コード例 #1
0
        public void HandleActionQueryItemMana(ObjectGuid queryId)
        {
            if (queryId.Full == 0)
            {
                ManaQueryTarget = null;
                return;
            }

            // the object could be in the world or on the player, first check player
            WorldObject wo = GetInventoryItem(queryId);

            if (wo != null)
            {
                wo.QueryItemMana(Session);
            }
            else
            {
                // We could be wielded - let's check that next.
                if (EquippedObjects.TryGetValue(queryId, out wo))
                {
                    wo.QueryItemMana(Session);
                }
            }

            ManaQueryTarget = queryId.Full;
        }
コード例 #2
0
ファイル: Player_Spells.cs プロジェクト: hooper82/ACE
        public void AuditItemSpells()
        {
            // cleans up bugged chars with dangling item set spells
            // from previous bugs

            // this is a legacy method, but is still a decent failsafe to catch any existing issues

            // get active item enchantments
            var enchantments = Biota.GetEnchantments(BiotaDatabaseLock).Where(i => i.Duration == -1 && i.SpellId != (int)SpellId.Vitae).ToList();

            foreach (var enchantment in enchantments)
            {
                // if this item is not equipped, remove enchantment

                if (!EquippedObjects.TryGetValue(new ObjectGuid(enchantment.CasterObjectId), out var item))
                {
                    // this can fail for item sets, so disabling this section

                    /*var spell = new Spell(enchantment.SpellId, false);
                     * log.Error($"{Name}.AuditItemSpells(): removing spell {spell.Name} from non-equipped item");
                     *
                     * EnchantmentManager.Dispel(enchantment);*/
                    continue;
                }

                // is this item part of a set?
                if (!item.HasItemSet)
                {
                    continue;
                }

                // get all of the equipped items in this set
                var setItems = EquippedObjects.Values.Where(i => i.HasItemSet && i.EquipmentSetId == item.EquipmentSetId).ToList();

                // get all of the spells currently active from this set
                var currentSpells = GetSpellSet(setItems);

                // get all of the spells possible for this item set
                var possibleSpells = GetSpellSetAll((EquipmentSet)item.EquipmentSetId);

                // get the difference between them
                var inactiveSpells = possibleSpells.Except(currentSpells).ToList();

                // remove any item set spells that shouldn't be active
                foreach (var inactiveSpell in inactiveSpells)
                {
                    var removeSpells = enchantments.Where(i => i.SpellSetId == (uint)item.EquipmentSetId && i.SpellId == inactiveSpell.Id).ToList();

                    foreach (var removeSpell in removeSpells)
                    {
                        log.Error($"{Name}.AuditItemSpells(): removing spell {inactiveSpell.Name} from {item.EquipmentSetId}");

                        EnchantmentManager.Dispel(removeSpell);
                    }
                }
            }
        }