//
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
//
namespace MUnique.OpenMU.GameLogic.CastleSiege;
using MUnique.OpenMU.DataModel.Entities;
using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
using MUnique.OpenMU.Interfaces;
///
/// ADAMU-CUSTOM (Castle Siege P4 — ownership reward): gates entry to the castle-exclusive hunting map
/// (Land of Trials, map 31). Only members of the current castle-owning guild may enter; while the castle
/// has no owner the map stays sealed. Game masters always pass (admin/testing).
///
public static class CastleSiegeMapAccess
{
/// The castle-exclusive hunting map number (Land of Trials).
public const short CastleHuntingMapNumber = 31;
///
/// Checks whether the player may enter the given map. Only the castle hunting map (31) is restricted;
/// every other map is always allowed.
///
/// The player attempting to enter.
/// The target map number.
/// Whether entry is allowed and, when not, a human-readable reason to show the player.
public static async ValueTask<(bool Allowed, string? Error)> CanEnterMapAsync(Player player, short mapNumber)
{
if (mapNumber != CastleHuntingMapNumber)
{
return (true, null);
}
// Game masters may always enter (admin/testing).
if (player.SelectedCharacter?.CharacterStatus >= CharacterStatus.GameMaster)
{
return (true, null);
}
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
var owner = context?.OwnerGuildName;
if (string.IsNullOrEmpty(owner))
{
return (false, "The castle hunting ground is sealed until a guild owns the castle.");
}
var guildName = await GetGuildNameAsync(player).ConfigureAwait(false);
if (guildName is not null && string.Equals(guildName, owner, StringComparison.Ordinal))
{
return (true, null);
}
return (false, $"Only members of the castle-owning guild '{owner}' may enter this hunting ground.");
}
private static async ValueTask GetGuildNameAsync(Player player)
{
if (player.GuildStatus is not { } guildStatus)
{
return null;
}
if (player.GameContext is IGameServerContext serverContext)
{
var guild = await serverContext.GuildServer.GetGuildAsync(guildStatus.GuildId).ConfigureAwait(false);
if (guild?.Name is { Length: > 0 } name)
{
return name;
}
}
return guildStatus.GuildId.ToString();
}
}