Example #1
0
        private static void OnModuleNWNXChat()
        {
            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().Trim();

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

            if (ChatCommandService.CanHandleChat(sender, message) ||
                BaseService.CanHandleChat(sender) ||
                CraftService.CanHandleChat(sender) ||
                MarketService.CanHandleChat(sender.Object) ||
                MessageBoardService.CanHandleChat(sender) ||
                ItemService.CanHandleChat(sender))
            {
                // 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.
            bool isOOC = false;

            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> {
                    component
                };

                if (channel == ChatChannelType.PlayerShout)
                {
                    _.SendMessageToPC(sender, "Out-of-character messages cannot be sent on the Holonet.");
                    return;
                }

                isOOC = true;
            }
            else
            {
                if (EmoteStyleService.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;

            // The sender always wants to see their own message.
            List <NWObject> recipients = new List <NWObject> {
                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(AppCache.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(AppCache.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(AppCache.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 <NWCreature> partyMembers = player.PartyMembers.ToList();

                        foreach (NWCreature 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 = LanguageService.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)
                {
                    LanguageService.SetActiveLanguage(sender, SkillType.Shyriiwook);
                    language = SkillType.Shyriiwook;
                }

                int  colour = LanguageService.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 = LanguageService.GetName(language);
                    finalMessage.Append(ColorTokenService.Custom($"[{languageName}] ", r, g, b));
                }

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

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

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

                    if (component.m_CustomColour)
                    {
                        text = ColorTokenService.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 = ColorTokenService.Custom(finalMessageColoured, 0, 180, 255);
                }
                else if (channel == ChatChannelType.PlayerParty)
                {
                    finalMessageColoured = ColorTokenService.Orange(finalMessageColoured);
                }

                NWNXChat.SendMessage((int)finalChannel, finalMessageColoured, sender, obj);
            }

            MessageHub.Instance.Publish(new OnChatProcessed(sender, channel, isOOC));
        }
Example #2
0
        private static void ProcessConcentrationEffects()
        {
            // Loop through each creature. If they have a concentration ability active,
            // process it using that perk's OnConcentrationTick() method.
            for (int index = ConcentratingCreatures.Count - 1; index >= 0; index--)
            {
                var  creature      = ConcentratingCreatures.ElementAt(index);
                var  activeAbility = GetActiveConcentrationEffect(creature);
                int  perkID        = (int)activeAbility.Type;
                int  tier          = activeAbility.Tier;
                bool ended         = false;

                // If we have an invalid creature for any reason, remove it and move to the next one.
                if (!creature.IsValid || creature.CurrentHP <= 0 || activeAbility.Type == PerkType.Unknown)
                {
                    ConcentratingCreatures.RemoveAt(index);
                    continue;
                }

                // Track the current tick.
                int tick = creature.GetLocalInt("ACTIVE_CONCENTRATION_ABILITY_TICK") + 1;
                creature.SetLocalInt("ACTIVE_CONCENTRATION_ABILITY_TICK", tick);

                PerkFeat perkFeat = DataService.PerkFeat.GetByPerkIDAndLevelUnlocked(perkID, tier);

                // Are we ready to continue processing this concentration effect?
                if (tick % perkFeat.ConcentrationTickInterval != 0)
                {
                    continue;
                }

                // Get the perk handler, FP cost, and the target.
                var      handler   = PerkService.GetPerkHandler(perkID);
                int      fpCost    = handler.FPCost(creature, perkFeat.ConcentrationFPCost, tier);
                NWObject target    = creature.GetLocalObject("CONCENTRATION_TARGET");
                int      currentFP = GetCurrentFP(creature);
                int      maxFP     = GetMaxFP(creature);

                // Is the target still valid?
                if (!target.IsValid || target.CurrentHP <= 0)
                {
                    creature.SendMessage("Concentration effect has ended because your target is no longer valid.");
                    EndConcentrationEffect(creature);
                    ended = true;
                }
                // Does player have enough FP to maintain this concentration?
                else if (currentFP < fpCost)
                {
                    creature.SendMessage("Concentration effect has ended because you ran out of FP.");
                    EndConcentrationEffect(creature);
                    ended = true;
                }
                // Is the target still within range and in the same area?
                else if (creature.Area.Object != target.Area.Object ||
                         _.GetDistanceBetween(creature, target) > 50.0f)
                {
                    creature.SendMessage("Concentration effect has ended because your target has gone out of range.");
                    EndConcentrationEffect(creature);
                    ended = true;
                }
                // Otherwise deduct the required FP.
                else
                {
                    currentFP -= fpCost;
                }

                SetCurrentFP(creature, currentFP);

                // Send a FP status message if the effect ended or it's been six seconds since the last one.
                if (ended || tick % 6 == 0)
                {
                    creature.SendMessage(ColorTokenService.Custom("FP: " + currentFP + " / " + maxFP, 32, 223, 219));
                }

                // Run this individual perk's concentration tick method if it didn't end this tick.
                if (!ended && target.IsValid)
                {
                    handler.OnConcentrationTick(creature, target, tier, tick);
                }
            }
        }