Ejemplo n.º 1
0
        public TargetCategory GetTargetCategory(uint targetGuid, uint spellId, out WorldObject target)
        {
            // fellowship spell
            var spell = new Spell(spellId);

            if ((spell.Flags & SpellFlags.FellowshipSpell) != 0)
            {
                target = this;
                return(TargetCategory.Fellowship);
            }

            // direct landblock object
            target = CurrentLandblock?.GetObject(targetGuid);

            if (target != null)
            {
                return(targetGuid == Guid.Full ? TargetCategory.Self : TargetCategory.WorldObject);
            }

            // self-wielded
            target = GetEquippedItem(targetGuid);
            if (target != null)
            {
                return(TargetCategory.Wielded);
            }

            // inventory item
            target = GetInventoryItem(targetGuid);
            if (target != null)
            {
                return(TargetCategory.Inventory);
            }

            // other selectable wielded
            target = CurrentLandblock?.GetWieldedObject(targetGuid, true);
            if (target != null)
            {
                return(TargetCategory.Wielded);
            }

            // known trade objects
            var tradePartner = GetKnownTradeObj(new ObjectGuid(targetGuid));

            if (tradePartner != null)
            {
                target = tradePartner.GetEquippedItem(targetGuid);
                if (target != null)
                {
                    return(TargetCategory.Wielded);
                }

                target = tradePartner.GetInventoryItem(targetGuid);
                if (target != null)
                {
                    return(TargetCategory.Inventory);
                }
            }

            return(TargetCategory.Undef);
        }
Ejemplo n.º 2
0
        public void ExamineObject(ObjectGuid examinationId)
        {
            // TODO: Throttle this request?. The live servers did this, likely for a very good reason, so we should, too.

            if (examinationId.Full == 0)
            {
                // Deselect the formerly selected Target
                // selectedTarget = ObjectGuid.Invalid;
                RequestedAppraisalTarget = null;
                CurrentAppraisalTarget   = null;
                return;
            }

            // The object can be in two spots... on the player or on the landblock
            // First check the player
            // search packs
            WorldObject wo = GetInventoryItem(examinationId);

            // search wielded items
            if (wo == null)
            {
                wo = GetWieldedItem(examinationId);
            }

            // search interactive objects
            if (wo == null)
            {
                if (interactiveWorldObjects.ContainsKey(examinationId))
                {
                    wo = interactiveWorldObjects[examinationId];
                }
            }

            // if local, examine it
            if (wo != null)
            {
                wo.Examine(Session);
            }
            else
            {
                // examine item on landblock
                wo = CurrentLandblock?.GetObject(examinationId);
                if (wo != null)
                {
                    wo.Examine(Session);
                }
                else
                {
                    // search creature equipped weapons on nearby landblocks
                    wo = CurrentLandblock?.GetWieldedObject(examinationId);
                    if (wo != null)
                    {
                        wo.Examine(Session);
                    }
                    else
                    {
                        log.Warn("${Name} tried to appraise object {examinationId:X8}, couldn't find it");
                    }
                }
            }

            RequestedAppraisalTarget = examinationId.Full;
            CurrentAppraisalTarget   = examinationId.Full;
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Handles player targeted casting message
        /// </summary>
        public void HandleActionCastTargetedSpell(uint targetGuid, uint spellId)
        {
            var target         = CurrentLandblock?.GetObject(targetGuid);
            var targetCategory = TargetCategory.UnDef;

            if (target != null)
            {
                if (targetGuid == Guid.Full)
                {
                    targetCategory = TargetCategory.Self;
                }
                else
                {
                    targetCategory = TargetCategory.WorldObject;
                }
            }
            else
            {
                target = GetEquippedItem(targetGuid);
                if (target != null)
                {
                    targetCategory = TargetCategory.Wielded;
                }
                else
                {
                    target = GetInventoryItem(targetGuid);
                    if (target != null)
                    {
                        targetCategory = TargetCategory.Inventory;
                    }
                    else
                    {
                        target = CurrentLandblock?.GetWieldedObject(targetGuid);
                        if (target != null)
                        {
                            targetCategory = TargetCategory.Wielded;
                        }
                    }
                }
            }

            var spell = new Spell(spellId);

            if ((spell.Flags & SpellFlags.FellowshipSpell) != 0)
            {
                targetCategory = TargetCategory.Fellowship;
                target         = this;
            }

            if (target == null)
            {
                Session.Network.EnqueueSend(new GameEventUseDone(Session, WeenieError.TargetNotAcquired));
                return;
            }

            if (targetCategory != TargetCategory.WorldObject && targetCategory != TargetCategory.Wielded)
            {
                CreatePlayerSpell(target, targetCategory, spellId);
            }
            else
            {
                var rotateTarget = target;
                if (rotateTarget.WielderId != null)
                {
                    rotateTarget = CurrentLandblock?.GetObject(rotateTarget.WielderId.Value);
                }

                // turn if required
                var rotateTime  = Rotate(rotateTarget);
                var actionChain = new ActionChain();
                actionChain.AddDelaySeconds(rotateTime);

                actionChain.AddAction(this, () => CreatePlayerSpell(target, targetCategory, spellId));
                actionChain.EnqueueChain();
            }

            if (UnderLifestoneProtection)
            {
                LifestoneProtectionDispel();
            }
        }
Ejemplo n.º 4
0
        public void ExamineObject(uint examinationId)
        {
            // TODO: Throttle this request?. The live servers did this, likely for a very good reason, so we should, too.

            if (examinationId == 0)
            {
                // Deselect the formerly selected Target
                // selectedTarget = ObjectGuid.Invalid;
                RequestedAppraisalTarget = null;
                CurrentAppraisalTarget   = null;
                return;
            }

            // The object can be in two spots... on the player or on the landblock
            // First check the player
            // search packs
            WorldObject wo = GetInventoryItem(examinationId);

            // search wielded items
            if (wo == null)
            {
                wo = GetEquippedItem(examinationId);
            }

            // search interactive objects
            if (wo == null)
            {
                if (interactiveWorldObjects.ContainsKey(new ObjectGuid(examinationId)))
                {
                    wo = interactiveWorldObjects[new ObjectGuid(examinationId)];
                }
            }

            // if local, examine it
            if (wo != null)
            {
                Examine(wo);
            }
            else
            {
                // examine item on landblock
                wo = CurrentLandblock?.GetObject(examinationId);
                if (wo != null)
                {
                    Examine(wo);
                }
                else
                {
                    // search creature equipped weapons on nearby landblocks
                    wo = CurrentLandblock?.GetWieldedObject(examinationId);
                    if (wo != null)
                    {
                        Examine(wo);
                    }
                    else
                    {
                        // At this point, the object wasn't found.
                        // It could be that the object was teleported away before this request was processed
                        // It could also be a decal plugin requesting information for an object that is no longer in range

                        //log.Warn($"{Name} tried to appraise object {examinationId.Full:X8}, couldn't find it");
                    }
                }
            }

            RequestedAppraisalTarget = examinationId;
            CurrentAppraisalTarget   = examinationId;
        }