// // Licensed under the MIT License. See LICENSE file in the project root for full license information. // namespace MUnique.OpenMU.GameLogic.CastleSiege; using System.Runtime.InteropServices; using MUnique.OpenMU.GameLogic.NPC; using MUnique.OpenMU.GameLogic.PlugIns; using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks; using MUnique.OpenMU.GameLogic.Views; using MUnique.OpenMU.Interfaces; using MUnique.OpenMU.PlugIns; /// /// Handles talking to the Castle Siege 'Guardsman' NPC (number 224): registers the talking /// player's guild for the current siege while the state machine is in the registration phase. /// P2 first increment — guild marks, entrance fee and minimum-guild requirements come later. /// [Guid("CA5710A0-7A1B-4C2D-8E3F-000000000224")] [PlugIn] [Display(Name = "Castle Siege Guardsman", Description = "Registers a guild for the Castle Siege when talking to the Guardsman (NPC 224).")] public class CastleSiegeGuardsmanTalkPlugIn : IPlayerTalkToNpcPlugIn { /// Gets the NPC number of the Castle Siege 'Guardsman'. public static short GuardsmanNpcNumber => 224; /// public async ValueTask PlayerTalksToNpcAsync(Player player, NonPlayerCharacter npc, NpcTalkEventArgs eventArgs) { if (npc.Definition.Number != GuardsmanNpcNumber) { return; } // We handle the dialog ourselves (no client-side window), so suppress the default "not implemented" message. eventArgs.HasBeenHandled = true; var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext); if (context is null) { await ShowAsync(player, "Castle Siege is not active on this server.").ConfigureAwait(false); return; } if (!CastleSiegeEventPlugIn.IsCastleSiegeServer(player.GameContext)) { await ShowAsync(player, $"The Castle Siege runs on server {context.Configuration.CastleSiegeServerId}. Switch to that server to register and fight.").ConfigureAwait(false); return; } if (context.State != CastleSiegeState.RegisterGuild) { await ShowAsync(player, "Castle Siege registration is not open right now.").ConfigureAwait(false); return; } if (player.GuildStatus is not { } guildStatus || guildStatus.Position != GuildPosition.GuildMaster) { await ShowAsync(player, "Only a guild master can register for the Castle Siege.").ConfigureAwait(false); return; } // Registrations are keyed on the guild's persistent id, so a later rename cannot detach them. if (await CastleSiegeEventPlugIn.GetPersistentGuildAsync(player).ConfigureAwait(false) is not { } guild) { await ShowAsync(player, "Your guild could not be resolved. Please try again in a moment.").ConfigureAwait(false); return; } var guildName = guild.Name; if (context.IsRegistered(guild.Id)) { await ShowAsync(player, $"Your guild '{guildName}' is already registered for the Castle Siege.").ConfigureAwait(false); return; } var fee = context.Configuration.RegistrationFee; if (fee > 0 && !player.TryRemoveMoney(fee)) { await ShowAsync(player, $"You need {fee} zen to register your guild for the Castle Siege.").ConfigureAwait(false); return; } context.RegisterGuild(guild.Id, guildName); await ShowAsync(player, fee > 0 ? $"Your guild '{guildName}' is registered for the Castle Siege. ({fee} zen paid)" : $"Your guild '{guildName}' is registered for the Castle Siege.").ConfigureAwait(false); } private static ValueTask ShowAsync(Player player, string text) => player.InvokeViewPlugInAsync(p => p.ShowMessageAsync(text, MessageType.BlueNormal)); }