#include #include #include #include #include #include #include "Manager/PlayerMgr.h" #include "Actor/Chara.h" #include "Actor/Player.h" #include "Actor/GameObject.h" #include "Script/ScriptMgr.h" #include "StatusEffect.h" using namespace Sapphire; using namespace Sapphire::Common; using namespace Sapphire::Network::Packets; //using namespace Sapphire::Network::Packets::WorldPackets::Server; Sapphire::StatusEffect::StatusEffect::StatusEffect( uint32_t id, Entity::CharaPtr sourceActor, Entity::CharaPtr targetActor, uint32_t duration, std::vector< World::Action::StatusModifier >& modifiers, uint32_t tickRate ) : StatusEffect( id, sourceActor, targetActor, duration, tickRate ) { m_statusModifiers = std::move( modifiers ); } Sapphire::StatusEffect::StatusEffect::StatusEffect( uint32_t id, Entity::CharaPtr sourceActor, Entity::CharaPtr targetActor, uint32_t duration, uint32_t tickRate ) : m_id( id ), m_sourceActor( sourceActor ), m_targetActor( targetActor ), m_duration( duration ), m_modifiers( 0 ), m_startTime( 0 ), m_tickRate( tickRate ), m_lastTick( 0 ) { auto& exdData = Common::Service< Data::ExdData >::ref(); auto entry = exdData.getRow< Excel::Status >( id ); m_name = entry->getString( entry->data().Text.Name ); std::replace( m_name.begin(), m_name.end(), ' ', '_' ); std::replace( m_name.begin(), m_name.end(), ':', '_' ); std::replace( m_name.begin(), m_name.end(), '&', '_' ); std::replace( m_name.begin(), m_name.end(), '+', 'p' ); Util::eraseAll( m_name, '\'' ); Util::eraseAll( m_name, '&' ); Util::eraseAll( m_name, '-' ); Util::eraseAll( m_name, '(' ); Util::eraseAll( m_name, ')' ); } Sapphire::StatusEffect::StatusEffect::~StatusEffect() { } void Sapphire::StatusEffect::StatusEffect::registerTickEffect( ParamModifier type, uint32_t param ) { m_currTickEffect = std::make_pair( type, param ); } std::pair< ParamModifier, uint32_t > Sapphire::StatusEffect::StatusEffect::getTickEffect() { return m_currTickEffect; } void Sapphire::StatusEffect::StatusEffect::onTick() { m_lastTick = Util::getTimeMs(); auto& scriptMgr = Common::Service< Scripting::ScriptMgr >::ref(); scriptMgr.onStatusTick( m_targetActor, *this ); } uint32_t Sapphire::StatusEffect::StatusEffect::getSrcActorId() const { return m_sourceActor->getId(); } uint32_t Sapphire::StatusEffect::StatusEffect::getTargetActorId() const { return m_targetActor->getId(); } uint16_t Sapphire::StatusEffect::StatusEffect::getParam() const { return m_param; } std::unordered_map< Common::ParamModifier, int32_t >& Sapphire::StatusEffect::StatusEffect::getModifiers() { return m_modifiers; } void Sapphire::StatusEffect::StatusEffect::setModifier( Common::ParamModifier paramModifier, int32_t value ) { m_modifiers[ paramModifier ] = value; if( auto pPlayer = m_targetActor->getAsPlayer(); pPlayer ) Common::Service< World::Manager::PlayerMgr >::ref().sendDebug( *pPlayer, "Modifier: {}, value: {}", static_cast< int32_t >( paramModifier ), pPlayer->getModifier( paramModifier ) ); } void Sapphire::StatusEffect::StatusEffect::delModifier( Common::ParamModifier paramModifier ) { if( m_modifiers.find( paramModifier ) == m_modifiers.end() ) return; m_modifiers.erase( paramModifier ); if( auto pPlayer = m_targetActor->getAsPlayer(); pPlayer ) Common::Service< World::Manager::PlayerMgr >::ref().sendDebug( *pPlayer, "Modifier: {}, value: {}", static_cast< int32_t >( paramModifier ), pPlayer->getModifier( paramModifier ) ); } void Sapphire::StatusEffect::StatusEffect::applyStatus() { m_startTime = Util::getTimeMs(); auto& scriptMgr = Common::Service< Scripting::ScriptMgr >::ref(); for( const auto& mod : m_statusModifiers ) { if( mod.modifier != Common::ParamModifier::TickDamage && mod.modifier != Common::ParamModifier::TickHeal ) setModifier( mod.modifier, mod.value ); else if( mod.modifier == Common::ParamModifier::TickDamage ) registerTickEffect( mod.modifier, mod.value ); else if( mod.modifier == Common::ParamModifier::TickHeal ) registerTickEffect( mod.modifier, mod.value ); } m_targetActor->calculateStats(); // this is only right when an action is being used by the player // else you probably need to use an actorcontrol //GamePacketNew< FFXIVIpcEffect > effectPacket( m_sourceActor->getId() ); //effectPacket.data().targetId = m_sourceActor->getId(); //effectPacket.data().actionAnimationId = 3; //effectPacket.data().unknown_3 = 1; //effectPacket.data().actionTextId = 3; //effectPacket.data().unknown_5 = 1; //effectPacket.data().unknown_6 = 321; //effectPacket.data().rotation = ( uint16_t ) ( 0x8000 * ( ( m_sourceActor->getPos().getR() + 3.1415926 ) ) / 3.1415926 ); //effectPacket.data().effectTargetId = m_sourceActor->getId(); //effectPacket.data().effects[4].unknown_1 = 17; //effectPacket.data().effects[4].bonusPercent = 30; //effectPacket.data().effects[4].param1 = m_id; //effectPacket.data().effects[4].unknown_5 = 0x80; //m_sourceActor->sendToInRangeSet( effectPacket, true ); scriptMgr.onStatusReceive( m_targetActor, m_id ); } void Sapphire::StatusEffect::StatusEffect::removeStatus() { auto& scriptMgr = Common::Service< Scripting::ScriptMgr >::ref(); m_modifiers.clear(); m_targetActor->calculateStats(); scriptMgr.onStatusTimeOut( m_targetActor, m_id ); } uint32_t Sapphire::StatusEffect::StatusEffect::getId() const { return m_id; } uint32_t Sapphire::StatusEffect::StatusEffect::getDuration() const { return m_duration; } uint32_t Sapphire::StatusEffect::StatusEffect::getTickRate() const { return m_tickRate; } uint64_t Sapphire::StatusEffect::StatusEffect::getLastTickMs() const { return m_lastTick; } uint64_t Sapphire::StatusEffect::StatusEffect::getStartTimeMs() const { return m_startTime; } void Sapphire::StatusEffect::StatusEffect::setLastTick( uint64_t lastTick ) { m_lastTick = lastTick; } void Sapphire::StatusEffect::StatusEffect::setParam( uint16_t param ) { m_param = param; } const std::string& Sapphire::StatusEffect::StatusEffect::getName() const { return m_name; }