Merge pull request #825 from eduardosmaniotto/feature/configurable-npc-buffs

feature: configurable npc buffs
(cherry picked from commit 6a061fcad756e644dadf3721e84e3cce2a25bceb)
This commit is contained in:
sven-n
2026-07-15 22:39:52 +02:00
committed by Acentech Dev
parent ed32ebdfd3
commit d22ec20a04
22 changed files with 5953 additions and 71 deletions

View File

@@ -423,6 +423,12 @@ public sealed class Party : AsyncDisposable
if (!shouldDispose)
{
this._partyMembers = this._partyMembers.Where(m => m != member).ToArray();
// If the party master is leaving, assign the new master to the first remaining member.
if (this.PartyMaster == member && this._partyMembers.Length > 0)
{
this.PartyMaster = this._partyMembers[0];
}
}
}

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@@ -1,64 +0,0 @@
// <copyright file="ElfSoldierBuffRequestAction.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameLogic.PlayerActions.Quests;
using MUnique.OpenMU.AttributeSystem;
using MUnique.OpenMU.DataModel.Attributes;
using MUnique.OpenMU.GameLogic.Attributes;
using MUnique.OpenMU.GameLogic.Views;
using MUnique.OpenMU.Interfaces;
/// <summary>
/// Action of requesting the elf soldier buff.
/// </summary>
/// <remarks>
/// Instead of hard-coding all this stuff, we could define something like a 'RequestableBuff' in the MonsterDefinition.
/// </remarks>
public class ElfSoldierBuffRequestAction
{
private static readonly short ElfSoldierNumber = 257;
private static readonly MagicEffectDefinition BuffEffect = new SoldierBuffMagicEffectDefinition
{
InformObservers = true,
Name = "Elf Soldier Buff",
Number = 3,
StopByDeath = true,
};
/// <summary>
/// Requests the buff and adds it to the <see cref="Player.MagicEffectList"/> when the player is allowed to get it.
/// </summary>
/// <param name="player">The player.</param>
public async ValueTask RequestBuffAsync(Player player)
{
if (player.OpenedNpc is null
|| player.OpenedNpc.Definition.NpcWindow != NpcWindow.NpcDialog
|| player.OpenedNpc.Definition.Number != ElfSoldierNumber)
{
return;
}
if (player.Level > 220)
{
await player.ShowLocalizedBlueMessageAsync(nameof(PlayerMessage.ElfSoldierStrongEnoughMessage)).ConfigureAwait(false);
return;
}
await player.MagicEffectList.AddEffectAsync(new MagicEffect(
TimeSpan.FromMinutes(60),
BuffEffect,
new MagicEffect.ElementWithTarget(new ConstantElement(50 + (player.Level / 5), AggregateType.AddFinal), Stats.DefenseFinal),
new MagicEffect.ElementWithTarget(new ConstantElement(45 + (player.Level / 3)), Stats.GreaterDamageBonus))).ConfigureAwait(false);
}
private sealed class SoldierBuffMagicEffectDefinition : MagicEffectDefinition
{
public SoldierBuffMagicEffectDefinition()
{
this.PowerUpDefinitions = new List<PowerUpDefinition>(2);
}
}
}

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@@ -0,0 +1,90 @@
// <copyright file="NpcBuffRequestAction.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameLogic.PlayerActions.Quests;
using MUnique.OpenMU.DataModel.Configuration;
using MUnique.OpenMU.GameLogic.Attributes;
using MUnique.OpenMU.GameLogic.Views;
using MUnique.OpenMU.Interfaces;
/// <summary>
/// Action which applies the <see cref="Buff"/>s of the currently opened NPC.
/// </summary>
public class NpcBuffRequestAction
{
/// <summary>
/// Requests the buffs from the opened NPC and adds them to the <see cref="Player.MagicEffectList"/>.
/// </summary>
/// <param name="player">The player.</param>
public async ValueTask RequestBuffAsync(Player player)
{
if (player.OpenedNpc?.Definition is not { NpcWindow: NpcWindow.NpcDialog, Buffs: { } buffs } || !buffs.Any())
{
return;
}
var anyApplied = false;
var anyTooLow = false;
var anyTooStrong = false;
var anyValidEffect = false;
foreach (var buff in buffs)
{
if (buff.MagicEffectDefinition is not { } effectDef)
{
continue;
}
anyValidEffect = true;
if (buff.MinimumLevel.HasValue && player.Level < buff.MinimumLevel.Value)
{
anyTooLow = true;
continue;
}
if (buff.MaximumLevel.HasValue && player.Level > buff.MaximumLevel.Value)
{
anyTooStrong = true;
continue;
}
var duration = TimeSpan.FromSeconds(effectDef.Duration?.ConstantValue?.Value ?? 0);
if (duration.TotalSeconds == 0)
{
continue;
}
var boosts = effectDef.PowerUpDefinitions
.Where(def => def.Boost is not null && def.TargetAttribute is not null)
.Select(def => new MagicEffect.ElementWithTarget(player.Attributes!.CreateElement(def), def.TargetAttribute!))
.ToArray();
if (boosts.Length == 0)
{
continue;
}
var effect = new MagicEffect(duration, effectDef, boosts);
await player.MagicEffectList.AddEffectAsync(effect).ConfigureAwait(false);
anyApplied = true;
}
if (anyApplied)
{
return;
}
if (anyValidEffect && anyTooLow)
{
await player.ShowLocalizedBlueMessageAsync(nameof(PlayerMessage.CharacterNotStrongEnoughMessage)).ConfigureAwait(false);
return;
}
if (anyValidEffect && anyTooStrong)
{
await player.ShowLocalizedBlueMessageAsync(nameof(PlayerMessage.CharacterTooStrongMessage)).ConfigureAwait(false);
}
}
}

View File

@@ -405,9 +405,9 @@ namespace MUnique.OpenMU.GameLogic.Properties {
/// <summary>
/// Looks up a localized string similar to You&apos;re strong enough on your own..
/// </summary>
public static string ElfSoldierStrongEnoughMessage {
public static string CharacterTooStrongMessage {
get {
return ResourceManager.GetString("ElfSoldierStrongEnoughMessage", resourceCulture);
return ResourceManager.GetString("CharacterTooStrongMessage", resourceCulture);
}
}
@@ -1814,5 +1814,14 @@ namespace MUnique.OpenMU.GameLogic.Properties {
return ResourceManager.GetString("StatsResetSuccessfully", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to You are not strong enough for this buff yet..
/// </summary>
public static string CharacterNotStrongEnoughMessage {
get {
return ResourceManager.GetString("CharacterNotStrongEnoughMessage", resourceCulture);
}
}
}
}

View File

@@ -522,7 +522,7 @@
<data name="PlayerStoreNotOpen" xml:space="preserve">
<value>Player's Store not open.</value>
</data>
<data name="ElfSoldierStrongEnoughMessage" xml:space="preserve">
<data name="CharacterTooStrongMessage" xml:space="preserve">
<value>You're strong enough on your own.</value>
</data>
<data name="NotEnoughMoneyToProceed" xml:space="preserve">
@@ -702,4 +702,7 @@
<data name="ItemDoesNotBelongToYou" xml:space="preserve">
<value>This item doesn't belong to you.</value>
</data>
<data name="CharacterNotStrongEnoughMessage" xml:space="preserve">
<value>You are not strong enough for this yet.</value>
</data>
</root>