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sapphire/src/world/Manager/ActionMgr.cpp

79 lines
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2.3 KiB
C++

#include "ActionMgr.h"
#include "Action/Action.h"
#include "Script/ScriptMgr.h"
#include "Actor/Player.h"
#include <Exd/ExdDataGenerated.h>
using namespace Sapphire;
World::Manager::ActionMgr::ActionMgr( Sapphire::FrameworkPtr pFw ) :
BaseManager( pFw )
{
}
void World::Manager::ActionMgr::handleAoEPlayerAction( Entity::Player& player, uint8_t type,
uint32_t actionId, Data::ActionPtr actionData,
Common::FFXIVARR_POSITION3 pos )
{
player.sendDebug( "got aoe act: {0}", actionData->name );
}
void World::Manager::ActionMgr::handleTargetedPlayerAction( Entity::Player& player, uint8_t type,
uint32_t actionId, Data::ActionPtr actionData, uint64_t targetId )
{
player.sendDebug( "got act: {0}", actionData->name );
auto action = Action::make_Action( player.getAsPlayer(), actionId, actionData, framework() );
action->setType( static_cast< Common::HandleActionType >( type ) );
bootstrapAction( player, action, *actionData );
}
void World::Manager::ActionMgr::bootstrapAction( Entity::Player& player,
Action::ActionPtr currentAction,
Data::Action& actionData )
{
if( !canPlayerUseAction( player, *currentAction, actionData ) )
return;
// instantly cast and finish actions that have no cast time
// not worth adding it to the player
// todo: what do in cases of swiftcast/etc? script callback?
if( !currentAction->isCastedAction() )
{
currentAction->start();
currentAction->onFinish();
return;
}
// otherwise, set the action on the player and start it
player.setCurrentAction( currentAction );
currentAction->start();
}
bool World::Manager::ActionMgr::canPlayerUseAction( Entity::Player& player,
Action::Action& currentAction,
Data::Action& actionData )
{
// lol
if( !player.isAlive() )
return false;
// npc actions/non player actions
if( actionData.classJob == -1 )
return false;
// todo: check class/job reqs
// todo: min tp
// todo: min mp
// todo: script callback for action conditionals?
return true;
}