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stubbed some more states
- stubbed some ability stuff - moved packet things to loop instead of session only - added mob roaming and aggro - todo: fix target find/detection/pathfinding speed/line of sight/line aoe length etc - todo: see "// todo:" in code
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33 changed files with 1459 additions and 444 deletions
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@ -4,22 +4,22 @@ 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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public PlayerController(Character owner)
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public PlayerController(Character 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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((Player)this.owner).statusEffects.Update(tick);
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}
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public override void ChangeTarget(Character target)
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@ -29,14 +29,33 @@ namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
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public override bool Engage(Character target)
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{
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// todo: check distance, last swing time, status effects
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return true;
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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: find a better place to put this?
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if (owner.GetState() != SetActorStatePacket.MAIN_STATE_ACTIVE)
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owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE);
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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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// todo: actual stat based range
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if (Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) > 10)
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{
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owner.aiContainer.pathFind.PreparePath(target.positionX, target.positionY, target.positionZ);
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ChangeTarget(target);
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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 bool Disengage()
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public override void Disengage()
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{
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// todo:
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return true;
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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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