コード例 #1
0
ファイル: PlayerManager.cs プロジェクト: Jorch72/CS-Craft.Net
 private void Inventory_WindowChange(object sender, WindowChangeEventArgs e)
 {
     if (SendInventoryUpdates)
     {
         Client.SendPacket(new SetSlotPacket(0, (short)e.SlotIndex, e.Value));
     }
 }
コード例 #2
0
ファイル: RemoteClient.cs プロジェクト: Jorch72/CS-TrueCraft
        void HandleWindowChange(object sender, WindowChangeEventArgs e)
        {
            if (!(sender is InventoryWindow))
            {
                QueuePacket(new SetSlotPacket((sender as IWindow).ID, (short)e.SlotIndex, e.Value.ID, e.Value.Count, e.Value.Metadata));
                return;
            }

            QueuePacket(new SetSlotPacket(0, (short)e.SlotIndex, e.Value.ID, e.Value.Count, e.Value.Metadata));

            if (e.SlotIndex == SelectedSlot)
            {
                var notified = Server.GetEntityManagerForWorld(World).ClientsForEntity(Entity);
                foreach (var c in notified)
                {
                    c.QueuePacket(new EntityEquipmentPacket(Entity.EntityID, 0, SelectedItem.ID, SelectedItem.Metadata));
                }
            }
            if (e.SlotIndex >= InventoryWindow.ArmorIndex && e.SlotIndex < InventoryWindow.ArmorIndex + InventoryWindow.Armor.Length)
            {
                short slot     = (short)(4 - (e.SlotIndex - InventoryWindow.ArmorIndex));
                var   notified = Server.GetEntityManagerForWorld(World).ClientsForEntity(Entity);
                foreach (var c in notified)
                {
                    c.QueuePacket(new EntityEquipmentPacket(Entity.EntityID, slot, e.Value.ID, e.Value.Metadata));
                }
            }
        }
コード例 #3
0
ファイル: EntityManager.cs プロジェクト: aholmes/Craft.Net
        private void PlayerInventoryChange(object sender, WindowChangeEventArgs windowChangeEventArgs)
        {
            var window = (Window)sender;
            var source = server.Clients.FirstOrDefault(c => c.Entity.Inventory == window);

            if (source == null)
            {
                return;                 // This should never happen, but somehow does.
            }
            var clients = GetKnownClients(source.Entity);

            if (windowChangeEventArgs.SlotIndex >= InventoryWindow.ArmorIndex &&
                windowChangeEventArgs.SlotIndex < InventoryWindow.ArmorIndex + 4)
            {
                // TODO: Prevent non-armor items from being used here
                foreach (var client in clients)
                {
                    int index = windowChangeEventArgs.SlotIndex - InventoryWindow.ArmorIndex;
                    client.SendPacket(new EntityEquipmentPacket(source.Entity.Id, (EntityEquipmentPacket.EntityEquipmentSlot)(4 - index), windowChangeEventArgs.Value));
                }
            }
            source.SendPacket(new SetSlotPacket(0, (short)windowChangeEventArgs.SlotIndex, windowChangeEventArgs.Value));
            if (source.Entity.SelectedSlot == windowChangeEventArgs.SlotIndex)
            {
                foreach (var client in clients)
                {
                    client.SendPacket(new EntityEquipmentPacket(source.Entity.Id,
                                                                EntityEquipmentPacket.EntityEquipmentSlot.HeldItem, client.Entity.SelectedItem));
                }
            }
        }
コード例 #4
0
ファイル: FurnaceBlock.cs プロジェクト: sarhatabaot/TrueCraft
        protected void FurnaceWindowChanged(object sender, WindowChangeEventArgs e, IWorld world)
        {
            if (Handling)
            {
                return;
            }
            var window = sender as FurnaceWindow;
            var index  = e.SlotIndex;

            if (index >= FurnaceWindow.MainIndex)
            {
                return;
            }

            Handling      = true;
            e.Handled     = true;
            window[index] = e.Value;

            var state = GetState(world, window.Coordinates);

            state.Items[0] = window[0];
            state.Items[1] = window[1];
            state.Items[2] = window[2];

            SetState(world, window.Coordinates, state);

            Handling = true;

            if (!TrackedFurnaces.ContainsKey(window.Coordinates))
            {
                TryInitializeFurnace(state, window.EventScheduler, world, window.Coordinates, window.ItemRepository);
            }

            Handling = false;
        }
コード例 #5
0
ファイル: WindowArea.cs プロジェクト: jdc20181/OpenCraft
 protected internal virtual void OnWindowChange(WindowChangeEventArgs e)
 {
     if (WindowChange != null)
     {
         WindowChange(this, e);
     }
 }
コード例 #6
0
 public virtual ItemStack this[int index]
 {
     get
     {
         foreach (var area in WindowAreas)
         {
             if (index >= area.StartIndex && index < area.StartIndex + area.Length)
             {
                 return(area[index - area.StartIndex]);
             }
         }
         throw new IndexOutOfRangeException();
     }
     set
     {
         foreach (var area in WindowAreas)
         {
             if (index >= area.StartIndex && index < area.StartIndex + area.Length)
             {
                 var eventArgs = new WindowChangeEventArgs(index, value);
                 OnWindowChange(eventArgs);
                 if (!eventArgs.Handled)
                 {
                     area[index - area.StartIndex] = value;
                 }
                 return;
             }
         }
         throw new IndexOutOfRangeException();
     }
 }
コード例 #7
0
        private void HandleWindowChange(object sender, WindowChangeEventArgs e)
        {
            if (Repository == null)
            {
                return;
            }
            var current = Repository.GetRecipe(Bench);

            if (e.SlotIndex == CraftingOutput)
            {
                if (e.Value.Empty && current != null) // Item picked up
                {
                    RemoveItemFromOutput(current);
                    current = Repository.GetRecipe(Bench);
                }
            }
            if (current == null)
            {
                Items[CraftingOutput] = ItemStack.EmptyStack;
            }
            else
            {
                Items[CraftingOutput] = current.Output;
            }
        }