/// <summary> /// Broadcasts the player death animation, updates vitae, and sends network messages for player death /// Queues the action to call TeleportOnDeath and enter portal space soon /// </summary> protected override void Die(DamageHistoryInfo lastDamager, DamageHistoryInfo topDamager) { if (topDamager?.Guid == Guid && IsPKType) { var topDamagerOther = DamageHistory.GetTopDamager(false); if (topDamagerOther != null && topDamagerOther.IsPlayer) { topDamager = topDamagerOther; } } UpdateVital(Health, 0); NumDeaths++; suicideInProgress = false; // TODO: instead of setting IsBusy here, // eventually all of the places that check for states such as IsBusy || Teleporting // might want to use a common function, and IsDead should return a separate error IsBusy = true; // killer = top damager for looting rights if (topDamager != null) { KillerId = topDamager.Guid.Full; } // broadcast death animation var deathAnim = new Motion(MotionStance.NonCombat, MotionCommand.Dead); EnqueueBroadcastMotion(deathAnim); // create network messages for player death var msgHealthUpdate = new GameMessagePrivateUpdateAttribute2ndLevel(this, Vital.Health, 0); // TODO: death sounds? seems to play automatically in client // var msgDeathSound = new GameMessageSound(Guid, Sound.Death1, 1.0f); var msgNumDeaths = new GameMessagePrivateUpdatePropertyInt(this, PropertyInt.NumDeaths, NumDeaths); // send network messages for player death Session.Network.EnqueueSend(msgHealthUpdate, msgNumDeaths); if (lastDamager?.Guid == Guid) // suicide { var msgSelfInflictedDeath = new GameEventWeenieError(Session, WeenieError.YouKilledYourself); Session.Network.EnqueueSend(msgSelfInflictedDeath); } // update vitae // players who died in a PKLite fight do not accrue vitae if (!IsPKLiteDeath(topDamager)) { InflictVitaePenalty(); } if (IsPKDeath(topDamager) || AugmentationSpellsRemainPastDeath == 0) { var msgPurgeEnchantments = new GameEventMagicPurgeEnchantments(Session); EnchantmentManager.RemoveAllEnchantments(); Session.Network.EnqueueSend(msgPurgeEnchantments); } // wait for the death animation to finish var dieChain = new ActionChain(); var animLength = DatManager.PortalDat.ReadFromDat <MotionTable>(MotionTableId).GetAnimationLength(MotionCommand.Dead); dieChain.AddDelaySeconds(animLength + 1.0f); dieChain.AddAction(this, () => { CreateCorpse(topDamager); ThreadSafeTeleportOnDeath(); // enter portal space if (IsPKDeath(topDamager) || IsPKLiteDeath(topDamager)) { SetMinimumTimeSincePK(); GlobalEventManager.SendDeathDetailsViaHTTP(topDamager, lastDamager, this); } IsBusy = false; }); dieChain.EnqueueChain(); }