Merge branch 'ai-open' into develop

# Conflicts:
#	FFXIVClassic Lobby Server/Database.cs
#	FFXIVClassic Map Server/Database.cs
#	FFXIVClassic Map Server/FFXIVClassic Map Server.csproj
#	FFXIVClassic Map Server/actors/chara/player/Inventory.cs
#	FFXIVClassic Map Server/actors/chara/player/Player.cs
#	FFXIVClassic Map Server/dataobjects/Session.cs
#	FFXIVClassic World Server/Server.cs
This commit is contained in:
Filip Maj
2019-05-04 20:13:29 -04:00
402 changed files with 20078 additions and 1348 deletions

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@@ -0,0 +1,25 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.actors.chara.ai;
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
namespace FFXIVClassic_Map_Server.actors.chara.npc
{
class Ally : BattleNpc
{
// todo: ally class is probably not necessary
public Ally(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
ushort actorState, uint animationId, string customDisplayName)
: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
{
aiContainer = new AIContainer(this, new AllyController(this), new PathFind(this), new TargetFind(this));
this.allegiance = CharacterTargetingAllegiance.Player;
this.isAutoAttackEnabled = true;
this.isMovingToSpawn = false;
}
}
}

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@@ -0,0 +1,463 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.actors.chara.npc;
using FFXIVClassic_Map_Server.actors;
using FFXIVClassic_Map_Server.actors.chara;
using FFXIVClassic_Map_Server.actors.chara.ai;
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.actors.chara.ai.state;
using FFXIVClassic_Map_Server.utils;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
using FFXIVClassic_Map_Server.actors.group;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.Actors.Chara;
namespace FFXIVClassic_Map_Server.Actors
{
[Flags]
enum DetectionType
{
None = 0x00,
Sight = 0x01,
Scent = 0x02,
Sound = 0x04,
LowHp = 0x08,
IgnoreLevelDifference = 0x10,
Magic = 0x20,
}
enum KindredType
{
Unknown = 0,
Beast = 1,
Plantoid = 2,
Aquan = 3,
Spoken = 4,
Reptilian = 5,
Insect = 6,
Avian = 7,
Undead = 8,
Cursed = 9,
Voidsent = 10,
}
class BattleNpc : Npc
{
public HateContainer hateContainer;
public DetectionType detectionType;
public KindredType kindredType;
public bool neutral;
protected uint despawnTime;
protected uint respawnTime;
protected uint spawnDistance;
protected uint bnpcId;
public Character lastAttacker;
public uint spellListId, skillListId, dropListId;
public Dictionary<uint, BattleCommand> skillList = new Dictionary<uint, BattleCommand>();
public Dictionary<uint, BattleCommand> spellList = new Dictionary<uint, BattleCommand>();
public uint poolId, genusId;
public ModifierList poolMods;
public ModifierList genusMods;
public ModifierList spawnMods;
protected Dictionary<MobModifier, Int64> mobModifiers = new Dictionary<MobModifier, Int64>();
public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
ushort actorState, uint animationId, string customDisplayName)
: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
{
this.aiContainer = new AIContainer(this, new BattleNpcController(this), new PathFind(this), new TargetFind(this));
//this.currentSubState = SetActorStatePacket.SUB_STATE_MONSTER;
//this.currentMainState = SetActorStatePacket.MAIN_STATE_ACTIVE;
//charaWork.property[2] = 1;
//npcWork.hateType = 1;
this.hateContainer = new HateContainer(this);
this.allegiance = CharacterTargetingAllegiance.BattleNpcs;
spawnX = posX;
spawnY = posY;
spawnZ = posZ;
despawnTime = 10;
CalculateBaseStats();
}
public override List<SubPacket> GetSpawnPackets(Player player, ushort spawnType)
{
List<SubPacket> subpackets = new List<SubPacket>();
if (IsAlive())
{
subpackets.Add(CreateAddActorPacket());
subpackets.AddRange(GetEventConditionPackets());
subpackets.Add(CreateSpeedPacket());
subpackets.Add(CreateSpawnPositonPacket(0x0));
subpackets.Add(CreateAppearancePacket());
subpackets.Add(CreateNamePacket());
subpackets.Add(CreateStatePacket());
subpackets.Add(CreateSubStatePacket());
subpackets.Add(CreateInitStatusPacket());
subpackets.Add(CreateSetActorIconPacket());
subpackets.Add(CreateIsZoneingPacket());
subpackets.Add(CreateScriptBindPacket(player));
subpackets.Add(GetHateTypePacket(player));
}
return subpackets;
}
//This might need more work
//I think there migh be something that ties mobs to parties
//and the client checks if any mobs are tied to the current party
//and bases the color on that. Adding mob to party obviously doesn't work
//Based on depictionjudge script:
//HATE_TYPE_NONE is for passive
//HATE_TYPE_ENGAGED is for aggroed mobs
//HATE_TYPE_ENGAGED_PARTY is for claimed mobs, client uses occupancy group to determine if mob is claimed by player's party
//for now i'm just going to assume that occupancygroup will be BattleNpc's currentparties when they're in combat,
//so if party isn't null, they're claimed.
public SubPacket GetHateTypePacket(Player player)
{
npcWork.hateType = NpcWork.HATE_TYPE_NONE;
if (player != null)
{
if (aiContainer.IsEngaged())
{
npcWork.hateType = NpcWork.HATE_TYPE_ENGAGED;
if (this.currentParty != null)
{
npcWork.hateType = NpcWork.HATE_TYPE_ENGAGED_PARTY;
}
}
}
npcWork.hateType = 3;
var propPacketUtil = new ActorPropertyPacketUtil("npcWork/hate", this);
propPacketUtil.AddProperty("npcWork.hateType");
return propPacketUtil.Done()[0];
}
public uint GetDetectionType()
{
return (uint)detectionType;
}
public void SetDetectionType(uint detectionType)
{
this.detectionType = (DetectionType)detectionType;
}
public override void Update(DateTime tick)
{
this.aiContainer.Update(tick);
this.statusEffects.Update(tick);
}
public override void PostUpdate(DateTime tick, List<SubPacket> packets = null)
{
// todo: should probably add another flag for battleTemp since all this uses reflection
packets = new List<SubPacket>();
if ((updateFlags & ActorUpdateFlags.HpTpMp) != 0)
{
var propPacketUtil = new ActorPropertyPacketUtil("charaWork/stateAtQuicklyForAll", this);
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[0]");
propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[1]");
packets.AddRange(propPacketUtil.Done());
}
base.PostUpdate(tick, packets);
}
public override bool CanAttack()
{
// todo:
return true;
}
public override bool CanCast(Character target, BattleCommand spell)
{
// todo:
if (target == null)
{
// Target does not exist.
return false;
}
if (Utils.Distance(positionX, positionY, positionZ, target.positionX, target.positionY, target.positionZ) > spell.range)
{
// The target is out of range.
return false;
}
if (!IsValidTarget(target, spell.mainTarget) || !spell.IsValidMainTarget(this, target))
{
// error packet is set in IsValidTarget
return false;
}
return true;
}
public override bool CanWeaponSkill(Character target, BattleCommand skill)
{
// todo:
return true;
}
public override bool CanUseAbility(Character target, BattleCommand ability)
{
// todo:
return false;
}
public uint GetDespawnTime()
{
return despawnTime;
}
public void SetDespawnTime(uint seconds)
{
despawnTime = seconds;
}
public uint GetRespawnTime()
{
return respawnTime;
}
public void SetRespawnTime(uint seconds)
{
respawnTime = seconds;
}
///<summary> // todo: create an action object? </summary>
public bool OnAttack(AttackState state)
{
return false;
}
public override void Spawn(DateTime tick)
{
if (respawnTime > 0)
{
ForceRespawn();
}
}
public void ForceRespawn()
{
base.Spawn(Program.Tick);
this.isMovingToSpawn = false;
this.hateContainer.ClearHate();
zone.BroadcastPacketsAroundActor(this, GetSpawnPackets(null, 0x01));
zone.BroadcastPacketsAroundActor(this, GetInitPackets());
charaWork.parameterSave.hp = charaWork.parameterSave.hpMax;
charaWork.parameterSave.mp = charaWork.parameterSave.mpMax;
RecalculateStats();
OnSpawn();
updateFlags |= ActorUpdateFlags.AllNpc;
}
public override void Die(DateTime tick, CommandResultContainer actionContainer = null)
{
if (IsAlive())
{
// todo: does retail
if (lastAttacker is Pet && lastAttacker.aiContainer.GetController<PetController>() != null && lastAttacker.aiContainer.GetController<PetController>().GetPetMaster() is Player)
{
lastAttacker = lastAttacker.aiContainer.GetController<PetController>().GetPetMaster();
}
if (lastAttacker is Player)
{
//I think this is, or should be odne in DoBattleAction. Packet capture had the message in the same packet as an attack
// <actor> defeat/defeats <target>
if (actionContainer != null)
actionContainer.AddEXPAction(new CommandResult(actorId, 30108, 0));
if (lastAttacker.currentParty != null && lastAttacker.currentParty is Party)
{
foreach (var memberId in ((Party)lastAttacker.currentParty).members)
{
var partyMember = zone.FindActorInArea<Character>(memberId);
// onDeath(monster, player, killer)
lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, partyMember, lastAttacker);
// todo: add actual experience calculation and exp bonus values.
if (partyMember is Player)
BattleUtils.AddBattleBonusEXP((Player)partyMember, this, actionContainer);
}
}
else
{
// onDeath(monster, player, killer)
lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, lastAttacker, lastAttacker);
//((Player)lastAttacker).QueuePacket(BattleActionX01Packet.BuildPacket(lastAttacker.actorId, 0, 0, new BattleAction(actorId, 30108, 0)));
}
}
if (positionUpdates != null)
positionUpdates.Clear();
aiContainer.InternalDie(tick, despawnTime);
//this.ResetMoveSpeeds();
// todo: reset cooldowns
lua.LuaEngine.GetInstance().OnSignal("mobkill");
}
else
{
var err = String.Format("[{0}][{1}] {2} {3} {4} {5} tried to die ded", actorId, GetUniqueId(), positionX, positionY, positionZ, GetZone().GetName());
Program.Log.Error(err);
//throw new Exception(err);
}
}
public override void Despawn(DateTime tick)
{
// todo: probably didnt need to make a new state...
aiContainer.InternalDespawn(tick, respawnTime);
lua.LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
this.isAtSpawn = true;
}
public void OnRoam(DateTime tick)
{
// leash back to spawn
if (!IsCloseToSpawn())
{
if (!isMovingToSpawn)
{
aiContainer.Reset();
isMovingToSpawn = true;
}
else
{
if (target == null && !aiContainer.pathFind.IsFollowingPath())
aiContainer.pathFind.PathInRange(spawnX, spawnY, spawnZ, 1.5f, 15.0f);
}
}
else
{
// recover hp
if (GetHPP() < 100)
{
AddHP(GetMaxHP() / 10);
}
else
{
this.isMovingToSpawn = false;
}
}
}
public bool IsCloseToSpawn()
{
return this.isAtSpawn = Utils.DistanceSquared(positionX, positionY, positionZ, spawnX, spawnY, spawnZ) <= 2500.0f;
}
public override void OnAttack(State state, CommandResult action, ref CommandResult error)
{
base.OnAttack(state, action, ref error);
// todo: move this somewhere else prolly and change based on model/appearance (so maybe in Character.cs instead)
action.animation = 0x11001000; // (temporary) wolf anim
if (GetMobMod((uint)MobModifier.AttackScript) != 0)
lua.LuaEngine.CallLuaBattleFunction(this, "onAttack", this, state.GetTarget(), action.amount);
}
public override void OnCast(State state, CommandResult[] actions, BattleCommand spell, ref CommandResult[] errors)
{
base.OnCast(state, actions, spell, ref errors);
if (GetMobMod((uint)MobModifier.SpellScript) != 0)
foreach (var action in actions)
lua.LuaEngine.CallLuaBattleFunction(this, "onCast", this, zone.FindActorInArea<Character>(action.targetId), ((MagicState)state).GetSpell(), action);
}
public override void OnAbility(State state, CommandResult[] actions, BattleCommand ability, ref CommandResult[] errors)
{
base.OnAbility(state, actions, ability, ref errors);
/*
if (GetMobMod((uint)MobModifier.AbilityScript) != 0)
foreach (var action in actions)
lua.LuaEngine.CallLuaBattleFunction(this, "onAbility", this, zone.FindActorInArea<Character>(action.targetId), ((AbilityState)state).GetAbility(), action);
*/
}
public override void OnWeaponSkill(State state, CommandResult[] actions, BattleCommand skill, ref CommandResult[] errors)
{
base.OnWeaponSkill(state, actions, skill, ref errors);
if (GetMobMod((uint)MobModifier.WeaponSkillScript) != 0)
foreach (var action in actions)
lua.LuaEngine.CallLuaBattleFunction(this, "onWeaponSkill", this, zone.FindActorInArea<Character>(action.targetId), ((WeaponSkillState)state).GetWeaponSkill(), action);
}
public override void OnSpawn()
{
base.OnSpawn();
lua.LuaEngine.CallLuaBattleFunction(this, "onSpawn", this);
}
public override void OnDeath()
{
base.OnDeath();
}
public override void OnDespawn()
{
base.OnDespawn();
}
public uint GetBattleNpcId()
{
return bnpcId;
}
public void SetBattleNpcId(uint id)
{
this.bnpcId = id;
}
public Int64 GetMobMod(MobModifier mobMod)
{
return GetMobMod((uint)mobMod);
}
public Int64 GetMobMod(uint mobModId)
{
Int64 res;
if (mobModifiers.TryGetValue((MobModifier)mobModId, out res))
return res;
return 0;
}
public void SetMobMod(uint mobModId, Int64 val)
{
if (mobModifiers.ContainsKey((MobModifier)mobModId))
mobModifiers[(MobModifier)mobModId] = val;
else
mobModifiers.Add((MobModifier)mobModId, val);
}
public override void OnDamageTaken(Character attacker, CommandResult action, CommandResultContainer actionContainer = null)
{
if (GetMobMod((uint)MobModifier.DefendScript) != 0)
lua.LuaEngine.CallLuaBattleFunction(this, "onDamageTaken", this, attacker, action.amount);
base.OnDamageTaken(attacker, action, actionContainer);
}
}
}

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@@ -0,0 +1,40 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.actors.chara.npc
{
enum MobModifier
{
None = 0,
SpawnLeash = 1, // how far can i move before i deaggro target
SightRange = 2, // how close does target need to be for me to detect by sight
SoundRange = 3, // how close does target need to be for me to detect by sound
BuffChance = 4,
HealChance = 5,
SkillUseChance = 6,
LinkRadius = 7,
MagicDelay = 8,
SpecialDelay = 9,
ExpBonus = 10, //
IgnoreSpawnLeash = 11, // pursue target forever
DrawIn = 12, // do i suck people in around me
HpScale = 13, //
Assist = 14, // gotta call the bois
NoMove = 15, // cant move
ShareTarget = 16, // use this actor's id as target id
AttackScript = 17, // call my script's onAttack whenever i attack
DefendScript = 18, // call my script's onDamageTaken whenever i take damage
SpellScript = 19, // call my script's onSpellCast whenever i finish casting
WeaponSkillScript = 20, // call my script's onWeaponSkill whenever i finish using a weaponskill
AbilityScript = 21, // call my script's onAbility whenever i finish using an ability
CallForHelp = 22, // actor with this id outside of target's party with this can attack me
FreeForAll = 23, // any actor can attack me
Roams = 24, // Do I walk around?
RoamDelay = 25, // What is the delay between roam ticks
Linked = 26, // Did I get aggroed via linking?
LinkCount = 27 // How many BattleNPCs got linked with me
}
}

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@@ -17,9 +17,21 @@ using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.actors.chara.ai;
namespace FFXIVClassic_Map_Server.Actors
{
[Flags]
enum NpcSpawnType : ushort
{
Normal = 0x00,
Scripted = 0x01,
Nighttime = 0x02,
Evening = 0x04,
Daytime = 0x08,
Weather = 0x10,
}
class Npc : Character
{
private uint actorClassId;
@@ -29,6 +41,7 @@ namespace FFXIVClassic_Map_Server.Actors
private uint layout, instance;
public NpcWork npcWork = new NpcWork();
public NpcSpawnType npcSpawnType;
public Npc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot, ushort actorState, uint animationId, string customDisplayName)
: base((4 << 28 | spawnedArea.actorId << 19 | (uint)actorNumber))
@@ -50,6 +63,8 @@ namespace FFXIVClassic_Map_Server.Actors
this.actorClassId = actorClass.actorClassId;
this.currentSubState.motionPack = (ushort) animationId;
LoadNpcAppearance(actorClass.actorClassId);
className = actorClass.classPath.Substring(actorClass.classPath.LastIndexOf("/") + 1);
@@ -57,15 +72,17 @@ namespace FFXIVClassic_Map_Server.Actors
charaWork.battleSave.potencial = 1.0f;
charaWork.parameterSave.state_mainSkill[0] = 3;
charaWork.parameterSave.state_mainSkill[2] = 3;
charaWork.parameterSave.state_mainSkillLevel = 2;
// todo: these really need to be read from db etc
{
charaWork.parameterSave.state_mainSkill[0] = 3;
charaWork.parameterSave.state_mainSkill[2] = 3;
charaWork.parameterSave.state_mainSkillLevel = 1;
charaWork.parameterSave.hp[0] = 500;
charaWork.parameterSave.hpMax[0] = 500;
for (int i = 0; i < 32; i++ )
charaWork.property[i] = (byte)(((int)actorClass.propertyFlags >> i) & 1);
charaWork.parameterSave.hp[0] = 80;
charaWork.parameterSave.hpMax[0] = 80;
}
for (int i = 0; i < 32; i++ )
charaWork.property[i] = (byte)(((int)actorClass.propertyFlags >> i) & 1);
npcWork.pushCommand = actorClass.pushCommand;
npcWork.pushCommandSub = actorClass.pushCommandSub;
@@ -84,8 +101,8 @@ namespace FFXIVClassic_Map_Server.Actors
isStatic = true;
}
}
GenerateActorName((int)actorNumber);
GenerateActorName((int)actorNumber);
this.aiContainer = new AIContainer(this, null, new PathFind(this), new TargetFind(this));
}
public Npc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot, uint layout, uint instance)
@@ -124,6 +141,7 @@ namespace FFXIVClassic_Map_Server.Actors
this.instance = instance;
GenerateActorName((int)actorNumber);
this.aiContainer = new AIContainer(this, null, new PathFind(this), new TargetFind(null));
}
public SubPacket CreateAddActorPacket()
@@ -142,8 +160,8 @@ namespace FFXIVClassic_Map_Server.Actors
isStatic = true;
else
{
// charaWork.property[2] = 1;
// npcWork.hateType = 1;
//charaWork.property[2] = 1;
//npcWork.hateType = 1;
}
if (lParams == null)
@@ -178,14 +196,14 @@ namespace FFXIVClassic_Map_Server.Actors
subpackets.Add(CreateSpeedPacket());
subpackets.Add(CreateSpawnPositonPacket(0x0));
if (isMapObj)
subpackets.Add(SetActorBGPropertiesPacket.BuildPacket(actorId, instance, layout));
if (isMapObj)
subpackets.Add(SetActorBGPropertiesPacket.BuildPacket(actorId, instance, layout));
else
subpackets.Add(CreateAppearancePacket());
subpackets.Add(CreateNamePacket());
subpackets.Add(CreateStatePacket());
subpackets.Add(CreateIdleAnimationPacket());
subpackets.Add(CreateSubStatePacket());
subpackets.Add(CreateInitStatusPacket());
subpackets.Add(CreateSetActorIconPacket());
subpackets.Add(CreateIsZoneingPacket());
@@ -229,7 +247,7 @@ namespace FFXIVClassic_Map_Server.Actors
//Status Times
for (int i = 0; i < charaWork.statusShownTime.Length; i++)
{
if (charaWork.statusShownTime[i] != 0xFFFFFFFF)
if (charaWork.statusShownTime[i] != 0)
propPacketUtil.AddProperty(String.Format("charaWork.statusShownTime[{0}]", i));
}
@@ -392,18 +410,46 @@ namespace FFXIVClassic_Map_Server.Actors
zone.DespawnActor(this);
}
public void Update(double deltaTime)
public override void Update(DateTime tick)
{
LuaEngine.GetInstance().CallLuaFunction(null, this, "onUpdate", true, deltaTime);
// todo: can normal npcs have status effects?
aiContainer.Update(tick);
}
//A party member list packet came, set the party
/* public void SetParty(MonsterPartyGroup group)
public override void PostUpdate(DateTime tick, List<SubPacket> packets = null)
{
if (group is MonsterPartyGroup)
currentParty = group;
packets = packets ?? new List<SubPacket>();
if ((updateFlags & ActorUpdateFlags.Work) != 0)
{
}
base.PostUpdate(tick, packets);
}
*/
public override void OnSpawn()
{
base.OnSpawn();
}
public override void OnDeath()
{
base.OnDeath();
}
public override void OnDespawn()
{
zone.BroadcastPacketAroundActor(this, RemoveActorPacket.BuildPacket(this.actorId));
QueuePositionUpdate(spawnX, spawnY, spawnZ);
LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
}
//A party member list packet came, set the party
/* public void SetParty(MonsterPartyGroup group)
{
if (group is MonsterPartyGroup)
currentParty = group;
}
*/
}
}

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@@ -2,6 +2,10 @@
{
class NpcWork
{
public static byte HATE_TYPE_NONE = 0;
public static byte HATE_TYPE_ENGAGED = 2;
public static byte HATE_TYPE_ENGAGED_PARTY = 3;
public ushort pushCommand;
public int pushCommandSub;
public byte pushCommandPriority;

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@@ -0,0 +1,24 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.actors.chara.ai;
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
using FFXIVClassic_Map_Server.actors.chara.npc;
using FFXIVClassic_Map_Server.packets.send.actor;
namespace FFXIVClassic_Map_Server.Actors
{
class Pet : BattleNpc
{
public Pet(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
ushort actorState, uint animationId, string customDisplayName)
: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
{
this.aiContainer = new AIContainer(this, new PetController(this), new PathFind(this), new TargetFind(this));
this.hateContainer = new HateContainer(this);
}
}
}