67 lines
1.5 KiB
C#
67 lines
1.5 KiB
C#
using RPG.Network.Proto;
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namespace RPG.Services.Gameserver.Game.Team;
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internal class PlayerTeam
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{
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private const int TeamMemberCount = 4;
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public TeamMember?[] Members { get; } = new TeamMember[TeamMemberCount];
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private uint _leaderSlot;
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public TeamMember Leader => Members[_leaderSlot]!;
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public bool ChangeLeader(uint leaderSlot)
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{
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if (Members[leaderSlot] == null) return false;
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_leaderSlot = leaderSlot;
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return true;
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}
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public TeamMember? Get(uint slot)
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{
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return Members[slot];
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}
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public TeamMember? GetMemberByAvatarId(uint avatarId)
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{
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return Members.FirstOrDefault(member => member?.AvatarId == avatarId);
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}
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public void Join(uint avatarId, AvatarType type, uint slot)
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{
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if (GetMemberByAvatarId(avatarId) != null) return;
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Members[slot] = new(avatarId, type, slot);
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}
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public void Leave(uint slot)
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{
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Members[slot] = null;
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}
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public LineupInfo LineupInfo
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{
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get
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{
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LineupInfo info = new()
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{
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ExtraLineupType = ExtraLineupType.LineupNone,
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LeaderSlot = _leaderSlot,
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Index = 0,
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Mp = 3,
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Name = "Lineup"
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};
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foreach (TeamMember? member in Members)
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{
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if (member == null) continue;
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info.AvatarList.Add(member.LineupAvatarInfo);
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}
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return info;
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}
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}
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}
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