#include #include #include #include #include #include "Network/PacketWrappers/ActorControlPacket.h" #include "Network/PacketWrappers/ActorControlSelfPacket.h" #include "Actor/Player.h" #include #include "WorldServer.h" #include "Session.h" #include "Network/GameConnection.h" #include "Manager/EventMgr.h" #include "EventAction.h" using namespace Sapphire; using namespace Sapphire::World; using namespace Sapphire::Common; using namespace Sapphire::Network; using namespace Sapphire::Network::Packets; using namespace Sapphire::Network::Packets::WorldPackets; using namespace Sapphire::Network::Packets::WorldPackets::Server; using namespace Sapphire::Network::ActorControl; Action::EventAction::EventAction( Entity::CharaPtr pActor, uint32_t eventId, uint16_t action, ActionCallback finishRef, ActionCallback interruptRef, uint64_t additional ) { m_additional = additional; m_eventId = eventId; m_id = action; auto& exdData = Common::Service< Data::ExdData >::ref(); m_castTimeMs = exdData.getRow< Component::Excel::EventAction >( action )->data().Time * 1000; // TODO: Add security checks. m_onActionFinishClb = std::move( finishRef ); m_onActionInterruptClb = std::move( interruptRef ); m_pSource = std::move( pActor ); m_interruptType = Common::ActionInterruptType::None; } Action::EventAction::~EventAction() = default; void Action::EventAction::start() { if( !m_pSource ) return; m_startTime = Common::Util::getTimeMs(); auto control = makeActorControl( m_pSource->getId(), ActorControlType::CastStart, 1, m_id, 0x4000004E ); if( m_pSource->isPlayer() ) { m_pSource->sendToInRangeSet( control, true ); if( m_pSource->getAsPlayer()->hasStateFlag( PlayerStateFlag::InNpcEvent ) ) m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::InNpcEvent ); } else m_pSource->sendToInRangeSet( control ); } void Action::EventAction::execute() { if( !m_pSource ) return; try { auto& eventMgr = Common::Service< World::Manager::EventMgr >::ref(); auto pEvent = m_pSource->getAsPlayer()->getEvent( m_eventId ); pEvent->setPlayedScene( false ); if( m_onActionFinishClb ) m_onActionFinishClb( *m_pSource->getAsPlayer(), m_eventId, m_additional ); auto control = makeActorControl( m_pSource->getId(), ActorControlType::CastStart, 0, m_id ); if( !pEvent->hasPlayedScene() ) eventMgr.eventFinish( *m_pSource->getAsPlayer(), m_eventId, 1 ); else pEvent->setPlayedScene( false ); if( m_pSource->isPlayer() ) { //m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Occupied2 ); m_pSource->sendToInRangeSet( control, true ); } else m_pSource->sendToInRangeSet( control ); } catch( std::exception& e ) { Logger::error( e.what() ); } } void Action::EventAction::interrupt() { if( !m_pSource ) return; try { auto& eventMgr = Common::Service< World::Manager::EventMgr >::ref(); auto control = makeActorControl( m_pSource->getId(), ActorControlType::CastInterrupt, 0x219, 0x04, m_id ); if( m_pSource->isPlayer() ) { auto control1 = makeActorControlSelf( m_pSource->getId(), ActorControlType::FreeEventPos, m_eventId ); //m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::NoCombat ); //m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Occupied1 ); m_pSource->sendToInRangeSet( control ); m_pSource->sendToInRangeSet( control1 ); auto& server = Common::Service< World::WorldServer >::ref(); server.queueForPlayer( m_pSource->getAsPlayer()->getCharacterId(), { control1, control } ); eventMgr.eventFinish( *m_pSource->getAsPlayer(), m_eventId, 1 ); } else m_pSource->sendToInRangeSet( control ); if( m_onActionInterruptClb ) m_onActionInterruptClb( *m_pSource->getAsPlayer(), m_eventId, m_additional ); } catch( std::exception& e ) { Logger::error( e.what() ); } }