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Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
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1823 changed files with 102704 additions and 901 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 Meteor.Map.Actors;
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namespace Meteor.Map.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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