~ruther/NosSmooth

fa4872fb51383373c52d64fc7028fef70bba3388 — František Boháček 2 years ago 8c8dc90
feat(game): split nostale apis into safe, unsafe, add contracts usage
13 files changed, 841 insertions(+), 153 deletions(-)

R Core/NosSmooth.Game/Apis/{NostaleChatPacketApi.cs => Safe/NostaleChatApi.cs}
R Core/NosSmooth.Game/Apis/{NostaleMapPacketApi.cs => Safe/NostaleMapApi.cs}
A Core/NosSmooth.Game/Apis/Safe/NostaleSkillsApi.cs
R Core/NosSmooth.Game/Apis/{NostaleInventoryPacketApi.cs => Unsafe/UnsafeInventoryApi.cs}
A Core/NosSmooth.Game/Apis/Unsafe/UnsafeMapApi.cs
R Core/NosSmooth.Game/Apis/{NostaleMatePacketApi.cs => Unsafe/UnsafeMateApi.cs}
R Core/NosSmooth.Game/Apis/{NostaleMateSkillsPacketApi.cs => Unsafe/UnsafeMateSkillsApi.cs}
R Core/NosSmooth.Game/Apis/{NostaleSkillsPacketApi.cs => Unsafe/UnsafeSkillsApi.cs}
D Core/NosSmooth.Game/Attributes/UnsafeAttribute.cs
A Core/NosSmooth.Game/Contracts/UseSkillErrors.cs
A Core/NosSmooth.Game/Contracts/UseSkillStates.cs
A Core/NosSmooth.Game/Errors/WrongSkillTargetError.cs
M Core/NosSmooth.Game/Extensions/ServiceCollectionExtensions.cs
R Core/NosSmooth.Game/Apis/NostaleChatPacketApi.cs => Core/NosSmooth.Game/Apis/Safe/NostaleChatApi.cs +5 -5
@@ 1,5 1,5 @@
//
//  NostaleChatPacketApi.cs
//  NostaleChatApi.cs
//
//  Copyright (c) František Boháček. All rights reserved.
//  Licensed under the MIT license. See LICENSE file in the project root for full license information.


@@ 10,21 10,21 @@ using NosSmooth.Packets.Enums.Entities;
using NosSmooth.Packets.Server.Chat;
using Remora.Results;

namespace NosSmooth.Game.Apis;
namespace NosSmooth.Game.Apis.Safe;

/// <summary>
/// Packet api for sending and receiving messages.
/// </summary>
public class NostaleChatPacketApi
public class NostaleChatApi
{
    // TODO: check length of the messages
    private readonly INostaleClient _client;

    /// <summary>
    /// Initializes a new instance of the <see cref="NostaleChatPacketApi"/> class.
    /// Initializes a new instance of the <see cref="NostaleChatApi"/> class.
    /// </summary>
    /// <param name="client">The nostale client.</param>
    public NostaleChatPacketApi(INostaleClient client)
    public NostaleChatApi(INostaleClient client)
    {
        _client = client;
    }

R Core/NosSmooth.Game/Apis/NostaleMapPacketApi.cs => Core/NosSmooth.Game/Apis/Safe/NostaleMapApi.cs +13 -74
@@ 1,55 1,41 @@
//
//  NostaleMapPacketApi.cs
//  NostaleMapApi.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.Client;
using NosSmooth.Game.Attributes;
using NosSmooth.Game.Apis.Unsafe;
using NosSmooth.Game.Data.Entities;
using NosSmooth.Game.Data.Items;
using NosSmooth.Game.Errors;
using NosSmooth.Packets.Client.Inventory;
using NosSmooth.Packets.Client.Movement;
using NosSmooth.Packets.Enums.Entities;
using Remora.Results;

namespace NosSmooth.Game.Apis;
namespace NosSmooth.Game.Apis.Safe;

/// <summary>
/// Packet api for managing maps in inventory.
/// </summary>
public class NostaleMapPacketApi
public class NostaleMapApi
{
    private readonly Game _game;
    private readonly UnsafeMapApi _unsafeMapApi;

    /// <summary>
    /// The range the player may pick up items in.
    /// </summary>
    public static short PickUpRange => 5;

    private readonly Game _game;
    private readonly INostaleClient _client;

    /// <summary>
    /// Initializes a new instance of the <see cref="NostaleMapPacketApi"/> class.
    /// Initializes a new instance of the <see cref="NostaleMapApi"/> class.
    /// </summary>
    /// <param name="game">The game.</param>
    /// <param name="client">The client.</param>
    public NostaleMapPacketApi(Game game, INostaleClient client)
    /// <param name="unsafeMapApi">The unsafe map api.</param>
    public NostaleMapApi(Game game, UnsafeMapApi unsafeMapApi)
    {
        _game = game;
        _client = client;
        _unsafeMapApi = unsafeMapApi;
    }

    /// <summary>
    /// Use the given portal.
    /// </summary>
    /// <param name="ct">The cancellation token for cancelling the operation.</param>
    /// <returns>A result that may or may not have succeeded.</returns>
    [Unsafe("Portal position not checked.")]
    public Task<Result> UsePortalAsync(CancellationToken ct = default)
        => _client.SendPacketAsync(new PreqPacket(), ct);

    /// <summary>
    /// Pick up the given item.
    /// </summary>
    /// <remarks>


@@ 86,28 72,7 @@ public class NostaleMapPacketApi
            return new NotInRangeError("Character", characterPosition.Value, itemPosition.Value, PickUpRange);
        }

        return await CharacterPickUpAsync(item.Id, ct);
    }

    /// <summary>
    /// Pick up the given item by character.
    /// </summary>
    /// <remarks>
    /// Unsafe, does not check anything.
    /// </remarks>
    /// <param name="itemId">The id of the item.</param>
    /// <param name="ct">The cancellation token used for cancelling the operation.</param>
    /// <returns>A result that may or may not have succeeded.</returns>
    [Unsafe("Nor character distance, nor the existence of item is checked.")]
    public async Task<Result> CharacterPickUpAsync(long itemId, CancellationToken ct = default)
    {
        var character = _game.Character;
        if (character is null)
        {
            return new NotInitializedError("Character");
        }

        return await _client.SendPacketAsync(new GetPacket(EntityType.Player, character.Id, itemId), ct);
        return await _unsafeMapApi.CharacterPickUpAsync(item.Id, ct);
    }

    /// <summary>


@@ 160,33 125,7 @@ public class NostaleMapPacketApi
            return new NotInRangeError("Pet", petPosition.Value, itemPosition.Value, PickUpRange);
        }

        return await PetPickUpAsync(item.Id, ct);
        return await _unsafeMapApi.PetPickUpAsync(item.Id, ct);
    }

    /// <summary>
    /// Pick up the given item by pet.
    /// </summary>
    /// <remarks>
    /// Unsafe, does not check anything.
    /// </remarks>
    /// <param name="itemId">The id of the item.</param>
    /// <param name="ct">The cancellation token used for cancelling the operation.</param>
    /// <returns>A result that may or may not have succeeded.</returns>
    [Unsafe("Nor pet distance to item nor whether the item exists is checked.")]
    public async Task<Result> PetPickUpAsync(long itemId, CancellationToken ct = default)
    {
        var mates = _game.Mates;
        if (mates is null)
        {
            return new NotInitializedError("Game.Mates");
        }

        var pet = mates.CurrentPet;
        if (pet is null)
        {
            return new NotInitializedError("Game.Mates.CurrentPet");
        }

        return await _client.SendPacketAsync(new GetPacket(EntityType.Player, pet.Pet.MateId, itemId), ct);
    }
}
\ No newline at end of file

A Core/NosSmooth.Game/Apis/Safe/NostaleSkillsApi.cs => Core/NosSmooth.Game/Apis/Safe/NostaleSkillsApi.cs +426 -0
@@ 0,0 1,426 @@
//
//  NostaleSkillsApi.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.Client;
using NosSmooth.Core.Contracts;
using NosSmooth.Data.Abstractions.Enums;
using NosSmooth.Game.Apis.Unsafe;
using NosSmooth.Game.Contracts;
using NosSmooth.Game.Data.Characters;
using NosSmooth.Game.Data.Entities;
using NosSmooth.Game.Data.Info;
using NosSmooth.Game.Errors;
using NosSmooth.Game.Events.Battle;
using NosSmooth.Packets.Client.Battle;
using Remora.Results;

namespace NosSmooth.Game.Apis.Safe;

/// <summary>
/// A safe NosTale api for using character skills.
/// </summary>
public class NostaleSkillsApi
{
    private readonly Game _game;
    private readonly INostaleClient _client;
    private readonly Contractor _contractor;

    /// <summary>
    /// Initializes a new instance of the <see cref="NostaleSkillsApi"/> class.
    /// </summary>
    /// <param name="game">The game.</param>
    /// <param name="client">The NosTale client.</param>
    /// <param name="contractor">The contractor.</param>
    public NostaleSkillsApi(Game game, INostaleClient client, Contractor contractor)
    {
        _game = game;
        _client = client;
        _contractor = contractor;
    }

    /// <summary>
    /// Use the given (targetable) skill on character himself.
    /// </summary>
    /// <param name="skill">The skill to use.</param>
    /// <param name="ct">The cancellation token for cancelling the operation.</param>
    /// <returns>A result that may or may not have succeeded.</returns>
    public Task<Result> UseSkillOnCharacter
    (
        Skill skill,
        CancellationToken ct = default
    )
    {
        var character = _game.Character;
        if (character is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("Game.Character"));
        }

        var skills = _game.Skills;
        if (skills is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("Game.Skills"));
        }

        if (skill.IsOnCooldown)
        {
            return Task.FromResult<Result>(new SkillOnCooldownError(skill));
        }

        if (skill.Info is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("skill info"));
        }

        if (skill.Info.TargetType is not(TargetType.Self or TargetType.SelfOrTarget))
        {
            return Task.FromResult<Result>(new WrongSkillTargetError(skill, character));
        }

        return _client.SendPacketAsync
        (
            new UseSkillPacket
            (
                skill.Info.CastId,
                character.Type,
                character.Id,
                null,
                null
            ),
            ct
        );
    }

    /// <summary>
    /// Use the given (targetable) skill on specified entity.
    /// </summary>
    /// <remarks>
    /// The skill won't be used if it is on cooldown.
    /// For skills that can be used only on self, use <paramref name="entity"/> of the character.
    /// For skills that cannot be targeted on an entity, proceed to UseSkillAt.
    /// </remarks>
    /// <param name="skill">The skill to use.</param>
    /// <param name="entity">The entity to use the skill on.</param>
    /// <param name="mapX">The x coordinate on the map. (Used for non targeted dashes etc., says where the dash will be to.)</param>
    /// <param name="mapY">The y coordinate on the map. (Used for non targeted dashes etc., says where the dash will be to.)</param>
    /// <param name="ct">The cancellation token for cancelling the operation.</param>
    /// <returns>A result that may or may not have succeeded.</returns>
    public Task<Result> UseSkillOn
    (
        Skill skill,
        ILivingEntity entity,
        short? mapX = default,
        short? mapY = default,
        CancellationToken ct = default
    )
    {
        if (entity == _game.Character)
        {
            return UseSkillOnCharacter(skill, ct);
        }

        var skills = _game.Skills;
        if (skills is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("Game.Skills"));
        }

        if (skill.IsOnCooldown)
        {
            return Task.FromResult<Result>(new SkillOnCooldownError(skill));
        }

        if (skill.Info is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("skill info"));
        }

        if (skill.Info.TargetType is not(TargetType.Target or TargetType.SelfOrTarget))
        {
            return Task.FromResult<Result>(new WrongSkillTargetError(skill, entity));
        }

        var entityPosition = entity.Position;
        if (entityPosition is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("entity position"));
        }

        var characterPosition = _game.Character?.Position;
        if (characterPosition is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("character position"));
        }

        if (!entityPosition.Value.IsInRange(characterPosition.Value, skill.Info.Range))
        {
            return Task.FromResult<Result>
            (
                new NotInRangeError
                (
                    "Character",
                    characterPosition.Value,
                    entityPosition.Value,
                    skill.Info.Range
                )
            );
        }

        if (mapX != null && mapY != null)
        {
            var mapPosition = new Position(mapX.Value, mapY.Value);
            if (!mapPosition.IsInRange(characterPosition.Value, skill.Info.Range))
            {
                return Task.FromResult<Result>
                (
                    new NotInRangeError
                    (
                        "Character",
                        characterPosition.Value,
                        mapPosition,
                        skill.Info.Range
                    )
                );
            }
        }

        return _client.SendPacketAsync
        (
            new UseSkillPacket
            (
                skill.Info.CastId,
                entity.Type,
                entity.Id,
                mapX,
                mapY
            ),
            ct
        );
    }

    /// <summary>
    /// Use the given (targetable) skill on specified entity.
    /// </summary>
    /// <remarks>
    /// For skills that can be used only on self, use <paramref name="entityId"/> of the character.
    /// For skills that cannot be targeted on an entity, proceed to UseSkillAt.
    /// </remarks>
    /// <param name="skill">The skill to use.</param>
    /// <param name="entityId">The id of the entity to use the skill on.</param>
    /// <param name="mapX">The x coordinate on the map. (Used for non targeted dashes etc., says where the dash will be to.)</param>
    /// <param name="mapY">The y coordinate on the map. (Used for non targeted dashes etc., says where the dash will be to.)</param>
    /// <param name="ct">The cancellation token for cancelling the operation.</param>
    /// <returns>A result that may or may not have succeeded.</returns>
    public Task<Result> UseSkillOn
    (
        Skill skill,
        long entityId,
        short? mapX = default,
        short? mapY = default,
        CancellationToken ct = default
    )
    {
        var map = _game.CurrentMap;
        if (map is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("Game.Map"));
        }

        var entity = map.Entities.GetEntity<ILivingEntity>(entityId);
        if (entity is null)
        {
            return Task.FromResult<Result>(new NotFoundError($"Entity with id {entityId} was not found on the map."));
        }

        return UseSkillOn
        (
            skill,
            entity,
            mapX,
            mapY,
            ct
        );
    }

    /// <summary>
    /// Use the given (aoe) skill on the specified place.
    /// </summary>
    /// <remarks>
    /// For skills that can have targets, proceed to UseSkillOn.
    /// </remarks>
    /// <param name="skill">The skill to use.</param>
    /// <param name="mapX">The x coordinate to use the skill at.</param>
    /// <param name="mapY">The y coordinate to use the skill at.</param>
    /// <param name="ct">The cancellation token for cancelling the operation.</param>
    /// <returns>A result that may or may not have succeeded.</returns>
    public Task<Result> UseSkillAt
    (
        Skill skill,
        short mapX,
        short mapY,
        CancellationToken ct = default
    )
    {
        var skills = _game.Skills;
        if (skills is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("Game.Skills"));
        }

        if (skill.IsOnCooldown)
        {
            return Task.FromResult<Result>(new SkillOnCooldownError(skill));
        }

        if (skill.Info is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("skill info"));
        }

        if (skill.Info.TargetType is not TargetType.NoTarget)
        {
            return Task.FromResult<Result>(new WrongSkillTargetError(skill, null));
        }

        var characterPosition = _game.Character?.Position;
        if (characterPosition is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("character position"));
        }

        var target = new Position(mapX, mapY);
        if (!target.IsInRange(characterPosition.Value, skill.Info.Range))
        {
            return Task.FromResult<Result>
            (
                new NotInRangeError
                (
                    "Character",
                    characterPosition.Value,
                    target,
                    skill.Info.Range
                )
            );
        }

        return _client.SendPacketAsync
        (
            new UseAOESkillPacket(skill.Info.CastId, mapX, mapY),
            ct
        );
    }

    /// <summary>
    /// Creates a contract for using a skill on character himself.
    /// </summary>
    /// <param name="skill">The skill to use.</param>
    /// <returns>The contract or an error.</returns>
    public Result<IContract<SkillUsedEvent, UseSkillStates>> ContractUseSkillOnCharacter
    (
        Skill skill
    )
    {
        var characterId = _game?.Character?.Id;
        if (characterId is null)
        {
            return new NotInitializedError("Game.Character");
        }

        return Result<IContract<SkillUsedEvent, UseSkillStates>>.FromSuccess
        (
            UnsafeSkillsApi.CreateUseSkillContract
            (
                _contractor,
                skill.SkillVNum,
                characterId.Value,
                ct => UseSkillOnCharacter
                (
                    skill,
                    ct
                )
            )
        );
    }

    /// <summary>
    /// Creates a contract for using a skill on the given entity.
    /// </summary>
    /// <param name="skill">The skill to use.</param>
    /// <param name="entity">The entity to use the skill on.</param>
    /// <param name="mapX">The x coordinate to use the skill at.</param>
    /// <param name="mapY">The y coordinate to use the skill at.</param>
    /// <returns>The contract or an error.</returns>
    public Result<IContract<SkillUsedEvent, UseSkillStates>> ContractUseSkillOn
    (
        Skill skill,
        ILivingEntity entity,
        short? mapX = default,
        short? mapY = default
    )
    {
        var characterId = _game?.Character?.Id;
        if (characterId is null)
        {
            return new NotInitializedError("Game.Character");
        }

        return Result<IContract<SkillUsedEvent, UseSkillStates>>.FromSuccess
        (
            UnsafeSkillsApi.CreateUseSkillContract
            (
                _contractor,
                skill.SkillVNum,
                characterId.Value,
                ct => UseSkillOn
                (
                    skill,
                    entity,
                    mapX,
                    mapY,
                    ct
                )
            )
        );
    }

    /// <summary>
    /// Creates a contract for using a skill at the given location.
    /// </summary>
    /// <param name="skill">The skill to use.</param>
    /// <param name="mapX">The x coordinate to use the skill at.</param>
    /// <param name="mapY">The y coordinate to use the skill at.</param>
    /// <returns>The contract or an error.</returns>
    public Result<IContract<SkillUsedEvent, UseSkillStates>> ContractUseSkillAt
    (
        Skill skill,
        short mapX,
        short mapY
    )
    {
        var characterId = _game?.Character?.Id;
        if (characterId is null)
        {
            return new NotInitializedError("Game.Character");
        }

        return Result<IContract<SkillUsedEvent, UseSkillStates>>.FromSuccess
        (
            UnsafeSkillsApi.CreateUseSkillContract
            (
                _contractor,
                skill.SkillVNum,
                characterId.Value,
                ct => UseSkillAt
                (
                    skill,
                    mapX,
                    mapY,
                    ct
                )
            )
        );
    }
}
\ No newline at end of file

R Core/NosSmooth.Game/Apis/NostaleInventoryPacketApi.cs => Core/NosSmooth.Game/Apis/Unsafe/UnsafeInventoryApi.cs +56 -5
@@ 1,30 1,40 @@
//
//  NostaleInventoryPacketApi.cs
//  UnsafeInventoryApi.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 System.Data;
using NosSmooth.Core.Client;
using NosSmooth.Core.Contracts;
using NosSmooth.Game.Data.Entities;
using NosSmooth.Game.Data.Inventory;
using NosSmooth.Game.Events.Entities;
using NosSmooth.Packets.Client.Inventory;
using NosSmooth.Packets.Enums.Inventory;
using NosSmooth.Packets.Server.Maps;
using OneOf.Types;
using Remora.Results;

namespace NosSmooth.Game.Apis;
namespace NosSmooth.Game.Apis.Unsafe;

/// <summary>
/// Packet api for managing items in inventory.
/// </summary>
public class NostaleInventoryPacketApi
public class UnsafeInventoryApi
{
    private readonly INostaleClient _client;
    private readonly Contractor _contractor;

    /// <summary>
    /// Initializes a new instance of the <see cref="NostaleInventoryPacketApi"/> class.
    /// Initializes a new instance of the <see cref="UnsafeInventoryApi"/> class.
    /// </summary>
    /// <param name="client">The nostale client.</param>
    public NostaleInventoryPacketApi(INostaleClient client)
    /// <param name="contractor">The contractor.</param>
    public UnsafeInventoryApi(INostaleClient client, Contractor contractor)
    {
        _client = client;
        _contractor = contractor;
    }

    /// <summary>


@@ 45,6 55,47 @@ public class NostaleInventoryPacketApi
        => _client.SendPacketAsync(new PutPacket(bag, slot, amount), ct);

    /// <summary>
    /// Creates a contract for dropping an item.
    /// Returns the ground item that was thrown on the ground.
    /// </summary>
    /// <param name="bag">The inventory bag.</param>
    /// <param name="slot">The inventory slot.</param>
    /// <param name="amount">The amount to drop.</param>
    /// <returns>A contract representing the drop operation.</returns>
    public IContract<GroundItem, DefaultStates> ContractDropItem
    (
        BagType bag,
        InventorySlot slot,
        short amount
    )
    {
        // TODO: confirm dialog.
        return new ContractBuilder<GroundItem, DefaultStates, NoErrors>(_contractor, DefaultStates.None)
            .SetMoveAction
            (
                DefaultStates.None,
                async (_, ct) =>
                {
                    await DropItemAsync(bag, slot.Slot, amount, ct);
                    return true;
                },
                DefaultStates.Requested
            )
            .SetMoveFilter<ItemDroppedEvent>
            (
                DefaultStates.Requested,
                data => data.Item.Amount == amount && data.Item.VNum == slot.Item?.ItemVNum,
                DefaultStates.ResponseObtained
            )
            .SetFillData<ItemDroppedEvent>
            (
                DefaultStates.Requested,
                data => data.Item
            )
            .Build();
    }

    /// <summary>
    /// Move the given item within one bag.
    /// </summary>
    /// <param name="bag">The bag the item is in.</param>

A Core/NosSmooth.Game/Apis/Unsafe/UnsafeMapApi.cs => Core/NosSmooth.Game/Apis/Unsafe/UnsafeMapApi.cs +88 -0
@@ 0,0 1,88 @@
//
//  UnsafeMapApi.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.Client;
using NosSmooth.Game.Errors;
using NosSmooth.Packets.Client.Inventory;
using NosSmooth.Packets.Client.Movement;
using NosSmooth.Packets.Enums.Entities;
using Remora.Results;

namespace NosSmooth.Game.Apis.Unsafe;

/// <summary>
/// Packet api for managing maps in inventory.
/// </summary>
public class UnsafeMapApi
{
    private readonly Game _game;
    private readonly INostaleClient _client;

    /// <summary>
    /// Initializes a new instance of the <see cref="UnsafeMapApi"/> class.
    /// </summary>
    /// <param name="game">The game.</param>
    /// <param name="client">The client.</param>
    public UnsafeMapApi(Game game, INostaleClient client)
    {
        _game = game;
        _client = client;
    }

    /// <summary>
    /// Use the given portal.
    /// </summary>
    /// <param name="ct">The cancellation token for cancelling the operation.</param>
    /// <returns>A result that may or may not have succeeded.</returns>
    public Task<Result> UsePortalAsync(CancellationToken ct = default)
        => _client.SendPacketAsync(new PreqPacket(), ct);

    /// <summary>
    /// Pick up the given item by character.
    /// </summary>
    /// <remarks>
    /// Unsafe, does not check anything.
    /// </remarks>
    /// <param name="itemId">The id of the item.</param>
    /// <param name="ct">The cancellation token used for cancelling the operation.</param>
    /// <returns>A result that may or may not have succeeded.</returns>
    public async Task<Result> CharacterPickUpAsync(long itemId, CancellationToken ct = default)
    {
        var character = _game.Character;
        if (character is null)
        {
            return new NotInitializedError("Character");
        }

        return await _client.SendPacketAsync(new GetPacket(EntityType.Player, character.Id, itemId), ct);
    }

    /// <summary>
    /// Pick up the given item by pet.
    /// </summary>
    /// <remarks>
    /// Unsafe, does not check anything.
    /// </remarks>
    /// <param name="itemId">The id of the item.</param>
    /// <param name="ct">The cancellation token used for cancelling the operation.</param>
    /// <returns>A result that may or may not have succeeded.</returns>
    public async Task<Result> PetPickUpAsync(long itemId, CancellationToken ct = default)
    {
        var mates = _game.Mates;
        if (mates is null)
        {
            return new NotInitializedError("Game.Mates");
        }

        var pet = mates.CurrentPet;
        if (pet is null)
        {
            return new NotInitializedError("Game.Mates.CurrentPet");
        }

        return await _client.SendPacketAsync(new GetPacket(EntityType.Player, pet.Pet.MateId, itemId), ct);
    }
}
\ No newline at end of file

R Core/NosSmooth.Game/Apis/NostaleMatePacketApi.cs => Core/NosSmooth.Game/Apis/Unsafe/UnsafeMateApi.cs +5 -6
@@ 1,30 1,29 @@
//
//  NostaleMatePacketApi.cs
//  UnsafeMateApi.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.Client;
using NosSmooth.Game.Attributes;
using NosSmooth.Packets.Client;
using NosSmooth.Packets.Enums.Entities;
using NosSmooth.Packets.Enums.NRun;
using Remora.Results;

namespace NosSmooth.Game.Apis;
namespace NosSmooth.Game.Apis.Unsafe;

/// <summary>
/// Packet api for managing mates, company, stay, sending them back.
/// </summary>
public class NostaleMatePacketApi
public class UnsafeMateApi
{
    private readonly INostaleClient _client;

    /// <summary>
    /// Initializes a new instance of the <see cref="NostaleMatePacketApi"/> class.
    /// Initializes a new instance of the <see cref="UnsafeMateApi"/> class.
    /// </summary>
    /// <param name="client">The client.</param>
    public NostaleMatePacketApi(INostaleClient client)
    public UnsafeMateApi(INostaleClient client)
    {
        _client = client;
    }

R Core/NosSmooth.Game/Apis/NostaleMateSkillsPacketApi.cs => Core/NosSmooth.Game/Apis/Unsafe/UnsafeMateSkillsApi.cs +5 -5
@@ 1,5 1,5 @@
//
//  NostaleMateSkillsPacketApi.cs
//  UnsafeMateSkillsApi.cs
//
//  Copyright (c) František Boháček. All rights reserved.
//  Licensed under the MIT license. See LICENSE file in the project root for full license information.


@@ 9,20 9,20 @@ using NosSmooth.Packets.Client.Battle;
using NosSmooth.Packets.Enums.Entities;
using Remora.Results;

namespace NosSmooth.Game.Apis;
namespace NosSmooth.Game.Apis.Unsafe;

/// <summary>
/// Packet api for using mate skills.
/// </summary>
public class NostaleMateSkillsPacketApi
public class UnsafeMateSkillsApi
{
    private readonly INostaleClient _client;

    /// <summary>
    /// Initializes a new instance of the <see cref="NostaleMateSkillsPacketApi"/> class.
    /// Initializes a new instance of the <see cref="UnsafeMateSkillsApi"/> class.
    /// </summary>
    /// <param name="client">The client.</param>
    public NostaleMateSkillsPacketApi(INostaleClient client)
    public UnsafeMateSkillsApi(INostaleClient client)
    {
        _client = client;
    }

R Core/NosSmooth.Game/Apis/NostaleSkillsPacketApi.cs => Core/NosSmooth.Game/Apis/Unsafe/UnsafeSkillsApi.cs +151 -24
@@ 1,36 1,43 @@
//
//  NostaleSkillsPacketApi.cs
//  UnsafeSkillsApi.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.Client;
using NosSmooth.Core.Contracts;
using NosSmooth.Game.Contracts;
using NosSmooth.Game.Data.Characters;
using NosSmooth.Game.Data.Entities;
using NosSmooth.Game.Errors;
using NosSmooth.Game.Events.Battle;
using NosSmooth.Packets.Client.Battle;
using NosSmooth.Packets.Enums.Entities;
using NosSmooth.Packets.Server.Skills;
using Remora.Results;

namespace NosSmooth.Game.Apis;
namespace NosSmooth.Game.Apis.Unsafe;

/// <summary>
/// Packet api for using character skills.
/// </summary>
public class NostaleSkillsPacketApi
public class UnsafeSkillsApi
{
    private readonly INostaleClient _client;
    private readonly Game _game;
    private readonly Contractor _contractor;

    /// <summary>
    /// Initializes a new instance of the <see cref="NostaleSkillsPacketApi"/> class.
    /// Initializes a new instance of the <see cref="UnsafeSkillsApi"/> class.
    /// </summary>
    /// <param name="client">The nostale client.</param>
    /// <param name="game">The game.</param>
    public NostaleSkillsPacketApi(INostaleClient client, Game game)
    /// <param name="contractor">The contractor.</param>
    public UnsafeSkillsApi(INostaleClient client, Game game, Contractor contractor)
    {
        _client = client;
        _game = game;
        _contractor = contractor;
    }

    /// <summary>


@@ 150,7 157,6 @@ public class NostaleSkillsPacketApi
    /// Use the given (targetable) skill on specified entity.
    /// </summary>
    /// <remarks>
    /// The skill won't be used if it is on cooldown.
    /// For skills that can be used only on self, use <paramref name="entity"/> of the character.
    /// For skills that cannot be targeted on an entity, proceed to UseSkillAt.
    /// </remarks>


@@ 169,11 175,6 @@ public class NostaleSkillsPacketApi
        CancellationToken ct = default
    )
    {
        if (skill.IsOnCooldown)
        {
            return Task.FromResult<Result>(new SkillOnCooldownError(skill));
        }

        if (skill.Info is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("skill info"));


@@ 217,12 218,8 @@ public class NostaleSkillsPacketApi
        CancellationToken ct = default
    )
    {
        if (skill.IsOnCooldown)
        {
            return Task.FromResult<Result>(new SkillOnCooldownError(skill));
        }

        if (skill.Info is null)
        var info = skill.Info;
        if (info is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("skill info"));
        }


@@ 231,7 228,7 @@ public class NostaleSkillsPacketApi
        (
            new UseSkillPacket
            (
                skill.Info.CastId,
                info.CastId,
                entityType,
                entityId,
                mapX,


@@ 247,14 244,14 @@ public class NostaleSkillsPacketApi
    /// <remarks>
    /// For skills that can have targets, proceed to UseSkillOn.
    /// </remarks>
    /// <param name="skillVNum">The id of the skill.</param>
    /// <param name="castId">The id of the skill.</param>
    /// <param name="mapX">The x coordinate to use the skill at.</param>
    /// <param name="mapY">The y coordinate to use the skill at.</param>
    /// <param name="ct">The cancellation token for cancelling the operation.</param>
    /// <returns>A result that may or may not have succeeded.</returns>
    public Task<Result> UseSkillAt
    (
        long skillVNum,
        long castId,
        short mapX,
        short mapY,
        CancellationToken ct = default


@@ 262,7 259,7 @@ public class NostaleSkillsPacketApi
    {
        return _client.SendPacketAsync
        (
            new UseAOESkillPacket(skillVNum, mapX, mapY),
            new UseAOESkillPacket(castId, mapX, mapY),
            ct
        );
    }


@@ 286,15 283,145 @@ public class NostaleSkillsPacketApi
        CancellationToken ct = default
    )
    {
        if (skill.IsOnCooldown)
        var info = skill.Info;
        if (info is null)
        {
            return Task.FromResult<Result>(new SkillOnCooldownError(skill));
            return Task.FromResult<Result>(new NotInitializedError("skill info"));
        }

        return _client.SendPacketAsync
        (
            new UseAOESkillPacket(skill.SkillVNum, mapX, mapY),
            new UseAOESkillPacket(info.CastId, mapX, mapY),
            ct
        );
    }

    /// <summary>
    /// Creates a contract for using a skill on the given entity.
    /// </summary>
    /// <param name="skill">The skill to use.</param>
    /// <param name="entityId">The id of the entity to use the skill on.</param>
    /// <param name="entityType">The type of the supplied entity.</param>
    /// <param name="mapX">The x coordinate on the map. (Used for non targeted dashes etc., says where the dash will be to.)</param>
    /// <param name="mapY">The y coordinate on the map. (Used for non targeted dashes etc., says where the dash will be to.)</param>
    /// <returns>The contract or an error.</returns>
    public Result<IContract<SkillUsedEvent, UseSkillStates>> ContractUseSkillOn
    (
        Skill skill,
        long entityId,
        EntityType entityType,
        short? mapX = default,
        short? mapY = default
    )
    {
        var characterId = _game?.Character?.Id;
        if (characterId is null)
        {
            return new NotInitializedError("Game.Character");
        }

        if (skill.Info is null)
        {
            return new NotInitializedError("skill info");
        }

        return Result<IContract<SkillUsedEvent, UseSkillStates>>.FromSuccess
        (
            CreateUseSkillContract
            (
                _contractor,
                skill.SkillVNum,
                characterId.Value,
                ct => UseSkillOn
                (
                    skill.Info.CastId,
                    entityId,
                    entityType,
                    mapX,
                    mapY,
                    ct
                )
            )
        );
    }

    /// <summary>
    /// Creates a contract for using a skill at the given location.
    /// </summary>
    /// <param name="skill">The skill to use.</param>
    /// <param name="mapX">The x coordinate to use the skill at.</param>
    /// <param name="mapY">The y coordinate to use the skill at.</param>
    /// <returns>The contract or an error.</returns>
    public Result<IContract<SkillUsedEvent, UseSkillStates>> ContractUseSkillAt
    (
        Skill skill,
        short mapX,
        short mapY
    )
    {
        var characterId = _game?.Character?.Id;
        if (characterId is null)
        {
            return new NotInitializedError("Game.Character");
        }

        if (skill.Info is null)
        {
            return new NotInitializedError("skill info");
        }

        return Result<IContract<SkillUsedEvent, UseSkillStates>>.FromSuccess
        (
            CreateUseSkillContract
            (
                _contractor,
                skill.SkillVNum,
                characterId.Value,
                ct =>
                {
                    return UseSkillAt(skill.Info.CastId, mapX, mapY, ct);
                }
            )
        );
    }

    /// <summary>
    /// Creates a use skill contract,
    /// casting the skill using the given action.
    /// </summary>
    /// <param name="contractor">The contractor to register the contract at.</param>
    /// <param name="skillVNum">The vnum of the casting skill.</param>
    /// <param name="characterId">The id of the caster, character.</param>
    /// <param name="useSkill">The used skill event.</param>
    /// <returns>A contract for using the given skill.</returns>
    public static IContract<SkillUsedEvent, UseSkillStates> CreateUseSkillContract
    (
        Contractor contractor,
        int skillVNum,
        long characterId,
        Func<CancellationToken, Task<Result>> useSkill
    )
    {
        return new ContractBuilder<SkillUsedEvent, UseSkillStates, UseSkillErrors>(contractor, UseSkillStates.None)
            .SetMoveAction
            (
                UseSkillStates.None,
                async (data, ct) => (await useSkill(ct)).Map(true),
                UseSkillStates.SkillUseRequested
            )
            .SetMoveFilter<SkillUsedEvent>
            (
                UseSkillStates.SkillUseRequested,
                data => data.Skill.SkillVNum == skillVNum && data.Caster.Id == characterId,
                UseSkillStates.SkillUsedResponse
            )
            .SetFillData<SkillUsedEvent>
            (
                UseSkillStates.SkillUsedResponse,
                skillUseEvent => skillUseEvent
            )
            .SetError<CancelPacket>(UseSkillStates.SkillUseRequested, _ => UseSkillErrors.Unknown)
            .SetTimeout(UseSkillStates.SkillUsedResponse, TimeSpan.FromSeconds(1), UseSkillStates.CharacterRestored)
            .Build();
    }
}
\ No newline at end of file

D Core/NosSmooth.Game/Attributes/UnsafeAttribute.cs => Core/NosSmooth.Game/Attributes/UnsafeAttribute.cs +0 -28
@@ 1,28 0,0 @@
//
//  UnsafeAttribute.cs
//
//  Copyright (c) František Boháček. All rights reserved.
//  Licensed under the MIT license. See LICENSE file in the project root for full license information.

namespace NosSmooth.Game.Attributes;

/// <summary>
/// The given method does not do some checks.
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Method | AttributeTargets.Struct)]
public class UnsafeAttribute : Attribute
{
    /// <summary>
    /// Initializes a new instance of the <see cref="UnsafeAttribute"/> class.
    /// </summary>
    /// <param name="reason">The reason.</param>
    public UnsafeAttribute(string reason)
    {
        Reason = reason;
    }

    /// <summary>
    /// Gets the unsafe reason.
    /// </summary>
    public string Reason { get; }
}
\ No newline at end of file

A Core/NosSmooth.Game/Contracts/UseSkillErrors.cs => Core/NosSmooth.Game/Contracts/UseSkillErrors.cs +28 -0
@@ 0,0 1,28 @@
//
//  UseSkillErrors.cs
//
//  Copyright (c) František Boháček. All rights reserved.
//  Licensed under the MIT license. See LICENSE file in the project root for full license information.

namespace NosSmooth.Game.Contracts;

/// <summary>
/// Errors for using a skill.
/// </summary>
public enum UseSkillErrors
{
    /// <summary>
    /// An unknown error has happened.
    /// </summary>
    Unknown,

    /// <summary>
    /// The character does not have enough ammo.
    /// </summary>
    NoAmmo,

    /// <summary>
    /// The character does not have enough mana.
    /// </summary>
    NoMana
}
\ No newline at end of file

A Core/NosSmooth.Game/Contracts/UseSkillStates.cs => Core/NosSmooth.Game/Contracts/UseSkillStates.cs +37 -0
@@ 0,0 1,37 @@
//
//  UseSkillStates.cs
//
//  Copyright (c) František Boháček. All rights reserved.
//  Licensed under the MIT license. See LICENSE file in the project root for full license information.

namespace NosSmooth.Game.Contracts;

/// <summary>
/// States for contract for using a skill.
/// </summary>
public enum UseSkillStates
{
    /// <summary>
    /// Skill use was not executed yet.
    /// </summary>
    None,

    /// <summary>
    /// A skill use packet (u_s, u_as, etc.) was used,
    /// awaiting a response from the server.
    /// </summary>
    SkillUseRequested,

    /// <summary>
    /// The server has responded with a skill use,
    /// (after cast time), the information about
    /// the caster, target is filled.
    /// </summary>
    SkillUsedResponse,

    /// <summary>
    /// Fired 1000 ms after <see cref="SkillUsedResponse"/>,
    /// the character may move after this.
    /// </summary>
    CharacterRestored
}
\ No newline at end of file

A Core/NosSmooth.Game/Errors/WrongSkillTargetError.cs => Core/NosSmooth.Game/Errors/WrongSkillTargetError.cs +19 -0
@@ 0,0 1,19 @@
//
//  WrongSkillTargetError.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.Game.Data.Characters;
using NosSmooth.Game.Data.Entities;
using Remora.Results;

namespace NosSmooth.Game.Errors;

/// <summary>
/// Skill was used at wrong target.
/// </summary>
/// <param name="Skill">The skill that was used.</param>
/// <param name="Target">The target of the skill.</param>
public record WrongSkillTargetError(Skill Skill, ILivingEntity? Target)
    : ResultError($"The skill {Skill.SkillVNum} was used at wrong target {Target}");
\ No newline at end of file

M Core/NosSmooth.Game/Extensions/ServiceCollectionExtensions.cs => Core/NosSmooth.Game/Extensions/ServiceCollectionExtensions.cs +8 -6
@@ 8,6 8,8 @@ using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.DependencyInjection.Extensions;
using NosSmooth.Core.Extensions;
using NosSmooth.Game.Apis;
using NosSmooth.Game.Apis.Safe;
using NosSmooth.Game.Apis.Unsafe;
using NosSmooth.Game.Contracts;
using NosSmooth.Game.Events.Core;
using NosSmooth.Game.Events.Inventory;


@@ 66,12 68,12 @@ public static class ServiceCollectionExtensions
            .AddPacketResponder<EqResponder>();

        serviceCollection
            .AddTransient<NostaleMapPacketApi>()
            .AddTransient<NostaleInventoryPacketApi>()
            .AddTransient<NostaleMatePacketApi>()
            .AddTransient<NostaleMateSkillsPacketApi>()
            .AddTransient<NostaleChatPacketApi>()
            .AddTransient<NostaleSkillsPacketApi>();
            .AddTransient<UnsafeMapApi>()
            .AddTransient<UnsafeInventoryApi>()
            .AddTransient<UnsafeMateApi>()
            .AddTransient<UnsafeMateSkillsApi>()
            .AddTransient<NostaleChatApi>()
            .AddTransient<UnsafeSkillsApi>();

        serviceCollection
            .AddScoped<IEveryGameResponder, ContractEventResponder>();

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