Exemple #1
0
        void PlayerDidDamage(IPlayerPropertyMonitor <uint?> pm)
        {
            PlayerStatusesGrid.Dispatcher.InvokeAsync(() =>
            {
                foreach (PlayerStatus status in BlueStatuses.Concat(RedStatuses))
                {
                    if (status.GUID != pm.Player.Info.GUID)
                    {
                        continue;
                    }

                    Debug.Assert(pm.Value.HasValue);

                    uint damage = pm.Value.Value;

                    if (damage == 0)
                    {
                        status.LastDamage = 0;
                        status.DPM        = 0;
                        status.LastDPM    = 0;
                    }
                    else
                    {
                        uint delta        = damage - status.LastDamage;
                        status.DPM       += delta;
                        status.LastDamage = damage;
                        status.LastDPM    = (uint)status.DPM;
                    }

                    break;
                }
            });
        }
Exemple #2
0
            private void OriginXY_ValueChanged(IPlayerPropertyMonitor <Vector> xy)
            {
                var value = xy.Value;

                m_Value.X         = value.X;
                m_Value.Y         = value.Y;
                m_PositionChanged = true;
            }
Exemple #3
0
 private void OriginZ_ValueChanged(IPlayerPropertyMonitor <double> z)
 {
     m_Value.Z         = z.Value;
     m_PositionChanged = true;
 }
Exemple #4
0
        public Player(UserInfo info, WorldState ws, uint entityIndex)
        {
            EntityIndex = entityIndex;
            Info        = info;
            World       = ws;

            #region Property Monitors
            Position = new PlayerPositionPropertyMonitor(this);

            Team = new MultiPlayerPropertyMonitor <Team?>(this,
                                                          new IPropertyMonitor <Team?>[] {
                new PlayerResourcePropertyMonitor <Team?>("m_iTeam", this, o => (Team)Convert.ToInt32(o)),
                new PlayerPropertyMonitor <Team?>("DT_BaseEntity.m_iTeamNum", this, o => (Team)Convert.ToInt32(o))
            });

            IsDead = new MultiPlayerPropertyMonitor <bool?>(this,
                                                            new IPropertyMonitor <bool?>[] {
                new PlayerResourcePropertyMonitor <bool?>("m_bAlive", this, o => Convert.ToInt32(o) == 0),
                new PlayerPropertyMonitor <bool?>("DT_BasePlayer.m_lifeState", this, o => (LifeState)Convert.ToInt32(o) != LifeState.Alive)
            });

            Health = new MultiPlayerPropertyMonitor <int?>(this,
                                                           new IPropertyMonitor <int?>[] {
                new PlayerResourcePropertyMonitor <int?>("m_iHealth", this, o => Convert.ToInt32(o)),
                new PlayerPropertyMonitor <int?>("DT_BasePlayer.m_iHealth", this, o => Convert.ToInt32(o)),
            });

            Class = new MultiPlayerPropertyMonitor <Class?>(this,
                                                            new IPropertyMonitor <Class?>[] {
                new PlayerResourcePropertyMonitor <Class?>("m_iPlayerClass", this, o => (Class)Convert.ToInt32(o)),
                new PlayerPropertyMonitor <Class?>("DT_TFPlayerClassShared.m_iClass", this, o => (Class)Convert.ToInt32(o))
            });

            PlayerState     = new PlayerPropertyMonitor <PlayerState?>("DT_TFPlayerShared.m_nPlayerState", this, o => (PlayerState)(uint)(o));
            MaxHealth       = new PlayerResourcePropertyMonitor <uint?>("m_iMaxHealth", this, o => (uint)o);
            MaxBuffedHealth = new PlayerResourcePropertyMonitor <uint?>("m_iMaxBuffedHealth", this, o => (uint)o);
            Ping            = new PlayerResourcePropertyMonitor <uint?>("m_iPing", this, o => (uint)o);
            Score           = new PlayerResourcePropertyMonitor <int?>("m_iScore", this, o => (int)o);
            Deaths          = new PlayerResourcePropertyMonitor <int?>("m_iDeaths", this, o => (int)o);
            Connected       = new PlayerResourcePropertyMonitor <bool?>("m_bConnected", this, o => (uint)o != 0);
            Damage          = new PlayerResourcePropertyMonitor <uint?>("m_iDamage", this, o => (uint)o);

            // weapons
            {
                IPlayerPropertyMonitor <EHandle>[] array = new IPlayerPropertyMonitor <EHandle> [48];
                for (int i = 0; i < 48; i++)
                {
                    array[i] = new PlayerPropertyMonitor <EHandle>(string.Format("m_hMyWeapons.{0:D3}", i), this, o => new EHandle(ws, (uint)o));
                }
                Weapons = ImmutableArray.Create(array);
            }
            #endregion

            World.Listeners.EntityEnteredPVS.Add(Listeners_EntityEnteredPVS);
            World.Listeners.EntityLeftPVS.Add(Listeners_EntityLeftPVS);

            if (InPVS)
            {
                Listeners_EntityEnteredPVS(Entity);
            }
        }
Exemple #5
0
        void UpdatePlayerStatuses(WorldState ws)
        {
            foreach (Player p in ws.Players)
            {
                Team?t = p.Team.Value;

                Class?c = p.Class.Value;
                if (!c.HasValue)
                {
                    c = Class.Undefined;
                }

                IPlayerPropertyMonitor <bool?> isDead = p.IsDead;
                if (!isDead.Value.HasValue)
                {
                    continue;
                }

                int?health = p.Health.Value;
                if (!health.HasValue)
                {
                    continue;
                }

                uint?maxHealth = p.MaxHealth.Value;
                if (!maxHealth.HasValue)
                {
                    continue;
                }

                IPlayerPropertyMonitor <uint?> damage = p.Damage;
                if (!damage.Value.HasValue)
                {
                    continue;
                }
                else
                {
                    damage.ValueChanged.Add(PlayerDidDamage);
                }

                PlayerStatusesGrid.Dispatcher.InvokeAsync(() =>
                {
                    if (t != Team.Red && t != Team.Blue)
                    {
                        RedStatuses.Remove(RedStatuses.SingleOrDefault(s => s.GUID == p.Info.GUID));
                        BlueStatuses.Remove(BlueStatuses.SingleOrDefault(s => s.GUID == p.Info.GUID));
                        return;
                    }

                    PlayerStatus status = t == Team.Red ? RedStatuses.SingleOrDefault(s => s.GUID == p.Info.GUID) : BlueStatuses.SingleOrDefault(s => s.GUID == p.Info.GUID);
                    bool added          = false;
                    if (status == null)
                    {
                        status      = new PlayerStatus();
                        status.GUID = p.Info.GUID;
                        added       = true;
                    }

                    status.Nickname  = p.Info.Name;
                    status.IsDead    = isDead.Value.Value;
                    status.Team      = t.Value;
                    status.Health    = health.Value;
                    status.MaxHealth = maxHealth.Value;
                    status.DPM       = Math.Max(0, status.DPM - status.LastDPM * (1.0 / (66.0 * 20.0)));

                    status.ClassPortrait = string.Format("{0} {1} {2} alpha", t.Value, c.Value, status.IsDead ? "grey" : "");

                    if (added)
                    {
                        status.LastDamage = damage.Value.Value;
                        if (t == Team.Red)
                        {
                            RedStatuses.Add(status);
                        }
                        else
                        {
                            BlueStatuses.Add(status);
                        }
                    }
                });
            }

            RedTeamHealth.Dispatcher.InvokeAsync(() =>
            {
                int health     = 0;
                uint maxHealth = 0;
                foreach (PlayerStatus status in RedStatuses)
                {
                    maxHealth += status.MaxOverheal;
                    if (status.IsDead)
                    {
                        continue;
                    }
                    health += status.Health;
                }

                {
                    double delta          = maxHealth - RedTeamHealth.Maximum;
                    RedTeamHealth.Maximum = RedTeamHealth.Maximum + delta / 32;
                }
                {
                    double delta        = health - RedTeamHealth.Value;
                    RedTeamHealth.Value = RedTeamHealth.Value + delta / 32;
                }
            });
            BlueTeamHealth.Dispatcher.InvokeAsync(() =>
            {
                int health     = 0;
                uint maxHealth = 0;
                foreach (PlayerStatus status in BlueStatuses)
                {
                    maxHealth += status.MaxOverheal;
                    if (status.IsDead)
                    {
                        continue;
                    }
                    health += status.Health;
                }

                {
                    double delta           = maxHealth - BlueTeamHealth.Maximum;
                    BlueTeamHealth.Maximum = BlueTeamHealth.Maximum + delta / 32;
                }
                {
                    double delta         = health - BlueTeamHealth.Value;
                    BlueTeamHealth.Value = BlueTeamHealth.Value + delta / 32;
                }
            });
        }