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Cleaned up namespaces (still have to do Map Project) and removed references to FFXIV Classic from the code. Removed the Launcher Editor project as it is no longer needed (host file editing is cleaner).
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544 changed files with 54548 additions and 55498 deletions
97
Map Server/actors/chara/ai/controllers/Controller.cs
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Map Server/actors/chara/ai/controllers/Controller.cs
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/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using System;
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using FFXIVClassic_Map_Server.Actors;
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namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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{
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abstract class Controller
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{
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protected Character owner;
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protected DateTime lastCombatTickScript;
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protected DateTime lastUpdate;
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public bool canUpdate = true;
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protected bool autoAttackEnabled = true;
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protected bool castingEnabled = true;
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protected bool weaponSkillEnabled = true;
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protected PathFind pathFind;
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protected TargetFind targetFind;
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public Controller(Character owner)
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{
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this.owner = owner;
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}
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public abstract void Update(DateTime tick);
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public abstract bool Engage(Character target);
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public abstract void Cast(Character target, uint spellId);
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public virtual void WeaponSkill(Character target, uint weaponSkillId) { }
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public virtual void MonsterSkill(Character target, uint mobSkillId) { }
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public virtual void UseItem(Character target, uint slot, uint itemId) { }
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public abstract void Ability(Character target, uint abilityId);
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public abstract void RangedAttack(Character target);
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public virtual void Spawn() { }
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public virtual void Despawn() { }
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public virtual void Disengage()
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{
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owner.aiContainer.InternalDisengage();
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}
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public virtual void ChangeTarget(Character target)
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{
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owner.aiContainer.InternalChangeTarget(target);
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}
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public bool IsAutoAttackEnabled()
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{
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return autoAttackEnabled;
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}
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public void SetAutoAttackEnabled(bool isEnabled)
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{
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autoAttackEnabled = isEnabled;
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}
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public bool IsCastingEnabled()
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{
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return castingEnabled;
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}
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public void SetCastingEnabled(bool isEnabled)
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{
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castingEnabled = isEnabled;
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}
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public bool IsWeaponSkillEnabled()
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{
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return weaponSkillEnabled;
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}
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public void SetWeaponSkillEnabled(bool isEnabled)
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{
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weaponSkillEnabled = isEnabled;
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}
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}
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}
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