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Feature: Add auto accept party request from friends and guild members #792
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,100 @@ | ||
| // <copyright file="PartyRequestHandler.cs" company="MUnique"> | ||
| // Licensed under the MIT License. See LICENSE file in the project root for full license information. | ||
| // </copyright> | ||
|
|
||
| namespace MUnique.OpenMU.GameLogic.MuHelper; | ||
|
|
||
| using MUnique.OpenMU.Interfaces; | ||
|
|
||
| /// <summary> | ||
| /// Handles auto-accepting incoming party requests from friends and guild members | ||
| /// based on the player's MU Helper settings flags. | ||
| /// </summary> | ||
| public static class PartyRequestHandler | ||
| { | ||
| /// <summary> | ||
| /// Automatically accepts a party request if the receiver has the relevant flag enabled. | ||
| /// </summary> | ||
| /// <param name="receiver">The player receiving the party request.</param> | ||
| /// <param name="requester">The player who sent the party request.</param> | ||
| /// <returns>True if the criteria matched (auto-accept was attempted, regardless of success); false if no criteria matched.</returns> | ||
| public static async ValueTask<bool> TryAutoAcceptPartyRequestAsync(Player receiver, Player requester) | ||
| { | ||
| var settings = receiver.MuHelperSettings; | ||
| if (settings is null) | ||
| { | ||
| return false; | ||
| } | ||
|
|
||
| if (settings.AutoAcceptGuild && AreGuildMembers(receiver, requester)) | ||
| { | ||
| await AcceptPartyRequestAsync(receiver, requester).ConfigureAwait(false); | ||
| return true; | ||
| } | ||
|
|
||
| if (settings.AutoAcceptFriend && await AreFriendsAsync(receiver, requester).ConfigureAwait(false)) | ||
| { | ||
| await AcceptPartyRequestAsync(receiver, requester).ConfigureAwait(false); | ||
| return true; | ||
| } | ||
|
|
||
| return false; | ||
| } | ||
|
|
||
| private static bool AreGuildMembers(Player receiver, Player requester) | ||
| { | ||
| return receiver.GuildStatus?.GuildId != null | ||
| && receiver.GuildStatus.GuildId == requester.GuildStatus?.GuildId; | ||
| } | ||
|
|
||
| private static async ValueTask<bool> AreFriendsAsync(Player receiver, Player requester) | ||
| { | ||
| if (receiver.SelectedCharacter is null || requester.SelectedCharacter is null) | ||
| { | ||
| return false; | ||
| } | ||
|
|
||
| var friendServer = (receiver.GameContext as IGameServerContext)?.FriendServer; | ||
| if (friendServer is null) | ||
| { | ||
| return false; | ||
| } | ||
|
|
||
| return await friendServer.IsFriendAsync(receiver.SelectedCharacter.Name, requester.SelectedCharacter.Name).ConfigureAwait(false); | ||
| } | ||
|
|
||
| private static async ValueTask<bool> AcceptPartyRequestAsync(Player receiver, Player requester) | ||
| { | ||
| bool success = false; | ||
| try | ||
| { | ||
| if (receiver.Party != null) | ||
| { | ||
| if (requester.Party == null) | ||
| { | ||
| // Receiver is the offline party master; add the solo requester to the existing party. | ||
| success = await receiver.Party.AddAsync(requester).ConfigureAwait(false); | ||
| } | ||
| } | ||
| else if (requester.Party != null) | ||
| { | ||
| // Requester already has a party; add the offline receiver to it. | ||
| success = await requester.Party.AddAsync(receiver).ConfigureAwait(false); | ||
| } | ||
| else | ||
| { | ||
| // Neither side has a party; create a new one. | ||
| var party = receiver.GameContext.PartyManager.CreateParty(); | ||
| success = await party.AddAsync(requester).ConfigureAwait(false) | ||
| && await party.AddAsync(receiver).ConfigureAwait(false); | ||
| } | ||
| } | ||
| finally | ||
| { | ||
| await receiver.PlayerState.TryAdvanceToAsync(PlayerState.EnteredWorld).ConfigureAwait(false); | ||
| receiver.LastPartyRequester = null; | ||
| } | ||
|
|
||
| return success; | ||
| } | ||
| } | ||
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