private void LookupMobs( RequestCache requestCache) { int mobCount = requestCache.GetMobs(m_room_key).Count(); int mobIndex = 0; m_mobs = new MobState[mobCount]; foreach (Mob mob in requestCache.GetMobs(m_room_key)) { m_mobs[mobIndex] = new MobState { mob_id = mob.ID, mob_type_name = mob.MobType.Name, health = mob.Health, energy = mob.Energy, game_id = mob.RoomKey.game_id, room_x = mob.RoomKey.x, room_y = mob.RoomKey.y, room_z = mob.RoomKey.z, x = mob.Position.x, y = mob.Position.y, z = mob.Position.z, angle = mob.Angle }; ++mobIndex; } }
private bool DetermineSpawnCount( RequestCache requestCache) { m_max_spawn_count = m_world.WorldTemplate.MaxSpawnsPerRoomEntry; m_current_spawn_count = requestCache.GetMobs(m_room.room_key).Count(); return(m_current_spawn_count < m_max_spawn_count); }
private int LookupEntities( RequestCache requestCache) { foreach (Mob mob in requestCache.GetMobs(m_roomKey)) { m_mobContexts.Add(new MobUpdateContext(this, mob)); } // Don't bother looking up anything else if there are no mobs if (m_mobContexts.Count > 0) { m_energyTanks = requestCache.GetEnergyTanks(m_roomKey).ToList(); m_players = requestCache.GetPlayers(m_roomKey).ToList(); } return(m_mobContexts.Count); }
private bool ChooseMobSpawners( RequestCache requestCache, out string result_code) { bool success = true; int desiredSpawnCount = m_max_spawn_count - m_current_spawn_count; result_code = SuccessMessages.GENERAL_SUCCESS; // Compute a list of all the occupied nav cells List <int> occupiedNavCells = requestCache.GetMobs(m_room.room_key).Select(m => m_room.runtime_nav_mesh.ComputeNavRefAtPoint(m.Position).NavCellIndex).ToList(); // Only use mob spawners that have a non zero remaining spawn count // and don't have a mob currently standing over stop of it. List <MobSpawner> availableMobSpawners = (from s in m_room.mobSpawners where s.RemainingSpawnCount > 0 && !occupiedNavCells.Contains(m_room.runtime_nav_mesh.ComputeNavRefAtPoint(s.Position).NavCellIndex) select s).ToList <MobSpawner>(); // Shuffle the list and pick the top N spawners (where N is based on difficulty) if (availableMobSpawners.Count > 0) { RNGUtilities.DeterministicKnuthShuffle(m_room.random_seed, availableMobSpawners); for (int spawnerIndex = 0; spawnerIndex < availableMobSpawners.Count && spawnerIndex < desiredSpawnCount; spawnerIndex++) { m_chosenMobSpawners.Add(availableMobSpawners[spawnerIndex]); } } return(success); }
private bool ChooseMobSpawners( RequestCache requestCache, out string result_code) { bool success= true; int desiredSpawnCount = m_max_spawn_count - m_current_spawn_count; result_code = SuccessMessages.GENERAL_SUCCESS; // Compute a list of all the occupied nav cells List<int> occupiedNavCells = requestCache.GetMobs(m_room.room_key).Select(m => m_room.runtime_nav_mesh.ComputeNavRefAtPoint(m.Position).NavCellIndex).ToList(); // Only use mob spawners that have a non zero remaining spawn count // and don't have a mob currently standing over stop of it. List<MobSpawner> availableMobSpawners = (from s in m_room.mobSpawners where s.RemainingSpawnCount > 0 && !occupiedNavCells.Contains(m_room.runtime_nav_mesh.ComputeNavRefAtPoint(s.Position).NavCellIndex) select s).ToList<MobSpawner>(); // Shuffle the list and pick the top N spawners (where N is based on difficulty) if (availableMobSpawners.Count > 0) { RNGUtilities.DeterministicKnuthShuffle(m_room.random_seed, availableMobSpawners); for (int spawnerIndex = 0; spawnerIndex < availableMobSpawners.Count && spawnerIndex < desiredSpawnCount; spawnerIndex++) { m_chosenMobSpawners.Add(availableMobSpawners[spawnerIndex]); } } return success; }
private void LookupMobs( RequestCache requestCache) { int mobCount = requestCache.GetMobs(m_room_key).Count(); int mobIndex = 0; m_mobs = new MobState[mobCount]; foreach (Mob mob in requestCache.GetMobs(m_room_key)) { m_mobs[mobIndex] = new MobState { mob_id = mob.ID, mob_type_name = mob.MobType.Name, health = mob.Health, energy = mob.Energy, game_id = mob.RoomKey.game_id, room_x = mob.RoomKey.x, room_y = mob.RoomKey.y, room_z = mob.RoomKey.z, x = mob.Position.x, y = mob.Position.y, z = mob.Position.z, angle = mob.Angle }; ++mobIndex; } }
private bool DetermineSpawnCount( RequestCache requestCache) { m_max_spawn_count = m_world.WorldTemplate.MaxSpawnsPerRoomEntry; m_current_spawn_count = requestCache.GetMobs(m_room.room_key).Count(); return m_current_spawn_count < m_max_spawn_count; }
private int LookupEntities( RequestCache requestCache) { foreach (Mob mob in requestCache.GetMobs(m_roomKey)) { m_mobContexts.Add(new MobUpdateContext(this, mob)); } // Don't bother looking up anything else if there are no mobs if (m_mobContexts.Count > 0) { m_energyTanks = requestCache.GetEnergyTanks(m_roomKey).ToList(); m_players = requestCache.GetPlayers(m_roomKey).ToList(); } return m_mobContexts.Count; }