feat(CS-P4): castle Guard (220) as Land of Trials hunting portal
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The Valley of Loren Guard NPC now warps castle-owning guild members into the hunting ground (map 31); non-owners get the sealed/owner-only reason. Provides the in-world entry point that was missing (talking to Guard was unimplemented). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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// <copyright file="CastleSiegeHuntingPortalTalkPlugIn.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.CastleSiege;
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using System.Runtime.InteropServices;
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using MUnique.OpenMU.GameLogic.NPC;
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using MUnique.OpenMU.GameLogic.PlugIns;
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using MUnique.OpenMU.GameLogic.Views;
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using MUnique.OpenMU.Interfaces;
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using MUnique.OpenMU.PlugIns;
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/// <summary>
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/// ADAMU-CUSTOM (Castle Siege P4 — ownership reward): the castle Guard (NPC 220) on Valley of Loren is the
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/// portal into the castle-exclusive hunting ground (Land of Trials, map 31). It warps a player there only
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/// when their guild owns the castle (or they are a game master); otherwise it explains why they can't enter.
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/// </summary>
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[Guid("CA5710A0-7A1B-4C2D-8E3F-000000000220")]
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[PlugIn]
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[Display(Name = "Castle Siege Hunting Portal (Guard)", Description = "Guard NPC 220 on Valley of Loren warps the castle-owning guild into Land of Trials (map 31).")]
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public class CastleSiegeHuntingPortalTalkPlugIn : IPlayerTalkToNpcPlugIn
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{
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private const short GuardNpcNumber = 220;
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private const short ValleyOfLorenMapNumber = 30;
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/// <inheritdoc />
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public async ValueTask PlayerTalksToNpcAsync(Player player, NonPlayerCharacter npc, NpcTalkEventArgs eventArgs)
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{
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// Only the castle Guard on Valley of Loren acts as the hunting-ground portal.
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if (npc.Definition.Number != GuardNpcNumber
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|| player.CurrentMap?.Definition.Number != ValleyOfLorenMapNumber)
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{
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return;
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}
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eventArgs.HasBeenHandled = true;
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var (allowed, error) = await CastleSiegeMapAccess
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.CanEnterMapAsync(player, CastleSiegeMapAccess.CastleHuntingMapNumber).ConfigureAwait(false);
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if (!allowed)
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{
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await ShowAsync(player, error!).ConfigureAwait(false);
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return;
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}
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var map = await player.GameContext.GetMapAsync((ushort)CastleSiegeMapAccess.CastleHuntingMapNumber).ConfigureAwait(false);
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if (map?.SafeZoneSpawnGate is not { } gate)
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{
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await ShowAsync(player, "The castle hunting ground is not available right now.").ConfigureAwait(false);
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return;
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}
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await player.WarpToAsync(gate).ConfigureAwait(false);
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}
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private static ValueTask ShowAsync(Player player, string text)
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=> player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync(text, MessageType.BlueNormal));
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}
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