feat(CS-P3): PROPER siege - position-based Crown Switch hold (stand on them) + gates & statues destructibles + auto throne capture; remove non-working talk handlers
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@@ -5,16 +5,23 @@
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namespace MUnique.OpenMU.GameLogic.CastleSiege;
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/// <summary>
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/// In-memory Castle Siege phase state machine (P1 skeleton: no battle/persistence).
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/// In-memory Castle Siege phase state machine and battle contention (P3).
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/// Time is injected via method parameters so it can be tested deterministically.
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/// Battle rule: attackers must destroy all castle defenses (gates + guardian statues) and then hold BOTH
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/// Crown Switches at the same time — the switches are held by standing on them (evaluated per tick by the
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/// plugin), and once both are held by one guild with the defenses down, that guild captures the throne.
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/// The throne holder when the siege ends becomes the castle owner.
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/// </summary>
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public class CastleSiegeContext
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{
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/// <summary>The Crown Switch NPC numbers on Valley of Loren; both must be held to take the throne.</summary>
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public static readonly short[] SwitchNumbers = { 217, 218 };
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private readonly List<string> _registeredGuilds = new();
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private readonly Dictionary<short, string> _switchHolders = new();
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private readonly Dictionary<short, string?> _switchHolders = new() { { 217, null }, { 218, null } };
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private DateTime _phaseStartedUtc;
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private string? _occupier;
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private int _statuesRemaining;
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private int _defensesRemaining;
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/// <summary>Initializes a new instance of the <see cref="CastleSiegeContext"/> class.</summary>
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/// <param name="configuration">The cycle timing configuration.</param>
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@@ -36,12 +43,15 @@ public class CastleSiegeContext
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/// <summary>Gets the current owner guild name, or null if unowned.</summary>
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public string? OwnerGuildName { get; private set; }
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/// <summary>Gets the guild names registered for the current cycle.</summary>
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public IReadOnlyList<string> RegisteredGuilds => this._registeredGuilds;
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/// <summary>Gets the guild currently holding the throne during the siege (P3), or null.</summary>
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public string? OccupierGuildName => this._occupier;
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/// <summary>Gets the number of castle defenses (gates + statues) still standing; the throne needs 0.</summary>
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public int DefensesRemaining => this._defensesRemaining;
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/// <summary>Gets the guild names registered for the current cycle.</summary>
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public IReadOnlyList<string> RegisteredGuilds => this._registeredGuilds;
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/// <summary>Advances the state machine based on the current time.</summary>
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/// <param name="now">The current UTC time.</param>
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public ValueTask TickAsync(DateTime now)
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@@ -77,13 +87,13 @@ public class CastleSiegeContext
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break;
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case CastleSiegePhase.Settlement:
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// Winner = guild holding the throne at siege end (P3). If none captured, owner unchanged.
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// Winner = guild holding the throne at siege end. If none captured, owner unchanged.
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if (this._occupier is { } occupier)
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{
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this.SetOwner(occupier);
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}
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this._occupier = null;
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this.ClearBattleState();
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return this.TransitionAsync(CastleSiegePhase.Ownership, now);
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default:
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break;
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@@ -97,9 +107,7 @@ public class CastleSiegeContext
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public ValueTask ForceStartRegistrationAsync(DateTime now)
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{
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this._registeredGuilds.Clear();
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this._switchHolders.Clear();
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this._statuesRemaining = 0;
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this._occupier = null;
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this.ClearBattleState();
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return this.TransitionAsync(CastleSiegePhase.Registration, now);
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}
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@@ -109,14 +117,12 @@ public class CastleSiegeContext
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public ValueTask ForcePhaseAsync(CastleSiegePhase phase, DateTime now)
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=> this.TransitionAsync(phase, now);
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/// <summary>Admin: resets to the ownership (resting) phase and clears registrations.</summary>
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/// <summary>Admin: resets to the ownership (resting) phase and clears registrations/battle state.</summary>
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/// <param name="now">The current UTC time.</param>
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public ValueTask ResetAsync(DateTime now)
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{
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this._registeredGuilds.Clear();
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this._switchHolders.Clear();
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this._statuesRemaining = 0;
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this._occupier = null;
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this.ClearBattleState();
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return this.TransitionAsync(CastleSiegePhase.Ownership, now);
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}
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@@ -135,69 +141,70 @@ public class CastleSiegeContext
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/// <param name="guildName">The owner guild name, or null to clear.</param>
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public void SetOwner(string? guildName) => this.OwnerGuildName = guildName;
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/// <summary>Gets the number of guardian statues still standing (must be 0 before the throne can be taken).</summary>
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public int StatuesRemaining => this._statuesRemaining;
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/// <summary>Sets how many castle defenses (gates + guardian statues) exist this siege (when spawned).</summary>
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/// <param name="count">The defense count.</param>
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public void SetDefenseCount(int count) => this._defensesRemaining = count > 0 ? count : 0;
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/// <summary>Sets how many guardian statues defend the castle this siege (called when they are spawned).</summary>
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/// <param name="count">The statue count.</param>
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public void SetStatueCount(int count) => this._statuesRemaining = count > 0 ? count : 0;
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/// <summary>Notifies that a guardian statue was destroyed. Lowers the remaining count (min 0).</summary>
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public void NotifyStatueDestroyed()
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/// <summary>Notifies that a castle defense (gate/statue) was destroyed. Lowers the remaining count (min 0).</summary>
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public void NotifyDefenseDestroyed()
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{
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if (this._statuesRemaining > 0)
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if (this._defensesRemaining > 0)
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{
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this._statuesRemaining--;
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this._defensesRemaining--;
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}
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}
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/// <summary>
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/// P3: a registered guild member activates one of the two Crown Switches (217/218) during the siege.
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/// The throne can only be taken by a guild holding BOTH switches. No-op outside the siege phase.
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/// Sets which guild is currently standing on (holding) a Crown Switch. Called every tick by the plugin
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/// based on player positions. Pass <c>null</c> when no registered member stands on it. No-op outside the siege.
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/// </summary>
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/// <param name="switchNumber">The Crown Switch NPC number (217 or 218).</param>
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/// <param name="guildName">The activating guild's name.</param>
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public void HoldSwitch(short switchNumber, string guildName)
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/// <param name="guildName">The holding guild's name, or null.</param>
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public void SetSwitchHolder(short switchNumber, string? guildName)
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{
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if (this.Phase == CastleSiegePhase.Siege)
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if (this.Phase == CastleSiegePhase.Siege && this._switchHolders.ContainsKey(switchNumber))
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{
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this._switchHolders[switchNumber] = guildName;
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}
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}
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/// <summary>
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/// P3: attempts to capture the throne for a guild. Succeeds only during the siege when all guardian
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/// statues are destroyed and the guild holds both Crown Switches.
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/// Evaluates the throne capture: if the siege is running, all defenses are destroyed, the throne is not
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/// yet taken, and one guild holds BOTH Crown Switches at once, that guild captures the throne.
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/// </summary>
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/// <param name="guildName">The capturing guild's name.</param>
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/// <returns>A tuple of success and a human-readable reason/result message.</returns>
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public (bool Success, string Reason) TryCaptureThrone(string guildName)
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/// <returns>The guild that just captured the throne (for announcing), or <c>null</c> if nothing changed.</returns>
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public string? EvaluateCapture()
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{
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if (this.Phase != CastleSiegePhase.Siege)
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if (this.Phase != CastleSiegePhase.Siege || this._occupier is not null || this._defensesRemaining > 0)
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{
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return (false, "The siege is not running.");
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return null;
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}
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if (this._statuesRemaining > 0)
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var holder217 = this._switchHolders[217];
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var holder218 = this._switchHolders[218];
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if (holder217 is not null && holder217 == holder218)
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{
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return (false, $"Destroy the guardian statues first ({this._statuesRemaining} remaining).");
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this._occupier = holder217;
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return holder217;
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}
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var holdsBoth = this._switchHolders.TryGetValue(217, out var s217) && s217 == guildName
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&& this._switchHolders.TryGetValue(218, out var s218) && s218 == guildName;
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if (!holdsBoth)
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{
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return (false, "Your guild must hold both Crown Switches (217 and 218) at once.");
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}
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this._occupier = guildName;
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return (true, "throne captured");
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return null;
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}
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/// <summary>Returns a human-readable status summary for admin display.</summary>
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public string GetStatusText()
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=> $"CS phase={this.Phase}, owner={this.OwnerGuildName ?? "(none)"}, "
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+ $"registered={this._registeredGuilds.Count} [{string.Join(", ", this._registeredGuilds)}]";
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+ $"registered={this._registeredGuilds.Count} [{string.Join(", ", this._registeredGuilds)}], "
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+ $"defenses={this._defensesRemaining}, throne={this._occupier ?? "(none)"}, "
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+ $"switch217={this._switchHolders[217] ?? "-"}, switch218={this._switchHolders[218] ?? "-"}";
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private void ClearBattleState()
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{
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this._switchHolders[217] = null;
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this._switchHolders[218] = null;
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this._defensesRemaining = 0;
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this._occupier = null;
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}
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private ValueTask TransitionAsync(CastleSiegePhase phase, DateTime now)
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{
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@@ -1,77 +0,0 @@
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// <copyright file="CastleSiegeCrownTalkPlugIn.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.Linq;
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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.PlugIns.PeriodicTasks;
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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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/// Handles talking to the Castle Siege throne NPCs — Crown (216) and Sinior (223) — on Valley of Loren.
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/// A registered guild takes the throne only when it has destroyed all guardian statues AND holds both
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/// Crown Switches (217/218). The guild on the throne when the siege ends becomes the castle owner.
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/// </summary>
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[Guid("CA5710A0-7A1B-4C2D-8E3F-000000000216")]
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[PlugIn]
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[Display(Name = "Castle Siege Crown/Throne", Description = "Captures the throne (Crown 216 / Sinior 223) once statues are down and both switches held.")]
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public class CastleSiegeCrownTalkPlugIn : IPlayerTalkToNpcPlugIn
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{
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private static readonly short[] ThroneNpcNumbers = { 216, 223 };
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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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if (!ThroneNpcNumbers.Contains(npc.Definition.Number))
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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 context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
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if (context is null)
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{
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await ShowAsync(player, "Castle Siege is not active on this server.").ConfigureAwait(false);
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return;
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}
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if (player.GuildStatus is not { } guildStatus)
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{
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await ShowAsync(player, "Only members of a registered guild can take the throne.").ConfigureAwait(false);
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return;
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}
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var guildName = guildStatus.GuildId.ToString();
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if (player.GameContext is IGameServerContext serverContext)
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{
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var guild = await serverContext.GuildServer.GetGuildAsync(guildStatus.GuildId).ConfigureAwait(false);
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if (guild?.Name is { Length: > 0 } name)
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{
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guildName = name;
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}
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}
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if (!context.RegisteredGuilds.Contains(guildName))
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{
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await ShowAsync(player, "Your guild is not registered for this Castle Siege.").ConfigureAwait(false);
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return;
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}
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var (success, reason) = context.TryCaptureThrone(guildName);
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await ShowAsync(
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player,
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success
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? $"Your guild '{guildName}' has CAPTURED THE THRONE! Hold it until the siege ends to win the castle!"
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: reason).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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@@ -1,79 +0,0 @@
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// <copyright file="CastleSiegeThroneTalkPlugIn.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.Linq;
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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.PlugIns.PeriodicTasks;
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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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/// Handles talking to the Castle Siege 'Crown Switch' NPCs (217, 218) on Valley of Loren: while the
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/// siege phase is running, a registered guild member using a switch captures the throne for their guild.
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/// The guild holding the throne when the siege ends becomes the castle owner (see <see cref="CastleSiegeContext"/>).
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/// </summary>
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[Guid("CA5710A0-7A1B-4C2D-8E3F-000000000217")]
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[PlugIn]
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[Display(Name = "Castle Siege Crown Switch", Description = "Captures the throne for a registered guild during the siege (Crown Switch NPCs 217/218).")]
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public class CastleSiegeThroneTalkPlugIn : IPlayerTalkToNpcPlugIn
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{
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private static readonly short[] CrownSwitchNumbers = { 217, 218 };
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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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if (!CrownSwitchNumbers.Contains(npc.Definition.Number))
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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 context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
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if (context is null)
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{
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await ShowAsync(player, "Castle Siege is not active on this server.").ConfigureAwait(false);
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return;
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}
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if (context.Phase != CastleSiegePhase.Siege)
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{
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await ShowAsync(player, "The siege is not running right now.").ConfigureAwait(false);
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return;
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}
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if (player.GuildStatus is not { } guildStatus)
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{
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await ShowAsync(player, "Only members of a registered guild can capture the throne.").ConfigureAwait(false);
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return;
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}
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var guildName = guildStatus.GuildId.ToString();
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if (player.GameContext is IGameServerContext serverContext)
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{
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var guild = await serverContext.GuildServer.GetGuildAsync(guildStatus.GuildId).ConfigureAwait(false);
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if (guild?.Name is { Length: > 0 } name)
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{
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guildName = name;
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}
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}
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if (!context.RegisteredGuilds.Contains(guildName))
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{
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await ShowAsync(player, "Your guild is not registered for this Castle Siege.").ConfigureAwait(false);
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return;
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}
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context.HoldSwitch(npc.Definition.Number, guildName);
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await ShowAsync(player, $"Your guild '{guildName}' is holding this Crown Switch. Hold BOTH switches (217 and 218) and destroy the guardian statues, then take the throne!").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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@@ -11,6 +11,7 @@ using MUnique.OpenMU.GameLogic.CastleSiege;
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using MUnique.OpenMU.GameLogic.NPC;
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using MUnique.OpenMU.GameLogic.Views;
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using MUnique.OpenMU.Interfaces;
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using MUnique.OpenMU.Pathfinding;
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using MUnique.OpenMU.PlugIns;
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/// <summary>
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@@ -24,8 +25,25 @@ using MUnique.OpenMU.PlugIns;
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public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustomConfiguration<CastleSiegeConfiguration>, ISupportDefaultCustomConfiguration
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{
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private const ushort ValleyOfLorenMapNumber = 30;
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private const short GuardianStatueNumber = 132; // reuse the "Statue of Saint" destructible definition
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private static readonly (byte X, byte Y)[] StatuePositions = { (170, 206), (182, 206) };
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private const short CastleGateNumber = 131; // reuse BloodCastle "Castle Gate" destructible definition
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private const short GuardianStatueNumber = 132; // reuse BloodCastle "Statue of Saint" destructible definition
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private const int SwitchHoldRange = 3;
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// Castle defenses spawned at siege start — destructibles the attackers must break: (number, x, y).
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private static readonly (short Number, byte X, byte Y)[] DefenseSpawns =
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{
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(CastleGateNumber, 160, 180),
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(CastleGateNumber, 190, 180),
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(GuardianStatueNumber, 170, 206),
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(GuardianStatueNumber, 182, 206),
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};
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// Crown Switch positions on Valley of Loren (from the map init) — held by standing on them: (number, x, y).
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private static readonly (short SwitchNumber, byte X, byte Y)[] SwitchPositions =
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{
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(217, 167, 194),
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(218, 184, 195),
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};
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private static readonly ConcurrentDictionary<IGameContext, CastleSiegeContext> Contexts = new();
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@@ -57,6 +75,12 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
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});
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await context.TickAsync(DateTime.UtcNow).ConfigureAwait(false);
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// During the siege, evaluate the Crown Switches (held by standing on them) and the throne capture every tick.
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if (context.Phase == CastleSiegePhase.Siege)
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{
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await ProcessSiegeTickAsync(gameContext, context).ConfigureAwait(false);
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}
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}
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/// <inheritdoc />
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@@ -79,8 +103,8 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
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await AnnounceAsync(gameContext, "Castle Siege registration is now open! Guild masters, register at the Guardsman in the Valley of Loren.").ConfigureAwait(false);
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break;
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case CastleSiegePhase.Siege:
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await AnnounceAsync(gameContext, "The Castle Siege has begun! Destroy the guardian statues, hold both Crown Switches, then take the throne!").ConfigureAwait(false);
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await SpawnGuardianStatuesAsync(gameContext, context).ConfigureAwait(false);
|
||||
await AnnounceAsync(gameContext, "The Castle Siege has begun! Break the castle gates and guardian statues, then hold BOTH Crown Switches to take the throne!").ConfigureAwait(false);
|
||||
await SpawnCastleDefensesAsync(gameContext, context).ConfigureAwait(false);
|
||||
await WarpRegisteredMembersToSiegeAsync(gameContext, context).ConfigureAwait(false);
|
||||
break;
|
||||
case CastleSiegePhase.Ownership when context.OwnerGuildName is { } owner:
|
||||
@@ -101,36 +125,41 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
|
||||
=> gameContext.ForEachPlayerAsync(player =>
|
||||
player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync(message, MessageType.GoldenCenter)).AsTask());
|
||||
|
||||
private static async Task SpawnGuardianStatuesAsync(IGameContext gameContext, CastleSiegeContext context)
|
||||
private static async Task SpawnCastleDefensesAsync(IGameContext gameContext, CastleSiegeContext context)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (gameContext is not GameContext concrete)
|
||||
{
|
||||
context.SetStatueCount(0);
|
||||
context.SetDefenseCount(0);
|
||||
return;
|
||||
}
|
||||
|
||||
var map = await gameContext.GetMapAsync(ValleyOfLorenMapNumber).ConfigureAwait(false);
|
||||
var statueDef = gameContext.Configuration.Monsters.FirstOrDefault(m => m.Number == GuardianStatueNumber);
|
||||
if (map is null || statueDef is null)
|
||||
if (map is null)
|
||||
{
|
||||
context.SetStatueCount(0);
|
||||
context.SetDefenseCount(0);
|
||||
return;
|
||||
}
|
||||
|
||||
var spawned = 0;
|
||||
for (var i = 0; i < StatuePositions.Length; i++)
|
||||
for (var i = 0; i < DefenseSpawns.Length; i++)
|
||||
{
|
||||
var pos = StatuePositions[i];
|
||||
var spawn = DefenseSpawns[i];
|
||||
var definition = gameContext.Configuration.Monsters.FirstOrDefault(m => m.Number == spawn.Number);
|
||||
if (definition is null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var spawnArea = new MonsterSpawnArea
|
||||
{
|
||||
MonsterDefinition = statueDef,
|
||||
MonsterDefinition = definition,
|
||||
Quantity = 1,
|
||||
X1 = pos.X,
|
||||
X2 = pos.X,
|
||||
Y1 = pos.Y,
|
||||
Y2 = pos.Y,
|
||||
X1 = spawn.X,
|
||||
X2 = spawn.X,
|
||||
Y1 = spawn.Y,
|
||||
Y2 = spawn.Y,
|
||||
Direction = Direction.South,
|
||||
SpawnTrigger = SpawnTrigger.OnceAtEventStart,
|
||||
};
|
||||
@@ -138,18 +167,59 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
|
||||
var npc = await concrete.MapInitializer.InitializeSpawnAsync(1000 + i, map, spawnArea).ConfigureAwait(false);
|
||||
if (npc is AttackableNpcBase attackable)
|
||||
{
|
||||
attackable.Died += (_, _) => context.NotifyStatueDestroyed();
|
||||
attackable.Died += (_, _) => context.NotifyDefenseDestroyed();
|
||||
spawned++;
|
||||
}
|
||||
}
|
||||
|
||||
context.SetStatueCount(spawned);
|
||||
context.SetDefenseCount(spawned);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
gameContext.LoggerFactory.CreateLogger<CastleSiegeEventPlugIn>()
|
||||
.LogError(ex, "Castle Siege: error while spawning guardian statues.");
|
||||
context.SetStatueCount(0);
|
||||
.LogError(ex, "Castle Siege: error while spawning castle defenses.");
|
||||
context.SetDefenseCount(0);
|
||||
}
|
||||
}
|
||||
|
||||
private static async Task ProcessSiegeTickAsync(IGameContext gameContext, CastleSiegeContext context)
|
||||
{
|
||||
try
|
||||
{
|
||||
var map = await gameContext.GetMapAsync(ValleyOfLorenMapNumber).ConfigureAwait(false);
|
||||
if (map is null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Each Crown Switch is held by whichever registered guild currently has a member standing on it.
|
||||
foreach (var (switchNumber, x, y) in SwitchPositions)
|
||||
{
|
||||
string? holder = null;
|
||||
var nearby = map.GetAttackablesInRange(new Point(x, y), SwitchHoldRange).OfType<Player>();
|
||||
foreach (var player in nearby)
|
||||
{
|
||||
var guildName = await GetGuildNameAsync(player).ConfigureAwait(false);
|
||||
if (guildName is not null && context.RegisteredGuilds.Contains(guildName))
|
||||
{
|
||||
holder = guildName;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
context.SetSwitchHolder(switchNumber, holder);
|
||||
}
|
||||
|
||||
var captured = context.EvaluateCapture();
|
||||
if (captured is not null)
|
||||
{
|
||||
await AnnounceAsync(gameContext, $"Guild '{captured}' has CAPTURED THE THRONE! They win the castle if they hold it until the siege ends.").ConfigureAwait(false);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
gameContext.LoggerFactory.CreateLogger<CastleSiegeEventPlugIn>()
|
||||
.LogError(ex, "Castle Siege: error during siege tick processing.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user