Example #1
0
        private static void ServerGatherValuableStructures(
            RectangleInt areaBounds,
            HashSet <IStaticWorldObject> result)
        {
            for (var x = areaBounds.X; x < areaBounds.X + areaBounds.Width; x++)
            {
                for (var y = areaBounds.Y; y < areaBounds.Y + areaBounds.Height; y++)
                {
                    if (x < 0 ||
                        y < 0 ||
                        x >= ushort.MaxValue ||
                        y >= ushort.MaxValue)
                    {
                        continue;
                    }

                    var staticObjects = ServerWorld.GetStaticObjects(new Vector2Ushort((ushort)x, (ushort)y));
                    foreach (var worldObject in staticObjects)
                    {
                        var prototype = worldObject.ProtoStaticWorldObject;
                        if (prototype is IProtoObjectStructure protoObjectStructure &&
                            protoObjectStructure.FactionWealthScorePoints > 0)
                        {
                            result.Add(worldObject);
                        }
                    }
                }
            }
        }
        /// <summary>
        /// This method is usually used when a land claim building is destroyed
        /// - to force all the buildings to start decay almost immediately.
        /// </summary>
        public static void ServerBeginDecayForStructuresInArea(RectangleInt areaBounds)
        {
            var decayStartTime = ServerGame.FrameTime + (5 * 60);

            for (var x = areaBounds.X; x < areaBounds.X + areaBounds.Width; x++)
            {
                for (var y = areaBounds.Y; y < areaBounds.Y + areaBounds.Height; y++)
                {
                    if (x < 0 ||
                        y < 0 ||
                        x >= ushort.MaxValue ||
                        y >= ushort.MaxValue)
                    {
                        continue;
                    }

                    var staticObjects = ServerWorld.GetStaticObjects(new Vector2Ushort((ushort)x, (ushort)y));
                    foreach (var worldObject in staticObjects)
                    {
                        var prototype = worldObject.ProtoStaticWorldObject;
                        if (prototype is IProtoObjectStructure &&
                            !(prototype is IProtoObjectLandClaim))
                        {
                            var privateState = worldObject.GetPrivateState <StructurePrivateState>();
                            privateState.ServerDecayStartTime = decayStartTime;
                        }
                    }
                }
            }
        }