示例#1
0
        /// <summary>
        /// Player requests channel list
        /// </summary>
        /// <param name="player"></param>
        public static void PlayerRequestChannels(Player player)
        {
            List <Channel> channels = Channels.getChannelsForPlayer(player);

            player.Connection.SendChannelList(channels);
        }
示例#2
0
文件: Game.cs 项目: otbr/OTSharp
        /// <summary>
        /// Triggered when any creature speaks
        /// We're basically using "Creature" since this function will handle NPCs and monsters speaking
        /// </summary>
        /// <param name="creature"></param>
        /// <param name="type"></param>
        /// <param name="message"></param>
        /// <param name="privateTo"></param>
        /// <param name="channelId"></param>
        public static void CreatureSpeak(Creature creature, TalkType type, string message, string privateTo, short channelId = 0)
        {
            Task.Factory.StartNew(() =>
            {
                HashSet <Creature> spectators = new HashSet <Creature>();
                switch (type)
                {
                case TalkType.Say:
                    GetCreatureSpectators(spectators, creature.Position, false,
                                          Map.maxClientViewportX, Map.maxClientViewportX, Map.maxClientViewportY, Map.maxClientViewportY);
                    foreach (Creature c in spectators)
                    {
                        if (c is Player)
                        {
                            Player player = (Player)c;
                            player.Connection.SendCreatureSay(creature, type, message);
                        }

                        c.onCreatureSpeak(creature, type, message);
                    }
                    break;

                case TalkType.Whisper:
                    GetCreatureSpectators(spectators, creature.Position, false,
                                          Map.maxClientViewportX, Map.maxClientViewportX, Map.maxClientViewportY, Map.maxClientViewportY);
                    foreach (Creature c in spectators)
                    {
                        if (c is Player)
                        {
                            Player player = (Player)c;
                            if (Position.AreInRange(player.Position, creature.Position))
                            {
                                player.Connection.SendCreatureSay(creature, type, message);
                            }
                            else
                            {
                                player.Connection.SendCreatureSay(creature, type, "pspsps");
                            }
                        }

                        c.onCreatureSpeak(creature, type, message);
                    }
                    break;

                case TalkType.Yell:
                    // TODO: Yelling exhaustion, 30 seconds
                    GetCreatureSpectators(spectators, creature.Position, false,
                                          18, 18, 14, 14);
                    foreach (Creature c in spectators)
                    {
                        if (c is Player)
                        {
                            Player player = (Player)c;
                            player.Connection.SendCreatureSay(creature, type, message.ToUpper());
                        }
                    }
                    break;

                case TalkType.PrivateChannel:
                case TalkType.PrivateChannelRed:
                case TalkType.RuleViolationAnswer:
                    PlayerTalkTo((Player)creature, type, message, privateTo);
                    break;

                case TalkType.ChannelYellow:
                case TalkType.ChannelRed:
                case TalkType.ChannelRedAnonymous:
                    if (!Channels.PlayerTalkToChannel((Player)creature, (ChannelID)channelId, message, type))
                    {
                        // Re-send in default as we weren't able to talk to the given channel
                        CreatureSpeak(creature, TalkType.Say, message, "");
                    }
                    break;

                case TalkType.Broadcast:
                    PlayerBroadcastMessage((Player)creature, message);
                    break;

                case TalkType.RuleViolationContinue:
                    RuleViolations.PlayerContinueRuleViolationReport((Player)creature, message);
                    break;

                case TalkType.RuleViolationChannel:     // Rule Violation Reporting
                    RuleViolations.PlayerReportRuleViolation((Player)creature, message);
                    break;

                default:
                    break;
                }
            });
        }