// ------------------------------------------------------------------------------- // ModuleManager (Constructor) // ------------------------------------------------------------------------------- static ModuleManager() { modules.Clear(); // -- gather all modules DevExtUtils.InvokeStaticDevExtMethods(typeof(ModuleManager), "Constructor"); // -- add/update all modules UpdateDefines(modules); }
public static T CloneTo <T>(this IBuildingSaveData from, T to) where T : IBuildingSaveData { to.Id = from.Id; to.ParentId = from.ParentId; to.DataId = from.DataId; to.CurrentHp = from.CurrentHp; to.Position = from.Position; to.Rotation = from.Rotation; to.CreatorId = from.CreatorId; to.CreatorName = from.CreatorName; DevExtUtils.InvokeStaticDevExtMethods(ClassType, "CloneTo", from, to); return(to); }
public static T CloneTo <T>(this IPlayerCharacterData from, T to) where T : IPlayerCharacterData { to.Id = from.Id; to.DataId = from.DataId; to.EntityId = from.EntityId; to.CharacterName = from.CharacterName; to.Level = from.Level; to.Exp = from.Exp; to.CurrentHp = from.CurrentHp; to.CurrentMp = from.CurrentMp; to.CurrentStamina = from.CurrentStamina; to.CurrentFood = from.CurrentFood; to.CurrentWater = from.CurrentWater; to.StatPoint = from.StatPoint; to.SkillPoint = from.SkillPoint; to.Gold = from.Gold; to.UserGold = from.UserGold; to.UserCash = from.UserCash; to.PartyId = from.PartyId; to.GuildId = from.GuildId; to.GuildRole = from.GuildRole; to.SharedGuildExp = from.SharedGuildExp; to.EquipWeapons = from.EquipWeapons; to.CurrentMapName = from.CurrentMapName; to.CurrentPosition = from.CurrentPosition; to.RespawnMapName = from.RespawnMapName; to.RespawnPosition = from.RespawnPosition; to.LastUpdate = from.LastUpdate; to.Attributes = new List <CharacterAttribute>(from.Attributes); to.Buffs = new List <CharacterBuff>(from.Buffs); to.Hotkeys = new List <CharacterHotkey>(from.Hotkeys); to.Quests = new List <CharacterQuest>(from.Quests); to.EquipItems = new List <CharacterItem>(from.EquipItems); to.NonEquipItems = new List <CharacterItem>(from.NonEquipItems); to.Skills = new List <CharacterSkill>(from.Skills); to.SkillUsages = new List <CharacterSkillUsage>(from.SkillUsages); to.Summons = new List <CharacterSummon>(from.Summons); DevExtUtils.InvokeStaticDevExtMethods(ClassType, "CloneTo", from, to); return(to); }
public static void AddAllCharacterRelatesDataSurrogate(this SurrogateSelector surrogateSelector) { var playerCharacterDataSS = new PlayerCharacterSerializationSurrogate(); var attributeSS = new CharacterAttributeSerializationSurrogate(); var buffSS = new CharacterBuffSerializationSurrogate(); var hotkeySS = new CharacterHotkeySerializationSurrogate(); var itemSS = new CharacterItemSerializationSurrogate(); var questSS = new CharacterQuestSerializationSurrogate(); var skillSS = new CharacterSkillSerializationSurrogate(); var skillUsageSS = new CharacterSkillUsageSerializationSurrogate(); var summonSS = new CharacterSummonSerializationSurrogate(); surrogateSelector.AddSurrogate(typeof(PlayerCharacterData), new StreamingContext(StreamingContextStates.All), playerCharacterDataSS); surrogateSelector.AddSurrogate(typeof(CharacterAttribute), new StreamingContext(StreamingContextStates.All), attributeSS); surrogateSelector.AddSurrogate(typeof(CharacterBuff), new StreamingContext(StreamingContextStates.All), buffSS); surrogateSelector.AddSurrogate(typeof(CharacterHotkey), new StreamingContext(StreamingContextStates.All), hotkeySS); surrogateSelector.AddSurrogate(typeof(CharacterItem), new StreamingContext(StreamingContextStates.All), itemSS); surrogateSelector.AddSurrogate(typeof(CharacterQuest), new StreamingContext(StreamingContextStates.All), questSS); surrogateSelector.AddSurrogate(typeof(CharacterSkill), new StreamingContext(StreamingContextStates.All), skillSS); surrogateSelector.AddSurrogate(typeof(CharacterSkillUsage), new StreamingContext(StreamingContextStates.All), skillUsageSS); surrogateSelector.AddSurrogate(typeof(CharacterSummon), new StreamingContext(StreamingContextStates.All), summonSS); DevExtUtils.InvokeStaticDevExtMethods(ClassType, "AddAllCharacterRelatesDataSurrogate", surrogateSelector); }
// ----------------------------------------------------------------------------------- // DefinesManager (Constructor) // ----------------------------------------------------------------------------------- static DefinesManager() { DevExtUtils.InvokeStaticDevExtMethods(typeof(DefinesManager), "Constructor"); }
public static T ValidateCharacterData <T>(this T character) where T : IPlayerCharacterData { var gameInstance = GameInstance.Singleton; PlayerCharacter database; if (!GameInstance.PlayerCharacters.TryGetValue(character.DataId, out database)) { return(character); } // Validating character attributes short returningStatPoint = 0; var validAttributeIds = new HashSet <int>(); var characterAttributes = character.Attributes; for (var i = characterAttributes.Count - 1; i >= 0; --i) { var characterAttribute = characterAttributes[i]; var attributeDataId = characterAttribute.dataId; // If attribute is invalid if (characterAttribute.GetAttribute() == null || validAttributeIds.Contains(attributeDataId)) { returningStatPoint += characterAttribute.amount; character.Attributes.RemoveAt(i); } else { validAttributeIds.Add(attributeDataId); } } character.StatPoint += returningStatPoint; // Add character's attributes var attributes = GameInstance.Attributes.Values; foreach (var attribute in attributes) { // This attribute is valid, so not have to add it if (validAttributeIds.Contains(attribute.DataId)) { continue; } var characterAttribute = new CharacterAttribute(); characterAttribute.dataId = attribute.DataId; characterAttribute.amount = 0; character.Attributes.Add(characterAttribute); } // Validating character skills short returningSkillPoint = 0; var validSkillIds = new HashSet <int>(); var characterSkills = character.Skills; for (var i = characterSkills.Count - 1; i >= 0; --i) { var characterSkill = characterSkills[i]; var skill = characterSkill.GetSkill(); // If skill is invalid or this character database does not have skill if (characterSkill.GetSkill() == null || !database.CacheSkillLevels.ContainsKey(skill) || validSkillIds.Contains(skill.DataId)) { returningSkillPoint += characterSkill.level; character.Skills.RemoveAt(i); } else { validSkillIds.Add(skill.DataId); } } character.SkillPoint += returningSkillPoint; // Add character's skills var skillLevels = database.CacheSkillLevels; foreach (var skillLevel in skillLevels) { var skill = skillLevel.Key; // This skill is valid, so not have to add it if (validSkillIds.Contains(skill.DataId)) { continue; } var characterSkill = new CharacterSkill(); characterSkill.dataId = skill.DataId; characterSkill.level = skillLevel.Value; character.Skills.Add(characterSkill); } // Validating character equip weapons var returningItems = new List <CharacterItem>(); var equipWeapons = character.EquipWeapons; var rightHand = equipWeapons.rightHand; var leftHand = equipWeapons.leftHand; if (rightHand.GetEquipmentItem() == null) { if (rightHand.IsValid()) { returningItems.Add(rightHand); } equipWeapons.rightHand = CharacterItem.Empty; } if (leftHand.GetEquipmentItem() == null) { if (leftHand.IsValid()) { returningItems.Add(leftHand); } equipWeapons.leftHand = CharacterItem.Empty; } // Validating character equip items var equipItems = character.EquipItems; for (var i = equipItems.Count - 1; i >= 0; --i) { var equipItem = equipItems[i]; // If equipment is invalid if (equipItem.GetEquipmentItem() == null) { if (equipItem.IsValid()) { returningItems.Add(equipItem); } character.EquipItems.RemoveAt(i); } } // Return items to non equip items foreach (var returningItem in returningItems) { character.NonEquipItems.Add(returningItem); } // Validating character non equip items var nonEquipItems = character.NonEquipItems; for (var i = nonEquipItems.Count - 1; i >= 0; --i) { var nonEquipItem = nonEquipItems[i]; // If equipment is invalid if (!nonEquipItem.IsValid()) { character.NonEquipItems.RemoveAt(i); } } DevExtUtils.InvokeStaticDevExtMethods(ClassType, "ValidateCharacterData", character); return(character); }
public static T DeserializeCharacterData <T>(this T characterData, NetDataReader reader) where T : IPlayerCharacterData { var tempCharacterData = new PlayerCharacterData(); tempCharacterData.Id = reader.GetString(); tempCharacterData.DataId = reader.GetInt(); tempCharacterData.EntityId = reader.GetInt(); tempCharacterData.CharacterName = reader.GetString(); tempCharacterData.Level = reader.GetShort(); tempCharacterData.Exp = reader.GetInt(); tempCharacterData.CurrentHp = reader.GetInt(); tempCharacterData.CurrentMp = reader.GetInt(); tempCharacterData.CurrentStamina = reader.GetInt(); tempCharacterData.CurrentFood = reader.GetInt(); tempCharacterData.CurrentWater = reader.GetInt(); tempCharacterData.StatPoint = reader.GetShort(); tempCharacterData.SkillPoint = reader.GetShort(); tempCharacterData.Gold = reader.GetInt(); tempCharacterData.PartyId = reader.GetInt(); tempCharacterData.GuildId = reader.GetInt(); tempCharacterData.GuildRole = reader.GetByte(); tempCharacterData.SharedGuildExp = reader.GetInt(); tempCharacterData.CurrentMapName = reader.GetString(); tempCharacterData.CurrentPosition = new Vector3(reader.GetFloat(), reader.GetFloat(), reader.GetFloat()); tempCharacterData.RespawnMapName = reader.GetString(); tempCharacterData.RespawnPosition = new Vector3(reader.GetFloat(), reader.GetFloat(), reader.GetFloat()); tempCharacterData.LastUpdate = reader.GetInt(); int count = 0; count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterAttribute(); entry.Deserialize(reader); tempCharacterData.Attributes.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterBuff(); entry.Deserialize(reader); tempCharacterData.Buffs.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterSkill(); entry.Deserialize(reader); tempCharacterData.Skills.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterSkillUsage(); entry.Deserialize(reader); tempCharacterData.SkillUsages.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterSummon(); entry.Deserialize(reader); tempCharacterData.Summons.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterItem(); entry.Deserialize(reader); tempCharacterData.EquipItems.Add(entry); } count = reader.GetShort(); for (var i = 0; i < count; ++i) { var entry = new CharacterItem(); entry.Deserialize(reader); tempCharacterData.NonEquipItems.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterHotkey(); entry.Deserialize(reader); tempCharacterData.Hotkeys.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterQuest(); entry.Deserialize(reader); tempCharacterData.Quests.Add(entry); } var equipWeapons = new EquipWeapons(); equipWeapons.Deserialize(reader); tempCharacterData.EquipWeapons = equipWeapons; DevExtUtils.InvokeStaticDevExtMethods(ClassType, "DeserializeCharacterData", characterData, reader); tempCharacterData.ValidateCharacterData(); tempCharacterData.CloneTo(characterData); return(characterData); }
public static void SerializeCharacterData <T>(this T characterData, NetDataWriter writer) where T : IPlayerCharacterData { writer.Put(characterData.Id); writer.Put(characterData.DataId); writer.Put(characterData.EntityId); writer.Put(characterData.CharacterName); writer.Put(characterData.Level); writer.Put(characterData.Exp); writer.Put(characterData.CurrentHp); writer.Put(characterData.CurrentMp); writer.Put(characterData.CurrentStamina); writer.Put(characterData.CurrentFood); writer.Put(characterData.CurrentWater); writer.Put(characterData.StatPoint); writer.Put(characterData.SkillPoint); writer.Put(characterData.Gold); writer.Put(characterData.PartyId); writer.Put(characterData.GuildId); writer.Put(characterData.GuildRole); writer.Put(characterData.SharedGuildExp); writer.Put(characterData.CurrentMapName); writer.Put(characterData.CurrentPosition.x); writer.Put(characterData.CurrentPosition.y); writer.Put(characterData.CurrentPosition.z); writer.Put(characterData.RespawnMapName); writer.Put(characterData.RespawnPosition.x); writer.Put(characterData.RespawnPosition.y); writer.Put(characterData.RespawnPosition.z); writer.Put(characterData.LastUpdate); writer.Put((byte)characterData.Attributes.Count); foreach (var entry in characterData.Attributes) { entry.Serialize(writer); } writer.Put((byte)characterData.Buffs.Count); foreach (var entry in characterData.Buffs) { entry.Serialize(writer); } writer.Put((byte)characterData.Skills.Count); foreach (var entry in characterData.Skills) { entry.Serialize(writer); } writer.Put((byte)characterData.SkillUsages.Count); foreach (var entry in characterData.SkillUsages) { entry.Serialize(writer); } writer.Put((byte)characterData.Summons.Count); foreach (var entry in characterData.Summons) { entry.Serialize(writer); } writer.Put((byte)characterData.EquipItems.Count); foreach (var entry in characterData.EquipItems) { entry.Serialize(writer); } writer.Put((short)characterData.NonEquipItems.Count); foreach (var entry in characterData.NonEquipItems) { entry.Serialize(writer); } writer.Put((byte)characterData.Hotkeys.Count); foreach (var entry in characterData.Hotkeys) { entry.Serialize(writer); } writer.Put((byte)characterData.Quests.Count); foreach (var entry in characterData.Quests) { entry.Serialize(writer); } characterData.EquipWeapons.Serialize(writer); DevExtUtils.InvokeStaticDevExtMethods(ClassType, "SerializeCharacterData", characterData, writer); }
public static T SetNewPlayerCharacterData <T>(this T character, string characterName, int dataId, int entityId) where T : IPlayerCharacterData { var gameInstance = GameInstance.Singleton; PlayerCharacter database; if (!GameInstance.PlayerCharacters.TryGetValue(dataId, out database)) { return(character); } // Player character database var playerCharacter = database as PlayerCharacter; // Attributes var attributes = GameInstance.Attributes.Values; foreach (var attribute in attributes) { var characterAttribute = new CharacterAttribute(); characterAttribute.dataId = attribute.DataId; characterAttribute.amount = 0; character.Attributes.Add(characterAttribute); } var skillLevels = playerCharacter.CacheSkillLevels; foreach (var skillLevel in skillLevels) { var characterSkill = new CharacterSkill(); characterSkill.dataId = skillLevel.Key.DataId; characterSkill.level = skillLevel.Value; character.Skills.Add(characterSkill); } // Right hand & left hand items var rightHandEquipItem = playerCharacter.rightHandEquipItem; var leftHandEquipItem = playerCharacter.leftHandEquipItem; var equipWeapons = new EquipWeapons(); // Right hand equipped item if (rightHandEquipItem != null) { var newItem = CharacterItem.Create(rightHandEquipItem); equipWeapons.rightHand = newItem; } // Left hand equipped item if (leftHandEquipItem != null) { var newItem = CharacterItem.Create(leftHandEquipItem); equipWeapons.leftHand = newItem; } character.EquipWeapons = equipWeapons; // Armors var armorItems = playerCharacter.armorItems; foreach (var armorItem in armorItems) { if (armorItem == null) { continue; } var newItem = CharacterItem.Create(armorItem); character.EquipItems.Add(newItem); } // General data character.DataId = dataId; character.EntityId = entityId; character.CharacterName = characterName; character.Level = 1; var stats = character.GetStats(); character.CurrentHp = (int)stats.hp; character.CurrentMp = (int)stats.mp; character.CurrentStamina = (int)stats.stamina; character.CurrentFood = (int)stats.food; character.CurrentWater = (int)stats.water; character.Gold = gameInstance.startGold; // Inventory var startItems = gameInstance.startItems; foreach (var startItem in startItems) { if (startItem.item == null || startItem.amount <= 0) { continue; } var amount = startItem.amount; if (amount > startItem.item.maxStack) { amount = startItem.item.maxStack; } var newItem = CharacterItem.Create(startItem.item, 1, amount); character.NonEquipItems.Add(newItem); } // Position var startMap = playerCharacter.StartMap; character.CurrentMapName = startMap.scene.SceneName; character.RespawnMapName = startMap.scene.SceneName; character.CurrentPosition = startMap.startPosition; character.RespawnPosition = startMap.startPosition; DevExtUtils.InvokeStaticDevExtMethods(ClassType, "SetNewCharacterData", character, characterName, dataId, entityId); return(character); }
// ------------------------------------------------------------------------------- // Constructor Hooks // ------------------------------------------------------------------------------- static void Constructor() { DevExtUtils.InvokeStaticDevExtMethods(typeof(ModuleManager), nameof(Constructor)); }