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sapphire/src/world/Action/Action.cpp
2020-01-05 21:31:54 +09:00

791 lines
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20 KiB
C++

#include "Action.h"
#include "EffectBuilder.h"
#include <Inventory/Item.h>
#include <Exd/ExdDataGenerated.h>
#include <Util/Util.h>
#include "Framework.h"
#include "Script/ScriptMgr.h"
#include <Math/CalcStats.h>
#include "Actor/Player.h"
#include "Actor/BNpc.h"
#include "Territory/Territory.h"
#include <Network/CommonActorControl.h>
#include "Network/PacketWrappers/ActorControlPacket.h"
#include "Network/PacketWrappers/ActorControlSelfPacket.h"
#include "Network/PacketWrappers/ActorControlTargetPacket.h"
#include <Logging/Logger.h>
#include <Util/ActorFilter.h>
#include <Util/UtilMath.h>
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
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();
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 = 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 = makeActorControlSelf( 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( static_cast< uint16_t >( 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 = 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
if( ( !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 )
{
// 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 >();
auto hasLutEntry = hasValidLutEntry();
if( !pScriptMgr->onExecute( *this ) && !hasLutEntry )
{
if( auto player = m_pSource->getAsPlayer() )
{
player->sendUrgent( "missing lut entry for action#{}", getId() );
}
return;
}
if( !hasLutEntry || m_hitActors.empty() )
return;
// 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: {}, mpp: {}",
m_lutEntry.potency, m_lutEntry.comboPotency, m_lutEntry.flankPotency, m_lutEntry.rearPotency,
m_lutEntry.curePotency, m_lutEntry.restoreMPPercentage );
}
// 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.potency > 0 )
{
auto dmg = calcDamage( isCorrectCombo() ? m_lutEntry.comboPotency : m_lutEntry.potency );
m_effectBuilder->damage( actor, actor, dmg.first, dmg.second );
if( dmg.first > 0 )
actor->onActionHostile( m_pSource );
if( isCorrectCombo() && shouldApplyComboSucceedEffect )
{
m_effectBuilder->comboSucceed( actor );
shouldApplyComboSucceedEffect = false;
}
if( !isComboAction() || isCorrectCombo() )
{
if( m_lutEntry.curePotency > 0 ) // actions with self heal
{
m_effectBuilder->heal( actor, m_pSource, m_lutEntry.curePotency, Common::ActionHitSeverityType::NormalHeal, Common::ActionEffectResultFlag::EffectOnSource );
}
if( m_lutEntry.restoreMPPercentage > 0 && shouldRestoreMP )
{
m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100, Common::ActionEffectResultFlag::EffectOnSource );
shouldRestoreMP = false;
}
if ( !m_actionData->preservesCombo ) // we need something like m_actionData->hasNextComboAction
{
m_effectBuilder->startCombo( actor, getId() ); // this is on all targets hit
}
}
}
else if( m_lutEntry.curePotency > 0 )
{
// todo: calcHealing()
m_effectBuilder->heal( actor, actor, m_lutEntry.curePotency );
if( m_lutEntry.restoreMPPercentage > 0 && shouldRestoreMP )
{
m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100, Common::ActionEffectResultFlag::EffectOnSource );
shouldRestoreMP = false;
}
}
else if( m_lutEntry.restoreMPPercentage > 0 && shouldRestoreMP )
{
m_effectBuilder->restoreMP( actor, m_pSource, m_pSource->getMaxMp() * m_lutEntry.restoreMPPercentage / 100, Common::ActionEffectResultFlag::EffectOnSource );
shouldRestoreMP = false;
}
}
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::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;
}
// 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();
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.potency > 0 && chara->getId() == m_pSource->getId() )
{
// damage action shouldn't hit self
return false;
}
if( ( m_lutEntry.potency > 0 || m_lutEntry.curePotency > 0 ) && !chara->isAlive() )
{
// can't deal damage or heal a dead entity
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;
}
bool Action::Action::hasValidLutEntry() const
{
return m_lutEntry.potency != 0 || m_lutEntry.comboPotency != 0 || m_lutEntry.flankPotency != 0 || m_lutEntry.frontPotency != 0 ||
m_lutEntry.rearPotency != 0 || m_lutEntry.curePotency != 0 || m_lutEntry.restoreMPPercentage != 0;
}