示例#1
0
        /// <summary>
        /// Attempts to use an item - checks activation requirements
        /// </summary>
        public void TryUseItem(WorldObject item, bool success = true)
        {
            //Console.WriteLine($"{Name}.TryUseItem({item.Name}, {success})");
            LastUseTime = 0.0f;

            if (success)
            {
                item.OnActivate(this);
            }

            // manually managed
            if (LastUseTime == float.MinValue)
            {
                return;
            }

            var actionChain = new ActionChain();

            actionChain.AddDelaySeconds(LastUseTime);
            actionChain.AddAction(this, () => SendUseDoneEvent());
            actionChain.EnqueueChain();

            NextUseTime = DateTime.UtcNow + TimeSpan.FromSeconds(LastUseTime);
        }
示例#2
0
        public void TrySwitchToMeleeAttack()
        {
            // 24139 - Invisible Assailant never switches to melee?
            if (Visibility)
            {
                return;
            }

            SwitchWeaponsPending = true;

            var nextSwitchTime = NextMoveTime - MissileDelay;

            if (nextSwitchTime > Timers.RunningTime)
            {
                var actionChain = new ActionChain();
                actionChain.AddDelaySeconds(nextSwitchTime - Timers.RunningTime);
                actionChain.AddAction(this, () => SwitchToMeleeAttack());
                actionChain.EnqueueChain();
            }
            else
            {
                SwitchToMeleeAttack();
            }
        }
示例#3
0
        /// <summary>
        /// Handles updating the vitae penalty through earned XP
        /// </summary>
        /// <param name="amount">The amount of XP to apply to the vitae penalty</param>
        private void UpdateXpVitae(long amount)
        {
            var vitaePenalty = EnchantmentManager.GetVitae().StatModValue;
            var startPenalty = vitaePenalty;

            var maxPool = (int)VitaeCPPoolThreshold(vitaePenalty, DeathLevel.Value);
            var curPool = VitaeCpPool + amount;

            while (curPool >= maxPool)
            {
                curPool     -= maxPool;
                vitaePenalty = EnchantmentManager.ReduceVitae();
                if (vitaePenalty == 1.0f)
                {
                    break;
                }
                maxPool = (int)VitaeCPPoolThreshold(vitaePenalty, DeathLevel.Value);
            }
            VitaeCpPool = (int)curPool;

            Session.Network.EnqueueSend(new GameMessagePrivateUpdatePropertyInt(this, PropertyInt.VitaeCpPool, VitaeCpPool.Value));

            if (vitaePenalty != startPenalty)
            {
                Session.Network.EnqueueSend(new GameMessageSystemChat("Your experience has reduced your Vitae penalty!", ChatMessageType.Magic));
                EnchantmentManager.SendUpdateVitae();
            }

            if (vitaePenalty == 1.0f)
            {
                var actionChain = new ActionChain();
                actionChain.AddDelaySeconds(2.0f);
                actionChain.AddAction(this, () => EnchantmentManager.RemoveVitae());
                actionChain.EnqueueChain();
            }
        }
示例#4
0
文件: Player.cs 项目: justonia/ACE
        /// <summary>
        /// Do the player log out work.<para />
        /// If you want to force a player to logout, use Session.LogOffPlayer().
        /// </summary>
        public bool LogOut(bool clientSessionTerminatedAbruptly = false, bool forceImmediate = false)
        {
            if (PKLogoutActive && !forceImmediate)
            {
                Session.Network.EnqueueSend(new GameEventWeenieError(Session, WeenieError.YouHaveBeenInPKBattleTooRecently));
                Session.Network.EnqueueSend(new GameMessageSystemChat("Logging out in 20s...", ChatMessageType.Magic));

                PKLogout = true;

                var actionChain = new ActionChain();
                actionChain.AddDelaySeconds(20.0f);
                actionChain.AddAction(this, () =>
                {
                    LogOut_Inner(clientSessionTerminatedAbruptly);
                    Session.logOffRequestTime = DateTime.UtcNow;
                });
                actionChain.EnqueueChain();
                return(false);
            }

            LogOut_Inner(clientSessionTerminatedAbruptly);

            return(true);
        }
示例#5
0
        /// <summary>
        /// Called when the player enters portal space after dying
        /// </summary>
        public void TeleportOnDeath()
        {
            // teleport to sanctuary or best location
            var newPosition = Sanctuary ?? Instantiation ?? Location;

            Teleport(newPosition);

            // Stand back up
            SetCombatMode(CombatMode.NonCombat);

            var teleportChain = new ActionChain();

            teleportChain.AddDelaySeconds(3.0f);
            teleportChain.AddAction(this, () =>
            {
                // currently happens while in portal space
                var newHealth  = (uint)Math.Round(Health.MaxValue * 0.75f);
                var newStamina = (uint)Math.Round(Stamina.MaxValue * 0.75f);
                var newMana    = (uint)Math.Round(Mana.MaxValue * 0.75f);

                var msgHealthUpdate  = new GameMessagePrivateUpdateAttribute2ndLevel(this, Vital.Health, newHealth);
                var msgStaminaUpdate = new GameMessagePrivateUpdateAttribute2ndLevel(this, Vital.Stamina, newStamina);
                var msgManaUpdate    = new GameMessagePrivateUpdateAttribute2ndLevel(this, Vital.Mana, newMana);

                UpdateVital(Health, newHealth);
                UpdateVital(Stamina, newStamina);
                UpdateVital(Mana, newMana);

                Session.Network.EnqueueSend(msgHealthUpdate, msgStaminaUpdate, msgManaUpdate);

                // reset damage history for this player
                DamageHistory.Reset();
            });

            teleportChain.EnqueueChain();
        }
示例#6
0
        private void HandleManaDepleted(WorldObject item)
        {
            var msg   = new GameMessageSystemChat($"Your {item.Name} is out of Mana.", ChatMessageType.Magic);
            var sound = new GameMessageSound(Guid, Sound.ItemManaDepleted);

            Session.Network.EnqueueSend(msg, sound);

            // unsure if these messages / sounds were ever sent in retail,
            // or if it just purged the enchantments invisibly
            // doing a delay here to prevent 'SpellExpired' sounds from overlapping with 'ItemManaDepleted'
            var actionChain = new ActionChain();

            actionChain.AddDelaySeconds(2.0f);
            actionChain.AddAction(this, () =>
            {
                foreach (var spellId in item.Biota.GetKnownSpellsIds(item.BiotaDatabaseLock))
                {
                    RemoveItemSpell(item, (uint)spellId);
                }
            });
            actionChain.EnqueueChain();

            item.OnSpellsDeactivated();
        }
示例#7
0
        /// <summary>
        /// Performs a melee attack for the monster
        /// </summary>
        public void MeleeAttack()
        {
            NextAttackTime = Timer.CurrentTime + MeleeDelay;

            var player = AttackTarget as Player;

            if (player.Health.Current <= 0)
            {
                return;
            }

            // select random body part @ current attack height
            var bodyPart = GetBodyPart();

            DoSwingMotion(AttackTarget, out float animLength);

            var actionChain = new ActionChain();

            actionChain.AddDelaySeconds(animLength / 2.0f);
            actionChain.AddAction(this, () =>
            {
                var critical   = false;
                var damageType = DamageType.Undef;
                var damage     = CalculateDamage(ref damageType, bodyPart, ref critical);

                if (damage > 0.0f)
                {
                    player.TakeDamage(this, damageType, damage, bodyPart, critical);
                }
                else
                {
                    player.Session.Network.EnqueueSend(new GameMessageSystemChat($"You evaded {Name}!", ChatMessageType.CombatEnemy));
                }
            });
            actionChain.EnqueueChain();
        }
示例#8
0
        public static void HandleWeapons(Session session, params string[] parameters)
        {
            HashSet <uint> weaponsTest = new HashSet <uint>()
            {
                93, 127, 130, 136, 136, 136, 148, 300, 307, 311, 326, 338, 348, 350, 7765, 12748, 12463, 31812
            };
            ActionChain chain = new ActionChain();

            chain.AddAction(session.Player, () =>
            {
                foreach (uint weenieId in weaponsTest)
                {
                    WorldObject loot = LootGenerationFactory.CreateTestWorldObject(session.Player, weenieId);
                    loot.ContainerId = session.Player.Guid.Full;
                    session.Player.AddToInventory(loot);
                    session.Player.TrackObject(loot);
                    session.Player.UpdatePlayerBurden();
                    session.Network.EnqueueSend(
                        new GameMessagePutObjectInContainer(session, session.Player.Guid, loot, 0),
                        new GameMessageUpdateInstanceId(loot.Guid, session.Player.Guid, PropertyInstanceId.Container));
                }
            });
            chain.EnqueueChain();
        }
示例#9
0
        /// <summary>
        /// This is raised by Player.HandleActionUseItem.<para />
        /// The item should be in the players possession.
        /// </summary>
        public override void ActOnUse(WorldObject activator)
        {
            // Research: http://asheron.wikia.com/wiki/Announcements_-_2002/06_-_Castling

            if (!(activator is Player player))
            {
                return;
            }

            if (Spell == null)
            {
                Console.WriteLine($"{Name}.ActOnUse({activator.Name}) - SpellDID not found for {WeenieClassId}");
                return;
            }

            if (player.IsBusy || player.Teleporting || player.suicideInProgress)
            {
                player.SendWeenieError(WeenieError.YoureTooBusy);
                return;
            }

            player.IsBusy = true;

            var actionChain = new ActionChain();

            if (player.CombatMode != CombatMode.NonCombat)
            {
                var stanceTime = player.SetCombatMode(CombatMode.NonCombat);
                actionChain.AddDelaySeconds(stanceTime);

                player.LastUseTime += stanceTime;
            }

            var animTime = player.EnqueueMotion(actionChain, MotionCommand.Reading);

            player.LastUseTime += animTime;

            var readTime = 1.0f;

            actionChain.AddDelaySeconds(readTime);
            player.LastUseTime += readTime;

            actionChain.AddAction(player, () =>
            {
                if (player.SpellIsKnown(Spell.Id))
                {
                    // verify unknown spell
                    player.Session.Network.EnqueueSend(new GameMessageSystemChat("You already know that spell!", ChatMessageType.Broadcast));
                    return;
                }

                var skill       = Spell.GetMagicSkill();
                var playerSkill = player.GetCreatureSkill(skill);

                if (!player.CanReadScroll(this))
                {
                    var msg = "";
                    if (playerSkill.AdvancementClass < SkillAdvancementClass.Trained)
                    {
                        msg = $"You are not trained in {playerSkill.Skill.ToSentence()}!";
                    }
                    else
                    {
                        msg = $"You are not skilled enough in {playerSkill.Skill.ToSentence()} to learn this spell.";
                    }

                    player.Session.Network.EnqueueSend(new GameMessageSystemChat(msg, ChatMessageType.Broadcast));
                    return;
                }

                if (player.TryConsumeFromInventoryWithNetworking(this))
                {
                    player.LearnSpellWithNetworking(Spell.Id);

                    player.Session.Network.EnqueueSend(new GameMessageSystemChat("The scroll is destroyed.", ChatMessageType.Broadcast));
                }
            });


            // FIXME: return stance time
            player.EnqueueMotion(actionChain, MotionCommand.Ready);

            player.LastUseTime += animTime;     // return stance

            actionChain.AddDelaySeconds(animTime);

            actionChain.AddAction(player, () => player.IsBusy = false);

            actionChain.EnqueueChain();
        }
示例#10
0
文件: Creature.cs 项目: zarlant/ACE
        public void HandleSwitchToMissileCombatMode(ActionChain combatModeChain)
        {
            // TODO and FIXME: GetInventoryItem doesn't work for this so this function is effectively broke
            HeldItem mEquipedMissile = Children.Find(s => s.EquipMask == EquipMask.MissileWeapon);

            if (mEquipedMissile?.Guid != null)
            {
                WorldObject missileWeapon = GetWieldedItem(new ObjectGuid(mEquipedMissile.Guid));
                if (missileWeapon == null)
                {
                    log.InfoFormat("Changing combat mode for {0} - could not locate wielded weapon {1}", Guid, mEquipedMissile.Guid);
                    return;
                }

                var mEquipedAmmo = GetEquippedAmmo();

                MotionStance ms;
                CombatStyle  cs;

                if (missileWeapon.DefaultCombatStyle != null)
                {
                    cs = missileWeapon.DefaultCombatStyle.Value;
                }
                else
                {
                    log.InfoFormat("Changing combat mode for {0} - wielded item {1} has not be assigned a default combat style", Guid, mEquipedMissile.Guid);
                    return;
                }

                switch (cs)
                {
                case CombatStyle.Bow:
                    ms = MotionStance.BowAttack;
                    break;

                case CombatStyle.Crossbow:
                    ms = MotionStance.CrossBowAttack;
                    break;

                default:
                    ms = MotionStance.Invalid;
                    break;
                }

                UniversalMotion mm = new UniversalMotion(ms);
                mm.MovementData.CurrentStyle = (ushort)ms;

                CurrentLandblock.EnqueueBroadcast(Location, Landblock.MaxObjectRange, new GameMessageUpdatePosition(this));
                SetMotionState(this, mm);

                if (mEquipedAmmo != null)
                {
                    mm.MovementData.ForwardCommand = (uint)MotionCommand.Reload;
                    SetMotionState(this, mm);
                    CurrentLandblock.EnqueueBroadcast(Location, Landblock.MaxObjectRange, new GameMessageUpdatePosition(this));
                    // FIXME: (Og II)<this is a hack for now to be removed. Need to pull delay from dat file
                    combatModeChain.AddDelaySeconds(0.25);
                    mm.MovementData.ForwardCommand = (ushort)MotionCommand.Invalid;
                    SetMotionState(this, mm);
                    // FIXME: (Og II)<this is a hack for now to be removed. Need to pull delay from dat file
                    combatModeChain.AddDelaySeconds(0.40);

                    // add to player tracking
                    var wielder = CurrentLandblock.GetObject(new ObjectGuid(mEquipedAmmo.WielderId.Value));
                    combatModeChain.AddAction(this, () => CurrentLandblock.EnqueueActionBroadcast(Location, Landblock.MaxObjectRange, (Player p) => p.TrackObject(wielder)));

                    combatModeChain.AddAction(this, () => CurrentLandblock.EnqueueBroadcast(Location, Landblock.MaxObjectRange, new GameMessageParentEvent(this, mEquipedAmmo, 1, 1)));
                }

                var player = this as Player;
                if (player != null)
                {
                    player.Session.Network.EnqueueSend(new GameMessagePrivateUpdatePropertyInt(this, PropertyInt.CombatMode, (int)CombatMode.Missile));
                }
            }
        }
示例#11
0
        private static void DoPlayerEnterWorld(Session session, Character character, Biota playerBiota, PossessedBiotas possessedBiotas)
        {
            Player player;

            Player.HandleNoLogLandblock(playerBiota, out var playerLoggedInOnNoLogLandblock);

            var stripAdminProperties  = false;
            var addAdminProperties    = false;
            var addSentinelProperties = false;

            if (ConfigManager.Config.Server.Accounts.OverrideCharacterPermissions)
            {
                if (session.AccessLevel <= AccessLevel.Advocate)                                                     // check for elevated characters
                {
                    if (playerBiota.WeenieType == WeenieType.Admin || playerBiota.WeenieType == WeenieType.Sentinel) // Downgrade weenie
                    {
                        character.IsPlussed    = false;
                        playerBiota.WeenieType = WeenieType.Creature;
                        stripAdminProperties   = true;
                    }
                }
                else if (session.AccessLevel >= AccessLevel.Sentinel && session.AccessLevel <= AccessLevel.Envoy)
                {
                    if (playerBiota.WeenieType == WeenieType.Creature || playerBiota.WeenieType == WeenieType.Admin) // Up/downgrade weenie
                    {
                        character.IsPlussed    = true;
                        playerBiota.WeenieType = WeenieType.Sentinel;
                        addSentinelProperties  = true;
                    }
                }
                else // Developers and Admins
                {
                    if (playerBiota.WeenieType == WeenieType.Creature || playerBiota.WeenieType == WeenieType.Sentinel) // Up/downgrade weenie
                    {
                        character.IsPlussed    = true;
                        playerBiota.WeenieType = WeenieType.Admin;
                        addAdminProperties     = true;
                    }
                }
            }

            if (playerBiota.WeenieType == WeenieType.Admin)
            {
                player = new Admin(playerBiota, possessedBiotas.Inventory, possessedBiotas.WieldedItems, character, session);
            }
            else if (playerBiota.WeenieType == WeenieType.Sentinel)
            {
                player = new Sentinel(playerBiota, possessedBiotas.Inventory, possessedBiotas.WieldedItems, character, session);
            }
            else
            {
                player = new Player(playerBiota, possessedBiotas.Inventory, possessedBiotas.WieldedItems, character, session);
            }

            session.SetPlayer(player);

            if (stripAdminProperties) // continue stripping properties
            {
                player.CloakStatus = CloakStatus.Undef;
                player.Attackable  = true;
                player.SetProperty(PropertyBool.DamagedByCollisions, true);
                player.AdvocateLevel            = null;
                player.ChannelsActive           = null;
                player.ChannelsAllowed          = null;
                player.Invincible               = false;
                player.Cloaked                  = null;
                player.IgnoreHouseBarriers      = false;
                player.IgnorePortalRestrictions = false;
                player.SafeSpellComponents      = false;
                player.ReportCollisions         = true;


                player.ChangesDetected          = true;
                player.CharacterChangesDetected = true;
            }

            if (addSentinelProperties || addAdminProperties) // continue restoring properties to default
            {
                WorldObject weenie;

                if (addAdminProperties)
                {
                    weenie = Factories.WorldObjectFactory.CreateWorldObject(DatabaseManager.World.GetCachedWeenie("admin"), new ACE.Entity.ObjectGuid(ACE.Entity.ObjectGuid.Invalid.Full));
                }
                else
                {
                    weenie = Factories.WorldObjectFactory.CreateWorldObject(DatabaseManager.World.GetCachedWeenie("sentinel"), new ACE.Entity.ObjectGuid(ACE.Entity.ObjectGuid.Invalid.Full));
                }

                if (weenie != null)
                {
                    player.CloakStatus = CloakStatus.Off;
                    player.Attackable  = weenie.Attackable;
                    player.SetProperty(PropertyBool.DamagedByCollisions, false);
                    player.AdvocateLevel   = weenie.GetProperty(PropertyInt.AdvocateLevel);
                    player.ChannelsActive  = (Channel?)weenie.GetProperty(PropertyInt.ChannelsActive);
                    player.ChannelsAllowed = (Channel?)weenie.GetProperty(PropertyInt.ChannelsAllowed);
                    player.Invincible      = false;
                    player.Cloaked         = false;


                    player.ChangesDetected          = true;
                    player.CharacterChangesDetected = true;
                }
            }

            // If the client is missing a location, we start them off in the starter town they chose
            if (session.Player.Location == null)
            {
                if (session.Player.Instantiation != null)
                {
                    session.Player.Location = new Position(session.Player.Instantiation);
                }
                else
                {
                    session.Player.Location = new Position(0xA9B40019, 84, 7.1f, 94, 0, 0, -0.0784591f, 0.996917f);  // ultimate fallback
                }
            }

            var olthoiPlayerReturnedToLifestone = session.Player.IsOlthoiPlayer && character.TotalLogins >= 1 && session.Player.LoginAtLifestone;

            if (olthoiPlayerReturnedToLifestone)
            {
                session.Player.Location = new Position(session.Player.Sanctuary);
            }

            session.Player.PlayerEnterWorld();

            var success = LandblockManager.AddObject(session.Player, true);

            if (!success)
            {
                // send to lifestone, or fallback location
                var fixLoc = session.Player.Sanctuary ?? new Position(0xA9B40019, 84, 7.1f, 94, 0, 0, -0.0784591f, 0.996917f);

                log.Error($"WorldManager.DoPlayerEnterWorld: failed to spawn {session.Player.Name}, relocating to {fixLoc.ToLOCString()}");

                session.Player.Location = new Position(fixLoc);
                LandblockManager.AddObject(session.Player, true);

                var actionChain = new ActionChain();
                actionChain.AddDelaySeconds(5.0f);
                actionChain.AddAction(session.Player, () =>
                {
                    if (session != null && session.Player != null)
                    {
                        session.Player.Teleport(fixLoc);
                    }
                });
                actionChain.EnqueueChain();
            }

            // These warnings are set by DDD_InterrogationResponse
            if ((session.DatWarnCell || session.DatWarnLanguage || session.DatWarnPortal) && PropertyManager.GetBool("show_dat_warning").Item)
            {
                var msg     = PropertyManager.GetString("dat_warning_msg").Item;
                var chatMsg = new GameMessageSystemChat(msg, ChatMessageType.System);
                session.Network.EnqueueSend(chatMsg);
            }

            var popup_header  = PropertyManager.GetString("popup_header").Item;
            var popup_motd    = PropertyManager.GetString("popup_motd").Item;
            var popup_welcome = player.IsOlthoiPlayer ? PropertyManager.GetString("popup_welcome_olthoi").Item : PropertyManager.GetString("popup_welcome").Item;

            if (character.TotalLogins <= 1)
            {
                if (player.IsOlthoiPlayer)
                {
                    session.Network.EnqueueSend(new GameEventPopupString(session, AppendLines(popup_welcome, popup_motd)));
                }
                else
                {
                    session.Network.EnqueueSend(new GameEventPopupString(session, AppendLines(popup_header, popup_motd, popup_welcome)));
                }
            }
            else if (!string.IsNullOrEmpty(popup_motd))
            {
                session.Network.EnqueueSend(new GameEventPopupString(session, AppendLines(popup_header, popup_motd)));
            }

            var info = "Welcome to Asheron's Call\n  powered by ACEmulator\n\nFor more information on commands supported by this server, type @acehelp\n";

            session.Network.EnqueueSend(new GameMessageSystemChat(info, ChatMessageType.Broadcast));

            var server_motd = PropertyManager.GetString("server_motd").Item;

            if (!string.IsNullOrEmpty(server_motd))
            {
                session.Network.EnqueueSend(new GameMessageSystemChat($"{server_motd}\n", ChatMessageType.Broadcast));
            }

            if (olthoiPlayerReturnedToLifestone)
            {
                session.Network.EnqueueSend(new GameMessageSystemChat("You have returned to the Olthoi Queen to serve the hive.", ChatMessageType.Broadcast));
            }
            else if (playerLoggedInOnNoLogLandblock) // see http://acpedia.org/wiki/Mount_Elyrii_Hive
            {
                session.Network.EnqueueSend(new GameMessageSystemChat("The currents of portal space cannot return you from whence you came. Your previous location forbids login.", ChatMessageType.Broadcast));
            }
        }
示例#12
0
        public void ExecuteEmote(BiotaPropertiesEmote emote, BiotaPropertiesEmoteAction emoteAction, ActionChain actionChain, WorldObject sourceObject = null, WorldObject targetObject = null)
        {
            var player         = targetObject as Player;
            var creature       = sourceObject as Creature;
            var targetCreature = targetObject as Creature;

            var emoteType = (EmoteType)emoteAction.Type;

            //if (emoteType != EmoteType.Motion && emoteType != EmoteType.Turn && emoteType != EmoteType.Move)
            //Console.WriteLine($"{WorldObject.Name}.ExecuteEmote({emoteType})");

            var text = emoteAction.Message;

            switch ((EmoteType)emoteAction.Type)
            {
            case EmoteType.Act:
                // short for 'acting' text
                var message = Replace(text, sourceObject, targetObject);
                sourceObject?.EnqueueBroadcast(new GameMessageSystemChat(message, ChatMessageType.Broadcast), 30.0f);
                break;

            case EmoteType.Activate:
                actionChain.AddDelaySeconds(emoteAction.Delay);
                actionChain.AddAction(sourceObject, () =>
                {
                    if (creature != null && (creature.ActivationTarget ?? 0) > 0)
                    {
                        var activationTarget = creature.CurrentLandblock?.GetObject(creature.ActivationTarget ?? 0);
                        activationTarget?.ActOnUse(creature);
                    }
                });
                break;

            case EmoteType.AddCharacterTitle:

                // emoteAction.Stat == null for all EmoteType.AddCharacterTitle entries in current db?
                if (player != null)
                {
                    player.AddTitle((CharacterTitle)emoteAction.Stat);
                }
                break;

            case EmoteType.AddContract:

                //if (player != null)
                //Contracts werent in emote table
                //player.AddContract(emoteAction.Stat);
                break;

            case EmoteType.AdminSpam:

                var players = WorldManager.GetAll();
                foreach (var onlinePlayer in players)
                {
                    onlinePlayer.Network.EnqueueSend(new GameMessageSystemChat(text, ChatMessageType.AdminTell));
                }
                break;

            case EmoteType.AwardLevelProportionalSkillXP:

                if (player != null)
                {
                    player.GrantLevelProportionalSkillXP((Skill)emoteAction.Stat, emoteAction.Percent ?? 0, (ulong)emoteAction.Max);
                }
                break;

            case EmoteType.AwardLevelProportionalXP:

                if (player != null)
                {
                    player.GrantLevelProportionalXp(emoteAction.Percent ?? 0, (ulong)emoteAction.Max);
                }
                break;

            case EmoteType.AwardLuminance:

                if (player != null)
                {
                    player.GrantLuminance((long)emoteAction.Amount);
                }
                break;

            case EmoteType.AwardNoShareXP:

                actionChain.AddDelaySeconds(emoteAction.Delay);
                actionChain.AddAction(sourceObject, () =>
                {
                    if (player != null)
                    {
                        player.EarnXP((long)emoteAction.Amount64);
                        player.Session.Network.EnqueueSend(new GameMessageSystemChat("You've earned " + emoteAction.Amount64 + " experience.", ChatMessageType.Broadcast));
                    }
                });
                break;

            case EmoteType.AwardSkillPoints:

                if (player != null)
                {
                    player.AwardSkillPoints((Skill)emoteAction.Stat, (uint)emoteAction.Amount, true);
                }
                break;

            case EmoteType.AwardSkillXP:

                if (player != null)
                {
                    player.RaiseSkillGameAction((Skill)emoteAction.Stat, (uint)emoteAction.Amount, true);
                }
                break;

            case EmoteType.AwardTrainingCredits:

                if (player != null)
                {
                    player.AddSkillCredits((int)emoteAction.Amount, true);
                }
                break;

            case EmoteType.AwardXP:

                actionChain.AddDelaySeconds(emoteAction.Delay);
                actionChain.AddAction(sourceObject, () =>
                {
                    if (player != null)
                    {
                        player.EarnXP((long)emoteAction.Amount64);
                        player.Session.Network.EnqueueSend(new GameMessageSystemChat("You've earned " + emoteAction.Amount64 + " experience.", ChatMessageType.Broadcast));
                    }
                });
                break;

            case EmoteType.BLog:
                // only one test drudge used this emoteAction.
                break;

            case EmoteType.CastSpell:

                if (WorldObject is Player)
                {
                    (WorldObject as Player).CreatePlayerSpell((uint)emoteAction.SpellId);
                }

                else if (WorldObject is Creature)
                {
                    (WorldObject as Creature).CreateCreatureSpell(player.Guid, (uint)emoteAction.SpellId);
                }

                break;

            case EmoteType.CastSpellInstant:

                var spellTable = DatManager.PortalDat.SpellTable;
                var spell      = spellTable.Spells[(uint)emoteAction.SpellId];
                actionChain.AddAction(sourceObject, () =>
                {
                    if (spell.TargetEffect > 0)
                    {
                        creature.CreateCreatureSpell(targetObject.Guid, (uint)emoteAction.SpellId);
                    }
                    else
                    {
                        creature.CreateCreatureSpell((uint)emoteAction.SpellId);
                    }
                });
                break;

            case EmoteType.CloseMe:
                targetObject.Close(WorldObject);
                break;

            case EmoteType.CreateTreasure:
                break;

            case EmoteType.DecrementIntStat:

                var id   = (PropertyInt)emoteAction.Stat;
                var prop = player.GetProperty(id);
                if (prop != null)
                {
                    player.SetProperty(id, prop.Value - 1);
                }
                break;

            case EmoteType.DecrementMyQuest:
                break;

            case EmoteType.DecrementQuest:
                // Used as part of the test drudge for events
                break;

            case EmoteType.DeleteSelf:
                sourceObject.CurrentLandblock?.RemoveWorldObject(sourceObject.Guid, false);
                break;

            case EmoteType.DirectBroadcast:
                text = Replace(emoteAction.Message, WorldObject, targetObject);
                if (player != null)
                {
                    player.Session.Network.EnqueueSend(new GameMessageSystemChat(text, ChatMessageType.Broadcast));
                }
                break;

            case EmoteType.EraseMyQuest:
                break;

            case EmoteType.EraseQuest:

                if (player != null)
                {
                    player.QuestManager.Erase(emoteAction.Message);
                }
                break;

            case EmoteType.FellowBroadcast:

                text = emoteAction.Message;
                if (player != null)
                {
                    var fellowship = player.Fellowship;
                    if (fellowship == null)
                    {
                        player.Session.Network.EnqueueSend(new GameMessageSystemChat(text, ChatMessageType.Broadcast));
                    }
                    else
                    {
                        foreach (var fellow in fellowship.FellowshipMembers)
                        {
                            fellow.Session.Network.EnqueueSend(new GameMessageSystemChat(text, ChatMessageType.Broadcast));
                        }
                    }
                }
                break;

            case EmoteType.Generate:

                uint wcid = (uint)emoteAction.WeenieClassId;
                var  item = WorldObjectFactory.CreateNewWorldObject((wcid));
                break;

            case EmoteType.Give:

                bool success = false;
                if (player != null && emoteAction.WeenieClassId != null)
                {
                    actionChain.AddAction(sourceObject, () =>
                    {
                        item          = WorldObjectFactory.CreateNewWorldObject((uint)emoteAction.WeenieClassId);
                        var stackSize = emoteAction.StackSize ?? 1;
                        var stackMsg  = "";
                        if (stackSize > 1)
                        {
                            item.StackSize = (ushort)stackSize;
                            stackMsg       = stackSize + " ";   // pluralize?
                        }
                        success = player.TryCreateInInventoryWithNetworking(item);

                        // transaction / rollback on failure?
                        if (success)
                        {
                            var msg   = new GameMessageSystemChat($"{WorldObject.Name} gives you {stackMsg}{item.Name}.", ChatMessageType.Broadcast);
                            var sound = new GameMessageSound(player.Guid, Sound.ReceiveItem, 1);
                            player.Session.Network.EnqueueSend(msg, sound);
                        }
                    });
                }
                break;

            case EmoteType.Goto:

                var rng        = Physics.Common.Random.RollDice(0.0f, 1.0f);
                var firstEmote = sourceObject.Biota.BiotaPropertiesEmote.FirstOrDefault(e => e.Category == (uint)EmoteCategory.GotoSet && rng < e.Probability);
                foreach (var action in firstEmote.BiotaPropertiesEmoteAction)
                {
                    actionChain.AddAction(player, () =>
                    {
                        ExecuteEmote(firstEmote, action, actionChain, sourceObject, targetObject);
                    });
                }
                break;

            case EmoteType.IncrementIntStat:

                if (player == null || emoteAction.Stat == null)
                {
                    break;
                }

                id   = (PropertyInt)emoteAction.Stat;
                prop = player.GetProperty(id);
                if (prop != null)
                {
                    player.SetProperty(id, prop.Value + 1);
                }
                break;

            case EmoteType.IncrementMyQuest:
                break;

            case EmoteType.IncrementQuest:

                if (player != null)
                {
                    player.QuestManager.Increment(emoteAction.Message);
                }
                break;

            case EmoteType.InflictVitaePenalty:
                if (player != null)
                {
                    player.VitaeCpPool++;                       // TODO: full path
                }
                break;

            case EmoteType.InqAttributeStat:

                if (targetCreature != null)
                {
                    var attr = targetCreature.GetCreatureAttribute((PropertyAttribute)emoteAction.Stat);
                    success = attr != null && attr.Ranks >= emoteAction.Min && attr.Ranks <= emoteAction.Max;
                    InqCategory(success ? EmoteCategory.TestSuccess : EmoteCategory.TestFailure, emoteAction, sourceObject, targetObject, actionChain);
                }
                break;

            case EmoteType.InqBoolStat:
                // This is only used with NPC's 24944 and 6386, which are dev tester npc's. Not worth the current effort.
                // Could also be post-ToD
                break;

            case EmoteType.InqContractsFull:
                // not part of the game at PY16?
                //if (player != null)
                //{
                //    var contracts = player.TrackedContracts;
                //    InqCategory(contracts.Count != 0 ? EmoteCategory.TestSuccess : EmoteCategory.TestFailure, emote);
                //}
                break;

            case EmoteType.InqEvent:

                var started = EventManager.IsEventStarted(emoteAction.Message);
                InqCategory(started ? EmoteCategory.EventSuccess : EmoteCategory.EventFailure, emoteAction, sourceObject, targetObject, actionChain);
                break;

            case EmoteType.InqFellowNum:
                InqCategory(player != null && player.Fellowship != null ? EmoteCategory.TestSuccess : EmoteCategory.TestNoFellow, emoteAction, sourceObject, targetObject, actionChain);
                break;

            case EmoteType.InqFellowQuest:
                // focusing on 1 person quests to begin with
                break;

            case EmoteType.InqFloatStat:
                //InqProperty(target.GetProperty((PropertyFloat)emote.Stat), emote);
                break;

            case EmoteType.InqInt64Stat:
                //InqProperty(target.GetProperty((PropertyInt64)emote.Stat), emote);
                break;

            case EmoteType.InqIntStat:

                if (emoteAction.Stat != 25)
                {
                    break;                              // ??
                }
                success = player.Level >= emoteAction.Min && player.Level <= emoteAction.Max;

                // rng for failure case?
                var useRNG = !success;

                InqCategory(success ? EmoteCategory.TestSuccess : EmoteCategory.TestFailure, emoteAction, sourceObject, targetObject, actionChain, useRNG);
                break;

            case EmoteType.InqMyQuest:
                break;

            case EmoteType.InqMyQuestBitsOff:
                break;

            case EmoteType.InqMyQuestBitsOn:
                break;

            case EmoteType.InqMyQuestSolves:
                break;

            case EmoteType.InqNumCharacterTitles:

                //if (player != null)
                //InqCategory(player.NumCharacterTitles != 0 ? EmoteCategory.TestSuccess : EmoteCategory.TestFailure, emote);
                break;

            case EmoteType.InqOwnsItems:

                //if (player != null)
                //InqCategory(player.Inventory.Count > 0 ? EmoteCategory.TestSuccess : EmoteCategory.TestFailure, emote);
                break;

            case EmoteType.InqPackSpace:

                //if (player != null)
                //{
                //    var freeSpace = player.ContainerCapacity > player.ItemCapacity;
                //    InqCategory(freeSpace ? EmoteCategory.TestSuccess : EmoteCategory.TestFailure, emote);
                //}
                break;

            case EmoteType.InqQuest:

                if (player != null)
                {
                    var hasQuest = player.QuestManager.HasQuest(emoteAction.Message);
                    InqCategory(hasQuest ? EmoteCategory.QuestSuccess : EmoteCategory.QuestFailure, emoteAction, sourceObject, targetObject, actionChain);
                }
                break;

            case EmoteType.InqQuestBitsOff:
                break;

            case EmoteType.InqQuestBitsOn:
                break;

            case EmoteType.InqQuestSolves:

                // should this be different from InqQuest?
                if (player != null)
                {
                    var hasQuest = player.QuestManager.HasQuest(emoteAction.Message);
                    InqCategory(hasQuest ? EmoteCategory.QuestSuccess : EmoteCategory.QuestFailure, emoteAction, sourceObject, targetObject, actionChain);
                }
                break;

            case EmoteType.InqRawAttributeStat:

                if (targetCreature != null)
                {
                    var attr = targetCreature.GetCreatureAttribute((PropertyAttribute)emoteAction.Stat);
                    success = attr != null && attr.Base >= emoteAction.Min && attr.Base <= emoteAction.Max;
                    InqCategory(success ? EmoteCategory.TestSuccess : EmoteCategory.TestFailure, emoteAction, sourceObject, targetObject, actionChain);
                }
                break;

            case EmoteType.InqRawSecondaryAttributeStat:

                if (targetCreature != null)
                {
                    var vital = targetCreature.GetCreatureVital((PropertyAttribute2nd)emoteAction.Stat);
                    success = vital != null && vital.Base >= emoteAction.Min && vital.Base <= emoteAction.Max;
                    InqCategory(success ? EmoteCategory.TestSuccess : EmoteCategory.TestFailure, emoteAction, sourceObject, targetObject, actionChain);
                }
                break;

            case EmoteType.InqRawSkillStat:

                if (targetCreature != null)
                {
                    var skill = targetCreature.GetCreatureSkill((Skill)emoteAction.Stat);
                    success = skill != null && skill.Base >= emoteAction.Min && skill.Base <= emoteAction.Max;
                    InqCategory(success ? EmoteCategory.TestSuccess : EmoteCategory.TestFailure, emoteAction, sourceObject, targetObject, actionChain);
                }
                break;

            case EmoteType.InqSecondaryAttributeStat:

                if (targetCreature != null)
                {
                    var vital = targetCreature.GetCreatureVital((PropertyAttribute2nd)emoteAction.Stat);
                    success = vital != null && vital.Ranks >= emoteAction.Min && vital.Ranks <= emoteAction.Max;
                    InqCategory(success ? EmoteCategory.TestSuccess : EmoteCategory.TestFailure, emoteAction, sourceObject, targetObject, actionChain);
                }
                break;

            case EmoteType.InqSkillSpecialized:

                if (targetCreature != null)
                {
                    var skill = targetCreature.GetCreatureSkill((Skill)emoteAction.Stat);
                    //InqProperty(skill.Status == SkillStatus.Specialized, emoteAction);
                }
                break;

            case EmoteType.InqSkillStat:

                if (targetCreature != null)
                {
                    var skill = targetCreature.GetCreatureSkill((Skill)emoteAction.Stat);
                    success = skill != null && skill.Ranks >= emoteAction.Min && skill.Ranks <= emoteAction.Max;
                    InqCategory(success ? EmoteCategory.TestSuccess : EmoteCategory.TestFailure, emoteAction, sourceObject, targetObject, actionChain);
                }
                break;

            case EmoteType.InqSkillTrained:

                if (targetCreature != null)
                {
                    var skill = targetCreature.GetCreatureSkill((Skill)emoteAction.Stat);
                    // TestNoQuality?
                    InqProperty(skill.AdvancementClass == SkillAdvancementClass.Trained || skill.AdvancementClass == SkillAdvancementClass.Specialized, emoteAction, sourceObject, targetObject, actionChain);
                }
                break;

            case EmoteType.InqStringStat:

                //InqProperty(targetCreature.GetProperty((PropertyString)emoteAction.Stat), emote);
                break;

            case EmoteType.InqYesNo:
                ConfirmationManager.ProcessConfirmation((uint)emoteAction.Stat, true);
                break;

            case EmoteType.Invalid:
                break;

            case EmoteType.KillSelf:

                if (targetCreature != null)
                {
                    targetCreature.Smite(targetCreature);
                }
                break;

            case EmoteType.LocalBroadcast:
                if (actionChain != null)
                {
                    actionChain.AddDelaySeconds(emoteAction.Delay);
                    actionChain.AddAction(sourceObject, () =>
                    {
                        sourceObject?.EnqueueBroadcast(new GameMessageCreatureMessage(emoteAction.Message, sourceObject.Name, sourceObject.Guid.Full, ChatMessageType.Broadcast));
                    });
                }
                else
                {
                    sourceObject.EnqueueBroadcast(new GameMessageCreatureMessage(emoteAction.Message, sourceObject.Name, sourceObject.Guid.Full, ChatMessageType.Broadcast));
                }
                break;

            case EmoteType.LocalSignal:
                break;

            case EmoteType.LockFellow:

                if (player != null && player.Fellowship != null)
                {
                    player.HandleActionFellowshipChangeOpenness(false);
                }

                break;

            case EmoteType.ForceMotion:     // TODO: figure out the difference
            case EmoteType.Motion:

                if (sourceObject == null || sourceObject.CurrentMotionState == null)
                {
                    break;
                }

                if (emote.Category != (uint)EmoteCategory.Vendor && emote.Style != null)
                {
                    var startingMotion = new UniversalMotion((MotionStance)emote.Style, new MotionItem((MotionCommand)emote.Substyle));
                    var motion         = new UniversalMotion((MotionStance)emote.Style, new MotionItem((MotionCommand)emoteAction.Motion, emoteAction.Extent));

                    if (sourceObject.CurrentMotionState.Stance != startingMotion.Stance)
                    {
                        if (sourceObject.CurrentMotionState.Stance == MotionStance.Invalid)
                        {
                            actionChain.AddDelaySeconds(emoteAction.Delay);
                            actionChain.AddAction(sourceObject, () =>
                            {
                                //Console.WriteLine($"{sourceObject.Name} running starting motion {(MotionStance)emote.Style}, {(MotionCommand)emote.Substyle}");
                                sourceObject.ExecuteMotion(startingMotion);
                            });
                        }
                    }
                    else
                    {
                        if (sourceObject.CurrentMotionState.Commands.Count > 0 && sourceObject.CurrentMotionState.Commands[0].Motion == startingMotion.Commands[0].Motion)
                        {
                            actionChain.AddDelaySeconds(emoteAction.Delay);
                            actionChain.AddAction(sourceObject, () =>
                            {
                                //Console.WriteLine($"{sourceObject.Name} running motion {(MotionStance)emote.Style}, {(MotionCommand)emoteAction.Motion}");

                                float?maxRange = ClientMaxAnimRange;
                                if (MotionQueue.Contains((MotionCommand)emoteAction.Motion))
                                {
                                    maxRange = null;
                                }

                                sourceObject.ExecuteMotion(motion, true, maxRange);
                            });
                            actionChain.AddDelaySeconds(DatManager.PortalDat.ReadFromDat <DatLoader.FileTypes.MotionTable>(sourceObject.MotionTableId).GetAnimationLength((MotionCommand)emoteAction.Motion));
                            if (motion.Commands[0].Motion != MotionCommand.Sleeping && motion.Commands[0].Motion != MotionCommand.Sitting)     // this feels like it can be handled better, somehow?
                            {
                                actionChain.AddAction(sourceObject, () =>
                                {
                                    //Console.WriteLine($"{sourceObject.Name} running starting motion again {(MotionStance)emote.Style}, {(MotionCommand)emote.Substyle}");
                                    sourceObject.ExecuteMotion(startingMotion);
                                });
                            }
                        }
                    }
                }
                else
                {
                    var motion = new UniversalMotion(MotionStance.NonCombat, new MotionItem((MotionCommand)emoteAction.Motion, emoteAction.Extent));

                    actionChain.AddDelaySeconds(emoteAction.Delay);
                    actionChain.AddAction(sourceObject, () =>
                    {
                        //Console.WriteLine($"{sourceObject.Name} running motion (block 2) {(MotionStance)emote.Style}, {(MotionCommand)emoteAction.Motion}");
                        sourceObject.ExecuteMotion(motion);
                    });
                }

                break;

            case EmoteType.Move:

                // what is the difference between this and MoveToPos?
                // using MoveToPos logic for now...
                if (targetCreature != null)
                {
                    var currentPos = targetCreature.Location;

                    var newPos = new Position();
                    newPos.LandblockId = new LandblockId(currentPos.LandblockId.Raw);
                    newPos.Pos         = new Vector3(emoteAction.OriginX ?? currentPos.Pos.X, emoteAction.OriginY ?? currentPos.Pos.Y, emoteAction.OriginZ ?? currentPos.Pos.Z);

                    if (emoteAction.AnglesX == null || emoteAction.AnglesY == null || emoteAction.AnglesZ == null || emoteAction.AnglesW == null)
                    {
                        newPos.Rotation = new Quaternion(currentPos.Rotation.X, currentPos.Rotation.Y, currentPos.Rotation.Z, currentPos.Rotation.W);
                    }
                    else
                    {
                        newPos.Rotation = new Quaternion(emoteAction.AnglesX ?? 0, emoteAction.AnglesY ?? 0, emoteAction.AnglesZ ?? 0, emoteAction.AnglesW ?? 1);
                    }

                    if (emoteAction.ObjCellId != null)
                    {
                        newPos.LandblockId = new LandblockId(emoteAction.ObjCellId.Value);
                    }

                    targetCreature.MoveTo(newPos, targetCreature.GetRunRate());
                }
                break;

            case EmoteType.MoveHome:

                // TODO: call MoveToManager on server
                if (targetCreature != null)
                {
                    targetCreature.MoveTo(targetCreature.Home, targetCreature.GetRunRate());
                }
                break;

            case EmoteType.MoveToPos:

                if (targetCreature != null)
                {
                    var currentPos = targetCreature.Location;

                    var newPos = new Position();
                    newPos.LandblockId = new LandblockId(currentPos.LandblockId.Raw);
                    newPos.Pos         = new Vector3(emoteAction.OriginX ?? currentPos.Pos.X, emoteAction.OriginY ?? currentPos.Pos.Y, emoteAction.OriginZ ?? currentPos.Pos.Z);

                    if (emoteAction.AnglesX == null || emoteAction.AnglesY == null || emoteAction.AnglesZ == null || emoteAction.AnglesW == null)
                    {
                        newPos.Rotation = new Quaternion(currentPos.Rotation.X, currentPos.Rotation.Y, currentPos.Rotation.Z, currentPos.Rotation.W);
                    }
                    else
                    {
                        newPos.Rotation = new Quaternion(emoteAction.AnglesX ?? 0, emoteAction.AnglesY ?? 0, emoteAction.AnglesZ ?? 0, emoteAction.AnglesW ?? 1);
                    }

                    if (emoteAction.ObjCellId != null)
                    {
                        newPos.LandblockId = new LandblockId(emoteAction.ObjCellId.Value);
                    }

                    targetCreature.MoveTo(newPos, targetCreature.GetRunRate());
                }
                break;

            case EmoteType.OpenMe:

                sourceObject.Open(sourceObject);
                break;

            case EmoteType.PetCastSpellOnOwner:

                if (creature != null)
                {
                    creature.CreateCreatureSpell(targetObject.Guid, (uint)emoteAction.SpellId);
                }
                break;

            case EmoteType.PhysScript:

                // TODO: landblock broadcast
                if (sourceObject != null)
                {
                    sourceObject.PhysicsObj.play_script((PlayScript)emoteAction.PScript, 1.0f);
                }
                break;

            case EmoteType.PopUp:
                if (player != null)
                {
                    if ((ConfirmationType)emoteAction.Stat == ConfirmationType.Undefined)
                    {
                        player.Session.Network.EnqueueSend(new GameEventPopupString(player.Session, emoteAction.Message));
                    }
                    else
                    {
                        Confirmation confirm = new Confirmation((ConfirmationType)emoteAction.Stat, emoteAction.Message, sourceObject.Guid.Full, targetObject.Guid.Full);
                        ConfirmationManager.AddConfirmation(confirm);
                        player.Session.Network.EnqueueSend(new GameEventConfirmationRequest(player.Session, (ConfirmationType)emoteAction.Stat, confirm.ConfirmationID, confirm.Message));
                    }
                }
                break;

            case EmoteType.RemoveContract:

                if (player != null)
                {
                    player.HandleActionAbandonContract((uint)emoteAction.Stat);
                }
                break;

            case EmoteType.RemoveVitaePenalty:

                if (player != null)
                {
                    player.VitaeCpPool = 0;                         // TODO: call full path
                }
                break;

            case EmoteType.ResetHomePosition:

                //creature = sourceObject as Creature;
                //if (creature != null)
                //    creature.Home = emoteAction.Position;
                break;

            case EmoteType.Say:

                actionChain.AddDelaySeconds(emoteAction.Delay);
                actionChain.AddAction(sourceObject, () =>
                {
                    sourceObject?.EnqueueBroadcast(new GameMessageCreatureMessage(emoteAction.Message, sourceObject.Name, sourceObject.Guid.Full, ChatMessageType.Emote));
                });
                break;

            case EmoteType.SetAltRacialSkills:
                break;

            case EmoteType.SetBoolStat:
                targetObject.SetProperty((PropertyBool)emoteAction.Stat, emoteAction.Amount == 0 ? false : true);
                break;

            case EmoteType.SetEyePalette:
                if (creature != null)
                {
                    creature.EyesPaletteDID = (uint)emoteAction.Display;
                }
                break;

            case EmoteType.SetEyeTexture:
                if (creature != null)
                {
                    creature.EyesTextureDID = (uint)emoteAction.Display;
                }
                break;

            case EmoteType.SetFloatStat:
                targetObject.SetProperty((PropertyFloat)emoteAction.Stat, (float)emoteAction.Amount);
                break;

            case EmoteType.SetHeadObject:
                if (creature != null)
                {
                    creature.HeadObjectDID = (uint)emoteAction.Display;
                }
                break;

            case EmoteType.SetHeadPalette:
                break;

            case EmoteType.SetInt64Stat:
                player.SetProperty((PropertyInt)emoteAction.Stat, (int)emoteAction.Amount);
                break;

            case EmoteType.SetIntStat:
                player.SetProperty((PropertyInt)emoteAction.Stat, (int)emoteAction.Amount);
                break;

            case EmoteType.SetMouthPalette:
                break;

            case EmoteType.SetMouthTexture:
                creature = sourceObject as Creature;
                if (creature != null)
                {
                    creature.MouthTextureDID = (uint)emoteAction.Display;
                }
                break;

            case EmoteType.SetMyQuestBitsOff:
                break;

            case EmoteType.SetMyQuestBitsOn:
                break;

            case EmoteType.SetMyQuestCompletions:
                break;

            case EmoteType.SetNosePalette:
                break;

            case EmoteType.SetNoseTexture:
                creature = sourceObject as Creature;
                if (creature != null)
                {
                    creature.NoseTextureDID = (uint)emoteAction.Display;
                }
                break;

            case EmoteType.SetQuestBitsOff:
                break;

            case EmoteType.SetQuestBitsOn:
                break;

            case EmoteType.SetQuestCompletions:
                break;

            case EmoteType.SetSanctuaryPosition:

                //if (player != null)
                //player.Sanctuary = emote.Position;
                break;

            case EmoteType.Sound:
                targetObject.EnqueueBroadcast(new GameMessageSound(targetObject.Guid, (Sound)emoteAction.Sound, 1.0f));
                break;

            case EmoteType.SpendLuminance:
                if (player != null)
                {
                    player.SpendLuminance((long)emoteAction.Amount);
                }
                break;

            case EmoteType.StampFellowQuest:
                break;

            case EmoteType.StampMyQuest:
                break;

            case EmoteType.StampQuest:

                // work needs to be done here
                if (player != null)
                {
                    player.QuestManager.Add(emoteAction.Message);
                }
                break;

            case EmoteType.StartBarber:
                break;

            case EmoteType.StartEvent:

                EventManager.StartEvent(emoteAction.Message);
                break;

            case EmoteType.StopEvent:

                EventManager.StopEvent(emoteAction.Message);
                break;

            case EmoteType.TakeItems:

                if (player != null && emoteAction.WeenieClassId != null)
                {
                    item = WorldObjectFactory.CreateNewWorldObject((uint)emoteAction.WeenieClassId);
                    if (item == null)
                    {
                        break;
                    }

                    success = player.TryRemoveItemFromInventoryWithNetworking(item, (ushort)emoteAction.Amount);
                }
                break;

            case EmoteType.TeachSpell:

                if (player != null)
                {
                    player.LearnSpellWithNetworking((uint)emoteAction.SpellId);
                }
                break;

            case EmoteType.TeleportSelf:

                //if (WorldObject is Player)
                //(WorldObject as Player).Teleport(emote.Position);
                break;

            case EmoteType.TeleportTarget:

                //if (player != null)
                //player.Teleport(emote.Position);
                break;

            case EmoteType.Tell:
                actionChain.AddDelaySeconds(emoteAction.Delay);
                actionChain.AddAction(sourceObject, () =>
                {
                    player.Session.Network.EnqueueSend(new GameMessageHearDirectSpeech(sourceObject, emoteAction.Message, player, ChatMessageType.Tell));
                });
                break;

            case EmoteType.TellFellow:

                text = emoteAction.Message;
                if (player != null)
                {
                    var fellowship = player.Fellowship;
                    if (fellowship == null)
                    {
                        player.Session.Network.EnqueueSend(new GameMessageSystemChat(text, ChatMessageType.Tell));
                    }
                    else
                    {
                        foreach (var fellow in fellowship.FellowshipMembers)
                        {
                            fellow.Session.Network.EnqueueSend(new GameMessageSystemChat(text, ChatMessageType.Tell));
                        }
                    }
                }
                break;

            case EmoteType.TextDirect:

                if (player != null)
                {
                    // should these delays be moved to 1 place??
                    actionChain.AddDelaySeconds(emoteAction.Delay);
                    text = emoteAction.Message;         // no known instances of replace tokens in current text, but could be added in future
                    actionChain.AddAction(player, () =>
                    {
                        player.Session.Network.EnqueueSend(new GameMessageSystemChat(text, ChatMessageType.Broadcast));
                    });
                }
                break;

            case EmoteType.Turn:

                if (creature != null)
                {
                    actionChain.AddDelaySeconds(emoteAction.Delay);
                    var pos = new Position(creature.Location.Cell, creature.Location.PositionX, creature.Location.PositionY, creature.Location.PositionZ, emoteAction.AnglesX ?? 0, emoteAction.AnglesY ?? 0, emoteAction.AnglesZ ?? 0, emoteAction.AnglesW ?? 0);
                    actionChain.AddAction(creature, () =>
                    {
                        creature.TurnTo(pos);
                    });
                    var rotateTime = creature.GetRotateDelay(pos);
                    actionChain.AddDelaySeconds(rotateTime);
                }
                break;

            case EmoteType.TurnToTarget:

                if (creature != null && targetCreature != null)
                {
                    actionChain.AddDelaySeconds(emoteAction.Delay);
                    actionChain.AddAction(creature, () =>
                    {
                        creature.Rotate(targetCreature);
                    });
                    var rotateTime = creature.GetRotateDelay(targetCreature);
                    actionChain.AddDelaySeconds(rotateTime);
                }
                break;

            case EmoteType.UntrainSkill:

                if (player != null)
                {
                    player.UntrainSkill((Skill)emoteAction.Stat, 1);
                }
                break;

            case EmoteType.UpdateFellowQuest:
                break;

            case EmoteType.UpdateMyQuest:
                break;

            case EmoteType.UpdateQuest:

                // only delay seems to be with test NPC here
                // still, unsafe to use any emotes directly outside of a chain,
                // as they could be executed out-of-order
                if (player != null)
                {
                    var questName = emoteAction.Message;
                    player.QuestManager.Add(questName);
                    var hasQuest = player.QuestManager.HasQuest(questName);
                    InqCategory(hasQuest ? EmoteCategory.QuestSuccess : EmoteCategory.QuestFailure, emoteAction, sourceObject, targetObject, actionChain);
                }
                break;

            case EmoteType.WorldBroadcast:
                if (player != null)
                {
                    actionChain.AddDelaySeconds(emoteAction.Delay);
                    actionChain.AddAction(sourceObject, () =>
                    {
                        player.Session.Network.EnqueueSend(new GameMessageHearDirectSpeech(sourceObject, emoteAction.Message, player, ChatMessageType.WorldBroadcast));
                    });
                }
                break;

            default:
                log.Debug($"EmoteManager.Execute - Encountered Unhandled EmoteType {(EmoteType)emoteAction.Type} for {sourceObject.Name} ({sourceObject.WeenieClassId})");
                break;
            }
        }
示例#13
0
文件: Monster_Melee.cs 项目: klp2/ACE
        /// <summary>
        /// Performs a melee attack for the monster
        /// </summary>
        /// <returns>The length in seconds for the attack animation</returns>
        public float MeleeAttack()
        {
            var target       = AttackTarget as Creature;
            var targetPlayer = AttackTarget as Player;
            var targetPet    = AttackTarget as CombatPet;
            var combatPet    = this as CombatPet;

            if (target == null || !target.IsAlive)
            {
                Sleep();
                return(0.0f);
            }

            // choose a random combat maneuver
            var maneuver = GetCombatManeuver();

            if (maneuver == null)
            {
                Console.WriteLine($"Combat maneuver null! Stance {CurrentMotionState.Stance}, MotionTable {MotionTableId:X8}");
                return(0.0f);
            }

            AttackHeight = maneuver.AttackHeight;

            // select random body part @ current attack height
            var bodyPart = BodyParts.GetBodyPart(AttackHeight.Value);

            DoSwingMotion(AttackTarget, maneuver, out float animLength, out var attackFrames);
            PhysicsObj.stick_to_object(AttackTarget.PhysicsObj.ID);

            var numStrikes = attackFrames.Count;

            var actionChain = new ActionChain();

            var prevTime = 0.0f;

            for (var i = 0; i < numStrikes; i++)
            {
                actionChain.AddDelaySeconds(attackFrames[i] * animLength - prevTime);
                prevTime = attackFrames[i] * animLength;

                actionChain.AddAction(this, () =>
                {
                    if (AttackTarget == null)
                    {
                        return;
                    }

                    var critical   = false;
                    var damageType = DamageType.Undef;
                    var shieldMod  = 1.0f;
                    var damage     = CalculateDamage(ref damageType, maneuver, bodyPart, ref critical, ref shieldMod);

                    if (damage != null)
                    {
                        if (combatPet != null || targetPet != null)
                        {
                            // combat pet inflicting or receiving damage
                            //Console.WriteLine($"{target.Name} taking {Math.Round(damage)} {damageType} damage from {Name}");
                            target.TakeDamage(this, damageType, damage.Value);
                            EmitSplatter(target, damage.Value);
                        }
                        else
                        {
                            // this is a player taking damage
                            targetPlayer.TakeDamage(this, damageType, damage.Value, bodyPart, critical);

                            if (shieldMod != 1.0f)
                            {
                                var shieldSkill = targetPlayer.GetCreatureSkill(Skill.Shield);
                                Proficiency.OnSuccessUse(targetPlayer, shieldSkill, shieldSkill.Current); // ?
                            }
                        }
                    }
                    else
                    {
                        target.OnEvade(this, CombatType.Melee);
                    }
                });
            }
            actionChain.EnqueueChain();

            // TODO: figure out exact speed / delay formula
            var meleeDelay = ThreadSafeRandom.Next(MeleeDelayMin, MeleeDelayMax);

            NextAttackTime = Timers.RunningTime + animLength + meleeDelay;
            return(animLength);
        }
示例#14
0
        public void PlayerEnterWorld()
        {
            PlayerManager.SwitchPlayerFromOfflineToOnline(this);

            // Save the the LoginTimestamp
            var lastLoginTimestamp = Time.GetUnixTime();

            SetProperty(PropertyInt.LoginTimestamp, (int)lastLoginTimestamp);

            Character.LastLoginTimestamp = lastLoginTimestamp;
            Character.TotalLogins++;
            CharacterChangesDetected = true;

            Sequences.SetSequence(SequenceType.ObjectInstance, new UShortSequence((ushort)Character.TotalLogins));

            if (BarberActive)
            {
                BarberActive = false;
            }

            if (AllegianceNode != null)
            {
                AllegianceRank = (int)AllegianceNode.Rank;
            }
            else
            {
                AllegianceRank = null;
            }

            // SendSelf will trigger the entrance into portal space
            SendSelf();

            // Init the client with the chat channel ID's, and then notify the player that they've choined the associated channels.
            UpdateChatChannels();

            var general  = new GameEventWeenieErrorWithString(Session, WeenieErrorWithString.YouHaveEnteredThe_Channel, "General");
            var trade    = new GameEventWeenieErrorWithString(Session, WeenieErrorWithString.YouHaveEnteredThe_Channel, "Trade");
            var lfg      = new GameEventWeenieErrorWithString(Session, WeenieErrorWithString.YouHaveEnteredThe_Channel, "LFG");
            var roleplay = new GameEventWeenieErrorWithString(Session, WeenieErrorWithString.YouHaveEnteredThe_Channel, "Roleplay");

            Session.Network.EnqueueSend(general, trade, lfg, roleplay);

            // check if vassals earned XP while offline
            HandleAllegianceOnLogin();
            HandleHouseOnLogin();

            // retail appeared to send the squelch list very early,
            // even before the CreatePlayer, but doing it here
            if (SquelchManager.HasSquelches)
            {
                SquelchManager.SendSquelchDB();
            }

            AuditItemSpells();

            if (PlayerKillerStatus == PlayerKillerStatus.PKLite && !PropertyManager.GetBool("pkl_server").Item)
            {
                var actionChain = new ActionChain();
                actionChain.AddDelaySeconds(3.0f);
                actionChain.AddAction(this, () =>
                {
                    UpdateProperty(this, PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.NPK, true);

                    Session.Network.EnqueueSend(new GameEventWeenieError(Session, WeenieError.YouAreNonPKAgain));
                });
                actionChain.EnqueueChain();
            }

            HandleDBUpdates();
        }
示例#15
0
        /// <summary>
        /// Performs a melee attack for the monster
        /// </summary>
        /// <returns>The length in seconds for the attack animation</returns>
        public float MeleeAttack()
        {
            var target       = AttackTarget as Creature;
            var targetPlayer = AttackTarget as Player;
            var targetPet    = AttackTarget as CombatPet;
            var combatPet    = this as CombatPet;

            if (target == null || !target.IsAlive)
            {
                FindNextTarget();
                return(0.0f);
            }

            if (CurrentMotionState.Stance == MotionStance.NonCombat)
            {
                DoAttackStance();
            }

            // choose a random combat maneuver
            var maneuver = GetCombatManeuver();

            if (maneuver == null)
            {
                Console.WriteLine($"Combat maneuver null! Stance {CurrentMotionState.Stance}, MotionTable {MotionTableId:X8}");
                return(0.0f);
            }

            AttackHeight = maneuver.AttackHeight;

            DoSwingMotion(AttackTarget, maneuver, out float animLength, out var attackFrames);
            PhysicsObj.stick_to_object(AttackTarget.PhysicsObj.ID);

            var numStrikes = attackFrames.Count;

            var actionChain = new ActionChain();

            var prevTime = 0.0f;

            for (var i = 0; i < numStrikes; i++)
            {
                actionChain.AddDelaySeconds(attackFrames[i] * animLength - prevTime);
                prevTime = attackFrames[i] * animLength;

                actionChain.AddAction(this, () =>
                {
                    if (AttackTarget == null || IsDead)
                    {
                        return;
                    }

                    if (WeenieType == WeenieType.GamePiece)
                    {
                        target.TakeDamage(this, DamageType.Slash, target.Health.Current);
                        (this as GamePiece).OnDealtDamage();
                        return;
                    }

                    var weapon      = GetEquippedWeapon();
                    var damageEvent = DamageEvent.CalculateDamage(this, target, weapon, maneuver);

                    //var damage = CalculateDamage(ref damageType, maneuver, bodyPart, ref critical, ref shieldMod);

                    if (damageEvent.HasDamage)
                    {
                        if (combatPet != null || targetPet != null)
                        {
                            // combat pet inflicting or receiving damage
                            //Console.WriteLine($"{target.Name} taking {Math.Round(damage)} {damageType} damage from {Name}");
                            target.TakeDamage(this, damageEvent.DamageType, damageEvent.Damage);
                            EmitSplatter(target, damageEvent.Damage);
                        }
                        else if (targetPlayer != null)
                        {
                            // this is a player taking damage
                            targetPlayer.TakeDamage(this, damageEvent);

                            if (damageEvent.ShieldMod != 1.0f)
                            {
                                var shieldSkill = targetPlayer.GetCreatureSkill(Skill.Shield);
                                Proficiency.OnSuccessUse(targetPlayer, shieldSkill, shieldSkill.Current); // ?
                            }
                        }
                    }
                    else
                    {
                        target.OnEvade(this, CombatType.Melee);
                    }

                    if (combatPet != null)
                    {
                        combatPet.PetOnAttackMonster(target);
                    }
                });
            }
            actionChain.EnqueueChain();

            // TODO: figure out exact speed / delay formula
            var meleeDelay = ThreadSafeRandom.Next(MeleeDelayMin, MeleeDelayMax);

            NextAttackTime = Timers.RunningTime + animLength + meleeDelay;
            return(animLength);
        }
示例#16
0
        private static void HandleCreateItemRecipe(Player player, WorldObject source, WorldObject target, Recipe recipe)
        {
            ActionChain   craftChain     = new ActionChain();
            CreatureSkill skill          = null;
            bool          skillSuccess   = true; // assume success, unless there's a skill check
            double        percentSuccess = 1;

            UniversalMotion motion = new UniversalMotion(MotionStance.Standing, new MotionItem(MotionCommand.ClapHands));

            craftChain.AddAction(player, () => player.HandleActionMotion(motion));
            float craftAnimationLength = MotionTable.GetAnimationLength((uint)player.MotionTableId, MotionCommand.ClapHands);

            craftChain.AddDelaySeconds(craftAnimationLength);
            // craftChain.AddDelaySeconds(0.5);

            craftChain.AddAction(player, () =>
            {
                if (recipe.SkillId != null && recipe.SkillDifficulty != null)
                {
                    // there's a skill associated with this
                    Skill skillId = (Skill)recipe.SkillId.Value;

                    // this shouldn't happen, but sanity check for unexpected nulls
                    if (!player.Skills.ContainsKey(skillId))
                    {
                        log.Warn("Unexpectedly missing skill in Recipe usage");
                        player.SendUseDoneEvent();
                        return;
                    }

                    skill          = player.Skills[skillId];
                    percentSuccess = skill.GetPercentSuccess(recipe.SkillDifficulty.Value);
                }

                // straight skill check, if applciable
                if (skill != null)
                {
                    skillSuccess = _random.NextDouble() < percentSuccess;
                }

                if ((recipe.ResultFlags & (uint)RecipeResult.SourceItemDestroyed) > 0)
                {
                    player.DestroyInventoryItem(source);
                }

                if ((recipe.ResultFlags & (uint)RecipeResult.TargetItemDestroyed) > 0)
                {
                    player.DestroyInventoryItem(target);
                }

                if ((recipe.ResultFlags & (uint)RecipeResult.SourceItemUsesDecrement) > 0)
                {
                    if (source.Structure <= 1)
                    {
                        player.DestroyInventoryItem(source);
                    }
                    else
                    {
                        source.Structure--;
                        source.SendPartialUpdates(player.Session, _updateStructure);
                    }
                }

                if ((recipe.ResultFlags & (uint)RecipeResult.TargetItemUsesDecrement) > 0)
                {
                    if (target.Structure <= 1)
                    {
                        player.DestroyInventoryItem(target);
                    }
                    else
                    {
                        target.Structure--;
                        target.SendPartialUpdates(player.Session, _updateStructure);
                    }
                }

                if (skillSuccess)
                {
                    WorldObject newObject1 = null;
                    WorldObject newObject2 = null;

                    if ((recipe.ResultFlags & (uint)RecipeResult.SuccessItem1) > 0 && recipe.SuccessItem1Wcid != null)
                    {
                        newObject1 = player.AddNewItemToInventory(recipe.SuccessItem1Wcid.Value);
                    }

                    if ((recipe.ResultFlags & (uint)RecipeResult.SuccessItem2) > 0 && recipe.SuccessItem2Wcid != null)
                    {
                        newObject2 = player.AddNewItemToInventory(recipe.SuccessItem2Wcid.Value);
                    }

                    var text    = string.Format(recipe.SuccessMessage, source.Name, target.Name, newObject1?.Name, newObject2?.Name);
                    var message = new GameMessageSystemChat(text, ChatMessageType.Craft);
                    player.Session.Network.EnqueueSend(message);
                }
                else
                {
                    WorldObject newObject1 = null;
                    WorldObject newObject2 = null;

                    if ((recipe.ResultFlags & (uint)RecipeResult.FailureItem1) > 0 && recipe.FailureItem1Wcid != null)
                    {
                        newObject1 = player.AddNewItemToInventory(recipe.FailureItem1Wcid.Value);
                    }

                    if ((recipe.ResultFlags & (uint)RecipeResult.FailureItem2) > 0 && recipe.FailureItem2Wcid != null)
                    {
                        newObject2 = player.AddNewItemToInventory(recipe.FailureItem2Wcid.Value);
                    }

                    var text    = string.Format(recipe.FailMessage, source.Name, target.Name, newObject1?.Name, newObject2?.Name);
                    var message = new GameMessageSystemChat(text, ChatMessageType.Craft);
                    player.Session.Network.EnqueueSend(message);
                }

                player.SendUseDoneEvent();
            });

            craftChain.EnqueueChain();
        }
示例#17
0
        public void HandleActionUseItem(ObjectGuid usedItemId)
        {
            StopExistingMoveToChains();

            var actionChain = new ActionChain();

            actionChain.AddAction(this, () =>
            {
                // Search our inventory first
                var item = GetInventoryItem(usedItemId);

                if (item != null)
                {
                    item.UseItem(this, actionChain);
                }
                else
                {
                    // Search the world second
                    item = CurrentLandblock?.GetObject(usedItemId);

                    if (item == null)
                    {
                        Session.Network.EnqueueSend(new GameEventUseDone(Session)); // todo add an argument that indicates the item was not found
                        return;
                    }

                    if (item is Container)
                    {
                        lastUsedContainerId = usedItemId;
                    }

                    if (!IsWithinUseRadiusOf(item))
                    {
                        var moveToChain = CreateMoveToChain(item, item.UseRadiusSquared, out var thisMoveToChainNumber);

                        actionChain.AddChain(moveToChain);
                        actionChain.AddDelaySeconds(0.50);

                        // Make sure that after we've executed our MoveToChain, and waited our delay, we're still within use radius.
                        actionChain.AddAction(this, () =>
                        {
                            if (IsWithinUseRadiusOf(item) && thisMoveToChainNumber == moveToChainCounter)
                            {
                                actionChain.AddAction(item, () => item.ActOnUse(this));
                            }
                            else
                            {
                                // Action is cancelled
                                Session.Network.EnqueueSend(new GameEventUseDone(Session));
                            }
                        });
                    }
                    else
                    {
                        actionChain.AddAction(item, () => item.ActOnUse(this));
                    }
                }
            });

            actionChain.EnqueueChain();
        }
示例#18
0
        public override void ActOnUse(WorldObject activator)
        {
            if (!(activator is Player player))
            {
                return;
            }

            if (IsBusy)
            {
                player.Session.Network.EnqueueSend(new GameEventWeenieErrorWithString(player.Session, WeenieErrorWithString.The_IsCurrentlyInUse, Name));
                return;
            }

            if (player.PkLevel == PKLevel.PK && IsNPKSwitch && (Time.GetUnixTime() - player.PkTimestamp) < MinimumTimeSincePk)
            {
                IsBusy        = true;
                player.IsBusy = true;

                var actionChain = new ActionChain();

                if (UseTargetFailureAnimation != MotionCommand.Invalid)
                {
                    var useMotion = UseTargetFailureAnimation;
                    EnqueueBroadcastMotion(new Motion(this, useMotion));

                    var motionTable = DatManager.PortalDat.ReadFromDat <MotionTable>(MotionTableId);
                    var useTime     = motionTable.GetAnimationLength(useMotion);

                    player.LastUseTime += useTime;

                    actionChain.AddDelaySeconds(useTime);
                }

                actionChain.AddAction(player, () =>
                {
                    player.Session.Network.EnqueueSend(new GameEventWeenieError(player.Session, WeenieError.YouFeelAHarshDissonance));
                    player.IsBusy = false;
                    Reset();
                });

                actionChain.EnqueueChain();

                return;
            }

            if ((player.PkLevel == PKLevel.NPK && IsPKSwitch) || (player.PkLevel == PKLevel.PK && IsNPKSwitch))
            {
                IsBusy        = true;
                player.IsBusy = true;

                var useMotion = UseTargetSuccessAnimation != MotionCommand.Invalid ? UseTargetSuccessAnimation : MotionCommand.Twitch1;
                EnqueueBroadcastMotion(new Motion(this, useMotion));

                var motionTable = DatManager.PortalDat.ReadFromDat <MotionTable>(MotionTableId);
                var useTime     = motionTable.GetAnimationLength(useMotion);

                player.LastUseTime += useTime;

                var actionChain = new ActionChain();

                actionChain.AddDelaySeconds(useTime);

                actionChain.AddAction(player, () =>
                {
                    player.Session.Network.EnqueueSend(new GameMessageSystemChat(GetProperty(PropertyString.UseMessage), ChatMessageType.Broadcast));
                    player.PkLevelModifier += PkLevelModifier;

                    if (player.PkLevel == PKLevel.PK)
                    {
                        player.PlayerKillerStatus = PlayerKillerStatus.PK;
                    }
                    else
                    {
                        player.PlayerKillerStatus = PlayerKillerStatus.NPK;
                    }

                    player.EnqueueBroadcast(new GameMessagePublicUpdatePropertyInt(player, PropertyInt.PlayerKillerStatus, (int)player.PlayerKillerStatus));
                    //player.ApplySoundEffects(Sound.Open); // in pcaps, but makes no sound/has no effect. ?
                    player.IsBusy = false;
                    Reset();
                });

                actionChain.EnqueueChain();
            }
            else
            {
                player.Session.Network.EnqueueSend(new GameMessageSystemChat(GetProperty(PropertyString.ActivationFailure), ChatMessageType.Broadcast));
            }
        }
示例#19
0
        public static void HandleHouseSelect(Session session, bool confirmed, params string[] parameters)
        {
            if (!int.TryParse(parameters[0], out var houseIdx))
            {
                return;
            }

            // ensure current multihouse owner
            if (!session.Player.IsMultiHouseOwner(false))
            {
                log.Warn($"{session.Player.Name} tried to /house-select {houseIdx}, but they are not currently a multi-house owner!");
                return;
            }

            // get house info for this index
            var multihouses = session.Player.GetMultiHouses();

            if (houseIdx < 1 || houseIdx > multihouses.Count)
            {
                session.Network.EnqueueSend(new GameMessageSystemChat($"Please enter a number between 1 and {multihouses.Count}.", ChatMessageType.Broadcast));
                return;
            }

            var keepHouse = multihouses[houseIdx - 1];

            // show confirmation popup
            if (!confirmed)
            {
                var houseType = $"{keepHouse.HouseType}".ToLower();;
                var loc       = HouseManager.GetCoords(keepHouse.SlumLord.Location);

                var msg = $"Are you sure you want to keep the {houseType} at\n{loc}?";
                session.Player.ConfirmationManager.EnqueueSend(new Confirmation_Custom(session.Player.Guid, () => HandleHouseSelect(session, true, parameters)), msg);
                return;
            }

            // house to keep confirmed, abandon the other houses
            var abandonHouses = new List <House>(multihouses);

            abandonHouses.RemoveAt(houseIdx - 1);

            foreach (var abandonHouse in abandonHouses)
            {
                var house = session.Player.GetHouse(abandonHouse.Guid.Full);

                HouseManager.HandleEviction(house, house.HouseOwner ?? 0, true);
            }

            // set player properties for house to keep
            var player = PlayerManager.FindByGuid(keepHouse.HouseOwner ?? 0, out bool isOnline);

            if (player == null)
            {
                log.Error($"{session.Player.Name}.HandleHouseSelect({houseIdx}) - couldn't find HouseOwner {keepHouse.HouseOwner} for {keepHouse.Name} ({keepHouse.Guid})");
                return;
            }

            player.HouseId       = keepHouse.HouseId;
            player.HouseInstance = keepHouse.Guid.Full;

            player.SaveBiotaToDatabase();

            // update house panel for current player
            var actionChain = new ActionChain();

            actionChain.AddDelaySeconds(3.0f);  // wait for slumlord inventory biotas above to save
            actionChain.AddAction(session.Player, session.Player.HandleActionQueryHouse);
            actionChain.EnqueueChain();

            Console.WriteLine("OK");
        }
示例#20
0
        /// <summary>
        /// Performs a melee attack for the monster
        /// </summary>
        /// <returns>The length in seconds for the attack animation</returns>
        public float MeleeAttack()
        {
            var target = AttackTarget as Creature;

            if (target == null || !target.IsAlive)
            {
                Sleep();
                return(0.0f);
            }

            // choose a random combat maneuver
            var maneuver = GetCombatManeuver();

            if (maneuver == null)
            {
                Console.WriteLine($"Combat maneuver null! Stance {CurrentMotionState.Stance}, MotionTable {MotionTableId:X8}");
                return(0.0f);
            }

            AttackHeight = maneuver.AttackHeight;

            // select random body part @ current attack height
            var bodyPart = BodyParts.GetBodyPart(AttackHeight.Value);

            DoSwingMotion(AttackTarget, maneuver, out float animLength);
            PhysicsObj.stick_to_object(AttackTarget.PhysicsObj.ID);

            var actionChain = new ActionChain();

            actionChain.AddDelaySeconds(animLength / 3.0f);     // TODO: get attack frame?
            actionChain.AddAction(this, () =>
            {
                if (AttackTarget == null)
                {
                    return;
                }

                var critical   = false;
                var damageType = DamageType.Undef;
                var shieldMod  = 1.0f;
                var damage     = CalculateDamage(ref damageType, maneuver, bodyPart, ref critical, ref shieldMod);

                var player = AttackTarget as Player;

                if (damage > 0.0f)
                {
                    player.TakeDamage(this, damageType, damage, bodyPart, critical);

                    if (shieldMod != 1.0f)
                    {
                        var shieldSkill = player.GetCreatureSkill(Skill.Shield);
                        Proficiency.OnSuccessUse(player, shieldSkill, shieldSkill.Current); // ?
                    }
                }
                else
                {
                    player.OnEvade(this, AttackType.Melee);
                }
            });
            actionChain.EnqueueChain();

            // TODO: figure out exact speed / delay formula
            var meleeDelay = Physics.Common.Random.RollDice(MeleeDelayMin, MeleeDelayMax);

            NextAttackTime = Timers.RunningTime + animLength + meleeDelay;;
            return(animLength);
        }
示例#21
0
        /// <summary>
        /// Called every ~5 secs for equipped mana consuming items
        /// </summary>
        public void ManaConsumersTick()
        {
            if (!EquippedObjectsLoaded)
            {
                return;
            }

            var EquippedManaConsumers = EquippedObjects.Where(k =>
                                                              (k.Value.IsAffecting ?? false) &&
                                                              //k.Value.ManaRate.HasValue &&
                                                              k.Value.ItemMaxMana.HasValue &&
                                                              k.Value.ItemCurMana.HasValue &&
                                                              k.Value.ItemCurMana.Value > 0).ToList();

            foreach (var k in EquippedManaConsumers)
            {
                var item = k.Value;

                // this was a bug in lootgen until 7/11/2019, mostly for clothing/armor/shields
                // tons of existing items on servers are in this bugged state, where they aren't ticking mana.
                // this retroactively fixes them when equipped
                // items such as Impious Staff are excluded from this via IsAffecting

                if (item.ManaRate == null)
                {
                    item.ManaRate = LootGenerationFactory.GetManaRate(item);
                    log.Warn($"{Name}.ManaConsumersTick(): {k.Value.Name} ({k.Value.Guid}) fixed missing ManaRate");
                }

                var rate = item.ManaRate.Value;

                if (LumAugItemManaUsage != 0)
                {
                    rate *= GetNegativeRatingMod(LumAugItemManaUsage * 5);
                }

                if (!item.ItemManaConsumptionTimestamp.HasValue)
                {
                    item.ItemManaConsumptionTimestamp = DateTime.UtcNow;
                }
                DateTime mostRecentBurn = item.ItemManaConsumptionTimestamp.Value;

                var timePerBurn = -1 / rate;

                var secondsSinceLastBurn = (DateTime.UtcNow - mostRecentBurn).TotalSeconds;

                var delta = secondsSinceLastBurn / timePerBurn;

                var deltaChopped = (int)Math.Floor(delta);
                var deltaExtra   = delta - deltaChopped;

                if (deltaChopped <= 0)
                {
                    continue;
                }

                var timeToAdd = (int)Math.Floor(deltaChopped * timePerBurn);
                item.ItemManaConsumptionTimestamp = mostRecentBurn + new TimeSpan(0, 0, timeToAdd);
                var manaToBurn = Math.Min(item.ItemCurMana.Value, deltaChopped);
                deltaChopped      = Math.Clamp(deltaChopped, 0, 10);
                item.ItemCurMana -= deltaChopped;

                if (item.ItemCurMana < 1 || item.ItemCurMana == null)
                {
                    item.IsAffecting = false;
                    var msg   = new GameMessageSystemChat($"Your {item.Name} is out of Mana.", ChatMessageType.Magic);
                    var sound = new GameMessageSound(Guid, Sound.ItemManaDepleted);
                    Session.Network.EnqueueSend(msg, sound);
                    if (item.WielderId != null)
                    {
                        if (item.Biota.PropertiesSpellBook != null)
                        {
                            // unsure if these messages / sounds were ever sent in retail,
                            // or if it just purged the enchantments invisibly
                            // doing a delay here to prevent 'SpellExpired' sounds from overlapping with 'ItemManaDepleted'
                            var actionChain = new ActionChain();
                            actionChain.AddDelaySeconds(2.0f);
                            actionChain.AddAction(this, () =>
                            {
                                foreach (var spellId in item.Biota.GetKnownSpellsIds(item.BiotaDatabaseLock))
                                {
                                    RemoveItemSpell(item, (uint)spellId);
                                }
                            });
                            actionChain.EnqueueChain();
                        }
                    }
                }
                else
                {
                    // get time until empty
                    var secondsUntilEmpty = ((item.ItemCurMana - deltaExtra) * timePerBurn);
                    if (secondsUntilEmpty <= 120 && (!item.ItemManaDepletionMessageTimestamp.HasValue || (DateTime.UtcNow - item.ItemManaDepletionMessageTimestamp.Value).TotalSeconds > 120))
                    {
                        item.ItemManaDepletionMessageTimestamp = DateTime.UtcNow;
                        Session.Network.EnqueueSend(new GameMessageSystemChat($"Your {item.Name} is low on Mana.", ChatMessageType.Magic));
                    }
                }
            }
        }
示例#22
0
文件: Lock.cs 项目: jacobtipp/trACE
        public static void UseUnlocker(Player player, WorldObject unlocker, WorldObject target)
        {
            ActionChain chain = new ActionChain();

            chain.AddAction(player, () =>
            {
                if (unlocker.WeenieType == WeenieType.Lockpick &&
                    player.Skills[Skill.Lockpick].AdvancementClass != SkillAdvancementClass.Trained &&
                    player.Skills[Skill.Lockpick].AdvancementClass != SkillAdvancementClass.Specialized)
                {
                    player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, WeenieError.YouArentTrainedInLockpicking));
                    return;
                }
                if (target is Lock @lock)
                {
                    UnlockResults result = UnlockResults.IncorrectKey;
                    var difficulty       = 0;
                    if (unlocker.WeenieType == WeenieType.Lockpick)
                    {
                        var effectiveLockpickSkill = GetEffectiveLockpickSkill(player, unlocker);
                        result = @lock.Unlock(player.Guid.Full, effectiveLockpickSkill, ref difficulty);
                    }
                    else if (unlocker is Key woKey)
                    {
                        if (target is Door woDoor)
                        {
                            if (woDoor.LockCode == "") // the door isn't to be opened with keys
                            {
                                player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, WeenieError.YouCannotLockOrUnlockThat));
                                return;
                            }
                        }
                        result = @lock.Unlock(player.Guid.Full, woKey);
                    }

                    switch (result)
                    {
                    case UnlockResults.UnlockSuccess:

                        if (unlocker.WeenieType == WeenieType.Lockpick)
                        {
                            // the source guid for this sound must be the player, else the sound will not play
                            // which differs from PicklockFail and LockSuccess being in the target sound table
                            player.EnqueueBroadcast(new GameMessageSound(player.Guid, Sound.Lockpicking, 1.0f));

                            var lockpickSkill = player.GetCreatureSkill(Skill.Lockpick);
                            Proficiency.OnSuccessUse(player, lockpickSkill, difficulty);
                        }

                        ConsumeUnlocker(player, unlocker, target, true);
                        break;

                    case UnlockResults.Open:
                        player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, WeenieError.YouCannotLockWhatIsOpen));
                        break;

                    case UnlockResults.AlreadyUnlocked:
                        player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, WeenieError.LockAlreadyUnlocked));
                        break;

                    case UnlockResults.PickLockFailed:
                        target.EnqueueBroadcast(new GameMessageSound(target.Guid, Sound.PicklockFail, 1.0f));
                        ConsumeUnlocker(player, unlocker, target, false);
                        break;

                    case UnlockResults.CannotBePicked:
                        player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, WeenieError.YouCannotLockOrUnlockThat));
                        break;

                    case UnlockResults.IncorrectKey:
                        player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, WeenieError.KeyDoesntFitThisLock));
                        break;
                    }
                }
                else
                {
                    player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, WeenieError.YouCannotLockOrUnlockThat));
                }
            });

            chain.EnqueueChain();
        }
示例#23
0
        private ActionChain CreateMoveToChain(ObjectGuid target, out int thisMoveToChainNumber)
        {
            thisMoveToChainNumber = GetNextMoveToChainNumber();

            ActionChain moveToChain = new ActionChain();

            moveToChain.AddAction(this, () =>
            {
                var targetObject = CurrentLandblock?.GetObject(target);

                if (targetObject == null)
                {
                    // Is the item we're trying to move to in the container we have open?
                    var lastUsedContainer = CurrentLandblock?.GetObject(lastUsedContainerId) as Container;

                    if (lastUsedContainer != null)
                    {
                        if (lastUsedContainer.Inventory.ContainsKey(target))
                        {
                            targetObject = lastUsedContainer;
                        }
                        else
                        {
                            // could be a child container of this container
                            log.Error("Player_Use CreateMoveToChain container inception not finished");
                            return;
                        }
                    }
                }

                if (targetObject == null)
                {
                    log.Error("Player_Use CreateMoveToChain targetObject null");
                    return;
                }

                if (targetObject.Location == null)
                {
                    log.Error("Player_Use CreateMoveToChain targetObject.Location null");
                    return;
                }

                if (targetObject.WeenieType == WeenieType.Portal)
                {
                    OnAutonomousMove(targetObject.Location, Sequences, MovementTypes.MoveToPosition, target, (targetObject.UseRadius ?? 0));
                }
                else
                {
                    OnAutonomousMove(targetObject.Location, Sequences, MovementTypes.MoveToObject, target, (targetObject.UseRadius ?? 0));
                }
            });

            // poll for arrival every .1 seconds
            ActionChain moveToBody = new ActionChain();

            moveToBody.AddDelaySeconds(.1);

            var thisMoveToChainNumberCopy = thisMoveToChainNumber;

            moveToChain.AddLoop(this, () =>
            {
                if (thisMoveToChainNumberCopy != moveToChainCounter)
                {
                    return(false);
                }

                // Break loop if CurrentLandblock == null (we portaled or logged out)
                if (CurrentLandblock == null)
                {
                    return(false);
                }

                // Are we within use radius?
                var valid = false;
                bool ret  = CurrentLandblock != null ? !CurrentLandblock.WithinUseRadius(this, target, out valid) : false;

                // If one of the items isn't on a landblock
                if (!valid)
                {
                    ret = false;
                }

                return(ret);
            }, moveToBody);

            return(moveToChain);
        }
示例#24
0
        private static void DoPlayerEnterWorld(Session session, Character character, Biota playerBiota, PossessedBiotas possessedBiotas)
        {
            Player player;

            Player.HandleNoLogLandblock(playerBiota);

            var stripAdminProperties  = false;
            var addAdminProperties    = false;
            var addSentinelProperties = false;

            if (ConfigManager.Config.Server.Accounts.OverrideCharacterPermissions)
            {
                if (session.AccessLevel <= AccessLevel.Advocate)                                                               // check for elevated characters
                {
                    if (playerBiota.WeenieType == (int)WeenieType.Admin || playerBiota.WeenieType == (int)WeenieType.Sentinel) // Downgrade weenie
                    {
                        character.IsPlussed    = false;
                        playerBiota.WeenieType = (int)WeenieType.Creature;
                        stripAdminProperties   = true;
                    }
                }
                else if (session.AccessLevel >= AccessLevel.Sentinel && session.AccessLevel <= AccessLevel.Envoy)
                {
                    if (playerBiota.WeenieType == (int)WeenieType.Creature || playerBiota.WeenieType == (int)WeenieType.Admin) // Up/downgrade weenie
                    {
                        character.IsPlussed    = true;
                        playerBiota.WeenieType = (int)WeenieType.Sentinel;
                        addSentinelProperties  = true;
                    }
                }
                else // Developers and Admins
                {
                    if (playerBiota.WeenieType == (int)WeenieType.Creature || playerBiota.WeenieType == (int)WeenieType.Sentinel) // Up/downgrade weenie
                    {
                        character.IsPlussed    = true;
                        playerBiota.WeenieType = (int)WeenieType.Admin;
                        addAdminProperties     = true;
                    }
                }
            }

            if (playerBiota.WeenieType == (int)WeenieType.Admin)
            {
                player = new Admin(playerBiota, possessedBiotas.Inventory, possessedBiotas.WieldedItems, character, session);
            }
            else if (playerBiota.WeenieType == (int)WeenieType.Sentinel)
            {
                player = new Sentinel(playerBiota, possessedBiotas.Inventory, possessedBiotas.WieldedItems, character, session);
            }
            else
            {
                player = new Player(playerBiota, possessedBiotas.Inventory, possessedBiotas.WieldedItems, character, session);
            }

            session.SetPlayer(player);

            if (stripAdminProperties) // continue stripping properties
            {
                player.CloakStatus = null;
                player.Attackable  = true;
                player.SetProperty(ACE.Entity.Enum.Properties.PropertyBool.DamagedByCollisions, true);
                player.AdvocateLevel            = null;
                player.ChannelsActive           = null;
                player.ChannelsAllowed          = null;
                player.Invincible               = false;
                player.Cloaked                  = null;
                player.IgnoreHouseBarriers      = false;
                player.IgnorePortalRestrictions = false;
                player.SafeSpellComponents      = false;


                player.ChangesDetected          = true;
                player.CharacterChangesDetected = true;
            }

            if (addSentinelProperties || addAdminProperties) // continue restoring properties to default
            {
                WorldObject weenie;

                if (addAdminProperties)
                {
                    weenie = Factories.WorldObjectFactory.CreateWorldObject(DatabaseManager.World.GetCachedWeenie("admin"), new ACE.Entity.ObjectGuid(ACE.Entity.ObjectGuid.Invalid.Full));
                }
                else
                {
                    weenie = Factories.WorldObjectFactory.CreateWorldObject(DatabaseManager.World.GetCachedWeenie("sentinel"), new ACE.Entity.ObjectGuid(ACE.Entity.ObjectGuid.Invalid.Full));
                }

                if (weenie != null)
                {
                    player.CloakStatus = CloakStatus.Off;
                    player.Attackable  = weenie.Attackable;
                    player.SetProperty(ACE.Entity.Enum.Properties.PropertyBool.DamagedByCollisions, false);
                    player.AdvocateLevel   = weenie.GetProperty(ACE.Entity.Enum.Properties.PropertyInt.AdvocateLevel);
                    player.ChannelsActive  = (Channel?)weenie.GetProperty(ACE.Entity.Enum.Properties.PropertyInt.ChannelsActive);
                    player.ChannelsAllowed = (Channel?)weenie.GetProperty(ACE.Entity.Enum.Properties.PropertyInt.ChannelsAllowed);
                    player.Invincible      = false;
                    player.Cloaked         = false;


                    player.ChangesDetected          = true;
                    player.CharacterChangesDetected = true;
                }
            }

            // If the client is missing a location, we start them off in the starter town they chose
            if (session.Player.Location == null)
            {
                if (session.Player.Instantiation != null)
                {
                    session.Player.Location = new Position(session.Player.Instantiation);
                }
                else
                {
                    session.Player.Location = new Position(0xA9B40019, 84, 7.1f, 94, 0, 0, -0.0784591f, 0.996917f); // ultimate fallback;
                }
            }

            session.Player.PlayerEnterWorld();

            var success = LandblockManager.AddObject(session.Player, true);

            if (!success)
            {
                // send to lifestone, or fallback location
                var fixLoc = session.Player.Sanctuary ?? new Position(0xA9B40019, 84, 7.1f, 94, 0, 0, -0.0784591f, 0.996917f);

                log.Error($"WorldManager.DoPlayerEnterWorld: failed to spawn {session.Player.Name}, relocating to {fixLoc.ToLOCString()}");

                session.Player.Location = new Position(fixLoc);
                LandblockManager.AddObject(session.Player, true);

                var actionChain = new ActionChain();
                actionChain.AddDelaySeconds(5.0f);
                actionChain.AddAction(session.Player, () =>
                {
                    if (session != null && session.Player != null)
                    {
                        session.Player.Teleport(fixLoc);
                    }
                });
                actionChain.EnqueueChain();
            }

            var popup_header  = PropertyManager.GetString("popup_header").Item;
            var popup_motd    = PropertyManager.GetString("popup_motd").Item;
            var popup_welcome = PropertyManager.GetString("popup_welcome").Item;

            if (character.TotalLogins <= 1)
            {
                session.Network.EnqueueSend(new GameEventPopupString(session, AppendLines(popup_header, popup_motd, popup_welcome)));
            }
            else if (!string.IsNullOrEmpty(popup_motd))
            {
                session.Network.EnqueueSend(new GameEventPopupString(session, AppendLines(popup_header, popup_motd)));
            }

            var info = "Welcome to Asheron's Call\n  powered by ACEmulator\n\nFor more information on commands supported by this server, type @acehelp\n";

            session.Network.EnqueueSend(new GameMessageSystemChat(info, ChatMessageType.Broadcast));

            var server_motd = PropertyManager.GetString("server_motd").Item;

            if (!string.IsNullOrEmpty(server_motd))
            {
                session.Network.EnqueueSend(new GameMessageSystemChat($"{server_motd}\n", ChatMessageType.Broadcast));
            }
        }
示例#25
0
        private void FinalizeTrade(Player target)
        {
            if (!VerifyTrade_BusyState(target) || !VerifyTrade_Inventory(target))
            {
                return;
            }

            IsBusy        = true;
            target.IsBusy = true;

            TradeTransferInProgress        = true;
            target.TradeTransferInProgress = true;

            Session.Network.EnqueueSend(new GameEventCommunicationTransientString(Session, "The items are being traded"));
            target.Session.Network.EnqueueSend(new GameEventCommunicationTransientString(target.Session, "The items are being traded"));

            var tradedItems = new Collection <(Biota biota, ReaderWriterLockSlim rwLock)>();

            var myEscrow     = new List <WorldObject>();
            var targetEscrow = new List <WorldObject>();

            foreach (ObjectGuid itemGuid in ItemsInTradeWindow)
            {
                if (TryRemoveFromInventoryWithNetworking(itemGuid, out var wo, RemoveFromInventoryAction.TradeItem) || TryDequipObjectWithNetworking(itemGuid, out wo, DequipObjectAction.TradeItem))
                {
                    targetEscrow.Add(wo);

                    tradedItems.Add((wo.Biota, wo.BiotaDatabaseLock));
                }
            }

            foreach (ObjectGuid itemGuid in target.ItemsInTradeWindow)
            {
                if (target.TryRemoveFromInventoryWithNetworking(itemGuid, out var wo, RemoveFromInventoryAction.TradeItem) || target.TryDequipObjectWithNetworking(itemGuid, out wo, DequipObjectAction.TradeItem))
                {
                    myEscrow.Add(wo);

                    tradedItems.Add((wo.Biota, wo.BiotaDatabaseLock));
                }
            }

            var actionChain = new ActionChain();

            actionChain.AddDelaySeconds(0.5f);
            actionChain.AddAction(CurrentLandblock, () =>
            {
                foreach (var wo in myEscrow)
                {
                    TryCreateInInventoryWithNetworking(wo);
                }

                foreach (var wo in targetEscrow)
                {
                    target.TryCreateInInventoryWithNetworking(wo);
                }

                Session.Network.EnqueueSend(new GameEventWeenieError(Session, WeenieError.TradeComplete));
                target.Session.Network.EnqueueSend(new GameEventWeenieError(target.Session, WeenieError.TradeComplete));

                TradeTransferInProgress        = false;
                target.TradeTransferInProgress = false;

                IsBusy        = false;
                target.IsBusy = false;

                DatabaseManager.Shard.SaveBiotasInParallel(tradedItems, null);

                HandleActionResetTrade(Guid);
                target.HandleActionResetTrade(target.Guid);
            });
            actionChain.EnqueueChain();
        }
示例#26
0
        public void ActOnJoin_Legacy(Player player)
        {
            if (active)
            {
                return;
            }

            active = true;

            // team is either 0 or 1. -1 means failed to join
            var msgJoinResponse = new GameEventJoinGameResponse(player.Session, Guid, ChessColor.Black);

            // 0 or 1 for winning team. -1 is used for stalemate, -2 (and gameId of 0) is used to exit game mode in client
            // var msgGameOver = new GameEventGameOver(player.Session, 0, -2);

            // player.Session.Network.EnqueueSend(msgJoinResponse, msgGameOver);
            player.Session.Network.EnqueueSend(msgJoinResponse);

            // 0xA9B2002E [135.97 133.313 94.4447] 1 0 0 0 (holtburg game location)

            // Drudges

            var drudgeRook1 = WorldObjectFactory.CreateNewWorldObject("drudgerook") as GamePiece;

            drudgeRook1.Location = new Position(Location.Cell, Location.PositionX - 3.5f, Location.PositionY - 3.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgeRook1.EnterWorld();

            var drudgeKnight1 = WorldObjectFactory.CreateNewWorldObject("drudgeknight") as GamePiece;

            drudgeKnight1.Location = new Position(Location.Cell, Location.PositionX - 2.5f, Location.PositionY - 3.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgeKnight1.EnterWorld();

            var drudgeBishop1 = WorldObjectFactory.CreateNewWorldObject("drudgebishop") as GamePiece;

            drudgeBishop1.Location = new Position(Location.Cell, Location.PositionX - 1.5f, Location.PositionY - 3.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgeBishop1.EnterWorld();

            var drudgeQueen = WorldObjectFactory.CreateNewWorldObject("drudgequeen") as GamePiece;

            drudgeQueen.Location = new Position(Location.Cell, Location.PositionX - 0.5f, Location.PositionY - 3.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgeQueen.EnterWorld();

            var drudgeKing = WorldObjectFactory.CreateNewWorldObject("drudgeking") as GamePiece;

            drudgeKing.Location = new Position(Location.Cell, Location.PositionX + 0.5f, Location.PositionY - 3.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgeKing.EnterWorld();

            var drudgeBishop2 = WorldObjectFactory.CreateNewWorldObject("drudgebishop") as GamePiece;

            drudgeBishop2.Location = new Position(Location.Cell, Location.PositionX + 1.5f, Location.PositionY - 3.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgeBishop2.EnterWorld();

            var drudgeKnight2 = WorldObjectFactory.CreateNewWorldObject("drudgeknight") as GamePiece;

            drudgeKnight2.Location = new Position(Location.Cell, Location.PositionX + 2.5f, Location.PositionY - 3.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgeKnight2.EnterWorld();

            var drudgeRook2 = WorldObjectFactory.CreateNewWorldObject("drudgerook") as GamePiece;

            drudgeRook2.Location = new Position(Location.Cell, Location.PositionX + 3.5f, Location.PositionY - 3.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgeRook2.EnterWorld();

            var drudgePawn1 = WorldObjectFactory.CreateNewWorldObject("drudgepawn") as GamePiece;

            drudgePawn1.Location = new Position(Location.Cell, Location.PositionX - 3.5f, Location.PositionY - 2.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgePawn1.EnterWorld();

            var drudgePawn2 = WorldObjectFactory.CreateNewWorldObject("drudgepawn") as GamePiece;

            drudgePawn2.Location = new Position(Location.Cell, Location.PositionX - 2.5f, Location.PositionY - 2.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgePawn2.EnterWorld();

            var drudgePawn3 = WorldObjectFactory.CreateNewWorldObject("drudgepawn") as GamePiece;

            drudgePawn3.Location = new Position(Location.Cell, Location.PositionX - 1.5f, Location.PositionY - 2.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgePawn3.EnterWorld();

            var drudgePawn4 = WorldObjectFactory.CreateNewWorldObject("drudgepawn") as GamePiece;

            drudgePawn4.Location = new Position(Location.Cell, Location.PositionX - 0.5f, Location.PositionY - 2.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgePawn4.EnterWorld();

            var drudgePawn5 = WorldObjectFactory.CreateNewWorldObject("drudgepawn") as GamePiece;

            drudgePawn5.Location = new Position(Location.Cell, Location.PositionX + 0.5f, Location.PositionY - 2.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgePawn5.EnterWorld();

            var drudgePawn6 = WorldObjectFactory.CreateNewWorldObject("drudgepawn") as GamePiece;

            drudgePawn6.Location = new Position(Location.Cell, Location.PositionX + 1.5f, Location.PositionY - 2.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgePawn6.EnterWorld();

            var drudgePawn7 = WorldObjectFactory.CreateNewWorldObject("drudgepawn") as GamePiece;

            drudgePawn7.Location = new Position(Location.Cell, Location.PositionX + 2.5f, Location.PositionY - 2.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgePawn7.EnterWorld();

            var drudgePawn8 = WorldObjectFactory.CreateNewWorldObject("drudgepawn") as GamePiece;

            drudgePawn8.Location = new Position(Location.Cell, Location.PositionX + 3.5f, Location.PositionY - 2.5f, Location.PositionZ, 0, 0, 0, 1);
            drudgePawn8.EnterWorld();

            // Mosswarts

            var mosswartRook1 = WorldObjectFactory.CreateNewWorldObject("mosswartrook") as GamePiece;

            mosswartRook1.Location = new Position(Location.Cell, Location.PositionX - 3.5f, Location.PositionY + 3.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartRook1.EnterWorld();

            var mosswartKnight1 = WorldObjectFactory.CreateNewWorldObject("mosswartknight") as GamePiece;

            mosswartKnight1.Location = new Position(Location.Cell, Location.PositionX - 2.5f, Location.PositionY + 3.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartKnight1.EnterWorld();

            var mosswartBishop1 = WorldObjectFactory.CreateNewWorldObject("mosswartbishop") as GamePiece;

            mosswartBishop1.Location = new Position(Location.Cell, Location.PositionX - 1.5f, Location.PositionY + 3.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartBishop1.EnterWorld();

            var mosswartQueen = WorldObjectFactory.CreateNewWorldObject("mosswartqueen") as GamePiece;

            mosswartQueen.Location = new Position(Location.Cell, Location.PositionX - 0.5f, Location.PositionY + 3.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartQueen.EnterWorld();

            var mosswartKing = WorldObjectFactory.CreateNewWorldObject("mosswartking") as GamePiece;

            mosswartKing.Location = new Position(Location.Cell, Location.PositionX + 0.5f, Location.PositionY + 3.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartKing.EnterWorld();

            var mosswartBishop2 = WorldObjectFactory.CreateNewWorldObject("mosswartbishop") as GamePiece;

            mosswartBishop2.Location = new Position(Location.Cell, Location.PositionX + 1.5f, Location.PositionY + 3.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartBishop2.EnterWorld();

            var mosswartKnight2 = WorldObjectFactory.CreateNewWorldObject("mosswartknight") as GamePiece;

            mosswartKnight2.Location = new Position(Location.Cell, Location.PositionX + 2.5f, Location.PositionY + 3.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartKnight2.EnterWorld();

            var mosswartRook2 = WorldObjectFactory.CreateNewWorldObject("mosswartrook") as GamePiece;

            mosswartRook2.Location = new Position(Location.Cell, Location.PositionX + 3.5f, Location.PositionY + 3.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartRook2.EnterWorld();

            var mosswartPawn1 = WorldObjectFactory.CreateNewWorldObject("mosswartpawn") as GamePiece;

            mosswartPawn1.Location = new Position(Location.Cell, Location.PositionX - 3.5f, Location.PositionY + 2.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartPawn1.EnterWorld();

            var mosswartPawn2 = WorldObjectFactory.CreateNewWorldObject("mosswartpawn") as GamePiece;

            mosswartPawn2.Location = new Position(Location.Cell, Location.PositionX - 2.5f, Location.PositionY + 2.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartPawn2.EnterWorld();

            var mosswartPawn3 = WorldObjectFactory.CreateNewWorldObject("mosswartpawn") as GamePiece;

            mosswartPawn3.Location = new Position(Location.Cell, Location.PositionX - 1.5f, Location.PositionY + 2.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartPawn3.EnterWorld();

            var mosswartPawn4 = WorldObjectFactory.CreateNewWorldObject("mosswartpawn") as GamePiece;

            mosswartPawn4.Location = new Position(Location.Cell, Location.PositionX - 0.5f, Location.PositionY + 2.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartPawn4.EnterWorld();

            var mosswartPawn5 = WorldObjectFactory.CreateNewWorldObject("mosswartpawn") as GamePiece;

            mosswartPawn5.Location = new Position(Location.Cell, Location.PositionX + 0.5f, Location.PositionY + 2.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartPawn5.EnterWorld();

            var mosswartPawn6 = WorldObjectFactory.CreateNewWorldObject("mosswartpawn") as GamePiece;

            mosswartPawn6.Location = new Position(Location.Cell, Location.PositionX + 1.5f, Location.PositionY + 2.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartPawn6.EnterWorld();

            var mosswartPawn7 = WorldObjectFactory.CreateNewWorldObject("mosswartpawn") as GamePiece;

            mosswartPawn7.Location = new Position(Location.Cell, Location.PositionX + 2.5f, Location.PositionY + 2.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartPawn7.EnterWorld();

            var mosswartPawn8 = WorldObjectFactory.CreateNewWorldObject("mosswartpawn") as GamePiece;

            mosswartPawn8.Location = new Position(Location.Cell, Location.PositionX + 3.5f, Location.PositionY + 2.5f, Location.PositionZ, 0, 0, 1, 0);
            mosswartPawn8.EnterWorld();

            // For HellsWrath...
            ActionChain gdlChain = new ActionChain();

            gdlChain.AddDelaySeconds(5);
            gdlChain.AddAction(this, () =>
            {
                drudgeRook1.Kill();
                drudgeBishop1.Kill();
                drudgeKnight1.Kill();
                drudgeQueen.Kill();
                drudgeKing.Kill();
                drudgeBishop2.Kill();
                drudgeKnight2.Kill();
                drudgeRook2.Kill();

                drudgePawn1.Kill();
                drudgePawn2.Kill();
                drudgePawn3.Kill();
                drudgePawn4.Kill();
                drudgePawn5.Kill();
                drudgePawn6.Kill();
                drudgePawn7.Kill();
                drudgePawn8.Kill();

                mosswartRook1.Kill();
                mosswartBishop1.Kill();
                mosswartKnight1.Kill();
                mosswartQueen.Kill();
                mosswartKing.Kill();
                mosswartBishop2.Kill();
                mosswartKnight2.Kill();
                mosswartRook2.Kill();

                mosswartPawn1.Kill();
                mosswartPawn2.Kill();
                mosswartPawn3.Kill();
                mosswartPawn4.Kill();
                mosswartPawn5.Kill();
                mosswartPawn6.Kill();
                mosswartPawn7.Kill();
                mosswartPawn8.Kill();

                var msgGameOver = new GameEventGameOver(player.Session, Guid, 0);
                player.Session.Network.EnqueueSend(msgGameOver);
            });
            gdlChain.AddDelaySeconds(2);
            gdlChain.AddAction(this, () =>
            {
                byte[] msg       = Convert.FromBase64String("Z2FtZXNkZWFkbG9s");
                var popupGDL     = new GameEventPopupString(player.Session, System.Text.Encoding.UTF8.GetString(msg, 0, msg.Length));
                var msgGameOver2 = new GameEventGameOver(player.Session, new ObjectGuid(0), -2);
                player.Session.Network.EnqueueSend(popupGDL, msgGameOver2);
                player.ChessGamesLost++;
                player.ChessTotalGames++;
                active = false;
            });
            gdlChain.EnqueueChain();
        }
示例#27
0
        /// <summary>
        /// Handles the eviction process for a player house
        /// </summary>
        public static void HandleEviction(House house, uint playerGuid, bool multihouse = false, bool force = false)
        {
            // clear out slumlord inventory
            var slumlord = house.SlumLord;

            slumlord.ClearInventory();

            var player = PlayerManager.FindByGuid(playerGuid, out bool isOnline);

            if (!PropertyManager.GetBool("house_rent_enabled", true).Item&& !multihouse && !force)
            {
                // rent disabled, push forward
                var purchaseTime = (uint)(player.HousePurchaseTimestamp ?? 0);
                var nextRentTime = house.GetRentDue(purchaseTime);
                player.HouseRentTimestamp = (int)nextRentTime;

                log.Debug($"[HOUSE] HouseManager.HandleRentPaid({player.Name}): house rent disabled via config");

                // re-add item to queue
                AddRentQueue(player, house);
                return;
            }

            // handle eviction
            house.HouseOwner     = null;
            house.MonarchId      = null;
            house.HouseOwnerName = null;

            house.ClearPermissions();

            house.SaveBiotaToDatabase();

            // relink
            house.UpdateLinks();

            if (house.HasDungeon)
            {
                var dungeonHouse = house.GetDungeonHouse();
                if (dungeonHouse != null)
                {
                    dungeonHouse.UpdateLinks();
                }
            }

            // player slumlord 'off' animation
            slumlord.Off();

            // reset slumlord name
            slumlord.SetAndBroadcastName();

            slumlord.SaveBiotaToDatabase();

            // if evicting a multihouse owner's previous house,
            // no update for player properties
            if (player.HouseInstance == house.Guid.Full)
            {
                player.HouseId       = null;
                player.HouseInstance = null;
                //player.HousePurchaseTimestamp = null;
                player.HouseRentTimestamp = null;
            }
            else
            {
                log.Warn($"[HOUSE] HouseManager.HandleRentEviction({house.Guid}, {player.Name}, {multihouse}): house guids don't match {player.HouseInstance}");
            }

            house.ClearRestrictions();

            log.Debug($"[HOUSE] HouseManager.HandleRentEviction({player.Name})");

            if (multihouse)
            {
                RemoveRentQueue(house.Guid.Full);

                player.SaveBiotaToDatabase();

                return;
            }

            if (!isOnline)
            {
                // inform player of eviction when they log in
                var offlinePlayer = PlayerManager.GetOfflinePlayer(playerGuid);
                if (offlinePlayer == null)
                {
                    log.Warn($"[HOUSE] {player.Name}.HandleEviction(): couldn't find offline player");
                    return;
                }
                offlinePlayer.SetProperty(PropertyBool.HouseEvicted, true);
                offlinePlayer.SaveBiotaToDatabase();
                return;
            }

            var onlinePlayer = PlayerManager.GetOnlinePlayer(playerGuid);

            onlinePlayer.House = null;

            // send text message
            onlinePlayer.Session.Network.EnqueueSend(new GameMessageSystemChat("Your house has reverted due to non-payment of the maintenance costs.  All items stored in the house have been lost.", ChatMessageType.Broadcast));
            onlinePlayer.RemoveDeed();

            onlinePlayer.SaveBiotaToDatabase();

            // clear house panel for online player
            var actionChain = new ActionChain();

            actionChain.AddDelaySeconds(3.0f);  // wait for slumlord inventory biotas above to save
            actionChain.AddAction(onlinePlayer, onlinePlayer.HandleActionQueryHouse);
            actionChain.EnqueueChain();
        }
示例#28
0
        public void PlayerEnterWorld()
        {
            PlayerManager.SwitchPlayerFromOfflineToOnline(this);
            Teleporting = true;

            // Save the the LoginTimestamp
            var lastLoginTimestamp = Time.GetUnixTime();

            LoginTimestamp             = lastLoginTimestamp;
            LastTeleportStartTimestamp = lastLoginTimestamp;

            Character.LastLoginTimestamp = lastLoginTimestamp;
            Character.TotalLogins++;
            CharacterChangesDetected = true;

            Sequences.SetSequence(SequenceType.ObjectInstance, new UShortSequence((ushort)Character.TotalLogins));

            if (BarberActive)
            {
                BarberActive = false;
            }

            if (AllegianceNode != null)
            {
                AllegianceRank = (int)AllegianceNode.Rank;
            }
            else
            {
                AllegianceRank = null;
            }

            if (!Account15Days)
            {
                var accountTimeSpan = DateTime.UtcNow - Account.CreateTime;
                if (accountTimeSpan.TotalDays >= 15)
                {
                    Account15Days = true;
                }
            }

            // SendSelf will trigger the entrance into portal space
            SendSelf();

            // Update or override certain properties sent to client.

            // bugged: do not send this here, or else a freshly loaded acclient will overrwrite the values
            // wait until first enter world is completed

            //SendPropertyUpdatesAndOverrides();

            // Init the client with the chat channel ID's, and then notify the player that they've choined the associated channels.
            UpdateChatChannels();

            var general  = new GameEventWeenieErrorWithString(Session, WeenieErrorWithString.YouHaveEnteredThe_Channel, "General");
            var trade    = new GameEventWeenieErrorWithString(Session, WeenieErrorWithString.YouHaveEnteredThe_Channel, "Trade");
            var lfg      = new GameEventWeenieErrorWithString(Session, WeenieErrorWithString.YouHaveEnteredThe_Channel, "LFG");
            var roleplay = new GameEventWeenieErrorWithString(Session, WeenieErrorWithString.YouHaveEnteredThe_Channel, "Roleplay");

            Session.Network.EnqueueSend(general, trade, lfg, roleplay);

            // check if vassals earned XP while offline
            HandleAllegianceOnLogin();
            HandleHouseOnLogin();

            // retail appeared to send the squelch list very early,
            // even before the CreatePlayer, but doing it here
            if (SquelchManager.HasSquelches)
            {
                SquelchManager.SendSquelchDB();
            }

            AuditItemSpells();

            HandleMissingXp();
            HandleSkillCreditRefund();

            if (PlayerKillerStatus == PlayerKillerStatus.PKLite && !PropertyManager.GetBool("pkl_server").Item)
            {
                var actionChain = new ActionChain();
                actionChain.AddDelaySeconds(3.0f);
                actionChain.AddAction(this, () =>
                {
                    UpdateProperty(this, PropertyInt.PlayerKillerStatus, (int)PlayerKillerStatus.NPK, true);

                    Session.Network.EnqueueSend(new GameEventWeenieError(Session, WeenieError.YouAreNonPKAgain));
                });
                actionChain.EnqueueChain();
            }

            HandleDBUpdates();
        }
示例#29
0
        /// <summary>
        /// Called on player login
        /// If a player has any skills trained that require updates from ACE-World-16-Patches,
        /// ensure these updates are installed, and if they aren't, send a helpful message to player with instructions for installation
        /// </summary>
        public void HandleDBUpdates()
        {
            // dirty fighting
            var dfSkill = GetCreatureSkill(Skill.DirtyFighting);

            if (dfSkill.AdvancementClass >= SkillAdvancementClass.Trained)
            {
                foreach (var spellID in SpellExtensions.DirtyFightingSpells)
                {
                    var spell = new Server.Entity.Spell(spellID);
                    if (spell.NotFound)
                    {
                        var actionChain = new ActionChain();
                        actionChain.AddDelaySeconds(3.0f);
                        actionChain.AddAction(this, () =>
                        {
                            Session.Network.EnqueueSend(new GameMessageSystemChat("To install Dirty Fighting, please apply the latest patches from https://github.com/ACEmulator/ACE-World-16PY-Patches", ChatMessageType.Broadcast));
                        });
                        actionChain.EnqueueChain();
                    }
                    break;  // performance improvement: only check first spell
                }
            }

            // void magic
            var voidSkill = GetCreatureSkill(Skill.VoidMagic);

            if (voidSkill.AdvancementClass >= SkillAdvancementClass.Trained)
            {
                foreach (var spellID in SpellExtensions.VoidMagicSpells)
                {
                    var spell = new Server.Entity.Spell(spellID);
                    if (spell.NotFound)
                    {
                        var actionChain = new ActionChain();
                        actionChain.AddDelaySeconds(3.0f);
                        actionChain.AddAction(this, () =>
                        {
                            Session.Network.EnqueueSend(new GameMessageSystemChat("To install Void Magic, please apply the latest patches from https://github.com/ACEmulator/ACE-World-16PY-Patches", ChatMessageType.Broadcast));
                        });
                        actionChain.EnqueueChain();
                    }
                    break;  // performance improvement: only check first spell (measured 102ms to check 75 uncached void spells)
                }
            }

            // summoning
            var summoning = GetCreatureSkill(Skill.Summoning);

            if (summoning.AdvancementClass >= SkillAdvancementClass.Trained)
            {
                uint essenceWCID = 48878;
                var  weenie      = DatabaseManager.World.GetCachedWeenie(essenceWCID);
                if (weenie == null)
                {
                    var actionChain = new ActionChain();
                    actionChain.AddDelaySeconds(3.0f);
                    actionChain.AddAction(this, () =>
                    {
                        Session.Network.EnqueueSend(new GameMessageSystemChat("To install Summoning, please apply the latest patches from https://github.com/ACEmulator/ACE-World-16PY-Patches", ChatMessageType.Broadcast));
                    });
                    actionChain.EnqueueChain();
                }
            }
        }
示例#30
0
        private static void HandleHealingRecipe(Player player, WorldObject source, WorldObject target, Recipe recipe)
        {
            ActionChain chain = new ActionChain();

            // skill will be null since the difficulty is calculated manually
            if (recipe.SkillId == null)
            {
                log.Warn($"healing recipe has null skill id (should almost certainly be healing, but who knows).  recipe id {recipe.RecipeId}.");
                player.SendUseDoneEvent();
                return;
            }

            if (!(target is Player))
            {
                var message = new GameMessageSystemChat($"The {source.Name} cannot be used on {target.Name}.", ChatMessageType.Craft);
                player.Session.Network.EnqueueSend(message);
                player.SendUseDoneEvent();
                return;
            }

            Player  targetPlayer = target as Player;
            Ability vital        = (Ability?)recipe.HealingAttribute ?? Ability.Health;

            // there's a skill associated with this
            Skill skillId = (Skill)recipe.SkillId.Value;

            // this shouldn't happen, but sanity check for unexpected nulls
            if (!player.Skills.ContainsKey(skillId))
            {
                log.Warn("Unexpectedly missing skill in Recipe usage");
                player.SendUseDoneEvent();
                return;
            }

            CreatureSkill skill = player.Skills[skillId];

            // at this point, we've validated that the target is a player, and the target is below max health

            if (target.Guid != player.Guid)
            {
                // TODO: validate range
            }

            MotionCommand cmd = MotionCommand.SkillHealSelf;

            if (target.Guid != player.Guid)
            {
                cmd = MotionCommand.Woah; // guess?  nothing else stood out
            }
            // everything pre-validatable is validated.  action will be attempted unless cancelled, so
            // queue up the animation and action
            UniversalMotion motion = new UniversalMotion(MotionStance.Standing, new MotionItem(cmd));

            chain.AddAction(player, () => player.HandleActionMotion(motion));
            chain.AddDelaySeconds(0.5);

            chain.AddAction(player, () =>
            {
                // TODO: revalidate range if other player (they could have moved)

                double difficulty = 2 * (targetPlayer.Vitals[vital].MaxValue - targetPlayer.Vitals[vital].Current);
                if (difficulty <= 0)
                {
                    // target is at max (or higher?) health, do nothing
                    var text = "You are already at full health.";

                    if (target.Guid != player.Guid)
                    {
                        text = $"{target.Name} is already at full health";
                    }

                    player.Session.Network.EnqueueSend(new GameMessageSystemChat(text, ChatMessageType.Craft));
                    player.SendUseDoneEvent();
                    return;
                }

                if (player.CombatMode != CombatMode.NonCombat && player.CombatMode != CombatMode.Undef)
                {
                    difficulty *= 1.1;
                }

                uint boost        = source.Boost ?? 0;
                double multiplier = source.HealkitMod ?? 1;

                double playerSkill = skill.ActiveValue + boost;
                if (skill.Status == SkillStatus.Trained)
                {
                    playerSkill *= 1.1;
                }
                else if (skill.Status == SkillStatus.Specialized)
                {
                    playerSkill *= 1.5;
                }

                // usage is inevitable at this point, consume the use
                if ((recipe.ResultFlags & (uint)RecipeResult.SourceItemUsesDecrement) > 0)
                {
                    if (source.Structure <= 1)
                    {
                        player.DestroyInventoryItem(source);
                    }
                    else
                    {
                        source.Structure--;
                        source.SendPartialUpdates(player.Session, _updateStructure);
                    }
                }

                double percentSuccess = CreatureSkill.GetPercentSuccess((uint)playerSkill, (uint)difficulty);

                if (_random.NextDouble() <= percentSuccess)
                {
                    string expertly = "";

                    if (_random.NextDouble() < 0.1d)
                    {
                        expertly    = "expertly ";
                        multiplier *= 1.2;
                    }

                    // calculate amount restored
                    uint maxRestore = targetPlayer.Vitals[vital].MaxValue - targetPlayer.Vitals[vital].Current;

                    // TODO: get actual forumula for healing.  this is COMPLETELY wrong.  this is 60 + random(1-60).
                    double amountRestored = 60d + _random.Next(1, 61);
                    amountRestored       *= multiplier;

                    uint actualRestored = (uint)Math.Min(maxRestore, amountRestored);
                    targetPlayer.Vitals[vital].Current += actualRestored;

                    var updateVital = new GameMessagePrivateUpdateAttribute2ndLevel(player.Session, vital.GetVital(), targetPlayer.Vitals[vital].Current);
                    player.Session.Network.EnqueueSend(updateVital);

                    if (targetPlayer.Guid != player.Guid)
                    {
                        // tell the other player they got healed
                        var updateVitalToTarget = new GameMessagePrivateUpdateAttribute2ndLevel(targetPlayer.Session, vital.GetVital(), targetPlayer.Vitals[vital].Current);
                        targetPlayer.Session.Network.EnqueueSend(updateVitalToTarget);
                    }

                    string name = "yourself";
                    if (targetPlayer.Guid != player.Guid)
                    {
                        name = targetPlayer.Name;
                    }

                    string vitalName = "Health";

                    if (vital == Ability.Stamina)
                    {
                        vitalName = "Stamina";
                    }
                    else if (vital == Ability.Mana)
                    {
                        vitalName = "Mana";
                    }

                    string uses = source.Structure == 1 ? "use" : "uses";

                    var text    = string.Format(recipe.SuccessMessage, expertly, name, actualRestored, vitalName, source.Name, source.Structure, uses);
                    var message = new GameMessageSystemChat(text, ChatMessageType.Craft);
                    player.Session.Network.EnqueueSend(message);

                    if (targetPlayer.Guid != player.Guid)
                    {
                        // send text to the other player too
                        text    = string.Format(recipe.AlternateMessage, player.Name, expertly, actualRestored, vitalName);
                        message = new GameMessageSystemChat(text, ChatMessageType.Craft);
                        targetPlayer.Session.Network.EnqueueSend(message);
                    }
                }

                player.SendUseDoneEvent();
            });

            chain.EnqueueChain();
        }