Ejemplo n.º 1
0
        public void OnNWNXChat()
        {
            NWPlayer pc      = _nwnxChat.GetSender().Object;
            string   newName = _nwnxChat.GetMessage();

            if (!CanHandleChat(pc, newName))
            {
                return;
            }

            _nwnxChat.SkipMessage();
            NWItem renameItem = pc.GetLocalObject("CRAFT_RENAMING_ITEM_OBJECT");

            pc.DeleteLocalInt("CRAFT_RENAMING_ITEM");
            pc.DeleteLocalObject("CRAFT_RENAMING_ITEM_OBJECT");

            if (!renameItem.IsValid)
            {
                pc.SendMessage("Cannot find the item you were renaming.");
                return;
            }

            if (newName.Length < 3 || newName.Length > 64)
            {
                pc.SendMessage("Item names must be between 3 and 64 characters long.");
                return;
            }

            renameItem.Name = newName;

            pc.FloatingText("New name set!");
        }
Ejemplo n.º 2
0
        public void OnModuleNWNXChat(NWPlayer sender)
        {
            if (!sender.IsPlayer || sender.IsDM)
            {
                return;
            }

            string message = _nwnxChat.GetMessage().Trim().ToLower();

            // If it is double slash (//) treat it as a normal message (this is used by role-players to denote OOC speech)
            if (message.Substring(0, 2) == "//")
            {
                return;
            }

            if (message.Substring(0, 1) != "/")
            {
                return;
            }

            var split = message.Split(' ').ToList();

            // Commands with no arguments won't be split, so if we didn't split anything then add the command to the split list manually.
            if (split.Count <= 0)
            {
                split.Add(message);
            }

            string command = split[0].Substring(1, split[0].Length - 1);

            _nwnxChat.SkipMessage();

            if (!App.IsKeyRegistered <IChatCommand>("ChatCommand." + command))
            {
                sender.SendMessage(_color.Red("Invalid chat command. Use '/help' to get a list of available commands."));
                return;
            }

            IChatCommand            chatCommand = App.ResolveByInterface <IChatCommand>("ChatCommand." + command);
            CommandDetailsAttribute attribute   = chatCommand.GetType().GetCustomAttribute <CommandDetailsAttribute>();
            bool isDM = _auth.IsPCRegisteredAsDM(sender);

            if (attribute != null &&
                (attribute.Permissions.HasFlag(CommandPermissionType.Player) && sender.IsPlayer ||
                 attribute.Permissions.HasFlag(CommandPermissionType.DM) && isDM))
            {
                split.RemoveAt(0);
                chatCommand.DoAction(sender, split.ToArray());
            }
            else
            {
                sender.SendMessage(_color.Red("Invalid chat command. Use '/help' to get a list of available commands."));
            }
        }
Ejemplo n.º 3
0
        public void OnModuleNWNXChat(NWPlayer sender)
        {
            string text = _nwnxChat.GetMessage().Trim();

            if (!CanHandleChat(sender, text))
            {
                return;
            }

            _nwnxChat.SkipMessage();

            if (text.Length > 32)
            {
                sender.FloatingText("Container names must be 32 characters or less.");
                return;
            }

            sender.SetLocalString("NEW_CONTAINER_NAME", text);
            sender.SendMessage("New container name received. Please press the 'Next' button in the conversation window.");
        }
Ejemplo n.º 4
0
        public void OnNWNXChat()
        {
            ChatChannelType channel = (ChatChannelType)_nwnxChat.GetChannel();

            // So we're going to play with a couple of channels here.

            // - PlayerTalk, PlayerWhisper, PlayerParty, and PlayerShout are all IC channels. These channels
            //   are subject to emote colouring and language translation. (see below for more info).
            // - PlayerParty is an IC channel with special behaviour. Those outside of the party but within
            //   range may listen in to the party chat. (see below for more information).
            // - PlayerShout sends a holocom message server-wide through the DMTell channel.
            // - PlayerDM echoes back the message received to the sender.

            bool inCharacterChat =
                channel == ChatChannelType.PlayerTalk ||
                channel == ChatChannelType.PlayerWhisper ||
                channel == ChatChannelType.PlayerParty ||
                channel == ChatChannelType.PlayerShout;

            bool messageToDm = channel == ChatChannelType.PlayerDM;

            if (!inCharacterChat && !messageToDm)
            {
                // We don't much care about traffic on the other channels.
                return;
            }

            NWObject sender  = _nwnxChat.GetSender();
            string   message = _nwnxChat.GetMessage();

            if (string.IsNullOrWhiteSpace(message))
            {
                // We can't handle empty messages, so skip it.
                return;
            }

            if (ChatCommandService.CanHandleChat(sender, message) ||
                BaseService.CanHandleChat(sender, message) ||
                CraftService.CanHandleChat(sender, message))
            {
                // This will be handled by other services, so just bail.
                return;
            }

            if (channel == ChatChannelType.PlayerDM)
            {
                // Simply echo the message back to the player.
                _nwnxChat.SendMessage((int)ChatChannelType.ServerMessage, "(Sent to DM) " + message, sender, sender);
                return;
            }

            // At this point, every channel left is one we want to manually handle.
            _nwnxChat.SkipMessage();

            // If this is a shout message, and the holonet is disabled, we disallow it.
            if (channel == ChatChannelType.PlayerShout && sender.IsPC && sender.GetLocalInt("DISPLAY_HOLONET") == FALSE)
            {
                NWPlayer player = sender.Object;
                player.SendMessage("You have disabled the holonet and cannot send this message.");
                return;
            }

            List <ChatComponent> chatComponents;

            // Quick early out - if we start with "//" or "((", this is an OOC message.
            if (message.Length >= 2 && (message.Substring(0, 2) == "//" || message.Substring(0, 2) == "(("))
            {
                ChatComponent component = new ChatComponent
                {
                    m_Text         = message,
                    m_CustomColour = true,
                    m_ColourRed    = 64,
                    m_ColourGreen  = 64,
                    m_ColourBlue   = 64,
                    m_Translatable = false
                };

                chatComponents = new List <ChatComponent>();
                chatComponents.Add(component);
            }
            else
            {
                if (_emoteStyle.GetEmoteStyle(sender) == EmoteStyle.Regular)
                {
                    chatComponents = SplitMessageIntoComponents_Regular(message);
                }
                else
                {
                    chatComponents = SplitMessageIntoComponents_Novel(message);
                }

                // For any components with colour, set the emote colour.
                foreach (ChatComponent component in chatComponents)
                {
                    if (component.m_CustomColour)
                    {
                        component.m_ColourRed   = 0;
                        component.m_ColourGreen = 255;
                        component.m_ColourBlue  = 0;
                    }
                }
            }

            // Now, depending on the chat channel, we need to build a list of recipients.
            bool  needsAreaCheck = false;
            float distanceCheck  = 0.0f;

            List <NWObject> recipients = new List <NWObject>();

            // The sender always wants to see their own message.
            recipients.Add(sender);

            // This is a server-wide holonet message (that receivers can toggle on or off).
            if (channel == ChatChannelType.PlayerShout)
            {
                recipients.AddRange(NWModule.Get().Players.Where(player => player.GetLocalInt("DISPLAY_HOLONET") == TRUE));
                recipients.AddRange(App.GetAppState().ConnectedDMs);
            }
            // This is the normal party chat, plus everyone within 20 units of the sender.
            else if (channel == ChatChannelType.PlayerParty)
            {
                // Can an NPC use the playerparty channel? I feel this is safe ...
                NWPlayer player = sender.Object;
                recipients.AddRange(player.PartyMembers.Cast <NWObject>().Where(x => x != sender));
                recipients.AddRange(App.GetAppState().ConnectedDMs);

                needsAreaCheck = true;
                distanceCheck  = 20.0f;
            }
            // Normal talk - 20 units.
            else if (channel == ChatChannelType.PlayerTalk)
            {
                needsAreaCheck = true;
                distanceCheck  = 20.0f;
            }
            // Whisper - 4 units.
            else if (channel == ChatChannelType.PlayerWhisper)
            {
                needsAreaCheck = true;
                distanceCheck  = 4.0f;
            }

            if (needsAreaCheck)
            {
                recipients.AddRange(sender.Area.Objects.Where(obj => obj.IsPC && _.GetDistanceBetween(sender, obj) <= distanceCheck));
                recipients.AddRange(App.GetAppState().ConnectedDMs.Where(dm => dm.Area == sender.Area && _.GetDistanceBetween(sender, dm) <= distanceCheck));
            }

            // Now we have a list of who is going to actually receive a message, we need to modify
            // the message for each recipient then dispatch them.

            foreach (NWObject obj in recipients.Distinct())
            {
                // Generate the final message as perceived by obj.

                StringBuilder finalMessage = new StringBuilder();

                if (channel == ChatChannelType.PlayerShout)
                {
                    finalMessage.Append("[Holonet] ");
                }
                else if (channel == ChatChannelType.PlayerParty)
                {
                    finalMessage.Append("[Comms] ");

                    if (obj.IsDM)
                    {
                        // Convenience for DMs - append the party members.
                        finalMessage.Append("{ ");

                        int             count        = 0;
                        NWPlayer        player       = sender.Object;
                        List <NWPlayer> partyMembers = player.PartyMembers.ToList();

                        foreach (NWPlayer otherPlayer in partyMembers)
                        {
                            string name = otherPlayer.Name;
                            finalMessage.Append(name.Substring(0, Math.Min(name.Length, 10)));

                            ++count;

                            if (count >= 3)
                            {
                                finalMessage.Append(", ...");
                                break;
                            }
                            else if (count != partyMembers.Count)
                            {
                                finalMessage.Append(",");
                            }
                        }

                        finalMessage.Append(" } ");
                    }
                }

                SkillType language = _language.GetActiveLanguage(sender);

                // Wookiees cannot speak any other language (but they can understand them).
                // Swap their language if they attempt to speak in any other language.
                CustomRaceType race = (CustomRaceType)_.GetRacialType(sender);
                if (race == CustomRaceType.Wookiee && language != SkillType.Shyriiwook)
                {
                    _language.SetActiveLanguage(sender, SkillType.Shyriiwook);
                    language = SkillType.Shyriiwook;
                }

                int  colour = _language.GetColour(language);
                byte r      = (byte)(colour >> 24 & 0xFF);
                byte g      = (byte)(colour >> 16 & 0xFF);
                byte b      = (byte)(colour >> 8 & 0xFF);

                if (language != SkillType.Basic)
                {
                    string languageName = _language.GetName(language);
                    finalMessage.Append(_color.Custom($"[{languageName}] ", r, g, b));
                }

                foreach (ChatComponent component in chatComponents)
                {
                    string text = component.m_Text;

                    if (component.m_Translatable && language != SkillType.Basic)
                    {
                        text = _language.TranslateSnippetForListener(sender, obj.Object, language, component.m_Text);

                        if (colour != 0)
                        {
                            text = _color.Custom(text, r, g, b);
                        }
                    }

                    if (component.m_CustomColour)
                    {
                        text = _color.Custom(text, component.m_ColourRed, component.m_ColourGreen, component.m_ColourBlue);
                    }

                    finalMessage.Append(text);
                }

                // Dispatch the final message - method depends on the original chat channel.
                // - Shout and party is sent as DMTalk. We do this to get around the restriction that
                //   the PC needs to be in the same area for the normal talk channel.
                //   We could use the native channels for these but the [shout] or [party chat] labels look silly.
                // - Talk and whisper are sent as-is.

                ChatChannelType finalChannel = channel;

                if (channel == ChatChannelType.PlayerShout || channel == ChatChannelType.PlayerParty)
                {
                    finalChannel = ChatChannelType.DMTalk;
                }

                // There are a couple of colour overrides we want to use here.
                // - One for holonet (shout).
                // - One for comms (party chat).

                string finalMessageColoured = finalMessage.ToString();

                if (channel == ChatChannelType.PlayerShout)
                {
                    finalMessageColoured = _color.Custom(finalMessageColoured, 0, 180, 255);
                }
                else if (channel == ChatChannelType.PlayerParty)
                {
                    finalMessageColoured = _color.Orange(finalMessageColoured);
                }

                _nwnxChat.SendMessage((int)finalChannel, finalMessageColoured, sender, obj);
            }
        }
Ejemplo n.º 5
0
        public void OnModuleNWNXChat(NWPlayer sender)
        {
            string originalMessage = _nwnxChat.GetMessage().Trim();

            if (!CanHandleChat(sender, originalMessage))
            {
                return;
            }

            var split = originalMessage.Split(' ').ToList();

            // Commands with no arguments won't be split, so if we didn't split anything then add the command to the split list manually.
            if (split.Count <= 0)
            {
                split.Add(originalMessage);
            }

            split[0] = split[0].ToLower();
            string command = split[0].Substring(1, split[0].Length - 1);

            split.RemoveAt(0);

            _nwnxChat.SkipMessage();

            if (!App.IsKeyRegistered <IChatCommand>("ChatCommand." + command))
            {
                sender.SendMessage(_color.Red("Invalid chat command. Use '/help' to get a list of available commands."));
                return;
            }

            App.ResolveByInterface <IChatCommand>("ChatCommand." + command, chatCommand =>
            {
                string args = string.Join(" ", split);

                if (!chatCommand.RequiresTarget)
                {
                    ProcessChatCommand(chatCommand, sender, null, null, args);
                }
                else
                {
                    string error = chatCommand.ValidateArguments(sender, split.ToArray());
                    if (!string.IsNullOrWhiteSpace(error))
                    {
                        sender.SendMessage(error);
                        return;
                    }

                    sender.SetLocalString("CHAT_COMMAND", command);
                    sender.SetLocalString("CHAT_COMMAND_ARGS", args);
                    sender.SendMessage("Please use your 'Chat Command Targeter' feat to select the target of this chat command.");

                    if (_.GetHasFeat((int)CustomFeatType.ChatCommandTargeter, sender) == FALSE || sender.IsDM)
                    {
                        _nwnxCreature.AddFeatByLevel(sender, (int)CustomFeatType.ChatCommandTargeter, 1);

                        if (sender.IsDM)
                        {
                            var qbs = _nwnxPlayer.GetQuickBarSlot(sender, 11);
                            if (qbs.ObjectType == QuickBarSlotType.Empty)
                            {
                                _nwnxPlayer.SetQuickBarSlot(sender, 11, _nwnxQBS.UseFeat((int)CustomFeatType.ChatCommandTargeter));
                            }
                        }
                    }
                }
            });
        }