+++ /dev/null
-using System;
-using Questionable.Model;
-using Questionable.Model.V1;
-
-namespace Questionable.Controller.Steps.BaseFactory;
-
-internal static class ZoneChange
-{
- internal sealed class Factory : ITaskFactory
- {
- public ITask? CreateTask(Quest quest, QuestSequence sequence, QuestStep step)
- {
- return null;
- }
- }
-
- internal sealed class WaitForZone : ITask
- {
- /* TODO: Unsure when this would evne be needed again, this should probably be moved to AFTER walkTo/interacting
-
- if (step.TargetTerritoryId.HasValue && step.TerritoryId != step.TargetTerritoryId &&
- step.TargetTerritoryId == _clientState.TerritoryType)
- {
- // we assume whatever e.g. interaction, walkto etc. we have will trigger the zone transition
- _logger.LogInformation("Zone transition, skipping rest of step");
- IncreaseStepCount();
- return;
- }
- */
- public bool Start() => throw new NotImplementedException();
-
- public ETaskResult Update() => throw new NotImplementedException();
-
- public override string ToString() => "WaitForZone";
- }
-}