Esempio n. 1
0
        public virtual void LoadOut(Player player)
        {
            player.clearWeaponCycle();

            player.setInventory("Ryder", 1);
            player.setInventory("RyderClip", player.maxInventory("RyderClip"));
            player.setInventory("RyderAmmo", player.maxInventory("RyderAmmo"));

            player.addToWeaponCycle("Ryder");

            player.setInventory("Lurker", 1);
            player.setInventory("LurkerClip", player.maxInventory("LurkerClip"));
            player.setInventory("LurkerAmmo", player.maxInventory("LurkerAmmo"));

            player.addToWeaponCycle("Lurker");

            player.setInventory("LurkerGrenadeLauncher", 1);
            player.setInventory("LurkerGrenadeAmmo", player.maxInventory("LurkerGrenadeAmmo"));

            player.addToWeaponCycle("LurkerGrenadeLauncher");

            player.setInventory("ProxMine", player.maxInventory("ProxMine"));

            player.addToWeaponCycle("ProxMine");

            player.setInventory("DeployableTurret", player.maxInventory("DeployableTurret"));
            player.addToWeaponCycle("DeployableTurret");

            SimDataBlock playerdatablock = player.getDataBlock();
            string       junk            = playerdatablock["mainWeapon.image"];

            player.mountImage(junk == string.Empty ? "LurkerWeaponImage" : junk, 0, true, string.Empty);

            //ShapeBase.mountImage(player, junk == "" ? junk : "LurkerWeaponImage", 0, true, "");
        }
Esempio n. 2
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        public static void serverCmddismountVehicle(GameConnection client)
        {
            Player  player    = client["player"];
            Vehicle car       = player.getControlObject();
            Player  passenger = car.getMountNodeObject(0);

            ((PlayerData)passenger.getDataBlock()).doDismount(passenger);
            client.setControlObject(player);
        }
Esempio n. 3
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        public virtual TransformF PointInSpawnSphere(Player objectToSpawn, SpawnSphere spawnSphere)
        {
            bool spawnLocationFound = false;
            int  attemptsToSpawn    = 0;

            TransformF spherLocationP3F = new TransformF();


            while (!spawnLocationFound && attemptsToSpawn < 5)
            {
                spherLocationP3F = spawnSphere.getTransform();

                Random r = new Random();

                float angleY  = (float)tMath.mDegToRad((r.NextDouble() * 100) * tMath.M_2PI_F);
                float angleXZ = (float)tMath.mDegToRad((r.NextDouble() * 100) * tMath.M_2PI_F);

                int radius = spawnSphere["radius"].AsInt();
                spherLocationP3F.mPositionX += (float)(Math.Cos(angleY) * Math.Sin(angleXZ) * (r.Next(radius * -1, radius)));
                spherLocationP3F.mPositionY += (float)(Math.Cos(angleXZ) * (r.Next(radius * -1, radius)));
                spawnLocationFound           = true;

                // Now have to check that another object doesn't already exist at this spot.
                // Use the bounding box of the object to check if where we are about to spawn in is
                // clear.


                TransformF boundingboxsize =
                    new TransformF(((SimDataBlock)objectToSpawn.getDataBlock())["boundingBox"]);
                float searchRadius = boundingboxsize.mPositionX;
                float boxSizeY     = boundingboxsize.mPositionY;
                if (boxSizeY > searchRadius)
                {
                    searchRadius = boxSizeY;
                }
                List <UInt32> objectsfound = console.ContainerRadiusSearch(spherLocationP3F.GetPosition(), searchRadius,
                                                                           (UInt32)SceneObjectTypesAsUint.PlayerObjectType, false);
                if (objectsfound.Count > 0)
                {
                    spawnLocationFound = false;
                }

                attemptsToSpawn++;
            }
            if (!spawnLocationFound)
            {
                spherLocationP3F = spawnSphere.getTransform();
                console.warn("WARNING: Could not spawn player after 5 times");
            }
            return(spherLocationP3F);
        }
Esempio n. 4
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        public override void onRemove(GameBase obj)
        {
            for (int i = 0; i < this["numMountPoints"].AsInt(); i++)
            {
                if (obj.getMountNodeObject(i) == 0)
                {
                    continue;
                }

                Player passenger = obj.getMountNodeObject(i).AsString();

                //change to csharp
                ((TurretShapeData)passenger.getDataBlock()).call("doDismount", true.AsString());
            }
        }
Esempio n. 5
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 public override void onRemove(GameBase obj)
 {
     // if there are passengers/driver, kick them out
     for (int i = 0; i < ((VehicleData)obj.getDataBlock())["numMountPoints"].AsInt(); i++)
     {
         if (!((SimObject)obj.getMountNodeObject(i)).isMemberOfClass("Player"))
         {
             continue;
         }
         Player passenger = obj.getMountNodeObject(i);
         if (passenger != "0")
         {
             PlayerData passengerdatablock = passenger.getDataBlock();
             passengerdatablock.doDismount(passenger);
         }
     }
 }
Esempio n. 6
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        public static void serverCmdcarUnmountObj(GameConnection client, Player obj)
        {
            obj.unmount();
            obj.setControlObject(obj);

            TransformF ejectpos = obj.getTransform();

            ejectpos += new TransformF(0, 0, 5);
            obj.setTransform(ejectpos);

            Vehicle mvehicle = obj["mVehicle"];

            Point3F ejectvel = mvehicle.getVelocity();

            ejectvel += new Point3F(0, 0, 10);

            ejectvel = ejectvel.vectorScale(((SimDataBlock)(obj.getDataBlock()))["mass"].AsFloat());

            obj.applyImpulse(ejectpos.GetPosition(), ejectvel);
        }
Esempio n. 7
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        public virtual bool SpawnPlayer(string spawnpoint, bool nocontrol)
        {
            Player player = this["player"];


            if (player.isObject())
            {
                console.error("Attempting to create a player for a client that already has one!");
                return(false);
            }

            if ((spawnpoint.Split(' ').GetUpperBound(0) == 0) && (spawnpoint.isObject()))
            {
                // Attempt to treat %spawnPoint as an object
                string spawnclass     = sGlobal["$Game::DefaultPlayerClass"];
                string spawndatablock = sGlobal["$Game::DefaultPlayerDataBlock"];

                SimObject ospawnpoint = spawnpoint;


                // Overrides by the %spawnPoint
                if (ospawnpoint["spawnClass"] != "")
                {
                    spawnclass = ospawnpoint["spawnClass"];
                    //spawndatablock = ospawnpoint["spawnDataBlock"];
                }

                else if (ospawnpoint["spawnDatablock"] != "")
                {
                    // This may seem redundant given the above but it allows
                    // the SpawnSphere to override the datablock without
                    // overriding the default player class
                    spawndatablock = ospawnpoint["spawnDatablock"];
                }
                string spawnproperties = ospawnpoint["spawnProperties"];
                string spawnScript     = ospawnpoint["spawnScript"];

                // Spawn with the engine's Sim::spawnObject() function
                player = Util.spawnObject(spawnclass, spawndatablock, "", spawnproperties, spawnScript, typeof(Player).FullName);


                //player.TickCounterNotifyServer = true;
                //player.TickCounterAdd("TestCheck", 100);


                //player.TickNotifyBefore = true;
                //player.TickNotifyClient = true;
                //player.TickNotifyServer = true;
                //player.TickNotifyBefore = true;

                // If we have an object do some initial setup
                if (console.isObject(player))
                {
                    // Pick a location within the spawn sphere.
                    player.setTransform(PointInSpawnSphere(player, (spawnpoint)));
                }
                else
                {
                    // If we weren't able to create the player object then warn the user
                    // When the player clicks OK in one of these message boxes, we will fall through
                    // to the "if (!isObject(%player))" check below.
                    if (console.GetVarString(spawndatablock).Trim() != "")
                    {
                        WinterLeaf.Demo.Full.Models.User.GameCode.Client.Gui.messageBox.MessageBoxOK("Spawn Player Failed",
                                                                                                     "Unable to create a player with class " + spawnclass + " and datablock " + spawndatablock +
                                                                                                     ".\n\nStarting as an Observer instead.", "");
                    }
                    else
                    {
                        WinterLeaf.Demo.Full.Models.User.GameCode.Client.Gui.messageBox.MessageBoxOK("Spawn Player Failed",
                                                                                                     "Unable to create a player with class " + spawnclass +
                                                                                                     ".\n\nStarting as an Observer instead.", "");
                    }
                }
            }
            else
            {
                // Create a default player
                player = console.SpawnObject(sGlobal["$Game::DefaultPlayerClass"],
                                             sGlobal["$Game::DefaultPlayerDataBlock"], string.Empty, string.Empty, string.Empty);

                if (player.isMemberOfClass("Player"))
                {
                    //if (SimObject.SimObject_isMemberOfClass(player, "Player"))
                    console.warn("Trying to spawn a class that does not derive from player!!!!!");
                }
                // Treat %spawnPoint as a transform
                player.setTransform(new TransformF(spawnpoint));
            }

            // Update the default camera to start with the player
            if (!console.isObject(player))
            {
                this["spawnCamera"] = spawnpoint;
                return(false);
            }

            ((SimSet)"MissionCleanup").pushToBack(player);
            // Update the default camera to start with the player


            // Store the client object on the player object for
            // future reference
            player["client"] = this;

            // If the player's client has some owned turrets, make sure we let them
            // know that we're a friend too.

            if (this["ownedTurrets"].AsInt() >= 1)
            {
                SimSet turrets = this["ownedTurrets"];
                for (uint i = 0; i < turrets.getCount(); i++)
                {
                    ((AITurretShape)turrets.getObject(i)).addToIgnoreList(player);
                }
            }

            player.setShapeName(this["playerName"]);

            SimDataBlock playerdata = player.getDataBlock();

            player.setEnergyLevel(playerdata["maxEnergy"].AsFloat());

            if (this["skin"] != string.Empty)
            {
                string availableSkins = playerdata["availableSkins"];
                foreach (GameConnection other in ClientGroup.Where(other => other != this))
                {
                    availableSkins = availableSkins.Replace(console.GetVarString(other + ".skin"), " ");

                    availableSkins = availableSkins.Replace("  ", " ");
                }
                List <string> availskin = availableSkins.Split('\t').ToList();
                if (availskin.Count > 0)
                {
                    int r = new Random().Next(0, availskin.Count - 1);
                    this["skin"] = availskin[r];
                }
            }

            player.setSkinName(this["skin"]);
            this["player"] = player;
            console.error("--->Player ID is " + player);

            SimObject control = null;

            if (console.GetVarString("$startWorldEditor") == "1")
            {
                control = this["camera"];
                Camera c = this["camera"];
                c.setMode("Fly");
                console.Call("EditorGui", "syncCameraGui");
            }
            else
            {
                control = player;
            }

            if (!nocontrol)
            {
                this.setControlObject(control);
            }

            int team = new Random().Next(1, 2);

            player.AddObjectTo_MobSearchGroup(team);

            message.MessageClient(this, "System", "Your on Team " + team);

            console.error(DateTime.Now + " --- PLAYER JOIN::Name '" + Util.StripMLControlChars(player.getShapeName()) +
                          "'::ID '" + player + "'");
            return(true);
        }
        public static void serverCmdcarUnmountObj(GameConnection client, Player obj)
        {
            obj.unmount();
            obj.setControlObject(obj);

            TransformF ejectpos = obj.getTransform();
            ejectpos += new TransformF(0, 0, 5);
            obj.setTransform(ejectpos);

            Vehicle mvehicle = obj["mVehicle"];

            Point3F ejectvel = mvehicle.getVelocity();
            ejectvel += new Point3F(0, 0, 10);

            ejectvel = ejectvel.vectorScale(((SimDataBlock) (obj.getDataBlock()))["mass"].AsFloat());

            obj.applyImpulse(ejectpos.GetPosition(), ejectvel);
        }
        public virtual void LoadOut(Player player)
        {
            player.clearWeaponCycle();

            player.setInventory("Ryder", 1);
            player.setInventory("RyderClip", player.maxInventory("RyderClip"));
            player.setInventory("RyderAmmo", player.maxInventory("RyderAmmo"));

            player.addToWeaponCycle("Ryder");

            player.setInventory("Lurker", 1);
            player.setInventory("LurkerClip", player.maxInventory("LurkerClip"));
            player.setInventory("LurkerAmmo", player.maxInventory("LurkerAmmo"));

            player.addToWeaponCycle("Lurker");

            player.setInventory("LurkerGrenadeLauncher", 1);
            player.setInventory("LurkerGrenadeAmmo", player.maxInventory("LurkerGrenadeAmmo"));

            player.addToWeaponCycle("LurkerGrenadeLauncher");

            player.setInventory("ProxMine", player.maxInventory("ProxMine"));

            player.addToWeaponCycle("ProxMine");

            player.setInventory("DeployableTurret", player.maxInventory("DeployableTurret"));
            player.addToWeaponCycle("DeployableTurret");

            SimDataBlock playerdatablock = player.getDataBlock();
            string junk = playerdatablock["mainWeapon.image"];

            player.mountImage(junk == string.Empty ? "LurkerWeaponImage" : junk, 0, true, string.Empty);

            //ShapeBase.mountImage(player, junk == "" ? junk : "LurkerWeaponImage", 0, true, "");
        }
Esempio n. 10
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        public virtual TransformF PointInSpawnSphere(Player objectToSpawn, SpawnSphere spawnSphere)
        {
            bool spawnLocationFound = false;
            int attemptsToSpawn = 0;

            TransformF spherLocationP3F = new TransformF();

            while (!spawnLocationFound && attemptsToSpawn < 5)
                {
                spherLocationP3F = spawnSphere.getTransform();

                Random r = new Random();

                float angleY = (float) tMath.mDegToRad((r.NextDouble()*100)*tMath.M_2PI_F);
                float angleXZ = (float) tMath.mDegToRad((r.NextDouble()*100)*tMath.M_2PI_F);

                int radius = spawnSphere["radius"].AsInt();
                spherLocationP3F.mPositionX += (float) (Math.Cos(angleY)*Math.Sin(angleXZ)*(r.Next(radius*-1, radius)));
                spherLocationP3F.mPositionY += (float) (Math.Cos(angleXZ)*(r.Next(radius*-1, radius)));
                spawnLocationFound = true;

                // Now have to check that another object doesn't already exist at this spot.
                // Use the bounding box of the object to check if where we are about to spawn in is
                // clear.

                TransformF boundingboxsize = new TransformF(((SimDataBlock) objectToSpawn.getDataBlock())["boundingBox"]);
                float searchRadius = boundingboxsize.mPositionX;
                float boxSizeY = boundingboxsize.mPositionY;
                if (boxSizeY > searchRadius)
                    searchRadius = boxSizeY;
                List<UInt32> objectsfound = console.ContainerRadiusSearch(spherLocationP3F.GetPosition(), searchRadius, (UInt32) SceneObjectTypesAsUint.PlayerObjectType, false);
                if (objectsfound.Count > 0)
                    spawnLocationFound = false;

                attemptsToSpawn++;
                }
            if (!spawnLocationFound)
                {
                spherLocationP3F = spawnSphere.getTransform();
                console.warn("WARNING: Could not spawn player after 5 times");
                }
            return spherLocationP3F;
        }