public void MoveUser(int mapId, int triggerId, int boxId)
    {
        List <Character> players = Field.State.Players.Values.ToList();

        if (boxId != 0)
        {
            MapTriggerBox box = MapEntityMetadataStorage.GetTriggerBox(Field.MapId, boxId);
            if (box is null)
            {
                return;
            }

            players = players.Where(player => FieldManager.IsPlayerInBox(box, player)).ToList();
        }

        // move player back to return map
        if (mapId == 0 && triggerId == 0)
        {
            foreach (IFieldObject <Player> player in players)
            {
                player.Value.Warp(player.Value.ReturnMapId, player.Value.ReturnCoord);
            }

            return;
        }

        if (mapId == Field.MapId)
        {
            IFieldObject <Portal> portal = Field.State.Portals.Values.First(p => p.Value.Id == triggerId);
            foreach (IFieldObject <Player> player in players)
            {
                player.Value.Move(portal.Coord, portal.Rotation, isTrigger: true);
            }

            return;
        }

        CoordF    moveCoord;
        CoordF    moveRotation;
        MapPortal dstPortal = MapEntityMetadataStorage.GetPortals(mapId).FirstOrDefault(portal => portal.Id == triggerId);

        if (dstPortal == null)
        {
            MapPlayerSpawn spawn = MapEntityMetadataStorage.GetRandomPlayerSpawn(mapId);
            moveCoord    = spawn.Coord.ToFloat();
            moveRotation = spawn.Rotation.ToFloat();
        }
        else
        {
            moveCoord    = dstPortal.Coord.ToFloat();
            moveRotation = dstPortal.Rotation.ToFloat();
        }

        foreach (IFieldObject <Player> player in players)
        {
            player.Value.Warp(mapId, moveCoord, moveRotation, instanceId: 1);
        }
    }
Beispiel #2
0
    public MushkingRoyaleSession(int mapId)
    {
        MapPlayerSpawn spawn = MapEntityMetadataStorage.GetRandomPlayerSpawn(mapId);

        MapId         = mapId;
        SpawnPosition = spawn.Coord;
        SpawnRotation = spawn.Rotation;
        SessionId     = GameServer.MushkingRoyaleSessionManager.GetSessionId();
        InstanceId    = SessionId;
        GameServer.MushkingRoyaleSessionManager.AddSession(this);
    }
    public static void HandleCreateDungeon(GameSession session, PacketReader packet)
    {
        int    dungeonId  = packet.ReadInt();
        bool   groupEnter = packet.ReadBool();
        Player player     = session.Player;

        if (player.DungeonSessionId != -1)
        {
            session.SendNotice("Leave your current dungeon before opening another.");
            return;
        }

        int            dungeonLobbyId = DungeonStorage.GetDungeonByDungeonId(dungeonId).LobbyFieldId;
        MapPlayerSpawn spawn          = MapEntityMetadataStorage.GetRandomPlayerSpawn(dungeonLobbyId);

        DungeonSession dungeonSession = GameServer.DungeonManager.CreateDungeonSession(dungeonId, groupEnter ? DungeonType.Group : DungeonType.Solo);

        //TODO: Send packet that greys out enter alone / enter as party when already in a dungeon session (sendRoomDungeon packet/s).
        //the session belongs to the party leader
        if (groupEnter)
        {
            Party party = player.Party;
            if (party.DungeonSessionId != -1)
            {
                session.SendNotice("Need to reset dungeon before entering another instance");
                return;
            }
            foreach (Player member in party.Members)
            {
                if (member.DungeonSessionId != -1)
                {
                    session.SendNotice($"{member.Name} is still in a Dungeon Instance.");
                    return;
                }
            }
            party.DungeonSessionId = dungeonSession.SessionId;
            party.BroadcastPacketParty(PartyPacket.PartyHelp(dungeonId));
            //TODO: Update Party with dungeon Info via party packets (0d,0e and others are involved).
        }
        else // solo join dungeon
        {
            player.DungeonSessionId = dungeonSession.SessionId;
        }
        session.Player.Warp(dungeonLobbyId, instanceId: dungeonSession.DungeonInstanceId);
        //TODO: things after map is created here: spawn doctor npc.
        //This packet sets the banner in the dungeon that displays the dungeonname and the playersize it was created for.
        //party.BroadcastPacketParty(DungeonWaitPacket.Show(dungeonId, DungeonStorage.GetDungeonByDungeonId(dungeonId).MaxUserCount));
    }