Beispiel #1
0
        /// <summary>
        /// Launches a projectile from player to target
        /// </summary>
        public WorldObject LaunchProjectile(WorldObject weapon, WorldObject ammo, WorldObject target, out float time)
        {
            var proj = WorldObjectFactory.CreateNewWorldObject(ammo.WeenieClassId);

            proj.ProjectileSource = this;
            proj.ProjectileTarget = target;

            proj.ProjectileLauncher = weapon;

            var matchIndoors = Location.Indoors == target.Location.Indoors;
            var origin       = matchIndoors ? Location.ToGlobal() : Location.Pos;

            origin.Z += Height;

            var dest = matchIndoors ? target.Location.ToGlobal() : target.Location.Pos;

            dest.Z += target.Height / GetAimHeight(target);

            var speed = 35.0f;  // TODO: get correct speed
            var dir   = GetDir2D(origin, dest);

            origin += dir * 2.0f;

            var velocity = GetProjectileVelocity(target, origin, dir, dest, speed, out time);

            proj.Velocity = velocity;

            proj.Location = matchIndoors ? Location.FromGlobal(origin) : new Position(Location.Cell, origin, Location.Rotation);
            if (!matchIndoors)
            {
                proj.Location.LandblockId = new LandblockId(proj.Location.GetCell());
            }

            SetProjectilePhysicsState(proj, target);

            var result = LandblockManager.AddObject(proj);

            if (proj.PhysicsObj == null)
            {
                return(null);
            }

            var player   = this as Player;
            var pkStatus = player?.PlayerKillerStatus ?? PlayerKillerStatus.Creature;

            proj.EnqueueBroadcast(new GameMessagePublicUpdatePropertyInt(proj, PropertyInt.PlayerKillerStatus, (int)pkStatus));
            proj.EnqueueBroadcast(new GameMessageScript(proj.Guid, ACE.Entity.Enum.PlayScript.Launch, 0f));

            // detonate point-blank projectiles immediately

            /*var radsum = target.PhysicsObj.GetRadius() + proj.PhysicsObj.GetRadius();
             * var dist = Vector3.Distance(origin, dest);
             * if (dist < radsum)
             * {
             *  Console.WriteLine($"Point blank");
             *  proj.OnCollideObject(target);
             * }*/

            return(proj);
        }
Beispiel #2
0
        private List <WorldObject> CreatePayoutCoinStacks(int amount)
        {
            const uint coinWeenieId = 273;

            var coinStacks = new List <WorldObject>();

            while (amount > 0)
            {
                var currencyStack = WorldObjectFactory.CreateNewWorldObject(coinWeenieId);

                // payment contains a max stack
                if (currencyStack.MaxStackSize <= amount)
                {
                    currencyStack.SetStackSize(currencyStack.MaxStackSize);
                    coinStacks.Add(currencyStack);
                    amount -= currencyStack.MaxStackSize.Value;
                }
                else // not a full stack
                {
                    currencyStack.SetStackSize(amount);
                    coinStacks.Add(currencyStack);
                    amount -= amount;
                }
            }

            return(coinStacks);
        }
Beispiel #3
0
        /// <summary>
        /// Spawns the semi-randomized monsters scattered around the outdoors<para />
        /// This will be called from a separate task from our constructor. Use thread safety when interacting with this landblock.
        /// </summary>
        private void SpawnEncounters()
        {
            // get the encounter spawns for this landblock
            var encounters = DatabaseManager.World.GetCachedEncountersByLandblock(Id.Landblock);

            foreach (var encounter in encounters)
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(encounter.WeenieClassId);

                if (wo == null)
                {
                    continue;
                }

                var xPos = encounter.CellX * 24.0f;
                var yPos = encounter.CellY * 24.0f;

                var pos = new Physics.Common.Position();
                pos.ObjCellID = (uint)(Id.Landblock << 16) | 1;
                pos.Frame     = new Physics.Animation.AFrame(new Vector3(xPos, yPos, 0), Quaternion.Identity);
                pos.adjust_to_outside();

                pos.Frame.Origin.Z = _landblock.GetZ(pos.Frame.Origin);

                wo.Location = new Position(pos.ObjCellID, pos.Frame.Origin, pos.Frame.Orientation);

                actionQueue.EnqueueAction(new ActionEventDelegate(() =>
                {
                    AddWorldObject(wo);
                }));
            }
        }
Beispiel #4
0
        public House(uint slumlord_id, Player player)
        {
            Player = player;

            var house = new HouseData();

            var instance = DatabaseManager.World.GetLandblockInstanceByGuid(slumlord_id);

            if (instance == null)
            {
                return;
            }

            house.Position = new Position(instance.ObjCellId, instance.OriginX, instance.OriginY, instance.OriginZ, instance.AnglesX, instance.AnglesY, instance.AnglesZ, instance.AnglesW);
            house.Type     = HouseType.Cottage;

            var SlumLord = (SlumLord)WorldObjectFactory.CreateNewWorldObject(instance.WeenieClassId);

            if (SlumLord == null)
            {
                Console.WriteLine($"House constructor({slumlord_id:X8}): couldn't build slumlord");
                return;
            }

            house.SetBuyItems(SlumLord.GetBuyItems());
            house.SetRentItems(SlumLord.GetRentItems());

            house.BuyTime  = (uint)(player.HousePurchaseTimestamp ?? 0);
            house.RentTime = GetRentTimestamp();

            HouseData = house;
        }
        public void GenerateWieldList_CreateObject(BiotaPropertiesCreateList item, bool useRNG)
        {
            var wo = WorldObjectFactory.CreateNewWorldObject(item.WeenieClassId);

            if (wo != null)
            {
                if (item.Palette > 0)
                {
                    wo.PaletteTemplate = item.Palette;
                }

                if (!useRNG && item.Shade > 0)
                {
                    wo.Shade = item.Shade;
                }

                //TryAddToInventory(wo);

                if (wo.ValidLocations != null)
                {
                    var equipped = TryWieldObject(wo, (EquipMask)wo.ValidLocations);
                    //Console.WriteLine($"{Name} tried to equip {wo.Name}, result {equipped}");
                }
            }
        }
Beispiel #6
0
        /// <summary>
        /// Launches a projectile from player to target
        /// </summary>
        public WorldObject LaunchProjectile(WorldObject weapon, WorldObject ammo, WorldObject target, Vector3 origin, Quaternion orientation, Vector3 velocity)
        {
            var player = this as Player;

            if (!velocity.IsValid())
            {
                if (player != null)
                {
                    player.SendWeenieError(WeenieError.YourAttackMisfired);
                }

                return(null);
            }

            var proj = WorldObjectFactory.CreateNewWorldObject(ammo.WeenieClassId);

            proj.ProjectileSource = this;
            proj.ProjectileTarget = target;

            proj.ProjectileLauncher = weapon;

            proj.Location = new Position(Location.ObjCellID, origin, orientation, false, Location.Instance);

            SetProjectilePhysicsState(proj, target, velocity);

            var success = LandblockManager.AddObject(proj);

            if (!success || proj.PhysicsObj == null)
            {
                if (!proj.HitMsg && player != null)
                {
                    player.Session.Network.EnqueueSend(new GameMessageSystemChat("Your missile attack hit the environment.", ChatMessageType.Broadcast));
                }

                return(null);
            }

            if (!IsProjectileVisible(proj))
            {
                proj.OnCollideEnvironment();
                return(null);
            }

            var pkStatus = player?.PlayerKillerStatus ?? PlayerKillerStatus.Creature;

            proj.EnqueueBroadcast(new GameMessagePublicUpdatePropertyInt(proj, PropertyInt.PlayerKillerStatus, (int)pkStatus));
            proj.EnqueueBroadcast(new GameMessageScript(proj.Guid, PlayScript.Launch, 0f));

            // detonate point-blank projectiles immediately

            /*var radsum = target.PhysicsObj.GetRadius() + proj.PhysicsObj.GetRadius();
             * var dist = Vector3.Distance(origin, dest);
             * if (dist < radsum)
             * {
             *  Console.WriteLine($"Point blank");
             *  proj.OnCollideObject(target);
             * }*/

            return(proj);
        }
Beispiel #7
0
        private List <WorldObject> SpendCurrency(uint amount, WeenieType type)
        {
            if (CoinValue - amount >= 0)
            {
                List <WorldObject> currency = new List <WorldObject>();
                currency.AddRange(GetInventoryItemsOfTypeWeenieType(type));
                currency = currency.OrderBy(o => o.Value).ToList();

                List <WorldObject> cost = new List <WorldObject>();
                uint payment            = 0;

                WorldObject changeobj = WorldObjectFactory.CreateNewWorldObject(273);
                uint        change    = 0;

                foreach (WorldObject wo in currency)
                {
                    if (payment + wo.StackSize.Value <= amount)
                    {
                        // add to payment
                        payment = payment + (uint)wo.StackSize.Value;
                        cost.Add(wo);
                    }
                    else if (payment + wo.StackSize.Value > amount)
                    {
                        // add payment
                        payment = payment + (uint)wo.StackSize.Value;
                        cost.Add(wo);
                        // calculate change
                        if (payment > amount)
                        {
                            change = payment - amount;
                            // add new change object.
                            changeobj.StackSize = (ushort)change;
                            wo.StackSize       -= (ushort)change;
                        }
                        break;
                    }
                    else if (payment == amount)
                    {
                        break;
                    }
                }

                // destroy all stacks of currency required / sale
                foreach (WorldObject wo in cost)
                {
                    TryConsumeFromInventoryWithNetworking(wo);
                }

                // if there is change - readd - do this at the end to try to prevent exploiting
                if (change > 0)
                {
                    TryCreateInInventoryWithNetworking(changeobj);
                }

                UpdateCurrencyClientCalculations(WeenieType.Coin);
                return(cost);
            }
            return(null);
        }
Beispiel #8
0
        // ******************************************************************* OLD CODE BELOW ********************************
        // ******************************************************************* OLD CODE BELOW ********************************
        // ******************************************************************* OLD CODE BELOW ********************************
        // ******************************************************************* OLD CODE BELOW ********************************
        // ******************************************************************* OLD CODE BELOW ********************************
        // ******************************************************************* OLD CODE BELOW ********************************
        // ******************************************************************* OLD CODE BELOW ********************************

        public void GenerateWieldList()
        {
            foreach (var item in Biota.BiotaPropertiesCreateList.Where(x => x.DestinationType == (int)DestinationType.Wield))
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(item.WeenieClassId);

                if (wo != null)
                {
                    if (item.Palette > 0)
                    {
                        wo.PaletteTemplate = item.Palette;
                    }

                    if (item.Shade > 0)
                    {
                        wo.Shade = item.Shade;
                    }

                    if (wo.ValidLocations != null)
                    {
                        TryEquipObject(wo, (int)wo.ValidLocations.Value);
                    }
                }
            }

            //if (EquippedObjects != null)
            //    UpdateBaseAppearance(); todo see CalculateObjDesc()
        }
        public List <WorldObject> GetCreateList(DestinationType type)
        {
            var items = new List <WorldObject>();

            foreach (var item in Biota.BiotaPropertiesCreateList.Where(x => x.DestinationType == (int)type))
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(item.WeenieClassId);

                if (item.Palette > 0)
                {
                    wo.PaletteTemplate = item.Palette;
                }

                if (item.Shade > 0)
                {
                    wo.Shade = item.Shade;
                }

                if (item.StackSize > 0)
                {
                    wo.SetStackSize(item.StackSize);
                }

                items.Add(wo);
            }
            return(items);
        }
Beispiel #10
0
        public WorldObject CreateWieldedTreasure(TreasureWielded item)
        {
            var wo = WorldObjectFactory.CreateNewWorldObject(item.WeenieClassId);

            if (wo == null)
            {
                return(null);
            }

            if (item.PaletteId > 0)
            {
                wo.PaletteTemplate = (int)item.PaletteId;
            }

            if (item.Shade > 0)
            {
                wo.Shade = item.Shade;
            }

            if (item.StackSize > 0)
            {
                var stackSize = item.StackSize;

                var hasVariance = item.StackSizeVariance > 0;
                if (hasVariance)
                {
                    var minStack = (int)Math.Max(Math.Round(item.StackSize * item.StackSizeVariance), 1);
                    var maxStack = item.StackSize;
                    stackSize = ThreadSafeRandom.Next(minStack, maxStack);
                }
                wo.SetStackSize(stackSize);
            }
            return(wo);
        }
Beispiel #11
0
        public static void HandleSplits(Session session, params string[] parameters)
        {
            HashSet <uint> splitsTest = new HashSet <uint>()
            {
                237, 300, 690, 20630, 20631, 37155, 31198
            };
            ActionChain chain = new ActionChain();

            chain.AddAction(session.Player, () =>
            {
                foreach (uint weenieId in splitsTest)
                {
                    WorldObject loot = WorldObjectFactory.CreateNewWorldObject(weenieId);
                    var valueEach    = loot.Value / loot.StackSize;
                    loot.StackSize   = loot.MaxStackSize;
                    loot.Value       = loot.StackSize * valueEach;
                    loot.ContainerId = session.Player.Guid.Full;
                    loot.Placement   = 0;
                    session.Player.AddToInventory(loot);
                    session.Player.TrackObject(loot);
                    session.Network.EnqueueSend(
                        new GameMessagePutObjectInContainer(session, session.Player.Guid, loot, 0),
                        new GameMessageUpdateInstanceId(loot.Guid, session.Player.Guid, PropertyInstanceId.Container));
                }
            });
            chain.EnqueueChain();
        }
        public static void HandleInv(Session session, params string[] parameters)
        {
            HashSet <uint> weaponsTest = new HashSet <uint>()
            {
                44, 45, 46, 15268, 15269, 15270, 15271, 12748, 5893, 136
            };

            foreach (uint weenieId in weaponsTest)
            {
                WorldObject loot = WorldObjectFactory.CreateNewWorldObject(weenieId);
                loot.ContainerId       = session.Player.Guid.Full;
                loot.PlacementPosition = 0;
                session.Player.AddToInventory(loot);
                session.Player.TrackObject(loot);
                ActionChain chain = new ActionChain();
                chain.AddDelaySeconds(0.25);
                ////session.Player.UpdatePlayerBurden();
                chain.AddAction(session.Player, () =>
                {
                    session.Network.EnqueueSend(
                        new GameMessagePutObjectInContainer(session, session.Player.Guid, loot, 0),
                        new GameMessageUpdateInstanceId(loot.Guid, session.Player.Guid, PropertyInstanceId.Container));
                });
                chain.EnqueueChain();
            }
        }
Beispiel #13
0
        private void GenerateContainList()
        {
            foreach (var item in Biota.BiotaPropertiesCreateList.Where(x => x.DestinationType == (sbyte)DestinationType.Contain || x.DestinationType == (sbyte)DestinationType.ContainTreasure))
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(item.WeenieClassId);

                if (wo == null)
                {
                    continue;
                }

                if (item.Palette > 0)
                {
                    wo.PaletteTemplate = item.Palette;
                }
                if (item.Shade > 0)
                {
                    wo.Shade = item.Shade;
                }
                if (item.StackSize > 1)
                {
                    wo.StackSize = (ushort)item.StackSize;
                }

                TryAddToInventory(wo);
            }
        }
Beispiel #14
0
        public void GenerateWieldList()
        {
            if (Biota.PropertiesCreateList == null)
            {
                return;
            }

            var wielded = Biota.PropertiesCreateList.Where(i => (i.DestinationType & DestinationType.Wield) != 0).ToList();

            var items = CreateListSelect(wielded);

            foreach (var item in items)
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(item);

                if (wo != null)
                {
                    TryAddToInventory(wo);
                }

                // handled in EquipInventoryItems()

                /*var equipped = false;
                 *
                 * if (wo.ValidLocations != null)
                 *  equipped = TryWieldObject(wo, (EquipMask)wo.ValidLocations);
                 *
                 * if (!equipped)*/
            }
        }
Beispiel #15
0
        /// <summary>
        /// Consumes the source weapon, and creates an intermediate tailoring kit
        /// to apply to the destination weapon
        /// </summary>
        public static void TailorWeapon(Player player, WorldObject source, WorldObject target)
        {
            //Console.WriteLine($"TailorWeapon({player.Name}, {source.Name}, {target.Name})");

            // ensure target is valid weapon
            if (!(target is MeleeWeapon) && !(target is MissileLauncher) && !(target is Caster))
            {
                player.SendUseDoneEvent(WeenieError.YouDoNotPassCraftingRequirements);
                return;
            }

            if (target is MeleeWeapon && target.W_WeaponType == WeaponType.Undef)
            {
                // 'difficult to master' weapons were not tailorable
                player.SendUseDoneEvent(WeenieError.YouDoNotPassCraftingRequirements);
                return;
            }

            // create intermediate weapon tailoring kit
            var wo = WorldObjectFactory.CreateNewWorldObject(51451);

            SetWeaponProperties(target, wo);

            player.Session.Network.EnqueueSend(new GameMessageSystemChat("You tailor the appearance off the weapon.", ChatMessageType.Broadcast));

            Finalize(player, source, target, wo);
        }
Beispiel #16
0
        /// <summary>
        /// Consumes the source weapon, and creates an intermediate tailoring kit
        /// to apply to the destination weapon
        /// </summary>
        public static void TailorWeapon(Player player, WorldObject source, WorldObject target)
        {
            //Console.WriteLine($"TailorWeapon({player.Name}, {source.Name}, {target.Name})");

            // ensure target is valid weapon
            if (!(target is MeleeWeapon) && !(target is MissileLauncher) && !(target is Caster))
            {
                player.SendUseDoneEvent(WeenieError.YouDoNotPassCraftingRequirements);
                return;
            }

            // create intermediate weapon tailoring kit
            var wo = WorldObjectFactory.CreateNewWorldObject(51451);

            SetCommonProperties(target, wo);

            if (target is MeleeWeapon)
            {
                wo.W_WeaponType = target.W_WeaponType;
            }
            else if (target is MissileLauncher)
            {
                wo.DefaultCombatStyle = target.DefaultCombatStyle;
            }

            wo.W_DamageType = target.W_DamageType;
            wo.ObjScale     = target.ObjScale;

            Finalize(player, source, target, wo);
        }
Beispiel #17
0
        public List <WorldObject> GetCreateListForSlumLord(DestinationType type)
        {
            var items = new List <WorldObject>();

            foreach (var item in Biota.PropertiesCreateList.Where(x => x.DestinationType == type))
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(item.WeenieClassId);

                if (item.Palette > 0)
                {
                    wo.PaletteTemplate = item.Palette;
                }

                if (item.Shade > 0)
                {
                    wo.Shade = item.Shade;
                }

                if (item.StackSize > 0)
                {
                    if (wo is Stackable)
                    {
                        wo.SetStackSize(item.StackSize);
                    }
                    else
                    {
                        wo.StackSize = item.StackSize;  // item isn't a stackable object, but we want multiples of it while not displaying multiple single items in the profile. Munge stacksize to get us there.
                    }
                }

                items.Add(wo);
            }
            return(items);
        }
Beispiel #18
0
        public void GenerateWieldList()
        {
            if (Biota.PropertiesCreateList == null)
            {
                return;
            }

            var wielded = Biota.PropertiesCreateList.Where(i => (i.DestinationType & DestinationType.Wield) != 0).ToList();

            var items = CreateListSelect(wielded);

            foreach (var item in items)
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(item);

                if (wo == null)
                {
                    continue;
                }

                //if (wo.ValidLocations == null || (ItemCapacity ?? 0) > 0)
                TryAddToInventory(wo);
                //else
                //TryWieldObject(wo, (EquipMask)wo.ValidLocations);
            }
        }
Beispiel #19
0
        public void GenerateContainList()
        {
            if (Biota.PropertiesCreateList == null)
            {
                return;
            }

            foreach (var item in Biota.PropertiesCreateList.Where(x => x.DestinationType == DestinationType.Contain || x.DestinationType == DestinationType.ContainTreasure))
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(item.WeenieClassId);

                if (wo == null)
                {
                    continue;
                }

                if (item.Palette > 0)
                {
                    wo.PaletteTemplate = item.Palette;
                }
                if (item.Shade > 0)
                {
                    wo.Shade = item.Shade;
                }
                if (item.StackSize > 1)
                {
                    wo.SetStackSize(item.StackSize);
                }

                TryAddToInventory(wo);
            }
        }
        public static void HandleWeapons(Session session, params string[] parameters)
        {
            HashSet <uint> weaponsTest = new HashSet <uint>()
            {
                93, 127, 130, 136, 136, 136, 148, 300, 307, 311, 326, 338, 348, 350, 7765, 12748, 12463, 31812
            };

            ////HashSet<uint> weaponsTest = new HashSet<uint>() { (uint)TestWeenieClassIds.Pants,
            ////                                                  (uint)TestWeenieClassIds.Tunic,
            ////                                                  (uint)TestWeenieClassIds.TrainingWand,
            ////                                                  (uint)TestWeenieClassIds.ColoBackpack };
            foreach (uint weenieId in weaponsTest)
            {
                WorldObject loot = WorldObjectFactory.CreateNewWorldObject(weenieId);
                loot.ContainerId       = session.Player.Guid.Full;
                loot.PlacementPosition = 0;
                // TODO: Og II
                // Need this hack because weenies are not cleaned up.   Can be removed once weenies are fixed.
                loot.WielderId = null;
                loot.CurrentWieldedLocation = null;

                session.Player.AddToInventory(loot);
                session.Player.TrackObject(loot);
                ////session.Player.UpdatePlayerBurden();
                session.Network.EnqueueSend(
                    new GameMessagePutObjectInContainer(session, session.Player.Guid, loot, 0),
                    new GameMessageUpdateInstanceId(loot.Guid, session.Player.Guid, PropertyInstanceId.Container));
            }
            // Force a save for our test items.   Og II
            // DatabaseManager.Shard.SaveObject(session.Player.GetSavableCharacter(), null);
        }
Beispiel #21
0
        public void GenerateWieldList()
        {
            var wielded = Biota.BiotaPropertiesCreateList.Where(i => (i.DestinationType & (int)DestinationType.Wield) != 0).ToList();

            var items = CreateListSelect(wielded);

            foreach (var item in items)
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(item);

                if (wo == null)
                {
                    continue;
                }

                var equipped = false;

                if (wo.ValidLocations != null)
                {
                    equipped = TryWieldObject(wo, (EquipMask)wo.ValidLocations);
                }

                if (!equipped)
                {
                    TryAddToInventory(wo);
                }
            }
        }
Beispiel #22
0
        /// <summary>
        /// Load Inventory for default items from database table / assignes default objects.
        /// </summary>
        private void LoadInventory()
        {
            // Load Vendor Inventory from database.
            if (!inventoryloaded)
            {
                foreach (var item in Biota.BiotaPropertiesCreateList.Where(x => x.DestinationType == (int)DestinationType.Shop))
                {
                    WorldObject wo = WorldObjectFactory.CreateNewWorldObject(item.WeenieClassId);

                    if (wo != null)
                    {
                        if (item.Palette > 0)
                        {
                            wo.PaletteTemplate = item.Palette;
                        }
                        if (item.Shade > 0)
                        {
                            wo.Shade = item.Shade;
                        }
                        wo.ContainerId = Guid.Full;
                        wo.CalculateObjDesc(); // i don't like firing this but this triggers proper icons, the way vendors load inventory feels off to me in this method.
                        defaultItemsForSale.Add(wo.Guid, wo);
                    }
                }

                inventoryloaded = true;
            }
        }
Beispiel #23
0
        public void GenerateWieldList()
        {
            foreach (var item in Biota.BiotaPropertiesCreateList.Where(x => x.DestinationType == (int)DestinationType.Wield || x.DestinationType == (int)DestinationType.WieldTreasure))
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(item.WeenieClassId);

                if (wo != null)
                {
                    if (item.Palette > 0)
                    {
                        wo.PaletteTemplate = item.Palette;
                    }

                    if (item.Shade > 0)
                    {
                        wo.Shade = item.Shade;
                    }

                    if (wo.ValidLocations != null)
                    {
                        TryEquipObject(wo, (int)wo.ValidLocations.Value);
                    }
                }
            }
        }
Beispiel #24
0
        /// <summary>
        /// Returns the full allegiance structure for any player
        /// </summary>
        /// <param name="player">A player at any level of an allegiance</param>
        public static Allegiance GetAllegiance(IPlayer player)
        {
            if (player == null)
            {
                return(null);
            }

            var monarch = GetMonarch(player);

            if (monarch == null)
            {
                return(null);
            }

            // is this allegiance already loaded / cached?
            if (Players.ContainsKey(monarch.Guid))
            {
                return(Players[monarch.Guid].Allegiance);
            }

            // try to load biota
            var allegianceID = DatabaseManager.Shard.BaseDatabase.GetAllegianceID(monarch.Guid.Full);
            var biota        = allegianceID != null?DatabaseManager.Shard.BaseDatabase.GetBiota(allegianceID.Value) : null;

            Allegiance allegiance;

            if (biota != null)
            {
                var entityBiota = ACE.Database.Adapter.BiotaConverter.ConvertToEntityBiota(biota);

                allegiance = new Allegiance(entityBiota);
            }
            else
            {
                allegiance = new Allegiance(monarch.Guid);
            }

            if (allegiance.TotalMembers == 1)
            {
                return(null);
            }

            if (biota == null)
            {
                allegiance           = WorldObjectFactory.CreateNewWorldObject("allegiance") as Allegiance;
                allegiance.MonarchId = monarch.Guid.Full;
                allegiance.Init(monarch.Guid);

                allegiance.SaveBiotaToDatabase();
            }

            AddPlayers(allegiance);

            //if (!Allegiances.ContainsKey(allegiance.Guid))
            //Allegiances.Add(allegiance.Guid, allegiance);
            Allegiances[allegiance.Guid] = allegiance;

            return(allegiance);
        }
Beispiel #25
0
        public void Init(Weenie weenie, ushort stackSize = 1)
        {
            var wo = WorldObjectFactory.CreateNewWorldObject(weenie.ClassName);

            wo.SetStackSize(stackSize);
            WeenieID = weenie.ClassId;
            Init(wo);
        }
Beispiel #26
0
        private static void CreateIOU(Player player, uint missingWeenieId)
        {
            var book = (Book)WorldObjectFactory.CreateNewWorldObject("parchment");

            book.SetProperties("IOU", "An IOU for a missing database object.", "Sorry about that chief...", "ACEmulator", "prewritten");
            book.AddPage(player.Guid.Full, "ACEmulator", "prewritten", false, $"{missingWeenieId}\n\nSorry but the database does not have a weenie for weenieClassId #{missingWeenieId} so in lieu of that here is an IOU for that item.");

            player.TryAddToInventory(book);
        }
Beispiel #27
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        public bool HandleUseCreateItem(Player player)
        {
            var amount = UseCreateQuantity ?? 1;

            var itemsToReceive = new ItemsToReceive(player);

            itemsToReceive.Add(UseCreateItem.Value, amount);

            if (itemsToReceive.PlayerExceedsLimits)
            {
                if (itemsToReceive.PlayerExceedsAvailableBurden)
                {
                    player.Session.Network.EnqueueSend(new GameEventCommunicationTransientString(player.Session, "You are too encumbered to use that!"));
                }
                else if (itemsToReceive.PlayerOutOfInventorySlots)
                {
                    player.Session.Network.EnqueueSend(new GameEventCommunicationTransientString(player.Session, "You do not have enough pack space to use that!"));
                }
                else if (itemsToReceive.PlayerOutOfContainerSlots)
                {
                    player.Session.Network.EnqueueSend(new GameEventCommunicationTransientString(player.Session, "You do not have enough container slots to use that!"));
                }

                return(false);
            }

            if (itemsToReceive.RequiredSlots > 0)
            {
                var remaining = amount;

                while (remaining > 0)
                {
                    var item = WorldObjectFactory.CreateNewWorldObject(UseCreateItem.Value);

                    if (item is Stackable)
                    {
                        var stackSize = Math.Min(remaining, item.MaxStackSize ?? 1);

                        item.SetStackSize(stackSize);
                        remaining -= stackSize;
                    }
                    else
                    {
                        remaining--;
                    }

                    player.TryCreateInInventoryWithNetworking(item);
                }
            }
            else
            {
                player.SendTransientError($"Unable to use {Name} at this time!");
                return(false);
            }
            return(true);
        }
Beispiel #28
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        /// <summary>
        /// Gives default ranged ammo if none in wielded treasure
        /// </summary>
        public void GiveAmmo()
        {
            var ammo = GetEquippedAmmo();

            if (ammo != null)
            {
                return;
            }

            ammo = WorldObjectFactory.CreateNewWorldObject(300);
            TryEquipObject(ammo, (int)EquipMask.MissileAmmo);

            SetChild(ammo, (int)ammo.CurrentWieldedLocation, out var placementId, out var parentLocation);
        }
Beispiel #29
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        private static void AddWeeniesToInventory(Session session, HashSet <uint> weenieIds)
        {
            foreach (uint weenieId in weenieIds)
            {
                var loot = WorldObjectFactory.CreateNewWorldObject(weenieId);

                if (loot == null) // weenie doesn't exist
                {
                    continue;
                }

                session.Player.TryCreateInInventoryWithNetworking(loot);
            }
        }
Beispiel #30
0
        /// <summary>
        /// Spawns the semi-randomized monsters scattered around the outdoors<para />
        /// This will be called from a separate task from our constructor. Use thread safety when interacting with this landblock.
        /// </summary>
        private void SpawnEncounters()
        {
            // get the encounter spawns for this landblock
            var encounters = DatabaseManager.World.GetCachedEncountersByLandblock(Id.Landblock);

            foreach (var encounter in encounters)
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(encounter.WeenieClassId);

                if (wo == null)
                {
                    continue;
                }

                var xPos = Math.Clamp(encounter.CellX * 24.0f, 0.5f, 191.5f);
                var yPos = Math.Clamp(encounter.CellY * 24.0f, 0.5f, 191.5f);

                var pos = new Physics.Common.Position();
                pos.ObjCellID = (uint)(Id.Landblock << 16) | 1;
                pos.Frame     = new Physics.Animation.AFrame(new Vector3(xPos, yPos, 0), Quaternion.Identity);
                pos.adjust_to_outside();

                pos.Frame.Origin.Z = _landblock.GetZ(pos.Frame.Origin);

                wo.Location = new Position(pos.ObjCellID, pos.Frame.Origin, pos.Frame.Orientation);

                var sortCell = LScape.get_landcell(pos.ObjCellID) as SortCell;
                if (sortCell != null && sortCell.has_building())
                {
                    continue;
                }

                if (PropertyManager.GetBool("override_encounter_spawn_rates").Item)
                {
                    wo.RegenerationInterval = PropertyManager.GetDouble("encounter_regen_interval").Item;

                    wo.ReinitializeHeartbeats();

                    foreach (var profile in wo.Biota.BiotaPropertiesGenerator)
                    {
                        profile.Delay = (float)PropertyManager.GetDouble("encounter_delay").Item;
                    }
                }

                actionQueue.EnqueueAction(new ActionEventDelegate(() =>
                {
                    AddWorldObject(wo);
                }));
            }
        }