mirror of
				https://bitbucket.org/Ioncannon/project-meteor-server.git
				synced 2025-05-20 08:26:59 -04:00 
			
		
		
		
	Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
This commit is contained in:
		
							
								
								
									
										108
									
								
								Map Server/Actors/Chara/Ai/Controllers/PlayerController.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										108
									
								
								Map Server/Actors/Chara/Ai/Controllers/PlayerController.cs
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,108 @@ | ||||
| /* | ||||
| =========================================================================== | ||||
| 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 | ||||
| { | ||||
|     class PlayerController : Controller | ||||
|     { | ||||
|         private new Player owner; | ||||
|         public PlayerController(Player owner) : | ||||
|             base(owner) | ||||
|         { | ||||
|             this.owner = owner; | ||||
|             this.lastUpdate = DateTime.Now; | ||||
|         } | ||||
|  | ||||
|         public override void Update(DateTime tick) | ||||
|         { | ||||
|             /* | ||||
|             if (owner.newMainState != owner.currentMainState) | ||||
|             { | ||||
|                 if (owner.newMainState == SetActorStatePacket.MAIN_STATE_ACTIVE) | ||||
|                 { | ||||
|                     owner.Engage(); | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     owner.Disengage(); | ||||
|                 } | ||||
|                 owner.currentMainState = (ushort)owner.newMainState; | ||||
|             }*/ | ||||
|         } | ||||
|  | ||||
|         public override void ChangeTarget(Character target) | ||||
|         { | ||||
|             owner.target = target; | ||||
|             base.ChangeTarget(target); | ||||
|         } | ||||
|  | ||||
|         public override bool Engage(Character target) | ||||
|         { | ||||
|             var canEngage = this.owner.aiContainer.InternalEngage(target); | ||||
|             if (canEngage) | ||||
|             { | ||||
|                 if (owner.statusEffects.HasStatusEffect(StatusEffectId.Sleep)) | ||||
|                 { | ||||
|                     // That command cannot be performed. | ||||
|                     owner.SendGameMessage(Server.GetWorldManager().GetActor(), 32553, 0x20); | ||||
|                     return false; | ||||
|                 } | ||||
|                 // todo: adjust cooldowns with modifiers | ||||
|             } | ||||
|             return canEngage; | ||||
|         } | ||||
|  | ||||
|         public override void Disengage() | ||||
|         { | ||||
|             // todo: | ||||
|             base.Disengage(); | ||||
|             return; | ||||
|         } | ||||
|  | ||||
|         public override void Cast(Character target, uint spellId) | ||||
|         { | ||||
|             owner.aiContainer.InternalCast(target, spellId); | ||||
|         } | ||||
|  | ||||
|         public override void WeaponSkill(Character target, uint weaponSkillId) | ||||
|         { | ||||
|             owner.aiContainer.InternalWeaponSkill(target, weaponSkillId); | ||||
|         } | ||||
|  | ||||
|         public override void Ability(Character target, uint abilityId) | ||||
|         { | ||||
|             owner.aiContainer.InternalAbility(target, abilityId); | ||||
|         } | ||||
|  | ||||
|         public override void RangedAttack(Character target) | ||||
|         { | ||||
|  | ||||
|         } | ||||
|  | ||||
|         public override void UseItem(Character target, uint slot, uint itemId) | ||||
|         { | ||||
|             owner.aiContainer.InternalUseItem(target, slot, itemId); | ||||
|         } | ||||
|     } | ||||
| } | ||||
		Reference in New Issue
	
	Block a user