Esempio n. 1
0
        private void SetupSeats()
        {
            VehicleSeatEntry[] seats = this.m_entry.VehicleEntry.Seats;
            this._seats = new VehicleSeat[seats.Length];
            for (int i = 0; i < seats.Length; i++)
            {
                VehicleSeatEntry entry = seats[i];
                if (entry != null)
                {
                    this._seats[i] = new VehicleSeat(this, entry, (byte)i);
                    if (this._seats[i].Entry.PassengerNPCId != 0u)
                    {
                        this.HasUnitAttachment = true;
                        this._seats[i].CharacterCanEnterOrExit = false;
                        int seat = i;
                        base.AddMessage(delegate()
                        {
                            NPCEntry ent = NPCMgr.GetEntry(entry.PassengerNPCId);
                            if (ent == null)
                            {
                                return;
                            }

                            NPC npc = ent.SpawnAt(this, false);
                            npc.Brain.EnterDefaultState();
                            this._seats[seat].Enter(npc);
                        });
                    }
                }
            }
        }
Esempio n. 2
0
            private void SpawnMob(int x, int y, NPCEntry entry, IWorldLocation dest)
            {
                Vector3       pos           = new Vector3(dest.Position.X + (float)x, dest.Position.Y + (float)y);
                WorldLocation worldLocation = new WorldLocation(dest.Map, pos, 1U);

                entry.SpawnAt((IWorldLocation)worldLocation, false).Brain.State = BrainState.GmMove;
            }
        public override NPC Summon(SpellCast cast, ref Vector3 targetLoc, NPCEntry entry)
        {
            NPC npc = entry.SpawnAt(cast.Map, targetLoc, false);

            npc.RemainingDecayDelayMillis = cast.Spell.GetDuration(cast.CasterReference);
            npc.Creator = cast.CasterReference.EntityId;
            return(npc);
        }
Esempio n. 4
0
            private void SpawnMob(int x, int y, NPCEntry entry, IWorldLocation dest)
            {
                var pos    = new Vector3(dest.Position.X + x, dest.Position.Y + y);
                var wl     = new WorldLocation(dest.Map, pos);
                var newNpc = entry.SpawnAt(wl);

                newNpc.Brain.State = BrainState.GmMove;
            }
Esempio n. 5
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        public void SpawnNpcsForCurrentWave(int stepNumber) // 0 - Начало волны, 1 - Спустя некоторое время
        {
            int npcsCount = stepNumber == 0 ? npcsCount1 : npcsCount2;

            for (int i = 0; i < npcsCount; ++i)
            {
                NPCEntry entry = npcTemplate[0];

                int offsetX = -15 + random.Next(31);
                int offsetY = -15 + random.Next(31);

                var pos = new Vector3(offsetX + mapCenterX + _map.Offset, offsetY + mapCenterY + _map.Offset, 0);
                var wl  = new WorldLocation(_map, pos);
                entry.IsAgressive = true;
                //float healh = ((getAverageLevel() / 50) > 1 ? getAverageLevel() / 50 : entry.MaxHealth) * (Difficulty == 0 ? 2 : Difficulty == 1 ? 4 : Difficulty == 2 ? 6 : 1);
                //entry.SetHealth((entry.MaxHealth * (Difficulty == 0 ? 2 : Difficulty == 1 ? 4 : Difficulty == 2 ? 6 : 1)));
                var newNpc = entry.SpawnAt(wl);
                newNpc.IsAsda2GuildWave = true;
                _map.CallDelayed(100, () => newNpc.Movement.MoveTo(pos));
                npcTemplate.Remove(entry);
                currentWaveNpcs.Add(newNpc);
            }
        }