Example #1
0
        public override void damage(ShapeBase obj, Point3F position, GameBase sourceobject, float damage,
                                    string damagetype)
        {
            Player pobj = obj._ID;

            if (!pobj.isObject() || pobj.getState() == "Dead" || !damage.AsBool())
            {
                return;
            }

            obj.applyDamage(damage);

            GameConnection client = obj["client"];

            if (!client.isObject())
            {
                return;
            }
            if (damagetype != "Suicide")
            {
                pobj.setDamageDirection(sourceobject, new TransformF(position));
            }

            if (pobj.getState() == "Dead")
            {
                client.onDeath(sourceobject, sourceobject["client"].isObject() ? sourceobject["client"] : "0",
                               damagetype, "Body");
            }
        }
Example #2
0
        public virtual int GetNearestPlayerTarget()
        {
            if (!isObject())
            {
                return(-1);
            }

            if ((this["CurrentTarget"] != "") && (this["CurrentTarget"] != "-1"))
            {
                if (this["CurrentTarget"].isObject())
                {
                    if (((Player)this["CurrentTarget"]).getState() != "Dead")
                    {
                        if (TargetIsInLos(this["CurrentTarget"]))
                        {
                            return(this["CurrentTarget"].AsInt());
                        }
                    }
                }

                this["CurrentTarget"] = "";
            }


            SimSet mobSearchGroup = this["aiteam"] == "1" ? "MobSearchGroup_2" : "MobSearchGroup_1";

            SimSet mobSearchGroupResult = "MobSearchGroupResult";

            if (!mobSearchGroupResult.isObject())
            {
                mobSearchGroupResult = new ObjectCreator("SimSet", "MobSearchGroupResult").Create();
            }

            AISearchSimSet(180, 50, mobSearchGroup, mobSearchGroupResult);


            int   closesttarget = -1;
            float closestdist   = 51;

            for (uint i = 0; i < mobSearchGroupResult.getCount(); i++)
            {
                Player target = mobSearchGroupResult.getObject(i);
                if (!target.isObject())
                {
                    continue;
                }
                if (target.getState() == "Dead")
                {
                    continue;
                }
                float dist = GetTargetDistance(target);
                if (dist >= closestdist)
                {
                    continue;
                }
                closestdist   = dist;
                closesttarget = target;
            }
            mobSearchGroupResult.clear();

            this["CurrentTarget"] = closesttarget.AsString();

            return(closesttarget);
        }
Example #3
0
        public virtual bool SpawnPlayer(string spawnpoint, bool nocontrol)
        {
            Player player = this["player"];


            if (player.isObject())
            {
                console.error("Attempting to create a player for a client that already has one!");
                return(false);
            }

            if ((spawnpoint.Split(' ').GetUpperBound(0) == 0) && (spawnpoint.isObject()))
            {
                // Attempt to treat %spawnPoint as an object
                string spawnclass     = sGlobal["$Game::DefaultPlayerClass"];
                string spawndatablock = sGlobal["$Game::DefaultPlayerDataBlock"];

                SimObject ospawnpoint = spawnpoint;


                // Overrides by the %spawnPoint
                if (ospawnpoint["spawnClass"] != "")
                {
                    spawnclass = ospawnpoint["spawnClass"];
                    //spawndatablock = ospawnpoint["spawnDataBlock"];
                }

                else if (ospawnpoint["spawnDatablock"] != "")
                {
                    // This may seem redundant given the above but it allows
                    // the SpawnSphere to override the datablock without
                    // overriding the default player class
                    spawndatablock = ospawnpoint["spawnDatablock"];
                }
                string spawnproperties = ospawnpoint["spawnProperties"];
                string spawnScript     = ospawnpoint["spawnScript"];

                // Spawn with the engine's Sim::spawnObject() function
                player = Util.spawnObject(spawnclass, spawndatablock, "", spawnproperties, spawnScript, typeof(Player).FullName);


                //player.TickCounterNotifyServer = true;
                //player.TickCounterAdd("TestCheck", 100);


                //player.TickNotifyBefore = true;
                //player.TickNotifyClient = true;
                //player.TickNotifyServer = true;
                //player.TickNotifyBefore = true;

                // If we have an object do some initial setup
                if (console.isObject(player))
                {
                    // Pick a location within the spawn sphere.
                    player.setTransform(PointInSpawnSphere(player, (spawnpoint)));
                }
                else
                {
                    // If we weren't able to create the player object then warn the user
                    // When the player clicks OK in one of these message boxes, we will fall through
                    // to the "if (!isObject(%player))" check below.
                    if (console.GetVarString(spawndatablock).Trim() != "")
                    {
                        WinterLeaf.Demo.Full.Models.User.GameCode.Client.Gui.messageBox.MessageBoxOK("Spawn Player Failed",
                                                                                                     "Unable to create a player with class " + spawnclass + " and datablock " + spawndatablock +
                                                                                                     ".\n\nStarting as an Observer instead.", "");
                    }
                    else
                    {
                        WinterLeaf.Demo.Full.Models.User.GameCode.Client.Gui.messageBox.MessageBoxOK("Spawn Player Failed",
                                                                                                     "Unable to create a player with class " + spawnclass +
                                                                                                     ".\n\nStarting as an Observer instead.", "");
                    }
                }
            }
            else
            {
                // Create a default player
                player = console.SpawnObject(sGlobal["$Game::DefaultPlayerClass"],
                                             sGlobal["$Game::DefaultPlayerDataBlock"], string.Empty, string.Empty, string.Empty);

                if (player.isMemberOfClass("Player"))
                {
                    //if (SimObject.SimObject_isMemberOfClass(player, "Player"))
                    console.warn("Trying to spawn a class that does not derive from player!!!!!");
                }
                // Treat %spawnPoint as a transform
                player.setTransform(new TransformF(spawnpoint));
            }

            // Update the default camera to start with the player
            if (!console.isObject(player))
            {
                this["spawnCamera"] = spawnpoint;
                return(false);
            }

            ((SimSet)"MissionCleanup").pushToBack(player);
            // Update the default camera to start with the player


            // Store the client object on the player object for
            // future reference
            player["client"] = this;

            // If the player's client has some owned turrets, make sure we let them
            // know that we're a friend too.

            if (this["ownedTurrets"].AsInt() >= 1)
            {
                SimSet turrets = this["ownedTurrets"];
                for (uint i = 0; i < turrets.getCount(); i++)
                {
                    ((AITurretShape)turrets.getObject(i)).addToIgnoreList(player);
                }
            }

            player.setShapeName(this["playerName"]);

            SimDataBlock playerdata = player.getDataBlock();

            player.setEnergyLevel(playerdata["maxEnergy"].AsFloat());

            if (this["skin"] != string.Empty)
            {
                string availableSkins = playerdata["availableSkins"];
                foreach (GameConnection other in ClientGroup.Where(other => other != this))
                {
                    availableSkins = availableSkins.Replace(console.GetVarString(other + ".skin"), " ");

                    availableSkins = availableSkins.Replace("  ", " ");
                }
                List <string> availskin = availableSkins.Split('\t').ToList();
                if (availskin.Count > 0)
                {
                    int r = new Random().Next(0, availskin.Count - 1);
                    this["skin"] = availskin[r];
                }
            }

            player.setSkinName(this["skin"]);
            this["player"] = player;
            console.error("--->Player ID is " + player);

            SimObject control = null;

            if (console.GetVarString("$startWorldEditor") == "1")
            {
                control = this["camera"];
                Camera c = this["camera"];
                c.setMode("Fly");
                console.Call("EditorGui", "syncCameraGui");
            }
            else
            {
                control = player;
            }

            if (!nocontrol)
            {
                this.setControlObject(control);
            }

            int team = new Random().Next(1, 2);

            player.AddObjectTo_MobSearchGroup(team);

            message.MessageClient(this, "System", "Your on Team " + team);

            console.error(DateTime.Now + " --- PLAYER JOIN::Name '" + Util.StripMLControlChars(player.getShapeName()) +
                          "'::ID '" + player + "'");
            return(true);
        }
Example #4
0
        public virtual void onDeath(GameBase sourceobject, GameConnection sourceclient, string damagetype,
                                    string damloc)
        {
            if (this.isObject())
            {
                if (this["ownedTurrets"] == string.Empty)
                {
                    this["ownedTurrets"] = new ObjectCreator("SimSet").Create().AsString();
                }

                SimSet simSet = this["ownedTurrets"];

                for (uint i = 0; i < simSet.getCount(); i++)
                {
                    ((SimObject)simSet.getObject(i)).schedule("10", "delete");
                }
            }


            // clear the weaponHUD
            this.refreshWeaponHud(0, string.Empty, string.Empty, string.Empty, 0);


            Player player = this["player"];

            // Clear out the name on the corpse
            player.setShapeName(string.Empty);

            // Update the numerical Health HUD

            //PlayerUpdateHealth(player);


            // Switch the client over to the death cam and unhook the player object.
            Camera camera = this["camera"];

            if (camera.isObject() && player.isObject())
            {
                camera.setMode("Corpse", player, string.Empty, string.Empty);
                //camera.call("setMode", "Corpse", player, string.Empty, string.Empty);
                this.setControlObject(camera);
            }
            else
            {
                console.print("------------>Failed to Switch the client over to the death cam.");
            }

            this["player"] = "0";

            // Display damage appropriate kill message
            string sendMsgFunction = "sendMsgClientKilled_" + damagetype;

            //if (!console.isFunction(sendMsgFunction))
            //    {
            //    sendMsgFunction = "sendMsgClientKilled_Default";
            //    }

            console.Call(sendMsgFunction, new string[] { "MsgClientKilled", this, sourceclient, damloc });
            // Dole out points and check for win
            if ((damagetype == "Suicide") || (sourceclient == this))
            {
                IncDeaths(this, "1", "1");
                IncScore(this, "-1", "0");
            }
            else
            {
                IncDeaths(this, "1", "0");
                IncScore(sourceclient, "1", "1");
                IncKills(sourceclient, "1", "0");
            }

            if (iGlobal["$Game::EndGameScore"] > 0 && sourceclient["kills"].AsInt() >= iGlobal["$Game::EndGameScore"])
            {
                missionLoad.cycleGame();
            }
        }