feat(CS-P3): REAL castle gates (NPC 277) at 6 client gate positions -> client closes+blocks them; breakable via HP template; inner guardian statues (283)
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Acentech Dev
2026-07-15 03:18:00 +03:00
parent 72ebc96e28
commit af9554bf91

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@@ -25,17 +25,23 @@ using MUnique.OpenMU.PlugIns;
public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustomConfiguration<CastleSiegeConfiguration>, ISupportDefaultCustomConfiguration public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustomConfiguration<CastleSiegeConfiguration>, ISupportDefaultCustomConfiguration
{ {
private const ushort ValleyOfLorenMapNumber = 30; private const ushort ValleyOfLorenMapNumber = 30;
private const short CastleGateNumber = 131; // reuse BloodCastle "Castle Gate" destructible definition private const short CastleGateNumber = 277; // client MONSTER_CASTLE_GATE1 -> renders a real gate + blocks terrain until broken
private const short GuardianStatueNumber = 132; // reuse BloodCastle "Statue of Saint" destructible definition private const short GateTemplateNumber = 131; // BloodCastle "Castle Gate" destructible (has HP) — HP template for 277
private const short GuardianStatueNumber = 283; // "Guardian Statue" — inner castle defense
private const short StatueTemplateNumber = 132; // BloodCastle "Statue of Saint" destructible (has HP) — HP template for 283
private const int SwitchHoldRange = 3; private const int SwitchHoldRange = 3;
// Castle defenses spawned at siege start — destructibles the attackers must break: (number, x, y). // Castle defenses spawned at siege start — destructibles the attackers must break: (number, x, y).
// Positions are in the throne-room area (near the crown ~176,212 and the switches ~167-184,194-195), // Gates are at the 6 REAL castle gate positions (client g_byGateLocation) so the client renders them
// where players can actually reach and hit them (the earlier statue spot 170/182,206 was confirmed reachable). // closed and blocks the terrain until broken. Guardian statues stand inside near the throne.
private static readonly (short Number, byte X, byte Y)[] DefenseSpawns = private static readonly (short Number, byte X, byte Y)[] DefenseSpawns =
{ {
(CastleGateNumber, 168, 200), (CastleGateNumber, 67, 114),
(CastleGateNumber, 184, 200), (CastleGateNumber, 93, 114),
(CastleGateNumber, 119, 114),
(CastleGateNumber, 81, 161),
(CastleGateNumber, 107, 161),
(CastleGateNumber, 93, 204),
(GuardianStatueNumber, 170, 208), (GuardianStatueNumber, 170, 208),
(GuardianStatueNumber, 182, 208), (GuardianStatueNumber, 182, 208),
}; };
@@ -127,6 +133,23 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
=> gameContext.ForEachPlayerAsync(player => => gameContext.ForEachPlayerAsync(player =>
player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync(message, MessageType.GoldenCenter)).AsTask()); player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync(message, MessageType.GoldenCenter)).AsTask());
private static void EnsureDestructible(MonsterDefinition target, MonsterDefinition? template)
{
if (target.ObjectKind == NpcObjectKind.Destructible)
{
return;
}
target.ObjectKind = NpcObjectKind.Destructible;
if (template is not null && target.Attributes.Count == 0)
{
foreach (var attribute in template.Attributes)
{
target.Attributes.Add(attribute);
}
}
}
private static async Task SpawnCastleDefensesAsync(IGameContext gameContext, CastleSiegeContext context) private static async Task SpawnCastleDefensesAsync(IGameContext gameContext, CastleSiegeContext context)
{ {
try try
@@ -154,6 +177,12 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
continue; continue;
} }
// The stock CS gate (277) / statue (283) definitions have no HP and aren't destructible;
// make them breakable by borrowing the HP/attributes of a working destructible (131/132).
var template = gameContext.Configuration.Monsters.FirstOrDefault(
m => m.Number == (spawn.Number == CastleGateNumber ? GateTemplateNumber : StatueTemplateNumber));
EnsureDestructible(definition, template);
var spawnArea = new MonsterSpawnArea var spawnArea = new MonsterSpawnArea
{ {
MonsterDefinition = definition, MonsterDefinition = definition,