コード例 #1
0
ファイル: Specials.cs プロジェクト: 2ez-bit/Ultimatefighter
        public void Smartbomb()
        {
            var player = Controller.Player;

            if (player.Cooldowns.CooldownDictionary.Any(c => c.Value is SMBCooldown))
            {
                return;
            }
            if (player.State.InDemiZone)
            {
                return;
            }

            GameClient.SendToPlayerView(player, netty.commands.old_client.LegacyModule.write("0|n|SMB|" + player.Id), true);
            GameClient.SendToPlayerView(player, netty.commands.new_client.LegacyModule.write("0|n|SMB|" + player.Id), true);
            player.Controller.Damage?.Area(20, Damage.Types.MINE, 1000, true, DamageType.PERCENTAGE);

            var cooldown = new SMBCooldown();

            player.Cooldowns.Add(cooldown);
            cooldown.Send(player.GetGameSession());
        }
コード例 #2
0
ファイル: SpecialItem.cs プロジェクト: geo-vi/NettyBaseTD
        public override void Execute(Player player)
        {
            var gameSession = World.StorageManager.GameSessions[player.Id];

            Cooldown cooldown;

            switch (ItemId)
            {
            case "equipment_extra_cpu_ish-01":
                if (player.Cooldowns.Any(x => x is ISHCooldown))
                {
                    return;
                }

                //todo: fix

//                    GameClient.SendToPlayerView(player, netty.commands.new_client.LegacyModule.write("0|n|ISH|" + player.Id), true);
                player.Controller.Effects.SetInvincible(3000);

                cooldown = new ISHCooldown();
                player.Cooldowns.Add(cooldown);
                cooldown.Send(gameSession);
                break;

            case "ammunition_mine_smb-01":
                if (player.Cooldowns.Any(x => x is SMBCooldown))
                {
                    return;
                }
                if (player.State.InDemiZone)
                {
                    return;
                }

                //todo: fix
                //GameClient.SendToPlayerView(player, netty.commands.new_client.LegacyModule.write("0|n|SMB|" + player.Id), true);
                player.Controller.Damage?.Area(20, 1000, true, DamageType.PERCENTAGE);

                cooldown = new SMBCooldown();
                player.Cooldowns.Add(cooldown);
                cooldown.Send(gameSession);
                break;

            case "ammunition_specialammo_emp-01":
                if (player.Cooldowns.Any(x => x is EMPCooldown))
                {
                    return;
                }
                if (player.State.InDemiZone)
                {
                    return;
                }

                //GameClient.SendToPlayerView(player, netty.commands.new_client.LegacyModule.write("0|n|EMP|" + player.Id), true);

                //todo: fix
                //GameClient.SendToPlayerView(player, netty.commands.new_client.LegacyModule.write("0|UI|MM|NOISE|1|1"));

                //I can't use GameHandler.SendSelectedPacket because i need to set Selected to null
                foreach (var entry in player.Spacemap.Entities)
                {
                    var entity = entry.Value;

                    if (entity.Selected != null && entity.SelectedCharacter == player && entity is Player playerEntity)
                    {
                        var entitySession = playerEntity.GetGameSession();
                        if (entitySession != null)
                        {                    //todo: fix
                            //Packet.Builder.LegacyModule(entitySession, "0|A|STM|msg_own_targeting_harmed");
                            //Packet.Builder.ShipSelectionCommand(entitySession, null);
                        }
                        entity.Controller.Attack.Attacking = false;
                        entity.Selected = null;
                    }
                }

                player.Controller.Effects.NotTargetable(3000);
                player.AttachedNpcs.Clear();

                cooldown = new EMPCooldown();
                player.Cooldowns.Add(cooldown);
                cooldown.Send(gameSession);
                break;
            }
        }