public static void HandleAcknowledgement(GameActionAcknowledgementMessage message, WorldClient client) { if (message.valid && client.Character.IsFighting && client.Character.FighterInstance.IsPlaying) { client.Character.FighterInstance.Fight.Acknowledge(); } }
public void HandleGameActionAcknowledgementMessage(Bot bot, GameActionAcknowledgementMessage message) { if (bot == null || bot.Character == null || bot.Character.Fight == null) { logger.Error("Fight is not properly initialized."); return; // Can't handle the message } PlayedFighter fighter = bot.Character.Fighter; if (fighter != null) { fighter.Update(message); } }
public static void SequenceEndMessageTreatment(Message message, byte[] packetDatas, AccountUC account) { SequenceEndMessage msg = (SequenceEndMessage)message; using (BigEndianReader reader = new BigEndianReader(packetDatas)) { msg.Deserialize(reader); } if ((account.Fight != null) && (account.Fight.Fighter != null) && (account.Fight.Fighter.Id == msg.authorId) && (!account.IsMITM)) { GameActionAcknowledgementMessage msg2 = new GameActionAcknowledgementMessage(true, msg.sequenceType); account.SocketManager.Send(msg2); account.Fight.PerformSpellsStack(); //account.Fight.PerformMove(); } }
public static void SequenceEndMessageTreatment(Message message, byte[] packetDatas, AccountUC account) { SequenceEndMessage msg = (SequenceEndMessage)message; using (BigEndianReader reader = new BigEndianReader(packetDatas)) { msg.Deserialize(reader); } if (!account.FightData.IsDead && account.FightData.Fighter.Id == msg.authorId && !account.IsMITM && account.Fight != null && account.FightData.IsFighterTurn) { GameActionAcknowledgementMessage msg2 = new GameActionAcknowledgementMessage(true, (sbyte)msg.actionId); account.SocketManager.Send(msg2); switch (account.Fight.flag) { case -1: account.Fight.EndTurn(); break; case 1: account.Fight.ExecutePlan(); break; } } }
public static void HandleGameActionAcknowledgement(GameActionAcknowledgementMessage message, WorldClient client) { }
public static void HandleGameActionAcknowledgementMessage(WorldClient client, GameActionAcknowledgementMessage message) { if (message.valid && client.Character.IsFighting() && client.Character.Fighter.IsFighterTurn()) { client.Character.Fighter.Fight.AcknowledgeAction(); } }