feat(hs): raise statue HP, transform players in-battle, per-player team roster packet, drop wing-unequip
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -218,31 +218,6 @@ public class HeykelSavasiContext : MiniGameContext
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/// </remarks>
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public override bool AllowPlayerKilling => this.State == MiniGameState.Playing;
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/// <inheritdoc />
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/// <remarks>
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/// Disallows wings and capes (see <see cref="IsWingOrCape"/>) once the battle has started
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/// (<see cref="MiniGameState.Playing"/>), so a player cannot re-equip one after
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/// <see cref="UnequipWingsAndCapesAsync"/> auto-unequipped it at battle start (see <see cref="OnGameStartAsync"/>).
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/// This check is deliberately scoped to <see cref="MiniGameState.Playing"/> only (not <see cref="MiniGameState.Open"/>
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/// or <see cref="MiniGameState.Closed"/>): <see cref="MiniGameContext.TryEnterAsync"/> calls this method (via its
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/// private <c>AreEquippedItemsAllowedAsync</c>) while <see cref="MiniGameContext.State"/> is still
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/// <see cref="MiniGameState.Open"/> to decide whether to REJECT entry outright for a disallowed equipped item -
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/// which we do not want here (a player wearing wings should still be able to join; they get unequipped
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/// automatically once the battle starts). Scoping the check to <see cref="MiniGameState.Playing"/> keeps entry
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/// working while still blocking any (re-)equip attempt during the battle itself, via the other call site of
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/// this method in <c>MoveItemAction.CanMoveAsync</c> (which checks <c>player.CurrentMiniGame.IsItemAllowedToEquip</c>
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/// on every equip attempt, regardless of state).
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/// </remarks>
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public override bool IsItemAllowedToEquip(Item item)
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{
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if (this.State == MiniGameState.Playing && IsWingOrCape(item))
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{
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return false;
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}
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return base.IsItemAllowedToEquip(item);
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}
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/// <summary>
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/// Gets the current number of players assigned to the given team.
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/// </summary>
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@@ -405,6 +380,9 @@ public class HeykelSavasiContext : MiniGameContext
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{
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if (args.Object is Player player)
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{
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// Revert the uniform battle form before dropping the player from the roster, so a player who
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// leaves the event map mid-battle returns to their normal appearance.
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await this.RemoveTransformAsync(player).ConfigureAwait(false);
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this.RemoveTeam(player);
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}
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@@ -431,13 +409,18 @@ public class HeykelSavasiContext : MiniGameContext
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await player.WarpToAsync(this.GetTeamSpawnGate(this.GetTeam(player))).ConfigureAwait(false);
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}
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// Players must be wingless for the battle; auto-unequip any wing/cape now that the entrance is closed
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// and the teams are final (see IsItemAllowedToEquip/IsWingOrCape/UnequipWingsAndCapesAsync).
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// Transform every participant into a single uniform battle form so their wings/mount/pet are
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// visually hidden and everyone shares the same base skin; the client adds the red/blue tint on top
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// via the per-player team roster (IHeykelSavasiTeamRosterPlugIn). Do this after the warp so the
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// appearance broadcast reaches the players' new (base map) scope.
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foreach (var player in players)
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{
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await this.UnequipWingsAndCapesAsync(player).ConfigureAwait(false);
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await this.TransformAsync(player).ConfigureAwait(false);
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}
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// Re-show the HUD panel promptly after the battle-start map change.
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await this.BroadcastHudStateAsync().ConfigureAwait(false);
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// Spawn the first (outermost) statue of each team's line; the opposing team attacks it.
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await this.SpawnStatueAsync(HeykelSavasiTeam.Red, 0).ConfigureAwait(false);
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await this.SpawnStatueAsync(HeykelSavasiTeam.Blue, 0).ConfigureAwait(false);
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@@ -474,6 +457,12 @@ public class HeykelSavasiContext : MiniGameContext
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}
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}
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// Revert the uniform battle form applied in OnGameStartAsync so players return to their normal appearance.
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foreach (var player in finishers)
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{
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await this.RemoveTransformAsync(player).ConfigureAwait(false);
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}
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// Final HUD broadcast: by now MiniGameContext.State is already MiniGameState.Ended (StopAsync sets it
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// before calling this method), so ComputeHudPhaseAndRemaining naturally reports phase 3/0 seconds. This
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// is needed because the periodic loop (HudBroadcastLoopAsync) stops exactly at this same state
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@@ -587,69 +576,6 @@ public class HeykelSavasiContext : MiniGameContext
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_ => HeykelSavasiTeam.None,
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};
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/// <summary>
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/// Determines whether <paramref name="item"/> is a wing or a cape, which are disallowed during the battle
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/// (see <see cref="IsItemAllowedToEquip"/>) and auto-unequipped at battle start (see
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/// <see cref="UnequipWingsAndCapesAsync"/>).
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/// </summary>
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/// <param name="item">The item to check.</param>
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/// <returns><c>true</c> if <paramref name="item"/> is a wing or cape; otherwise, <c>false</c>.</returns>
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/// <remarks>
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/// Almost all wings AND capes share <c>ItemDefinition.Group</c> 12 (see
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/// <c>Persistence.Initialization.VersionSeasonSix.Items.Wings.CreateWing</c>, which sets <c>wing.Group = 12;</c>
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/// for every wing/cape it creates); the single exception is "Cape of Lord" (group 12, number 30 at creation),
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/// which is deliberately reassigned to group 13 right after creation (<c>capeOfLord.Group = 13;</c> in
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/// <c>Wings.Initialize</c>) so it is special-cased here by its fixed (group, number) pair.
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/// </remarks>
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private static bool IsWingOrCape(Item item)
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{
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if (item.Definition is not { } definition)
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{
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return false;
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}
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return (definition.Group, definition.Number) switch
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{
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(12, _) => true, // Wings, including most capes (Cape of Fighter/Emperor/Overrule, Poison/Warrior Cape, ...).
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(13, 30) => true, // Cape of Lord, the one cape reassigned to its own item group.
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_ => false,
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};
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}
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/// <summary>
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/// Auto-unequips any wing or cape (see <see cref="IsWingOrCape"/>) currently equipped by <paramref name="player"/>,
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/// moving it to a free general inventory slot so its stats/appearance are removed (see
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/// <see cref="InventoryStorage.EquippedItemsChanged"/>), without deleting it. Called from
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/// <see cref="OnGameStartAsync"/> once the battle starts. If no free inventory slot is available, the item is
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/// deliberately left equipped (logged) rather than risking data loss.
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/// </summary>
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/// <param name="player">The player whose equipped wings/capes should be unequipped.</param>
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private async ValueTask UnequipWingsAndCapesAsync(Player player)
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{
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if (player.Inventory is not { } inventory)
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{
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return;
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}
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// Snapshot first: EquippedItems is a live view over the equip slots, and RemoveItemAsync below mutates it.
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var wingItems = inventory.EquippedItems.Where(IsWingOrCape).ToList();
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foreach (var item in wingItems)
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{
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var freeSlot = inventory.CheckInvSpace(item);
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if (freeSlot is null)
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{
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this.Logger.LogWarning("{context}: Player {player} has no free inventory slot to unequip {item}; leaving it equipped.", this, player, item);
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continue;
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}
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await inventory.RemoveItemAsync(item).ConfigureAwait(false);
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if (!await inventory.AddItemAsync(freeSlot.Value, item).ConfigureAwait(false))
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{
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this.Logger.LogError("{context}: Failed to move unequipped item {item} of player {player} to inventory slot {slot} after removal from the equip slot; the item may now be lost.", this, item, player, freeSlot.Value);
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}
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}
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}
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/// <summary>
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/// Pure state transition shared by the runtime death handler (<see cref="OnDestructibleDied"/>) and the
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/// test-only <see cref="RegisterStatueDestroyedForTest"/>: records the attacker's progress and, once
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@@ -857,9 +783,69 @@ public class HeykelSavasiContext : MiniGameContext
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}
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}
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/// <summary>Reapplies the team's earned buffs to a player who just (re)spawned.</summary>
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/// <summary>
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/// Reapplies the team's earned buffs to a player who just (re)spawned, and - while the battle is running -
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/// re-transforms them into the uniform battle form (death clears the transformation skin) and re-shows the
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/// HUD panel promptly after the respawn map change.
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/// </summary>
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/// <param name="player">The player who (re)spawned.</param>
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public ValueTask OnPlayerRespawnedAsync(Player player) => this.ReapplyBuffsAsync(player);
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public async ValueTask OnPlayerRespawnedAsync(Player player)
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{
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await this.ReapplyBuffsAsync(player).ConfigureAwait(false);
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if (this.State == MiniGameState.Playing)
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{
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await this.TransformAsync(player).ConfigureAwait(false);
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await this.BroadcastHudStateAsync().ConfigureAwait(false);
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}
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}
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/// <summary>
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/// The <see cref="MonsterDefinition.Number"/> of the transformation skin every participant is turned into
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/// for the duration of the battle: 14 = Skeleton Warrior, a caped, walking humanoid soldier that reads as a
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/// reasonable uniform battle form and hides the player's wings/mount/pet. The red/blue distinction is added
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/// separately by the client via the per-player team roster (<see cref="IHeykelSavasiTeamRosterPlugIn"/>).
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/// </summary>
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private const short EventFormSkin = 14;
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/// <summary>
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/// Transforms <paramref name="player"/> into the uniform <see cref="EventFormSkin"/> battle form, mirroring
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/// the exact mechanism of <c>SkinChatCommandPlugIn</c> (the <c>/skin</c> command): it composes an
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/// <see cref="AggregateType.AddRaw"/> element onto the player's <see cref="Stats.TransformationSkin"/>
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/// attribute and sets the attribute value, which fires <c>Player.OnTransformationSkinChanged</c> and
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/// re-broadcasts the player's appearance to observers.
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/// </summary>
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/// <param name="player">The player to transform.</param>
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private ValueTask TransformAsync(Player player) => this.SetTransformationSkinAsync(player, EventFormSkin);
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/// <summary>
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/// Reverts <paramref name="player"/>'s transformation by resetting <see cref="Stats.TransformationSkin"/> to
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/// 0 (no transformation), which restores the player's normal appearance (wings/mount/pet included). Mirrors
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/// how <c>/skin 0</c> removes the added skin element.
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/// </summary>
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/// <param name="player">The player to revert.</param>
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private ValueTask RemoveTransformAsync(Player player) => this.SetTransformationSkinAsync(player, 0);
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/// <summary>
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/// Sets <paramref name="player"/>'s <see cref="Stats.TransformationSkin"/> to <paramref name="skin"/> exactly
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/// as <c>SkinChatCommandPlugIn</c> does: clear any previously composed elements, add a single
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/// <see cref="AggregateType.AddRaw"/> element with the target value, then write the attribute value (which is
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/// what actually triggers the appearance re-broadcast). A value of 0 fully reverts to the natural appearance.
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/// </summary>
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/// <param name="player">The player whose transformation skin to set.</param>
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/// <param name="skin">The transformation skin number (0 = none/revert).</param>
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private ValueTask SetTransformationSkinAsync(Player player, short skin)
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{
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if (player.Attributes is { } attributes
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&& attributes.GetComposableAttribute(Stats.TransformationSkin) is { } attribute)
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{
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attribute.Elements.ToList().ForEach(attribute.RemoveElement);
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attribute.AddElement(attributes.CreateElement(new MUnique.OpenMU.Persistence.BasicModel.PowerUpDefinitionValue { AggregateType = MUnique.OpenMU.AttributeSystem.AggregateType.AddRaw, Value = skin }, Stats.TransformationSkin));
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attributes[Stats.TransformationSkin] = skin;
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}
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return ValueTask.CompletedTask;
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}
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/// <summary>
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/// Periodically (about once per second) broadcasts the Heykel Savasi HUD state
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@@ -884,6 +870,7 @@ public class HeykelSavasiContext : MiniGameContext
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do
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{
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await this.BroadcastHudStateAsync().ConfigureAwait(false);
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await this.BroadcastTeamRosterAsync().ConfigureAwait(false);
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}
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while (await timer.WaitForNextTickAsync(cancellationToken).ConfigureAwait(false));
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}
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@@ -917,6 +904,23 @@ public class HeykelSavasiContext : MiniGameContext
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.AsTask()).ConfigureAwait(false);
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}
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/// <summary>
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/// Sends the current team roster (every participating player's network id and team) to every entered
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/// player via <see cref="IHeykelSavasiTeamRosterPlugIn"/>, so the client can tint each nearby event player
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/// red or blue. Broadcast on the same ~1s cadence as the HUD state (see <see cref="HudBroadcastLoopAsync"/>).
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/// </summary>
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private async ValueTask BroadcastTeamRosterAsync()
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{
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var entries = this._teams
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.Where(kv => kv.Value != HeykelSavasiTeam.None)
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.Select(kv => (kv.Key.Id, (byte)kv.Value))
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.ToList();
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await this.ForEachPlayerAsync(player => player.InvokeViewPlugInAsync<IHeykelSavasiTeamRosterPlugIn>(p =>
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p.UpdateTeamRosterAsync(entries))
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.AsTask()).ConfigureAwait(false);
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}
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/// <summary>
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/// Determines the current HUD phase and the estimated number of seconds remaining in it, purely from
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/// <see cref="MiniGameContext.State"/> and wall-clock timestamps recorded (lazily, on first observation) at
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@@ -0,0 +1,20 @@
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// <copyright file="IHeykelSavasiTeamRosterPlugIn.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic.Views.MiniGames;
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/// <summary>
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/// Interface of a view whose implementation sends the Heykel Savasi (Statue War) team roster, mapping every
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/// participating player's network id to its team so the client can tint each nearby player red or blue.
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/// </summary>
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public interface IHeykelSavasiTeamRosterPlugIn : IViewPlugIn
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{
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/// <summary>
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/// Sends the current team roster.
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/// </summary>
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/// <param name="entries">
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/// The (player network id, team) pairs of all participating players. Team is 1 = red, 2 = blue.
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/// </param>
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ValueTask UpdateTeamRosterAsync(IReadOnlyList<(ushort PlayerId, byte Team)> entries);
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}
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