示例#1
0
bool CMobEntity::CanLink(position_t* pos, int16 superLink)
{
    // handle super linking
    if (superLink && getMobMod(MOBMOD_SUPERLINK) == superLink)
    {
        return true;
    }

    // can't link right now
    if (m_neutral)
    {
        return false;
    }

    // link only if I see him
    if (m_Detects & DETECT_SIGHT) {

        if (!isFaceing(loc.p, *pos, 40))
        {
            return false;
        }
    }

    if (distance(loc.p, *pos) > getMobMod(MOBMOD_LINK_RADIUS))
    {
        return false;
    }

    if (!PAI->PathFind->CanSeePoint(*pos))
    {
        return false;
    }
    return true;
}
示例#2
0
/************************************************************************
*                                                                       *
*  Is blocked.													        *
*                                                                       *
************************************************************************/
bool IsBlocked(CBattleEntity* PAttacker, CBattleEntity* PDefender)
{
	if(isFaceing(PDefender->loc.p, PAttacker->loc.p, 40))
    {
        return(WELL512::irand() % 100 < battleutils::GetBlockRate(PAttacker, PDefender));
    }
    return false;
}
示例#3
0
 /************************************************************************
 *                                                                       *
 *  Is blocked.													        *
 *                                                                       *
 ************************************************************************/
 bool IsBlocked(CBattleEntity* PAttacker, CBattleEntity* PDefender)
 {
     if (isFaceing(PDefender->loc.p, PAttacker->loc.p, 40))
     {
         return(dsprand::GetRandomNumber(100) < battleutils::GetBlockRate(PAttacker, PDefender));
     }
     return false;
 }
示例#4
0
/************************************************************************
*                                                                       *
*  Is guarded.													        *
*                                                                       *
************************************************************************/
bool IsGuarded(CBattleEntity* PAttacker, CBattleEntity* PDefender)
{
    if(isFaceing(PDefender->loc.p, PAttacker->loc.p, 40))
    {
        return(rand() % 100 < battleutils::GetGuardRate(PAttacker, PDefender));
    }
    return false;
}
示例#5
0
bool CAttack::CheckCounter()
{
    if (!m_victim->PAI->IsEngaged())
    {
        m_isCountered = false;
        return m_isCountered;
    }

    uint8 meritCounter = 0;
    if (m_victim->objtype == TYPE_PC && charutils::hasTrait((CCharEntity*)m_victim, TRAIT_COUNTER))
    {
        if (m_victim->GetMJob() == JOB_MNK || m_victim->GetMJob() == JOB_PUP)
        {
            meritCounter = ((CCharEntity*)m_victim)->PMeritPoints->GetMeritValue(MERIT_COUNTER_RATE, (CCharEntity*)m_victim);
        }
    }

    //counter check (rate AND your hit rate makes it land, else its just a regular hit)
    //having seigan active gives chance to counter at 25% of the zanshin proc rate
    uint16 seiganChance = 0;
    if (m_victim->objtype == TYPE_PC && m_victim->StatusEffectContainer->HasStatusEffect(EFFECT_SEIGAN))
    {
        seiganChance = m_victim->getMod(Mod::ZANSHIN) + ((CCharEntity*)m_victim)->PMeritPoints->GetMeritValue(MERIT_ZASHIN_ATTACK_RATE, (CCharEntity*)m_victim);
        seiganChance = std::clamp<uint16>(seiganChance, 0, 100);
        seiganChance /= 4;
    }
    if ((dsprand::GetRandomNumber(100) < (m_victim->getMod(Mod::COUNTER) + meritCounter) || dsprand::GetRandomNumber(100) < seiganChance) &&
        isFaceing(m_victim->loc.p, m_attacker->loc.p, 40) && dsprand::GetRandomNumber(100) < battleutils::GetHitRate(m_victim, m_attacker))
    {
        m_isCountered = true;
        m_isCritical = (dsprand::GetRandomNumber(100) < battleutils::GetCritHitRate(m_victim, m_attacker, false));
    }
    else if (m_victim->StatusEffectContainer->HasStatusEffect(EFFECT_PERFECT_COUNTER))
    { //Perfect Counter only counters hits that normal counter misses, always critical, can counter 1-3 times before wearing
        m_isCountered = true;
        m_isCritical = true;
        m_victim->StatusEffectContainer->DelStatusEffect(EFFECT_PERFECT_COUNTER);
    }
    return m_isCountered;
}
示例#6
0
bool CMobEntity::CanLink(position_t* pos, int16 superLink)
{
    // handle super linking
    if(superLink && getMobMod(MOBMOD_SUPERLINK) == superLink)
    {
        return true;
    }

    // can't link right now
    if(m_neutral)
    {
        return false;
    }

    // link only if I see him
	if ((m_Aggro & AGGRO_DETECT_SIGHT) || (m_Aggro & AGGRO_DETECT_TRUESIGHT)){

       if(!isFaceing(loc.p, *pos, 40)) return false;
    }

    // link if close enough
    return distance(loc.p, *pos) <= getMobMod(MOBMOD_LINK_RADIUS);
}
示例#7
0
/**
* Checks if the mob can detect the target using it's detection (sight, sound, etc)
* This is used to aggro and deaggro (Mobs start to deaggro after failing to detect target).
**/
bool CMobController::CanDetectTarget(CBattleEntity* PTarget, bool forceSight)
{
    if (PTarget->isDead() || PTarget->animation == ANIMATION_CHOCOBO) return false;

    float verticalDistance = abs(PMob->loc.p.y - PTarget->loc.p.y);

    if (verticalDistance > 8)
    {
        return false;
    }

    auto detects = PMob->m_Detects;
    auto currentDistance = distance(PTarget->loc.p, PMob->loc.p) + PTarget->getMod(MOD_STEALTH);

    bool detectSight = (detects & DETECT_SIGHT) || forceSight;
    bool hasInvisible = false;
    bool hasSneak = false;

    if (!PMob->m_TrueDetection)
    {
        hasInvisible = PTarget->StatusEffectContainer->HasStatusEffectByFlag(EFFECTFLAG_INVISIBLE);
        hasSneak = PTarget->StatusEffectContainer->HasStatusEffect(EFFECT_SNEAK);
    }

    if (detectSight && !hasInvisible && currentDistance < PMob->getMobMod(MOBMOD_SIGHT_RANGE) && isFaceing(PMob->loc.p, PTarget->loc.p, 40))
    {
        return CanSeePoint(PTarget->loc.p);
    }

    if ((PMob->m_Behaviour & BEHAVIOUR_AGGRO_AMBUSH) && currentDistance < 3 && !hasSneak)
    {
        return true;
    }

    if ((detects & DETECT_HEARING) && currentDistance < PMob->getMobMod(MOBMOD_SOUND_RANGE) && !hasSneak)
    {
        return CanSeePoint(PTarget->loc.p);
    }

    // everything below require distance to be below 20
    if (currentDistance > 20)
    {
        return false;
    }

    if ((detects & DETECT_LOWHP) && PTarget->GetHPP() < 75)
    {
        return CanSeePoint(PTarget->loc.p);
    }

    if ((detects & DETECT_MAGIC) && PTarget->PAI->IsCurrentState<CMagicState>() &&
        static_cast<CMagicState*>(PTarget->PAI->GetCurrentState())->GetSpell()->hasMPCost())
    {
        return CanSeePoint(PTarget->loc.p);
    }

    if ((detects & DETECT_WEAPONSKILL) && PTarget->PAI->IsCurrentState<CWeaponSkillState>())
    {
        return CanSeePoint(PTarget->loc.p);
    }

    if ((detects & DETECT_JOBABILITY) && PTarget->PAI->IsCurrentState<CAbilityState>())
    {
        return CanSeePoint(PTarget->loc.p);
    }

    return false;
}
示例#8
0
bool CMobEntity::CanDetectTarget(CBattleEntity* PTarget, bool forceSight)
{
	if (PTarget->isDead() || m_Aggro == AGGRO_NONE || PTarget->animation == ANIMATION_CHOCOBO) return false;

    float verticalDistance = abs(loc.p.y - PTarget->loc.p.y);

    if(verticalDistance > 8)
    {
        return false;
    }

    float currentDistance = distance(PTarget->loc.p, loc.p) + PTarget->getMod(MOD_STEALTH);

    bool detectSight = (m_Aggro & AGGRO_DETECT_SIGHT) || forceSight;

    if (detectSight && !PTarget->StatusEffectContainer->HasStatusEffectByFlag(EFFECTFLAG_INVISIBLE) && currentDistance < getMobMod(MOBMOD_SIGHT_RANGE) && isFaceing(loc.p, PTarget->loc.p, 40))
    {
        return true;
    }

	if ((m_Aggro & AGGRO_DETECT_TRUESIGHT) && currentDistance < getMobMod(MOBMOD_SIGHT_RANGE) && isFaceing(loc.p, PTarget->loc.p, 40))
    {
        return true;
    }

	if ((m_Aggro & AGGRO_DETECT_TRUEHEARING) && currentDistance < getMobMod(MOBMOD_SOUND_RANGE))
    {
        return true;
    }

	if ((m_Behaviour & BEHAVIOUR_AGGRO_AMBUSH) && currentDistance < 3 && !PTarget->StatusEffectContainer->HasStatusEffect(EFFECT_SNEAK))
    {
        return true;
    }

	if ((m_Aggro & AGGRO_DETECT_HEARING) && currentDistance < getMobMod(MOBMOD_SOUND_RANGE) && !PTarget->StatusEffectContainer->HasStatusEffect(EFFECT_SNEAK))
    {
        return true;
    }

    // everything below require distance to be below 20
    if(currentDistance > 20)
    {
        return false;
    }

	if ((m_Aggro & AGGRO_DETECT_LOWHP) && PTarget->GetHPP() < 75)
    {
        return true;
    }

	if ((m_Aggro & AGGRO_DETECT_MAGIC) && PTarget->PBattleAI->GetCurrentAction() == ACTION_MAGIC_CASTING && PTarget->PBattleAI->GetCurrentSpell()->hasMPCost())
    {
        return true;
    }

	if ((m_Aggro & AGGRO_DETECT_WEAPONSKILL) && PTarget->PBattleAI->GetCurrentAction() == ACTION_WEAPONSKILL_FINISH)
    {
        return true;
    }

	if ((m_Aggro & AGGRO_DETECT_JOBABILITY) && PTarget->PBattleAI->GetCurrentAction() == ACTION_JOBABILITY_FINISH)
    {
        return true;
    }

    return false;
}
示例#9
0
bool CRangeState::CanUseRangedAttack(CBattleEntity* PTarget)
{
    if (!PTarget)
    {
        m_errorMsg = std::make_unique<CMessageBasicPacket>(m_PEntity, m_PEntity, 0, 0, MSGBASIC_CANNOT_ATTACK_TARGET);
        return false;
    }
    CItemWeapon* PRanged = (CItemWeapon*)m_PEntity->getEquip(SLOT_RANGED);
    CItemWeapon* PAmmo = (CItemWeapon*)m_PEntity->getEquip(SLOT_AMMO);

    if (!(PRanged && PRanged->isType(ITEM_WEAPON) ||
        PAmmo && PAmmo->isThrowing()))
    {
        m_errorMsg = std::make_unique<CMessageBasicPacket>(m_PEntity, m_PEntity, 0, 0, MSGBASIC_NO_RANGED_WEAPON);
        return false;
    }

    auto SkillType = PRanged ? PRanged->getSkillType() : PAmmo->getSkillType();

    switch (SkillType)
    {
        case SKILL_THR:
        {
            // remove barrage, doesn't work here
            m_PEntity->StatusEffectContainer->DelStatusEffect(EFFECT_BARRAGE);
            break;
        }
        case SKILL_ARC:
        case SKILL_MRK:
        {
            PRanged = (CItemWeapon*)m_PEntity->getEquip(SLOT_AMMO);
            if (PRanged != nullptr && PRanged->isType(ITEM_WEAPON))
            {
                break;
            }
        }
        default:
        {
            m_errorMsg = std::make_unique<CMessageBasicPacket>(m_PEntity, m_PEntity, 0, 0, MSGBASIC_NO_RANGED_WEAPON);
            return false;
        }
    }

    if (!isFaceing(m_PEntity->loc.p, PTarget->loc.p, 40))
    {
        m_errorMsg = std::make_unique<CMessageBasicPacket>(m_PEntity, PTarget, 0, 0, MSGBASIC_CANNOT_SEE);
        return false;
    }
    if (distance(m_PEntity->loc.p, PTarget->loc.p) > 25)
    {
        m_errorMsg = std::make_unique<CMessageBasicPacket>(m_PEntity, PTarget, 0, 0, MSGBASIC_TOO_FAR_AWAY);
        return false;
    }
    if (!m_PEntity->PAI->TargetFind->canSee(&PTarget->loc.p))
    {
        m_errorMsg = std::make_unique<CMessageBasicPacket>(m_PEntity, PTarget, 0, 0, MSGBASIC_CANNOT_PERFORM_ACTION);
        return false;
    }

    return true;
}
示例#10
0
void CPlayerController::WeaponSkill(uint16 targid, uint16 wsid)
{
    auto PChar = static_cast<CCharEntity*>(POwner);
    if (PChar->PAI->CanChangeState())
    {
        //#TODO: put all this in weaponskill_state
        CWeaponSkill* PWeaponSkill = battleutils::GetWeaponSkill(wsid);

        if (PWeaponSkill && !charutils::hasWeaponSkill(PChar, PWeaponSkill->getID()))
        {
            PChar->pushPacket(new CMessageBasicPacket(PChar, PChar, 0, 0, MSGBASIC_CANNOT_USE_WS));
            return;
        }
        if (PChar->StatusEffectContainer->HasStatusEffect(EFFECT_AMNESIA))
        {
            PChar->pushPacket(new CMessageBasicPacket(PChar, PChar, 0, 0, MSGBASIC_CANNOT_USE_ANY_WS));
            return;
        }
        if (PChar->health.tp < 1000)
        {
            PChar->pushPacket(new CMessageBasicPacket(PChar, PChar, 0, 0, MSGBASIC_NOT_ENOUGH_TP));
            return;
        }
        if (PWeaponSkill->getType() == SKILL_ARC || PWeaponSkill->getType() == SKILL_MRK)
        {
            CItemWeapon* PItem = (CItemWeapon*)PChar->getEquip(SLOT_AMMO);

            // before allowing ranged weapon skill...
            if (PItem == nullptr ||
                !(PItem->isType(ITEM_WEAPON)) ||
                !PChar->m_Weapons[SLOT_AMMO]->isRanged() ||
                !PChar->m_Weapons[SLOT_RANGED]->isRanged() ||
                PChar->equip[SLOT_AMMO] == 0)
            {
                PChar->pushPacket(new CMessageBasicPacket(PChar, PChar, 0, 0, MSGBASIC_NO_RANGED_WEAPON));
                return;
            }
        }

        std::unique_ptr<CMessageBasicPacket> errMsg;
        auto PTarget = PChar->IsValidTarget(targid, battleutils::isValidSelfTargetWeaponskill(wsid) ? TARGET_SELF : TARGET_ENEMY, errMsg);

        if (PTarget)
        {
            if (!isFaceing(PChar->loc.p, PTarget->loc.p, 40))
            {
                PChar->pushPacket(new CMessageBasicPacket(PChar, PTarget, 0, 0, MSGBASIC_CANNOT_SEE));
                return;
            }

            CController::WeaponSkill(targid, wsid);
        }
        else if (errMsg)
        {
            PChar->pushPacket(std::move(errMsg));
        }
    }
    else
    {
        PChar->pushPacket(new CMessageBasicPacket(PChar, PChar, 0, 0, MSGBASIC_UNABLE_TO_USE_WS));
    }
}