project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/AIContainer.cs
2017-07-11 20:49:38 +01:00

269 lines
6.9 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.actors.chara.ai.state;
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
using FFXIVClassic_Map_Server.packets.send.actor;
// port of ai code in dsp by kjLotus (https://github.com/DarkstarProject/darkstar/blob/master/src/map/ai)
namespace FFXIVClassic_Map_Server.actors.chara.ai
{
// todo: actually implement stuff
// todo: use spell/ability/ws/mobskill objects instead of looking up ids
class AIContainer
{
private Character owner;
private Controller controller;
private Stack<State> states;
private DateTime latestUpdate;
private DateTime prevUpdate;
private PathFind pathFind;
private TargetFind targetFind;
private ActionQueue actionQueue;
public AIContainer(Character actor, Controller controller, PathFind pathFind, TargetFind targetFind)
{
this.owner = actor;
this.states = new Stack<State>();
this.controller = controller;
this.pathFind = pathFind;
this.targetFind = targetFind;
latestUpdate = DateTime.Now;
prevUpdate = latestUpdate;
actionQueue = new ActionQueue(owner);
}
public void Update(DateTime tick)
{
prevUpdate = latestUpdate;
latestUpdate = tick;
// todo: trigger listeners
// todo: action queues
controller?.Update(tick);
State currState;
while (states.Count > 0 && (currState = states.Peek()).Update(tick))
{
if (currState == GetCurrentState())
{
}
}
}
public void CheckCompletedStates()
{
while (states.Count > 0 && states.Peek().IsCompleted())
{
states.Peek().Cleanup();
states.Pop();
}
}
public void InterruptStates()
{
while (states.Count > 0 && states.Peek().CanInterrupt())
{
states.Peek().SetInterrupted(true);
states.Peek().Cleanup();
states.Pop();
}
}
public void ClearStates()
{
while (states.Count > 0)
{
states.Peek().Cleanup();
states.Pop();
}
}
public void ChangeController(Controller controller)
{
this.controller = controller;
}
public Controller GetController()
{
return controller;
}
public bool CanChangeState()
{
return states.Count == 0 || states.Peek().CanInterrupt();
}
public void ChangeTarget(Character target)
{
if (controller != null)
{
controller.ChangeTarget(target);
}
}
public void ChangeState(State state)
{
if (GetCurrentState() != null)
{
if (states.Count <= 10)
{
CheckCompletedStates();
states.Push(state);
}
else
{
throw new Exception("shit");
}
}
}
public void ForceChangeState(State state)
{
if (states.Count <= 10)
{
CheckCompletedStates();
states.Push(state);
}
else
{
throw new Exception("force shit");
}
}
public State GetCurrentState()
{
return states.Peek() ?? null;
}
public DateTime GetLatestUpdate()
{
return latestUpdate;
}
public bool IsSpawned()
{
// todo: set a flag when finished spawning
return true;
}
public bool IsEngaged()
{
// todo: check this is legit
return owner.currentMainState == SetActorStatePacket.MAIN_STATE_ACTIVE;
}
public bool IsDead()
{
return owner.currentMainState == SetActorStatePacket.MAIN_STATE_DEAD ||
owner.currentMainState == SetActorStatePacket.MAIN_STATE_DEAD2;
}
public bool IsRoaming()
{
// todo: check mounted?
return owner.currentMainState == SetActorStatePacket.MAIN_STATE_PASSIVE;
}
public void Engage(Character target)
{
if (controller != null)
controller.Engage(target);
else
InternalEngage(target);
}
public void Disengage()
{
if (controller != null)
controller.Disengage();
else
InternalDisengage();
}
public void Cast(Character target, uint spellId)
{
if (controller != null)
controller.Cast(target, spellId);
else
InternalCast(target, spellId);
}
public void WeaponSkill(Character target, uint weaponSkillId)
{
if (controller != null)
controller.WeaponSkill(target, weaponSkillId);
else
InternalWeaponSkill(target, weaponSkillId);
}
public void MobSkill(Character target, uint mobSkillId)
{
if (controller != null)
controller.MonsterSkill(target, mobSkillId);
else
InternalMobSkill(target, mobSkillId);
}
public void InternalChangeTarget(Character target)
{
}
public bool InternalEngage(Character target)
{
if (IsEngaged())
{
if (this.owner.target != target)
{
ChangeTarget(target);
return true;
}
return false;
}
if (CanChangeState() || (GetCurrentState() != null && GetCurrentState().IsCompleted()))
{
ForceChangeState(new AttackState(this.owner, target));
return true;
}
return false;
}
public void InternalDisengage()
{
}
public void InternalCast(Character target, uint spellId)
{
}
public void InternalWeaponSkill(Character target, uint weaponSkillId)
{
}
public void InternalMobSkill(Character target, uint mobSkillId)
{
}
public void InternalDie(DateTime tick, uint timeToFadeout)
{
}
public void InternalRaise(Character target)
{
// todo: place at target
// ForceChangeState(new RaiseState(target));
}
}
}