Exemple #1
0
		/// <summary>
		/// Prepares skill, skips right to used.
		/// </summary>
		/// <remarks>
		/// Doesn't check anything, like what you can gather with what,
		/// because at this point there's no chance for abuse.
		/// </remarks>
		/// <param name="creature"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		/// <returns></returns>
		public bool Prepare(Creature creature, Skill skill, Packet packet)
		{
			var entityId = packet.GetLong();
			var collectId = packet.GetInt();

			// You shall stop
			creature.StopMove();
			var creaturePosition = creature.GetPosition();

			// Get target (either prop or creature)
			var targetEntity = this.GetTargetEntity(creature.Region, entityId);
			if (targetEntity != null)
				creature.Temp.GatheringTargetPosition = targetEntity.GetPosition();

			// Check distance
			if (!creaturePosition.InRange(creature.Temp.GatheringTargetPosition, MaxDistance))
			{
				Send.Notice(creature, Localization.Get("Your arms are too short to reach that from here."));
				return false;
			}

			// ? (sets creatures position on the client side)
			Send.CollectAnimation(creature, entityId, collectId, creaturePosition);

			// Use
			Send.SkillUse(creature, skill.Info.Id, entityId, collectId);
			skill.State = SkillState.Used;

			return true;
		}
Exemple #2
0
		/// <summary>
		/// Handles usage of the skill, called once a part was selected.
		/// </summary>
		/// <param name="creature"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Use(Creature creature, Skill skill, Packet packet)
		{
			var part = packet.GetInt();

			if (packet.Peek() == PacketElementType.Short)
				this.UseRegular(creature, skill, packet, part);
			else if (packet.Peek() == PacketElementType.Byte)
				this.UseFixed(creature, skill, packet, part);
		}
Exemple #3
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		/// <summary>
		/// Handles usage of the skill, called once a part was selected.
		/// </summary>
		/// <param name="creature"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Use(Creature creature, Skill skill, Packet packet)
		{
			var part = packet.GetInt();

			switch (packet.Peek())
			{
				case PacketElementType.Short: this.UseRegular(creature, skill, packet, part); break;
				case PacketElementType.Byte: this.UseFixed(creature, skill, packet, part); break;
			}
		}
Exemple #4
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        public void Complete(Creature creature, Skill skill, Packet packet)
        {
            var part = packet.GetInt();

            if (creature.Skills.ActiveSkill != skill) return;
            if (creature.Temp.SkillItem1 == null || creature.Temp.SkillItem2 == null) return;

            creature.Skills.ActiveSkill = null;

            if (packet.Peek() == PacketElementType.Short)
                this.CompleteRegular(creature, packet, skill, part);
            else if (packet.Peek() == PacketElementType.Byte)
                this.CompleteFixed(creature, packet, skill, part);
        }
Exemple #5
0
		/// <summary>
		/// Completes skill, handling the whole item gathering process.
		/// </summary>
		/// <param name="creature"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Complete(Creature creature, Skill skill, Packet packet)
		{
			var entityId = packet.GetLong();
			var collectId = packet.GetInt();

			var rnd = RandomProvider.Get();

			// Check data
			var collectData = AuraData.CollectingDb.Find(collectId);
			if (collectData == null)
			{
				Log.Warning("Gathering.Complete: Unknown collect id '{0}'", collectId);
				this.DoComplete(creature, entityId, collectId, false, 1);
				return;
			}

			// Check tools
			if (!this.CheckHand(collectData.RightHand, creature.RightHand) || !this.CheckHand(collectData.LeftHand, creature.LeftHand))
			{
				Log.Warning("Gathering.Complete: Collecting using invalid tool.", collectId);
				this.DoComplete(creature, entityId, collectId, false, 1);
				return;
			}

			// Reduce tool's durability
			if (creature.RightHand != null && collectData.DurabilityLoss > 0)
			{
				var reduce = collectData.DurabilityLoss;

				// Half dura loss if blessed
				if (creature.RightHand.IsBlessed)
					reduce = Math.Max(1, reduce / 2);

				creature.RightHand.Durability -= reduce;
				Send.ItemDurabilityUpdate(creature, creature.RightHand);
				Send.ItemExpUpdate(creature, creature.RightHand);
			}

			// Get target (either prop or creature)
			var targetEntity = this.GetTargetEntity(creature.Region, entityId);

			// Check target
			if (targetEntity == null || !targetEntity.HasTag(collectData.Target))
			{
				Log.Warning("Gathering.Complete: Collecting from invalid entity '{0:X16}'", entityId);
				this.DoComplete(creature, entityId, collectId, false, 1);
				return;
			}

			// Check position
			var creaturePosition = creature.GetPosition();
			var targetPosition = targetEntity.GetPosition();

			if (!creaturePosition.InRange(targetPosition, MaxDistance))
			{
				Send.Notice(creature, Localization.Get("Your arms are too short to reach that from here."));
				this.DoComplete(creature, entityId, collectId, false, 1);
				return;
			}

			// Check if moved
			if (creature.Temp.GatheringTargetPosition.GetDistance(targetPosition) > MaxMoveDistance)
			{
				this.DoComplete(creature, entityId, collectId, false, 3);
				return;
			}

			// Determine success
			var successChance = this.GetSuccessChance(creature, collectData);
			var collectSuccess = rnd.NextDouble() * 100 < successChance;

			// Get reduction
			var reduction = collectData.ResourceReduction;
			if (ChannelServer.Instance.Weather.GetWeatherType(creature.RegionId) == WeatherType.Rain)
				reduction += collectData.ResourceReductionRainBonus;

			// Check resource
			if (targetEntity is Prop)
			{
				var targetProp = (Prop)targetEntity;

				// Check if prop was emptied
				if (targetProp.State == "empty")
				{
					this.DoComplete(creature, entityId, collectId, false, 2);
					return;
				}

				// Regenerate resources
				targetProp.Resource += (float)((DateTime.Now - targetProp.LastCollect).TotalMinutes * collectData.ResourceRecovering);

				// Fail if currently no resources available
				if (targetProp.Resource < reduction)
				{
					this.DoComplete(creature, entityId, collectId, false, 2);
					return;
				}

				// Reduce resources on success
				if (collectSuccess)
				{
					if (!ChannelServer.Instance.Conf.World.InfiniteResources)
						targetProp.Resource -= reduction;
					targetProp.LastCollect = DateTime.Now;
				}

				// Set prop's state to "empty" if it was emptied and is not
				// regenerating resources.
				if (collectData.ResourceRecovering == 0 && targetProp.Resource < reduction)
					targetProp.SetState("empty");
			}
			else
			{
				var targetCreature = (Creature)targetEntity;

				// Fail if creature doesn't have enough mana
				if (targetCreature.Mana < reduction)
				{
					this.DoComplete(creature, entityId, collectId, false, 2);
					return;
				}

				if (collectSuccess && !ChannelServer.Instance.Conf.World.InfiniteResources)
					targetCreature.Mana -= reduction;
			}

			// Drop
			var receiveItemId = 0;
			if (collectSuccess)
			{
				// Product
				var itemId = receiveItemId = collectData.GetRndProduct(rnd);
				if (itemId != 0)
				{
					var item = new Item(itemId);
					if (collectData.Source == 0)
					{
						// Try to drop item in the middle, between creature
						// and target. If there already is an item on that
						// position, find another random one.
						var pos = targetPosition.GetRelative(creaturePosition, -FeetDropDistance);
						for (int i = 0; creature.Region.GetItem(a => a.GetPosition() == pos) != null && i < 10; ++i)
							pos = creaturePosition.GetRandomInRange(DropRange, rnd);

						item.Drop(creature.Region, pos, 0, creature, false);
					}
					else
					{
						creature.Inventory.Remove(creature.RightHand);
						creature.Inventory.Add(item, creature.Inventory.RightHandPocket);
					}
				}

				// Product2
				itemId = collectData.GetRndProduct2(rnd);
				if (itemId != 0)
				{
					var item = new Item(itemId);
					item.Drop(creature.Region, creaturePosition, DropRange, creature, false);
				}
			}
			// TODO: Figure out how fail products work.
			//else
			//{
			//	// FailProduct
			//	var itemId = receiveItemId = collectData.GetRndFailProduct(rnd);
			//	if (itemId != 0)
			//	{
			//		var item = new Item(itemId);
			//		if (collectData.Source == 0)
			//			item.Drop(creature.Region, creaturePosition, DropRange);
			//		else
			//		{
			//			creature.Inventory.Remove(creature.RightHand);
			//			creature.Inventory.Add(item, creature.Inventory.RightHandPocket);
			//		}
			//	}

			//	// FailProduct2
			//	itemId = collectData.GetRndFailProduct2(rnd);
			//	if (itemId != 0)
			//	{
			//		var item = new Item(itemId);
			//		item.Drop(creature.Region, creaturePosition.GetRandomInRange(DropRange, rnd));
			//	}
			//}

			// Events
			ChannelServer.Instance.Events.OnCreatureGathered(new CollectEventArgs(creature, collectData, collectSuccess, receiveItemId));

			// Complete
			this.DoComplete(creature, entityId, collectId, collectSuccess, 0);
		}
Exemple #6
0
		/// <summary>
		/// Uses WM, attacking targets.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Use(Creature attacker, Skill skill, Packet packet)
		{
			var targetAreaId = packet.GetLong();

			// There exists a seemingly rare case where these parameters
			// aren't sent.
			var unkInt1 = (packet.Peek() != PacketElementType.None ? packet.GetInt() : 0);
			var unkInt2 = (packet.Peek() != PacketElementType.None ? packet.GetInt() : 0);

			this.Use(attacker, skill, targetAreaId, unkInt1, unkInt2);
		}
Exemple #7
0
		/// <summary>
		/// Completes skill usage, called once the dyeing is completed.
		/// </summary>
		/// <param name="creature"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Complete(Creature creature, Skill skill, Packet packet)
		{
			var part = packet.GetInt();

			if (creature.Skills.ActiveSkill != skill)
				return;

			if (creature.Temp.SkillItem1 == null || creature.Temp.SkillItem2 == null)
				return;

			switch (packet.Peek())
			{
				case PacketElementType.Short: this.CompleteRegular(creature, packet, skill, part); break;
				case PacketElementType.Byte: this.CompleteFixed(creature, packet, skill, part); break;
			}
		}
Exemple #8
0
        /// <summary>
        /// Handles skill usage.
        /// </summary>
        /// <param name="creature"></param>
        /// <param name="skill"></param>
        /// <param name="packet"></param>
        public void Use(Creature creature, Skill skill, Packet packet)
        {
            var targetEntityId = packet.GetLong();

            // Similar to WM there is a case where these aren't sent.
            // Apparently this can happen if you activate the skill while
            // targetting an enemy.
            var unk1 = (packet.Peek() != PacketElementType.None ? packet.GetInt() : 0);
            var unk2 = (packet.Peek() != PacketElementType.None ? packet.GetInt() : 0);

            if (_cm == null)
                _cm = ChannelServer.Instance.SkillManager.GetHandler<CombatMastery>(SkillId.CombatMastery);

            // TODO: Check duration

            var attackResult = false;

            var target = creature.Region.GetCreature(targetEntityId);
            if (target != null && !creature.IsStunned && creature.CanTarget(target))
            {
                var pos = creature.GetPosition();
                var targetPos = target.GetPosition();
                var inRange = pos.InRange(targetPos, creature.AttackRangeFor(target));

                if (!inRange)
                {
                    var telePos = pos.GetRelative(targetPos, -creature.AttackRangeFor(target) + 100);

                    // Check teleport distance
                    if (pos.GetDistance(telePos) > skill.RankData.Var3 + 100)
                    {
                        Send.Notice(creature, "Out of range");
                    }
                    else
                    {
                        Send.Effect(creature, Effect.SilentMoveTeleport, targetEntityId, (byte)0);

                        creature.SetPosition(telePos.X, telePos.Y);
                        Send.SkillTeleport(creature, telePos.X, telePos.Y);

                        inRange = true;
                    }
                }

                if (inRange)
                    attackResult = (_cm.Use(creature, skill, targetEntityId) == CombatSkillResult.Okay);
            }

            Send.CombatAttackR(creature, attackResult);

            Send.SkillUse(creature, skill.Info.Id, targetEntityId, unk1, unk2);
        }
Exemple #9
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		/// <summary>
		/// Handles skill usage.
		/// </summary>
		/// <param name="creature"></param>
		/// <param name="skill"></param>
		/// <param name="packet"></param>
		public void Use(Creature creature, Skill skill, Packet packet)
		{
			var targetEntityId = packet.GetLong();
			var unk1 = packet.GetInt();
			var unk2 = packet.GetInt();
			Use(creature, skill, targetEntityId, unk1, unk2);

		}