Exemple #1
0
        protected override void Init()
        {
            aTeams       = new Dictionary <int, BattlefieldData.BattlefieldTeams>();
            aSheepPoints = new Dictionary <int, int>();
            WolfScore    = 0;
            SheepScore   = 0;
            Mobs.Reset();
            Reactors.Reset();

            foreach (var reactor in Reactors)
            {
                if (reactor.tReactorTime == 0)
                {
                    reactor.tReactorTime = 10;                     // TODO figure out how reactor events work with this
                }
            }

            tGameOverTime = DateTime.MinValue;

            CreateFieldClock(DURATION_SEC);
        }
Exemple #2
0
        /// <summary>
        /// Clears all lower object pools and resets all higher object pools.
        /// Map can still be used after this is called.
        /// DO NOT CALL DISPOSE FROM INSIDE THIS FUNCTION
        /// </summary>
        protected virtual void Reset(bool bFromDispose = false)
        {
            if (Users.Count > 0)             // not good
            {
                throw new InvalidOperationException("Trying to reset map that still has users in it.");
            }

            QR = "";
            nFieldDeathCount      = -1;
            tFieldTimerExpiration = DateTime.MinValue;

            Mobs.Reset();
            Reactors.Reset();

            Drops.Clear();
            AffectedAreas.Clear();
            MiniRooms.Clear();
            Kites.Clear();
            TownPortals.Clear();
            OpenGates1.Clear();
            OpenGates2.Clear();
            CurrentWeather.Clear();
        }