Example #1
0
        public GameObjectGameComponent(GameObjectSettings settings, IWorldCoreGameComponentContext worldContext)
            : base(settings, worldContext)
        {
            _hostEndpointsRegistry = new EndpointsRegistry(Logger);

            var platformEndpointsList = EndpointDescriber.GetEndpointsInfoList(settings.HostListener);

            _hostEndpointsRegistry.AddEndpointsRange(platformEndpointsList);
        }
Example #2
0
        public override void Awake()
        {
            _logger.Log("Begin");

            var platformListener = new TstPlatformHostListener();

            var settings = new GameObjectSettings();

            _id                   = "#Gun 1";
            settings.Id           = _id;
            settings.InstanceId   = 2;
            settings.HostFile     = Path.Combine(Directory.GetCurrentDirectory(), @"Source\Npcs\Barrel\Barrel.sobj");
            settings.HostListener = platformListener;

            _gameObject = WorldFactory.WorldInstance.GetGameObject(settings);

            _logger.Log("End");
        }
        public void Run()
        {
            _logger.Log("Begin");

            var complexContext = TstEngineContextHelper.CreateAndInitContext();

            var context      = complexContext.EngineContext;
            var worldContext = complexContext.WorldContext;

            //var dictionary = context.Dictionary;

            var platformListener = new TstPlatformHostListener();

            var npcSettings = new HumanoidNPCSettings();

            npcSettings.Id = "#020ED339-6313-459A-900D-92F809CEBDC5";
            //npcSettings.HostFile = Path.Combine(Directory.GetCurrentDirectory(), @"Source\Hosts\PeaceKeeper\PeaceKeeper.host");
            npcSettings.LogicFile       = Path.Combine(Directory.GetCurrentDirectory(), @"Source\Apps\PeaceKeeper\PeaceKeeper.sobj");
            npcSettings.HostListener    = platformListener;
            npcSettings.PlatformSupport = new PlatformSupportCLIStub();

            _logger.Log($"npcSettings = {npcSettings}");

            var tstBaseManualControllingGameComponent = new TstBaseManualControllingGameComponent(npcSettings, worldContext);

            var methodName = NameHelper.CreateName("go");

            var command = new Command();

            command.Name       = methodName;
            command.ParamsDict = new Dictionary <StrongIdentifierValue, Value>();

            var param1Value = new WaypointValue(25, 36, context);
            var param1Name  = NameHelper.CreateName("to");

            command.ParamsDict[param1Name] = param1Value;

            var param2Value = new NumberValue(12.4);
            var param2Name  = NameHelper.CreateName("speed");

            command.ParamsDict[param2Name] = param2Value;

            _logger.Log($"command = {command}");

            //ExecuteCommand(tstBaseManualControllingGameComponent, command);

            methodName = NameHelper.CreateName("shoot");

            command      = new Command();
            command.Name = methodName;

            ExecuteCommand(tstBaseManualControllingGameComponent, command);

            var gameObjectSettings = new GameObjectSettings();

            gameObjectSettings.Id = "#120ED339-6313-459A-900D-92F809CEBDC5";

            var gunPlatformHostListener = new TstGunPlatformHostListener();

            gameObjectSettings.HostListener = gunPlatformHostListener;

            _logger.Log($"gameObjectSettings = {gameObjectSettings}");

            var gameObject = new GameObjectImplementation(gameObjectSettings, worldContext);

            tstBaseManualControllingGameComponent.AddToManualControl(gameObject, 12);

            methodName = NameHelper.CreateName("shoot");

            command      = new Command();
            command.Name = methodName;

            ExecuteCommand(tstBaseManualControllingGameComponent, command);

            var manualControlledObjectsList = tstBaseManualControllingGameComponent.GetManualControlledObjects();

            //_logger.Log($"manualControlledObjectsList = {manualControlledObjectsList.WriteListToString()}");
            _logger.Log($"manualControlledObjectsList.Count = {manualControlledObjectsList.Count}");

            tstBaseManualControllingGameComponent.RemoveFromManualControl(gameObject);

            manualControlledObjectsList = tstBaseManualControllingGameComponent.GetManualControlledObjects();

            _logger.Log($"manualControlledObjectsList.Count = {manualControlledObjectsList.Count}");

            _logger.Log("End");
        }
            public override void Init(int nGPU)
            {
                int[] avatarIds = Owner.GameCtrl.GetAvatarIds();
                if (avatarIds.Length == 0)
                {
                    MyLog.ERROR.WriteLine("No avatar found in map!");
                    return;
                }


                // Setup controllers
                int myAvatarId = avatarIds[0];

                Owner.AvatarCtrl = Owner.GameCtrl.GetAvatarController(myAvatarId);


                // Setup render requests
                GameObjectSettings gameObjects = new GameObjectSettings(RenderRequestGameObject.TileLayers | RenderRequestGameObject.ObjectLayers)
                {
                    Use3D = Owner.Use3D
                };
                EffectSettings?        effects = null;
                PostprocessingSettings?post    = null;
                // Overlays are not used for now (no BrainSim property to switch them on) because there is a separate renderrequest for inventory Tool

                // Setup effects
                RenderRequestEffect enabledEffects = RenderRequestEffect.None;

                if (Owner.EnableDayAndNightCycle)
                {
                    enabledEffects |= RenderRequestEffect.DayNight;
                }
                if (Owner.DrawLights)
                {
                    enabledEffects |= RenderRequestEffect.Lights;
                }
                if (Owner.DrawSmoke)
                {
                    enabledEffects |= RenderRequestEffect.Smoke;
                }

                if (enabledEffects != RenderRequestEffect.None)
                {
                    effects = new EffectSettings(enabledEffects)
                    {
                        SmokeIntensityCoefficient           = Owner.SmokeIntensity,
                        SmokeScaleCoefficient               = Owner.SmokeScale,
                        SmokeTransformationSpeedCoefficient = Owner.SmokeTransformationSpeed,
                    }
                }
                ;

                // Setup postprocessing
                RenderRequestPostprocessing enabledPostprocessing = RenderRequestPostprocessing.None;

                if (Owner.DrawNoise)
                {
                    enabledPostprocessing |= RenderRequestPostprocessing.Noise;
                }

                if (enabledPostprocessing != RenderRequestPostprocessing.None)
                {
                    post = new PostprocessingSettings(enabledPostprocessing)
                    {
                        NoiseIntensityCoefficient = Owner.NoiseIntensity,
                    }
                }
                ;


                // Get and setup RRs
                Owner.FovRR = ObtainRR <IFovAvatarRR>(Owner.VisualFov, Owner.VisualFovDepth, myAvatarId,
                                                      rr =>
                {
                    rr.Size             = new SizeF(Owner.FoVSize, Owner.FoVSize);
                    rr.Resolution       = new Size(Owner.FoVResWidth, Owner.FoVResHeight);
                    rr.MultisampleLevel = Owner.FoVMultisampleLevel;
                    rr.RotateMap        = Owner.RotateMap;
                    rr.GameObjects      = gameObjects;
                    rr.Effects          = effects ?? new EffectSettings(RenderRequestEffect.None);
                    rr.Postprocessing   = post ?? new PostprocessingSettings(RenderRequestPostprocessing.None);
                });

                Owner.FofRR = ObtainRR <IFofAvatarRR>(Owner.VisualFof, Owner.VisualFofDepth, myAvatarId,
                                                      rr =>
                {
                    rr.FovAvatarRenderRequest = Owner.FovRR;
                    rr.Size             = new SizeF(Owner.FoFSize, Owner.FoFSize);
                    rr.Resolution       = new Size(Owner.FoFResWidth, Owner.FoFResHeight);
                    rr.MultisampleLevel = Owner.FoFMultisampleLevel;
                    rr.RotateMap        = Owner.RotateMap;
                    rr.GameObjects      = gameObjects;
                    rr.Effects          = effects ?? new EffectSettings(RenderRequestEffect.None);
                    rr.Postprocessing   = post ?? new PostprocessingSettings(RenderRequestPostprocessing.None);
                });

                Owner.FreeRR = ObtainRR <IFreeMapRR>(Owner.VisualFree, Owner.VisualFreeDepth,
                                                     rr =>
                {
                    rr.Size             = new SizeF(Owner.Width, Owner.Height);
                    rr.Resolution       = new Size(Owner.ResolutionWidth, Owner.ResolutionHeight);
                    rr.MultisampleLevel = Owner.FreeViewMultisampleLevel;
                    rr.SetPositionCenter(Owner.CenterX, Owner.CenterY);
                    rr.GameObjects = gameObjects;
                    // no noise, smoke, postprocessing or overlays -- this view is for the researcher
                });

                Owner.ToolRR = ObtainRR <IToolAvatarRR>(Owner.VisualTool, null, myAvatarId,
                                                        rr =>
                {
                    rr.Size       = new SizeF(Owner.ToolSize, Owner.ToolSize);
                    rr.Resolution = new Size(Owner.ToolResWidth, Owner.ToolResHeight);
                    rr.Overlay    = new OverlaySettings(RenderRequestOverlay.InventoryTool)
                    {
                        ToolBackground = Owner.ToolBackgroundType,
                    };
                    // None of the other settings have any effect
                });


                Owner.WorldInitialized(this, EventArgs.Empty);
            }
Example #5
0
 public GameObjectImplementation(GameObjectSettings settings)
 {
     _settings = settings;
 }
Example #6
0
 public GameObjectImplementation(GameObjectSettings settings, IWorldCoreGameComponentContext context)
 {
     _gameComponent = new GameObjectGameComponent(settings, context);
 }