Made attributes read-only;
Improved development conditioning; Translations and renames; Refactoring;
This commit is contained in:
parent
d43984a22f
commit
21d6ea62e8
@ -57,8 +57,14 @@ public class AnsiTarget : LogTarget
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CancellationTokenSource.Cancel();
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}
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public static string Filter(string text)
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/// <summary>
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/// Logging keywords to beautify the output.
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/// It's ugly, I know.
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/// Changes are welcome - @iamdroppy
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/// </summary>
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/// <param name="text">Text to "beautify"</param>
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/// <returns>Replaced with color changes</returns>
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public static string Beautify(string text)
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{
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return text
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.Replace("Blizzless", "[dodgerblue1]Blizz[/][deepskyblue2]less[/]", StringComparison.CurrentCultureIgnoreCase)
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@ -81,7 +87,7 @@ public class AnsiTarget : LogTarget
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/// </summary>
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/// <param name="x"></param>
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/// <returns></returns>
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string Cleanup(string x) => Filter(x.Replace("[", "[[").Replace("]", "]]").Replace("$[[/]]$", "[/]").Replace("$[[", "[").Replace("]]$", "]"));
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string Cleanup(string x) => Beautify(x.Replace("[", "[[").Replace("]", "]]").Replace("$[[/]]$", "[/]").Replace("$[[", "[").Replace("]]$", "]"));
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public override void LogMessage(Logger.Level level, string logger, string message)
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{
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@ -52,7 +52,7 @@ namespace DiIiS_NA.Core.Logging
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/// </summary>
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/// <param name="x"></param>
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/// <returns></returns>
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string Cleanup(string x) => AnsiTarget.Filter(x.Replace("[", "[[").Replace("]", "]]").Replace("$[[/]]$", "[/]").Replace("$[[", "[").Replace("]]$", "]"));
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string Cleanup(string x) => AnsiTarget.Beautify(x.Replace("[", "[[").Replace("]", "]]").Replace("$[[/]]$", "[/]").Replace("$[[", "[").Replace("]]$", "]"));
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/// <param name="level"></param>
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private static string SetColor(Logger.Level level, bool withBackground = false)
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@ -11,7 +11,7 @@ namespace DiIiS_NA.GameServer.CommandManager
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{
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public class CommandGroup
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{
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private static readonly Logger Logger = LogManager.CreateLogger("CM");
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private static readonly Logger Logger = LogManager.CreateLogger("Commands");
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public CommandGroupAttribute Attributes { get; private set; }
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@ -37,7 +37,7 @@ namespace DiIiS_NA.GameServer.CommandManager
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if (!_commands.ContainsKey(attribute))
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_commands.Add(attribute, method);
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else
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Logger.Error("Command '{0}' already exists.", attribute.Name);
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Logger.Fatal("Command '$[underline white]${0}$[/]$' already exists.", attribute.Name);
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}
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}
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@ -62,8 +62,11 @@ namespace DiIiS_NA.GameServer.CommandManager
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// check if the user has enough privileges to access command group.
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// check if the user has enough privileges to invoke the command.
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if (invokerClient != null && Attributes.MinUserLevel > invokerClient.Account.UserLevel)
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#if DEBUG
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return $"You don't have enough privileges to invoke that command (Min. level: {Attributes.MinUserLevel}).";
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#else
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return "You don't have enough privileges to invoke that command.";
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#endif
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string[] @params = null;
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CommandAttribute target = null;
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@ -99,13 +102,10 @@ namespace DiIiS_NA.GameServer.CommandManager
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[DefaultCommand]
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public virtual string Fallback(string[] @params = null, BattleClient invokerClient = null)
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{
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var output = "Available subcommands: ";
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foreach (var pair in _commands)
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{
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if (pair.Key.Name.Trim() == string.Empty) continue; // skip fallback command.
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if (invokerClient != null && pair.Key.MinUserLevel > invokerClient.Account.UserLevel) continue;
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output += pair.Key.Name + ", ";
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}
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var output = _commands
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.Where(pair => pair.Key.Name.Trim() != string.Empty)
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.Where(pair => invokerClient == null || pair.Key.MinUserLevel <= invokerClient.Account.UserLevel)
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.Aggregate("Available subcommands: ", (current, pair) => current + (pair.Key.Name + ", "));
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return output.Substring(0, output.Length - 2) + ".";
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}
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@ -150,21 +150,12 @@ namespace DiIiS_NA.GameServer.CommandManager
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public override string Fallback(string[] parameters = null, BattleClient invokerClient = null)
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{
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var output = "Available commands: ";
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if (invokerClient != null)
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{
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foreach (var pair in CommandGroups.Where(pair =>
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pair.Key.MinUserLevel > invokerClient?.Account.UserLevel))
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{
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output += "!" + pair.Key.Name + ": " + pair.Key.Help + "\n\n";
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}
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}
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else
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{
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foreach (var pair in CommandGroups)
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{
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output += "!" + pair.Key.Name + ": " + pair.Key.Help + "\n\n";
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}
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}
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output =
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invokerClient != null
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? CommandGroups.Where(pair => pair.Key.MinUserLevel > invokerClient?.Account.UserLevel)
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.Aggregate(output, (current, pair) => current + ($"{Config.Instance.CommandPrefix}{pair.Key.Name}: {pair.Key.Help}\n\n"))
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: CommandGroups
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.Aggregate(output, (current, pair) => current + (($"$[underline green]${Config.Instance.CommandPrefix}{pair.Key.Name}$[/]$: {pair.Key.Help}\n\n")));
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return output + "Type 'help <command>' to get help about a specific command.";
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}
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@ -173,10 +164,7 @@ namespace DiIiS_NA.GameServer.CommandManager
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[CommandGroup("help", "usage: help <command>\nType 'commands' to get a list of available commands.")]
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public class HelpCommandGroup : CommandGroup
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{
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public override string Fallback(string[] parameters = null, BattleClient invokerClient = null)
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{
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return "usage: help <command>\nType 'commands' to get a list of available commands.";
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}
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public override string Fallback(string[] parameters = null, BattleClient invokerClient = null) => "usage: help <command>\nType 'commands' to get a list of available commands.";
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public override string Handle(string parameters, BattleClient invokerClient = null)
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{
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@ -189,11 +177,8 @@ namespace DiIiS_NA.GameServer.CommandManager
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var group = @params[0];
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var command = @params.Count() > 1 ? @params[1] : string.Empty;
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foreach (var pair in CommandGroups)
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foreach (var pair in CommandGroups.Where(pair => group == pair.Key.Name))
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{
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if (group != pair.Key.Name)
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continue;
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if (command == string.Empty)
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return pair.Key.Help;
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@ -202,7 +187,7 @@ namespace DiIiS_NA.GameServer.CommandManager
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}
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if (!found)
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output = string.Format("Unknown command: {0} {1}", group, command);
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output = $"Unknown command: {group} {command}";
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return output;
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}
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File diff suppressed because it is too large
Load Diff
@ -117,7 +117,7 @@ namespace DiIiS_NA.GameServer.GSSystem.ActorSystem
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/// <summary>
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/// Attribute map.
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/// </summary>
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public GameAttributeMap Attributes { get; set; } //TODO: this needs to be "private set", but without errors on speed modifications
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public GameAttributeMap Attributes { get; }
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/// <summary>
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/// Affix list.
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@ -41,7 +41,7 @@ namespace DiIiS_NA.GameServer.GSSystem.ActorSystem.Implementations.ScriptObjects
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{
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try
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{
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(World.FindAt(ActorSno._a3dun_keep_bridge, Position, 60.0f) as Door).Open();
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(World.FindActorAt(ActorSno._a3dun_keep_bridge, Position, 60.0f) as Door).Open();
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}
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catch { }
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}
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@ -43,12 +43,12 @@ namespace DiIiS_NA.GameServer.GSSystem.ActorSystem.Implementations.ScriptObjects
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if (Attributes[GameAttribute.Disabled] == true) return;
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try
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{
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Door waterfall = World.FindAt(ActorSno._caout_oasis_door_aqueduct_a_top, Position, 80.0f) as Door;
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Door waterfall = World.FindActorAt(ActorSno._caout_oasis_door_aqueduct_a_top, Position, 80.0f) as Door;
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if (waterfall == null)
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{
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Door gate = World.FindAt(ActorSno._caout_oasis_door_aqueduct_a, Position, 80.0f) as Door;
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Door gate = World.FindActorAt(ActorSno._caout_oasis_door_aqueduct_a, Position, 80.0f) as Door;
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if (gate == null)
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(World.FindAt(ActorSno._caout_oasis_cenote_door, Position, 80.0f) as Door).Open();
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(World.FindActorAt(ActorSno._caout_oasis_cenote_door, Position, 80.0f) as Door).Open();
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else
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gate.Open();
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}
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@ -1,5 +1,13 @@
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using DiIiS_NA.Core.Helpers.Math;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using DiIiS_NA.Core.Helpers.Hash;
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using DiIiS_NA.Core.Helpers.Math;
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using DiIiS_NA.Core.Logging;
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using DiIiS_NA.Core.MPQ;
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using DiIiS_NA.Core.MPQ.FileFormats;
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using DiIiS_NA.D3_GameServer.Core.Types.SNO;
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using DiIiS_NA.GameServer.Core.Types.Math;
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using DiIiS_NA.GameServer.Core.Types.QuadTrees;
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@ -7,27 +15,22 @@ using DiIiS_NA.GameServer.Core.Types.SNO;
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using DiIiS_NA.GameServer.Core.Types.TagMap;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem.Implementations;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem.Movement;
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using DiIiS_NA.GameServer.GSSystem.GameSystem;
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using DiIiS_NA.GameServer.GSSystem.ItemsSystem;
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using DiIiS_NA.GameServer.GSSystem.ObjectsSystem;
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using DiIiS_NA.GameServer.GSSystem.PlayerSystem;
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using DiIiS_NA.GameServer.GSSystem.PowerSystem;
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using DiIiS_NA.GameServer.MessageSystem;
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using DiIiS_NA.GameServer.MessageSystem.Message.Definitions.ACD;
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using DiIiS_NA.GameServer.MessageSystem.Message.Definitions.Animation;
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using DiIiS_NA.GameServer.MessageSystem.Message.Definitions.Misc;
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using DiIiS_NA.GameServer.MessageSystem.Message.Definitions.World;
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using DiIiS_NA.GameServer.MessageSystem.Message.Fields;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using DiIiS_NA.Core.MPQ.FileFormats;
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using DiIiS_NA.LoginServer.Toons;
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using Actor = DiIiS_NA.GameServer.GSSystem.ActorSystem.Actor;
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using Circle = DiIiS_NA.GameServer.Core.Types.Misc.Circle;
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using Environment = DiIiS_NA.Core.MPQ.FileFormats.Environment;
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using Monster = DiIiS_NA.GameServer.GSSystem.ActorSystem.Monster;
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using ResolvedPortalDestination = DiIiS_NA.GameServer.MessageSystem.Message.Fields.ResolvedPortalDestination;
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@ -36,8 +39,8 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
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public sealed class World : DynamicObject, IRevealable, IUpdateable
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{
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static readonly Logger Logger = LogManager.CreateLogger();
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public readonly Dictionary<World, List<Item>> DbItems = new Dictionary<World, List<Item>>(); //we need this list to delete item_instances from items which have no owner anymore.
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public readonly Dictionary<ulong, Item> CachedItems = new Dictionary<ulong, Item>();
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public readonly Dictionary<World, List<Item>> DbItems = new(); //we need this list to delete item_instances from items which have no owner anymore.
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public readonly Dictionary<ulong, Item> CachedItems = new();
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public int LastCEId = 3000;
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@ -52,30 +55,24 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
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/// SNOHandle for the world.
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/// </summary>
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public SNOHandle WorldSNO { get; private set; }
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public WorldSno SNO
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{
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get { return (WorldSno)WorldSNO.Id; }
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}
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public WorldSno SNO => (WorldSno)WorldSNO.Id;
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/// <summary>
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/// <summary>
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/// QuadTree that contains scenes & actors.
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/// </summary>
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private QuadTree _quadTree;
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public static QuadTree _PvPQuadTree = new QuadTree(new Size(60, 60), 0);
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public static QuadTree _PvPQuadTree = new(new Size(60, 60), 0);
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public QuadTree QuadTree
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{
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get
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{
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return (IsPvP ? _PvPQuadTree : _quadTree);
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}
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get => (IsPvP ? _PvPQuadTree : _quadTree);
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set { }
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}
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/// <summary>
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/// WorldData loaded from MPQs/DB
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/// </summary>
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public DiIiS_NA.Core.MPQ.FileFormats.World worldData = new DiIiS_NA.Core.MPQ.FileFormats.World();
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public DiIiS_NA.Core.MPQ.FileFormats.World worldData = new();
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/// <summary>
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/// Destination for portals(on Exit and DungeonStone)
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@ -92,14 +89,11 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
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/// </summary>
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private readonly ConcurrentDictionary<uint, Scene> _scenes;
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private static readonly ConcurrentDictionary<uint, Scene> _PvPscenes = new ConcurrentDictionary<uint, Scene>();
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private static readonly ConcurrentDictionary<uint, Scene> _PvPscenes = new();
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public ConcurrentDictionary<uint, Scene> Scenes
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{
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get
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{
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return (IsPvP ? _PvPscenes : _scenes);
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}
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get => (IsPvP ? _PvPscenes : _scenes);
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set { }
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}
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@ -108,46 +102,36 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
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/// </summary>
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private readonly ConcurrentDictionary<uint, Actor> _actors;
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public static readonly ConcurrentDictionary<uint, Actor> _PvPActors = new ConcurrentDictionary<uint, Actor>();
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public static readonly ConcurrentDictionary<uint, Actor> _PvPActors = new();
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public ConcurrentDictionary<uint, Actor> Actors
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{
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get
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{
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return (IsPvP ? _PvPActors : _actors);
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}
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get => (IsPvP ? _PvPActors : _actors);
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set { }
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}
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public Dictionary<int, WorldSno> PortalOverrides = new Dictionary<int, WorldSno>();
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public Dictionary<int, WorldSno> PortalOverrides = new();
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/// <summary>
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/// List of players contained in the world.
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/// </summary>
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private readonly ConcurrentDictionary<uint, Player> _players;
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public static readonly ConcurrentDictionary<uint, Player> _PvPPlayers = new ConcurrentDictionary<uint, Player>();
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public static readonly ConcurrentDictionary<uint, Player> _PvPPlayers = new();
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public ConcurrentDictionary<uint, Player> Players
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{
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get
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{
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return (IsPvP ? _PvPPlayers : _players);
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}
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set { }
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}
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public ConcurrentDictionary<uint, Player> Players => (IsPvP ? _PvPPlayers : _players);
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/// <summary>
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/// Returns true if the world has players in.
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/// </summary>
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public bool HasPlayersIn { get { return Players.Count > 0; } }
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public bool HasPlayersIn => Players.Count > 0;
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/// <summary>
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/// Returns a new dynamicId for scenes.
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/// </summary>
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public uint NewSceneID { get { return IsPvP ? NewPvPSceneID : Game.NewSceneID; } }
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public uint NewSceneID => IsPvP ? NewPvPSceneID : Game.NewSceneID;
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public bool IsPvP { get { return SNO == WorldSno.pvp_duel_small_multi; } } //PvP_Duel_Small
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public bool IsPvP => SNO == WorldSno.pvp_duel_small_multi; //PvP_Duel_Small
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public static bool PvPMapLoaded = false;
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@ -164,21 +148,15 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
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}
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// Environment
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public DiIiS_NA.Core.MPQ.FileFormats.Environment Environment
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{
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get
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{
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return ((DiIiS_NA.Core.MPQ.FileFormats.World)DiIiS_NA.Core.MPQ.MPQStorage.Data.Assets[SNOGroup.Worlds][WorldSNO.Id].Data).Environment;
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}
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}
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public Environment Environment => ((DiIiS_NA.Core.MPQ.FileFormats.World)MPQStorage.Data.Assets[SNOGroup.Worlds][WorldSNO.Id].Data).Environment;
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private static uint _lastPvPObjectID = 10001;
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private static object obj = new object();
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private static readonly object _obj = new();
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public static uint NewActorPvPID
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{
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get
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{
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lock (obj)
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lock (_obj)
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{
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_lastPvPObjectID++;
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return _lastPvPObjectID;
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@ -191,7 +169,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
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{
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get
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{
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lock (obj)
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lock (_obj)
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{
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_lastPvPSceneID++;
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return _lastPvPSceneID;
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@ -218,14 +196,14 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
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}
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private PowerManager _powerManager;
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public static PowerManager _PvPPowerManager = new PowerManager();
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public static PowerManager _PvPPowerManager = new();
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public PowerManager PowerManager { get { return IsPvP ? _PvPPowerManager : _powerManager; } }
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public PowerManager PowerManager => IsPvP ? _PvPPowerManager : _powerManager;
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private BuffManager _buffManager;
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public static BuffManager _PvPBuffManager = new BuffManager();
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public static BuffManager _PvPBuffManager = new();
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public BuffManager BuffManager { get { return IsPvP ? _PvPBuffManager : _buffManager; } }
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public BuffManager BuffManager => IsPvP ? _PvPBuffManager : _buffManager;
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/// <summary>
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/// Creates a new world for the given game with given snoId.
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@ -257,8 +235,8 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
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if (SNO == WorldSno.x1_bog_01) //Blood Marsh
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{
|
||||
var worlds = new List<WorldSno>() { WorldSno.x1_catacombs_level01, WorldSno.x1_catacombs_fakeentrance_02, WorldSno.x1_catacombs_fakeentrance_03, WorldSno.x1_catacombs_fakeentrance_04 };
|
||||
var scenes = new List<int>() { 265624, 265655, 265678, 265693 };
|
||||
var worlds = new List<WorldSno> { WorldSno.x1_catacombs_level01, WorldSno.x1_catacombs_fakeentrance_02, WorldSno.x1_catacombs_fakeentrance_03, WorldSno.x1_catacombs_fakeentrance_04 };
|
||||
var scenes = new List<int> { 265624, 265655, 265678, 265693 };
|
||||
foreach (var scene in scenes)
|
||||
{
|
||||
var wld = worlds[FastRandom.Instance.Next(worlds.Count)];
|
||||
@ -283,17 +261,17 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
{
|
||||
foreach (var actor in player.GetActorsInRange().OfType<IUpdateable>()) // get IUpdateable actors in range.
|
||||
{
|
||||
if (actorsToUpdate.Contains(actor as IUpdateable)) // don't let a single actor in range of more than players to get updated more thance per tick /raist.
|
||||
if (actorsToUpdate.Contains(actor)) // don't let a single actor in range of more than players to get updated more thance per tick /raist.
|
||||
continue;
|
||||
|
||||
actorsToUpdate.Add(actor as IUpdateable);
|
||||
actorsToUpdate.Add(actor);
|
||||
}
|
||||
}
|
||||
foreach (var minion in Actors.Values.OfType<Minion>())
|
||||
{
|
||||
if (actorsToUpdate.Contains(minion as IUpdateable))
|
||||
if (actorsToUpdate.Contains(minion))
|
||||
continue;
|
||||
actorsToUpdate.Add(minion as IUpdateable);
|
||||
actorsToUpdate.Add(minion);
|
||||
}
|
||||
foreach (var actor in actorsToUpdate) // trigger the updates.
|
||||
{
|
||||
@ -313,6 +291,49 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
|
||||
#region message broadcasting
|
||||
|
||||
/// <summary>
|
||||
/// Broadcasts a message to all players in the world.
|
||||
/// </summary>
|
||||
/// <param name="action">The action that will be invoked to all players</param>
|
||||
/// <exception cref="Exception">If there was an error to broadcast to player.</exception>
|
||||
public void BroadcastOperation(Action<Player> action)
|
||||
{
|
||||
foreach (var player in Players.Values)
|
||||
{
|
||||
if (player == null) continue;
|
||||
try
|
||||
{
|
||||
action(player);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
throw new Exception("Error while broadcasting to player " + player.Name, ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Broadcasts a message to all players in the world where the <param name="predicate"></param> is true.
|
||||
/// </summary>
|
||||
/// <param name="predicate">Players matching criteria</param>
|
||||
/// <param name="action">The action that will be invoked to all players</param>
|
||||
/// <exception cref="Exception">If there was an error to broadcast to player</exception>
|
||||
public void BroadcastOperation(Func<Player, bool> predicate, Action<Player> action)
|
||||
{
|
||||
foreach (var player in Players.Values.Where(predicate))
|
||||
{
|
||||
if (player == null) continue;
|
||||
try
|
||||
{
|
||||
action(player);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
throw new Exception("Error while broadcasting to player " + player.Name, ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: Scenes are actually laid out in cells with Subscenes filling in certain areas under a Scene.
|
||||
// We can use this design feature to track Actors' current scene and send updates to it and neighboring
|
||||
// scenes instead of distance checking for broadcasting messages. / komiga
|
||||
@ -325,11 +346,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
/// <param name="actor">The actor.</param>
|
||||
public void BroadcastIfRevealed(Func<Player, GameMessage> message, Actor actor)
|
||||
{
|
||||
foreach (var player in Players.Values)
|
||||
{
|
||||
if (player.RevealedObjects.ContainsKey(actor.GlobalID))
|
||||
player.InGameClient.SendMessage(message(player));
|
||||
}
|
||||
BroadcastOperation(player => player.RevealedObjects.ContainsKey(actor.GlobalID), player => player.InGameClient.SendMessage(message(player)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -338,10 +355,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
/// <param name="message"></param>
|
||||
public void BroadcastGlobal(Func<Player, GameMessage> message)
|
||||
{
|
||||
foreach (var player in Players.Values)
|
||||
{
|
||||
player.InGameClient.SendMessage(message(player));
|
||||
}
|
||||
BroadcastOperation(player => player.InGameClient.SendMessage(message(player)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -349,9 +363,9 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
/// </summary>
|
||||
/// <param name="message">The message to broadcast.</param>
|
||||
/// <param name="actor">The actor.</param>
|
||||
public void BroadcastInclusive(Func<Player, GameMessage> message, Actor actor)
|
||||
public void BroadcastInclusive(Func<Player, GameMessage> message, Actor actor, float? radius = null)
|
||||
{
|
||||
var players = actor.GetPlayersInRange();
|
||||
var players = actor.GetPlayersInRange(radius);
|
||||
foreach (var player in players)
|
||||
{
|
||||
player.InGameClient.SendMessage(message(player));
|
||||
@ -404,12 +418,12 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
WorldSizeInFeetY = 5040,
|
||||
snoDungeonFinderSourceWorld = -1
|
||||
});
|
||||
player.InGameClient.SendMessage(new WorldStatusMessage() { WorldID = GlobalID, Field1 = false });
|
||||
player.InGameClient.SendMessage(new WorldStatusMessage { WorldID = GlobalID, Field1 = false });
|
||||
//*
|
||||
player.InGameClient.SendMessage(new WorldSyncedDataMessage()
|
||||
player.InGameClient.SendMessage(new WorldSyncedDataMessage
|
||||
{
|
||||
WorldID = GlobalID,
|
||||
SyncedData = new WorldSyncedData()
|
||||
SyncedData = new WorldSyncedData
|
||||
{
|
||||
SnoWeatherOverride = -1,
|
||||
WeatherIntensityOverride = 0,
|
||||
@ -436,7 +450,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
foreach (var scene in Scenes.Values) scene.Unreveal(player);
|
||||
player.RevealedObjects.Remove(GlobalID);
|
||||
|
||||
player.InGameClient.SendMessage(new WorldStatusMessage() { WorldID = GlobalID, Field1 = true });
|
||||
player.InGameClient.SendMessage(new WorldStatusMessage { WorldID = GlobalID, Field1 = true });
|
||||
player.InGameClient.SendMessage(new PrefetchDataMessage(Opcodes.PrefetchWorldMessage) { SNO = WorldSNO.Id });
|
||||
//player.InGameClient.SendMessage(new WorldDeletedMessage() { WorldID = this.GlobalID });
|
||||
|
||||
@ -560,7 +574,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
UnitAniimStartTime = 0,
|
||||
tAnim = new PlayAnimationMessageSpec[]
|
||||
{
|
||||
new PlayAnimationMessageSpec()
|
||||
new()
|
||||
{
|
||||
Duration = 150,
|
||||
AnimationSNO = monster.AnimationSet.TagMapAnimDefault[animationTag],
|
||||
@ -576,7 +590,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
return monster;
|
||||
}
|
||||
|
||||
private Queue<Queue<Action>> _flippyTimers = new Queue<Queue<Action>>();
|
||||
private Queue<Queue<Action>> _flippyTimers = new();
|
||||
|
||||
private const int FlippyDurationInTicks = 10;
|
||||
private const int FlippyMaxDistanceManhattan = 10; // length of one side of the square around the player where the item will appear
|
||||
@ -592,14 +606,14 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
public void PlayPieAnimation(Actor actor, Actor User, int PowerSNO, Vector3D TargetPosition)
|
||||
{
|
||||
|
||||
BroadcastIfRevealed(plr => new MessageSystem.Message.Definitions.ACD.ACDTranslateDetPathPieWedgeMessage
|
||||
BroadcastIfRevealed(plr => new ACDTranslateDetPathPieWedgeMessage
|
||||
{
|
||||
ann = (int)actor.DynamicID(plr),
|
||||
StartPos = User.Position,
|
||||
FirstTagetPos = User.Position,
|
||||
MoveFlags = 9,
|
||||
AnimTag = 1,
|
||||
PieData = new DPathPieData()
|
||||
PieData = new DPathPieData
|
||||
{
|
||||
Field0 = TargetPosition,
|
||||
Field1 = 1,
|
||||
@ -613,7 +627,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
public void PlayCircleAnimation(Actor actor, Actor User, int PowerSNO, Vector3D TargetPosition)
|
||||
{
|
||||
|
||||
BroadcastIfRevealed(plr => new MessageSystem.Message.Definitions.ACD.ACDTranslateDetPathSinMessage
|
||||
BroadcastIfRevealed(plr => new ACDTranslateDetPathSinMessage
|
||||
{
|
||||
ActorID = actor.DynamicID(plr),
|
||||
DPath = 6,
|
||||
@ -625,14 +639,14 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
Seed = 1,
|
||||
Carry = 1,
|
||||
TargetPostition = TargetPosition,
|
||||
Angle = ActorSystem.Movement.MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
Angle = MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
StartPosition = User.Position,
|
||||
MoveFlags = 1,
|
||||
AnimTag = 1,
|
||||
PowerSNO = PowerSNO,
|
||||
Var0Int = 1,
|
||||
Var0Fl = 1f,
|
||||
SinData = new DPathSinData()
|
||||
SinData = new DPathSinData
|
||||
{
|
||||
annOwner = (int)actor.DynamicID(plr),
|
||||
SinIncAccel = 0f,
|
||||
@ -649,28 +663,28 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
public void PlayZigAnimation(Actor actor, Actor User, int PowerSNO, Vector3D TargetPosition)
|
||||
{
|
||||
|
||||
BroadcastIfRevealed(plr => new MessageSystem.Message.Definitions.ACD.ACDTranslateFacingMessage
|
||||
BroadcastIfRevealed(plr => new ACDTranslateFacingMessage
|
||||
{
|
||||
ActorId = actor.DynamicID(plr),
|
||||
Angle = ActorSystem.Movement.MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
Angle = MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
TurnImmediately = true
|
||||
}, actor);
|
||||
|
||||
BroadcastIfRevealed(plr => new MessageSystem.Message.Definitions.ACD.ACDTranslateDetPathSinMessage
|
||||
BroadcastIfRevealed(plr => new ACDTranslateDetPathSinMessage
|
||||
{
|
||||
ActorID = actor.DynamicID(plr),
|
||||
DPath = 5,
|
||||
Seed = 1,
|
||||
Carry = 1,
|
||||
TargetPostition = TargetPosition,
|
||||
Angle = ActorSystem.Movement.MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
Angle = MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
StartPosition = User.Position,
|
||||
MoveFlags = 1,
|
||||
AnimTag = 1,
|
||||
PowerSNO = PowerSNO,
|
||||
Var0Int = 1,
|
||||
Var0Fl = 1f,
|
||||
SinData = new DPathSinData()
|
||||
SinData = new DPathSinData
|
||||
{
|
||||
annOwner = (int)actor.DynamicID(plr),
|
||||
SinIncAccel = 0f,
|
||||
@ -687,14 +701,14 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
public void PlayReverSpiralAnimation(Actor actor, Actor User, int PowerSNO, Vector3D TargetPosition)
|
||||
{
|
||||
|
||||
BroadcastIfRevealed(plr => new MessageSystem.Message.Definitions.ACD.ACDTranslateFacingMessage
|
||||
BroadcastIfRevealed(plr => new ACDTranslateFacingMessage
|
||||
{
|
||||
ActorId = actor.DynamicID(plr),
|
||||
Angle = ActorSystem.Movement.MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
Angle = MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
TurnImmediately = true
|
||||
}, actor);
|
||||
|
||||
BroadcastIfRevealed(plr => new MessageSystem.Message.Definitions.ACD.ACDTranslateDetPathSinMessage
|
||||
BroadcastIfRevealed(plr => new ACDTranslateDetPathSinMessage
|
||||
{
|
||||
ActorID = actor.DynamicID(plr),
|
||||
DPath = 4,
|
||||
@ -706,14 +720,14 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
Seed = 1,
|
||||
Carry = 1,
|
||||
TargetPostition = TargetPosition,
|
||||
Angle = ActorSystem.Movement.MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
Angle = MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
StartPosition = User.Position,
|
||||
MoveFlags = 1,
|
||||
AnimTag = 1,
|
||||
PowerSNO = PowerSNO,
|
||||
Var0Int = 1,
|
||||
Var0Fl = 1f,
|
||||
SinData = new DPathSinData()
|
||||
SinData = new DPathSinData
|
||||
{
|
||||
annOwner = (int)actor.DynamicID(plr),
|
||||
SinIncAccel = 0.2f,
|
||||
@ -730,14 +744,14 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
public void PlaySpiralAnimation(Actor actor, Actor User, int PowerSNO, Vector3D TargetPosition)
|
||||
{
|
||||
|
||||
BroadcastIfRevealed(plr => new MessageSystem.Message.Definitions.ACD.ACDTranslateFacingMessage
|
||||
BroadcastIfRevealed(plr => new ACDTranslateFacingMessage
|
||||
{
|
||||
ActorId = actor.DynamicID(plr),
|
||||
Angle = ActorSystem.Movement.MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
Angle = MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
TurnImmediately = true
|
||||
}, actor);
|
||||
|
||||
BroadcastIfRevealed(plr => new MessageSystem.Message.Definitions.ACD.ACDTranslateDetPathSinMessage
|
||||
BroadcastIfRevealed(plr => new ACDTranslateDetPathSinMessage
|
||||
{
|
||||
ActorID = actor.DynamicID(plr),
|
||||
DPath = 3,
|
||||
@ -749,14 +763,14 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
Seed = 1,
|
||||
Carry = 1,
|
||||
TargetPostition = TargetPosition,
|
||||
Angle = ActorSystem.Movement.MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
Angle = MovementHelpers.GetFacingAngle(User.Position, TargetPosition),
|
||||
StartPosition = User.Position,
|
||||
MoveFlags = 1,
|
||||
AnimTag = 1,
|
||||
PowerSNO = PowerSNO,
|
||||
Var0Int = 1,
|
||||
Var0Fl = 1f,
|
||||
SinData = new DPathSinData()
|
||||
SinData = new DPathSinData
|
||||
{
|
||||
annOwner = (int)actor.DynamicID(plr),
|
||||
SinIncAccel = 0.2f,
|
||||
@ -773,7 +787,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
public Item SpawnRandomEquip(Actor source, Player player, int forceQuality = -1, int forceLevel = -1,
|
||||
GameBalance.ItemTypeTable type = null, bool canBeUnidentified = true, ToonClass toonClass = ToonClass.Unknown)
|
||||
{
|
||||
Logger.Debug("SpawnRandomEquip(): quality {0}", forceQuality);
|
||||
Logger.MethodTrace("SpawnRandomEquip(): quality {0}", forceQuality);
|
||||
if (player != null)
|
||||
{
|
||||
int level = (forceLevel > 0 ? forceLevel : source.Attributes[GameAttribute.Level]);
|
||||
@ -857,7 +871,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
}
|
||||
public void SpawnRandomPotion(Actor source, Player player)
|
||||
{
|
||||
if (player != null && !player.Inventory.HaveEnough(DiIiS_NA.Core.Helpers.Hash.StringHashHelper.HashItemName("HealthPotionBottomless"), 1))
|
||||
if (player != null && !player.Inventory.HaveEnough(StringHashHelper.HashItemName("HealthPotionBottomless"), 1))
|
||||
{
|
||||
var item = ItemGenerator.GenerateRandomPotion(player);
|
||||
if (item == null) return;
|
||||
@ -946,7 +960,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
/// <returns></returns>
|
||||
public bool HasActorsInGroup(string group)
|
||||
{
|
||||
var groupHash = DiIiS_NA.Core.Helpers.Hash.StringHashHelper.HashItemName(group);
|
||||
var groupHash = StringHashHelper.HashItemName(group);
|
||||
foreach (var actor in Actors.Values)
|
||||
{
|
||||
if (actor.Tags != null)
|
||||
@ -963,7 +977,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
public List<Actor> GetActorsInGroup(string group)
|
||||
{
|
||||
List<Actor> matchingActors = new List<Actor>();
|
||||
var groupHash = DiIiS_NA.Core.Helpers.Hash.StringHashHelper.HashItemName(group);
|
||||
var groupHash = StringHashHelper.HashItemName(group);
|
||||
foreach (var actor in Actors.Values)
|
||||
{
|
||||
if (actor.Tags != null)
|
||||
@ -1087,7 +1101,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
public void AddScene(Scene scene)
|
||||
{
|
||||
if (scene.GlobalID == 0 || HasScene(scene.GlobalID))
|
||||
throw new Exception(String.Format("Scene has an invalid ID or was already present (ID = {0})", scene.GlobalID));
|
||||
throw new Exception($"Scene has an invalid ID or was already present (ID = {scene.GlobalID})");
|
||||
|
||||
Scenes.TryAdd(scene.GlobalID, scene); // add to scenes collection.
|
||||
QuadTree.Insert(scene); // add it to quad-tree too.
|
||||
@ -1100,10 +1114,9 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
public void RemoveScene(Scene scene)
|
||||
{
|
||||
if (scene.GlobalID == 0 || !HasScene(scene.GlobalID))
|
||||
throw new Exception(String.Format("Scene has an invalid ID or was not present (ID = {0})", scene.GlobalID));
|
||||
throw new Exception($"Scene has an invalid ID or was not present (ID = {scene.GlobalID})");
|
||||
|
||||
Scene remotedScene;
|
||||
Scenes.TryRemove(scene.GlobalID, out remotedScene); // remove it from scenes collection.
|
||||
Scenes.TryRemove(scene.GlobalID, out _); // remove it from scenes collection.
|
||||
QuadTree.Remove(scene); // remove from quad-tree too.
|
||||
}
|
||||
|
||||
@ -1114,8 +1127,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
/// <returns></returns>
|
||||
public Scene GetScene(uint dynamicID)
|
||||
{
|
||||
Scene scene;
|
||||
Scenes.TryGetValue(dynamicID, out scene);
|
||||
Scenes.TryGetValue(dynamicID, out var scene);
|
||||
return scene;
|
||||
}
|
||||
|
||||
@ -1161,10 +1173,9 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
private void RemoveActor(Actor actor)
|
||||
{
|
||||
if (actor.GlobalID == 0 || !Actors.ContainsKey(actor.GlobalID))
|
||||
throw new Exception(String.Format("Actor has an invalid ID or was not present (ID = {0})", actor.GlobalID));
|
||||
throw new Exception($"Actor has an invalid ID or was not present (ID = {actor.GlobalID})");
|
||||
|
||||
Actor removedActor;
|
||||
Actors.TryRemove(actor.GlobalID, out removedActor); // remove it from actors collection.
|
||||
Actors.TryRemove(actor.GlobalID, out _); // remove it from actors collection.
|
||||
QuadTree.Remove(actor); // remove from quad-tree too.
|
||||
|
||||
if (actor.ActorType == ActorType.Player) // if actors is a player, remove it from players collection too.
|
||||
@ -1173,8 +1184,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
|
||||
public Actor GetActorByGlobalId(uint globalID)
|
||||
{
|
||||
Actor actor;
|
||||
Actors.TryGetValue(globalID, out actor);
|
||||
Actors.TryGetValue(globalID, out var actor);
|
||||
return actor;
|
||||
}
|
||||
|
||||
@ -1204,9 +1214,8 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
{
|
||||
if (actor.ActorType == matchType)
|
||||
return actor;
|
||||
else
|
||||
Logger.Warn("Attempted to get actor ID {0} as a {1}, whereas the actor is type {2}",
|
||||
dynamicID, Enum.GetName(typeof(ActorType), matchType), Enum.GetName(typeof(ActorType), actor.ActorType));
|
||||
Logger.Warn("Attempted to get actor ID {0} as a {1}, whereas the actor is type {2}",
|
||||
dynamicID, Enum.GetName(typeof(ActorType), matchType), Enum.GetName(typeof(ActorType), actor.ActorType));
|
||||
}
|
||||
return null;
|
||||
}
|
||||
@ -1247,37 +1256,42 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
/// Adds given player to world.
|
||||
/// </summary>
|
||||
/// <param name="player">The player to add.</param>
|
||||
private void AddPlayer(Player player)
|
||||
private bool AddPlayer(Player player)
|
||||
{
|
||||
if (player.GlobalID == 0 || HasPlayer(player.GlobalID))
|
||||
throw new Exception(String.Format("Player has an invalid ID or was already present (ID = {0})", player.GlobalID));
|
||||
if (player == null)
|
||||
throw new Exception($"Player in world {SNO} is null and cannot be removed.");
|
||||
|
||||
Players.TryAdd(player.GlobalID, player); // add it to players collection.
|
||||
if (player.GlobalID == 0 || HasPlayer(player.GlobalID))
|
||||
throw new Exception($"Player has an invalid ID or was already present (ID = {player.GlobalID})");
|
||||
|
||||
return Players.TryAdd(player.GlobalID, player); // add it to players collection.
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes given player from world.
|
||||
/// </summary>
|
||||
/// <param name="player"></param>
|
||||
private void RemovePlayer(Player player)
|
||||
private bool RemovePlayer(Player player)
|
||||
{
|
||||
if (player.GlobalID == 0 || !Players.ContainsKey(player.GlobalID))
|
||||
throw new Exception(String.Format("Player has an invalid ID or was not present (ID = {0})", player.GlobalID));
|
||||
if (player == null)
|
||||
throw new Exception($"Player in world {SNO} is null and cannot be removed.");
|
||||
|
||||
Player removedPlayer;
|
||||
Players.TryRemove(player.GlobalID, out removedPlayer); // remove it from players collection.
|
||||
if (player.GlobalID == 0 || !Players.ContainsKey(player.GlobalID))
|
||||
throw new Exception($"Player has an invalid ID or was not present (ID = {player.GlobalID})");
|
||||
|
||||
return Players.TryRemove(player.GlobalID, out _); // remove it from players collection.
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns player with given dynamicId.
|
||||
/// Returns player with a given predicate
|
||||
/// </summary>
|
||||
/// <param name="dynamicID">The dynamicId of the player.</param>
|
||||
/// <returns></returns>
|
||||
public Player GetPlayer(uint dynamicID)
|
||||
/// <param name="predicate">Predicate to find player</param>
|
||||
/// <param name="player">Player result</param>
|
||||
/// <returns>Whether the player was found.</returns>
|
||||
public bool TryGetPlayer(Func<Player, bool> predicate, out Player player)
|
||||
{
|
||||
Player player;
|
||||
Players.TryGetValue(dynamicID, out player);
|
||||
return player;
|
||||
player = Players.Values.FirstOrDefault(predicate);
|
||||
return player != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -1285,40 +1299,28 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
/// </summary>
|
||||
/// <param name="dynamicID">The dynamicId of the player.</param>
|
||||
/// <returns><see cref="bool"/></returns>
|
||||
public bool HasPlayer(uint dynamicID)
|
||||
{
|
||||
return Players.ContainsKey(dynamicID);
|
||||
}
|
||||
public bool HasPlayer(uint dynamicID) => Players.ContainsKey(dynamicID);
|
||||
|
||||
/// <summary>
|
||||
/// Returns item with given dynamicId.
|
||||
/// </summary>
|
||||
/// <param name="dynamicID">The dynamicId of the item.</param>
|
||||
/// <returns></returns>
|
||||
public Item GetItem(uint dynamicID)
|
||||
{
|
||||
return (Item)GetActorByGlobalId(dynamicID, ActorType.Item);
|
||||
}
|
||||
public Item GetItem(uint dynamicID) => (Item)GetActorByGlobalId(dynamicID, ActorType.Item);
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if world contains a monster with given dynamicId.
|
||||
/// </summary>
|
||||
/// <param name="dynamicID">The dynamicId of the monster.</param>
|
||||
/// <returns><see cref="bool"/></returns>
|
||||
public bool HasMonster(uint dynamicID)
|
||||
{
|
||||
return HasActor(dynamicID, ActorType.Monster);
|
||||
}
|
||||
public bool HasMonster(uint dynamicID) => HasActor(dynamicID, ActorType.Monster);
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if world contains an item with given dynamicId.
|
||||
/// </summary>
|
||||
/// <param name="dynamicID">The dynamicId of the item.</param>
|
||||
/// <returns><see cref="bool"/></returns>
|
||||
public bool HasItem(uint dynamicID)
|
||||
{
|
||||
return HasActor(dynamicID, ActorType.Item);
|
||||
}
|
||||
public bool HasItem(uint dynamicID) => HasActor(dynamicID, ActorType.Item);
|
||||
|
||||
#endregion
|
||||
|
||||
@ -1330,17 +1332,14 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
/// <param name="id">The id of the StartingPoint.</param>
|
||||
/// <returns><see cref="StartingPoint"/></returns>
|
||||
|
||||
public StartingPoint GetStartingPointById(int id)
|
||||
{
|
||||
return Actors.Values.OfType<StartingPoint>().Where(sp => sp.TargetId == id).ToList().FirstOrDefault();
|
||||
}
|
||||
public StartingPoint GetStartingPointById(int id) => Actors.Values.OfType<StartingPoint>().Where(sp => sp.TargetId == id).ToList().FirstOrDefault();
|
||||
|
||||
public Actor FindAt(ActorSno actorSno, Vector3D position, float radius = 3.0f)
|
||||
public Actor FindActorAt(ActorSno actorSno, Vector3D position, float radius = 3.0f)
|
||||
{
|
||||
var proximityCircle = new Circle(position.X, position.Y, radius);
|
||||
var actors = QuadTree.Query<Actor>(proximityCircle);
|
||||
foreach (var actr in actors)
|
||||
if (actr.Attributes[GameAttribute.Disabled] == false && actr.Attributes[GameAttribute.Gizmo_Has_Been_Operated] == false && actr.SNO == actorSno) return actr;
|
||||
foreach (var actor in actors)
|
||||
if (actor.Attributes[GameAttribute.Disabled] == false && actor.Attributes[GameAttribute.Gizmo_Has_Been_Operated] == false && actor.SNO == actorSno) return actor;
|
||||
return null;
|
||||
}
|
||||
|
||||
@ -1349,10 +1348,13 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
/// </summary>
|
||||
/// <param name="id">The id of the WayPoint</param>
|
||||
/// <returns><see cref="Waypoint"/></returns>
|
||||
public Waypoint GetWayPointById(int id)
|
||||
{
|
||||
return Actors.Values.OfType<Waypoint>().FirstOrDefault(waypoint => waypoint.WaypointId == id);
|
||||
}
|
||||
public Waypoint GetWayPointById(int id) => Actors.Values.OfType<Waypoint>().FirstOrDefault(waypoint => waypoint.WaypointId == id);
|
||||
|
||||
public Waypoint[] GetAllWaypoints() => Actors.Values.OfType<Waypoint>().ToArray();
|
||||
|
||||
public Waypoint[] GetAllWaypointsInWorld(WorldSno worldSno) => Actors.Values.OfType<Waypoint>().Where(waypoint => waypoint.World.SNO == worldSno).ToArray();
|
||||
|
||||
public Waypoint[] GetAllWaypointsInWorld(World world) => Actors.Values.OfType<Waypoint>().Where(waypoint => waypoint.World == world).ToArray();
|
||||
|
||||
#endregion
|
||||
|
||||
@ -1360,8 +1362,27 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
// TODO: Destroy all objects /raist
|
||||
|
||||
Logger.Trace($"$[red]$Destroying$[/]$ World #{GlobalID} $[underline red]${SNO}$[/]$");
|
||||
// TODO: Destroy all objects @iamdroppy - solution below added for testing on 21/01/2023
|
||||
// foreach (var actor in Actors.Values)
|
||||
// try
|
||||
// {
|
||||
// actor.Destroy();
|
||||
// }
|
||||
// catch {}
|
||||
//
|
||||
// foreach (var player in Players.Values)
|
||||
// try
|
||||
// {
|
||||
// player.Destroy();
|
||||
// }
|
||||
// catch{}
|
||||
// foreach (var portal in Portals)
|
||||
// try
|
||||
// {
|
||||
// portal.Destroy();
|
||||
// }
|
||||
// catch{}
|
||||
// TODO: Destroy pre-generated tile set
|
||||
|
||||
worldData = null;
|
||||
@ -1384,18 +1405,15 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
if (s.Parent != null) { scene = s.Parent; }
|
||||
if (s.Subscenes.Count > 0)
|
||||
{
|
||||
foreach (var subscene in s.Subscenes)
|
||||
foreach (var subScene in s.Subscenes.Where(subScene => subScene.Bounds.Contains(location.X, location.Y)))
|
||||
{
|
||||
if (subscene.Bounds.Contains(location.X, location.Y))
|
||||
{
|
||||
scene = subscene;
|
||||
}
|
||||
scene = subScene;
|
||||
}
|
||||
}
|
||||
|
||||
int x = (int)((location.X - scene.Bounds.Left) / 2.5f);
|
||||
int y = (int)((location.Y - scene.Bounds.Top) / 2.5f);
|
||||
int total = (int)((y * scene.NavMesh.SquaresCountX) + x);
|
||||
int total = (y * scene.NavMesh.SquaresCountX) + x;
|
||||
if (total < 0 || total > scene.NavMesh.NavMeshSquareCount)
|
||||
{
|
||||
Logger.Error("Navmesh overflow!");
|
||||
@ -1413,57 +1431,59 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
|
||||
public float GetZForLocation(Vector3D location, float defaultZ)
|
||||
{
|
||||
foreach (Scene s in Scenes.Values)
|
||||
foreach (Scene s in Scenes.Values.Where(s => s.Bounds.Contains(location.X, location.Y)))
|
||||
{
|
||||
if (s.Bounds.Contains(location.X, location.Y))
|
||||
Scene scene = s;
|
||||
if (s.Parent != null)
|
||||
{
|
||||
Scene scene = s;
|
||||
if (s.Parent != null) { scene = s.Parent; }
|
||||
if (s.Subscenes.Count > 0)
|
||||
scene = s.Parent;
|
||||
}
|
||||
|
||||
if (s.Subscenes.Count > 0)
|
||||
{
|
||||
foreach (var subScene in s.Subscenes)
|
||||
{
|
||||
foreach (var subscene in s.Subscenes)
|
||||
if (subScene.Bounds.Contains(location.X, location.Y))
|
||||
{
|
||||
if (subscene.Bounds.Contains(location.X, location.Y))
|
||||
{
|
||||
scene = subscene;
|
||||
}
|
||||
scene = subScene;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int x = (int)((location.X - scene.Bounds.Left) / 2.5f);
|
||||
int y = (int)((location.Y - scene.Bounds.Top) / 2.5f);
|
||||
int total = (int)((y * scene.NavMesh.SquaresCountX) + x);
|
||||
if (total < 0 || total > scene.NavMesh.NavMeshSquareCount)
|
||||
{
|
||||
Logger.Error("Navmesh overflow!");
|
||||
return defaultZ;
|
||||
}
|
||||
try
|
||||
{
|
||||
return scene.NavMesh.Squares[total].Z;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return defaultZ;
|
||||
}
|
||||
int x = (int)((location.X - scene.Bounds.Left) / 2.5f);
|
||||
int y = (int)((location.Y - scene.Bounds.Top) / 2.5f);
|
||||
int total = (y * scene.NavMesh.SquaresCountX) + x;
|
||||
if (total < 0 || total > scene.NavMesh.NavMeshSquareCount)
|
||||
{
|
||||
Logger.Error("Navmesh overflow!");
|
||||
return defaultZ;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
return scene.NavMesh.Squares[total].Z;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return defaultZ;
|
||||
}
|
||||
}
|
||||
|
||||
return defaultZ;
|
||||
}
|
||||
|
||||
[Obsolete("Isn't used anymore")] // made obsolete by @iamdroppy on 28/01/2023
|
||||
public bool CheckRayPath(Vector3D start, Vector3D destination)
|
||||
{
|
||||
|
||||
var proximity = new RectangleF(start.X - 1f, start.Y - 1f, 2f, 2f);
|
||||
var scenes = QuadTree.Query<Scene>(proximity);
|
||||
if (scenes.Count == 0) return false;
|
||||
|
||||
var scene = scenes[0]; // Parent scene /fasbat
|
||||
|
||||
if (scenes.Count == 2) // What if it's a subscene? /fasbat
|
||||
{
|
||||
if (scenes[1].ParentChunkID != 0xFFFFFFFF)
|
||||
scene = scenes[1];
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
@ -1471,7 +1491,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return string.Format("[World] SNOId: {0} GlobalId: {1} Name: {2}", WorldSNO.Id, GlobalID, WorldSNO.Name);
|
||||
return $"[World] SNOId: {WorldSNO.Id} GlobalId: {GlobalID} Name: {WorldSNO.Name}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@ -1357,7 +1357,7 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
|
||||
var world = Game.GetWorld(WorldSno.trout_town);
|
||||
DestroyFollower(ActorSno._leah);
|
||||
AddFollower(world, ActorSno._leah);
|
||||
try { (world.FindAt(ActorSno._trout_tristramfield_field_gate, new Vector3D { X = 1523.13f, Y = 857.71f, Z = 39.26f }, 5.0f) as Door).Open(); } catch { }
|
||||
try { (world.FindActorAt(ActorSno._trout_tristramfield_field_gate, new Vector3D { X = 1523.13f, Y = 857.71f, Z = 39.26f }, 5.0f) as Door).Open(); } catch { }
|
||||
StartConversation(world, 167677);
|
||||
ListenConversation(167677, new Advance());
|
||||
}
|
||||
@ -1405,7 +1405,7 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
|
||||
var world = Game.GetWorld(WorldSno.trout_town);
|
||||
DestroyFollower(ActorSno._leah);
|
||||
AddFollower(world, ActorSno._leah);
|
||||
try { (world.FindAt(ActorSno._trout_tristramfield_field_gate, new Vector3D { X = 1444.1f, Y = 786.64f, Z = 39.7f }, 4.0f) as Door).Open(); } catch { }
|
||||
try { (world.FindActorAt(ActorSno._trout_tristramfield_field_gate, new Vector3D { X = 1444.1f, Y = 786.64f, Z = 39.7f }, 4.0f) as Door).Open(); } catch { }
|
||||
SetActorOperable(world, ActorSno._keybox_trout_tristramfield_02, false);
|
||||
SetActorOperable(world, ActorSno._keybox_trout_tristramfield, false);
|
||||
ListenProximity(ActorSno._waypoint, new Advance());
|
||||
|
||||
@ -96,7 +96,7 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
|
||||
OnAdvance = new Action(() => { //go through canyon
|
||||
try
|
||||
{
|
||||
Door TDoor = (Game.GetWorld(WorldSno.caout_town).FindAt(ActorSno._a2dun_cald_exit_gate, new Vector3D { X = 2905.62f, Y = 1568.82f, Z = 250.75f }, 6.0f) as Door);
|
||||
Door TDoor = (Game.GetWorld(WorldSno.caout_town).FindActorAt(ActorSno._a2dun_cald_exit_gate, new Vector3D { X = 2905.62f, Y = 1568.82f, Z = 250.75f }, 6.0f) as Door);
|
||||
//ListenProximity(TDoor, )
|
||||
TDoor.Open();
|
||||
} catch { }
|
||||
@ -926,7 +926,7 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
|
||||
var world = Game.GetWorld(WorldSno.a2dun_aqd_special_01);
|
||||
Game.AddOnLoadWorldAction(WorldSno.a2dun_aqd_special_01, () =>
|
||||
{
|
||||
(world.FindAt(ActorSno._a2dun_aqd_act_stone_slab_a_01, new Vector3D { X = 175.1f, Y = 62.275f, Z = 50.17f }, 20.0f) as Door).Open();
|
||||
(world.FindActorAt(ActorSno._a2dun_aqd_act_stone_slab_a_01, new Vector3D { X = 175.1f, Y = 62.275f, Z = 50.17f }, 20.0f) as Door).Open();
|
||||
});
|
||||
ListenInteract(ActorSno._a2dun_aqd_act_waterwheel_lever_a_01, 1, new CompleteObjective(0));
|
||||
ListenInteract(ActorSno._a2dun_aqd_act_waterwheel_lever_b_01, 1, new Advance());
|
||||
@ -948,7 +948,7 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
|
||||
Open(world, ActorSno._a2dun_aqd_act_stone_slab_a_01);
|
||||
Open(world, ActorSno._a2dun_aqd_special_01_waterfall);
|
||||
Open(world, ActorSno._a2dun_aqd_mainpuzzle_door);
|
||||
(world.FindAt(ActorSno._a2dun_aqd_act_stone_slab_a_01, new Vector3D { X = 80.5f, Y = 155.631f, Z = 50.33f }, 20.0f) as Door).Open();
|
||||
(world.FindActorAt(ActorSno._a2dun_aqd_act_stone_slab_a_01, new Vector3D { X = 80.5f, Y = 155.631f, Z = 50.33f }, 20.0f) as Door).Open();
|
||||
});
|
||||
//try {(this.Game.GetWorld(59486).FindAt(83629, new Vector3D{X = 80.5f, Y = 155.631f, Z = 50.33f}, 20.0f) as Door).Open();} catch {}
|
||||
ListenTeleport(192694, new Advance());
|
||||
@ -1365,7 +1365,7 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
|
||||
Objectives = new List<Objective> { Objective.Default() },
|
||||
OnAdvance = new Action(() => { //todo: timed event 115494
|
||||
var world = Game.GetWorld(WorldSno.caout_town);
|
||||
try { (world.FindAt(ActorSno._a2dun_cald_exit_gate, new Vector3D { X = 3135.3f, Y = 1546.1f, Z = 250.545f }, 15.0f) as Door).Open(); } catch { }
|
||||
try { (world.FindActorAt(ActorSno._a2dun_cald_exit_gate, new Vector3D { X = 3135.3f, Y = 1546.1f, Z = 250.545f }, 15.0f) as Door).Open(); } catch { }
|
||||
foreach (var Ashe in world.GetActorsBySNO(ActorSno._asheara))
|
||||
RemoveConversations(Ashe);
|
||||
StartConversation(world, 178852);
|
||||
|
||||
@ -337,7 +337,7 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
|
||||
ListenConversation(134266, new Advance());
|
||||
try
|
||||
{
|
||||
Game.GetWorld(WorldSno.a3dun_hub_keep).FindAt(ActorSno._a3dun_hub_drawbridge_01, new Vector3D { X = 127.121f, Y = 353.211f, Z = 0.22f }, 25f).Hidden = true;
|
||||
Game.GetWorld(WorldSno.a3dun_hub_keep).FindActorAt(ActorSno._a3dun_hub_drawbridge_01, new Vector3D { X = 127.121f, Y = 353.211f, Z = 0.22f }, 25f).Hidden = true;
|
||||
var world = Game.GetWorld(WorldSno.a3dun_keep_hub_inn);
|
||||
var NStone = world.GetActorBySNO(ActorSno._a2dun_zolt_black_soulstone);//156328
|
||||
foreach (var atr in world.GetActorsBySNO(ActorSno._leah))
|
||||
@ -653,8 +653,8 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
|
||||
try
|
||||
{
|
||||
var world = Game.GetWorld(WorldSno.a3dun_crater_st_level04b);
|
||||
(world.FindAt(ActorSno._a3dun_crater_st_demon_chainpylon_fire_mistressofpain, new Vector3D { X = 457.04f, Y = 359.03f, Z = 0.39f }, 20f) as Door).Open();
|
||||
(world.FindAt(ActorSno._a3dun_crater_st_demon_chainpylon_fire_mistressofpain, new Vector3D { X = 356.04f, Y = 267.03f, Z = 0.28f }, 20f) as Door).Open();
|
||||
(world.FindActorAt(ActorSno._a3dun_crater_st_demon_chainpylon_fire_mistressofpain, new Vector3D { X = 457.04f, Y = 359.03f, Z = 0.39f }, 20f) as Door).Open();
|
||||
(world.FindActorAt(ActorSno._a3dun_crater_st_demon_chainpylon_fire_mistressofpain, new Vector3D { X = 356.04f, Y = 267.03f, Z = 0.28f }, 20f) as Door).Open();
|
||||
SetActorOperable(world, ActorSno._a3dun_crater_st_giantdemonheart_mob, false);
|
||||
}
|
||||
catch { }
|
||||
|
||||
@ -166,7 +166,7 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
|
||||
{
|
||||
if (Game.CurrentQuest == 251355 && Game.CurrentStep == 14)
|
||||
{
|
||||
try { world.FindAt(ActorSno._x1_westm_door_cloister_locked, new Vector3D { X = 555.9f, Y = 403.47f, Z = 10.2f }, 5.0f).Destroy(); } catch { }
|
||||
try { world.FindActorAt(ActorSno._x1_westm_door_cloister_locked, new Vector3D { X = 555.9f, Y = 403.47f, Z = 10.2f }, 5.0f).Destroy(); } catch { }
|
||||
}
|
||||
});
|
||||
ListenKill(ActorSno._x1_skeleton_westmarch_a, 10, new Advance());
|
||||
|
||||
@ -122,31 +122,31 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
|
||||
NextStep = -1,
|
||||
Objectives = new List<Objective> { Objective.Default() },
|
||||
OnAdvance = new Action(() => { //complete
|
||||
var NephalemWorld = Game.GetWorld(Game.WorldOfPortalNephalem);
|
||||
var nephalem = Game.GetWorld(Game.WorldOfPortalNephalem);
|
||||
ActorSystem.Actor BossOfPortal = null;
|
||||
|
||||
switch (Game.WorldOfPortalNephalem)
|
||||
{
|
||||
default:
|
||||
List<MapSystem.Scene> Scenes = new List<MapSystem.Scene>();
|
||||
foreach (var scene in NephalemWorld.Scenes.Values)
|
||||
List<MapSystem.Scene> scenes = new List<MapSystem.Scene>();
|
||||
foreach (var scene in nephalem.Scenes.Values)
|
||||
{
|
||||
if (!scene.SceneSNO.Name.ToLower().Contains("filler"))
|
||||
Scenes.Add(scene);
|
||||
scenes.Add(scene);
|
||||
}
|
||||
int SceneNum = Scenes.Count - DiIiS_NA.Core.Helpers.Math.RandomHelper.Next(0, 3);
|
||||
Vector3D SSV = Scenes[SceneNum - 1].Position;
|
||||
Vector3D SP = null;
|
||||
int sceneNum = scenes.Count - DiIiS_NA.Core.Helpers.Math.RandomHelper.Next(0, 3);
|
||||
Vector3D SSV = scenes[sceneNum - 1].Position;
|
||||
Vector3D location = null;
|
||||
while (true)
|
||||
{
|
||||
SP = new Vector3D(SSV.X + DiIiS_NA.Core.Helpers.Math.RandomHelper.Next(0, 240), SSV.Y + DiIiS_NA.Core.Helpers.Math.RandomHelper.Next(0, 240), SSV.Z);
|
||||
if (NephalemWorld.CheckLocationForFlag(SP, DiIiS_NA.Core.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk))
|
||||
location = new Vector3D(SSV.X + DiIiS_NA.Core.Helpers.Math.RandomHelper.Next(0, 240), SSV.Y + DiIiS_NA.Core.Helpers.Math.RandomHelper.Next(0, 240), SSV.Z);
|
||||
if (nephalem.CheckLocationForFlag(location, DiIiS_NA.Core.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk))
|
||||
break;
|
||||
}
|
||||
BossOfPortal = NephalemWorld.SpawnMonster(ActorSno._x1_lr_boss_mistressofpain, SP);
|
||||
BossOfPortal = nephalem.SpawnMonster(ActorSno._x1_lr_boss_mistressofpain, location);
|
||||
break;
|
||||
}
|
||||
ActiveArrow(NephalemWorld, BossOfPortal.SNO);
|
||||
ActiveArrow(nephalem, BossOfPortal.SNO);
|
||||
ListenKill(BossOfPortal.SNO, 1, new QuestEvents.SideAdvance());
|
||||
})
|
||||
});
|
||||
|
||||
@ -17,14 +17,14 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem.QuestEvents.Implementations
|
||||
//if (world.Game.Empty) return;
|
||||
//Logger.Trace("SpawnSnakemans event started");
|
||||
var point = new Vector3D { X = 835.331f, Y = 410.121f, Z = 161.842f };
|
||||
var snakemanHandle = new Core.Types.SNO.SNOHandle((int)ActorSno._khamsin_snakeman_melee);
|
||||
var snakemanActor = snakemanHandle.Target as DiIiS_NA.Core.MPQ.FileFormats.Actor;
|
||||
var snakeManHandle = new Core.Types.SNO.SNOHandle((int)ActorSno._khamsin_snakeman_melee);
|
||||
var snakeManActor = snakeManHandle.Target as DiIiS_NA.Core.MPQ.FileFormats.Actor;
|
||||
try
|
||||
{
|
||||
var guard_a = world.FindAt(ActorSno._caldeumguard_cleaver_a, point, 20.0f);
|
||||
Vector3D guard_a_position = guard_a.Position;
|
||||
guard_a.Destroy(); //world.Game.
|
||||
world.Game.WorldGenerator.LoadActor(snakemanHandle,
|
||||
var caldeumGuard = world.FindActorAt(ActorSno._caldeumguard_cleaver_a, point, 20.0f);
|
||||
Vector3D guard_a_position = caldeumGuard.Position;
|
||||
caldeumGuard.Destroy(); //world.Game.
|
||||
world.Game.WorldGenerator.LoadActor(snakeManHandle,
|
||||
new PRTransform()
|
||||
{
|
||||
Quaternion = new Quaternion()
|
||||
@ -35,15 +35,15 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem.QuestEvents.Implementations
|
||||
Vector3D = guard_a_position
|
||||
},
|
||||
world,
|
||||
snakemanActor.TagMap);
|
||||
snakeManActor.TagMap);
|
||||
}
|
||||
catch { }
|
||||
try
|
||||
{
|
||||
var guard_b = world.FindAt(ActorSno._caldeumguard_cleaver_a, point, 20.0f);
|
||||
Vector3D guard_b_position = guard_b.Position;
|
||||
guard_b.Destroy();
|
||||
world.Game.WorldGenerator.LoadActor(snakemanHandle,
|
||||
var caldeumGuard = world.FindActorAt(ActorSno._caldeumguard_cleaver_a, point, 20.0f);
|
||||
Vector3D caldeumGuardPosition = caldeumGuard.Position;
|
||||
caldeumGuard.Destroy();
|
||||
world.Game.WorldGenerator.LoadActor(snakeManHandle,
|
||||
new PRTransform()
|
||||
{
|
||||
Quaternion = new Quaternion()
|
||||
@ -51,18 +51,18 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem.QuestEvents.Implementations
|
||||
W = 0.590017f,
|
||||
Vector3D = new Vector3D(0, 0, 0)
|
||||
},
|
||||
Vector3D = guard_b_position
|
||||
Vector3D = caldeumGuardPosition
|
||||
},
|
||||
world,
|
||||
snakemanActor.TagMap);
|
||||
snakeManActor.TagMap);
|
||||
}
|
||||
catch { }
|
||||
try
|
||||
{
|
||||
var guard_c = world.FindAt(ActorSno._davydimpostor, point, 20.0f);
|
||||
Vector3D guard_c_position = guard_c.Position;
|
||||
guard_c.Destroy();
|
||||
world.Game.WorldGenerator.LoadActor(snakemanHandle,
|
||||
var davydImpostor = world.FindActorAt(ActorSno._davydimpostor, point, 20.0f);
|
||||
Vector3D davydPosition = davydImpostor.Position;
|
||||
davydImpostor.Destroy();
|
||||
world.Game.WorldGenerator.LoadActor(snakeManHandle,
|
||||
new PRTransform()
|
||||
{
|
||||
Quaternion = new Quaternion()
|
||||
@ -70,10 +70,10 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem.QuestEvents.Implementations
|
||||
W = 0.590017f,
|
||||
Vector3D = new Vector3D(0, 0, 0)
|
||||
},
|
||||
Vector3D = guard_c_position
|
||||
Vector3D = davydPosition
|
||||
},
|
||||
world,
|
||||
snakemanActor.TagMap);
|
||||
snakeManActor.TagMap);
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
user.block.title