baseline: OpenMU upstream b5a0961 (fresh source)
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src/GameLogic/PlayerActions/EnterQuestMapAction.cs
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98
src/GameLogic/PlayerActions/EnterQuestMapAction.cs
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// <copyright file="EnterQuestMapAction.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.PlayerActions;
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using MUnique.OpenMU.GameLogic.PlayerActions.Quests;
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/// <summary>
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/// Abstract base class for actions to enter maps which are only available when
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/// in a specific quest.
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/// </summary>
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public abstract class EnterQuestMapAction
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{
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private readonly byte _questGroup;
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private readonly short[] _questNumbers;
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private readonly short _npcNumber;
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private readonly int _price;
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private readonly short _targetMapNumber;
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/// <summary>
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/// Initializes a new instance of the <see cref="EnterQuestMapAction"/> class.
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/// </summary>
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/// <param name="npcNumber">The NPC number.</param>
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/// <param name="price">The price.</param>
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/// <param name="targetMapNumber">The target map number.</param>
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/// <param name="questGroup">The quest group.</param>
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/// <param name="questNumbers">The quest numbers.</param>
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protected EnterQuestMapAction(short npcNumber, int price, short targetMapNumber, byte questGroup, params short[] questNumbers)
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{
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this._questGroup = questGroup;
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this._questNumbers = questNumbers;
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this._npcNumber = npcNumber;
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this._price = price;
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this._targetMapNumber = targetMapNumber;
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}
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/// <summary>
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/// Tries the enter quest map.
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/// </summary>
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/// <param name="player">The player.</param>
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public async ValueTask TryEnterQuestMapAsync(Player player)
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{
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var openedNpc = player.OpenedNpc;
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if (openedNpc?.Definition?.Number != this._npcNumber)
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{
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player.Logger.LogWarning($"NPC {this._npcNumber} not opened.");
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return;
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}
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var activeQuestNumber = player.GetQuestState(this._questGroup)?.ActiveQuest?.Number;
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if (activeQuestNumber is null)
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{
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player.Logger.LogWarning("No quest is active.");
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return;
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}
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if (!this._questNumbers.Contains(activeQuestNumber.Value))
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{
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player.Logger.LogWarning($"Quest {activeQuestNumber} does not qualify to enter the map.");
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return;
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}
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var targetMap = player.GameContext.Configuration.Maps.FirstOrDefault(m => m.Number == this._targetMapNumber);
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if (targetMap is null)
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{
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player.Logger.LogError($"Map {this._targetMapNumber} wasn't found in the game configuration.");
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return;
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}
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var targetGate = targetMap.ExitGates.FirstOrDefault();
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if (targetGate is null)
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{
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player.Logger.LogError("Map {targetMap} has no exit gate", targetMap.Name.ValueInNeutralLanguage);
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return;
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}
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if (this._price > 0 && !player.TryRemoveMoney(this._price))
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{
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player.Logger.LogError($"Not enough money to enter the map.");
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await player.ShowLocalizedBlueMessageAsync(nameof(PlayerMessage.NotEnoughMoneyToEnter), targetMap.Name.GetTranslation(player.Culture)).ConfigureAwait(false);
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return;
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}
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var partyPlayers = player.Party?.PartyList.Where(p => p.IsInRange(player.Position, 10)).OfType<Player>().ToList();
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if (partyPlayers is null)
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{
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await player.WarpToAsync(targetGate).ConfigureAwait(false);
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return;
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}
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foreach (var partyPlayer in partyPlayers)
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{
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await partyPlayer.WarpToAsync(targetGate).ConfigureAwait(false);
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}
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}
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}
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