public static void ChangeFace(GameSession session, int faceId, out Item previousFace, out Item newFace) { Random random = Random.Shared; // Grab random preset color ColorPaletteMetadata palette = ColorPaletteMetadataStorage.GetMetadata(1); // pick from palette 2. Seems like it's the correct palette for basic face colors int indexColor = random.Next(palette.DefaultColors.Count); MixedColor color = palette.DefaultColors[indexColor]; newFace = new(faceId) { Color = EquipColor.Argb(color, indexColor, palette.PaletteId), IsEquipped = true, OwnerCharacterId = session.Player.CharacterId, OwnerCharacterName = session.Player.Name }; Dictionary <ItemSlot, Item> cosmetics = session.Player.Inventory.Cosmetics; //Remove old face if (cosmetics.Remove(ItemSlot.FA, out previousFace)) { previousFace.Slot = -1; DatabaseManager.Items.Delete(previousFace.Uid); session.FieldManager.BroadcastPacket(EquipmentPacket.UnequipItem(session.Player.FieldPlayer, previousFace)); } cosmetics[ItemSlot.FA] = newFace; } }
private static void HandleRandomHair(GameSession session, PacketReader packet) { int shopId = packet.ReadInt(); bool useVoucher = packet.ReadBool(); BeautyMetadata beautyShop = BeautyMetadataStorage.GetShopById(shopId); List <BeautyItem> beautyItems = BeautyMetadataStorage.GetGenderItems(beautyShop.ShopId, session.Player.Gender); if (!HandleShopPay(session, beautyShop, useVoucher)) { return; } // Grab random hair Random random = new Random(); int indexHair = random.Next(beautyItems.Count); BeautyItem chosenHair = beautyItems[indexHair]; //Grab a preset hair and length of hair ItemMetadata beautyItemData = ItemMetadataStorage.GetMetadata(chosenHair.ItemId); int indexPreset = random.Next(beautyItemData.HairPresets.Count); HairPresets chosenPreset = beautyItemData.HairPresets[indexPreset]; //Grab random front hair length double chosenFrontLength = random.NextDouble() * (beautyItemData.HairPresets[indexPreset].MaxScale - beautyItemData.HairPresets[indexPreset].MinScale) + beautyItemData.HairPresets[indexPreset].MinScale; //Grab random back hair length double chosenBackLength = random.NextDouble() * (beautyItemData.HairPresets[indexPreset].MaxScale - beautyItemData.HairPresets[indexPreset].MinScale) + beautyItemData.HairPresets[indexPreset].MinScale; // Grab random preset color ColorPaletteMetadata palette = ColorPaletteMetadataStorage.GetMetadata(2); // pick from palette 2. Seems like it's the correct palette for basic hair colors int indexColor = random.Next(palette.DefaultColors.Count); MixedColor color = palette.DefaultColors[indexColor]; Dictionary <ItemSlot, Item> equippedInventory = session.Player.GetEquippedInventory(InventoryTab.Gear); Item newHair = new Item(chosenHair.ItemId) { Color = EquipColor.Argb(color, indexColor, palette.PaletteId), HairD = new HairData((float)chosenBackLength, (float)chosenFrontLength, chosenPreset.BackPositionCoord, chosenPreset.BackPositionRotation, chosenPreset.FrontPositionCoord, chosenPreset.FrontPositionRotation), IsTemplate = false }; //Remove old hair if (session.Player.Equips.Remove(ItemSlot.HR, out Item previousHair)) { previousHair.Slot = -1; session.Player.HairInventory.RandomHair = previousHair; // store the previous hair session.FieldManager.BroadcastPacket(EquipmentPacket.UnequipItem(session.FieldPlayer, previousHair)); } equippedInventory[ItemSlot.HR] = newHair; session.FieldManager.BroadcastPacket(EquipmentPacket.EquipItem(session.FieldPlayer, newHair, ItemSlot.HR)); session.Send(BeautyPacket.RandomHairOption(previousHair, newHair)); }
public static void ChangeHair(GameSession session, int hairId, out Item previousHair, out Item newHair) { Random random = Random.Shared; //Grab a preset hair and length of hair ItemCustomizeMetadata customize = ItemMetadataStorage.GetMetadata(hairId).Customize; int indexPreset = random.Next(customize.HairPresets.Count); HairPresets chosenPreset = customize.HairPresets[indexPreset]; //Grab random front hair length double chosenFrontLength = random.NextDouble() * (customize.HairPresets[indexPreset].MaxScale - customize.HairPresets[indexPreset].MinScale) + customize.HairPresets[indexPreset].MinScale; //Grab random back hair length double chosenBackLength = random.NextDouble() * (customize.HairPresets[indexPreset].MaxScale - customize.HairPresets[indexPreset].MinScale) + customize.HairPresets[indexPreset].MinScale; // Grab random preset color ColorPaletteMetadata palette = ColorPaletteMetadataStorage.GetMetadata(2); // pick from palette 2. Seems like it's the correct palette for basic hair colors int indexColor = random.Next(palette.DefaultColors.Count); MixedColor color = palette.DefaultColors[indexColor]; newHair = new(hairId) { Color = EquipColor.Argb(color, indexColor, palette.PaletteId), HairData = new((float)chosenBackLength, (float)chosenFrontLength, chosenPreset.BackPositionCoord, chosenPreset.BackPositionRotation, chosenPreset.FrontPositionCoord, chosenPreset.FrontPositionRotation), IsEquipped = true, OwnerCharacterId = session.Player.CharacterId, OwnerCharacterName = session.Player.Name }; Dictionary <ItemSlot, Item> cosmetics = session.Player.Inventory.Cosmetics; //Remove old hair if (cosmetics.Remove(ItemSlot.HR, out previousHair)) { previousHair.Slot = -1; session.Player.HairInventory.RandomHair = previousHair; // store the previous hair DatabaseManager.Items.Delete(previousHair.Uid); session.FieldManager.BroadcastPacket(EquipmentPacket.UnequipItem(session.Player.FieldPlayer, previousHair)); } cosmetics[ItemSlot.HR] = newHair; }
public static EquipColor GetEquipColor(int itemId) { int colorPalette = map.GetValueOrDefault(itemId).ColorPalette; int colorIndex = map.GetValueOrDefault(itemId).ColorIndex; if (colorPalette == 0) // item has no color { return(EquipColor.Custom(MixedColor.Custom(Color.Argb(0, 0, 0, 0), Color.Argb(0, 0, 0, 0), Color.Argb(0, 0, 0, 0)), colorIndex, colorPalette)); } ColorPaletteMetadata palette = ColorPaletteMetadataStorage.GetMetadata(colorPalette); if (colorPalette > 0 && colorIndex == -1) // random color from color palette { Random random = new Random(); int index = random.Next(palette.DefaultColors.Count); return(EquipColor.Argb(palette.DefaultColors[index], colorIndex, colorPalette)); } return(EquipColor.Argb(palette.DefaultColors[colorIndex], colorIndex, colorPalette)); }