// Copyright (c) CypherCore All rights reserved. // Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information. using Framework.Constants; using System.Collections.Generic; namespace Game.Networking.Packets { public class InitializeFactions : ServerPacket { const ushort FactionCount = 1000; public InitializeFactions() : base(ServerOpcodes.InitializeFactions, ConnectionType.Instance) { } public override void Write() { for (ushort i = 0; i < FactionCount; ++i) { _worldPacket.WriteUInt16((ushort)((ushort)FactionFlags[i] & 0xFF)); _worldPacket.WriteInt32(FactionStandings[i]); } for (ushort i = 0; i < FactionCount; ++i) _worldPacket.WriteBit(FactionHasBonus[i]); _worldPacket.FlushBits(); } public int[] FactionStandings = new int[FactionCount]; public bool[] FactionHasBonus = new bool[FactionCount]; //@todo: implement faction bonus public ReputationFlags[] FactionFlags = new ReputationFlags[FactionCount]; } class RequestForcedReactions : ClientPacket { public RequestForcedReactions(WorldPacket packet) : base(packet) { } public override void Read() { } } class SetForcedReactions : ServerPacket { public SetForcedReactions() : base(ServerOpcodes.SetForcedReactions, ConnectionType.Instance) { } public override void Write() { _worldPacket.WriteInt32(Reactions.Count); foreach (ForcedReaction reaction in Reactions) reaction.Write(_worldPacket); } public List Reactions = new(); } class SetFactionStanding : ServerPacket { public SetFactionStanding() : base(ServerOpcodes.SetFactionStanding, ConnectionType.Instance) { } public override void Write() { _worldPacket.WriteFloat(BonusFromAchievementSystem); _worldPacket.WriteInt32(Faction.Count); foreach (FactionStandingData factionStanding in Faction) factionStanding.Write(_worldPacket); _worldPacket.WriteBit(ShowVisual); _worldPacket.FlushBits(); } public float BonusFromAchievementSystem; public List Faction = new(); public bool ShowVisual; } struct ForcedReaction { public void Write(WorldPacket data) { data.WriteInt32(Faction); data.WriteInt32(Reaction); } public int Faction; public int Reaction; } struct FactionStandingData { public FactionStandingData(int index, int standing) { Index = index; Standing = standing; } public void Write(WorldPacket data) { data.WriteInt32(Index); data.WriteInt32(Standing); } int Index; int Standing; } }