Beispiel #1
0
        public static void HandleHouseSelect(Session session, bool confirmed, params string[] parameters)
        {
            if (!int.TryParse(parameters[0], out var houseIdx))
            {
                return;
            }

            // ensure current multihouse owner
            if (!session.Player.IsMultiHouseOwner(false))
            {
                log.Warn($"{session.Player.Name} tried to /house-select {houseIdx}, but they are not currently a multi-house owner!");
                return;
            }

            // get house info for this index
            var multihouses = session.Player.GetMultiHouses();

            if (houseIdx < 1 || houseIdx > multihouses.Count)
            {
                session.Network.EnqueueSend(new GameMessageSystemChat($"Please enter a number between 1 and {multihouses.Count}.", ChatMessageType.Broadcast));
                return;
            }

            var keepHouse = multihouses[houseIdx - 1];

            // show confirmation popup
            if (!confirmed)
            {
                var houseType = $"{keepHouse.HouseType}".ToLower();;
                var loc       = HouseManager.GetCoords(keepHouse.SlumLord.Location);

                var msg = $"Are you sure you want to keep the {houseType} at\n{loc}?";
                session.Player.ConfirmationManager.EnqueueSend(new Confirmation_Custom(session.Player.Guid, () => HandleHouseSelect(session, true, parameters)), msg);
                return;
            }

            // house to keep confirmed, abandon the other houses
            var abandonHouses = new List <House>(multihouses);

            abandonHouses.RemoveAt(houseIdx - 1);

            foreach (var abandonHouse in abandonHouses)
            {
                var house = session.Player.GetHouse(abandonHouse.Guid.Full);

                HouseManager.HandleEviction(house, house.HouseOwner ?? 0, true);
            }

            // set player properties for house to keep
            var player = PlayerManager.FindByGuid(keepHouse.HouseOwner ?? 0, out bool isOnline);

            if (player == null)
            {
                log.Error($"{session.Player.Name}.HandleHouseSelect({houseIdx}) - couldn't find HouseOwner {keepHouse.HouseOwner} for {keepHouse.Name} ({keepHouse.Guid})");
                return;
            }

            player.HouseId       = keepHouse.HouseId;
            player.HouseInstance = keepHouse.Guid.Full;

            player.SaveBiotaToDatabase();

            // update house panel for current player
            var actionChain = new ActionChain();

            actionChain.AddDelaySeconds(3.0f);  // wait for slumlord inventory biotas above to save
            actionChain.AddAction(session.Player, session.Player.HandleActionQueryHouse);
            actionChain.EnqueueChain();

            Console.WriteLine("OK");
        }