public override void HandleActionOnUse(ObjectGuid playerId) { string serverMessage; // validate within use range :: set to a fixed value as static Portals are normally OnCollide usage var rangeCheck = 5.0f; ActionChain chain = new ActionChain(); CurrentLandblock.ChainOnObject(chain, playerId, (WorldObject wo) => { Player player = wo as Player; if (player == null) { return; } // Can check location by guid // NOTE: Must use CurrentLandblock.GetPosition() for the portal's position... if (CurrentLandblock.GetPosition(Guid).SquaredDistanceTo(player.Location) < rangeCheck) { if (Destination != null) { #if DEBUG serverMessage = "Checking requirements for " + this.Name; var usePortalMessage = new GameMessageSystemChat(serverMessage, ChatMessageType.System); player.Session.Network.EnqueueSend(usePortalMessage); #endif // Check player level -- requires remote query to player (ugh)... if ((player.Level >= MinimumLevel) && ((player.Level <= MaximumLevel) || (MaximumLevel == 0))) { Position portalDest = Destination; switch (WeenieClassId) { /// <summary> /// Setup correct racial portal destination for the Central Courtyard in the Training Academy /// </summary> case (ushort)SpecialPortalWCID.CentralCourtyard: { uint playerLandblockId = player.Location.LandblockId.Raw; switch (playerLandblockId) { case (uint)SpecialPortalLandblockID.ShoushiCCLaunch: // Shoushi { portalDest.LandblockId = new LandblockId((uint)SpecialPortalLandblockID.ShoushiCCLanding); break; } case (uint)SpecialPortalLandblockID.YaraqCCLaunch: // Yaraq { portalDest.LandblockId = new LandblockId((uint)SpecialPortalLandblockID.YaraqCCLanding); break; } case (uint)SpecialPortalLandblockID.SanamarCCLaunch: // Sanamar { portalDest.LandblockId = new LandblockId((uint)SpecialPortalLandblockID.SanamarCCLanding); break; } default: // Holtburg { portalDest.LandblockId = new LandblockId((uint)SpecialPortalLandblockID.HoltburgCCLanding); break; } } portalDest.PositionX = Destination.PositionX; portalDest.PositionY = Destination.PositionY; portalDest.PositionZ = Destination.PositionZ; portalDest.RotationX = Destination.RotationX; portalDest.RotationY = Destination.RotationY; portalDest.RotationZ = Destination.RotationZ; portalDest.RotationW = Destination.RotationW; break; } /// <summary> /// Setup correct racial portal destination for the Outer Courtyard in the Training Academy /// </summary> case (ushort)SpecialPortalWCID.OuterCourtyard: { uint playerLandblockId = player.Location.LandblockId.Raw; switch (playerLandblockId) { case (uint)SpecialPortalLandblockID.ShoushiOCLaunch: // Shoushi { portalDest.LandblockId = new LandblockId((uint)SpecialPortalLandblockID.ShoushiOCLanding); break; } case (uint)SpecialPortalLandblockID.YaraqOCLaunch: // Yaraq { portalDest.LandblockId = new LandblockId((uint)SpecialPortalLandblockID.YaraqOCLanding); break; } case (uint)SpecialPortalLandblockID.SanamarOCLaunch: // Sanamar { portalDest.LandblockId = new LandblockId((uint)SpecialPortalLandblockID.SanamarOCLanding); break; } default: // Holtburg { portalDest.LandblockId = new LandblockId((uint)SpecialPortalLandblockID.HoltburgOCLanding); break; } } portalDest.PositionX = Destination.PositionX; portalDest.PositionY = Destination.PositionY; portalDest.PositionZ = Destination.PositionZ; portalDest.RotationX = Destination.RotationX; portalDest.RotationY = Destination.RotationY; portalDest.RotationZ = Destination.RotationZ; portalDest.RotationW = Destination.RotationW; break; } /// <summary> /// All other portals don't need adjustments. /// </summary> default: { break; } } #if DEBUG serverMessage = "Portal sending player to destination"; usePortalMessage = new GameMessageSystemChat(serverMessage, ChatMessageType.System); player.Session.Network.EnqueueSend(usePortalMessage); #endif player.Session.Player.Teleport(portalDest); // If the portal just used is able to be recalled to, // save the destination coordinates to the LastPortal character position save table if (IsRecallable) { player.SetCharacterPosition(PositionType.LastPortal, portalDest); } // always send useDone event var sendUseDoneEvent = new GameEventUseDone(player.Session); player.Session.Network.EnqueueSend(sendUseDoneEvent); } else if ((player.Level > MaximumLevel) && (MaximumLevel != 0)) { // You are too powerful to interact with that portal! var failedUsePortalMessage = new GameEventDisplayStatusMessage(player.Session, StatusMessageType1.Enum_04AC); // always send useDone event var sendUseDoneEvent = new GameEventUseDone(player.Session); player.Session.Network.EnqueueSend(failedUsePortalMessage, sendUseDoneEvent); } else { // You are not powerful enough to interact with that portal! var failedUsePortalMessage = new GameEventDisplayStatusMessage(player.Session, StatusMessageType1.Enum_04AB); // always send useDone event var sendUseDoneEvent = new GameEventUseDone(player.Session); player.Session.Network.EnqueueSend(failedUsePortalMessage, sendUseDoneEvent); } } else { serverMessage = "Portal destination for portal ID " + this.WeenieClassId + " not yet implemented!"; var failedUsePortalMessage = new GameMessageSystemChat(serverMessage, ChatMessageType.System); // always send useDone event var sendUseDoneEvent = new GameEventUseDone(player.Session); player.Session.Network.EnqueueSend(failedUsePortalMessage, sendUseDoneEvent); } } else { // always send useDone event var sendUseDoneEvent = new GameEventUseDone(player.Session); player.Session.Network.EnqueueSend(sendUseDoneEvent); } }); // Run on the player chain.EnqueueChain(); }