Exemple #1
0
        /// <summary>
        /// Checks which nodes are currently activated by the player and sends the results to the client.
        /// </summary>
        public static void TalkToFM(this NPC taxiVendor, Character chr)
        {
            if (!taxiVendor.CheckVendorInteraction(chr))
            {
                return;
            }
            PathNode vendorTaxiNode = taxiVendor.VendorTaxiNode;

            if (vendorTaxiNode == null)
            {
                return;
            }
            TaxiNodeMask taxiNodes = chr.TaxiNodes;

            if (!taxiNodes.IsActive(vendorTaxiNode))
            {
                if (chr.GodMode)
                {
                    chr.ActivateAllTaxiNodes();
                }
                else
                {
                    taxiNodes.Activate(vendorTaxiNode);
                    TaxiHandler.SendTaxiPathActivated(chr.Client);
                    TaxiHandler.SendTaxiPathUpdate((IPacketReceiver)chr.Client, taxiVendor.EntityId, true);
                    return;
                }
            }

            chr.OnInteract((WorldObject)taxiVendor);
            TaxiHandler.ShowTaxiList(chr, (IEntity)taxiVendor, vendorTaxiNode);
        }
Exemple #2
0
        protected override void Apply(WorldObject target, ref DamageAction[] actions)
        {
            Character character = target as Character;

            character.TaxiNodes.Activate((uint)this.Effect.MiscValue);
            TaxiHandler.SendTaxiPathActivated(character.Client);
            TaxiHandler.SendTaxiPathUpdate((IPacketReceiver)character.Client, this.Cast.CasterUnit.EntityId, true);
        }
Exemple #3
0
        protected override void Apply(WorldObject target)
        {
            var chr = target as Character;

            chr.TaxiNodes.Activate((uint)Effect.MiscValue);
            TaxiHandler.SendTaxiPathActivated(chr.Client);
            TaxiHandler.SendTaxiPathUpdate(chr.Client, Cast.CasterUnit.EntityId, true);
        }
Exemple #4
0
        /// <summary>
        /// Checks which nodes are currently activated by the player and sends the results to the client.
        /// </summary>
        public static void TalkToFM(this NPC taxiVendor, Character chr)
        {
            if (!taxiVendor.CheckVendorInteraction(chr))
            {
                return;
            }

            // Get the taxi node associated with this Taxi Vendor
            var curNode = taxiVendor.VendorTaxiNode;

            if (curNode == null)
            {
                return;
            }

            // If this taxi node is as yet unknown to the player, activate it for them.
            var nodeMask = chr.TaxiNodes;

            if (!nodeMask.IsActive(curNode))
            {
                if (chr.GodMode)
                {
                    chr.ActivateAllTaxiNodes();
                }
                else
                {
                    nodeMask.Activate(curNode);
                    TaxiHandler.SendTaxiPathActivated(chr.Client);
                    TaxiHandler.SendTaxiPathUpdate(chr.Client, taxiVendor.EntityId, true);

                    // apparently the blizz-like activity is to not send the taxi list until the next
                    // vendor interaction. So we'll ditch this taco stand.
                    return;
                }
            }

            chr.OnInteract(taxiVendor);

            // The character has previously activated this TaxiNode, send the known nodes list to the client
            TaxiHandler.ShowTaxiList(chr, taxiVendor, curNode);
        }