Files
CypherCore/Source/Game/Networking/Packets/ReputationPackets.cs
T
2023-01-18 17:25:32 -05:00

106 lines
3.0 KiB
C#

// Copyright (c) CypherCore <http://github.com/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 = 443;
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<ForcedReaction> 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<FactionStandingData> 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;
}
}