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.packets.send.actor; using FFXIVClassic.Common; namespace FFXIVClassic_Map_Server.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); } } }