private void UnlockPortal(ActivateEffect eff) { Portal portal = this.GetNearestEntity(5, Manager.GameData.IdToObjectType[eff.LockedName]) as Portal; Message[] packets = new Message[3]; packets[0] = new SHOWEFFECT { EffectType = EffectType.Nova, Color = new ARGB(0xFFFFFF), PosA = new Position { X = 5 }, TargetId = Id }; if (portal == null) { return; } portal.Unlock(eff.DungeonName); packets[1] = new NOTIFICATION { Color = new ARGB(0x00FF00), Text = "{\"key\":\"blank\",\"tokens\":{\"data\":\"Unlocked by " + Name + "\"}}", ObjectId = Id }; packets[2] = new TEXT { BubbleTime = 0, Stars = -1, Name = "", Text = eff.DungeonName + " Unlocked by " + Name + ".", NameColor = 0x123456, TextColor = 0x123456 }; BroadcastSync(packets); }
private void BulletNova(RealmTime time, Item item, Position target) { Projectile[] prjs = new Projectile[20]; ProjectileDesc prjDesc = item.Projectiles[0]; var batch = new Message[21]; for (var i = 0; i < 20; i++) { Projectile proj = CreateProjectile(prjDesc, item.ObjectType, Random.Next(prjDesc.MinDamage, prjDesc.MaxDamage), time.TotalElapsedMs, target, (float)(i * (Math.PI * 2) / 20)); Owner?.EnterWorld(proj); FameCounter.Shoot(proj); batch[i] = new SERVERPLAYERSHOOT() { BulletId = proj.ProjectileId, OwnerId = Id, ContainerType = item.ObjectType, StartingPos = target, Angle = proj.Angle, Damage = (short)proj.Damage }; prjs[i] = proj; } batch[20] = new SHOWEFFECT() { EffectType = EffectType.Line, PosA = target, TargetId = Id, Color = new ARGB(0xFFFF00AA) }; foreach (Player plr in Owner?.Players.Values.Where(p => p?.DistSqr(this) < RadiusSqr)) { plr?.Client.SendMessage(batch); } }
protected override void TickCore(Entity host, RealmTime time, ref object state) { var player = host.GetPlayerOwner(); var pet = player.Pet; var hatchling = player.HatchlingPet; if (hatchling) { return; } if (player.Owner == null || pet == null || host == null) { pet.Owner.LeaveWorld(host); return; } if (host.Owner.SafePlace || !player.EnablePetAttack) { return; } var cool = (int?)state ?? -1; Status = CycleStatus.NotStarted; if (cool <= 0) { if (player.HasConditionEffect(ConditionEffectIndex.Sick) || player.HasConditionEffect(ConditionEffectIndex.PetDisable)) { return; } var stars = player.Stars; if (pet.GetNearestEntity(12, false, enemy => enemy is Enemy && pet.Dist(enemy) <= 12) is Enemy target && target.ObjectDesc.Enemy) { var desc = pet.ObjectDesc.Projectiles[projectileIndex]; var a = fixedAngle ?? (target == null ? defaultAngle.Value : Math.Atan2(target.Y - pet.Y, target.X - pet.X)); a += angleOffset; var variance = 0; if (stars == 70) { variance = 7000; } else { variance = player.Stars * 100; } cool = special ? cool = coolDown.Next(Random) : (7750 - variance); // max 750ms cooldown if not special var rnd = new Random(); var min = 0; var max = 100; var success = stars + 30; var rng = rnd.Next(min, max); if (rng > success) { var _outgoing = new List <Message>(); var _effect = new SHOWEFFECT(); var _position = new Position(); var _notification = new NOTIFICATION(); _position.X = .25f; _position.Y = 2 / _position.X; _effect.Color = new ARGB(0xFF0000); _effect.EffectType = EffectType.Flash; _effect.PosA = _position; _effect.TargetId = pet.Id; _outgoing.Add(_effect); _notification.Color = new ARGB(0xFFFFFF); _notification.ObjectId = pet.Id; _notification.Text = "{\"key\":\"blank\",\"tokens\":{\"data\":\"Miss!\"}}"; _outgoing.Add(_notification); pet.Owner.BroadcastMessage(_outgoing, null); state = cool; return; } var dmg = rnd.Next(desc.MinDamage, desc.MaxDamage); var startAngle = a - shootAngle * (count - 1) / 2; var prjPos = new Position() { X = pet.X, Y = pet.Y }; var prj = player.CreateProjectile(desc, pet.ObjectType, dmg, time.TotalElapsedMs, prjPos, (float)startAngle); player.Owner.Projectiles.TryAdd(prj, null); player.Owner.EnterWorld(prj); var _outgoingMessages = new List <Message>(); var _shoot = new ENEMYSHOOT { BulletId = 0, OwnerId = pet.Id, Position = prjPos, Angle = prj.Angle, Damage = 0, BulletType = 0, AngleInc = (float)shootAngle, NumShots = 0 }; var _shoot2 = new SERVERPLAYERSHOOT { BulletId = prj.ProjectileId, OwnerId = player.Id, ContainerType = pet.ObjectType, StartingPos = prj.BeginPos, Angle = prj.Angle, Damage = (short)prj.Damage }; _outgoingMessages.Add(_shoot); // visual, display no animation only activate pet set alt index _outgoingMessages.Add(_shoot2); player.Owner.BroadcastMessage(_outgoingMessages, null); player.FameCounter.Shoot(prj); Status = CycleStatus.Completed; } else { return; } }
public override void Commands(Player player, string command) { string callback = null; string task = null; var isTask = false; if (command.Length >= 6) { var taskStart = command; var taskOriginalNames = GameTask.Tasks.Keys.ToList(); var taskToLowerNames = taskOriginalNames.Select(names => names.ToLower()).ToList(); if (taskStart.Contains("start ")) { taskStart = taskStart.Substring(6); } task = taskToLowerNames.Contains(taskStart) ? taskOriginalNames.FirstOrDefault(name => name.ToLower() == taskStart) : null; isTask = task != null; } var acc = player.Client.Account; var cost = player.GetBlessingPrice(); if (!isTask) { switch (command) { #region "Uptime" case "uptime": { TimeSpan uptime = DateTime.Now - GameServer.Uptime; double thisUptime = uptime.TotalMinutes; if (thisUptime <= 1) { callback = "Server started recently."; } else if (thisUptime > 1 && thisUptime <= 59) { callback = string.Format("Uptime: {0}{1}{2}{3}.", $"{uptime.Minutes:n0}", (uptime.Minutes >= 1 && uptime.Minutes < 2) ? " minute" : " minutes", uptime.Seconds < 1 ? "" : $" and {uptime.Seconds:n0}", uptime.Seconds < 1 ? "" : (uptime.Seconds >= 1 && uptime.Seconds < 2) ? " second" : " seconds"); } else { callback = string.Format("Uptime: {0}{1}{2}{3}{4}{5}.", $"{uptime.Hours:n0}", (uptime.Hours >= 1 && uptime.Hours < 2) ? " hour" : " hours", uptime.Minutes < 1 ? "" : $", {uptime.Minutes:n0}", uptime.Minutes < 1 ? "" : (uptime.Minutes >= 1 && uptime.Minutes < 2) ? " minute" : " minutes", uptime.Seconds < 1 ? "" : $" and {uptime.Seconds:n0}", uptime.Seconds < 1 ? "" : (uptime.Seconds >= 1 && uptime.Seconds < 2) ? " second" : " seconds"); } } break; #endregion #region "Online" case "online": { int serverMaxUsage = Settings.NETWORKING.MAX_CONNECTIONS; int serverCurrentUsage = GameServer.Manager.GetManager.Clients.Count; int worldCurrentUsage = player.Owner.Players.Keys.Count; callback = $"Server: {serverCurrentUsage}/{serverMaxUsage} player{(serverCurrentUsage > 1 ? "s" : "")} | {player.Owner.Name}: {worldCurrentUsage} player{(worldCurrentUsage > 1 ? "s" : "")}."; } break; #endregion #region "Tasks" case "task": case "tasks": callback = "Yeah! There are several tasks to do in-game and you can also receive wonderful rewards! Do you want more 'tasks info'?"; break; case "task info": case "tasks info": callback = "The tasks are based in star requirement and some could be repeated. Tell me when you are 'ready' to begin any of them."; break; case "ready": var gameTasks = SplitList(GameTask.Tasks.Keys.ToList(), 5).ToList(); var gameTaskNames = new List <string>(); foreach (var i in gameTasks) { gameTaskNames.Add(Utils.ToCommaSepString(i.ToArray())); } player.SendHelp("Tasks:"); foreach (var j in gameTaskNames) { player.SendHelp($"- {j}"); } callback = "So far I have the following tasks, check your chat box and say the name of task to me to start. Remember, you can only handle one task per time until completed."; break; case "task status": if (player.ActualTask == null) { callback = "You are in none task at this moment."; } else { var getTaskMonsters = player.MonsterCaches.Where(monster => monster.TaskLimit != -1); var taskData = new List <string>(); foreach (var i in GameTask.Tasks[player.ActualTask].MonsterDatas) { var mob = getTaskMonsters.FirstOrDefault(monster => monster.ObjectId == i.ObjectId); if (mob == null) { taskData.Add($"- [0/{i.Total}] Defeat {i.Total} x {i.ObjectId}."); } else { taskData.Add($"- [{mob.TaskCount}/{i.Total}] Defeat {i.Total} x {mob.ObjectId}{(mob.TaskCount >= i.Total ? " (OK!)" : "")}."); } } player.SendHelp($"[Task] {player.ActualTask}:"); foreach (var j in taskData) { player.SendHelp(j); } callback = $"You are doing the '{player.ActualTask}' task and your status are displaying at chat box. You can ask for 'task reward' when you finish this task."; } break; case "task reward": if (player.ActualTask == null) { callback = "There is no reward for people who didn't finish any task with me. Come back here later..."; } else { var currentTask = GameTask.Tasks[player.ActualTask]; var getTaskMonsters = player.MonsterCaches.Where(monster => monster.TaskLimit != -1); var success = 0; foreach (var i in currentTask.MonsterDatas) { var mob = getTaskMonsters.FirstOrDefault(monster => monster.ObjectId == i.ObjectId); if (mob == null) { continue; } if (mob.TaskCount >= i.Total) { success++; } } if (success == currentTask.MonsterDatas.Count) { foreach (var i in currentTask.MonsterDatas) { var mob = getTaskMonsters.FirstOrDefault(monster => monster.ObjectId == i.ObjectId); if (mob == null) { continue; } mob.TaskCount = mob.TaskLimit = -1; } var gifts = player.Client.Account.Gifts.ToList(); for (var i = 0; i < currentTask.RewardDatas.Count; i++) { for (var j = 0; j < currentTask.RewardDatas[i].Total; j++) { gifts.Add(GameServer.Manager.GameData.IdToObjectType[currentTask.RewardDatas[i].ObjectId]); } } callback = $"Congratulations {player.Name}! You have finished the task '{player.ActualTask}'."; currentTask.Bonus?.Invoke(player); currentTask.GetAchievement(player.ActualTask, player); player.Client.Account.Gifts = gifts.ToArray(); player.Client.Account.FlushAsync(); player.Client.Account.Reload(); player.ActualTask = null; player.MonsterCaches.Clear(); player.SaveToCharacter(); } else { callback = "You didn't finish your task properly, ask me for 'task status' for more details."; } } break; #endregion #region "Help" case "help": callback = "You can ask me about 'uptime', 'online', 'tasks', 'check bless', 'bless' and 'fame' for more details."; break; #endregion #region "Access Dream Island" case "dream island": callback = "Do you want to access Dream Island? If you want then say 'access dream island' to proceed."; break; case "access dream island": RemovePlayer(player); Callback(player, command, false); // player only (self) Leave(player, true); player.Client.Reconnect(new networking.outgoing.RECONNECT() { Host = "", Port = Settings.GAMESERVER.GAME_PORT, GameId = (int)WorldID.DREAM_ISLAND, Name = "Dream Island", Key = Empty <byte> .Array, }); return; #endregion #region "Event: vip" case "vip": var eventvip = new DateTime(2019, 1, 18, 12, 59, 59); if (DateTime.UtcNow > eventvip) { callback = "The event already over, try again later."; } else { if (player.AccountType != (int)AccountType.REGULAR) { callback = "You already have VIP perks."; } else { var _outgoing = new List <Message>(); var _world = GameServer.Manager.GetWorld(player.Owner.Id); var days = 7; var _notification = new NOTIFICATION { Color = new ARGB(0xFFFFFF), ObjectId = player.Id, Text = "{\"key\":\"blank\",\"tokens\":{\"data\":\"Success!\"}}" }; _outgoing.Add(_notification); var _showeffect = new SHOWEFFECT { Color = new ARGB(0xffddff00), EffectType = EffectType.Nova, PosA = new Position { X = 2 } }; _outgoing.Add(_showeffect); player.Owner.BroadcastMessage(_outgoing, null); acc.AccountLifetime = DateTime.UtcNow; acc.AccountLifetime = acc.AccountLifetime.AddDays(days); acc.AccountType = (int)AccountType.VIP; acc.FlushAsync(); acc.Reload(); player.UpdateCount++; player.SendInfo("Reconnecting..."); var _reconnect = new RECONNECT { GameId = (int)WorldID.NEXUS_ID, // change to Drasta Citadel in future versions! Host = string.Empty, Key = Empty <byte> .Array, Name = "Nexus", Port = Settings.GAMESERVER.GAME_PORT }; _world.Timers.Add(new WorldTimer(2000, (w, t) => player.Client.Reconnect(_reconnect))); callback = $"Success! You received {days} day{(days > 1 ? "s" : "")} as account lifetime to your VIP account type along event!"; } } break; #endregion #region "Blessings" case "check bless": case "check blessings": callback = $"You have {player.CountBlessings()} of 5 blessings activated."; break; case "bless": case "blessings": player.SendHelp("[Blessings]:"); player.SendHelp("- Medusa's Bless."); player.SendHelp("- Ghost's Bless."); player.SendHelp("- Slime's Bless."); player.SendHelp("- Beholder's Bless."); player.SendHelp("- Ent's Bless."); callback = "Oh, you know about blessings! I can sell 5 different blessings that can protect your against evil forces. Check your chat log."; break; case "medusa's bless": case "ghost's bless": case "slime's bless": case "beholder's bless": case "ent's bless": callback = $"That blessing is costing for your level {cost} Fame. Say \"buy {command}\" to confirm purchase."; break; case "buy medusa's bless": if (player.Bless1) { callback = "You already have this bless."; } else if (player.Client.Account.Fame >= player.GetBlessingPrice()) { GameServer.Manager.Database.UpdateFame(acc, -cost); player.Bless1 = true; player.CurrentFame = acc.Fame; player.SaveToCharacter(); player.UpdateCount++; callback = "You received the blessings of Medusa God!"; } else { callback = "You do not have enought Fame to purchase this blessing."; } break; case "buy ghost's bless": if (player.Bless2) { callback = "You already have this bless."; } else if (player.Client.Account.Fame >= player.GetBlessingPrice()) { GameServer.Manager.Database.UpdateFame(acc, -cost); player.Bless2 = true; player.CurrentFame = acc.Fame; player.SaveToCharacter(); player.UpdateCount++; callback = "You received the blessings of Ghost God!"; } else { callback = "You do not have enought Fame to purchase this blessing."; } break; case "buy slime's bless": if (player.Bless3) { callback = "You already have this bless."; } else if (player.Client.Account.Fame >= player.GetBlessingPrice()) { GameServer.Manager.Database.UpdateFame(acc, -cost); player.Bless3 = true; player.CurrentFame = acc.Fame; player.SaveToCharacter(); player.UpdateCount++; callback = "You received the blessings of Slime God!"; } else { callback = "You do not have enought Fame to purchase this blessing."; } break; case "buy beholder's bless": if (player.Bless4) { callback = "You already have this bless."; } else if (player.Client.Account.Fame >= player.GetBlessingPrice()) { GameServer.Manager.Database.UpdateFame(acc, -cost); player.Bless4 = true; player.CurrentFame = acc.Fame; player.SaveToCharacter(); player.UpdateCount++; callback = "You received the blessings of Beholder God!"; } else { callback = "You do not have enought Fame to purchase this blessing."; } break; case "buy ent's bless": if (player.Bless5) { callback = "You already have this bless."; } else if (player.Client.Account.Fame >= player.GetBlessingPrice()) { GameServer.Manager.Database.UpdateFame(acc, -cost); player.Bless5 = true; player.CurrentFame = acc.Fame; player.SaveToCharacter(); player.UpdateCount++; callback = "You received the blessings of Ent God!"; } else { callback = "You do not have enought Fame to purchase this blessing."; } break; #endregion #region "Wipe Fame" case "fame": callback = "I can transfer your fame base to your account if you want, just say 'wipe fame'."; break; case "wipe fame": if (player.Fame == 0 || player.FakeExperience == 0) { callback = "You cannot use this feature yet, try again later."; } else if (player.Fame < 400) { callback = "You can only transfer fame to your account when you get 400 fame base."; } else { GameServer.Manager.Database.UpdateFame(acc, player.Fame); player.CurrentFame = acc.Fame; player.Fame = 0; player.FakeExperience = 0; player.CalculateFame(false); player.SaveToCharacter(); player.UpdateCount++; callback = "You wipe your fame base of your character and transfered to your account!"; } break; #endregion case "hi": case "hello": case "hey": case "good morning": case "good afternoon": case "good evening": Callback(player, command, false); // player only (self) NoRepeat(player); return; case "bye": case "good bye": case "good night": RemovePlayer(player); Callback(player, command, false); // player only (self) Leave(player, true); return; default: callback = "Sorry, I don't understand. Say 'help' for more details."; break; } } else { if (!command.ToLower().Contains("start ")) // task details { var starrequirement = GameTask.Tasks[task].StarsRequirement; if (player.Stars >= starrequirement) { callback = $"You seems prepared to initialize this task, just say 'start {task}' to begin!"; } else { callback = $"You are too young at this moment to do '{task}' task. Come back here later when you get {starrequirement} star{(starrequirement > 1 ? "s" : "")}..."; } } else // task start { var getTask = GameTask.Tasks[task]; if (player.ActualTask == null) { if (player.Achievements.Contains(task) && !getTask.MultipleTimes) { callback = $"You cannot do '{task}' task again."; } else { if (player.Stars >= getTask.StarsRequirement) { var monsterCaches = new List <MonsterCache>(); foreach (var i in getTask.MonsterDatas) { monsterCaches.Add(new MonsterCache() { ObjectId = i.ObjectId, TaskCount = 0, TaskLimit = i.Total, Total = 0 }); } foreach (var j in monsterCaches) { var mob = player.MonsterCaches.FirstOrDefault(monster => monster.ObjectId == j.ObjectId); if (mob == null) { player.MonsterCaches.Add(j); } else { mob.TaskCount = j.TaskCount; mob.TaskLimit = j.TaskLimit; } } player.ActualTask = task; player.Task = getTask; player.UpdateCount++; player.SaveToCharacter(); callback = $"You have successfully initialized '{task}' task and all I want to say is good luck! Come back here and ask me for 'task reward' when you finish your task!"; } else { callback = $"You are too young at this moment to do '{task}' task. Come back here later..."; } } } else { if (player.ActualTask != null) { callback = $"You are already in '{player.ActualTask}' task and cannot begin another one until you finish yours. Also, you can ask me for 'task status' to show your progress."; } else { callback = $"I could give you permission to start this '{task}' task, but I'm gonna?"; } } } } Callback(player, command, false); // player only (self) Callback(player, callback); // to NPC ChatManager.ChatDataCache.Remove(player.Name); // Removing player from chat data cache. }