Esempio n. 1
0
		/// <summary>
        /// Method to save the Patrol Path using the Patrol ID and the Component
		/// </summary>
		/// <param name="pathID"></param>
		/// <param name="path"></param>
		/// <param name="component"></param>
		public static void SavePatrolPath(string pathID, PathPoint path, GameKeepComponent component)
		{
			if (path == null)
				return;

			pathID.Replace('\'', '/'); // we must replace the ', found no other way yet
			foreach (DBPath pp in GameServer.Database.SelectObjects<DBPath>("PathID='" + GameServer.Database.Escape(pathID) + "'"))
			{
				GameServer.Database.DeleteObject(pp);
			}

			PathPoint root = MovementMgr.FindFirstPathPoint(path);

			//Set the current pathpoint to the rootpoint!
			path = root;
			DBPath dbp = new DBPath(pathID, ePathType.Loop);
			GameServer.Database.AddObject(dbp);

			int i = 1;
			do
			{
				DBPathPoint dbpp = new DBPathPoint(path.X, path.Y, path.Z, path.MaxSpeed);
				int x, y;
				SaveXY(component, dbpp.X, dbpp.Y, out x, out y);
				dbpp.X = x;
				dbpp.Y = y;
				dbpp.Z = dbpp.Z - component.Z;

				dbpp.Step = i++;
				dbpp.PathID = pathID;
				dbpp.WaitTime = path.WaitTime;
				GameServer.Database.AddObject(dbpp);
				path = path.Next;
			} while (path != null && path != root);
		}
Esempio n. 2
0
        /// <summary>
        /// Saves the path into the database
        /// </summary>
        /// <param name="pathID">The path ID</param>
        /// <param name="path">The path waypoint</param>
        public static void SavePath(string pathID, PathPoint path)
        {
            if (path == null)
                return;

            pathID.Replace('\'', '/');

			// First delete any path with this pathID from the database

			DBPath dbpath = GameServer.Database.SelectObject<DBPath>("PathID='" + GameServer.Database.Escape(pathID) + "'");
			if (dbpath != null)
			{
				GameServer.Database.DeleteObject(dbpath);
			}

            foreach (DBPathPoint pp in GameServer.Database.SelectObjects<DBPathPoint>("PathID='" + GameServer.Database.Escape(pathID) + "'"))
            {
                GameServer.Database.DeleteObject(pp);
            }

			// Now add this path and iterate through the PathPoint linked list to add all the path points

            PathPoint root = FindFirstPathPoint(path);

            //Set the current pathpoint to the rootpoint!
            path = root;
            dbpath = new DBPath(pathID, root.Type);
            GameServer.Database.AddObject(dbpath);

            int i = 1;
            do
            {
                DBPathPoint dbpp = new DBPathPoint(path.X, path.Y, path.Z, path.MaxSpeed);
                dbpp.Step = i++;
                dbpp.PathID = pathID;
                dbpp.WaitTime = path.WaitTime;
                GameServer.Database.AddObject(dbpp);
                path = path.Next;
            }
			while (path != null && path != root);

			UpdatePathInCache(pathID);
        }