public static void LoadWiredItem(Item item, Room room, IQueryAdapter dbClient) { IWired handler = null; switch (item.GetBaseItem().InteractionType) { #region Trigger case InteractionType.triggertimer: handler = new Timer(item, room.GetWiredHandler(), 2, room.GetGameManager()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerroomenter: handler = new EntersRoom(item, room.GetWiredHandler(), room.GetRoomUserManager(), false, string.Empty); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggercollision: handler = new Collision(item, room.GetWiredHandler(), room.GetRoomUserManager()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggergameend: HandleItemLoad(new GameEnds(item, room.GetWiredHandler(), room.GetGameManager()), item); break; case InteractionType.triggergamestart: HandleItemLoad(new GameStarts(item, room.GetWiredHandler(), room.GetGameManager()), item); break; case InteractionType.triggerrepeater: handler = new Repeater(room.GetWiredHandler(), item, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerrepeaterlong: handler = new Repeaterlong(room.GetWiredHandler(), item, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggeronusersay: handler = new UserSays(item, room.GetWiredHandler(), false, string.Empty, room); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggercommand: handler = new UserCommand(item, room.GetWiredHandler(), room); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_trg_bot_reached_avtr: handler = new BotReadchedAvatar(item, room.GetWiredHandler(), ""); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggercollisionuser: handler = new UserCollision(item, room.GetWiredHandler(), room); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerscoreachieved: handler = new ScoreAchieved(item, room.GetWiredHandler(), 0, room.GetGameManager()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerstatechanged: handler = new SateChanged(room.GetWiredHandler(), item, new List <Item>(), 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerwalkonfurni: handler = new WalksOnFurni(item, room.GetWiredHandler(), new List <Item>(), 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.triggerwalkofffurni: handler = new WalksOffFurni(item, room.GetWiredHandler(), new List <Item>(), 0); handler.LoadFromDatabase(dbClient, room); break; #endregion #region Action case InteractionType.actiongivescore: handler = new GiveScore(0, 0, room.GetGameManager(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_give_score_tm: handler = new GiveScoreTeam(0, 0, 0, room.GetGameManager(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionposreset: handler = new PositionReset(new List <Item>(), 0, room.GetRoomItemHandler(), room.GetWiredHandler(), item.Id, 0, 0, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionmoverotate: handler = new MoveRotate(MovementState.none, RotationState.none, new List <Item>(), 0, room, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionresettimer: handler = new TimerReset(room, room.GetWiredHandler(), 1, item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.highscore: handler = new HighScore(item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.highscorepoints: handler = new HighScorePoints(item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionshowmessage: handler = new ShowMessage(string.Empty, room.GetWiredHandler(), item.Id, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actiongivereward: //handlergr = (IWiredTrigger) new GiveReward(string.Empty, room.GetWiredHandler(), item.Id); //handlergr.LoadFromDatabase(dbClient, room); //WiredLoader.HandleItemLoad(handlergr, item); break; case InteractionType.superwired: handler = new SuperWired(string.Empty, 0, false, false, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionteleportto: handler = new TeleportToItem(room.GetGameMap(), room.GetWiredHandler(), new List <Item>(), 0, item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_endgame_team: handler = new TeamGameOver(1, item.Id, room); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actiontogglestate: handler = new ToggleItemState(room.GetGameMap(), room.GetWiredHandler(), new List <Item>(), 0, item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_call_stacks: handler = new ExecutePile(new List <Item>(), 0, room.GetWiredHandler(), item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionkickuser: handler = new KickUser(string.Empty, room.GetWiredHandler(), item.Id, room); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionflee: handler = new Escape(new List <Item>(), room, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionchase: handler = new Chase(new List <Item>(), room, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.collisionteam: handler = new CollisionTeam(1, room, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.collisioncase: handler = new CollisionCase(new List <Item>(), room, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.actionmovetodir: handler = new MoveToDir(new List <Item>(), room, room.GetWiredHandler(), item.Id, MovementDirection.up, WhenMovementBlock.none); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_clothes: handler = new BotClothes("", "", room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_teleport: handler = new BotTeleport("", new List <Item>(), room.GetGameMap(), room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_follow_avatar: handler = new BotFollowAvatar("", false, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_give_handitem: handler = new BotGiveHanditem("", room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_move: handler = new BotMove("", new List <Item>(), room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_user_move: handler = new UserMove(new List <Item>(), 0, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_talk_to_avatar: handler = new BotTalkToAvatar("", "", false, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_bot_talk: handler = new BotTalk("", "", false, room.GetWiredHandler(), item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_leave_team: handler = new TeamLeave(item.Id); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_act_join_team: handler = new TeamJoin(1, item.Id); handler.LoadFromDatabase(dbClient, room); break; #endregion #region Condition case InteractionType.superwiredcondition: handler = (IWiredCondition) new SuperWiredCondition(item, string.Empty, false); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionfurnishaveusers: handler = (IWiredCondition) new FurniHasUser(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionfurnishavenousers: handler = (IWiredCondition) new FurniHasNoUser(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionstatepos: handler = (IWiredCondition) new FurniStatePosMatch(item, new List <Item>(), 0, 0, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_stuff_is: handler = (IWiredCondition) new FurniStuffIs(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_not_stuff_is: handler = (IWiredCondition) new FurniNotStuffIs(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionstateposNegative: handler = (IWiredCondition) new FurniStatePosMatchNegative(item, new List <Item>(), 0, 0, 0); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditiontimelessthan: handler = (IWiredCondition) new LessThanTimer(0, room, item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditiontimemorethan: handler = (IWiredCondition) new MoreThanTimer(0, room, item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditiontriggeronfurni: handler = (IWiredCondition) new TriggerUserIsOnFurni(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditiontriggeronfurniNegative: handler = (IWiredCondition) new TriggerUserIsOnFurniNegative(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionhasfurnionfurni: handler = (IWiredCondition) new HasFurniOnFurni(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionhasfurnionfurniNegative: handler = (IWiredCondition) new HasFurniOnFurniNegative(item, new List <Item>()); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionactoringroup: handler = (IWiredCondition) new HasUserInGroup(item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.conditionnotingroup: handler = (IWiredCondition) new HasUserNotInGroup(item); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_actor_in_team: handler = (IWiredCondition) new ActorInTeam(item.Id, 1); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_not_in_team: handler = (IWiredCondition) new ActorNotInTeam(item.Id, 1); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_not_user_count: handler = (IWiredCondition) new RoomUserNotCount(item, 1, 1); handler.LoadFromDatabase(dbClient, room); break; case InteractionType.wf_cnd_user_count_in: handler = (IWiredCondition) new RoomUserCount(item, 1, 1); handler.LoadFromDatabase(dbClient, room); break; #endregion } if (handler != null) { HandleItemLoad(handler, item); } }
internal static void LoadWiredItem(RoomItem item, Room room, IQueryAdapter dbClient) { InteractionType type = item.GetBaseItem().InteractionType; switch (type) { case InteractionType.actiongivescore: { IWiredTrigger action = new GiveScore(0, 0, room.GetGameManager(), item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actionmoverotate: { IWiredTrigger action = new MoveRotate(MovementState.none, RotationState.none, new List <RoomItem>(), 0, room, room.GetWiredHandler(), item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actionposreset: { IWiredTrigger action = new PositionReset(new List <RoomItem>(), 0, room.GetRoomItemHandler(), room.GetWiredHandler(), item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actionresettimer: { IWiredTrigger action = new TimerReset(room, room.GetWiredHandler(), new List <RoomItem>(), 0, item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actionshowmessage: { IWiredTrigger action = new ShowMessage(string.Empty, room.GetWiredHandler(), item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actionteleportto: { IWiredTrigger action = new TeleportToItem(room.GetGameMap(), room.GetWiredHandler(), new List <RoomItem>(), 0, item.Id); action.LoadFromDatabase(dbClient, room); HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.actiontogglestate: { IWiredTrigger action = new ToggleItemState(room.GetGameMap(), room.GetWiredHandler(), new List <RoomItem>(), 0, item); action.LoadFromDatabase(dbClient, room); item.wiredHandler = action; HandleItemLoad(action, room.GetWiredHandler(), item); break; } case InteractionType.conditionfurnishaveusers: { IWiredCondition furniHasUsers = new FurniHasUser(item, new List <RoomItem>()); furniHasUsers.LoadFromDatabase(dbClient, room); HandleConditionLoad(furniHasUsers, item); break; } case InteractionType.conditionstatepos: { IWiredCondition furnistatepos = new FurniStatePosMatch(item, new List <RoomItem>()); furnistatepos.LoadFromDatabase(dbClient, room); HandleConditionLoad(furnistatepos, item); break; } case InteractionType.conditiontimelessthan: { IWiredCondition timeLessThan = new LessThanTimer(0, room, item); timeLessThan.LoadFromDatabase(dbClient, room); HandleConditionLoad(timeLessThan, item); break; } case InteractionType.conditiontimemorethan: { IWiredCondition timeMoreThan = new MoreThanTimer(0, room, item); timeMoreThan.LoadFromDatabase(dbClient, room); HandleConditionLoad(timeMoreThan, item); break; } case InteractionType.conditiontriggeronfurni: { IWiredCondition triggerOnFurni = new TriggerUserIsOnFurni(item, new List <RoomItem>()); triggerOnFurni.LoadFromDatabase(dbClient, room); HandleConditionLoad(triggerOnFurni, item); break; } case InteractionType.specialrandom: { break; } case InteractionType.specialunseen: { break; } case InteractionType.triggergameend: { IWiredTrigger handler = new GameEnds(item, room.GetWiredHandler(), room.GetGameManager()); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggergamestart: { IWiredTrigger handler = new GameStarts(item, room.GetWiredHandler(), room.GetGameManager()); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggeronusersay: { IWiredTrigger handler = new UserSays(item, room.GetWiredHandler(), false, string.Empty, room); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerrepeater: { IWiredTrigger handler = new Repeater(room.GetWiredHandler(), item, 0); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerroomenter: { IWiredTrigger handler = new EntersRoom(item, room.GetWiredHandler(), room.GetRoomUserManager(), false, string.Empty); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerscoreachieved: { IWiredTrigger handler = new ScoreAchieved(item, room.GetWiredHandler(), 0, room.GetGameManager()); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggertimer: { IWiredTrigger handler = new Timer(item, room.GetWiredHandler(), 0, room.GetGameManager()); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerstatechanged: { IWiredTrigger handler = new SateChanged(room.GetWiredHandler(), item, new List <RoomItem>(), 0); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerwalkofffurni: { IWiredTrigger handler = new WalksOffFurni(item, room.GetWiredHandler(), new List <RoomItem>(), 0); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } case InteractionType.triggerwalkonfurni: { IWiredTrigger handler = new WalksOnFurni(item, room.GetWiredHandler(), new List <RoomItem>(), 0); handler.LoadFromDatabase(dbClient, room); HandleItemLoad(handler, room.GetWiredHandler(), item); break; } } }