project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/state/DeathState.cs
2019-05-06 16:07:06 -04:00

43 lines
1.4 KiB
C#

using System;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor;
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
{
class DeathState : State
{
DateTime despawnTime;
public DeathState(Character owner, DateTime tick, uint timeToFadeOut)
: base(owner, null)
{
owner.Disengage();
owner.ChangeState(SetActorStatePacket.MAIN_STATE_DEAD);
owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnDeath, true);
//var deathStatePacket = SetActorStatePacket.BuildPacket(owner.actorId, SetActorStatePacket.MAIN_STATE_DEAD2, owner.currentSubState);
//owner.zone.BroadcastPacketAroundActor(owner, deathStatePacket);
canInterrupt = false;
startTime = tick;
despawnTime = startTime.AddSeconds(timeToFadeOut);
}
public override bool Update(DateTime tick)
{
// todo: set a flag on chara for accept raise, play animation and spawn
if (owner.GetMod((uint)Modifier.Raise) > 0)
{
owner.Spawn(tick);
return true;
}
// todo: handle raise etc
if (tick >= despawnTime)
{
// todo: for players, return them to homepoint
owner.Despawn(tick);
return true;
}
return false;
}
}
}