Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Characters/CharacterInfo.cs
Markus Isberg 7a09cf3260 Build 0.17.13.0
2022-04-22 21:48:04 +09:00

85 lines
3.1 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class CharacterInfo
{
private readonly Dictionary<Identifier, float> prevSentSkill = new Dictionary<Identifier, float>();
partial void OnSkillChanged(Identifier skillIdentifier, float prevLevel, float newLevel)
{
if (Character == null || Character.Removed) { return; }
if (!prevSentSkill.ContainsKey(skillIdentifier))
{
prevSentSkill[skillIdentifier] = prevLevel;
}
if (Math.Abs(prevSentSkill[skillIdentifier] - newLevel) > 0.01f)
{
GameMain.NetworkMember.CreateEntityEvent(Character, new Character.UpdateSkillsEventData());
prevSentSkill[skillIdentifier] = newLevel;
}
}
partial void OnExperienceChanged(int prevAmount, int newAmount)
{
if (Character == null || Character.Removed) { return; }
if (prevAmount != newAmount)
{
GameServer.Log($"{GameServer.CharacterLogName(Character)} has gained {newAmount - prevAmount} experience ({prevAmount} -> {newAmount})", ServerLog.MessageType.Talent);
GameMain.NetworkMember.CreateEntityEvent(Character, new Character.UpdateExperienceEventData());
}
}
partial void OnPermanentStatChanged(StatTypes statType)
{
if (Character == null || Character.Removed) { return; }
GameMain.NetworkMember.CreateEntityEvent(Character, new Character.UpdatePermanentStatsEventData());
}
public void ServerWrite(IWriteMessage msg)
{
msg.Write(ID);
msg.Write(Name);
msg.Write(OriginalName);
msg.Write((byte)Head.Preset.TagSet.Count);
foreach (Identifier tag in Head.Preset.TagSet)
{
msg.Write(tag);
}
msg.Write((byte)Head.HairIndex);
msg.Write((byte)Head.BeardIndex);
msg.Write((byte)Head.MoustacheIndex);
msg.Write((byte)Head.FaceAttachmentIndex);
msg.WriteColorR8G8B8(Head.SkinColor);
msg.WriteColorR8G8B8(Head.HairColor);
msg.WriteColorR8G8B8(Head.FacialHairColor);
msg.Write(ragdollFileName);
if (Job != null)
{
msg.Write(Job.Prefab.Identifier);
msg.Write((byte)Job.Variant);
var skills = Job.GetSkills();
msg.Write((byte)skills.Count());
foreach (Skill skill in skills)
{
msg.Write(skill.Identifier);
msg.Write(skill.Level);
}
}
else
{
msg.Write("");
msg.Write((byte)0);
}
msg.Write((ushort)ExperiencePoints);
msg.WriteRangedInteger(AdditionalTalentPoints, 0, MaxAdditionalTalentPoints);
}
}
}