//
// RdlstResponder.cs
//
// Copyright (c) František Boháček. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root for full license information.
using NosSmooth.Core.Packets;
using NosSmooth.Game.Data.Raids;
using NosSmooth.Game.Data.Social;
using NosSmooth.Game.Events.Core;
using NosSmooth.Game.Events.Raids;
using NosSmooth.Packets.Server.Raids;
using Remora.Results;
namespace NosSmooth.Game.PacketHandlers.Raids;
///
/// A responder to .
///
public class RdlstResponder : IPacketResponder, IPacketResponder
{
private readonly Game _game;
private readonly EventDispatcher _eventDispatcher;
///
/// Initializes a new instance of the class.
///
/// The game.
/// The event dispatcher.
public RdlstResponder(Game game, EventDispatcher eventDispatcher)
{
_game = game;
_eventDispatcher = eventDispatcher;
}
///
public async Task Respond(PacketEventArgs packetArgs, CancellationToken ct = default)
{
var packet = packetArgs.Packet;
IReadOnlyList UpdateMembers(IReadOnlyList? currentMembers)
{
return packet.Players
.Select
(
packetMember =>
{
var newMember = currentMembers?.FirstOrDefault
(member => packetMember.Id == member.PlayerId) ?? new GroupMember(packetMember.Id);
newMember.Class = packetMember.Class;
newMember.Level = packetMember.Level;
newMember.HeroLevel = packetMember.HeroLevel;
newMember.Sex = packetMember.Sex;
newMember.MorphVNum = packetMember.MorphVNum;
return newMember;
}
).ToArray();
}
Raid? prevRaid = null;
var currentRaid = await _game.CreateOrUpdateRaidAsync
(
() => new Raid
(
packet.RaidType,
RaidState.Waiting,
packet.MinimumLevel,
packet.MaximumLevel,
null,
null,
null,
null,
null,
UpdateMembers(null)
),
raid =>
{
prevRaid = raid;
var members = UpdateMembers(raid.Members);
var leader = members.FirstOrDefault(x => x.PlayerId == raid.LeaderId);
return raid with
{
Type = packet.RaidType,
MinimumLevel = packet.MinimumLevel,
MaximumLevel = packet.MaximumLevel,
Members = members,
Leader = leader,
State = raid.State == (RaidState)(-1) ? RaidState.Waiting : raid.State
};
},
ct: ct
);
// State is equal to -1 in case Leader (raid 2 ) was sent BEFORE rdlst.
// Rdlst is the packet that initializes the raid, but in this case we have to make an exception
// and initialize it from raid packet. That is because the leader won't be sent again.
if ((prevRaid is null || prevRaid?.State == (RaidState)(-1)) && currentRaid is not null)
{
return await _eventDispatcher.DispatchEvent(new RaidJoinedEvent(currentRaid), ct);
}
return Result.FromSuccess();
}
///
public async Task Respond(PacketEventArgs packetArgs, CancellationToken ct = default)
{
var packet = packetArgs.Packet;
IReadOnlyList UpdateMembers(IReadOnlyList? currentMembers)
{
return packet.Players
.Select
(
packetMember =>
{
var newMember = currentMembers?.FirstOrDefault
(member => packetMember.Id == member.PlayerId) ?? new GroupMember(packetMember.Id);
newMember.Class = packetMember.Class;
newMember.Level = packetMember.Level;
newMember.HeroLevel = packetMember.HeroLevel;
newMember.Sex = packetMember.Sex;
newMember.MorphVNum = packetMember.MorphVNum;
return newMember;
}
).ToArray();
}
Raid? prevRaid = null;
var currentRaid = await _game.CreateOrUpdateRaidAsync
(
() => new Raid
(
packet.RaidType,
RaidState.Waiting,
packet.MinimumLevel,
packet.MaximumLevel,
null,
null,
null,
null,
null,
UpdateMembers(null)
),
raid =>
{
prevRaid = raid;
var members = UpdateMembers(raid.Members);
var leader = members.FirstOrDefault(x => x.PlayerId == raid.LeaderId);
return raid with
{
Type = packet.RaidType,
MinimumLevel = packet.MinimumLevel,
MaximumLevel = packet.MaximumLevel,
Members = members,
Leader = leader,
State = raid.State == (RaidState)(-1) ? RaidState.Waiting : raid.State
};
},
ct: ct
);
// State is equal to -1 in case Leader (raid 2 ) was sent BEFORE rdlst.
// Rdlst is the packet that initializes the raid, but in this case we have to make an exception
// and initialize it from raid packet. That is because the leader won't be sent again.
if ((prevRaid is null || prevRaid?.State == (RaidState)(-1)) && currentRaid is not null)
{
return await _eventDispatcher.DispatchEvent(new RaidJoinedEvent(currentRaid), ct);
}
return Result.FromSuccess();
}
}