project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/controllers/PlayerController.cs
Tahir Akhlaq 68657e1edc stubbed some more states
- stubbed some ability stuff
- moved packet things to loop instead of session only
- added mob roaming and aggro
- todo: fix target find/detection/pathfinding speed/line of sight/line aoe length etc
- todo: see "// todo:" in code
2017-08-02 23:09:04 +01:00

77 lines
2.1 KiB
C#

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
{
public PlayerController(Character owner) :
base(owner)
{
this.lastUpdate = DateTime.Now;
}
public override void Update(DateTime tick)
{
// todo: handle player stuff on tick
}
public override void ChangeTarget(Character target)
{
base.ChangeTarget(target);
}
public override bool Engage(Character target)
{
var canEngage = this.owner.aiContainer.InternalEngage(target);
if (canEngage)
{
// todo: find a better place to put this?
if (owner.GetState() != SetActorStatePacket.MAIN_STATE_ACTIVE)
owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
// todo: check speed/is able to move
// todo: too far, path to player if mob, message if player
// todo: actual stat based range
if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > 10)
{
owner.aiContainer.pathFind.PreparePath(target.positionX, target.positionY, target.positionZ);
ChangeTarget(target);
return false;
}
// todo: adjust cooldowns with modifiers
}
return canEngage;
}
public override void Disengage()
{
// todo:
return;
}
public override void Cast(Character target, uint spellId)
{
}
public override void Ability(Character target, uint abilityId)
{
}
public override void RangedAttack(Character target)
{
}
}
}