Esempio n. 1
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        /// <summary>
        /// Start Weather according given Weather Object
        /// </summary>
        /// <param name="weather">Weather to Start</param>
        private void StartWeather(RegionWeather weather)
        {
            if (EventLogWeather && log.IsInfoEnabled)
            {
                log.InfoFormat("Weather Started in Region {0} (ID {1})\n{2}", weather.Region.Description, weather.Region.ID, weather);
            }

            foreach (var player in weather.Region.Objects.OfType <GamePlayer>())
            {
                SendWeatherUpdate(weather, player);
            }
        }
Esempio n. 2
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        /// <summary>
        /// Send Weather Update to Player
        /// </summary>
        /// <param name="weather">Weather to send</param>
        /// <param name="player">Player Targeted</param>
        private void SendWeatherUpdate(RegionWeather weather, GamePlayer player)
        {
            if (player == null || player.ObjectState != GameObject.eObjectState.Active)
            {
                return;
            }

            if (weather.StartTime == 0)
            {
                player.Out.SendWeather(0, 0, 0, 0, 0);
            }
            else
            {
                player.Out.SendWeather(weather.CurrentPosition(SimpleScheduler.Ticks), weather.Width, weather.Speed, weather.FogDiffusion, weather.Intensity);
            }
        }
Esempio n. 3
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        /// <summary>
        /// Stop Weather from given Weather Object
        /// </summary>
        /// <param name="weather">Weather to Stop</param>
        private void StopWeather(RegionWeather weather)
        {
            var weatherCurrentPosition = weather.CurrentPosition(SimpleScheduler.Ticks);

            if (EventLogWeather && log.IsInfoEnabled)
            {
                log.InfoFormat("Weather Stopped in Region {0} (ID {1}) CurrentPosition : {2}\n{3}", weather.Region.Description, weather.Region.ID, weatherCurrentPosition, weather);
            }

            weather.Clear();

            foreach (var player in weather.Region.Objects.OfType <GamePlayer>())
            {
                SendWeatherUpdate(weather, player);

                if (player.Position.X > weatherCurrentPosition - weather.Width && player.Position.X < weatherCurrentPosition)
                {
                    player.Out.SendMessage("The sky clears up again as the storm clouds disperse!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
                }
            }
        }
		public void WeatherRegion_InitWeather_MinMaxEqualZone()
		{
			var region = FakeRegion();
			var weather = new RegionWeather(region);
			weather.CreateWeather(65000, 300, 100, 16000, 0);
			
			var duration = (65535 + 65000) * 1000 / 300;
			
			Assert.AreEqual(65535 + 65000, weather.CurrentPosition(duration));
			Assert.AreEqual(0, weather.CurrentPosition(0));
		}
Esempio n. 5
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		/// <summary>
		/// Send Weather Update to Player
		/// </summary>
		/// <param name="weather">Weather to send</param>
		/// <param name="player">Player Targeted</param>
		private void SendWeatherUpdate(RegionWeather weather, GamePlayer player)
		{
			if (player == null || player.ObjectState != GameObject.eObjectState.Active)
				return;
			
			if (weather.StartTime == 0)
				player.Out.SendWeather(0, 0, 0, 0, 0);
			else
				player.Out.SendWeather(weather.CurrentPosition(SimpleScheduler.Ticks), weather.Width, weather.Speed, weather.FogDiffusion, weather.Intensity);
		}
Esempio n. 6
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		/// <summary>
		/// Start Weather according given Weather Object
		/// </summary>
		/// <param name="weather">Weather to Start</param>
		private void StartWeather(RegionWeather weather)
		{
			if (EventLogWeather && log.IsInfoEnabled)
				log.InfoFormat("Weather Started in Region {0} (ID {1})\n{2}", weather.Region.Description, weather.Region.ID, weather);
			
			foreach (var player in weather.Region.Objects.OfType<GamePlayer>())
				SendWeatherUpdate(weather, player);
		}
Esempio n. 7
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		/// <summary>
		/// Stop Weather from given Weather Object
		/// </summary>
		/// <param name="weather">Weather to Stop</param>
		private void StopWeather(RegionWeather weather)
		{
			var weatherCurrentPosition = weather.CurrentPosition(SimpleScheduler.Ticks);
			if (EventLogWeather && log.IsInfoEnabled)
				log.InfoFormat("Weather Stopped in Region {0} (ID {1}) CurrentPosition : {2}\n{3}", weather.Region.Description, weather.Region.ID, weatherCurrentPosition, weather);

			weather.Clear();

			foreach (var player in weather.Region.Objects.OfType<GamePlayer>())
			{
				SendWeatherUpdate(weather, player);
				
				if (player.X > weatherCurrentPosition - weather.Width && player.X < weatherCurrentPosition)
					player.Out.SendMessage("The sky clears up again as the storm clouds disperse!", eChatType.CT_Important, eChatLoc.CL_SystemWindow);
			}
		}