTimeMs(); if( !hasCastTime() || std::difftime( tickCount, m_startTime ) > m_castTimeMs ) { execute(); return true; } return false; } void Action::Action::start() { assert( m_pSource ); m_startTime = Common::Util::getTimeMs(); auto player = m_pSource->getAsPlayer(); if( hasCastTime() ) { auto castPacket = makeZonePacket< Server::FFXIVIpcActorCast >( getId() ); auto& data = castPacket->data(); data.action_id = static_cast< uint16_t >( m_id ); data.skillType = Common::SkillType::Normal; data.unknown_1 = m_id; // This is used for the cast bar above the target bar of the caster. data.cast_time = m_castTimeMs / 1000.f; data.target_id = static_cast< uint32_t >( m_targetId ); auto pos = m_pSource->getPos(); data.posX = Common::Util::floatToUInt16( pos.x ); data.posY = Common::Util::floatToUInt16( pos.y ); data.posZ = Common::Util::floatToUInt16( pos.z ); data.rotation = m_pSource->getRot(); m_pSource->sendToInRangeSet( castPacket, true ); if( player ) { player->setStateFlag( PlayerStateFlag::Casting ); } } // todo: m_recastTimeMs needs to be adjusted for player sks/sps auto actionStartPkt = makeActorControl143( m_pSource->getId(), ActorControlType::ActionStart, 1, getId(), m_recastTimeMs / 10 ); player->queuePacket( actionStartPkt ); auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >(); // check the lut too and see if we have something usable, otherwise cancel the cast if( !pScriptMgr->onStart( *this ) && !ActionLut::validEntryExists( getId() ) ) { // script not implemented and insufficient lut data (no potencies) interrupt(); if( player ) { player->sendUrgent( "Action not implemented, missing script/lut entry for action#{0}", getId() ); player->setCurrentAction( nullptr ); } return; } // instantly finish cast if there's no cast time if( !hasCastTime() ) execute(); } void Action::Action::interrupt() { assert( m_pSource ); // things that aren't players don't care about cooldowns and state flags if( m_pSource->isPlayer() ) { auto player = m_pSource->getAsPlayer(); // todo: reset cooldown for actual player // reset state flag //player->unsetStateFlag( PlayerStateFlag::Occupied1 ); player->unsetStateFlag( PlayerStateFlag::Casting ); } if( hasCastTime() ) { uint8_t interruptEffect = 0; if( m_interruptType == ActionInterruptType::DamageInterrupt ) interruptEffect = 1; // Note: When cast interrupt from taking too much damage, set the last value to 1. // This enables the cast interrupt effect. auto control = makeActorControl142( m_pSource->getId(), ActorControlType::CastInterrupt, 0x219, 1, m_id, interruptEffect ); m_pSource->sendToInRangeSet( control, true ); } auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >(); pScriptMgr->onInterrupt( *this ); } void Action::Action::execute() { assert( m_pSource ); // subtract costs first, if somehow the caster stops meeting those requirements cancel the cast if( !consumeResources() ) { interrupt(); return; } auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >(); if( hasCastTime() ) { // todo: what's this? /*auto control = ActorControlPacket143( m_pTarget->getId(), ActorControlType::Unk7, 0x219, m_id, m_id, m_id, m_id ); m_pSource->sendToInRangeSet( control, true );*/ if( auto player = m_pSource->getAsPlayer() ) { player->unsetStateFlag( PlayerStateFlag::Casting ); } } if( isComboAction() ) { auto player = m_pSource->getAsPlayer(); player->sendDebug( "action combo success from action#{0}", player->getLastComboActionId() ); } if( !hasClientsideTarget() ) { buildEffects(); } else if( auto player = m_pSource->getAsPlayer() ) { pScriptMgr->onEObjHit( *player, m_targetId, getId() ); } // set currently casted action as the combo action if it interrupts a combo // ignore it otherwise (ogcds, etc.) if( !m_actionData->preservesCombo ) { m_pSource->setLastComboActionId( getId() ); } } std::pair< uint32_t, Common::ActionHitSeverityType > Action::Action::calcDamage( uint32_t potency ) { // todo: what do for npcs? auto wepDmg = 1.f; if( auto player = m_pSource->getAsPlayer() ) { auto item = player->getEquippedWeapon(); assert( item ); auto role = player->getRole(); if( role == Common::Role::RangedMagical || role == Common::Role::Healer ) { wepDmg = item->getMagicalDmg(); } else { wepDmg = item->getPhysicalDmg(); } } auto dmg = Math::CalcStats::calcActionDamage( *m_pSource, potency, wepDmg ); return std::make_pair( dmg, Common::ActionHitSeverityType::NormalDamage ); } void Action::Action::buildEffects() { snapshotAffectedActors( m_hitActors ); auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >(); if( !pScriptMgr->onExecute( *this ) && !ActionLut::validEntryExists( getId() ) ) { if( auto player = m_pSource->getAsPlayer() ) { player->sendUrgent( "missing lut entry for action#{}", getId() ); } return; } if( m_hitActors.empty() ) return; auto lutEntry = ActionLut::getEntry( getId() ); // no script exists but we have a valid lut entry if( auto player = getSourceChara()->getAsPlayer() ) { player->sendDebug( "Hit target: pot: {} (c: {}, f: {}, r: {}), heal pot: {}", lutEntry.potency, lutEntry.comboPotency, lutEntry.flankPotency, lutEntry.rearPotency, lutEntry.curePotency ); } for( auto& actor : m_hitActors ) { // todo: this is shit if( lutEntry.curePotency > 0 ) { m_effectBuilder->healTarget( actor, lutEntry.curePotency ); } else if( lutEntry.potency > 0 ) { auto dmg = calcDamage( lutEntry.potency ); m_effectBuilder->damageTarget( actor, dmg.first, dmg.second ); } } m_effectBuilder->buildAndSendPackets(); // at this point we're done with it and no longer need it m_effectBuilder.reset(); } bool Action::Action::preCheck() { if( auto player = m_pSource->getAsPlayer() ) { if( !playerPreCheck( *player ) ) return false; } return true; } bool Action::Action::playerPreCheck( Entity::Player& player ) { // lol if( !player.isAlive() ) return false; // npc actions/non player actions if( m_actionData->classJob == -1 ) return false; if( player.getLevel() < m_actionData->classJobLevel ) return false; auto currentClass = player.getClass(); auto actionClass = static_cast< Common::ClassJob >( m_actionData->classJob ); if( actionClass != Common::ClassJob::Adventurer && currentClass != actionClass ) { // check if not a base class action auto exdData = m_pFw->get< Data::ExdDataGenerated >(); assert( exdData ); auto classJob = exdData->get< Data::ClassJob >( static_cast< uint8_t >( currentClass ) ); if( !classJob ) return false; if( classJob->classJobParent != m_actionData->classJob ) return false; } if( !m_actionData->canTargetSelf && getTargetId() == m_pSource->getId() ) return false; // todo: does this need to check for party/alliance stuff or it's just same type? // todo: m_pTarget doesn't exist at this stage because we only fill it when we snapshot targets // if( !m_actionData->canTargetFriendly && m_pSource->getObjKind() == m_pTarget->getObjKind() ) // return false; // // if( !m_actionData->canTargetHostile && m_pSource->getObjKind() != m_pTarget->getObjKind() ) // return false; // todo: party/dead validation // validate range if( !hasResources() ) return false; return true; } uint32_t Action::Action::getAdditionalData() const { return m_additionalData; } void Action::Action::setAdditionalData( uint32_t data ) { m_additionalData = data; } bool Action::Action::isComboAction() const { auto lastActionId = m_pSource->getLastComboActionId(); if( lastActionId == 0 ) { return false; } return m_actionData->actionCombo == lastActionId; } bool Action::Action::primaryCostCheck( bool subtractCosts ) { switch( m_primaryCostType ) { case Common::ActionPrimaryCostType::TacticsPoints: { auto curTp = m_pSource->getTp(); if( curTp < m_primaryCost ) return false; if( subtractCosts ) m_pSource->setTp( curTp - m_primaryCost ); return true; } case Common::ActionPrimaryCostType::MagicPoints: { auto curMp = m_pSource->getMp(); auto cost = m_primaryCost * 100; if( curMp < cost ) return false; if( subtractCosts ) m_pSource->setMp( curMp - cost ); return true; } // free casts, likely just pure ogcds case Common::ActionPrimaryCostType::None: { return true; } default: return false; } } bool Action::Action::secondaryCostCheck( bool subtractCosts ) { // todo: these need to be mapped return true; } bool Action::Action::hasResources() { return primaryCostCheck( false ) && secondaryCostCheck( false ); } bool Action::Action::consumeResources() { return primaryCostCheck( true ) && secondaryCostCheck( true ); } bool Action::Action::snapshotAffectedActors( std::vector< Entity::CharaPtr >& actors ) { for( const auto& actor : m_pSource->getInRangeActors( true ) ) { // check for initial target validity based on flags in action exd (pc/enemy/etc.) if( !preFilterActor( *actor ) ) continue; for( const auto& filter : m_actorFilters ) { if( filter->conditionApplies( *actor ) ) { actors.push_back( actor->getAsChara() ); break; } } } if( auto player = m_pSource->getAsPlayer() ) { player->sendDebug( "Hit {} actors with {} filters", actors.size(), m_actorFilters.size() ); for( const auto& actor : actors ) { player->sendDebug( "hit actor#{}", actor->getId() ); } } return !actors.empty(); } void Action::Action::addActorFilter( World::Util::ActorFilterPtr filter ) { m_actorFilters.push_back( std::move( filter ) ); } void Action::Action::addDefaultActorFilters() { switch( m_castType ) { case Common::CastType::SingleTarget: { auto filter = std::make_shared< World::Util::ActorFilterSingleTarget >( static_cast< uint32_t >( m_targetId ) ); addActorFilter( filter ); break; } case Common::CastType::CircularAOE: { auto filter = std::make_shared< World::Util::ActorFilterInRange >( m_pos, m_effectRange ); addActorFilter( filter ); break; } // case Common::CastType::RectangularAOE: // { // break; // } default: { Logger::error( "[{}] Action#{} has CastType#{} but that cast type is unhandled. Cancelling cast.", m_pSource->getId(), getId(), m_castType ); interrupt(); } } } bool Action::Action::preFilterActor( Sapphire::Entity::Actor& actor ) const { auto kind = actor.getObjKind(); // todo: are there any server side eobjs that players can hit? if( kind != ObjKind::BattleNpc && kind != ObjKind::Player ) return false; // todo: handle things such based on canTargetX return true; } std::vector< Sapphire::Entity::CharaPtr >& Action::Action::getHitCharas() { return m_hitActors; } Sapphire::Entity::CharaPtr Action::Action::getHitChara() { if( !m_hitActors.empty() ) { return m_hitActors.at( 0 ); } return nullptr; }