Esempio n. 1
0
        /// <summary>
        /// Purchase effect handler
        /// </summary>
        private void PurchaseEffect(int userId, CatalogueItem catalogueItem, int amount)
        {
            List <EffectData> purchaseEffectsQueue = new List <EffectData>();
            var existingEffects = EffectDao.GetUserEffects(userId);

            for (int i = 0; i < amount; i++)
            {
                foreach (var cataloguePackage in catalogueItem.Packages)
                {
                    var dataList = GenerateEffectData(userId, cataloguePackage, existingEffects);

                    if (!dataList.Any())
                    {
                        continue;
                    }

                    purchaseEffectsQueue.AddRange(dataList);
                }
            }

            // Bulk create items
            EffectDao.SaveEffects(purchaseEffectsQueue);

            var player = PlayerManager.Instance.GetPlayerById(userId);

            if (player == null)
            {
                return;
            }

            player.Send(new PurchaseOKComposer(catalogueItem));
            purchaseEffectsQueue.ForEach(player.EffectManager.AddEffect);
        }
Esempio n. 2
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 public void Load()
 {
     Pages     = CatalogueDao.GetPages().Select(x => new CataloguePage(x)).ToList();
     Items     = CatalogueDao.GetItems().Select(x => new CatalogueItem(x)).ToList();
     Packages  = CatalogueDao.GetPackages().Select(i => new CataloguePackage(i, Items.FirstOrDefault(x => x.Data.SaleCode == i.SaleCode))).ToList();
     Effects   = EffectDao.GetEffectSettings().ToDictionary(x => x.EffectId, x => new EffectType(x));
     Discounts = CatalogueDao.GetDiscounts();
     DeserialisePageData();
 }
Esempio n. 3
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        public void Load()
        {
            Effects = new ConcurrentDictionary <int, Effect>();

            foreach (var effectData in EffectDao.GetUserEffects(player.EntityData.Id))
            {
                Effect effect = new Effect(effectData);
                Effects.TryAdd(effect.Id, effect);
            }

            player.Send(new EffectsMessageComposer(new List <Effect>(Effects.Values)));
        }
Esempio n. 4
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        /// <summary>
        /// Try activate the effects
        /// </summary>
        public bool TryActivate()
        {
            if (Data.IsActivated)
            {
                return(false);
            }

            Data.IsActivated = true;
            Data.ExpiresAt   = DateTime.Now.AddSeconds(Duration);
            EffectDao.UpdateEffect(Data);

            return(true);
        }
Esempio n. 5
0
        /// <summary>
        /// Process effect expiry
        /// </summary>
        public void ProcessEffectExpiry(QueuedEvent queuedEvent)
        {
            if (!(Entity is Player))
            {
                return;
            }

            var player = (Player)Entity;

            foreach (var effect in player.EffectManager.Effects.Where(x => x.Value.Data.IsActivated && x.Value.Data.ExpiresAt != null && DateTime.Now > x.Value.Data.ExpiresAt).ToList())
            {
                if (effect.Value.Data.Quantity > 0)
                {
                    effect.Value.Data.Quantity--;
                }

                effect.Value.Data.ExpiresAt = null;

                if (effect.Value.Data.Quantity == 0)
                {
                    player.EffectManager.Effects.Remove(effect.Value.Id);
                    EffectDao.DeleteEffect(effect.Value.Data);
                }
                else
                {
                    EffectDao.UpdateEffect(effect.Value.Data);
                }

                player.Send(new EffectExpiredMessageComposer(effect.Value.Id));

                if (player.RoomEntity.EffectId == effect.Value.Id)
                {
                    player.RoomEntity.UseEffect(0);
                }
            }
        }