Exemple #1
0
        /// <inheritdoc />
        public void Execute(IEntity entity, SystemEventArgs args)
        {
            if (!(entity is IPlayerEntity player))
            {
                this._logger.LogError($"Cannot execute DeathSystem. {entity.Object.Name} is not a player.");
                return;
            }

            IMapRevivalRegion revivalRegion = player.Object.CurrentMap.GetNearRevivalRegion(player.Object.Position);

            if (revivalRegion == null)
            {
                this._logger.LogError($"Cannot find any revival region for map '{player.Object.CurrentMap.Name}'.");
                return;
            }

            decimal recoveryRate = GameResources.Instance.Penalities.GetRevivalPenality(player.Object.Level) / 100;
            var     jobData      = player.PlayerData.JobData;

            int strength     = player.Attributes[DefineAttributes.STR];
            int stamina      = player.Attributes[DefineAttributes.STA];
            int dexterity    = player.Attributes[DefineAttributes.DEX];
            int intelligence = player.Attributes[DefineAttributes.INT];

            player.Health.Hp = (int)(HealthFormulas.GetMaxOriginHp(player.Object.Level, stamina, jobData.MaxHpFactor) * recoveryRate);
            player.Health.Mp = (int)(HealthFormulas.GetMaxOriginMp(player.Object.Level, intelligence, jobData.MaxMpFactor, true) * recoveryRate);
            player.Health.Fp = (int)(HealthFormulas.GetMaxOriginFp(player.Object.Level, stamina, dexterity, strength, jobData.MaxFpFactor, true) * recoveryRate);

            if (player.Object.MapId != revivalRegion.MapId)
            {
                IMapInstance revivalMap = this._mapLoader.GetMapById(revivalRegion.MapId);

                if (revivalMap == null)
                {
                    this._logger.LogError($"Cannot find revival map with id '{revivalRegion.MapId}'.");
                    player.Connection.Server.DisconnectClient(player.Connection.Id);
                    return;
                }

                revivalRegion = revivalMap.GetRevivalRegion(revivalRegion.Key);
            }

            var teleportEvent = new TeleportEventArgs(revivalRegion.MapId, revivalRegion.RevivalPosition.X, revivalRegion.RevivalPosition.Z);

            player.NotifySystem <TeleportSystem>(teleportEvent);

            WorldPacketFactory.SendMotion(player, ObjectMessageType.OBJMSG_ACC_STOP | ObjectMessageType.OBJMSG_STOP_TURN | ObjectMessageType.OBJMSG_STAND);
            WorldPacketFactory.SendPlayerRevival(player);
            WorldPacketFactory.SendUpdateAttributes(player, DefineAttributes.HP, player.Health.Hp);
            WorldPacketFactory.SendUpdateAttributes(player, DefineAttributes.MP, player.Health.Mp);
            WorldPacketFactory.SendUpdateAttributes(player, DefineAttributes.FP, player.Health.Fp);

            this.ProcessDeathPenality(player);
        }
Exemple #2
0
        /// <inheritdoc />
        public void ResurectLodelight(IPlayerEntity player)
        {
            IMapRevivalRegion revivalRegion = player.Object.CurrentMap.GetNearRevivalRegion(player.Object.Position);

            if (revivalRegion == null)
            {
                _logger.LogError($"Cannot find any revival region for map '{player.Object.CurrentMap.Name}'.");
                return;
            }

            decimal recoveryRate = _gameResources.Penalities.GetRevivalPenality(player.Object.Level) / 100;
            var     jobData      = player.PlayerData.JobData;

            int strength     = player.Attributes[DefineAttributes.STR];
            int stamina      = player.Attributes[DefineAttributes.STA];
            int dexterity    = player.Attributes[DefineAttributes.DEX];
            int intelligence = player.Attributes[DefineAttributes.INT];

            player.Attributes[DefineAttributes.HP] = (int)(HealthFormulas.GetMaxOriginHp(player.Object.Level, stamina, jobData.MaxHpFactor) * recoveryRate);
            player.Attributes[DefineAttributes.MP] = (int)(HealthFormulas.GetMaxOriginMp(player.Object.Level, intelligence, jobData.MaxMpFactor, true) * recoveryRate);
            player.Attributes[DefineAttributes.FP] = (int)(HealthFormulas.GetMaxOriginFp(player.Object.Level, stamina, dexterity, strength, jobData.MaxFpFactor, true) * recoveryRate);

            if (player.Object.MapId != revivalRegion.MapId)
            {
                IMapInstance revivalMap = _mapManager.GetMap(revivalRegion.MapId);

                if (revivalMap == null)
                {
                    _logger.LogError($"Cannot find revival map with id '{revivalRegion.MapId}'.");
                    // TODO: disconnect client
                    //player.Connection.Server.DisconnectClient(player.Connection.Id);
                    return;
                }

                revivalRegion = revivalMap.GetRevivalRegion(revivalRegion.Key);
            }

            _teleportSystem.Teleport(player, revivalRegion.MapId, revivalRegion.RevivalPosition.X, null, revivalRegion.RevivalPosition.Z);

            _moverPacketFactory.SendMotion(player, ObjectMessageType.OBJMSG_ACC_STOP | ObjectMessageType.OBJMSG_STOP_TURN | ObjectMessageType.OBJMSG_STAND);
            _playerPacketFactory.SendPlayerRevival(player);
            _moverPacketFactory.SendUpdateAttributes(player, DefineAttributes.HP, player.Attributes[DefineAttributes.HP]);
            _moverPacketFactory.SendUpdateAttributes(player, DefineAttributes.MP, player.Attributes[DefineAttributes.MP]);
            _moverPacketFactory.SendUpdateAttributes(player, DefineAttributes.FP, player.Attributes[DefineAttributes.FP]);

            ProcessDeathPenality(player);
        }
Exemple #3
0
        /// <summary>
        /// Load regions from the RGN file.
        /// </summary>
        private void LoadRgn()
        {
            string rgn = Path.Combine(this._mapPath, $"{this.Name}.rgn");

            using (var rgnFile = new RgnFile(rgn))
            {
                IEnumerable <IMapRespawnRegion> respawnersRgn = rgnFile.GetElements <RgnRespawn7>()
                                                                .Select(x => MapRespawnRegion.FromRgnElement(x));

                this._regions.AddRange(respawnersRgn);

                foreach (RgnRegion3 region in rgnFile.GetElements <RgnRegion3>())
                {
                    switch (region.Index)
                    {
                    case RegionInfo.RI_REVIVAL:
                        int revivalMapId     = this._worldInformations.RevivalMapId == 0 ? this.Id : this._worldInformations.RevivalMapId;
                        var newRevivalRegion = MapRevivalRegion.FromRgnElement(region, revivalMapId);
                        this._regions.Add(newRevivalRegion);
                        break;

                    case RegionInfo.RI_TRIGGER:
                        this._regions.Add(MapTriggerRegion.FromRgnElement(region));
                        break;

                        // TODO: load collector regions
                    }
                }

                if (!this._regions.Any(x => x is IMapRevivalRegion))
                {
                    // Loads the default revival region if no revival region is loaded.
                    this.DefaultRevivalRegion = new MapRevivalRegion(0, 0, 0, 0,
                                                                     this._worldInformations.RevivalMapId, this._worldInformations.RevivalKey, null, false, false);
                }
            }
        }
        public void UseBlinkwingItem(IPlayerEntity player, Item blinkwing)
        {
            if (player.Object.Level < blinkwing.Data.LimitLevel)
            {
                _logger.LogError($"Player {player.Object.Name} cannot use {blinkwing.Data.Name}. Level too low.");
                _textPacketFactory.SendDefinedText(player, DefineText.TID_GAME_USINGNOTLEVEL);
                return;
            }

            // TODO: Check if player is sit
            // TODO: Check if player is on Kebaras island
            // TODO: Check if player is in guild war map

            TeleportEventArgs teleportEvent;

            if (blinkwing.Data.ItemKind3 == ItemKind3.TOWNBLINKWING)
            {
                IMapRevivalRegion revivalRegion = player.Object.CurrentMap.GetNearRevivalRegion(player.Object.Position);

                if (revivalRegion == null)
                {
                    _logger.LogError($"Cannot find any revival region for map '{player.Object.CurrentMap.Name}'.");
                    return;
                }
                if (player.Object.MapId != revivalRegion.MapId)
                {
                    IMapInstance revivalMap = _mapManager.GetMap(revivalRegion.MapId);

                    if (revivalMap == null)
                    {
                        _logger.LogError($"Cannot find revival map with id '{revivalRegion.MapId}'.");
                        // TODO: disconnect client
                        //player.Connection.Server.DisconnectClient(player.Connection.Id);
                        return;
                    }

                    revivalRegion = revivalMap.GetRevivalRegion(revivalRegion.Key);
                }

                teleportEvent = new TeleportEventArgs(revivalRegion.MapId,
                                                      revivalRegion.RevivalPosition.X,
                                                      revivalRegion.RevivalPosition.Z,
                                                      revivalRegion.RevivalPosition.Y);
            }
            else
            {
                teleportEvent = new TeleportEventArgs(blinkwing.Data.WeaponTypeId,   // Map Id
                                                      blinkwing.Data.ItemAtkOrder1,  // X
                                                      blinkwing.Data.ItemAtkOrder3,  // Z
                                                      blinkwing.Data.ItemAtkOrder2,  // Y
                                                      blinkwing.Data.ItemAtkOrder4); // Angle
            }

            player.Inventory.ItemInUseActionId = player.Delayer.DelayAction(TimeSpan.FromMilliseconds(blinkwing.Data.SkillReadyType), () =>
            {
                _teleportSystem.Teleport(player, teleportEvent.MapId, teleportEvent.PositionX, teleportEvent.PositionY, teleportEvent.PositionZ, teleportEvent.Angle);
                _specialEffectSystem.SetStateModeBaseMotion(player, StateModeBaseMotion.BASEMOTION_OFF);
                player.Inventory.ItemInUseActionId = Guid.Empty;
                DecreaseItem(player, blinkwing);
            });

            _specialEffectSystem.SetStateModeBaseMotion(player, StateModeBaseMotion.BASEMOTION_ON, blinkwing);
        }