~ruther/NosSmooth

ref: 1c72fa321b5e1dec1e3f9b8bf1d9c85c7f7ec983 NosSmooth/Core/NosSmooth.Game/Apis/Unsafe/UnsafeSkillsApi.cs -rw-r--r-- 14.6 KiB
1c72fa32 — Rutherther Merge pull request #55 from Rutherther/feat/contracts 2 years ago
                                                                                
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
//
//  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.Unsafe;

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

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

    /// <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="castId">The cast id of the skill.</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>
    /// <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
    (
        short castId,
        long entityId,
        EntityType entityType,
        short? mapX = default,
        short? mapY = default,
        CancellationToken ct = default
    )
    {
        return _client.SendPacketAsync
        (
            new UseSkillPacket
            (
                castId,
                entityType,
                entityId,
                mapX,
                mapY
            ),
            ct
        );
    }

    /// <summary>
    /// Use the given (targetable) skill on character itself.
    /// </summary>
    /// <remarks>
    /// For skills that cannot be targeted on an entity, proceed to UseSkillAt.
    /// </remarks>
    /// <param name="castId">The cast id of the skill.</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 async Task<Result> UseSkillOnCharacter
    (
        short castId,
        short? mapX = default,
        short? mapY = default,
        CancellationToken ct = default
    )
    {
        var character = _game.Character;
        if (character is null)
        {
            return new NotInitializedError("Character");
        }

        return await _client.SendPacketAsync
        (
            new UseSkillPacket
            (
                castId,
                EntityType.Player,
                character.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="entity"/> of the character.
    /// For skills that cannot be targeted on an entity, proceed to UseSkillAt.
    /// </remarks>
    /// <param name="castId">The cast id of the skill.</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
    (
        short castId,
        ILivingEntity entity,
        short? mapX = default,
        short? mapY = default,
        CancellationToken ct = default
    )
    {
        return _client.SendPacketAsync
        (
            new UseSkillPacket
            (
                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="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 (skill.Info is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("skill info"));
        }

        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="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>
    /// <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,
        EntityType entityType,
        short? mapX = default,
        short? mapY = default,
        CancellationToken ct = default
    )
    {
        var info = skill.Info;
        if (info is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("skill info"));
        }

        return _client.SendPacketAsync
        (
            new UseSkillPacket
            (
                info.CastId,
                entityType,
                entityId,
                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="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 castId,
        short mapX,
        short mapY,
        CancellationToken ct = default
    )
    {
        return _client.SendPacketAsync
        (
            new UseAOESkillPacket(castId, 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 info = skill.Info;
        if (info is null)
        {
            return Task.FromResult<Result>(new NotInitializedError("skill info"));
        }

        return _client.SendPacketAsync
        (
            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();
    }
}
Do not follow this link