public void OnLeave(bool raidWon, bool raidTimedOut)
    {
        this.InRaid = false;
        if (raidWon)
        {
            var proc = this.gameManager.Raid.GetParticipationPercentage(raidEnterTime);

            //var expAmount =

            var ratio = 549.8123f * proc;

            var raidBossCombatLevel = this.gameManager.Raid.Boss.Enemy.Stats.CombatLevel;
            var exp = GameMath.CombatExperience(raidBossCombatLevel / 25) * proc;
            //var combatType = player.GetCombatTypeFromArgs(player.GetTaskArguments());
            //if (combatType >= 0)
            //{
            //    if (combatType == 3)
            //    {
            //        var distributedExp = exp / 3f;
            //    }
            //}

            player.AddExp((decimal)exp, Skill.Slayer);


            var woodCuttingRatio = ratio;
            var miningRatio      = ratio;
            var fishingRatio     = ratio;
            var farmingRatio     = ratio;

            player.AddResource(Resource.Currency, (int)(player.Stats.CombatLevel * ratio));
            player.AddResource(Resource.Woodcutting, (int)(player.Stats.Woodcutting.Level * woodCuttingRatio));
            player.AddResource(Resource.Mining, (int)(player.Stats.Mining.Level * miningRatio));
            player.AddResource(Resource.Fishing, (int)(player.Stats.Fishing.Level * fishingRatio));
            player.AddResource(Resource.Farming, (int)(player.Stats.Farming.Level * farmingRatio));

            ++player.Statistics.RaidsWon;

            var itemDrop = this.gameManager.Raid.Boss.GetComponent <ItemDropHandler>();
            if (itemDrop)
            {
                itemDrop.DropItem(this.player);
            }
        }

        if (raidTimedOut)
        {
            ++player.Statistics.RaidsLost;
        }

        if (raidTimedOut || raidWon)
        {
            player.Stats.Health.Reset();
        }

        player.attackers.Clear();

        Debug.Log($"{player.PlayerName} left the raid");
    }
Exemple #2
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    public void OnLeave(bool raidWon, bool raidTimedOut)
    {
        InRaid = false;
        if (raidWon)
        {
            var proc = (decimal)gameManager.Raid.GetParticipationPercentage(raidEnterTime);
            var raidBossCombatLevel = gameManager.Raid.Boss.Enemy.Stats.CombatLevel;
            var exp      = GameMath.CombatExperience(raidBossCombatLevel / 15) * proc;
            var yieldExp = exp / 2m;

            player.AddExp(yieldExp, Skill.Slayer);

            if (!player.AddExpToCurrentSkill(yieldExp))
            {
                player.AddExp(yieldExp, Skill.Slayer);
            }

            ++player.Statistics.RaidsWon;

            var itemDrop = gameManager.Raid.Boss.GetComponent <ItemDropHandler>();
            if (itemDrop)
            {
                itemDrop.DropItem(player);
            }
        }

        if (raidTimedOut)
        {
            ++player.Statistics.RaidsLost;
        }

        if (raidTimedOut || raidWon)
        {
            player.Stats.Health.Reset();
        }

        player.attackers.Clear();

        if (teleported)
        {
            teleported = false;
            player.Teleporter.Teleport(prevPosition);
            player.Chunk      = prevChunk;
            player.taskTarget = null;
        }

        Debug.Log($"{player.PlayerName} left the raid");
    }
Exemple #3
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    internal void RewardPlayer(PlayerController player)
    {
        if (!ItemDrops)
        {
            return;
        }

        var exp      = GameMath.CombatExperience(bossCombatLevel / 5);
        var yieldExp = exp / 2m;

        player.AddExp(yieldExp, Skill.Slayer);

        if (!player.AddExpToCurrentSkill(yieldExp))
        {
            player.AddExp(yieldExp, Skill.Slayer);
        }

        for (var i = 0; i < itemRewardCount; ++i)
        {
            ItemDrops.DropItem(player, true);
        }
    }
Exemple #4
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    internal void RewardPlayer(PlayerController player, bool generateMagicAttributes)
    {
        if (!ItemDrops)
        {
            return;
        }

        var exp      = GameMath.CombatExperience(bossCombatLevel / 5);
        var yieldExp = exp / 2m;

        player.AddExp(yieldExp, Skill.Slayer);

        if (!player.AddExpToCurrentSkill(yieldExp))
        {
            player.AddExp(yieldExp, Skill.Slayer);
        }

        var type = generateMagicAttributes ? DropType.MagicRewardGuaranteed : DropType.StandardGuaranteed;

        for (var i = 0; i < itemRewardCount; ++i)
        {
            ItemDrops.DropItem(player, type);
        }
    }
    private bool OnPlayerAfflictDamage(
        Player player,
        NpcInstance npc,
        TimeSpan totalTime,
        TimeSpan deltaTime)
    {
        var attackType = playerState.GetAttackType(player);

        if (!playerState.InCombat(player, npc))
        {
            ExitCombat(player, npc, attackType);
            return(false);
        }

        var npcRecord        = gameData.GetNpc(npc.NpcId);
        var npcAttributes    = gameData.GetAttributes(npcRecord.AttributesId);
        var playerAttributes = gameData.GetAttributes(player.AttributesId);

        var session = sessionManager.Get(player);
        var damage  = CalculateDamage(playerAttributes, npcAttributes);

        var trainingSkill = SkillAttack;

        npc.Health -= damage;

        worldProcessor.DamageNpc(player, npc, damage, npc.Health, npcAttributes.Health);

        if (npc.Health <= 0)
        {
            session.Npcs.States.ExitCombat(npc);

            // he ded
            worldProcessor.KillNpc(player, npc);

            // note(zerratar): action that kills the enemy shouldn't be the one responsible for respawning
            //                 this should be moved to a INpcProcessor or similar called from the WorldProcessor Update
            worldProcessor.SetEntityTimeout(gameData.GetNpc(npc.NpcId).RespawnTimeMs, player, npc, OnRespawn);

            var experience   = GameMath.CombatExperience(npcRecord.Level);
            int levelsGaiend = playerStatsProvider.AddExperience(player.Id, trainingSkill, experience);
            var newExp       = playerStatsProvider.GetExperience(player.Id, trainingSkill);
            var newLevel     = playerStatsProvider.GetLevel(player.Id, trainingSkill);

            //var itemDrops = npcProvider.GetItemDrops(npc);
            //foreach (var itemDrop in itemDrops)
            //{
            //    if (random.NextDouble() > itemDrop.DropChance)
            //        continue;
            //    worldProcessor.AddPlayerItem(player, gameData.GetItem(itemDrop.ItemId));
            //}

            worldProcessor.UpdatePlayerStat(player, trainingSkill, newLevel, newExp);

            if (levelsGaiend > 0)
            {
                worldProcessor.PlayerStatLevelUp(player, trainingSkill, levelsGaiend);
            }

            ExitCombat(player, npc, attackType);
            return(true);
        }

        PlayerAttack(player, npc, attackType);
        return(false);
    }