/// <summary> /// The unit who is currently using the GO /// </summary> //public Unit User //{ // get // { // return m_user; // } //} /// <summary> /// Whether this GO can be used by the given user /// </summary> /// <param name="chr"></param> /// <returns></returns> public bool CanBeUsedBy(Character chr) { if (chr.GodMode) { return true; } // must be enabled if (!chr.CanSee(m_go) || m_go.State == GameObjectState.Disabled) { return false; } // must have the right Faction (if limited to either side) if (m_go.Faction != Faction.NullFaction && m_go.Faction.Group != chr.Faction.Group) { return false; } // Check for Group-requirements if (m_go.Entry.IsPartyOnly && m_go.Owner != null && !m_go.Owner.IsAlliedWith(chr)) { return false; } var unit = chr; if (!unit.IsAlive) { return false; } if (!unit.CanInteract) { return false; } return m_go.IsInRadiusSq(chr, GOMgr.DefaultInteractDistanceSq); // && m_go.IsInFrontOf(obj); }
/// <summary> /// Also sends a message to the Character, if not valid /// </summary> internal bool CheckVendorInteraction(Character chr) { if (chr.Map != m_Map || !IsInRadiusSq(chr, NPCMgr.DefaultInteractionDistanceSq) || !chr.CanSee(this)) { NPCHandler.SendNPCError(chr, this, VendorInventoryError.TooFarAway); return(false); } if (!IsAlive) { NPCHandler.SendNPCError(chr, this, VendorInventoryError.VendorDead); return(false); } if (chr.IsAlive == IsSpiritHealer) { NPCHandler.SendNPCError(chr, this, VendorInventoryError.YouDead); return(false); } if (!chr.CanInteract || !CanInteract) { return(false); } var reputation = chr.Reputations.GetOrCreate(Faction.ReputationIndex); if (reputation != null && !reputation.CanInteract) { NPCHandler.SendNPCError(chr, this, VendorInventoryError.BadRep); return(false); } return(true); }
/// <summary> /// Also sends a message to the Character, if not valid /// </summary> internal bool CheckVendorInteraction(Character chr) { if (chr.Map != m_Map || !IsInRadiusSq(chr, NPCMgr.DefaultInteractionDistanceSq) || !chr.CanSee(this)) { NPCHandler.SendNPCError(chr, this, VendorInventoryError.TooFarAway); return false; } if (!IsAlive) { NPCHandler.SendNPCError(chr, this, VendorInventoryError.VendorDead); return false; } if (chr.IsAlive == IsSpiritHealer) { NPCHandler.SendNPCError(chr, this, VendorInventoryError.YouDead); return false; } if (!chr.CanInteract || !CanInteract) { return false; } var reputation = chr.Reputations.GetOrCreate(Faction.ReputationIndex); if (reputation != null && !reputation.CanInteract) { NPCHandler.SendNPCError(chr, this, VendorInventoryError.BadRep); return false; } return true; }
public bool CanInteractWith(Character chr) { if (chr.Region != m_region || !IsInRadiusSq(chr, NPCMgr.DefaultInteractionDistanceSq) || !chr.CanSee(this)) { NPCHandler.SendNPCError(chr, this, VendorInventoryError.TooFarAway); return false; } if (chr.IsAlive == IsSpiritHealer) { NPCHandler.SendNPCError(chr, this, VendorInventoryError.YouDead); return false; } if (chr.IsOnTaxi || m_isInCombat || IsOnTaxi) { return false; } if (!chr.CanInteract || !CanInteract) { return false; } var reputation = chr.Reputations.GetOrCreate(Faction.ReputationIndex); if (reputation != null && !reputation.CanInteract) { NPCHandler.SendNPCError(chr, this, VendorInventoryError.BadRep); return false; } return true; }