Esempio n. 1
0
        public static List <WorldObject> CreateWorldObjects(List <AceObject> sourceObjects)
        {
            var results = new List <WorldObject>();

            foreach (var aceO in sourceObjects)
            {
                if (aceO.GeneratorStatus ?? false)  // Generator
                {
                    aceO.Location           = aceO.Location.InFrontOf(-2.0);
                    aceO.Location.PositionZ = aceO.Location.PositionZ - 0.5f;
                    results.Add(new Generator(new ObjectGuid(aceO.AceObjectId), aceO));
                    aceO.GeneratorEnteredWorld = true;
                    var objectList = GeneratorFactory.CreateWorldObjectsFromGenerator(aceO) ?? new List <WorldObject>();
                    objectList.ForEach(o => results.Add(o));
                    continue;
                }

                if (aceO.Location != null)
                {
                    WorldObject wo = CreateWorldObject(aceO);
                    if (wo != null)
                    {
                        results.Add(wo);
                    }
                }
            }
            return(results);
        }
Esempio n. 2
0
        public static List <WorldObject> CreateWorldObjects(List <AceObject> sourceObjects)
        {
            var results = new List <WorldObject>();

            foreach (var aceO in sourceObjects)
            {
                // FIXME: This generator part is all wrong. Needs overhaul.
                if (aceO.GeneratorStatus ?? false)  // Generator
                {
                    aceO.Location           = aceO.Location.InFrontOf(-2.0);
                    aceO.Location.PositionZ = aceO.Location.PositionZ - 0.5f;
                    results.Add(new Generator(new ObjectGuid(aceO.AceObjectId), aceO));
                    aceO.GeneratorEnteredWorld = true;
                    var objectList = GeneratorFactory.CreateWorldObjectsFromGenerator(aceO) ?? new List <WorldObject>();
                    objectList.ForEach(o => results.Add(o));
                    continue;
                }

                if (aceO.Location != null)
                {
                    WorldObject wo = CreateWorldObject(aceO);
                    if (wo != null)
                    {
                        results.Add(wo);
                    }
                    // TODO: this is a hack job. Remove this and do it right.
                    foreach (var item in wo.WieldList)
                    {
                        WorldObject wo2 = CreateNewWorldObject(item.WeenieClassId);
                        wo2.Location = wo.Location;
                        wo2.CurrentWieldedLocation = wo.ValidLocations;
                        wo2.WielderId = wo.Guid.Full;
                        results.Add(wo2);
                    }
                }
            }
            return(results);
        }