equipment switching & level up with avatar level up fix

This commit is contained in:
rafi1212122
2023-06-03 08:39:32 +07:00
parent 1a631babe2
commit 3eef557a14
8 changed files with 236 additions and 14 deletions

View File

@@ -0,0 +1,45 @@
using Common.Database;
using Common.Resources.Proto;
namespace PemukulPaku.GameServer.Handlers
{
[PacketCmdId(CmdId.DressEquipmentReq)]
internal class DressEquipmentReqHandler : IPacketHandler
{
public void Handle(Session session, Packet packet)
{
DressEquipmentReq Data = packet.GetDecodedBody<DressEquipmentReq>();
DressEquipmentRsp Rsp = new() { retcode = DressEquipmentRsp.Retcode.Succ };
AvatarScheme? avatar = session.Player.AvatarList.FirstOrDefault(avatar => avatar.AvatarId == Data.AvatarId);
if (avatar == null)
{
Rsp.retcode = DressEquipmentRsp.Retcode.AvatarNotExist;
}
else
{
switch (Data.Slot)
{
case EquipmentSlot.EquipmentSlotWeapon1:
avatar.WeaponUniqueId = Data.UniqueId;
break;
case EquipmentSlot.EquipmentSlotStigmata1:
avatar.StigmataUniqueId1 = Data.UniqueId;
break;
case EquipmentSlot.EquipmentSlotStigmata2:
avatar.StigmataUniqueId2 = Data.UniqueId;
break;
case EquipmentSlot.EquipmentSlotStigmata3:
avatar.StigmataUniqueId3 = Data.UniqueId;
break;
default:
Rsp.retcode = DressEquipmentRsp.Retcode.EquipmentSlotError;
break;
}
session.ProcessPacket(Packet.FromProto(new GetAvatarDataReq() { AvatarIdLists = new uint[] { avatar.AvatarId } }, CmdId.GetAvatarDataReq));
}
session.Send(Packet.FromProto(Rsp, CmdId.DressEquipmentRsp));
}
}
}