public void CreateItem(ItemTemplateID id, byte amount)
        {
            // Get the item template
            var template = ItemTemplateManager.Instance[id];
            if (template == null)
            {
                UserChat("Invalid item template ID: " + id);
                return;
            }

            if (amount <= 0)
            {
                UserChat("Invalid amount specified. The amount must be 1 or more.");
                return;
            }

            // Create the item
            var item = new ItemEntity(template, amount);

            // Give to user
            var remainder = User.Inventory.TryAdd(item);

            // Delete any that failed to be added
            if (remainder != null)
            {
                UserChat(remainder.Amount + " units could not be added to your inventory.");
                remainder.Destroy();
            }
        }
        /// <summary>
        /// Creates an instance of the <see cref="ItemEntity"/> from the template.
        /// </summary>
        /// <returns>The instance of the <see cref="ItemEntity"/>, or null if the creation chance failed.</returns>
        public static ItemEntity CreateInstance(this CharacterTemplateEquipmentItem v)
        {
            if (!v.Chance.Test())
                return null;

            var instance = new ItemEntity(v.ItemTemplate, Vector2.Zero, 1);
            return instance;
        }
        /// <summary>
        /// Creates an instance of the <see cref="ItemEntity"/> from the template.
        /// </summary>
        /// <returns>The instance of the <see cref="ItemEntity"/>, or null if the creation chance failed.</returns>
        public static ItemEntity CreateInstance(this CharacterTemplateInventoryItem v)
        {
            if (!v.Chance.Test())
                return null;

            var amount = (byte)_random.Next(v.Min, v.Max + 1);
            if (amount == 0)
                return null;

            var instance = new ItemEntity(v.ItemTemplate, Vector2.Zero, amount);
            return instance;
        }
Esempio n. 4
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        public static bool AreValuesEqual(ItemEntity item, ItemValueTracker tracker)
        {
            // Treat a null ItemValueTracker just like if it was a tracker with IsNull set
            if (tracker == null)
            {
                // If both are null, they are considered equal
                return item == null;
            }

            // Do a normal call to IsEqualTo since the tracker isn't null
            return tracker.IsEqualTo(item);
        }
Esempio n. 5
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        public InventoryChangeInfo(ItemEntity item, ItemValueTracker oldValues, InventorySlot slot)
        {
            _slot = slot;
            _item = item;

            if (oldValues == null || oldValues.IsNull)
                _oldValues = null;
            else
                _oldValues = oldValues;

            Debug.Assert(_item != null || _oldValues != null,
                "item and oldValues can not both be null. " + "This would imply that the item changed from null to null.");
        }
Esempio n. 6
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        public bool IsEqualTo(ItemEntity item)
        {
            if (item == null)
            {
                // If the item is null, then check if ours is also null
                return _isNull;
            }
            else
            {
                // If the item isn't null, but ours is, then return false
                if (_isNull)
                    return false;

                // Neither are null, so check that all values are equal
                return (_amount == item.Amount) && (_value == item.Value) && (_graphicIndex == item.GraphicIndex) &&
                       (_name == item.Name) && (_description == item.Description);
            }
        }
Esempio n. 7
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        public bool IsEqualTo(ItemEntity item)
        {
            if (item == null)
            {
                // If the item is null, then check if ours is also null
                return(_isNull);
            }
            else
            {
                // If the item isn't null, but ours is, then return false
                if (_isNull)
                {
                    return(false);
                }

                // Neither are null, so check that all values are equal
                return((_amount == item.Amount) && (_value == item.Value) && (_graphicIndex == item.GraphicIndex) &&
                       (_name == item.Name) && (_description == item.Description));
            }
        }
Esempio n. 8
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        public void SetValues(ItemEntity item)
        {
            // Check if we are setting the value to a null item
            if (item == null)
            {
                _isNull = true;

                // Release the name and description strings so the GC can maybe clean them up
                _name        = null;
                _description = null;

                return;
            }

            // Set the new values
            _isNull       = false;
            _name         = item.Name;
            _description  = item.Description;
            _amount       = item.Amount;
            _graphicIndex = item.GraphicIndex;
            _value        = item.Value;
        }
Esempio n. 9
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        public void SetValues(ItemEntity item)
        {
            // Check if we are setting the value to a null item
            if (item == null)
            {
                _isNull = true;

                // Release the name and description strings so the GC can maybe clean them up
                _name = null;
                _description = null;

                return;
            }

            // Set the new values
            _isNull = false;
            _name = item.Name;
            _description = item.Description;
            _amount = item.Amount;
            _graphicIndex = item.GraphicIndex;
            _value = item.Value;
        }
Esempio n. 10
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        /// <summary>
        /// Makes the Character drop an existing item. This does NOT remove the ItemEntity from the Character in any
        /// way. Be sure to remove the ItemEntity from the Character first if needed.
        /// </summary>
        /// <param name="item">ItemEntity to drop.</param>
        public void DropItem(ItemEntity item)
        {
            if (item == null)
            {
                const string errmsg = "`{0}` tried to drop a null item.";
                if (log.IsErrorEnabled)
                    log.ErrorFormat(errmsg, this);
                return;
            }

            if (item.IsDisposed)
            {
                const string errmsg = "`{0}` tried to drop disposed item `{1}`.";
                if (log.IsErrorEnabled)
                    log.ErrorFormat(errmsg, this, item);
                return;
            }

            if (!IsAlive)
            {
                const string errmsg = "`{0}` tried to drop item `{1}` while dead.";
                if (log.IsWarnEnabled)
                    log.WarnFormat(errmsg, this, item);
                return;
            }

            var dropPos = GetDropPos();
            item.Position = dropPos;

            // Add the item to the map
            Map.AddEntity(item);

            OnDroppedItem(item);

            if (DroppedItem != null)
                DroppedItem.Raise(this, EventArgsHelper.Create(item));
        }
Esempio n. 11
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 /// <summary>
 /// Makes the Character use an equipment item.
 /// </summary>
 /// <param name="item">Item to be equipped.</param>
 /// <param name="inventorySlot">If the item is from the inventory, the inventory slot that the item is in.</param>
 /// <returns>True if the item was successfully equipped; otherwise false.</returns>
 bool UseEquipment(ItemEntity item, InventorySlot? inventorySlot)
 {
     if (!inventorySlot.HasValue)
     {
         // Equip an item not from the inventory
         return Equipped.Equip(item);
     }
     else
     {
         // Equip an item from the inventory
         return Equip(inventorySlot.Value);
     }
 }
Esempio n. 12
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 /// <summary>
 /// Gets the default amount of money a Character will pay for buying the given <paramref name="item"/> from
 /// a shop.
 /// </summary>
 /// <param name="item">The item to purchase.</param>
 /// <returns>the default amount of money a Character will pay for buying the given <paramref name="item"/>
 /// from a shop.</returns>
 public static int GetItemBuyValue(ItemEntity item)
 {
     return item.Value;
 }
Esempio n. 13
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        /// <summary>
        /// Gives an item to the Character to be placed in their Inventory.
        /// </summary>
        /// <param name="item">Item to give to the character.</param>
        /// <returns>The remainder of the item that failed to be added to the inventory, or null if all of the
        /// item was added.</returns>
        public virtual ItemEntity TryGiveItem(ItemEntity item)
        {
            if (item == null)
            {
                Debug.Fail("Item is null.");
                return null;
            }

            Debug.Assert(item.Amount != 0, "Invalid item amount.");

            // Add as much of the item to the inventory as we can
            int startAmount = item.Amount;
            ItemEntity remainder = _inventory.TryAdd(item);

            // Check how much was added
            int amountAdded = (startAmount - (remainder != null ? (int)remainder.Amount : 0));
            Debug.Assert(amountAdded >= 0 && amountAdded <= byte.MaxValue);

            amountAdded = amountAdded.Clamp(byte.MinValue, byte.MaxValue);

            if (amountAdded > 0)
                AfterGiveItem(item, (byte)amountAdded);

            // Return the remainder
            return remainder;
        }
Esempio n. 14
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        /// <summary>
        /// Checks if this ItemEntity can be stacked with another ItemEntity. To stack, both items must contain the same
        /// stat modifiers, name, description, value, and graphic index.
        /// </summary>
        /// <param name="source">Item to check if can stack on this ItemEntity.</param>
        /// <returns>True if the two items can stack on each other, else false.</returns>
        public bool CanStack(ItemEntity source)
        {
            // Check for equal reference
            if (ReferenceEquals(this, source))
            {
                // Although it makes sense for an ItemEntity to be able to stack onto itself,
                // there is no reason this should ever happen intentionally
                const string errmsg =
                    "Trying to stack an ItemEntity `{0}` onto itself. Although this is not an error, " +
                    "it makes no sense why it would be attempted.";
                if (log.IsWarnEnabled)
                    log.WarnFormat(errmsg, this);
                Debug.Fail(string.Format(errmsg, this));
                return true;
            }

            // Check for non-equal values
            if (Value != source.Value || GraphicIndex != source.GraphicIndex || Type != source.Type || Name != source.Name ||
                Description != source.Description || Range != source.Range || WeaponType != source.WeaponType)
                return false;

            // Check for non-equal stats
            if (!BaseStats.HasSameValues(source.BaseStats) || !ReqStats.HasSameValues(source.ReqStats))
                return false;

            // Everything important is equal, so they can be stacked
            return true;
        }
Esempio n. 15
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 public static PacketWriter SendEquipmentItemInfo(EquipmentSlot slot, ItemEntity item)
 {
     var pw = GetWriter(ServerPacketID.SendEquipmentItemInfo);
     pw.WriteEnum(slot);
     new ItemTable(item).WriteState(pw);
     return pw;
 }
Esempio n. 16
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        /// <summary>
        /// Initializes a new instance of the <see cref="World"/> class.
        /// </summary>
        /// <param name="parent">Server this world is part of.</param>
        /// <exception cref="ArgumentNullException"><paramref name="parent" /> is <c>null</c>.</exception>
        /// <exception cref="ArgumentException">The unarmed weapon ID is not a valid item template ID.</exception>
        public World(Server parent)
        {
            if (parent == null)
            {
                throw new ArgumentNullException("parent");
            }

            _respawnTaskList = new RespawnTaskList(this);

            // Store the parent
            _server = parent;

            // Create some objects
            _guildMemberPerformer = new GuildMemberPerformer(DbController, FindUser);

            // Create the unarmed weapon
            var unarmedWeaponID       = ServerSettings.Default.UnarmedItemTemplateID;
            var unarmedWeaponTemplate = _itemTemplateManager[unarmedWeaponID];

            if (unarmedWeaponTemplate == null)
            {
                const string errmsg = "Unable to create unarmed weapon - couldn't find item template with ID `{0}`.";
                if (log.IsFatalEnabled)
                {
                    log.FatalFormat(errmsg, unarmedWeaponID);
                }
                throw new ArgumentException(string.Format(errmsg, unarmedWeaponID));
            }

            _unarmedWeapon = new ItemEntity(unarmedWeaponTemplate, 1);

            // Create the maps
            var mapFiles = MapBase.GetMapFiles(ContentPaths.Build);

            _maps = mapFiles.LoadIntoIndexedArray(x => (int)x.ID, x =>
            {
                MapID mapID;
                if (!MapBase.TryGetIndexFromPath(x, out mapID))
                {
                    const string errmsg = "Failed to get the ID of map file `{0}`.";
                    if (log.IsFatalEnabled)
                    {
                        log.FatalFormat(errmsg, x);
                    }
                    throw new ArgumentException(string.Format(errmsg, x));
                }

                return(new Map(mapID, this));
            });

            // Load maps in parallel
            Parallel.ForEach(_maps, map =>
            {
                if (map != null)
                {
                    map.Load();
                }
            });

            // Add some event hooks
            BanningManager.Instance.AccountBanned -= BanningManager_AccountBanned;
            BanningManager.Instance.AccountBanned += BanningManager_AccountBanned;
        }
Esempio n. 17
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        /// <summary>
        /// Gives an item to the Character to be placed in their Inventory.
        /// </summary>
        /// <param name="item">Item to give to the character.</param>
        /// <returns>The amount of the <paramref name="item"/> that was successfully given to the <see cref="Character"/>.</returns>
        public virtual int GiveItem(ItemEntity item)
        {
            if (item == null)
            {
                Debug.Fail("Item is null.");
                return 0;
            }

            Debug.Assert(item.Amount != 0, "Invalid item amount.");

            var amountAdded = _inventory.Add(item);
            Debug.Assert(amountAdded >= byte.MinValue && amountAdded <= byte.MaxValue);

            if (amountAdded > 0)
                AfterGiveItem(item, (byte)amountAdded);

            return amountAdded;
        }
Esempio n. 18
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        /// <summary>
        /// Handles attacking with a ranged weapon.
        /// </summary>
        /// <param name="weapon">The weapon to attack with. Cannot be null.</param>
        /// <param name="target">The target to attack. Can be null.</param>
        void AttackRanged(ItemEntity weapon, Character target)
        {
            if (weapon == null)
            {
                Debug.Fail("Weapon should not be null...");
                return;
            }

            // We can't do anything with ranged attacks if no target is given
            if (target == null)
            {
                TrySend(GameMessage.CannotAttackNeedTarget, ServerMessageType.GUI);
                return;
            }

            Ray2D ray = new Ray2D(this, Position, target.Position, Map.Spatial);

            Vector2 rayCollideWall;

            // FUTURE: Use to create some sort of wasted ammo on a wall or something.  e.g. Grenade item explodes on walls.
            bool hasHitWall = ray.Intersects<WallEntity>(out rayCollideWall);

            if (hasHitWall)
            {
                TrySend(GameMessage.CannotAttackNotInSight, ServerMessageType.GUI);
                return;
            }

            List<ISpatial> rayCollideCharacters;

            // Use IntersectsMany here if you want to damage all characters in the attack path
            bool hasHitCharacter = ray.Intersects<Character>(out rayCollideCharacters);

            if (hasHitCharacter)
            {
                var ammoUsed = false;

                // Check for the needed ammo
                switch (weapon.WeaponType)
                {
                    case WeaponType.Projectile:
                        // Grab projectile ammo out of the inventory first if possible to avoid having to constantly reload
                        var invAmmo = Inventory.FirstOrDefault(x => weapon.CanStack(x.Value));
                        if (invAmmo.Value != null)
                            Inventory.DecreaseItemAmount(invAmmo.Key);
                        else
                            weapon.Destroy();

                        ammoUsed = true;
                        break;

                    case WeaponType.Ranged:
                        // By default, guns won't use ammo. But if you want to require guns to use ammo, you can do so here
                        ammoUsed = true;
                        break;
                }

                if (!ammoUsed)
                    return;

                foreach (var character in rayCollideCharacters)
                {
                    var c = character as Character;

                    if (!Alliance.CanAttack(c.Alliance))
                        continue;

                    // Attack
                    using (var charAttack = ServerPacket.CharAttack(MapEntityIndex, c.MapEntityIndex, weapon.ActionDisplayID))
                    {
                        Map.SendToArea(this, charAttack, ServerMessageType.MapEffect);
                    }

                    OnAttacked();

                    if (Attacked != null)
                        Attacked.Raise(this, EventArgs.Empty);

                    AttackApplyReal(c);
                }
            }
        }
Esempio n. 19
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        /// <summary>
        /// Attacks the <paramref name="target"/> using the given <paramref name="weapon"/>.
        /// </summary>
        /// <param name="target">The <see cref="Character"/> to attack. If null, the target will be selected
        /// automatically if applicable.</param>
        /// <param name="weapon">The weapon to use for attacking. If null, will be treated as an unarmed melee attack.</param>
        public void Attack(Character target, ItemEntity weapon)
        {
            if (!IsAlive)
            {
                const string errmsg = "`{0}` tried to attack `{1}` with weapon `{2}` while dead.";
                if (log.IsInfoEnabled)
                    log.InfoFormat(errmsg, this, target, weapon);
                return;
            }

            var currTime = GetTime();

            // Don't allow attacking while casting a skill
            if (_skillCaster.IsCastingSkill)
                return;

            // Check that enough time has elapsed since the last attack
            if (_nextAttackTime > currTime)
                return;

            // If no weapon is specified, use the unarmed weapon
            if (weapon == null)
                weapon = Weapon;

            // Abort if using an unknown weapon type
            if (weapon.WeaponType == WeaponType.Unknown)
            {
                TrySend(GameMessage.CannotAttackWithWeapon, ServerMessageType.GUI, weapon.Name);
                return;
            }

            // Check if a target was given to us
            if (target != null)
            {
                // Check for a valid target
                if (!target.IsAlive)
                {
                    const string errmsg = "`{0}` tried to attack target `{1}`, but the target is not alive.";
                    if (log.IsWarnEnabled)
                        log.WarnFormat(errmsg, this, target);
                    Debug.Fail(string.Format(errmsg, this, target));
                    return;
                }

                if (target.Map != Map)
                {
                    const string errmsg = "`{0}` tried to attack target `{1}`, but the target is on a different map.";
                    if (log.IsWarnEnabled)
                        log.WarnFormat(errmsg, this, target);
                    Debug.Fail(string.Format(errmsg, this, target));
                    return;
                }

                if (!Alliance.CanAttack(target.Alliance))
                {
                    TrySend(GameMessage.CannotAttackAllianceConflict, ServerMessageType.GUI, target.Name);
                    return;
                }

                if (this.GetDistance(target) > weapon.Range)
                {
                    TrySend(GameMessage.CannotAttackTooFarAway, ServerMessageType.GUI);
                    return;
                }
            }

            // Call the appropriate attack method
            switch (weapon.WeaponType)
            {
                case WeaponType.Melee:
                    AttackMelee(weapon, target);
                    break;

                case WeaponType.Projectile:
                case WeaponType.Ranged:
                    AttackRanged(weapon, target);
                    break;

                default:
                    const string errmsg = "No attack support defined for WeaponType `{0}`.";
                    if (log.IsErrorEnabled)
                        log.ErrorFormat(errmsg, weapon.WeaponType);
                    Debug.Fail(string.Format(errmsg, weapon.WeaponType));
                    break;
            }

            // Update the last attack time to now
            _nextAttackTime = (TickCount)(currTime + _attackTimeout);
        }
Esempio n. 20
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 /// <summary>
 /// When overridden in the derived class, lets the Character handle being given items through GiveItem().
 /// </summary>
 /// <param name="item">The <see cref="ItemEntity"/> the Character was given.</param>
 /// <param name="amount">The amount of the <paramref name="item"/> the Character was given. Will be greater
 /// than 0.</param>
 protected virtual void AfterGiveItem(ItemEntity item, byte amount)
 {
 }
Esempio n. 21
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        /// <summary>
        /// Uses a use-once item.
        /// </summary>
        /// <param name="item">The item to be used.</param>
        /// <returns>True if the item was used; otherwise false.</returns>
        bool UseItemUseOnce(ItemEntity item)
        {
            var useBonuses = item.BaseStats.Where(stat => stat.Value != 0);
            foreach (var stat in useBonuses)
            {
                BaseStats[stat.StatType] += stat.Value;
            }

            if (item.HP != 0)
                HP += item.HP;
            if (item.MP != 0)
                MP += item.MP;

            if (item.ActionDisplayID.HasValue)
            {
                using (var pw = ServerPacket.CreateActionDisplayAtEntity(item.ActionDisplayID.Value, MapEntityIndex))
                {
                    Map.Send(pw, ServerMessageType.MapEffect);
                }
            }

            return true;
        }
Esempio n. 22
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        /// <summary>
        /// Makes the Character use an item.
        /// </summary>
        /// <param name="item">Item to use.</param>
        /// <param name="inventorySlot">Inventory slot of the item being used, or null if not used from the inventory.</param>
        /// <returns>True if the item was successfully used, else false.</returns>
        public bool UseItem(ItemEntity item, InventorySlot? inventorySlot)
        {
            if (!IsAlive)
            {
                const string errmsg = "`{0}` tried to use item `{1}` while dead.";
                if (log.IsInfoEnabled)
                    log.InfoFormat(errmsg, this, item);
                return false;
            }

            // Check for a valid amount
            if (item.Amount <= 0)
            {
                const string errmsg = "`{0}` attempted to use item `{1}`, but the amount was invalid.";
                Debug.Fail(string.Format(errmsg, this, item));
                if (log.IsErrorEnabled)
                    log.ErrorFormat(errmsg, this, item);
                return false;
            }

            // Use the item based on the item's type
            bool wasUsed;
            switch (item.Type)
            {
                case ItemType.Unusable:
                    wasUsed = false;
                    break;

                case ItemType.UseOnce:
                    wasUsed = UseItemUseOnce(item);
                    break;

                case ItemType.Weapon:
                case ItemType.Helmet:
                case ItemType.Body:
                    wasUsed = UseEquipment(item, inventorySlot);
                    break;

                default:
                    // Unhandled item type
                    const string errmsg =
                        "`{0}` attempted to use item `{1}`, but it contains invalid or unhandled ItemType `{2}`.";
                    Debug.Fail(string.Format(errmsg, this, item, item.Type));
                    if (log.IsErrorEnabled)
                        log.ErrorFormat(errmsg, this, item, item.Type);

                    wasUsed = false;
                    break;
            }

            if (wasUsed)
            {
                OnUsedItem(item);
                if (UsedItem != null)
                    UsedItem.Raise(this, EventArgsHelper.Create(item));
            }

            return wasUsed;
        }
Esempio n. 23
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 /// <summary>
 /// When overridden in the derived class, allows for additional handling of the
 /// <see cref="Character.DroppedItem"/> event. It is recommended you override this method instead of
 /// using the corresponding event when possible.
 /// </summary>
 /// <param name="item">The item that was dropped.</param>
 protected virtual void OnDroppedItem(ItemEntity item)
 {
 }
Esempio n. 24
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 /// <summary>
 /// Gets the default amount of money a Character will pay for buying the given <paramref name="item"/> from
 /// a shop.
 /// </summary>
 /// <param name="item">The item to purchase.</param>
 /// <returns>the default amount of money a Character will pay for buying the given <paramref name="item"/>
 /// from a shop.</returns>
 public static int GetItemBuyValue(ItemEntity item)
 {
     return(item.Value);
 }
Esempio n. 25
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 /// <summary>
 /// Initializes a new instance of the <see cref="ItemEntity"/> class.
 /// </summary>
 /// <param name="s">The <see cref="ItemEntity"/> to copy the values from.</param>
 ItemEntity(ItemEntity s)
     : this(
         s.Position, s.Size, s.ItemTemplateID, s.Name, s.Description, s.Type, s.WeaponType, s.Range, s.GraphicIndex,
         s.Value, s.Amount, s.HP, s.MP, s.EquippedBody, s.ActionDisplayID, s.BaseStats, s.ReqStats)
 {
 }
Esempio n. 26
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 /// <summary>
 /// Gets the default amount of money a Character will get for selling the given <paramref name="item"/> to
 /// a shop.
 /// </summary>
 /// <param name="item">The item to sell.</param>
 /// <returns>the default amount of money a Character will get for selling the given <paramref name="item"/>
 /// to a shop.</returns>
 public static int GetItemSellValue(ItemEntity item)
 {
     return(Math.Max(item.Value / 2, 1));
 }
Esempio n. 27
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        /// <summary>
        /// Splits the ItemEntity into two parts. This ItemEntity's amount will be decreased, and a new
        /// ItemEntity will be constructed as the product of the method. The original ItemEntity must still have
        /// an amount of at least one for the split to succeed.
        /// </summary>
        /// <param name="amount">Amount of the ItemEntity for the new part to contain. This must be less than
        /// the Amount of the existing ItemEntity, since both resulting ItemEntities must have an amount of
        /// at least 1.</param>
        /// <returns>New ItemEntity of the specified <paramref name="amount"/>, or null if the specified
        /// amount of the ItemEntity could not be acquired.</returns>
        public ItemEntity Split(byte amount)
        {
            // Check for a valid amount
            if (Amount <= 0)
            {
                Debug.Fail("Tried to Split() an ItemEntity with an Amount <= 0.");
                return null;
            }

            // Check if we can't perform a full split
            if (amount >= Amount)
                return null;

            // Create the new ItemEntity
            var child = new ItemEntity(this) { Amount = amount };

            // Lower the amount of this ItemEntity
            Amount -= amount;

            return child;
        }
Esempio n. 28
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 /// <summary>
 /// Initializes a new instance of the <see cref="ItemEntity"/> class.
 /// </summary>
 /// <param name="s">The <see cref="ItemEntity"/> to copy the values from.</param>
 ItemEntity(ItemEntity s)
     : this(
         s.Position, s.Size, s.ItemTemplateID, s.Name, s.Description, s.Type, s.WeaponType, s.Range, s.GraphicIndex,
         s.Value, s.Amount, s.HP, s.MP, s.EquippedBody, s.ActionDisplayID, s.BaseStats, s.ReqStats)
 {
 }
Esempio n. 29
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 public static PacketWriter SendInventoryItemInfo(InventorySlot slot, ItemEntity item)
 {
     var pw = GetWriter(ServerPacketID.SendInventoryItemInfo);
     pw.Write(slot);
     new ItemTable(item).WriteState(pw);
     return pw;
 }
Esempio n. 30
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 /// <summary>
 /// When overridden in the derived class, allows for additional handling of
 /// when the <see cref="Character"/> unequips an item.
 /// Use this overload instead of adding an event listener to the corresponding event when possible.
 /// </summary>
 /// <param name="item">The <see cref="ItemEntity"/> that was unequipped.</param>
 /// <param name="slot">The slot the <paramref name="item"/> was unequipped in.</param>
 protected virtual void OnUnequipped(ItemEntity item, EquipmentSlot slot)
 {
 }
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 /// <summary>
 /// Gets the default amount of money a Character will get for selling the given <paramref name="item"/> to
 /// a shop.
 /// </summary>
 /// <param name="item">The item to sell.</param>
 /// <returns>the default amount of money a Character will get for selling the given <paramref name="item"/>
 /// to a shop.</returns>
 public static int GetItemSellValue(ItemEntity item)
 {
     return Math.Max(item.Value / 2, 1);
 }
Esempio n. 32
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 /// <summary>
 /// When overridden in the derived class, allows for additional handling of the
 /// <see cref="Character.KilledByCharacter"/> event. It is recommended you override this method instead of
 /// using the corresponding event when possible.
 /// </summary>
 /// <param name="item">The item that was used.</param>
 protected virtual void OnUsedItem(ItemEntity item)
 {
     if (item.Type == ItemType.UseOnce && item.ItemTemplateID.HasValue)
     {
         WorldStatsTracker.Instance.AddCountConsumeItem((int)item.ItemTemplateID.Value);
         EventCounterManager.ItemTemplate.Increment(item.ItemTemplateID.Value, ItemTemplateEventCounterType.Consume);
     }
 }
Esempio n. 33
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File: Map.cs Progetto: wtfcolt/game
        /// <summary>
        /// Creates an ItemEntity on the map.
        /// </summary>
        /// <param name="template">ItemTemplate to create the characterID from.</param>
        /// <param name="pos">Position to create the characterID at.</param>
        /// <param name="amount">Amount of the characterID to create. Must be greater than 0.</param>
        /// <returns>Reference to the new ItemEntity created.</returns>
        public ItemEntity CreateItem(IItemTemplateTable template, Vector2 pos, byte amount)
        {
            // Check for a valid amount
            if (amount < 1)
            {
                const string errmsg = "Invalid characterID amount `{0}`! Amount must be > 0.";
                Debug.Fail(string.Format(errmsg, amount));
                if (log.IsErrorEnabled)
                    log.ErrorFormat(errmsg, amount);
                return null;
            }

            // Check for a valid template
            if (template == null)
            {
                const string errmsg = "Parameter `template` may not be null!";
                Debug.Fail(errmsg);
                if (log.IsErrorEnabled)
                    log.Error(errmsg);
                return null;
            }

            // Create the characterID, add it to the map, and return the reference
            var item = new ItemEntity(template, pos, amount);
            AddEntity(item);
            return item;
        }
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        /// <summary>
        /// Uses a use-once item.
        /// </summary>
        /// <param name="item">The item to be used.</param>
        /// <returns>True if the item was used; otherwise false.</returns>
        bool UseItemUseOnce(ItemEntity item)
        {
            var useBonuses = item.BaseStats.Where(stat => stat.Value != 0);
            foreach (var stat in useBonuses)
            {
                BaseStats[stat.StatType] += stat.Value;
            }

            if (item.HP != 0)
                HP += item.HP;
            if (item.MP != 0)
                MP += item.MP;

            return true;
        }