/// <summary>
        /// If the character is currently casting a skill, then attempts to cancel the skill.
        /// </summary>
        /// <returns>True if there was a skill being casted and it was successfully stopped; false if there was
        /// no skill being casted or the skill could not be canceled.</returns>
        public bool TryCancelCastingSkill()
        {
            if (!IsCastingSkill)
            {
                return(false);
            }

            Debug.Assert(_currentCastingSkill != null);

            // Clear the casting status variables
            _currentCastingSkill = null;
            _castingSkillTarget  = null;

            // Tell the caster that they stopped casting
            if (_character is INetworkSender)
            {
                using (var pw = ServerPacket.SkillStopCasting_ToUser())
                {
                    ((INetworkSender)_character).Send(pw, ServerMessageType.GUIUserStatus);
                }
            }

            // Tell everyone that the casting stopped
            using (var pw = ServerPacket.SkillStopCasting_ToMap(_character.MapEntityIndex))
            {
                _character.Map.Send(pw, ServerMessageType.MapDynamicEntityProperty);
            }

            return(true);
        }
        /// <summary>
        /// Calls a skill to be used, and applies the respective cooldown values.
        /// </summary>
        /// <param name="skill">The skill to be used.</param>
        /// <param name="target">The optional character to use the skill on. Can be null.</param>
        /// <param name="castedImmediately">True if this skill was casted immediately (that is, there was no delay before casting);
        /// false if the skill had a delay before casting.</param>
        void UseSkill(ISkill <SkillType, StatType, Character> skill, Character target, bool castedImmediately)
        {
            Debug.Assert(skill != null);
            Debug.Assert(castedImmediately || _currentCastingSkill == skill);
            Debug.Assert(castedImmediately || _castingSkillTarget == target);

            // Clear the casting status variables
            _currentCastingSkill = null;
            _castingSkillTarget  = null;

            // Tell the caster that they stopped casting
            if (_character is INetworkSender)
            {
                using (var pw = ServerPacket.SkillStopCasting_ToUser())
                {
                    ((INetworkSender)_character).Send(pw, ServerMessageType.GUIUserStatus);
                }
            }

            // If the skill had a casting time, tell everyone that the casting stopped
            if (!castedImmediately)
            {
                using (var pw = ServerPacket.SkillStopCasting_ToMap(_character.MapEntityIndex))
                {
                    _character.Map.Send(pw, ServerMessageType.MapDynamicEntityProperty);
                }
            }

            // Actually use the skill
            var skillSuccessfullyUsed = skill.Use(_character, target);

            // If the skill was not used for whatever reason, then return
            if (!skillSuccessfullyUsed)
            {
                return;
            }

            // Only set the cooldown if it was successfully used
            _cooldownManager.SetCooldown(skill.CooldownGroup, skill.CooldownTime, _character.GetTime());

            // Update the character's skill cooldown
            if (_character is INetworkSender)
            {
                using (var pw = ServerPacket.SkillSetGroupCooldown(skill.CooldownGroup, skill.CooldownTime))
                {
                    ((INetworkSender)_character).Send(pw, ServerMessageType.GUIUserStatus);
                }
            }

            // Notify the clients on the map that the character used the skill
            var targetEntityIndex = target != null ? (MapEntityIndex?)target.MapEntityIndex : null;

            using (var pw = ServerPacket.SkillUse(_character.MapEntityIndex, targetEntityIndex, skill.SkillType))
            {
                _character.Map.Send(pw, ServerMessageType.MapDynamicEntityProperty);
            }
        }