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:
Acentech Dev
2026-07-21 10:24:54 +03:00
parent 7aae9dff0c
commit 1e8478fe70
9 changed files with 511 additions and 95 deletions

View File

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// <copyright file="HeykelSavasiTeamRosterPlugIn.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameServer.RemoteView.MiniGames;
using System.Runtime.InteropServices;
using MUnique.OpenMU.GameLogic;
using MUnique.OpenMU.GameLogic.Views.MiniGames;
using MUnique.OpenMU.Network;
using MUnique.OpenMU.Network.Packets.ServerToClient;
using MUnique.OpenMU.PlugIns;
/// <summary>
/// The default implementation of the <see cref="IHeykelSavasiTeamRosterPlugIn"/> which is forwarding the
/// team roster to the game client with a <see cref="HeykelSavasiTeamRosterRef"/> data packet (code 0xFC).
/// </summary>
[PlugIn]
[Guid("b1f2a6d4-1c7e-4d3a-9b0e-6a2f5c8e4d11")]
public class HeykelSavasiTeamRosterPlugIn : IHeykelSavasiTeamRosterPlugIn
{
private readonly RemotePlayer _player;
/// <summary>
/// Initializes a new instance of the <see cref="HeykelSavasiTeamRosterPlugIn"/> class.
/// </summary>
/// <param name="player">The player.</param>
public HeykelSavasiTeamRosterPlugIn(RemotePlayer player) => this._player = player;
/// <inheritdoc/>
public async ValueTask UpdateTeamRosterAsync(IReadOnlyList<(ushort PlayerId, byte Team)> entries)
{
var connection = this._player.Connection;
if (connection is null)
{
return;
}
// A byte Count field caps the roster at 255 entries; the event never has that many players.
var count = entries.Count > byte.MaxValue ? byte.MaxValue : entries.Count;
int Write()
{
var size = HeykelSavasiTeamRosterRef.GetRequiredSize(count);
var span = connection.Output.GetSpan(size)[..size];
var packet = new HeykelSavasiTeamRosterRef(span)
{
Count = (byte)count,
};
for (var i = 0; i < count; i++)
{
var block = packet[i];
block.PlayerId = entries[i].PlayerId;
block.Team = entries[i].Team;
}
return size;
}
await connection.SendAsync(Write).ConfigureAwait(false);
}
}