public ServerPlayerManager(ServerLogic serverLogic) { _serverLogic = serverLogic; _antilagSystem = new AntilagSystem(60, ServerLogic.MaxPlayers); _players = new ServerPlayer[ServerLogic.MaxPlayers]; PlayerStates = new PlayerState[ServerLogic.MaxPlayers]; }
public ServerPlayer(ServerPlayerManager playerManager, ServerLogic serverLogic, ServerRegionManager regionManager, ServerNpcManager npcManager, ServerGroundItemManager groundItemManager, string name, string password, NetPeer peer) : base(playerManager, name, (byte)peer.Id) { _serverLogic = serverLogic; playerSkills = new ServerPlayerSkills(this); database = new ServerPlayerDatabase(this, serverLogic.Database); ServerInventoryManager inventoryManager = new ServerInventoryManager(); inventory = new ServerPlayerInventory(this, inventoryManager); equipment = new ServerPlayerEquipment(this, inventoryManager); combat = new ServerPlayerCombat(_serverLogic, this, playerSkills, equipment); _regionManager = regionManager; entityRenderer = new ServerPlayerEntityRenderer(this, npcManager); this.groundItemManager = groundItemManager; CurrentDialogue = new PlayerDialogue() { nextStageId = -1 }; SubscribePacketListener(); this.password = password; peer.Tag = this; AssociatedPeer = peer; NetworkState = new PlayerState { Id = (byte)peer.Id }; }
public ServerPlayerCombat(ServerLogic serverLogic, ServerPlayer player, ServerPlayerSkills playerSkills, ServerPlayerEquipment playerEquipment) { _serverLogic = serverLogic; _player = player; _playerSkills = playerSkills; _playerEquipment = playerEquipment; _attackStyles = new ServerPlayerAttackStyles(_player, _playerEquipment); }