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https://bitbucket.org/Ioncannon/project-meteor-server.git
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- added tables to load mobs from (probably dont import besides server_battlenpc_genus.sql) - added field to server_battle_commands for commands usable by both monsters and players (probably arent any really)
97 lines
2.8 KiB
C#
97 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic.Common;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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{
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class PlayerController : Controller
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{
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private new Player owner;
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public PlayerController(Player owner) :
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base(owner)
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{
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this.owner = owner;
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this.lastUpdate = DateTime.Now;
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}
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public override void Update(DateTime tick)
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{
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// todo: handle player stuff on tick
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if (owner.newMainState != owner.currentMainState)
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{
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//owner.updateFlags = ActorUpdateFlags.Combat;
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if (owner.newMainState == SetActorStatePacket.MAIN_STATE_ACTIVE)
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{
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owner.Engage();
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}
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else
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{
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owner.Disengage();
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}
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owner.currentMainState = (ushort)owner.newMainState;
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}
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}
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public override void ChangeTarget(Character target)
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{
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owner.target = target;
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base.ChangeTarget(target);
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}
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public override bool Engage(Character target)
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{
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var canEngage = this.owner.aiContainer.InternalEngage(target);
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if (canEngage)
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{
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// todo: check speed/is able to move
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// todo: too far, path to player if mob, message if player
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if (owner.statusEffects.HasStatusEffect(StatusEffectId.Sleep))
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{
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// That command cannot be performed.
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owner.SendGameMessage(Server.GetWorldManager().GetActor(), 32553, 0x20);
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return false;
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}
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// todo: adjust cooldowns with modifiers
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}
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return canEngage;
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}
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public override void Disengage()
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{
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// todo:
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base.Disengage();
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return;
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}
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public override void Cast(Character target, uint spellId)
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{
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owner.aiContainer.InternalCast(target, spellId);
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}
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public override void WeaponSkill(Character target, uint weaponSkillId)
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{
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owner.aiContainer.InternalWeaponSkill(target, weaponSkillId);
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}
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public override void Ability(Character target, uint abilityId)
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{
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owner.aiContainer.InternalAbility(target, abilityId);
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}
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public override void RangedAttack(Character target)
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{
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}
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public override void UseItem(Character target, uint slot, uint itemId)
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{
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owner.aiContainer.InternalUseItem(target, slot, itemId);
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}
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}
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}
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