Exemple #1
0
        private ActionChain CreateMoveToChain(WorldObject target, out int thisMoveToChainNumber)
        {
            thisMoveToChainNumber = GetNextMoveToChainNumber();

            ActionChain moveToChain = new ActionChain();

            moveToChain.AddAction(this, () =>
            {
                if (target.Location == null)
                {
                    log.Error("Player_Use CreateMoveToChain targetObject.Location null");
                    return;
                }

                if (target.WeenieType == WeenieType.Portal)
                {
                    OnAutonomousMove(target.Location, Sequences, MovementTypes.MoveToPosition, target.Guid, (target.UseRadius ?? 0));
                }
                else
                {
                    OnAutonomousMove(target.Location, Sequences, MovementTypes.MoveToObject, target.Guid, (target.UseRadius ?? 0));
                }
            });

            // poll for arrival every .1 seconds
            ActionChain moveToBody = new ActionChain();

            moveToBody.AddDelaySeconds(.1);

            var thisMoveToChainNumberCopy = thisMoveToChainNumber;

            moveToChain.AddLoop(this, () =>
            {
                if (thisMoveToChainNumberCopy != moveToChainCounter)
                {
                    return(false);
                }

                // Break loop if CurrentLandblock == null (we portaled or logged out)
                if (CurrentLandblock == null)
                {
                    return(false);
                }

                // Are we within use radius?
                var valid = false;
                bool ret  = CurrentLandblock != null ? !CurrentLandblock.WithinUseRadius(this, target.Guid, out valid) : false;

                // If one of the items isn't on a landblock
                if (!valid)
                {
                    ret = false;
                }

                return(ret);
            }, moveToBody);

            return(moveToChain);
        }
Exemple #2
0
        private ActionChain CreateMoveToChain(ObjectGuid target, out int thisMoveToChainNumber)
        {
            thisMoveToChainNumber = GetNextMoveToChainNumber();

            ActionChain moveToChain = new ActionChain();

            moveToChain.AddAction(this, () =>
            {
                var targetObject = CurrentLandblock?.GetObject(target);

                if (targetObject == null)
                {
                    // Is the item we're trying to move to in the container we have open?
                    var lastUsedContainer = CurrentLandblock?.GetObject(lastUsedContainerId) as Container;

                    if (lastUsedContainer != null)
                    {
                        if (lastUsedContainer.Inventory.ContainsKey(target))
                        {
                            targetObject = lastUsedContainer;
                        }
                        else
                        {
                            // could be a child container of this container
                            log.Error("Player_Use CreateMoveToChain container inception not finished");
                            return;
                        }
                    }
                }

                if (targetObject == null)
                {
                    log.Error("Player_Use CreateMoveToChain targetObject null");
                    return;
                }

                if (targetObject.Location == null)
                {
                    log.Error("Player_Use CreateMoveToChain targetObject.Location null");
                    return;
                }

                if (targetObject.WeenieType == WeenieType.Portal)
                {
                    OnAutonomousMove(targetObject.Location, Sequences, MovementTypes.MoveToPosition, target, (targetObject.UseRadius ?? 0));
                }
                else
                {
                    OnAutonomousMove(targetObject.Location, Sequences, MovementTypes.MoveToObject, target, (targetObject.UseRadius ?? 0));
                }
            });

            // poll for arrival every .1 seconds
            ActionChain moveToBody = new ActionChain();

            moveToBody.AddDelaySeconds(.1);

            var thisMoveToChainNumberCopy = thisMoveToChainNumber;

            moveToChain.AddLoop(this, () =>
            {
                if (thisMoveToChainNumberCopy != moveToChainCounter)
                {
                    return(false);
                }

                // Break loop if CurrentLandblock == null (we portaled or logged out)
                if (CurrentLandblock == null)
                {
                    return(false);
                }

                // Are we within use radius?
                var valid = false;
                bool ret  = CurrentLandblock != null ? !CurrentLandblock.WithinUseRadius(this, target, out valid) : false;

                // If one of the items isn't on a landblock
                if (!valid)
                {
                    ret = false;
                }

                return(ret);
            }, moveToBody);

            return(moveToChain);
        }
Exemple #3
0
        public ActionChain CreateMoveToChain(WorldObject target, out int thisMoveToChainNumber)
        {
            thisMoveToChainNumber = GetNextMoveToChainNumber();

            ActionChain moveToChain = new ActionChain();

            moveToChain.AddAction(this, () =>
            {
                if (target.Location == null)
                {
                    log.Error($"{Name}.CreateMoveToChain({target.Name}): target.Location is null");
                    return;
                }

                if (target.WeenieType == WeenieType.Portal)
                {
                    MoveToPosition(target.Location);
                }
                else
                {
                    MoveToObject(target);
                }
            });

            // poll for arrival every .1 seconds
            // Ideally, this should be switched away from using the DelayManager, and instead be checked on every Player Tick()
            ActionChain moveToBody = new ActionChain();

            moveToBody.AddDelaySeconds(.1);

            var thisMoveToChainNumberCopy = thisMoveToChainNumber;

            moveToChainStartTime = DateTime.UtcNow;

            moveToChain.AddLoop(this, () =>
            {
                if (thisMoveToChainNumberCopy != moveToChainCounter)
                {
                    return(false);
                }

                // Break loop if CurrentLandblock == null (we portaled or logged out)
                if (CurrentLandblock == null)
                {
                    StopExistingMoveToChains(); // This increments our moveToChainCounter and thus, should stop any additional actions in this chain
                    return(false);
                }

                // Have we timed out?
                if (moveToChainStartTime + defaultMoveToTimeout <= DateTime.UtcNow)
                {
                    StopExistingMoveToChains(); // This increments our moveToChainCounter and thus, should stop any additional actions in this chain
                    return(false);
                }

                // Are we within use radius?
                bool ret = !CurrentLandblock.WithinUseRadius(this, target.Guid, out var valid);

                // If one of the items isn't on a landblock
                if (!valid)
                {
                    ret = false;
                    StopExistingMoveToChains(); // This increments our moveToChainCounter and thus, should stop any additional actions in this chain
                }

                return(ret);
            }, moveToBody);

            return(moveToChain);
        }