Example #1
0
        /// <summary>
        /// 检查移动是否合法
        /// </summary>
        /// <param name="mActor"></param>
        /// <param name="to"></param>
        /// <returns></returns>
        public virtual bool MoveStepIsInRange(Actor mActor, MoveArg to)
        {
            if (mActor.ActorType == ActorType.PC)
            {
                TimeSpan span = DateTime.Now - mActor.moveCheckStamp;
                if (span.TotalMilliseconds > 50)
                {
                    double maximal;
                    if (span.TotalMilliseconds > 1000)
                    {
                        maximal = mActor.Speed * 2f;
                    }
                    else
                    {
                        maximal = mActor.Speed * (span.TotalMilliseconds / 1000) * 2f;
                    }
                    // Disabled, until we have something better
                    if (System.Math.Abs(mActor.X - to.X) > maximal)
                    {
                        return(false);
                    }

                    if (System.Math.Abs(mActor.Y - to.Y) > maximal)
                    {
                        return(false);
                    }
                    //we don't check for z , yet, to allow falling from great hight
                    //if (System.Math.Abs(mActor.z - to[2]) > mActor.maxMoveRange) return false;
                }
            }
            return(true);
        }
Example #2
0
        /// <summary>
        /// 移动Actor
        /// </summary>
        /// <param name="mActor"></param>
        /// <param name="arg"></param>
        /// <param name="sendToSelf"></param>
        public void MoveActor(Actor mActor, MoveArg arg, bool sendToSelf)
        {
            try
            {
                bool knockBack = false;

                // check wheter the destination is in range, if not kick the client

                /*if (!this.MoveStepIsInRange(mActor, arg))
                 * {
                 *  knockBack = true;
                 *  sendToSelf = true;
                 * }*/
                if (mActor.EventHandler == null)
                {
                    return;
                }

                OnMoveActor(mActor, arg, knockBack);

                //scroll through all actors that "could" see the mActor at "from"
                //or are going "to see" mActor, or are still seeing mActor
                if (!knockBack)
                {
                    for (short deltaY = -1; deltaY <= 1; deltaY++)
                    {
                        for (short deltaX = -1; deltaX <= 1; deltaX++)
                        {
                            int region = mActor.Region + (deltaX * 10000) + deltaY;
                            if (!this.actorsByRegion.TryGetValue(region, out ConcurrentDictionary <ulong, Actor> actors))
                            {
                                continue;
                            }

                            foreach (KeyValuePair <ulong, Actor> pair in actors)
                            {
                                Actor actor = pair.Value;
                                try
                                {
                                    if (actor == null)
                                    {
                                        continue;
                                    }

                                    if (actor.EventHandler == null)
                                    {
                                        DeleteActor(actor);
                                        continue;
                                    }
                                    if (actor.ActorID == mActor.ActorID && !sendToSelf)
                                    {
                                        continue;
                                    }

                                    // A) INFORM OTHER ACTORS

                                    //actor "could" see mActor at its "from" position
                                    if (this.ACanSeeB(actor, mActor))
                                    {
                                        //actor will still be able to see mActor
                                        if (this.ACanSeeB(actor, mActor, arg.X, arg.Y))
                                        {
                                            if (arg.MoveType == MoveType.Start)
                                            {
                                                actor.EventHandler.OnActorStartsMoving(mActor, arg);
                                            }
                                            else
                                            {
                                                actor.EventHandler.OnActorStopsMoving(mActor, arg);
                                            }
                                        }
                                        //actor won't be able to see mActor anymore
                                        else
                                        {
                                            actor.EventHandler.OnActorDisappears(mActor);
                                        }
                                    }
                                    //actor "could not" see mActor, but will be able to see him now
                                    else if (this.ACanSeeB(actor, mActor, arg.X, arg.Y))
                                    {
                                        actor.EventHandler.OnActorAppears(mActor);

                                        //send move / move stop
                                        if (arg.MoveType == MoveType.Start)
                                        {
                                            actor.EventHandler.OnActorStartsMoving(mActor, arg);
                                        }
                                        else
                                        {
                                            actor.EventHandler.OnActorStopsMoving(mActor, arg);
                                        }
                                    }

                                    // B) INFORM mActor
                                    //mActor "could" see actor on its "from" position
                                    if (this.ACanSeeB(mActor, actor))
                                    {
                                        //mActor won't be able to see actor anymore
                                        if (!this.ACanSeeB(mActor, arg.X, arg.Y, actor))
                                        {
                                            mActor.EventHandler.OnActorDisappears(actor);
                                        }
                                        //mAactor will still be able to see actor
                                        else
                                        {
                                        }
                                    }
                                    else if (this.ACanSeeB(mActor, arg.X, arg.Y, actor))
                                    {
                                        //mActor "could not" see actor, but will be able to see him now
                                        //send pcinfo
                                        mActor.EventHandler.OnActorAppears(actor);
                                    }
                                }
                                catch (Exception ex)
                                {
                                    Logger.Log.Error(ex);
                                }
                            }
                        }
                    }
                }
                else
                {
                    mActor.EventHandler.OnActorStopsMoving(mActor, arg);
                }
                //lock (mActor)
                {
                    mActor.X = arg.X;
                    mActor.Y = arg.Y;
                    mActor.Z = arg.Z;

                    mActor.Dir = arg.Dir;
                    //mActor.Speed = arg.Speed;
                }
                //update the region of the actor
                int newRegion = this.GetRegion(arg.X, arg.Y);
                if (mActor.Region != newRegion)
                {
                    if (this.actorsByRegion.TryGetValue(mActor.Region, out ConcurrentDictionary <ulong, Actor> list))
                    {
                        list.TryRemove(mActor.ActorID, out Actor removed);
                    }
                    //turn off all the ai if the old region has no player on it
                    mActor.Region = newRegion;

                    if (!this.actorsByRegion.TryGetValue(newRegion, out list))
                    {
                        list = new ConcurrentDictionary <ulong, Actor>();
                        this.actorsByRegion[newRegion] = list;
                    }

                    list[mActor.ActorID] = mActor;
                }
            }
            catch (Exception ex)
            { Logger.Log.Error(ex); }
        }
Example #3
0
 public abstract void OnMoveActor(Actor mActor, MoveArg arg, bool knockBack);
Example #4
0
 /// <summary>
 /// 移动Actor
 /// </summary>
 /// <param name="mActor"></param>
 /// <param name="arg"></param>
 public void MoveActor(Actor mActor, MoveArg arg)
 {
     MoveActor(mActor, arg, false);
 }