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96 lines
No EOL
2.9 KiB
C++
96 lines
No EOL
2.9 KiB
C++
#include "ActionMgr.h"
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#include "Action/Action.h"
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#include "Action/ItemAction.h"
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#include "Script/ScriptMgr.h"
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#include "Actor/Player.h"
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#include <Exd/ExdDataGenerated.h>
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#include "Framework.h"
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#include <Network/PacketWrappers/EffectPacket.h>
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using namespace Sapphire;
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World::Manager::ActionMgr::ActionMgr( Sapphire::FrameworkPtr pFw ) :
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BaseManager( pFw )
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{
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}
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void World::Manager::ActionMgr::handlePlacedPlayerAction( Entity::Player& player, uint32_t actionId,
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Data::ActionPtr actionData, Common::FFXIVARR_POSITION3 pos )
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{
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player.sendDebug( "got aoe act: {0}", actionData->name );
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auto action = Action::make_Action( player.getAsPlayer(), actionId, actionData, framework() );
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if( !action->init() )
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return;
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if( !actionData->targetArea )
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{
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// not an action that has an aoe, cancel it
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action->interrupt();
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return;
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}
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action->setPos( pos );
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bootstrapAction( player, action, *actionData );
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}
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void World::Manager::ActionMgr::handleTargetedPlayerAction( Entity::Player& player, uint32_t actionId,
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Data::ActionPtr actionData, uint64_t targetId )
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{
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auto action = Action::make_Action( player.getAsPlayer(), actionId, actionData, framework() );
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action->setTargetId( targetId );
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if( !action->init() )
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return;
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// cancel any aoe actions casted with this packet
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if( actionData->targetArea )
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{
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action->interrupt();
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return;
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}
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bootstrapAction( player, action, *actionData );
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}
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void World::Manager::ActionMgr::handleItemAction( Sapphire::Entity::Player& player, uint32_t itemId,
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Data::ItemActionPtr itemActionData,
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uint16_t itemSourceSlot, uint16_t itemSourceContainer )
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{
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player.sendDebug( "got item act: {0}, slot: {1}, container: {2}", itemId, itemSourceSlot, itemSourceContainer );
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auto action = Action::make_ItemAction( player.getAsChara(), itemId, itemActionData,
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itemSourceSlot, itemSourceContainer, framework() );
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// todo: item actions don't have cast times? if so we can just start it and we're good
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action->start();
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}
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void World::Manager::ActionMgr::bootstrapAction( Entity::Player& player,
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Action::ActionPtr currentAction,
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Data::Action& actionData )
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{
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if( !currentAction->preCheck() )
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{
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// forcefully interrupt the action and reset the cooldown
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currentAction->interrupt();
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return;
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}
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// if we have a cast time we want to associate the action with the player so update is called
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if( currentAction->hasCastTime() )
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{
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player.setCurrentAction( currentAction );
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}
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// todo: what do in cases of swiftcast/etc? script callback?
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currentAction->start();
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} |