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).

This commit is contained in:
Filip Maj 2019-06-19 00:05:18 -04:00
parent 7587a6e142
commit 0f61c4c0e1
544 changed files with 54548 additions and 55498 deletions

View file

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/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using System;
using FFXIVClassic_Map_Server.Actors;
namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
{
class PetController : Controller
{
private Character petMaster;
public PetController(Character owner) :
base(owner)
{
this.lastUpdate = Program.Tick;
}
public override void Update(DateTime tick)
{
// todo: handle pet stuff on tick
}
public override void ChangeTarget(Character target)
{
base.ChangeTarget(target);
}
public override bool Engage(Character target)
{
// todo: check distance, last swing time, status effects
return true;
}
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)
{
}
public Character GetPetMaster()
{
return petMaster;
}
public void SetPetMaster(Character master)
{
petMaster = master;
if (master is Player)
owner.allegiance = CharacterTargetingAllegiance.Player;
else
owner.allegiance = CharacterTargetingAllegiance.BattleNpcs;
}
}
}