Beispiel #1
0
    public bool LevelUp()
    {
        if (!ExpMetadataStorage.LevelExist((short)(Level + 1)))
        {
            return(false);
        }

        Level++;

        Player.Stats.AddBaseStats(Player);
        Player.FieldPlayer.RecoverHp(FieldPlayer.Stats[StatId.Hp].Bonus);

        Session.FieldManager.BroadcastPacket(RevivalConfirmPacket.Send(FieldPlayer.ObjectId, 0));
        Session.FieldManager.BroadcastPacket(LevelUpPacket.LevelUp(FieldPlayer.ObjectId, Level));
        Session.FieldManager.BroadcastPacket(FieldObjectPacket.UpdateCharacterLevel(Player));

        Session.FieldManager.BroadcastPacket(JobPacket.SendJob(FieldPlayer));

        Session.Send(StatPacket.SetStats(FieldPlayer));
        Session.FieldManager.BroadcastPacket(StatPacket.UpdateFieldStats(FieldPlayer), Session);

        Session.Send(KeyTablePacket.SendFullOptions(Player.GameOptions));

        TrophyManager.OnLevelUp(Player);
        QuestHelper.GetNewQuests(Player);
        return(true);
    }
Beispiel #2
0
        // Gets a list of packets to update the state of all field objects for client.
        public IEnumerable <Packet> GetUpdates()
        {
            List <Packet> updates = new List <Packet>();

            // Update players locations
            // Update NPCs
            foreach (IFieldObject <Npc> npc in State.Npcs.Values)
            {
                updates.Add(FieldObjectPacket.ControlNpc(npc));
            }
            foreach (IFieldObject <Player> player in State.Players.Values)
            {
                updates.Add(FieldObjectPacket.UpdatePlayer(player));
            }
            foreach (IFieldObject <Mob> mob in State.Mobs.Values)
            {
                updates.Add(FieldObjectPacket.ControlMob(mob));
                if (mob.Value.IsDead)
                {
                    RemoveMob(mob);
                }
            }
            foreach (TriggerScript trigger in Triggers)
            {
                trigger.Next();
            }
            return(updates);
        }
Beispiel #3
0
    public void GainExp(long amount)
    {
        if (amount <= 0 || !ExpMetadataStorage.LevelExist((short)(Level + 1)))
        {
            return;
        }

        long newExp = Exp + amount + RestExp;

        if (RestExp > 0)
        {
            RestExp -= amount;
        }
        else
        {
            RestExp = 0;
        }

        bool hasLeveledUp = false;

        while (newExp >= ExpMetadataStorage.GetExpToLevel(Level))
        {
            newExp -= ExpMetadataStorage.GetExpToLevel(Level);
            if (LevelUp())
            {
                hasLeveledUp = true;
                continue;
            }

            newExp = 0;
            break;
        }

        Exp = newExp;
        Session.Send(ExperiencePacket.ExpUp(amount, newExp, RestExp));

        if (!hasLeveledUp)
        {
            return;
        }

        Session.FieldManager.BroadcastPacket(RevivalConfirmPacket.Send(FieldPlayer.ObjectId, 0));
        Session.FieldManager.BroadcastPacket(LevelUpPacket.LevelUp(FieldPlayer.ObjectId, Level));
        Session.FieldManager.BroadcastPacket(FieldObjectPacket.UpdateCharacterLevel(Player));

        // Find all new skills for current level
        HashSet <int> newSkillIds = SkillMetadataStorage.GetJobSkills(Player.Job)
                                    .Where(x => x.SkillLevels.First().SkillUpgrade.LevelRequired == Level)
                                    .Select(x => x.SkillId).ToHashSet();

        Session.FieldManager.BroadcastPacket(JobPacket.UpdateSkillTab(FieldPlayer, newSkillIds));

        Session.Send(StatPacket.SetStats(FieldPlayer));
        Session.FieldManager.BroadcastPacket(StatPacket.SetStats(FieldPlayer), Session);

        Session.Send(KeyTablePacket.SendFullOptions(Player.GameOptions));
        DatabaseManager.Characters.Update(Player);
    }
Beispiel #4
0
        public void AddTestNpc(IFieldObject <Npc> fieldNpc)
        {
            State.AddNpc(fieldNpc);

            Broadcast(session => {
                session.Send(FieldPacket.AddNpc(fieldNpc));
                session.Send(FieldObjectPacket.LoadNpc(fieldNpc));
            });
        }
Beispiel #5
0
        public void AddPlayer(GameSession sender, IFieldObject <Player> player)
        {
            Debug.Assert(player.ObjectId > 0, "Player was added to field without initialized objectId.");
            player.Coord       = player.Value.Coord;
            player.Value.MapId = MapId;
            // TODO: Determine new coordinates for player as well
            lock (Sessions)
            {
                Sessions.Add(sender);
            }

            // TODO: Send the initialization state of the field
            foreach (IFieldObject <Player> existingPlayer in State.Players.Values)
            {
                sender.Send(FieldPacket.AddPlayer(existingPlayer));
                sender.Send(FieldObjectPacket.LoadPlayer(existingPlayer));
            }
            foreach (IFieldObject <Item> existingItem in State.Items.Values)
            {
                sender.Send(FieldPacket.AddItem(existingItem, 123456));
            }
            foreach (IFieldObject <Npc> existingNpc in State.Npcs.Values)
            {
                sender.Send(FieldPacket.AddNpc(existingNpc));
                sender.Send(FieldObjectPacket.LoadNpc(existingNpc));
            }
            foreach (IFieldObject <Portal> existingPortal in State.Portals.Values)
            {
                sender.Send(FieldPacket.AddPortal(existingPortal));
            }
            foreach (IFieldObject <Mob> existingMob in State.Mobs.Values)
            {
                sender.Send(FieldPacket.AddMob(existingMob));
                sender.Send(FieldObjectPacket.LoadMob(existingMob));
            }
            if (State.InteractActors.Values.Count > 0)
            {
                sender.Send(InteractActorPacket.AddInteractActors(State.InteractActors.Values));
            }
            if (MapEntityStorage.HasHealingSpot(MapId))
            {
                if (HealingSpotThread == null || HealingSpotThread.IsCompleted)
                {
                    HealingSpotThread = StartHealingSpot(sender, player);
                }
                sender.Send(RegionSkillPacket.Send(player, MapEntityStorage.GetHealingSpot(MapId), new SkillCast(70000018, 1, 0, 1)));
            }
            State.AddPlayer(player);

            // Broadcast new player to all players in map
            Broadcast(session =>
            {
                session.Send(FieldPacket.AddPlayer(player));
                session.Send(FieldObjectPacket.LoadPlayer(player));
            });
        }
Beispiel #6
0
        public void AddMob(IFieldObject <Mob> fieldMob)
        {
            State.AddMob(fieldMob);

            Broadcast(session =>
            {
                session.Send(FieldPacket.AddMob(fieldMob));
                session.Send(FieldObjectPacket.LoadMob(fieldMob));
            });
        }
Beispiel #7
0
    public void SetLevel(short level)
    {
        Level = level;
        Exp   = 0;
        Session.Send(ExperiencePacket.ExpUp(0, Exp, 0));
        Session.FieldManager.BroadcastPacket(LevelUpPacket.LevelUp(FieldPlayer.ObjectId, Level));
        Session.FieldManager.BroadcastPacket(FieldObjectPacket.UpdateCharacterLevel(Player));

        QuestHelper.GetNewQuests(Player);
    }
Beispiel #8
0
        // Spawned NPCs will not appear until controlled
        public void AddNpc(GameSession sender, Npc npc)
        {
            FieldObject <Npc> fieldNpc = WrapObject(npc);

            fieldNpc.Coord = sender.FieldPlayer.Coord; // Spawn NPC on player for now

            State.AddNpc(fieldNpc);

            Broadcast(session => {
                session.Send(FieldPacket.AddNpc(fieldNpc));
                session.Send(FieldObjectPacket.LoadNpc(fieldNpc));
            });
        }
Beispiel #9
0
        public void AddMob(IFieldObject <Mob> fieldMob)
        {
            State.AddMob(fieldMob);

            fieldMob.Value.OriginSpawn.Value.Mobs.Add(fieldMob);

            Broadcast(session =>
            {
                session.Send(FieldPacket.AddMob(fieldMob));
                session.Send(FieldObjectPacket.LoadMob(fieldMob));
                // TODO: Add spawn buff (ID: 0x055D4DAE)
            });
        }
Beispiel #10
0
        public bool RemoveNpc(IFieldObject <Npc> fieldNpc)
        {
            if (!State.RemoveNpc(fieldNpc.ObjectId))
            {
                return(false);
            }

            Broadcast(session =>
            {
                // TODO: Add field remove NPC packet
                session.Send(FieldObjectPacket.RemoveNpc(fieldNpc));
            });
            return(true);
        }
Beispiel #11
0
        public void AddPlayer(GameSession sender, IFieldObject <Player> player)
        {
            Debug.Assert(player.ObjectId > 0, "Player was added to field without initialized objectId.");
            player.Coord       = player.Value.Coord;
            player.Value.MapId = MapId;
            // TODO: Determine new coordinates for player as well
            lock (Sessions)
            {
                Sessions.Add(sender);
            }

            // TODO: Send the initialization state of the field
            foreach (IFieldObject <Player> existingPlayer in State.Players.Values)
            {
                sender.Send(FieldPacket.AddPlayer(existingPlayer));
                sender.Send(FieldObjectPacket.LoadPlayer(existingPlayer));
            }
            foreach (IFieldObject <Item> existingItem in State.Items.Values)
            {
                sender.Send(FieldPacket.AddItem(existingItem, 123456));
            }
            foreach (IFieldObject <Npc> existingNpc in State.Npcs.Values)
            {
                sender.Send(FieldPacket.AddNpc(existingNpc));
                sender.Send(FieldObjectPacket.LoadNpc(existingNpc));
            }
            foreach (IFieldObject <Portal> existingPortal in State.Portals.Values)
            {
                sender.Send(FieldPacket.AddPortal(existingPortal));
            }
            foreach (IFieldObject <Mob> existingMob in State.Mobs.Values)
            {
                sender.Send(FieldPacket.AddMob(existingMob));
                sender.Send(FieldObjectPacket.LoadMob(existingMob));
            }
            if (State.InteractActors.Values.Count > 0)
            {
                sender.Send(InteractActorPacket.AddInteractActors(State.InteractActors.Values));
            }
            State.AddPlayer(player);

            // Broadcast new player to all players in map
            Broadcast(session =>
            {
                session.Send(FieldPacket.AddPlayer(player));
                session.Send(FieldObjectPacket.LoadPlayer(player));
            });
        }
Beispiel #12
0
        public void RemovePlayer(GameSession sender, IFieldObject <Player> player)
        {
            lock (Sessions)
            {
                Sessions.Remove(sender);
            }
            State.RemovePlayer(player.ObjectId);

            // Remove player
            Broadcast(session =>
            {
                session.Send(FieldPacket.RemovePlayer(player));
                session.Send(FieldObjectPacket.RemovePlayer(player));
            });

            ((FieldObject <Player>)player).ObjectId = -1; // Reset object id
        }
Beispiel #13
0
        // Gets a list of packets to update the state of all field objects for client.
        public IEnumerable <Packet> GetUpdates()
        {
            List <Packet> updates = new List <Packet>();

            // Update players locations
            // Update NPCs
            foreach (IFieldObject <Npc> npc in State.Npcs.Values)
            {
                updates.Add(FieldObjectPacket.ControlNpc(npc));
            }
            foreach (IFieldObject <Player> player in State.Players.Values)
            {
                updates.Add(FieldObjectPacket.UpdatePlayer(player));
            }

            return(updates);
        }
Beispiel #14
0
        public bool RemoveMob(IFieldObject <Mob> mob)
        {
            if (!State.RemoveMob(mob.ObjectId))
            {
                return(false);
            }

            IFieldObject <MobSpawn> originSpawn = mob.Value.OriginSpawn;

            if (originSpawn != null && originSpawn.Value.Mobs.Remove(mob) && originSpawn.Value.Mobs.Count == 0)
            {
                StartSpawnTimer(originSpawn);
            }

            Broadcast(session =>
            {
                session.Send(FieldPacket.RemoveMob(mob));
                session.Send(FieldObjectPacket.RemoveMob(mob));
            });
            return(true);
        }
        private void HandleEquipItem(GameSession session, PacketReader packet)
        {
            long   itemUid      = packet.ReadLong();
            string equipSlotStr = packet.ReadUnicodeString();

            if (!Enum.TryParse(equipSlotStr, out ItemSlot equipSlot))
            {
                logger.Warning("Unknown equip slot: " + equipSlotStr);
                return;
            }

            // Remove the item from the users inventory
            session.Player.Inventory.Remove(itemUid, out Item item);
            session.Send(ItemInventoryPacket.Remove(itemUid));

            // TODO: Move unequipped item into the correct slot
            // Move previously equipped item back to inventory
            if (session.Player.Equips.Remove(equipSlot, out Item prevItem))
            {
                session.Player.Inventory.Add(prevItem);
                session.Send(ItemInventoryPacket.Add(prevItem));
                session.FieldManager.BroadcastPacket(EquipmentPacket.UnequipItem(session.FieldPlayer, prevItem));
            }

            // Equip new item
            session.Player.Equips[equipSlot] = item;
            session.FieldManager.BroadcastPacket(EquipmentPacket.EquipItem(session.FieldPlayer, item, equipSlot));

            // TODO - Increase stats based on the item stats itself
            session.Player.Stats.CritRate.Max   += 12;
            session.Player.Stats.CritRate.Total += 12;

            session.Player.Stats.MinAtk.Max   += 15;
            session.Player.Stats.MinAtk.Total += 15;

            session.Player.Stats.MaxAtk.Max   += 17;
            session.Player.Stats.MaxAtk.Total += 17;

            session.Send(FieldObjectPacket.SetStats(session.FieldPlayer));
        }
        public override void Handle(GameSession session, PacketReader packet)
        {
            packet.ReadInt(); // ?

            // Liftable: 00 00 00 00 00
            // SendBreakable
            // Self
            session.EnterField(session.Player.MapId);
            session.Send(FieldObjectPacket.SetStats(session.FieldPlayer));
            session.Send(EmotePacket.LoadEmotes());

            // Normally skill layout would be loaded from a database
            QuickSlot arrowStream  = QuickSlot.From(10500001);
            QuickSlot arrowBarrage = QuickSlot.From(10500011);
            QuickSlot eagleGlide   = QuickSlot.From(10500151);
            QuickSlot testSkill    = QuickSlot.From(10500153);

            if (session.Player.GameOptions.TryGetHotbar(0, out Hotbar mainHotbar))
            {
                /*
                 * mainHotbar.MoveQuickSlot(4, arrowStream);
                 * mainHotbar.MoveQuickSlot(5, arrowBarrage);
                 * mainHotbar.MoveQuickSlot(6, eagleGlide);
                 * mainHotbar.MoveQuickSlot(7, testSkill);
                 */
                session.Send(KeyTablePacket.SendHotbars(session.Player.GameOptions));
            }

            // Add catalysts for testing

            /*
             * int[] catalysts = { 40100001, 40100002, 40100003, 40100021, 40100023, 40100024, 40100026 };
             * foreach (int catalyst in catalysts) {
             *  var item = new Item(catalyst) { Amount = 99999, Uid = catalyst };
             *  session.Inventory.Add(item);
             *  session.Send(ItemInventoryPacket.Add(item));
             * }
             */
        }
        public void AddPlayer(GameSession sender, IFieldObject <Player> player)
        {
            Debug.Assert(player.ObjectId > 0, "Player was added to field without initialized objectId.");
            player.Coord       = player.Value.Coord;
            player.Value.MapId = MapId;
            // TODO: Determine new coordinates for player as well
            lock (Sessions)
            {
                Sessions.Add(sender);
            }

            // TODO: Send the initialization state of the field
            foreach (IFieldObject <Player> existingPlayer in State.Players.Values)
            {
                sender.Send(FieldPacket.AddPlayer(existingPlayer));
                sender.Send(FieldObjectPacket.LoadPlayer(existingPlayer));
            }
            foreach (IFieldObject <Item> existingItem in State.Items.Values)
            {
                sender.Send(FieldPacket.AddItem(existingItem, 123456));
            }
            foreach (IFieldObject <Npc> existingNpc in State.Npcs.Values)
            {
                sender.Send(FieldPacket.AddNpc(existingNpc));
                sender.Send(FieldObjectPacket.LoadNpc(existingNpc));
            }
            foreach (IFieldObject <Portal> existingPortal in State.Portals.Values)
            {
                sender.Send(FieldPacket.AddPortal(existingPortal));
            }
            foreach (IFieldObject <Mob> existingMob in State.Mobs.Values)
            {
                sender.Send(FieldPacket.AddMob(existingMob));
                sender.Send(FieldObjectPacket.LoadMob(existingMob));
            }
            if (State.InteractObjects.Values.Count > 0)
            {
                ICollection <IFieldObject <InteractObject> > balloons = State.InteractObjects.Values.Where(x => x.Value.Type == InteractObjectType.AdBalloon).ToList();
                if (balloons.Count > 0)
                {
                    foreach (IFieldObject <InteractObject> balloon in balloons)
                    {
                        sender.Send(InteractObjectPacket.AddAdBallons(balloon));
                    }
                }
                ICollection <IFieldObject <InteractObject> > objects = State.InteractObjects.Values.Where(x => x.Value.Type != InteractObjectType.AdBalloon).ToList();
                if (objects.Count > 0)
                {
                    sender.Send(InteractObjectPacket.AddInteractObjects(objects));
                }
            }

            if (State.Cubes.IsEmpty && !player.Value.IsInDecorPlanner)
            {
                if (MapId == (int)Map.PrivateResidence)
                {
                    Home home = GameServer.HomeManager.GetHome(player.Value.VisitingHomeId);
                    if (home != null)
                    {
                        Dictionary <long, Cube> cubes = home.FurnishingInventory;
                        foreach (Cube cube in cubes.Values.Where(x => x.PlotNumber == 1))
                        {
                            IFieldObject <Cube> ugcCube = RequestFieldObject(cube);
                            ugcCube.Coord    = cube.CoordF;
                            ugcCube.Rotation = cube.Rotation;
                            State.AddCube(ugcCube);
                        }
                    }
                }
                else
                {
                    List <Home> homes = GameServer.HomeManager.GetPlots(MapId);
                    foreach (Home home in homes)
                    {
                        Dictionary <long, Cube> cubes = home.FurnishingInventory;
                        foreach (Cube cube in cubes.Values.Where(x => x.PlotNumber != 1))
                        {
                            IFieldObject <Cube> ugcCube = RequestFieldObject(cube);
                            ugcCube.Coord    = cube.CoordF;
                            ugcCube.Rotation = cube.Rotation;
                            State.AddCube(ugcCube);
                        }
                    }
                }
            }

            foreach (IFieldObject <GuideObject> guide in State.Guide.Values)
            {
                sender.Send(GuideObjectPacket.Add(guide));
            }

            foreach (IFieldObject <HealingSpot> healingSpot in State.HealingSpots.Values)
            {
                sender.Send(RegionSkillPacket.Send(healingSpot.ObjectId, healingSpot.Value.Coord, new SkillCast(70000018, 1, 0, 1)));
            }

            foreach (IFieldObject <Instrument> instrument in State.Instruments.Values)
            {
                if (instrument.Value.Improvise)
                {
                    sender.Send(InstrumentPacket.StartImprovise(instrument));
                }
                else
                {
                    sender.Send(InstrumentPacket.PlayScore(instrument));
                }
            }

            List <BreakableObject> breakables = new List <BreakableObject>();

            breakables.AddRange(State.BreakableActors.Values.ToList());
            breakables.AddRange(State.BreakableNifs.Values.ToList());
            sender.Send(BreakablePacket.LoadBreakables(breakables));

            List <TriggerObject> triggerObjects = new List <TriggerObject>();

            triggerObjects.AddRange(State.TriggerMeshes.Values.ToList());
            triggerObjects.AddRange(State.TriggerEffects.Values.ToList());
            triggerObjects.AddRange(State.TriggerCameras.Values.ToList());
            triggerObjects.AddRange(State.TriggerActors.Values.ToList());
            triggerObjects.AddRange(State.TriggerCubes.Values.ToList());
            triggerObjects.AddRange(State.TriggerLadders.Values.ToList());
            triggerObjects.AddRange(State.TriggerRopes.Values.ToList());
            triggerObjects.AddRange(State.TriggerSounds.Values.ToList());
            sender.Send(TriggerPacket.LoadTriggers(triggerObjects));
            State.AddPlayer(player);

            if (MapLoopTask == null)
            {
                MapLoopTask = StartMapLoop(); //TODO: find a better place to initialise MapLoopTask
            }

            // Broadcast new player to all players in map
            Broadcast(session =>
            {
                session.Send(FieldPacket.AddPlayer(player));
                session.Send(FieldObjectPacket.LoadPlayer(player));
            });
        }
        public override void Handle(GameSession session, PacketReader packet)
        {
            packet.ReadInt(); // ?

            // Liftable: 00 00 00 00 00
            // SendBreakable
            // Self
            session.EnterField(session.Player.MapId);
            session.Send(FieldObjectPacket.SetStats(session.FieldPlayer));
            session.Send(EmotePacket.LoadEmotes());

            // Normally skill layout would be loaded from a database
            QuickSlot arrowStream  = QuickSlot.From(10500001);
            QuickSlot arrowBarrage = QuickSlot.From(10500011);
            QuickSlot eagleGlide   = QuickSlot.From(10500151);
            QuickSlot testSkill    = QuickSlot.From(10500153);

            if (session.Player.GameOptions.TryGetHotbar(0, out Hotbar mainHotbar))
            {
                /*
                 * mainHotbar.MoveQuickSlot(4, arrowStream);
                 * mainHotbar.MoveQuickSlot(5, arrowBarrage);
                 * mainHotbar.MoveQuickSlot(6, eagleGlide);
                 * mainHotbar.MoveQuickSlot(7, testSkill);
                 */
                session.Send(KeyTablePacket.SendHotbars(session.Player.GameOptions));
            }

            // Add catalysts for testing

            var item = new Item(40100001)
            {
                Amount = 99999
            };
            var item2 = new Item(40100001)
            {
                Amount = 90000
            };
            var item3 = new Item(40100001)
            {
                Amount = 10000
            };

            InventoryController.Add(session, item);
            InventoryController.Add(session, item2);
            InventoryController.Add(session, item3);

            //Add mail for testing
            //System mail without any item
            Mail sysMail = new Mail
                           (
                101,
                session.Player.CharacterId,
                "50000002",
                "",
                "",
                0,
                DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
                null
                           );

            // System mail with an item
            List <Item> items = new List <Item>
            {
                new Item(20302228)
                {
                    CreationTime = DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
                    Owner        = session.Player,
                    Amount       = 10
                }
            };
            Mail sysItemMail = new Mail
                               (
                101,
                session.Player.CharacterId,
                "53000042",
                "",
                "",
                0,
                DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
                items
                               );

            // Regular mail
            Mail regMail = new Mail
                           (
                1,
                session.Player.CharacterId,
                session.Player.Name,
                "Test Title",
                "Test Body",
                0,
                DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
                null
                           );

            session.Player.Mailbox.AddOrUpdate(sysItemMail);
            session.Player.Mailbox.AddOrUpdate(sysMail);
            session.Player.Mailbox.AddOrUpdate(regMail);
        }
Beispiel #19
0
        public void AddPlayer(GameSession sender, IFieldObject <Player> player)
        {
            Debug.Assert(player.ObjectId > 0, "Player was added to field without initialized objectId.");
            player.Coord       = player.Value.Coord;
            player.Value.MapId = MapId;
            // TODO: Determine new coordinates for player as well
            lock (Sessions)
            {
                Sessions.Add(sender);
            }

            // TODO: Send the initialization state of the field
            foreach (IFieldObject <Player> existingPlayer in State.Players.Values)
            {
                sender.Send(FieldPacket.AddPlayer(existingPlayer));
                sender.Send(FieldObjectPacket.LoadPlayer(existingPlayer));
            }
            foreach (IFieldObject <Item> existingItem in State.Items.Values)
            {
                sender.Send(FieldPacket.AddItem(existingItem, 123456));
            }
            foreach (IFieldObject <Npc> existingNpc in State.Npcs.Values)
            {
                sender.Send(FieldPacket.AddNpc(existingNpc));
                sender.Send(FieldObjectPacket.LoadNpc(existingNpc));
            }
            foreach (IFieldObject <Portal> existingPortal in State.Portals.Values)
            {
                sender.Send(FieldPacket.AddPortal(existingPortal));
            }
            foreach (IFieldObject <Mob> existingMob in State.Mobs.Values)
            {
                sender.Send(FieldPacket.AddMob(existingMob));
                sender.Send(FieldObjectPacket.LoadMob(existingMob));
            }
            if (State.InteractObjects.Values.Count > 0)
            {
                ICollection <IFieldObject <InteractObject> > balloons = State.InteractObjects.Values.Where(x => x.Value.Type == InteractObjectType.AdBalloon).ToList();
                if (balloons.Count > 0)
                {
                    foreach (IFieldObject <InteractObject> balloon in balloons)
                    {
                        sender.Send(InteractObjectPacket.AddAdBallons(balloon));
                    }
                }
                ICollection <IFieldObject <InteractObject> > objects = State.InteractObjects.Values.Where(x => x.Value.Type != InteractObjectType.AdBalloon).ToList();
                if (objects.Count > 0)
                {
                    sender.Send(InteractObjectPacket.AddInteractObjects(objects));
                }
            }
            if (State.Cubes.Values.Count > 0)
            {
                sender.Send(CubePacket.LoadCubes(State.Cubes.Values));
            }
            foreach (IFieldObject <GuideObject> guide in State.Guide.Values)
            {
                sender.Send(GuideObjectPacket.Add(guide));
            }

            foreach (IFieldObject <HealingSpot> healingSpot in State.HealingSpots.Values)
            {
                sender.Send(RegionSkillPacket.Send(healingSpot.ObjectId, healingSpot.Value.Coord, new SkillCast(70000018, 1, 0, 1)));
            }

            foreach (IFieldObject <Instrument> instrument in State.Instruments.Values)
            {
                if (instrument.Value.Improvise)
                {
                    sender.Send(InstrumentPacket.StartImprovise(instrument));
                }
                else
                {
                    sender.Send(InstrumentPacket.PlayScore(instrument));
                }
            }

            State.AddPlayer(player);

            if (!State.HealingSpots.IsEmpty)
            {
                if (HealingSpotThread == null)
                {
                    HealingSpotThread = StartHealingSpot();
                }
            }

            // Broadcast new player to all players in map
            Broadcast(session =>
            {
                session.Send(FieldPacket.AddPlayer(player));
                session.Send(FieldObjectPacket.LoadPlayer(player));
            });
        }
Beispiel #20
0
        public void AddPlayer(GameSession sender, IFieldObject <Player> player)
        {
            Debug.Assert(player.ObjectId > 0, "Player was added to field without initialized objectId.");
            player.Coord       = player.Value.Coord;
            player.Value.MapId = MapId;
            // TODO: Determine new coordinates for player as well
            lock (Sessions)
            {
                Sessions.Add(sender);
            }

            // TODO: Send the initialization state of the field
            foreach (IFieldObject <Player> existingPlayer in State.Players.Values)
            {
                sender.Send(FieldPacket.AddPlayer(existingPlayer));
                sender.Send(FieldObjectPacket.LoadPlayer(existingPlayer));
            }

            State.AddPlayer(player);
            // Broadcast new player to all players in map
            Broadcast(session =>
            {
                session.Send(FieldPacket.AddPlayer(player));
                session.Send(FieldObjectPacket.LoadPlayer(player));
            });

            foreach (IFieldObject <Item> existingItem in State.Items.Values)
            {
                sender.Send(FieldPacket.AddItem(existingItem, 123456));
            }
            foreach (IFieldObject <Npc> existingNpc in State.Npcs.Values)
            {
                sender.Send(FieldPacket.AddNpc(existingNpc));
                sender.Send(FieldObjectPacket.LoadNpc(existingNpc));
            }
            foreach (IFieldObject <Portal> existingPortal in State.Portals.Values)
            {
                sender.Send(FieldPacket.AddPortal(existingPortal));
            }
            foreach (IFieldObject <Mob> existingMob in State.Mobs.Values)
            {
                sender.Send(FieldPacket.AddMob(existingMob));
                sender.Send(FieldObjectPacket.LoadMob(existingMob));
            }

            if (player.Value.MapId == (int)Map.PrivateResidence && !player.Value.IsInDecorPlanner)
            {
                // Send function cubes
                List <Cube> functionCubes = State.Cubes.Values.Where(x => x.Value.PlotNumber == 1 &&
                                                                     (x.Value.Item.HousingCategory is ItemHousingCategory.Farming or ItemHousingCategory.Ranching))
                                            .Select(x => x.Value).ToList();

                if (functionCubes.Count > 0)
                {
                    sender.Send(FunctionCubePacket.SendCubes(functionCubes));
                }
            }

            foreach (IFieldObject <GuideObject> guide in State.Guide.Values)
            {
                sender.Send(GuideObjectPacket.Add(guide));
            }

            foreach (IFieldObject <HealingSpot> healingSpot in State.HealingSpots.Values)
            {
                sender.Send(RegionSkillPacket.Send(healingSpot.ObjectId, healingSpot.Value.Coord, new SkillCast(70000018, 1, 0, 1)));
            }

            foreach (IFieldObject <Instrument> instrument in State.Instruments.Values)
            {
                if (instrument.Value.Improvise)
                {
                    sender.Send(InstrumentPacket.StartImprovise(instrument));
                }
                else
                {
                    sender.Send(InstrumentPacket.PlayScore(instrument));
                }
            }

            List <BreakableObject> breakables = new List <BreakableObject>();

            breakables.AddRange(State.BreakableActors.Values.ToList());
            breakables.AddRange(State.BreakableNifs.Values.ToList());
            sender.Send(BreakablePacket.LoadBreakables(breakables));

            List <InteractObject> interactObjects = new List <InteractObject>();

            interactObjects.AddRange(State.InteractObjects.Values.Where(t => t is not AdBalloon).ToList());
            sender.Send(InteractObjectPacket.LoadInteractObject(interactObjects));

            List <AdBalloon> adBalloons = new List <AdBalloon>();

            adBalloons.AddRange(State.InteractObjects.Values.OfType <AdBalloon>().ToList());
            foreach (AdBalloon balloon in adBalloons)
            {
                sender.Send(InteractObjectPacket.LoadAdBallon(balloon));
            }

            List <TriggerObject> triggerObjects = new List <TriggerObject>();

            triggerObjects.AddRange(State.TriggerMeshes.Values.ToList());
            triggerObjects.AddRange(State.TriggerEffects.Values.ToList());
            triggerObjects.AddRange(State.TriggerCameras.Values.ToList());
            triggerObjects.AddRange(State.TriggerActors.Values.ToList());
            triggerObjects.AddRange(State.TriggerCubes.Values.ToList());
            triggerObjects.AddRange(State.TriggerLadders.Values.ToList());
            triggerObjects.AddRange(State.TriggerRopes.Values.ToList());
            triggerObjects.AddRange(State.TriggerSounds.Values.ToList());
            sender.Send(TriggerPacket.LoadTriggers(triggerObjects));

            if (MapLoopTask == null)
            {
                MapLoopTask = StartMapLoop(); //TODO: find a better place to initialise MapLoopTask
            }
        }