server-master/srcs/_plugins/WingsEmu.Plugins.BasicImplementation/Event/Miniland/RmvObjMinilandEventHandler.cs
2026-02-10 18:21:30 +01:00

63 lines
No EOL
2.2 KiB
C#

using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using PhoenixLib.Events;
using WingsAPI.Game.Extensions.MinilandExtensions;
using WingsEmu.Game._i18n;
using WingsEmu.Game.Characters;
using WingsEmu.Game.Extensions;
using WingsEmu.Game.Miniland;
using WingsEmu.Game.Miniland.Events;
using WingsEmu.Game.Networking;
using WingsEmu.Packets.Enums;
using WingsEmu.Packets.Enums.Chat;
namespace WingsEmu.Plugins.BasicImplementations.Event.Miniland;
public class RmvObjMinilandEventHandler : IAsyncEventProcessor<RmvObjMinilandEvent>
{
private readonly IGameLanguageService _languageService;
private readonly IMinilandManager _minilandManager;
public RmvObjMinilandEventHandler(IMinilandManager minilandManager, IGameLanguageService languageService)
{
_minilandManager = minilandManager;
_languageService = languageService;
}
public async Task HandleAsync(RmvObjMinilandEvent e, CancellationToken cancellation)
{
IClientSession session = e.Sender;
IPlayerEntity character = e.Sender.PlayerEntity;
if (character.MapInstanceId != character.Miniland.Id)
{
return;
}
if (character.MinilandState != MinilandState.LOCK)
{
session.SendMsg(session.GetLanguage(GameDialogKey.MINILAND_SHOUTMESSAGE_NEED_BE_LOCKED), MsgMessageType.Middle);
return;
}
MapDesignObject mapObject = character.Miniland.MapDesignObjects.FirstOrDefault(x => x.InventoryItem.Slot == e.Slot);
if (mapObject == default)
{
return;
}
if (mapObject.InventoryItem.ItemInstance.GameItem.IsWarehouse)
{
character.WareHouseSize = 0;
}
if (mapObject.InventoryItem.ItemInstance.GameItem.ItemType == ItemType.House)
{
_minilandManager.RelativeUpdateMinilandCapacity(e.Sender.PlayerEntity.Id, -mapObject.InventoryItem.ItemInstance.GameItem.MinilandObjectPoint);
}
character.Miniland.MapDesignObjects.Remove(mapObject);
character.Miniland.Broadcast(mapObject.GenerateEffect(true));
character.Miniland.Broadcast(mapObject.GenerateMinilandObject(true));
}
}