#include "Action.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/ActorControlPacket.h" #include "Network/PacketWrappers/ActorControlSelfPacket.h" #include "Network/PacketWrappers/ActorControlTargetPacket.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 ), m_isAutoAttack( false ), m_disableGenericHandler( false ) { } 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 ); auto actionCategory = static_cast< Common::ActionCategory >( m_actionData->actionCategory ); if( actionCategory == Common::ActionCategory::Spell || actionCategory == Common::ActionCategory::Weaponskill ) { auto haste = m_pSource->getStatValue( Common::BaseParam::Haste ); m_castTimeMs = static_cast< uint32_t >( m_castTimeMs * ( m_pSource->getStatValue( Common::BaseParam::Haste ) / 100.0f ) ); m_recastTimeMs = static_cast< uint32_t >( m_recastTimeMs * ( m_pSource->getStatValue( Common::BaseParam::Haste ) / 100.0f ) ); } 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 if( ActionLut::validEntryExists( static_cast< uint16_t >( getId() ) ) ) { m_lutEntry = ActionLut::getEntry( static_cast< uint16_t >( getId() ) ); } else { std::memset( &m_lutEntry, 0, sizeof( ActionEntry ) ); } addDefaultActorFilters(); m_effectBuilder->setAnimationLock( getAnimationLock() ); 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; } Common::ActionInterruptType Action::Action::getInterruptType() const { return m_interruptType; } 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( static_cast< time_t >( tickCount ), static_cast< time_t >( m_startTime ) ) > m_castTimeMs ) { execute(); return true; } if( m_pTarget == nullptr && m_targetId != 0 ) { // try to search for the target actor for( auto actor : m_pSource->getInRangeActors( true ) ) { if( actor->getId() == m_targetId ) { m_pTarget = actor->getAsChara(); break; } } } if( m_pTarget != nullptr ) { if( !m_pTarget->isAlive() ) { // interrupt the cast if target died setInterrupted( Common::ActionInterruptType::RegularInterrupt ); interrupt(); 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 = Common::Util::floatToUInt16Rot( m_pSource->getRot() ); m_pSource->sendToInRangeSet( castPacket, true ); if( player ) { player->setStateFlag( PlayerStateFlag::Casting ); } } if( player ) { // todo: m_recastTimeMs needs to be adjusted for player sks/sps auto actionStartPkt = makeActorControlSelf( m_pSource->getId(), ActorControlType::ActionStart, 1, getId(), m_recastTimeMs / 10 ); player->queuePacket( actionStartPkt ); } // 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 = makeActorControl( 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 = ActorControlSelfPacket( 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( isCorrectCombo() ) { 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 ) { // potential combo starter or correct combo from last action, must hit something to progress combo if( !m_hitActors.empty() && ( !isComboAction() || isCorrectCombo() ) ) { m_pSource->setLastComboActionId( getId() ); } else // clear last combo action if the combo breaks { m_pSource->setLastComboActionId( 0 ); } } } std::pair< uint32_t, Common::ActionHitSeverityType > Action::Action::calcDamage( uint32_t potency ) { if( m_isAutoAttack ) return Math::CalcStats::calcAutoAttackDamage( *m_pSource, potency ); else return Math::CalcStats::calcActionDamage( *m_pSource, static_cast< Common::AttackType >( m_actionData->attackType ), potency, Math::CalcStats::getWeaponDamage( m_pSource ) ); } std::pair< uint32_t, Common::ActionHitSeverityType > Action::Action::calcHealing( uint32_t potency ) { return Math::CalcStats::calcActionHealing( *m_pSource, static_cast< Common::ActionCategory >( m_actionData->actionCategory ), potency, Math::CalcStats::getWeaponDamage( m_pSource ) ); } void Action::Action::buildEffects() { snapshotAffectedActors( m_hitActors ); auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >(); pScriptMgr->onExecute( *this ); if( m_disableGenericHandler || !hasValidLutEntry() ) { // send any effect packet added by script or an empty one just to play animation for other players m_effectBuilder->buildAndSendPackets(); pScriptMgr->onAfterBuildEffect( *this ); return; } // we have a valid lut entry if( auto player = getSourceChara()->getAsPlayer() ) { player->sendDebug( "type: {}, dpot: {} (dcpot: {}, ddpot: {}), hpot: {}, shpot: {}, ss: {}, ts: {}, gmp: {}", m_actionData->attackType, m_lutEntry.damagePotency, m_lutEntry.damageComboPotency, m_lutEntry.damageDirectionalPotency, m_lutEntry.healPotency, m_lutEntry.selfHealPotency, m_lutEntry.selfStatus, m_lutEntry.targetStatus, m_lutEntry.gainMPPercentage ); } // when aoe, these effects are in the target whatever is hit first bool shouldRestoreMP = true; bool shouldApplyComboSucceedEffect = true; for( auto& actor : m_hitActors ) { if( m_lutEntry.damagePotency > 0 ) { Common::AttackType attackType = static_cast< Common::AttackType >( m_actionData->attackType ); auto dmg = calcDamage( isCorrectCombo() ? m_lutEntry.damageComboPotency : m_lutEntry.damagePotency ); dmg.first = Math::CalcStats::applyDamageReceiveMultiplier( *actor, dmg.first, attackType ); if( dmg.first > 0 ) { actor->onActionHostile( m_pSource ); dmg.first = actor->applyShieldProtection( dmg.first ); m_effectBuilder->damage( actor, actor, dmg.first, dmg.second, dmg.first == 0 ? Common::ActionEffectResultFlag::Absorbed : Common::ActionEffectResultFlag::None ); } auto reflectDmg = Math::CalcStats::calcDamageReflect( m_pSource, actor, dmg.first, attackType == Common::AttackType::Physical ? Common::ActionTypeFilter::Physical : ( attackType == Common::AttackType::Magical ? Common::ActionTypeFilter::Magical : Common::ActionTypeFilter::Unknown ) ); if( reflectDmg.first > 0 ) { m_effectBuilder->damage( actor, m_pSource, reflectDmg.first, reflectDmg.second, Common::ActionEffectResultFlag::Reflected ); } auto absorb = Math::CalcStats::calcAbsorbHP( m_pSource, dmg.first, Common::ActionTypeFilter::All ); if( absorb > 0 ) { if( absorb > actor->getHp() ) absorb = actor->getHp(); m_effectBuilder->heal( actor, m_pSource, absorb, Common::ActionHitSeverityType::NormalHeal, Common::ActionEffectResultFlag::EffectOnSource ); } if( isCorrectCombo() && shouldApplyComboSucceedEffect ) { m_effectBuilder->comboSucceed( actor ); shouldApplyComboSucceedEffect = false; } if( !isComboAction() || isCorrectCombo() ) { if ( !m_actionData->preservesCombo ) // we need something like m_actionData->hasNextComboAction { m_effectBuilder->startCombo( actor, getId() ); // this is on all targets hit } } } if( m_lutEntry.healPotency > 0 ) { auto heal = calcHealing( m_lutEntry.healPotency ); heal.first = Math::CalcStats::applyHealingReceiveMultiplier( *actor, heal.first ); m_effectBuilder->heal( actor, actor, heal.first, heal.second ); } if( m_lutEntry.selfHealPotency > 0 ) // actions with self heal { if( !isComboAction() || isCorrectCombo() ) { auto heal = calcHealing( m_lutEntry.selfHealPotency ); heal.first = Math::CalcStats::applyHealingReceiveMultiplier( *m_pSource, heal.first ); m_effectBuilder->heal( actor, m_pSource, heal.first, heal.second, Common::ActionEffectResultFlag::EffectOnSource ); } } if( m_lutEntry.gainMPPercentage > 0 && shouldRestoreMP ) { if( !isComboAction() || isCorrectCombo() ) { m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.gainMPPercentage / 100, Common::ActionEffectResultFlag::EffectOnSource ); shouldRestoreMP = false; } } if( m_lutEntry.targetStatus != 0 ) { if( !isComboAction() || isCorrectCombo() ) m_effectBuilder->applyStatusEffect( actor, m_pSource, m_lutEntry.targetStatus, m_lutEntry.targetStatusDuration, m_lutEntry.targetStatusParam ); } } if( m_lutEntry.selfStatus != 0 ) { if( !isComboAction() || isCorrectCombo() ) m_effectBuilder->applyStatusEffect( m_pSource, m_pSource, m_lutEntry.selfStatus, m_lutEntry.selfStatusDuration, m_lutEntry.selfStatusParam ); } m_effectBuilder->buildAndSendPackets(); pScriptMgr->onAfterBuildEffect( *this ); // 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 && !m_actionData->isRoleAction ) 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 && !m_actionData->isRoleAction ) { // 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::isCorrectCombo() const { auto lastActionId = m_pSource->getLastComboActionId(); if( lastActionId == 0 ) { return false; } return m_actionData->actionCombo == lastActionId; } bool Action::Action::isComboAction() const { return m_actionData->actionCombo != 0; } 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 < static_cast< uint32_t >( cost ) ) return false; if( subtractCosts ) m_pSource->setMp( curMp - static_cast< uint32_t >( cost ) ); return true; } case Common::ActionPrimaryCostType::StatusEffect: { auto statusEntry = m_pSource->getStatusEffectById( m_primaryCost ); if( !statusEntry.second ) return false; if( subtractCosts ) m_pSource->removeStatusEffect( statusEntry.first ); 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: case Common::CastType::Type3: { 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(); auto chara = actor.getAsChara(); // todo: are there any server side eobjs that players can hit? if( kind != ObjKind::BattleNpc && kind != ObjKind::Player ) return false; if( m_lutEntry.damagePotency > 0 && chara->getId() == m_pSource->getId() ) // !m_canTargetSelf return false; if( ( m_lutEntry.damagePotency > 0 || m_lutEntry.healPotency > 0 ) && !chara->isAlive() ) // !m_canTargetDead not working for aoe return false; if( m_lutEntry.damagePotency > 0 && m_pSource->getObjKind() == chara->getObjKind() ) // !m_canTargetFriendly not working for aoe return false; if( ( m_lutEntry.damagePotency == 0 && m_lutEntry.healPotency > 0 ) && m_pSource->getObjKind() != chara->getObjKind() ) // !m_canTargetHostile not working for aoe return false; 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; } bool Action::Action::hasValidLutEntry() const { return m_lutEntry.damagePotency != 0 || m_lutEntry.healPotency != 0 || m_lutEntry.selfHealPotency != 0 || m_lutEntry.selfStatus != 0 || m_lutEntry.targetStatus != 0 || m_lutEntry.gainMPPercentage != 0; } float Action::Action::getAnimationLock() { switch( static_cast< Common::ActionCategory >( m_actionData->actionCategory ) ) { case Common::ActionCategory::Item: { return 1.1f; } case Common::ActionCategory::Mount: { return 0.1f; } } return hasCastTime() ? 0.1f : 0.6f; } Action::EffectBuilderPtr Action::Action::getEffectbuilder() { return m_effectBuilder; } Data::ActionPtr Action::Action::getActionData() const { return m_actionData; } Action::ActionEntry Action::Action::getActionEntry() const { return m_lutEntry; } void Action::Action::setAutoAttack() { m_isAutoAttack = true; } void Action::Action::disableGenericHandler() { m_disableGenericHandler = true; } bool Action::Action::isPhysical() const { return isAttackTypePhysical( static_cast< Common::AttackType >( m_actionData->attackType ) ); } bool Action::Action::isMagical() const { return isAttackTypeMagical( static_cast< Common::AttackType >( m_actionData->attackType ) ); } bool Action::Action::isAttackTypePhysical( Common::AttackType attackType ) { return attackType == Common::AttackType::Physical; } bool Action::Action::isAttackTypeMagical( Common::AttackType attackType ) { return attackType == Common::AttackType::Magical; } void Action::Action::setPrimaryCost( Common::ActionPrimaryCostType type, uint16_t cost ) { m_primaryCostType = type; m_primaryCost = cost; } Sapphire::StatusEffect::StatusEffectPtr Action::Action::createStatusEffect( uint32_t id, Entity::CharaPtr sourceActor, Entity::CharaPtr targetActor, uint32_t duration, uint32_t tickRate ) { // workaround to framework access issue in action script return StatusEffect::make_StatusEffect( id, sourceActor, targetActor, duration, tickRate, m_pFw ); }