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	Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
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								Map Server/Actors/Chara/Ai/Controllers/Controller.cs
									
									
									
									
									
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								Map Server/Actors/Chara/Ai/Controllers/Controller.cs
									
									
									
									
									
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							| @@ -0,0 +1,97 @@ | ||||
| /* | ||||
| =========================================================================== | ||||
| Copyright (C) 2015-2019 Project Meteor Dev Team | ||||
|  | ||||
| This file is part of Project Meteor Server. | ||||
|  | ||||
| Project Meteor Server is free software: you can redistribute it and/or modify | ||||
| it under the terms of the GNU Affero General Public License as published by | ||||
| the Free Software Foundation, either version 3 of the License, or | ||||
| (at your option) any later version. | ||||
|  | ||||
| Project Meteor Server is distributed in the hope that it will be useful, | ||||
| but WITHOUT ANY WARRANTY; without even the implied warranty of | ||||
| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||||
| GNU Affero General Public License for more details. | ||||
|  | ||||
| You should have received a copy of the GNU Affero General Public License | ||||
| along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>. | ||||
| =========================================================================== | ||||
| */ | ||||
|  | ||||
| using System; | ||||
| using Meteor.Map.Actors; | ||||
|  | ||||
| namespace Meteor.Map.actors.chara.ai.controllers | ||||
| { | ||||
|     abstract class Controller | ||||
|     { | ||||
|         protected Character owner; | ||||
|  | ||||
|         protected DateTime lastCombatTickScript; | ||||
|         protected DateTime lastUpdate; | ||||
|         public bool canUpdate = true; | ||||
|         protected bool autoAttackEnabled = true; | ||||
|         protected bool castingEnabled = true; | ||||
|         protected bool weaponSkillEnabled = true; | ||||
|         protected PathFind pathFind; | ||||
|         protected TargetFind targetFind; | ||||
|  | ||||
|         public Controller(Character owner) | ||||
|         { | ||||
|             this.owner = owner; | ||||
|         } | ||||
|  | ||||
|         public abstract void Update(DateTime tick); | ||||
|         public abstract bool Engage(Character target); | ||||
|         public abstract void Cast(Character target, uint spellId); | ||||
|         public virtual void WeaponSkill(Character target, uint weaponSkillId) { } | ||||
|         public virtual void MonsterSkill(Character target, uint mobSkillId) { } | ||||
|         public virtual void UseItem(Character target, uint slot, uint itemId) { } | ||||
|         public abstract void Ability(Character target, uint abilityId); | ||||
|         public abstract void RangedAttack(Character target); | ||||
|         public virtual void Spawn() { } | ||||
|         public virtual void Despawn() { } | ||||
|  | ||||
|  | ||||
|         public virtual void Disengage() | ||||
|         { | ||||
|             owner.aiContainer.InternalDisengage(); | ||||
|         } | ||||
|  | ||||
|         public virtual void ChangeTarget(Character target) | ||||
|         { | ||||
|             owner.aiContainer.InternalChangeTarget(target); | ||||
|         } | ||||
|  | ||||
|         public bool IsAutoAttackEnabled() | ||||
|         { | ||||
|             return autoAttackEnabled; | ||||
|         } | ||||
|  | ||||
|         public void SetAutoAttackEnabled(bool isEnabled) | ||||
|         { | ||||
|             autoAttackEnabled = isEnabled; | ||||
|         } | ||||
|  | ||||
|         public bool IsCastingEnabled() | ||||
|         { | ||||
|             return castingEnabled; | ||||
|         } | ||||
|  | ||||
|         public void SetCastingEnabled(bool isEnabled) | ||||
|         { | ||||
|             castingEnabled = isEnabled; | ||||
|         } | ||||
|  | ||||
|         public bool IsWeaponSkillEnabled() | ||||
|         { | ||||
|             return weaponSkillEnabled; | ||||
|         } | ||||
|  | ||||
|         public void SetWeaponSkillEnabled(bool isEnabled) | ||||
|         { | ||||
|             weaponSkillEnabled = isEnabled; | ||||
|         } | ||||
|     } | ||||
| } | ||||
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