本文整理汇总了C#中GameClient类的典型用法代码示例。如果您正苦于以下问题:C# GameClient类的具体用法?C# GameClient怎么用?C# GameClient使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
GameClient类属于命名空间,在下文中一共展示了GameClient类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Logout
public static void Logout(GameClient client)
{
if (client.Account == null)
return;
var account = client.Account;
using (var context = new GameDatabaseContext())
{
context.Accounts.Attach(account);
account.IsOnline = false;
context.SaveChanges();
}
client.Account = null;
if (client.Zone == null)
return;
if (client.Hero == null)
return;
client.Zone.OnClientLeave(client);
}
示例2: Execute
public override void Execute(GameClient session, string[] pms)
{
var user = AzureEmulator.GetHabboForName(pms[0]);
if (user == null)
{
session.SendWhisper(TextManager.GetText("user_not_found"));
return;
}
if (user.Rank >= session.GetHabbo().Rank)
{
session.SendWhisper(TextManager.GetText("user_is_higher_rank"));
return;
}
using (var adapter = AzureEmulator.GetDatabaseManager().GetQueryReactor())
{
adapter.SetQuery("DELETE FROM users_bans WHERE value = @name");
adapter.AddParameter("name", user.UserName);
adapter.RunQuery();
AzureEmulator.GetGame()
.GetModerationTool()
.LogStaffEntry(session.GetHabbo().UserName, user.UserName, "Unban",
string.Format("User has been Unbanned [{0}]", pms[0]));
return;
}
}
示例3: OnCharacterCreate
public static void OnCharacterCreate(GameClient client, ClientLoadingFinishedPacket packet)
{
var player = client.HeroEntity;
var zone = player.Zone;
zone.TryAndAddPlayer(player);
}
示例4: Execute
public override void Execute(GameClient session, string[] pms)
{
var user = AzureEmulator.GetGame().GetClientManager().GetClientByUserName(pms[0]);
if (user == null)
{
session.SendWhisper(TextManager.GetText("user_not_found"));
return;
}
if (user.GetHabbo().Rank >= session.GetHabbo().Rank)
{
session.SendWhisper(TextManager.GetText("user_is_higher_rank"));
return;
}
try
{
var length = int.Parse(pms[1]);
var message = pms.Length < 3 ? string.Empty : string.Join(" ", pms.Skip(2));
if (string.IsNullOrWhiteSpace(message)) message = TextManager.GetText("command_ban_user_no_reason");
ModerationTool.BanUser(session, user.GetHabbo().Id, length, message);
AzureEmulator.GetGame()
.GetModerationTool()
.LogStaffEntry(session.GetHabbo().UserName, user.GetHabbo().UserName, "Ban",
string.Format("USER:{0} TIME:{1} REASON:{2}", pms[0], pms[1], message));
}
catch
{
// error handle
}
}
示例5: OnCommand
public void OnCommand(GameClient client, string[] args)
{
if (IsSpammingCommand(client.Player, "boot"))
return;
House house = client.Player.CurrentHouse;
if (house == null)
{
DisplayMessage(client, LanguageMgr.GetTranslation(client.Account.Language, "Scripts.Players.Boot.InHouseError"));
return;
}
// no permission to banish, return
if (!house.CanBanish(client.Player))
{
DisplayMessage(client, "You do not have permissions to do that.");
return;
}
// check each player, try and find player with the given name (lowercase cmp)
foreach (GamePlayer player in house.GetAllPlayersInHouse())
{
if (player != client.Player && player.Name.ToLower() != args[1].ToLower())
{
ChatUtil.SendSystemMessage(client, "Scripts.Players.Boot.YouRemoved", client.Player.Name);
player.LeaveHouse();
return;
}
}
ChatUtil.SendHelpMessage(client, "Scripts.Players.Boot.NoOneOnline", null);
}
示例6: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
ushort keepId = packet.ReadShort();
ushort wallId = packet.ReadShort();
int hookpointID = packet.ReadShort();
ushort itemslot = packet.ReadShort();
int payType = packet.ReadByte();//gold RP BP contrat???
int unk2 = packet.ReadByte();
int unk3 = packet.ReadByte();
int unk4 = packet.ReadByte();
// client.Player.Out.SendMessage("x="+unk2+"y="+unk3+"z="+unk4,eChatType.CT_Say,eChatLoc.CL_SystemWindow);
AbstractGameKeep keep = GameServer.KeepManager.GetKeepByID(keepId);
if (keep == null) return;
GameKeepComponent component = keep.KeepComponents[wallId] as GameKeepComponent;
if (component == null) return;
/*GameKeepHookPoint hookpoint = component.HookPoints[hookpointID] as GameKeepHookPoint;
if (hookpoint == null) return 1;
*/
HookPointInventory inventory = null;
if(hookpointID > 0x80) inventory = HookPointInventory.YellowHPInventory; //oil
else if(hookpointID > 0x60) inventory = HookPointInventory.GreenHPInventory;//big siege
else if(hookpointID > 0x40) inventory = HookPointInventory.LightGreenHPInventory; //small siege
else if (hookpointID > 0x20) inventory = HookPointInventory.BlueHPInventory;//npc
else inventory = HookPointInventory.RedHPInventory;//guard
if (inventory != null)
{
HookPointItem item = inventory.GetItem(itemslot);
if (item != null)
item.Invoke(client.Player, payType, component.HookPoints[hookpointID] as GameKeepHookPoint, component);
}
}
示例7: OnCommand
public void OnCommand(GameClient client, string[] args)
{
if (client.Player.Guild == null)
{
DisplayMessage(client, "You don't belong to a player guild.");
return;
}
if (!client.Player.Guild.HasRank(client.Player, Guild.eRank.OcSpeak))
{
DisplayMessage(client, "You don't have permission to speak on the officer line.");
return;
}
if (IsSpammingCommand(client.Player, "osend", 500))
{
DisplayMessage(client, "Slow down! Think before you say each word!");
return;
}
string message = "[Officers] " + client.Player.Name + ": \"" + string.Join(" ", args, 1, args.Length - 1) + "\"";
foreach (GamePlayer ply in client.Player.Guild.GetListOfOnlineMembers())
{
if (!client.Player.Guild.HasRank(ply, Guild.eRank.OcHear))
{
continue;
}
ply.Out.SendMessage(message, eChatType.CT_Officer, eChatLoc.CL_ChatWindow);
}
}
示例8: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
uint x = packet.ReadInt();
uint y = packet.ReadInt();
ushort id = packet.ReadShort();
ushort item_slot = packet.ReadShort();
if (client.Player.TargetObject == null)
{
client.Out.SendMessage("You must select an NPC to sell to.", eChatType.CT_Merchant, eChatLoc.CL_SystemWindow);
return;
}
lock (client.Player.Inventory)
{
InventoryItem item = client.Player.Inventory.GetItem((eInventorySlot)item_slot);
if (item == null)
return;
int itemCount = Math.Max(1, item.Count);
int packSize = Math.Max(1, item.PackSize);
if (client.Player.TargetObject is GameMerchant)
{
//Let the merchant choos how to handle the trade.
((GameMerchant)client.Player.TargetObject).OnPlayerSell(client.Player, item);
}
else if (client.Player.TargetObject is GameLotMarker)
{
((GameLotMarker)client.Player.TargetObject).OnPlayerSell(client.Player, item);
}
}
}
示例9: OnTrigger
public void OnTrigger(GameClient session, RoomItem item, int request, bool hasRights)
{
if (!hasRights)
return;
if (item == null || item.GetBaseItem() == null || item.GetBaseItem().InteractionType != Interaction.Gate)
return;
var modes = item.GetBaseItem().Modes - 1;
if (modes <= 0)
item.UpdateState(false, true);
if (item.GetRoom() == null || item.GetRoom().GetGameMap() == null || item.GetRoom().GetGameMap().SquareHasUsers(item.X, item.Y))
return;
int currentMode;
int.TryParse(item.ExtraData, out currentMode);
int newMode;
if (currentMode <= 0)
newMode = 1;
else if (currentMode >= modes)
newMode = 0;
else
newMode = currentMode + 1;
if (newMode == 0 && !item.GetRoom().GetGameMap().ItemCanBePlacedHere(item.X, item.Y))
return;
item.ExtraData = newMode.ToString();
item.UpdateState();
item.GetRoom().GetGameMap().UpdateMapForItem(item);
item.GetRoom().GetWiredHandler().ExecuteWired(Interaction.TriggerStateChanged, item.GetRoom().GetRoomUserManager().GetRoomUserByHabbo(session.GetHabbo().Id), item);
}
示例10: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
ushort unk1 = packet.ReadShort();
ushort questIndex = packet.ReadShort();
ushort unk2 = packet.ReadShort();
ushort unk3 = packet.ReadShort();
AbstractQuest quest = null;
int index = 0;
lock (client.Player.QuestList)
{
foreach (AbstractQuest q in client.Player.QuestList)
{
// ignore completed quests
if (q.Step == -1)
continue;
if (index == questIndex)
{
quest = q;
break;
}
index++;
}
}
if (quest != null)
quest.AbortQuest();
}
示例11: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
var aggroState = (byte) packet.ReadByte(); // 1-Aggressive, 2-Deffensive, 3-Passive
var walkState = (byte) packet.ReadByte(); // 1-Follow, 2-Stay, 3-GoTarg, 4-Here
var command = (byte) packet.ReadByte(); // 1-Attack, 2-Release
//[Ganrod] Nidel: Animist can removed his TurretFnF without MainPet.
if (client.Player.TargetObject != null && command == 2 && client.Player.ControlledBrain == null &&
client.Player.CharacterClass.ID == (int) eCharacterClass.Animist)
{
var turret = client.Player.TargetObject as TurretPet;
if (turret != null && turret.Brain is TurretFNFBrain && client.Player.IsControlledNPC(turret))
{
//release
new HandlePetCommandAction(client.Player, 0, 0, 2).Start(1);
return;
}
}
//[Ganrod] Nidel: Call only if player has controllednpc
if (client.Player.ControlledBrain != null)
{
new HandlePetCommandAction(client.Player, aggroState, walkState, command).Start(1);
return;
}
}
示例12: Execute
public override void Execute(GameClient session, string[] pms)
{
var client = AzureEmulator.GetGame().GetClientManager().GetClientByUserName(pms[0]);
if (client == null)
{
session.SendWhisper(TextManager.GetText("user_not_found"));
return;
}
if (client.GetHabbo().Rank >= session.GetHabbo().Rank)
{
session.SendWhisper(TextManager.GetText("user_is_higher_rank"));
return;
}
int time;
if (!int.TryParse(pms[1], out time))
{
session.SendWhisper(TextManager.GetText("enter_numbers"));
return;
}
client.GetHabbo().FloodTime = AzureEmulator.GetUnixTimeStamp() + Convert.ToInt32(pms[1]);
var serverMessage = new ServerMessage(LibraryParser.OutgoingRequest("FloodFilterMessageComposer"));
serverMessage.AppendInteger(Convert.ToInt32(pms[1]));
client.SendMessage(serverMessage);
}
示例13: HandlePacket
public void HandlePacket(GameClient client, GSPacketIn packet)
{
int permissionSlot = packet.ReadByte();
int newPermissionLevel = packet.ReadByte();
ushort houseNumber = packet.ReadShort();
// house is null, return
var house = HouseMgr.GetHouse(houseNumber);
if (house == null)
return;
// player is null, return
if (client.Player == null)
return;
// can't set permissions unless you're the owner.
if (!house.HasOwnerPermissions(client.Player) && client.Account.PrivLevel <= 1)
return;
// check if we're setting or removing permissions
if (newPermissionLevel == 100)
{
house.RemovePermission(permissionSlot);
}
else
{
house.AdjustPermissionSlot(permissionSlot, newPermissionLevel);
}
}
示例14: HandlePacket
public int HandlePacket(GameClient client, GSPacketIn packet)
{
if (client.Player.PlayerCharacter.ConsortiaID == 0)
return 0;
int id = packet.ReadInt();
bool result = false;
string msg = "ConsortiaApplyLoginPassHandler.Failed";
using (ConsortiaBussiness db = new ConsortiaBussiness())
{
int consortiaRepute = 0;
ConsortiaUserInfo info = new ConsortiaUserInfo();
if (db.PassConsortiaApplyUsers(id, client.Player.PlayerCharacter.ID, client.Player.PlayerCharacter.NickName, client.Player.PlayerCharacter.ConsortiaID, ref msg, info, ref consortiaRepute))
{
msg = "ConsortiaApplyLoginPassHandler.Success";
result = true;
if (info.UserID != 0)
{
info.ConsortiaID = client.Player.PlayerCharacter.ConsortiaID;
info.ConsortiaName = client.Player.PlayerCharacter.ConsortiaName;
GameServer.Instance.LoginServer.SendConsortiaUserPass(client.Player.PlayerCharacter.ID, client.Player.PlayerCharacter.NickName, info, false, consortiaRepute, info.LoginName, client.Player.PlayerCharacter.FightPower);
}
}
}
packet.WriteBoolean(result);
packet.WriteString(LanguageMgr.GetTranslation(msg));
client.Out.SendTCP(packet);
return 0;
}
示例15: OnResponse
public override void OnResponse( GameClient sender, RelayInfo info )
{
PlayerMobile pm = sender.Mobile as PlayerMobile;
if ( pm == null )
return;
if ( !pm.InRange( m_Owner.Location, 5 ) )
return;
switch ( info.ButtonID )
{
case 2: // Yes, and do not ask me again
{
pm.DisabledPvpWarning = true;
pm.SendLocalizedMessage( 1113796 ); // You may use your avatar's context menu to re-enable the warning later.
goto case 1;
}
case 1: // Yes, I wish to proceed
{
BaseCreature.TeleportPets( pm, m_Owner.PointDest, m_Owner.MapDest );
pm.MoveToWorld( m_Owner.PointDest, m_Owner.MapDest );
break;
}
case 0: // No, I do not wish to proceed
{
break;
}
}
}