project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/AIContainer.cs

129 lines
3.0 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
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;
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;
}
public void Update(DateTime tick)
{
prevUpdate = latestUpdate;
latestUpdate = tick;
// todo: trigger listeners
// todo: action queues
}
public DateTime GetLatestUpdate()
{
return latestUpdate;
}
public void Engage(Character target)
{
if (controller != null)
controller.Engage(target);
else
InternalEngage(target);
}
public bool IsEngaged()
{
// todo: check this is legit
return owner.currentMainState == SetActorStatePacket.MAIN_STATE_ACTIVE;
}
public void Disengage()
{
if (controller != null)
controller.Disengage();
else
InternalDisengage();
}
public void Cast(Character target, uint spellId)
{
}
public void ChangeController(Controller controller)
{
this.controller = controller;
}
public bool CanChangeState()
{
return states.Count == 0 || states.First().CanInterrupt();
}
public void ChangeState(State state)
{
if (states.Count < 10)
{
states.Push(state);
}
else
{
throw new Exception("shit");
}
}
public void InternalEngage(Character target)
{
}
public void InternalDisengage()
{
}
public void InternalCast(Character target, uint spellId)
{
}
public void InternalWeaponSkill(Character target, uint weaponSkillId)
{
}
public void InternalMobSkill(Character target, uint mobSkillId)
{
}
}
}