Esempio n. 1
0
        public static WorldObject CreateWorldObject(AceObject aceO)
        {
            WeenieType objWeenieType = (WeenieType?)aceO.WeenieType ?? WeenieType.Generic;

            switch (objWeenieType)
            {
            case WeenieType.LifeStone:
                return(new Lifestone(aceO));

            case WeenieType.Door:
                return(new Door(aceO));

            case WeenieType.Portal:
                return(new Portal(aceO));

            case WeenieType.Book:
                return(new Book(aceO));

            // case WeenieType.PKModifier:
            //    return new PKModifier(aceO);
            case WeenieType.Cow:
                return(new Cow(aceO));

            case WeenieType.Creature:
                return(new Creature(aceO));

            case WeenieType.Container:
                return(new Container(aceO));

            case WeenieType.Scroll:
                return(new Scroll(aceO));

            case WeenieType.Vendor:
                return(new Vendor(aceO));

            case WeenieType.Coin:
                return(new Coin(aceO));

            case WeenieType.Key:
                return(new Key(aceO));

            default:
                return(new GenericObject(aceO));
            }
        }
Esempio n. 2
0
        public List <Biota> GetBiotasByType(WeenieType type)
        {
            // warning: this query is currently unindexed!
            using (var context = new ShardDbContext())
            {
                var iType = (int)type;

                var results = context.Biota.Where(r => r.WeenieType == iType);

                var biotas = new List <Biota>();
                foreach (var result in results)
                {
                    biotas.Add(GetBiota(context, result.Id));
                }

                return(biotas);
            }
        }
Esempio n. 3
0
        /// <summary>
        /// This method is used to get all inventory items of a type in this container (example of usage get all items of coin on player)
        /// </summary>
        public List <WorldObject> GetInventoryItemsOfTypeWeenieType(WeenieType type)
        {
            var items = new List <WorldObject>();

            // first search me / add all items of type.
            var localInventory = Inventory.Values.Where(wo => wo.WeenieType == type).ToList();

            items.AddRange(localInventory);

            // next search all containers for coin.. run function again for each container.
            var sideContainers = Inventory.Values.Where(i => i.WeenieType == WeenieType.Container).ToList();

            foreach (var container in sideContainers)
            {
                items.AddRange(((Container)container).GetInventoryItemsOfTypeWeenieType(type));
            }

            return(items);
        }
Esempio n. 4
0
        public List <Biota> GetBiotasByType(WeenieType type)
        {
            // warning: this query is currently unindexed!
            using (var context = new ShardDbContext())
            {
                context.ChangeTracker.QueryTrackingBehavior = QueryTrackingBehavior.NoTracking;

                var iType = (int)type;

                var results = context.Biota.Where(r => r.WeenieType == iType);

                var biotas = new List <Biota>();
                foreach (var result in results)
                {
                    var biota = GetBiota(result.Id);
                    biotas.Add(biota);
                }

                return(biotas);
            }
        }
Esempio n. 5
0
        /// <summary>
        /// This method is used to get all inventory items of Coin in this container (example of usage get all items of coin on player)
        /// </summary>
        public virtual List <WorldObject> GetInventoryItemsOfTypeWeenieType(WeenieType type)
        {
            List <WorldObject> items = new List <WorldObject>();

            // first search me / add all items of type.
            var localInventory = InventoryObjects.Where(wo => wo.Value.WeenieType == type).ToList();

            foreach (var wo in localInventory)
            {
                items.Add(wo.Value);
            }

            // next search all containers for coin.. run function again for each container.
            var containers = InventoryObjects.Where(wo => wo.Value.WeenieType == WeenieType.Container).ToList();

            foreach (var container in containers)
            {
                items.AddRange((container.Value as Container).GetInventoryItemsOfTypeWeenieType(type));
            }

            return(items);
        }
Esempio n. 6
0
        private bool CreateCurrency(WeenieType type, uint amount)
        {
            // todo: we need to look up this object to understand it by its weenie id.
            // todo: support more then hard coded coin.
            const uint  coinWeenieId = 273;
            WorldObject wochk        = WorldObjectFactory.CreateNewWorldObject(coinWeenieId);
            ushort      maxstacksize = wochk.MaxStackSize.Value;

            wochk = null;

            List <WorldObject> payout = new List <WorldObject>();

            while (amount > 0)
            {
                WorldObject currancystack = WorldObjectFactory.CreateNewWorldObject(coinWeenieId);
                // payment contains a max stack
                if (maxstacksize <= amount)
                {
                    currancystack.StackSize = maxstacksize;
                    payout.Add(currancystack);
                    amount = amount - maxstacksize;
                }
                else // not a full stack
                {
                    currancystack.StackSize = (ushort)amount;
                    payout.Add(currancystack);
                    amount = amount - amount;
                }
            }

            // add money to player inventory.
            foreach (WorldObject wo in payout)
            {
                TryCreateInInventoryWithNetworking(wo);
            }
            UpdateCurrencyClientCalculations(WeenieType.Coin);
            return(true);
        }
Esempio n. 7
0
        private List <WorldObject> SpendCurrency(uint amount, WeenieType type)
        {
            if (type == WeenieType.Coin && amount > CoinValue)
            {
                return(null);
            }

            List <WorldObject> currency = new List <WorldObject>();

            currency.AddRange(GetInventoryItemsOfTypeWeenieType(type));
            currency = currency.OrderBy(o => o.Value).ToList();

            List <WorldObject> cost = new List <WorldObject>();
            uint payment            = 0;

            WorldObject changeobj = WorldObjectFactory.CreateNewWorldObject(273);
            uint        change    = 0;

            foreach (WorldObject wo in currency)
            {
                if (payment + wo.StackSize.Value <= amount)
                {
                    // add to payment
                    payment = payment + (uint)wo.StackSize.Value;
                    cost.Add(wo);
                }
                else if (payment + wo.StackSize.Value > amount)
                {
                    // add payment
                    payment = payment + (uint)wo.StackSize.Value;
                    cost.Add(wo);
                    // calculate change
                    if (payment > amount)
                    {
                        change = payment - amount;
                        // add new change object.
                        changeobj.SetStackSize((int)change);
                        wo.SetStackSize(wo.StackSize - (int)change);
                    }
                    break;
                }
                else if (payment == amount)
                {
                    break;
                }
            }

            // destroy all stacks of currency required / sale
            foreach (WorldObject wo in cost)
            {
                TryConsumeFromInventoryWithNetworking(wo);
            }

            // if there is change - readd - do this at the end to try to prevent exploiting
            if (change > 0)
            {
                TryCreateInInventoryWithNetworking(changeobj);
            }

            UpdateCoinValue(false);

            return(cost);
        }
Esempio n. 8
0
        public static CreateResult Create(CharacterCreateInfo characterCreateInfo, Weenie weenie, ObjectGuid guid, uint accountId, WeenieType weenieType, out Player player)
        {
            var heritageGroup = DatManager.PortalDat.CharGen.HeritageGroups[characterCreateInfo.Heritage];

            if (weenieType == WeenieType.Admin)
            {
                player = new Admin(weenie, guid, accountId);
            }
            else if (weenieType == WeenieType.Sentinel)
            {
                player = new Sentinel(weenie, guid, accountId);
            }
            else
            {
                player = new Player(weenie, guid, accountId);
            }

            player.SetProperty(PropertyInt.HeritageGroup, (int)characterCreateInfo.Heritage);
            player.SetProperty(PropertyString.HeritageGroup, heritageGroup.Name);
            player.SetProperty(PropertyInt.Gender, (int)characterCreateInfo.Gender);
            player.SetProperty(PropertyString.Sex, characterCreateInfo.Gender == 1 ? "Male" : "Female");

            //player.SetProperty(PropertyDataId.Icon, cgh.IconImage); // I don't believe this is used anywhere in the client, but it might be used by a future custom launcher

            // pull character data from the dat file
            var sex = heritageGroup.Genders[(int)characterCreateInfo.Gender];

            player.SetProperty(PropertyDataId.MotionTable, sex.MotionTable);
            player.SetProperty(PropertyDataId.SoundTable, sex.SoundTable);
            player.SetProperty(PropertyDataId.PhysicsEffectTable, sex.PhysicsTable);
            player.SetProperty(PropertyDataId.Setup, sex.SetupID);
            player.SetProperty(PropertyDataId.PaletteBase, sex.BasePalette);
            player.SetProperty(PropertyDataId.CombatTable, sex.CombatTable);

            // Check the character scale
            if (sex.Scale != 100u)
            {
                player.SetProperty(PropertyFloat.DefaultScale, (sex.Scale / 100f)); // Scale is stored as a percentage
            }
            // Get the hair first, because we need to know if you're bald, and that's the name of that tune!
            var hairstyle = sex.HairStyleList[Convert.ToInt32(characterCreateInfo.Apperance.HairStyle)];

            // Olthoi and Gear Knights have a "Body Style" instead of a hair style. These styles have multiple model/texture changes, instead of a single head/hairstyle.
            // Storing this value allows us to send the proper appearance ObjDesc
            if (hairstyle.ObjDesc.AnimPartChanges.Count > 1)
            {
                player.SetProperty(PropertyInt.Hairstyle, (int)characterCreateInfo.Apperance.HairStyle);
            }

            // Certain races (Undead, Tumeroks, Others?) have multiple body styles available. This is controlled via the "hair style".
            if (hairstyle.AlternateSetup > 0)
            {
                player.SetProperty(PropertyDataId.Setup, hairstyle.AlternateSetup);
            }

            player.SetProperty(PropertyDataId.EyesTexture, sex.GetEyeTexture(characterCreateInfo.Apperance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.DefaultEyesTexture, sex.GetDefaultEyeTexture(characterCreateInfo.Apperance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.NoseTexture, sex.GetNoseTexture(characterCreateInfo.Apperance.Nose));
            player.SetProperty(PropertyDataId.DefaultNoseTexture, sex.GetDefaultNoseTexture(characterCreateInfo.Apperance.Nose));
            player.SetProperty(PropertyDataId.MouthTexture, sex.GetMouthTexture(characterCreateInfo.Apperance.Mouth));
            player.SetProperty(PropertyDataId.DefaultMouthTexture, sex.GetDefaultMouthTexture(characterCreateInfo.Apperance.Mouth));
            player.Character.HairTexture        = sex.GetHairTexture(characterCreateInfo.Apperance.HairStyle);
            player.Character.DefaultHairTexture = sex.GetDefaultHairTexture(characterCreateInfo.Apperance.HairStyle);
            // HeadObject can be null if we're dealing with GearKnight or Olthoi
            var headObject = sex.GetHeadObject(characterCreateInfo.Apperance.HairStyle);

            if (headObject != null)
            {
                player.SetProperty(PropertyDataId.HeadObject, (uint)headObject);
            }

            // Skin is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var skinPalSet = DatManager.PortalDat.ReadFromDat <PaletteSet>(sex.SkinPalSet);

            player.SetProperty(PropertyDataId.SkinPalette, skinPalSet.GetPaletteID(characterCreateInfo.Apperance.SkinHue));
            player.SetProperty(PropertyFloat.Shade, characterCreateInfo.Apperance.SkinHue);

            // Hair is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var hairPalSet = DatManager.PortalDat.ReadFromDat <PaletteSet>(sex.HairColorList[Convert.ToInt32(characterCreateInfo.Apperance.HairColor)]);

            player.SetProperty(PropertyDataId.HairPalette, hairPalSet.GetPaletteID(characterCreateInfo.Apperance.HairHue));

            // Eye Color
            player.SetProperty(PropertyDataId.EyesPalette, sex.EyeColorList[Convert.ToInt32(characterCreateInfo.Apperance.EyeColor)]);

            if (characterCreateInfo.Apperance.HeadgearStyle < 0xFFFFFFFF) // No headgear is max UINT
            {
                var hat = GetClothingObject(sex.GetHeadgearWeenie(characterCreateInfo.Apperance.HeadgearStyle), characterCreateInfo.Apperance.HeadgearColor, characterCreateInfo.Apperance.HeadgearHue);
                if (hat != null)
                {
                    player.TryEquipObject(hat, hat.ValidLocations ?? 0);
                }
                else
                {
                    player.TryAddToInventory(CreateIOU(sex.GetHeadgearWeenie(characterCreateInfo.Apperance.HeadgearStyle)));
                }
            }

            var shirt = GetClothingObject(sex.GetShirtWeenie(characterCreateInfo.Apperance.ShirtStyle), characterCreateInfo.Apperance.ShirtColor, characterCreateInfo.Apperance.ShirtHue);

            if (shirt != null)
            {
                player.TryEquipObject(shirt, shirt.ValidLocations ?? 0);
            }
            else
            {
                player.TryAddToInventory(CreateIOU(sex.GetShirtWeenie(characterCreateInfo.Apperance.ShirtStyle)));
            }

            var pants = GetClothingObject(sex.GetPantsWeenie(characterCreateInfo.Apperance.PantsStyle), characterCreateInfo.Apperance.PantsColor, characterCreateInfo.Apperance.PantsHue);

            if (pants != null)
            {
                player.TryEquipObject(pants, pants.ValidLocations ?? 0);
            }
            else
            {
                player.TryAddToInventory(CreateIOU(sex.GetPantsWeenie(characterCreateInfo.Apperance.PantsStyle)));
            }

            var shoes = GetClothingObject(sex.GetFootwearWeenie(characterCreateInfo.Apperance.FootwearStyle), characterCreateInfo.Apperance.FootwearColor, characterCreateInfo.Apperance.FootwearHue);

            if (shoes != null)
            {
                player.TryEquipObject(shoes, shoes.ValidLocations ?? 0);
            }
            else
            {
                player.TryAddToInventory(CreateIOU(sex.GetFootwearWeenie(characterCreateInfo.Apperance.FootwearStyle)));
            }

            string templateName = heritageGroup.Templates[characterCreateInfo.TemplateOption].Name;

            //player.SetProperty(PropertyString.Title, templateName);
            player.SetProperty(PropertyString.Template, templateName);
            player.AddTitle(heritageGroup.Templates[characterCreateInfo.TemplateOption].Title, true);

            // stats
            uint totalAttributeCredits = heritageGroup.AttributeCredits;
            uint usedAttributeCredits  = 0;

            player.Strength.StartingValue = ValidateAttributeCredits(characterCreateInfo.StrengthAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits         += player.Strength.StartingValue;

            player.Endurance.StartingValue = ValidateAttributeCredits(characterCreateInfo.EnduranceAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits          += player.Endurance.StartingValue;

            player.Coordination.StartingValue = ValidateAttributeCredits(characterCreateInfo.CoordinationAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits += player.Coordination.StartingValue;

            player.Quickness.StartingValue = ValidateAttributeCredits(characterCreateInfo.QuicknessAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits          += player.Quickness.StartingValue;

            player.Focus.StartingValue = ValidateAttributeCredits(characterCreateInfo.FocusAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits      += player.Focus.StartingValue;

            player.Self.StartingValue = ValidateAttributeCredits(characterCreateInfo.SelfAbility, usedAttributeCredits, totalAttributeCredits);
            usedAttributeCredits     += player.Self.StartingValue;

            if (usedAttributeCredits > heritageGroup.AttributeCredits)
            {
                return(CreateResult.TooManySkillCreditsUsed);
            }

            // data we don't care about
            //characterCreateInfo.CharacterSlot;
            //characterCreateInfo.ClassId;

            // characters start with max vitals
            player.Health.Current  = player.Health.Base;
            player.Stamina.Current = player.Stamina.Base;
            player.Mana.Current    = player.Mana.Base;

            // set initial skill credit amount. 52 for all but "Olthoi", which have 68
            player.SetProperty(PropertyInt.AvailableSkillCredits, (int)heritageGroup.SkillCredits);

            for (int i = 0; i < characterCreateInfo.SkillAdvancementClasses.Count; i++)
            {
                var sac = characterCreateInfo.SkillAdvancementClasses[i];

                if (sac == SkillAdvancementClass.Inactive)
                {
                    continue;
                }

                if (!DatManager.PortalDat.SkillTable.SkillBaseHash.ContainsKey((uint)i))
                {
                    log.ErrorFormat("Character {0} tried to create with skill {1} that was not found in Portal dat.", characterCreateInfo.Name, i);
                    return(CreateResult.InvalidSkillRequested);
                }

                var skill = DatManager.PortalDat.SkillTable.SkillBaseHash[(uint)i];

                var trainedCost     = skill.TrainedCost;
                var specializedCost = skill.UpgradeCostFromTrainedToSpecialized;

                foreach (var skillGroup in heritageGroup.Skills)
                {
                    if (skillGroup.SkillNum == i)
                    {
                        trainedCost     = skillGroup.NormalCost;
                        specializedCost = skillGroup.PrimaryCost;
                        break;
                    }
                }

                if (sac == SkillAdvancementClass.Specialized)
                {
                    if (!player.TrainSkill((Skill)i, trainedCost))
                    {
                        return(CreateResult.FailedToTrainSkill);
                    }
                    if (!player.SpecializeSkill((Skill)i, specializedCost))
                    {
                        return(CreateResult.FailedToSpecializeSkill);
                    }
                }
                else if (sac == SkillAdvancementClass.Trained)
                {
                    if (!player.TrainSkill((Skill)i, trainedCost))
                    {
                        return(CreateResult.FailedToTrainSkill);
                    }
                }
                else if (sac == SkillAdvancementClass.Untrained)
                {
                    player.UntrainSkill((Skill)i, 0);
                }
            }

            var isDualWieldTrainedOrSpecialized = player.Skills[Skill.DualWield].AdvancementClass > SkillAdvancementClass.Untrained;

            // Set Heritage based Melee and Ranged Masteries
            GetMasteries(player.HeritageGroup, out WeaponType meleeMastery, out WeaponType rangedMastery);

            player.SetProperty(PropertyInt.MeleeMastery, (int)meleeMastery);
            player.SetProperty(PropertyInt.RangedMastery, (int)rangedMastery);

            // Set innate augs
            SetInnateAugmentations(player);

            // grant starter items based on skills
            var starterGearConfig = StarterGearFactory.GetStarterGearConfiguration();
            var grantedWeenies    = new List <uint>();

            foreach (var skillGear in starterGearConfig.Skills)
            {
                var charSkill = player.Skills[(Skill)skillGear.SkillId];
                if (charSkill.AdvancementClass == SkillAdvancementClass.Trained || charSkill.AdvancementClass == SkillAdvancementClass.Specialized)
                {
                    foreach (var item in skillGear.Gear)
                    {
                        if (grantedWeenies.Contains(item.WeenieId))
                        {
                            var existingItem = player.Inventory.Values.FirstOrDefault(i => i.WeenieClassId == item.WeenieId);
                            if (existingItem == null || (existingItem.MaxStackSize ?? 1) <= 1)
                            {
                                continue;
                            }

                            existingItem.SetStackSize(existingItem.StackSize + item.StackSize);
                            continue;
                        }

                        var loot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                        if (loot != null)
                        {
                            if (loot.StackSize.HasValue && loot.MaxStackSize.HasValue)
                            {
                                loot.SetStackSize((item.StackSize <= loot.MaxStackSize) ? item.StackSize : loot.MaxStackSize);
                            }
                        }
                        else
                        {
                            player.TryAddToInventory(CreateIOU(item.WeenieId));
                        }

                        if (loot != null && player.TryAddToInventory(loot))
                        {
                            grantedWeenies.Add(item.WeenieId);
                        }

                        if (isDualWieldTrainedOrSpecialized && loot != null)
                        {
                            if (loot.WeenieType == WeenieType.MeleeWeapon)
                            {
                                var dualloot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                                if (dualloot != null)
                                {
                                    player.TryAddToInventory(dualloot);
                                }
                                else
                                {
                                    player.TryAddToInventory(CreateIOU(item.WeenieId));
                                }
                            }
                        }
                    }

                    var heritageLoot = skillGear.Heritage.FirstOrDefault(sh => sh.HeritageId == characterCreateInfo.Heritage);
                    if (heritageLoot != null)
                    {
                        foreach (var item in heritageLoot.Gear)
                        {
                            if (grantedWeenies.Contains(item.WeenieId))
                            {
                                var existingItem = player.Inventory.Values.FirstOrDefault(i => i.WeenieClassId == item.WeenieId);
                                if (existingItem == null || (existingItem.MaxStackSize ?? 1) <= 1)
                                {
                                    continue;
                                }

                                existingItem.SetStackSize(existingItem.StackSize + item.StackSize);
                                continue;
                            }

                            var loot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                            if (loot != null)
                            {
                                if (loot.StackSize.HasValue && loot.MaxStackSize.HasValue)
                                {
                                    loot.SetStackSize((item.StackSize <= loot.MaxStackSize) ? item.StackSize : loot.MaxStackSize);
                                }
                            }
                            else
                            {
                                player.TryAddToInventory(CreateIOU(item.WeenieId));
                            }

                            if (loot != null && player.TryAddToInventory(loot))
                            {
                                grantedWeenies.Add(item.WeenieId);
                            }

                            if (isDualWieldTrainedOrSpecialized && loot != null)
                            {
                                if (loot.WeenieType == WeenieType.MeleeWeapon)
                                {
                                    var dualloot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                                    if (dualloot != null)
                                    {
                                        player.TryAddToInventory(dualloot);
                                    }
                                    else
                                    {
                                        player.TryAddToInventory(CreateIOU(item.WeenieId));
                                    }
                                }
                            }
                        }
                    }

                    foreach (var spell in skillGear.Spells)
                    {
                        // Olthoi Spitter is a special case
                        if (characterCreateInfo.Heritage == (int)HeritageGroup.OlthoiAcid)
                        {
                            player.AddKnownSpell(spell.SpellId);
                            // Continue to next spell as Olthoi spells do not have the SpecializedOnly field
                            continue;
                        }

                        if (charSkill.AdvancementClass == SkillAdvancementClass.Trained && spell.SpecializedOnly == false)
                        {
                            player.AddKnownSpell(spell.SpellId);
                        }
                        else if (charSkill.AdvancementClass == SkillAdvancementClass.Specialized)
                        {
                            player.AddKnownSpell(spell.SpellId);
                        }
                    }
                }
            }

            player.Name           = characterCreateInfo.Name;
            player.Character.Name = characterCreateInfo.Name;


            // Index used to determine the starting location
            var startArea = characterCreateInfo.StartArea;

            var starterArea = DatManager.PortalDat.CharGen.StarterAreas[(int)startArea];

            player.Location = new Position(starterArea.Locations[0].ObjCellID,
                                           starterArea.Locations[0].Frame.Origin.X, starterArea.Locations[0].Frame.Origin.Y, starterArea.Locations[0].Frame.Origin.Z,
                                           starterArea.Locations[0].Frame.Orientation.X, starterArea.Locations[0].Frame.Orientation.Y, starterArea.Locations[0].Frame.Orientation.Z, starterArea.Locations[0].Frame.Orientation.W);

            var instantiation = new Position(0xA9B40019, 84, 7.1f, 94, 0, 0, -0.0784591f, 0.996917f); // ultimate fallback.
            var spellFreeRide = new Spell();

            switch (starterArea.Name)
            {
            case "OlthoiLair":        //todo: check this when olthoi play is allowed in ace
                spellFreeRide = null; // no training area for olthoi, so they start and fall back to same place.
                instantiation = new Position(player.Location);
                break;

            case "Shoushi":
                spellFreeRide = DatabaseManager.World.GetCachedSpell(3813);     // Free Ride to Shoushi
                break;

            case "Yaraq":
                spellFreeRide = DatabaseManager.World.GetCachedSpell(3814);     // Free Ride to Yaraq
                break;

            case "Sanamar":
                spellFreeRide = DatabaseManager.World.GetCachedSpell(3535);     // Free Ride to Sanamar
                break;

            case "Holtburg":
            default:
                spellFreeRide = DatabaseManager.World.GetCachedSpell(3815);     // Free Ride to Holtburg
                break;
            }
            if (spellFreeRide != null && spellFreeRide.Name != "")
            {
                instantiation = new Position(spellFreeRide.PositionObjCellId.Value, spellFreeRide.PositionOriginX.Value, spellFreeRide.PositionOriginY.Value, spellFreeRide.PositionOriginZ.Value, spellFreeRide.PositionAnglesX.Value, spellFreeRide.PositionAnglesY.Value, spellFreeRide.PositionAnglesZ.Value, spellFreeRide.PositionAnglesW.Value);
            }

            player.Instantiation = new Position(instantiation);

            player.Sanctuary = new Position(player.Location);

            player.SetProperty(PropertyBool.RecallsDisabled, true);

            if (player is Sentinel || player is Admin)
            {
                player.Character.IsPlussed = true;
                player.CloakStatus         = CloakStatus.Off;
                player.ChannelsAllowed     = player.ChannelsActive;
            }

            CharacterCreateSetDefaultCharacterOptions(player);

            return(CreateResult.Success);
        }
Esempio n. 9
0
        /// <summary>
        /// Converts a decal specific IntValueKey to the actual IntValueKey.
        /// If this is not an IntValueKey, 0 will be returned.
        /// </summary>
        public static ObjectClass FromWeenieType(ItemType itemType, WeenieType weenieType)
        {
            var result = ObjectClass.Unknown;

            if ((itemType & ItemType.MeleeWeapon) != 0)
            {
                result = ObjectClass.MeleeWeapon;
            }
            else if ((itemType & ItemType.Armor) != 0)
            {
                result = ObjectClass.Armor;
            }
            else if ((itemType & ItemType.Clothing) != 0)
            {
                result = ObjectClass.Clothing;
            }
            else if ((itemType & ItemType.Jewelry) != 0)
            {
                result = ObjectClass.Jewelry;
            }
            else if ((itemType & ItemType.Creature) != 0)
            {
                result = ObjectClass.Monster;
            }
            else if ((itemType & ItemType.Food) != 0)
            {
                result = ObjectClass.Food;
            }
            else if ((itemType & ItemType.Money) != 0)
            {
                result = ObjectClass.Money;
            }
            else if ((itemType & ItemType.Misc) != 0)
            {
                result = ObjectClass.Misc;
            }
            else if ((itemType & ItemType.MissileWeapon) != 0)
            {
                result = ObjectClass.MissileWeapon;
            }
            else if ((itemType & ItemType.Container) != 0)
            {
                result = ObjectClass.Container;
            }
            else if ((itemType & ItemType.Useless) != 0)
            {
                result = ObjectClass.Bundle;
            }
            else if ((itemType & ItemType.Gem) != 0)
            {
                result = ObjectClass.Gem;
            }
            else if ((itemType & ItemType.SpellComponents) != 0)
            {
                result = ObjectClass.SpellComponent;
            }
            else if ((itemType & ItemType.Key) != 0)
            {
                result = ObjectClass.Key;
            }
            else if ((itemType & ItemType.Caster) != 0)
            {
                result = ObjectClass.WandStaffOrb;
            }
            else if ((itemType & ItemType.Portal) != 0)
            {
                result = ObjectClass.Portal;
            }
            else if ((itemType & ItemType.PromissoryNote) != 0)
            {
                result = ObjectClass.TradeNote;
            }
            else if ((itemType & ItemType.ManaStone) != 0)
            {
                result = ObjectClass.ManaStone;
            }
            else if ((itemType & ItemType.Service) != 0)
            {
                result = ObjectClass.Services;
            }
            else if ((itemType & ItemType.MagicWieldable) != 0)
            {
                result = ObjectClass.Plant;
            }
            else if ((itemType & ItemType.CraftCookingBase) != 0)
            {
                result = ObjectClass.BaseCooking;
            }
            else if ((itemType & ItemType.CraftAlchemyBase) != 0)
            {
                result = ObjectClass.BaseAlchemy;
            }
            //else if ((itemType & ItemType.01000000)
            //	result = ObjectClass.BaseFletching;
            else if ((itemType & ItemType.CraftFletchingBase) != 0)
            {
                result = ObjectClass.CraftedCooking;
            }
            else if ((itemType & ItemType.CraftAlchemyIntermediate) != 0)
            {
                result = ObjectClass.CraftedAlchemy;
            }
            else if ((itemType & ItemType.CraftFletchingIntermediate) != 0)
            {
                result = ObjectClass.CraftedFletching;
            }
            else if ((itemType & ItemType.TinkeringTool) != 0)
            {
                result = ObjectClass.Ust;
            }
            else if ((itemType & ItemType.TinkeringMaterial) != 0)
            {
                result = ObjectClass.Salvage;
            }

            /*
             * if (Behavior & 0x00000008)
             *      result = ObjectClass.Player;
             * else if (Behavior & 0x00000200)
             *      result = ObjectClass.Vendor;
             * else if (Behavior & 0x00001000)
             *      result = ObjectClass.Door;
             * else if (Behavior & 0x00002000)
             *      result = ObjectClass.Corpse;
             * else if (Behavior & 0x00004000)
             *      result = ObjectClass.Lifestone;
             * else if (Behavior & 0x00008000)
             *      result = ObjectClass.Food;
             * else if (Behavior & 0x00010000)
             *      result = ObjectClass.HealingKit;
             * else if (Behavior & 0x00020000)
             *      result = ObjectClass.Lockpick;
             * else if (Behavior & 0x00040000)
             *      result = ObjectClass.Portal;
             * else if (Behavior & 0x00800000)
             *      result = ObjectClass.Foci;
             * else if (Behavior & 0x00000001)
             *      result = ObjectClass.Container;
             */

            /*if (((itemType & ItemType.Writable) != 0) && (Behavior & 0x00000100) && result == ObjectClass.Unknown)
             * {
             *      if (pCreate->m_Behavior & 0x00000002)
             *              result = ObjectClass.Journal;
             *      else if (pCreate->m_Behavior & 0x00000004)
             *              result = ObjectClass.Sign;
             *      else if (!(pCreate->m_Behavior & 0x0000000F))
             *              result = ObjectClass.Book;
             * }*/

            /*if (((itemType & ItemType.Writable) != 0) && ((GameDataFlags1 & 0x00400000) != 0))
             *      result = ObjectClass.Scroll;*/

            //throw new Exception($"Unable to convert WeenieType {input} to an ObjectClass.");

            return(result);
        }
Esempio n. 10
0
        private List <WorldObject> SpendCurrency(uint amount, WeenieType type)
        {
            if (CoinValue - amount >= 0)
            {
                List <WorldObject> currency = new List <WorldObject>();
                currency.AddRange(GetInventoryItemsOfTypeWeenieType(type));
                currency = currency.OrderBy(o => o.Value).ToList();

                List <WorldObject> cost = new List <WorldObject>();
                uint payment            = 0;

                WorldObject changeobj = WorldObjectFactory.CreateNewWorldObject(273);
                uint        change    = 0;

                foreach (WorldObject wo in currency)
                {
                    if (payment + wo.StackSize.Value <= amount)
                    {
                        // add to payment
                        payment = payment + wo.StackSize.Value;
                        cost.Add(wo);
                    }
                    else if (payment + wo.StackSize.Value > amount)
                    {
                        // add payment
                        payment = payment + wo.StackSize.Value;
                        cost.Add(wo);
                        // calculate change
                        if (payment > amount)
                        {
                            change = payment - amount;
                            // add new change object.
                            changeobj.StackSize = (ushort)change;
                            wo.StackSize       -= (ushort)change;
                        }
                        break;
                    }
                    else if (payment == amount)
                    {
                        break;
                    }
                }

                // destroy all stacks of currency required / sale
                foreach (WorldObject wo in cost)
                {
                    TryRemoveFromInventoryWithNetworking(wo);

                    /*TryRemoveFromInventory(wo.Guid);
                     * ObjectGuid clearContainer = new ObjectGuid(0);
                     * Session.Network.EnqueueSend(new GameMessagePublicUpdateInstanceID(wo, PropertyInstanceId.Container, clearContainer));
                     *
                     * // clean up the shard database.
                     * throw new NotImplementedException();
                     * // todo fix for EF
                     * //DatabaseManager.Shard.DeleteObject(wo.SnapShotOfAceObject(), null);*/
                    Session.Network.EnqueueSend(new GameMessageDeleteObject(wo));
                }

                // if there is change - readd - do this at the end to try to prevent exploiting
                if (change > 0)
                {
                    TryCreateInInventoryWithNetworking(changeobj);
                }

                UpdateCurrencyClientCalculations(WeenieType.Coin);
                return(cost);
            }
            return(null);
        }
Esempio n. 11
0
        public static CreateResult Create(CharacterCreateInfo characterCreateInfo, Weenie weenie, ObjectGuid guid, uint accountId, WeenieType weenieType, out Player player)
        {
            var heritageGroup = DatManager.PortalDat.CharGen.HeritageGroups[characterCreateInfo.Heritage];

            if (weenieType == WeenieType.Admin)
            {
                player = new Admin(weenie, guid, accountId);
            }
            else if (weenieType == WeenieType.Sentinel)
            {
                player = new Sentinel(weenie, guid, accountId);
            }
            else
            {
                player = new Player(weenie, guid, accountId);
            }

            player.SetProperty(PropertyInt.HeritageGroup, (int)characterCreateInfo.Heritage);
            player.SetProperty(PropertyString.HeritageGroup, heritageGroup.Name);
            player.SetProperty(PropertyInt.Gender, (int)characterCreateInfo.Gender);
            player.SetProperty(PropertyString.Sex, characterCreateInfo.Gender == 1 ? "Male" : "Female");

            //player.SetProperty(PropertyDataId.Icon, cgh.IconImage); // I don't believe this is used anywhere in the client, but it might be used by a future custom launcher

            // pull character data from the dat file
            var sex = heritageGroup.Genders[(int)characterCreateInfo.Gender];

            player.SetProperty(PropertyDataId.MotionTable, sex.MotionTable);
            player.SetProperty(PropertyDataId.SoundTable, sex.SoundTable);
            player.SetProperty(PropertyDataId.PhysicsEffectTable, sex.PhysicsTable);
            player.SetProperty(PropertyDataId.Setup, sex.SetupID);
            player.SetProperty(PropertyDataId.PaletteBase, sex.BasePalette);
            player.SetProperty(PropertyDataId.CombatTable, sex.CombatTable);

            // Check the character scale
            if (sex.Scale != 100u)
            {
                player.SetProperty(PropertyFloat.DefaultScale, (sex.Scale / 100f)); // Scale is stored as a percentage
            }
            // Get the hair first, because we need to know if you're bald, and that's the name of that tune!
            var hairstyle = sex.HairStyleList[Convert.ToInt32(characterCreateInfo.Apperance.HairStyle)];

            // Olthoi and Gear Knights have a "Body Style" instead of a hair style. These styles have multiple model/texture changes, instead of a single head/hairstyle.
            // Storing this value allows us to send the proper appearance ObjDesc
            if (hairstyle.ObjDesc.AnimPartChanges.Count > 1)
            {
                player.SetProperty(PropertyInt.Hairstyle, (int)characterCreateInfo.Apperance.HairStyle);
            }

            // Certain races (Undead, Tumeroks, Others?) have multiple body styles available. This is controlled via the "hair style".
            if (hairstyle.AlternateSetup > 0)
            {
                player.SetProperty(PropertyDataId.Setup, hairstyle.AlternateSetup);
            }

            player.SetProperty(PropertyDataId.EyesTexture, sex.GetEyeTexture(characterCreateInfo.Apperance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.DefaultEyesTexture, sex.GetDefaultEyeTexture(characterCreateInfo.Apperance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.NoseTexture, sex.GetNoseTexture(characterCreateInfo.Apperance.Nose));
            player.SetProperty(PropertyDataId.DefaultNoseTexture, sex.GetDefaultNoseTexture(characterCreateInfo.Apperance.Nose));
            player.SetProperty(PropertyDataId.MouthTexture, sex.GetMouthTexture(characterCreateInfo.Apperance.Mouth));
            player.SetProperty(PropertyDataId.DefaultMouthTexture, sex.GetDefaultMouthTexture(characterCreateInfo.Apperance.Mouth));
            player.Character.HairTexture        = sex.GetHairTexture(characterCreateInfo.Apperance.HairStyle);
            player.Character.DefaultHairTexture = sex.GetDefaultHairTexture(characterCreateInfo.Apperance.HairStyle);
            // HeadObject can be null if we're dealing with GearKnight or Olthoi
            var headObject = sex.GetHeadObject(characterCreateInfo.Apperance.HairStyle);

            if (headObject != null)
            {
                player.SetProperty(PropertyDataId.HeadObject, (uint)headObject);
            }

            // Skin is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var skinPalSet = DatManager.PortalDat.ReadFromDat <PaletteSet>(sex.SkinPalSet);

            player.SetProperty(PropertyDataId.SkinPalette, skinPalSet.GetPaletteID(characterCreateInfo.Apperance.SkinHue));
            player.SetProperty(PropertyFloat.Shade, characterCreateInfo.Apperance.SkinHue);

            // Hair is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var hairPalSet = DatManager.PortalDat.ReadFromDat <PaletteSet>(sex.HairColorList[Convert.ToInt32(characterCreateInfo.Apperance.HairColor)]);

            player.SetProperty(PropertyDataId.HairPalette, hairPalSet.GetPaletteID(characterCreateInfo.Apperance.HairHue));

            // Eye Color
            player.SetProperty(PropertyDataId.EyesPalette, sex.EyeColorList[Convert.ToInt32(characterCreateInfo.Apperance.EyeColor)]);

            string templateName = heritageGroup.Templates[characterCreateInfo.TemplateOption].Name;

            //player.SetProperty(PropertyString.Title, templateName);
            player.SetProperty(PropertyString.Template, templateName);
            player.AddTitle(heritageGroup.Templates[characterCreateInfo.TemplateOption].Title, true);


            // set player attributes to 10/100/10/10/100/100
            player.Strength.StartingValue     = 10;
            player.Endurance.StartingValue    = 100;
            player.Coordination.StartingValue = 10;
            player.Quickness.StartingValue    = 60;
            player.Focus.StartingValue        = 100;
            player.Self.StartingValue         = 100;

            //unspecialize and untrain all skills
            //retrain/specialize appropriate war mage skills
            player.AvailableSkillCredits = 80;
            player.UnspecializeSkill(Skill.WarMagic, 0);
            player.UnspecializeSkill(Skill.Alchemy, 0);
            player.UnspecializeSkill(Skill.ArcaneLore, 0);
            player.UnspecializeSkill(Skill.ArmorTinkering, 0);
            player.UnspecializeSkill(Skill.AssessCreature, 0);
            player.UnspecializeSkill(Skill.Cooking, 0);
            player.UnspecializeSkill(Skill.CreatureEnchantment, 0);
            player.UnspecializeSkill(Skill.Deception, 0);
            player.UnspecializeSkill(Skill.DirtyFighting, 0);
            player.UnspecializeSkill(Skill.DualWield, 0);
            player.UnspecializeSkill(Skill.FinesseWeapons, 0);
            player.UnspecializeSkill(Skill.Fletching, 0);
            player.UnspecializeSkill(Skill.Healing, 0);
            player.UnspecializeSkill(Skill.HeavyWeapons, 0);
            player.UnspecializeSkill(Skill.ItemEnchantment, 0);
            player.UnspecializeSkill(Skill.ItemTinkering, 0);
            player.UnspecializeSkill(Skill.Jump, 0);
            player.UnspecializeSkill(Skill.Leadership, 0);
            player.UnspecializeSkill(Skill.LifeMagic, 0);
            player.UnspecializeSkill(Skill.LightWeapons, 0);
            player.UnspecializeSkill(Skill.Lockpick, 0);
            player.UnspecializeSkill(Skill.Loyalty, 0);
            player.UnspecializeSkill(Skill.MagicDefense, 0);
            player.UnspecializeSkill(Skill.MagicItemTinkering, 0);
            player.UnspecializeSkill(Skill.ManaConversion, 0);
            player.UnspecializeSkill(Skill.MeleeDefense, 0);
            player.UnspecializeSkill(Skill.MissileDefense, 0);
            player.UnspecializeSkill(Skill.MissileWeapons, 0);
            player.UnspecializeSkill(Skill.Recklessness, 0);
            player.UnspecializeSkill(Skill.Run, 0);
            player.UnspecializeSkill(Skill.Salvaging, 0);
            player.UnspecializeSkill(Skill.Shield, 0);
            player.UnspecializeSkill(Skill.SneakAttack, 0);
            player.UnspecializeSkill(Skill.Summoning, 0);
            player.UnspecializeSkill(Skill.TwoHandedCombat, 0);
            player.UnspecializeSkill(Skill.VoidMagic, 0);
            player.UnspecializeSkill(Skill.WeaponTinkering, 0);

            player.UntrainSkill(Skill.WarMagic, 0);
            player.UntrainSkill(Skill.Alchemy, 0);
            player.UntrainSkill(Skill.ArcaneLore, 0);
            player.UntrainSkill(Skill.ArmorTinkering, 0);
            player.UntrainSkill(Skill.AssessCreature, 0);
            player.UntrainSkill(Skill.Cooking, 0);
            player.UntrainSkill(Skill.CreatureEnchantment, 0);
            player.UntrainSkill(Skill.Deception, 0);
            player.UntrainSkill(Skill.DirtyFighting, 0);
            player.UntrainSkill(Skill.DualWield, 0);
            player.UntrainSkill(Skill.FinesseWeapons, 0);
            player.UntrainSkill(Skill.Fletching, 0);
            player.UntrainSkill(Skill.Healing, 0);
            player.UntrainSkill(Skill.HeavyWeapons, 0);
            player.UntrainSkill(Skill.ItemEnchantment, 0);
            player.UntrainSkill(Skill.ItemTinkering, 0);
            player.UntrainSkill(Skill.Jump, 0);
            player.UntrainSkill(Skill.Leadership, 0);
            player.UntrainSkill(Skill.LifeMagic, 0);
            player.UntrainSkill(Skill.LightWeapons, 0);
            player.UntrainSkill(Skill.Lockpick, 0);
            player.UntrainSkill(Skill.Loyalty, 0);
            player.UntrainSkill(Skill.MagicDefense, 0);
            player.UntrainSkill(Skill.MagicItemTinkering, 0);
            player.UntrainSkill(Skill.ManaConversion, 0);
            player.UntrainSkill(Skill.MeleeDefense, 0);
            player.UntrainSkill(Skill.MissileDefense, 0);
            player.UntrainSkill(Skill.MissileWeapons, 0);
            player.UntrainSkill(Skill.Recklessness, 0);
            player.UntrainSkill(Skill.Run, 0);
            player.UntrainSkill(Skill.Salvaging, 0);
            player.UntrainSkill(Skill.Shield, 0);
            player.UntrainSkill(Skill.SneakAttack, 0);
            player.UntrainSkill(Skill.Summoning, 0);
            player.UntrainSkill(Skill.TwoHandedCombat, 0);
            player.UntrainSkill(Skill.VoidMagic, 0);
            player.UntrainSkill(Skill.WeaponTinkering, 0);

            player.TrainSkill(Skill.ArcaneLore, 0);
            player.TrainSkill(Skill.Jump, 0);
            player.TrainSkill(Skill.MagicDefense, 0);
            player.TrainSkill(Skill.Run, 0);
            player.TrainSkill(Skill.WarMagic, 0);
            player.TrainSkill(Skill.ManaConversion, 0);
            player.TrainSkill(Skill.LifeMagic, 0);

            player.SpecializeSkill(Skill.WarMagic, 0);
            player.SpecializeSkill(Skill.MagicDefense, 0);
            player.SpecializeSkill(Skill.ManaConversion, 0);
            player.SpecializeSkill(Skill.LifeMagic, 0);


            // data we don't care about
            //characterCreateInfo.CharacterSlot;
            //characterCreateInfo.ClassId;

            // characters start with max vitals
            player.Health.Current  = player.Health.Base;
            player.Stamina.Current = player.Stamina.Base;
            player.Mana.Current    = player.Mana.Base;


            // Set Heritage based Melee and Ranged Masteries
            GetMasteries(player.HeritageGroup, out WeaponType meleeMastery, out WeaponType rangedMastery);

            player.SetProperty(PropertyInt.MeleeMastery, (int)meleeMastery);
            player.SetProperty(PropertyInt.RangedMastery, (int)rangedMastery);


            SetInnateAugmentations(player);

            AddWeeniesToInventoryX(player, new HashSet <uint> {
                15271, 6799, 6801, 1000036, 25702, 1000030, 24207, 1000031
            });

            player.Name           = characterCreateInfo.Name;
            player.Character.Name = characterCreateInfo.Name;

            player.Instantiation = new Position(8323335, 260.085388f, -20.421343f, -59.994999f, 0.0f, -0.0f, -0.707107f, -0.707107f);
            player.Sanctuary     = new Position(8323335, 260.085388f, -20.421343f, -59.994999f, 0.0f, -0.0f, -0.707107f, -0.707107f);
            player.SetProperty(PropertyBool.RecallsDisabled, false);

            player.AvailableSkillCredits = 0;
            player.AvailableExperience  += 191226310247;
            player.TotalExperience      += 191226310247;
            player.Level = 275;

            SpendAllXpX(player);

            if (PropertyManager.GetBool("pk_server").Item)
            {
                player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.PK);
            }
            else if (PropertyManager.GetBool("pkl_server").Item)
            {
                player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.NPK);
            }

            if ((PropertyManager.GetBool("pk_server").Item || PropertyManager.GetBool("pkl_server").Item) && PropertyManager.GetBool("pk_server_safe_training_academy").Item)
            {
                player.SetProperty(PropertyFloat.MinimumTimeSincePk, -PropertyManager.GetDouble("pk_new_character_grace_period").Item);
                player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.NPK);
            }

            if (player is Sentinel || player is Admin)
            {
                player.Character.IsPlussed = true;
                player.CloakStatus         = CloakStatus.Off;
                player.ChannelsAllowed     = player.ChannelsActive;
            }

            CharacterCreateSetDefaultCharacterOptions(player);

            return(CreateResult.Success);
        }
Esempio n. 12
0
        public static CreateResult Create(CharacterCreateInfo characterCreateInfo, Weenie weenie, ObjectGuid guid, uint accountId, WeenieType weenieType, out Player player)
        {
            var heritageGroup = DatManager.PortalDat.CharGen.HeritageGroups[characterCreateInfo.Heritage];

            if (weenieType == WeenieType.Admin)
            {
                player = new Admin(weenie, guid, accountId);
            }
            else if (weenieType == WeenieType.Sentinel)
            {
                player = new Sentinel(weenie, guid, accountId);
            }
            else
            {
                player = new Player(weenie, guid, accountId);
            }

            player.SetProperty(PropertyInt.HeritageGroup, (int)characterCreateInfo.Heritage);
            player.SetProperty(PropertyString.HeritageGroup, heritageGroup.Name);
            player.SetProperty(PropertyInt.Gender, (int)characterCreateInfo.Gender);
            player.SetProperty(PropertyString.Sex, characterCreateInfo.Gender == 1 ? "Male" : "Female");

            //player.SetProperty(PropertyDataId.Icon, cgh.IconImage); // I don't believe this is used anywhere in the client, but it might be used by a future custom launcher

            // pull character data from the dat file
            var sex = heritageGroup.Genders[(int)characterCreateInfo.Gender];

            player.SetProperty(PropertyDataId.MotionTable, sex.MotionTable);
            player.SetProperty(PropertyDataId.SoundTable, sex.SoundTable);
            player.SetProperty(PropertyDataId.PhysicsEffectTable, sex.PhysicsTable);
            player.SetProperty(PropertyDataId.Setup, sex.SetupID);
            player.SetProperty(PropertyDataId.PaletteBase, sex.BasePalette);
            player.SetProperty(PropertyDataId.CombatTable, sex.CombatTable);

            // Check the character scale
            if (sex.Scale != 100u)
            {
                player.SetProperty(PropertyFloat.DefaultScale, (sex.Scale / 100f)); // Scale is stored as a percentage
            }
            // Get the hair first, because we need to know if you're bald, and that's the name of that tune!
            var hairstyle = sex.HairStyleList[Convert.ToInt32(characterCreateInfo.Apperance.HairStyle)];

            // Olthoi and Gear Knights have a "Body Style" instead of a hair style. These styles have multiple model/texture changes, instead of a single head/hairstyle.
            // Storing this value allows us to send the proper appearance ObjDesc
            if (hairstyle.ObjDesc.AnimPartChanges.Count > 1)
            {
                player.SetProperty(PropertyInt.Hairstyle, (int)characterCreateInfo.Apperance.HairStyle);
            }

            // Certain races (Undead, Tumeroks, Others?) have multiple body styles available. This is controlled via the "hair style".
            if (hairstyle.AlternateSetup > 0)
            {
                player.SetProperty(PropertyDataId.Setup, hairstyle.AlternateSetup);
            }

            player.SetProperty(PropertyDataId.EyesTexture, sex.GetEyeTexture(characterCreateInfo.Apperance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.DefaultEyesTexture, sex.GetDefaultEyeTexture(characterCreateInfo.Apperance.Eyes, hairstyle.Bald));
            player.SetProperty(PropertyDataId.NoseTexture, sex.GetNoseTexture(characterCreateInfo.Apperance.Nose));
            player.SetProperty(PropertyDataId.DefaultNoseTexture, sex.GetDefaultNoseTexture(characterCreateInfo.Apperance.Nose));
            player.SetProperty(PropertyDataId.MouthTexture, sex.GetMouthTexture(characterCreateInfo.Apperance.Mouth));
            player.SetProperty(PropertyDataId.DefaultMouthTexture, sex.GetDefaultMouthTexture(characterCreateInfo.Apperance.Mouth));
            player.Character.HairTexture        = sex.GetHairTexture(characterCreateInfo.Apperance.HairStyle);
            player.Character.DefaultHairTexture = sex.GetDefaultHairTexture(characterCreateInfo.Apperance.HairStyle);
            // HeadObject can be null if we're dealing with GearKnight or Olthoi
            var headObject = sex.GetHeadObject(characterCreateInfo.Apperance.HairStyle);

            if (headObject != null)
            {
                player.SetProperty(PropertyDataId.HeadObject, (uint)headObject);
            }

            // Skin is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var skinPalSet = DatManager.PortalDat.ReadFromDat <PaletteSet>(sex.SkinPalSet);

            player.SetProperty(PropertyDataId.SkinPalette, skinPalSet.GetPaletteID(characterCreateInfo.Apperance.SkinHue));
            player.SetProperty(PropertyFloat.Shade, characterCreateInfo.Apperance.SkinHue);

            // Hair is stored as PaletteSet (list of Palettes), so we need to read in the set to get the specific palette
            var hairPalSet = DatManager.PortalDat.ReadFromDat <PaletteSet>(sex.HairColorList[Convert.ToInt32(characterCreateInfo.Apperance.HairColor)]);

            player.SetProperty(PropertyDataId.HairPalette, hairPalSet.GetPaletteID(characterCreateInfo.Apperance.HairHue));

            // Eye Color
            player.SetProperty(PropertyDataId.EyesPalette, sex.EyeColorList[Convert.ToInt32(characterCreateInfo.Apperance.EyeColor)]);

            if (characterCreateInfo.Apperance.HeadgearStyle < 0xFFFFFFFF) // No headgear is max UINT
            {
                var hat = GetClothingObject(sex.GetHeadgearWeenie(characterCreateInfo.Apperance.HeadgearStyle), characterCreateInfo.Apperance.HeadgearColor, characterCreateInfo.Apperance.HeadgearHue);
                if (hat != null)
                {
                    player.TryEquipObject(hat, hat.ValidLocations ?? 0);
                }
                else
                {
                    player.TryAddToInventory(CreateIOU(sex.GetHeadgearWeenie(characterCreateInfo.Apperance.HeadgearStyle)));
                }
            }

            var shirt = GetClothingObject(sex.GetShirtWeenie(characterCreateInfo.Apperance.ShirtStyle), characterCreateInfo.Apperance.ShirtColor, characterCreateInfo.Apperance.ShirtHue);

            if (shirt != null)
            {
                player.TryEquipObject(shirt, shirt.ValidLocations ?? 0);
            }
            else
            {
                player.TryAddToInventory(CreateIOU(sex.GetShirtWeenie(characterCreateInfo.Apperance.ShirtStyle)));
            }

            var pants = GetClothingObject(sex.GetPantsWeenie(characterCreateInfo.Apperance.PantsStyle), characterCreateInfo.Apperance.PantsColor, characterCreateInfo.Apperance.PantsHue);

            if (pants != null)
            {
                player.TryEquipObject(pants, pants.ValidLocations ?? 0);
            }
            else
            {
                player.TryAddToInventory(CreateIOU(sex.GetPantsWeenie(characterCreateInfo.Apperance.PantsStyle)));
            }

            var shoes = GetClothingObject(sex.GetFootwearWeenie(characterCreateInfo.Apperance.FootwearStyle), characterCreateInfo.Apperance.FootwearColor, characterCreateInfo.Apperance.FootwearHue);

            if (shoes != null)
            {
                player.TryEquipObject(shoes, shoes.ValidLocations ?? 0);
            }
            else
            {
                player.TryAddToInventory(CreateIOU(sex.GetFootwearWeenie(characterCreateInfo.Apperance.FootwearStyle)));
            }

            string templateName = heritageGroup.Templates[characterCreateInfo.TemplateOption].Name;

            //player.SetProperty(PropertyString.Title, templateName);
            player.SetProperty(PropertyString.Template, templateName);
            player.AddTitle(heritageGroup.Templates[characterCreateInfo.TemplateOption].Title, true);

            // attributes
            var result = ValidateAttributeCredits(characterCreateInfo, heritageGroup.AttributeCredits);

            if (result != CreateResult.Success)
            {
                return(result);
            }

            player.Strength.StartingValue     = characterCreateInfo.StrengthAbility;
            player.Endurance.StartingValue    = characterCreateInfo.EnduranceAbility;
            player.Coordination.StartingValue = characterCreateInfo.CoordinationAbility;
            player.Quickness.StartingValue    = characterCreateInfo.QuicknessAbility;
            player.Focus.StartingValue        = characterCreateInfo.FocusAbility;
            player.Self.StartingValue         = characterCreateInfo.SelfAbility;

            // data we don't care about
            //characterCreateInfo.CharacterSlot;
            //characterCreateInfo.ClassId;

            // characters start with max vitals
            player.Health.Current  = player.Health.Base;
            player.Stamina.Current = player.Stamina.Base;
            player.Mana.Current    = player.Mana.Base;

            // set initial skill credit amount. 52 for all but "Olthoi", which have 68
            player.SetProperty(PropertyInt.AvailableSkillCredits, (int)heritageGroup.SkillCredits);

            if (characterCreateInfo.SkillAdvancementClasses.Count != 55)
            {
                return(CreateResult.ClientServerSkillsMismatch);
            }

            for (int i = 0; i < characterCreateInfo.SkillAdvancementClasses.Count; i++)
            {
                var sac = characterCreateInfo.SkillAdvancementClasses[i];

                if (sac == SkillAdvancementClass.Inactive)
                {
                    continue;
                }

                if (!DatManager.PortalDat.SkillTable.SkillBaseHash.ContainsKey((uint)i))
                {
                    log.ErrorFormat("Character {0} tried to create with skill {1} that was not found in Portal dat.", characterCreateInfo.Name, i);
                    return(CreateResult.InvalidSkillRequested);
                }

                var skill = DatManager.PortalDat.SkillTable.SkillBaseHash[(uint)i];

                var trainedCost     = skill.TrainedCost;
                var specializedCost = skill.UpgradeCostFromTrainedToSpecialized;

                foreach (var skillGroup in heritageGroup.Skills)
                {
                    if (skillGroup.SkillNum == i)
                    {
                        trainedCost     = skillGroup.NormalCost;
                        specializedCost = skillGroup.PrimaryCost;
                        break;
                    }
                }

                if (sac == SkillAdvancementClass.Specialized)
                {
                    if (!player.TrainSkill((Skill)i, trainedCost))
                    {
                        return(CreateResult.FailedToTrainSkill);
                    }
                    if (!player.SpecializeSkill((Skill)i, specializedCost))
                    {
                        return(CreateResult.FailedToSpecializeSkill);
                    }
                }
                else if (sac == SkillAdvancementClass.Trained)
                {
                    if (!player.TrainSkill((Skill)i, trainedCost, true))
                    {
                        return(CreateResult.FailedToTrainSkill);
                    }
                }
                else if (sac == SkillAdvancementClass.Untrained)
                {
                    player.UntrainSkill((Skill)i, 0);
                }
            }

            var isDualWieldTrainedOrSpecialized = player.Skills[Skill.DualWield].AdvancementClass > SkillAdvancementClass.Untrained;

            // Set Heritage based Melee and Ranged Masteries
            GetMasteries(player.HeritageGroup, out WeaponType meleeMastery, out WeaponType rangedMastery);

            player.SetProperty(PropertyInt.MeleeMastery, (int)meleeMastery);
            player.SetProperty(PropertyInt.RangedMastery, (int)rangedMastery);

            // Set innate augs
            SetInnateAugmentations(player);

            // grant starter items based on skills
            var starterGearConfig = StarterGearFactory.GetStarterGearConfiguration();
            var grantedWeenies    = new List <uint>();

            foreach (var skillGear in starterGearConfig.Skills)
            {
                var charSkill = player.Skills[(Skill)skillGear.SkillId];
                if (charSkill.AdvancementClass == SkillAdvancementClass.Trained || charSkill.AdvancementClass == SkillAdvancementClass.Specialized)
                {
                    foreach (var item in skillGear.Gear)
                    {
                        if (grantedWeenies.Contains(item.WeenieId))
                        {
                            var existingItem = player.Inventory.Values.FirstOrDefault(i => i.WeenieClassId == item.WeenieId);
                            if (existingItem == null || (existingItem.MaxStackSize ?? 1) <= 1)
                            {
                                continue;
                            }

                            existingItem.SetStackSize(existingItem.StackSize + item.StackSize);
                            continue;
                        }

                        var loot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                        if (loot != null)
                        {
                            if (loot.StackSize.HasValue && loot.MaxStackSize.HasValue)
                            {
                                loot.SetStackSize((item.StackSize <= loot.MaxStackSize) ? item.StackSize : loot.MaxStackSize);
                            }
                        }
                        else
                        {
                            player.TryAddToInventory(CreateIOU(item.WeenieId));
                        }

                        if (loot != null && player.TryAddToInventory(loot))
                        {
                            grantedWeenies.Add(item.WeenieId);
                        }

                        if (isDualWieldTrainedOrSpecialized && loot != null)
                        {
                            if (loot.WeenieType == WeenieType.MeleeWeapon)
                            {
                                var dualloot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                                if (dualloot != null)
                                {
                                    player.TryAddToInventory(dualloot);
                                }
                                else
                                {
                                    player.TryAddToInventory(CreateIOU(item.WeenieId));
                                }
                            }
                        }
                    }

                    var heritageLoot = skillGear.Heritage.FirstOrDefault(sh => sh.HeritageId == characterCreateInfo.Heritage);
                    if (heritageLoot != null)
                    {
                        foreach (var item in heritageLoot.Gear)
                        {
                            if (grantedWeenies.Contains(item.WeenieId))
                            {
                                var existingItem = player.Inventory.Values.FirstOrDefault(i => i.WeenieClassId == item.WeenieId);
                                if (existingItem == null || (existingItem.MaxStackSize ?? 1) <= 1)
                                {
                                    continue;
                                }

                                existingItem.SetStackSize(existingItem.StackSize + item.StackSize);
                                continue;
                            }

                            var loot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                            if (loot != null)
                            {
                                if (loot.StackSize.HasValue && loot.MaxStackSize.HasValue)
                                {
                                    loot.SetStackSize((item.StackSize <= loot.MaxStackSize) ? item.StackSize : loot.MaxStackSize);
                                }
                            }
                            else
                            {
                                player.TryAddToInventory(CreateIOU(item.WeenieId));
                            }

                            if (loot != null && player.TryAddToInventory(loot))
                            {
                                grantedWeenies.Add(item.WeenieId);
                            }

                            if (isDualWieldTrainedOrSpecialized && loot != null)
                            {
                                if (loot.WeenieType == WeenieType.MeleeWeapon)
                                {
                                    var dualloot = WorldObjectFactory.CreateNewWorldObject(item.WeenieId);
                                    if (dualloot != null)
                                    {
                                        player.TryAddToInventory(dualloot);
                                    }
                                    else
                                    {
                                        player.TryAddToInventory(CreateIOU(item.WeenieId));
                                    }
                                }
                            }
                        }
                    }

                    foreach (var spell in skillGear.Spells)
                    {
                        // Olthoi Spitter is a special case
                        if (characterCreateInfo.Heritage == (int)HeritageGroup.OlthoiAcid)
                        {
                            player.AddKnownSpell(spell.SpellId);
                            // Continue to next spell as Olthoi spells do not have the SpecializedOnly field
                            continue;
                        }

                        if (charSkill.AdvancementClass == SkillAdvancementClass.Trained && spell.SpecializedOnly == false)
                        {
                            player.AddKnownSpell(spell.SpellId);
                        }
                        else if (charSkill.AdvancementClass == SkillAdvancementClass.Specialized)
                        {
                            player.AddKnownSpell(spell.SpellId);
                        }
                    }
                }
            }

            player.Name           = characterCreateInfo.Name;
            player.Character.Name = characterCreateInfo.Name;
            player.Instantiation  = new Position(8323335, 260.085388f, -20.421343f, -59.994999f, 0.0f, -0.0f, -0.707107f, -0.707107f);
            player.Sanctuary      = new Position(8323335, 260.085388f, -20.421343f, -59.994999f, 0.0f, -0.0f, -0.707107f, -0.707107f);
            player.SetProperty(PropertyBool.RecallsDisabled, false);
            player.AvailableSkillCredits = 50;
            player.AvailableExperience  += 191226310247;
            player.TotalExperience      += 191226310247;
            player.Level = 275;



            if (PropertyManager.GetBool("pk_server").Item)
            {
                player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.PK);
            }
            else if (PropertyManager.GetBool("pkl_server").Item)
            {
                player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.NPK);
            }

            if ((PropertyManager.GetBool("pk_server").Item || PropertyManager.GetBool("pkl_server").Item) && PropertyManager.GetBool("pk_server_safe_training_academy").Item)
            {
                player.SetProperty(PropertyFloat.MinimumTimeSincePk, -PropertyManager.GetDouble("pk_new_character_grace_period").Item);
                player.SetProperty(PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.NPK);
            }

            if (player is Sentinel || player is Admin)
            {
                player.Character.IsPlussed = true;
                player.CloakStatus         = CloakStatus.Off;
                player.ChannelsAllowed     = player.ChannelsActive;
            }

            CharacterCreateSetDefaultCharacterOptions(player);

            return(CreateResult.Success);
        }