Added a work value change function for testing.

This commit is contained in:
Filip Maj 2017-01-24 09:02:45 -05:00
parent 9372b4bc32
commit ad88c0b28a
4 changed files with 90 additions and 31 deletions

View file

@ -16,31 +16,8 @@ namespace FFXIVClassic_Map_Server
{
private static Dictionary<uint, Item> gamedataItems = Server.GetGamedataItems();
// For the moment, this is the only predefined item
// TODO: make a list/enum in the future so that items can be given by name, instead of by id
const UInt32 ITEM_GIL = 1000001;
public void ChangeProperty(uint id, uint value, string target)
{
SetActorPropetyPacket ChangeProperty = new SetActorPropetyPacket(target);
ChangeProperty.SetTarget(target);
ChangeProperty.AddInt(id, value);
ChangeProperty.AddTarget();
Dictionary<uint, Session> sessionList = Server.GetServer().GetSessionList();
foreach (KeyValuePair<uint, Session> entry in sessionList)
{
SubPacket ChangePropertyPacket = ChangeProperty.BuildPacket((entry.Value.id), (entry.Value.id));
BasePacket packet = BasePacket.CreatePacket(ChangePropertyPacket, true, false);
packet.DebugPrintPacket();
entry.Value.QueuePacket(packet);
}
}
/// <summary>
/// We only use the default options for SendMessagePacket.
/// May as well make it less unwieldly to view
@ -68,7 +45,7 @@ namespace FFXIVClassic_Map_Server
)
.SelectMany(str => str).ToArray();
split = split.Select(temp => temp.ToLower()).ToArray(); // Ignore case on commands
split = split.ToArray(); // Ignore case on commands
var cmd = split[0];
@ -128,7 +105,7 @@ namespace FFXIVClassic_Map_Server
{
if (split.Length == 4)
{
ChangeProperty(Utils.MurmurHash2(split[1], 0), Convert.ToUInt32(split[2], 16), split[3]);
// ChangeProperty(Utils.MurmurHash2(split[1], 0), Convert.ToUInt32(split[2], 16), split[3]);
}
return true;
}
@ -139,7 +116,7 @@ namespace FFXIVClassic_Map_Server
{
if (split.Length == 4)
{
ChangeProperty(Convert.ToUInt32(split[1], 16), Convert.ToUInt32(split[2], 16), split[3]);
//ChangeProperty(Convert.ToUInt32(split[1], 16), Convert.ToUInt32(split[2], 16), split[3]);
}
return true;
}