Exemplo n.º 1
0
        public async Task <SaltyCommandResult> ChangeReputationAsync(
            [Description("Desired reputation.")] long reputation,
            [Description("Character you want to change the reputation")]
            IPlayerEntity player = null)
        {
            if (player == null)
            {
                player = Context.Player;
            }

            player.Character.Reput = reputation;
            await player.ActualizeUiReputation();

            return(new SaltyCommandResult(true, $"{player.Character.Name}'s Reputation has been changed to {reputation}."));
        }
 public static Task ChangeReputation(this IPlayerEntity player, long reputation)
 {
     player.Character.Reput = reputation;
     return(player.ActualizeUiReputation());
 }
Exemplo n.º 3
0
        private async Task HandleNpcItemBuyRequest(IPlayerEntity player, ShopBuyEvent shopBuy, Shop shop)
        {
            ShopItemDto item   = shop.Items.FirstOrDefault(s => s.Slot == shopBuy.Slot);
            short       amount = shopBuy.Amount;

            if (item == null || amount <= 0)
            {
                return;
            }

            // check diginity
            double percent = 1.0;

            switch (player.GetDignityIcon())
            {
            case CharacterDignity.BluffedNameOnly:
                percent = 1.10;
                break;

            case CharacterDignity.NotQualifiedFor:
                percent = 1.20;
                break;

            case CharacterDignity.Useless:
            case CharacterDignity.StupidMinded:
                percent = 1.5;
                break;
            }

            bool isReputBuy = item.Item.ReputPrice > 0;
            long price      = isReputBuy ? item.Item.ReputPrice : item.Item.Price;

            price *= amount;
            sbyte rare = item.Rare;

            if (item.Item.Type == 0)
            {
                amount = 1;
            }

            if (!isReputBuy && price < 0 && price * percent > player.Character.Gold)
            {
                await player.SendPacketAsync(player.GenerateShopMemoPacket(SMemoPacketType.FailNpc, player.GetLanguage(PlayerMessages.YOU_DONT_HAVE_ENOUGH_GOLD)));

                return;
            }

            if (isReputBuy)
            {
                if (price > player.Character.Reput)
                {
                    await player.SendPacketAsync(player.GenerateShopMemoPacket(SMemoPacketType.FailNpc, player.GetLanguage(PlayerMessages.YOU_DONT_HAVE_ENOUGH_REPUTATION)));

                    return;
                }

                // generate a random rarity
                byte ra = (byte)_randomGenerator.Next(100);

                int[] rareprob = { 100, 100, 70, 50, 30, 15, 5, 1 };
                if (item.Item.ReputPrice == 0)
                {
                    return;
                }

                for (int i = 0; i < rareprob.Length; i++)
                {
                    if (ra <= rareprob[i])
                    {
                        rare = (sbyte)i;
                    }
                }
            }

            bool canAddItem = player.Inventory.CanAddItem(item.Item, amount);

            if (!canAddItem)
            {
                await player.SendPacketAsync(player.GenerateShopMemoPacket(SMemoPacketType.FailNpc, player.GetLanguage(PlayerMessages.YOU_DONT_HAVE_ENOUGH_SPACE_IN_INVENTORY)));

                return;
            }

            // add item to inventory
            var             itemFactory = ChickenContainer.Instance.Resolve <IItemInstanceDtoFactory>();
            ItemInstanceDto newitem     = itemFactory.CreateItem(item.ItemId, amount, (sbyte)rare);

            if (isReputBuy)
            {
                player.Character.Reput -= price;
                await player.ActualizeUiReputation();

                // player.SendPacket "reput decreased"
            }
            else
            {
                player.Character.Gold -= (long)(price * percent);
                await player.ActualizeUiGold();
            }

            await player.EmitEventAsync(new InventoryAddItemEvent
            {
                ItemInstance = newitem
            });
        }