Files
AdamuSw/src/Persistence/Initialization/Updates/AddElfSoldierBuffPlugIn.cs
sven-n b854565586 Merge pull request #834 from eduardosmaniotto/bugfix/duplicate-rows
fix: duplicate rows in deserialized aggregate collections
(cherry picked from commit f95498770ea1af30530a164f868f571ec30052b5)
2026-07-23 11:38:09 +03:00

112 lines
4.6 KiB
C#

// <copyright file="AddElfSoldierBuffPlugIn.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.Persistence.Initialization.Updates;
using System.Runtime.InteropServices;
using MUnique.OpenMU.AttributeSystem;
using MUnique.OpenMU.DataModel.Attributes;
using MUnique.OpenMU.DataModel.Configuration;
using MUnique.OpenMU.GameLogic.Attributes;
using MUnique.OpenMU.Persistence.Initialization.Skills;
using MUnique.OpenMU.PlugIns;
/// <summary>
/// This update adds the Elf Soldier buff to the existing Elf Soldier NPC.
/// </summary>
[PlugIn]
[Display(Name = PlugInName, Description = PlugInDescription)]
[Guid("9BCFC8B1-6A6E-48F9-AE7C-0D34FA6D706B")]
public class AddElfSoldierBuffPlugIn : UpdatePlugInBase
{
/// <summary>
/// The plug in name.
/// </summary>
internal const string PlugInName = "Add Elf Soldier Buff";
/// <summary>
/// The plug in description.
/// </summary>
internal const string PlugInDescription = "This update adds the Elf Soldier buff (defense and damage boost) as a configurable Buff.";
/// <inheritdoc />
public override string Name => PlugInName;
/// <inheritdoc />
public override string Description => PlugInDescription;
/// <inheritdoc />
public override UpdateVersion Version => UpdateVersion.AddElfSoldierBuff;
/// <inheritdoc />
public override string DataInitializationKey => VersionSeasonSix.DataInitialization.Id;
/// <inheritdoc />
public override bool IsMandatory => true;
/// <inheritdoc />
public override DateTime CreatedAt => new(2026, 07, 11, 17, 10, 0, DateTimeKind.Utc);
/// <inheritdoc />
protected override async ValueTask ApplyAsync(IContext context, GameConfiguration gameConfiguration)
{
var elfSoldier = gameConfiguration.Monsters.FirstOrDefault(m => m.Number == 257);
if (elfSoldier is null)
{
return;
}
if (elfSoldier.Buffs.Any())
{
return;
}
var buffEffect = gameConfiguration.MagicEffects.FirstOrDefault(e => e.Number == (short)MagicEffectNumber.ElfSoldierBuff);
if (buffEffect is null)
{
buffEffect = context.CreateNew<MagicEffectDefinition>();
gameConfiguration.MagicEffects.Add(buffEffect);
buffEffect.Number = (short)MagicEffectNumber.ElfSoldierBuff;
buffEffect.Name = "Elf Soldier Buff";
buffEffect.InformObservers = true;
buffEffect.StopByDeath = true;
// Duration: 60 minutes
buffEffect.Duration = context.CreateNew<PowerUpDefinitionValue>();
buffEffect.Duration.ConstantValue.Value = 3600;
// Defense boost: 50 + (Level / 5)
var defensePowerUp = context.CreateNew<PowerUpDefinition>();
defensePowerUp.TargetAttribute = Stats.DefenseFinal.GetPersistent(gameConfiguration);
defensePowerUp.Boost = context.CreateNew<PowerUpDefinitionValue>();
defensePowerUp.Boost.ConstantValue.Value = 50;
defensePowerUp.Boost.ConstantValue.AggregateType = AggregateType.AddFinal;
var defensePerLevel = context.CreateNew<AttributeRelationship>();
defensePerLevel.InputAttribute = Stats.Level.GetPersistent(gameConfiguration);
defensePerLevel.InputOperand = 1f / 5;
defensePerLevel.InputOperator = InputOperator.Multiply;
defensePowerUp.Boost.RelatedValues.Add(defensePerLevel);
buffEffect.PowerUpDefinitions.Add(defensePowerUp);
// Damage boost: 45 + (Level / 3)
var damagePowerUp = context.CreateNew<PowerUpDefinition>();
damagePowerUp.TargetAttribute = Stats.GreaterDamageBonus.GetPersistent(gameConfiguration);
damagePowerUp.Boost = context.CreateNew<PowerUpDefinitionValue>();
damagePowerUp.Boost.ConstantValue.Value = 45;
damagePowerUp.Boost.ConstantValue.AggregateType = AggregateType.AddRaw;
var damagePerLevel = context.CreateNew<AttributeRelationship>();
damagePerLevel.InputAttribute = Stats.Level.GetPersistent(gameConfiguration);
damagePerLevel.InputOperand = 1f / 3;
damagePerLevel.InputOperator = InputOperator.Multiply;
damagePowerUp.Boost.RelatedValues.Add(damagePerLevel);
buffEffect.PowerUpDefinitions.Add(damagePowerUp);
}
var buff = context.CreateNew<Buff>();
buff.MagicEffectDefinition = buffEffect;
buff.MaximumLevel = 220;
elfSoldier.Buffs.Add(buff);
}
}