Files
AdamuSw/src/GameLogic/PlayerActions/WarpAction.cs
Acentech Dev dfa884b86c
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feat(CS-P4): castle-exclusive hunting map (Land of Trials 31) gated to owner guild
Ownership reward: only members of the current castle-owning guild may warp into
Land of Trials (map 31); sealed while unowned; GMs bypass. Enforced in both
WarpAction and WarpGateAction (// ADAMU-CUSTOM). Tax system deferred per user.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 11:35:34 +03:00

85 lines
2.6 KiB
C#

// <copyright file="WarpAction.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;
using System.Diagnostics.CodeAnalysis;
using MUnique.OpenMU.GameLogic.Attributes;
using MUnique.OpenMU.GameLogic.Views;
using MUnique.OpenMU.Interfaces;
/// <summary>
/// Action to warp to another place.
/// </summary>
public class WarpAction
{
/// <summary>
/// Warps the player.
/// </summary>
/// <param name="player">The player.</param>
/// <param name="warpInfo">The warp information.</param>
public async ValueTask WarpToAsync(Player player, WarpInfo warpInfo)
{
// ADAMU-CUSTOM: Castle Siege hunting-map access (Land of Trials, owner guild only).
var (allowed, csError) = await CastleSiege.CastleSiegeMapAccess
.CanEnterMapAsync(player, warpInfo.Gate?.Map?.Number ?? 0).ConfigureAwait(false);
if (!allowed)
{
await player.ShowBlueMessageAsync(csError!).ConfigureAwait(false);
return;
}
if (this.CheckRequirements(player, warpInfo, out var errorMessage))
{
await player.WarpToAsync(warpInfo.Gate!).ConfigureAwait(false);
}
else
{
await player.ShowBlueMessageAsync(errorMessage).ConfigureAwait(false);
}
}
private bool CheckRequirements(Player player, WarpInfo warpInfo, [MaybeNullWhen(true)] out string errorMessage)
{
errorMessage = null;
var requirement = player.SelectedCharacter?.GetEffectiveMoveLevelRequirement(warpInfo.LevelRequirement);
if (requirement > player.Attributes?[Stats.Level])
{
errorMessage = $"You need to be level {requirement} in order to warp";
return false;
}
if (warpInfo.Gate?.Map is null)
{
errorMessage = "The warp target is not initialized";
return false;
}
if (warpInfo.Gate.Map.TryGetRequirementError(player, out var message))
{
errorMessage = message;
return false;
}
// Money check should be last to avoid getting zen when other checks failed
if (!this.CheckMoneyRequirement(player, warpInfo))
{
errorMessage = $"You need {warpInfo.Costs} in order to warp";
return false;
}
return true;
}
private bool CheckMoneyRequirement(Player player, WarpInfo warpInfo)
{
if (player.TryRemoveMoney(warpInfo.Costs))
{
return true;
}
return false;
}
}