コード例 #1
0
 public Minion(
     MinionSpawnType type,
     MinionSpawnPosition position,
     uint netId = 0
     ) : this(type, position, new List <Vector2>(), netId)
 {
 }
コード例 #2
0
 public LaneMinion(
     Game game,
     MinionSpawnType spawnType,
     string position,
     uint netId = 0
     ) : this(game, spawnType, position, new List <Vector2>(), netId)
 {
 }
コード例 #3
0
        public Minion(Game game, uint id, MinionSpawnType type, MinionSpawnPosition position, List <Vector2> mainWaypoints) : base(game, id, "", new MinionStats(), 40, 0, 0, 1100)
        {
            this.minionType      = type;
            this.spawnPosition   = position;
            this.mainWaypoints   = mainWaypoints;
            this.curMainWaypoint = 0;

            var spawnSpecifics = _game.GetMap().GetMinionSpawnPosition(spawnPosition);

            setTeam(spawnSpecifics.Item1);
            setPosition(spawnSpecifics.Item2.X, spawnSpecifics.Item2.Y);

            _game.GetMap().SetMinionStats(this); // Let the map decide how strong this minion has to be.

            string minionModel = "";

            if (spawnSpecifics.Item1 == 0)     // If we're the blue side
            {
                minionModel += "Blue_Minion_"; // make it a blue minion
            }
            else
            {
                minionModel += "Red_Minion_"; // otherwise make it a red minion
            }
            // Finish model name with type
            if (type == MinionSpawnType.MINION_TYPE_MELEE)
            {
                minionModel += "Basic";
            }
            else if (type == MinionSpawnType.MINION_TYPE_CASTER)
            {
                minionModel += "Wizard";
            }
            else
            {
                minionModel += "MechCannon";
            }

            // Set model
            setModel(minionModel);



            if (mainWaypoints.Count > 0)                                                      // If we have lane path instructions from the map
            {
                setWaypoints(new List <Vector2> {
                    mainWaypoints[0], mainWaypoints[1]
                });                                                                           // Follow these instructions
            }
            else
            {
                setWaypoints(new List <Vector2> {
                    new Vector2(x, y), new Vector2(x, y)
                });                                                                           // Otherwise path to own position. (Stand still)
            }
            setMoveOrder(MoveOrder.MOVE_ORDER_ATTACKMOVE);
        }
コード例 #4
0
        public LaneMinion(
            Game game,
            MinionSpawnType spawnType,
            string position,
            List <Vector2> mainWaypoints,
            uint netId = 0
            ) : base(game, null, 0, 0, "", "", 1100, netId)
        {
            IsLaneMinion     = true;
            MinionSpawnType  = spawnType;
            BarracksName     = position;
            _mainWaypoints   = mainWaypoints;
            _curMainWaypoint = 0;
            _aiPaused        = false;

            var spawnSpecifics = _game.Map.MapProperties.GetMinionSpawnPosition(BarracksName);

            SetTeam(spawnSpecifics.Item1);
            SetPosition(spawnSpecifics.Item2.X, spawnSpecifics.Item2.Y);

            _game.Map.MapProperties.SetMinionStats(this); // Let the map decide how strong this minion has to be.

            // Set model
            Model = _game.Map.MapProperties.GetMinionModel(spawnSpecifics.Item1, spawnType);

            // Fix issues induced by having an empty model string
            CollisionRadius = _game.Config.ContentManager.GetCharData(Model).PathfindingCollisionRadius;

            // If we have lane path instructions from the map
            if (mainWaypoints.Count > 0)
            {
                // Follow these instructions
                SetWaypoints(new List <Vector2> {
                    mainWaypoints[0], mainWaypoints[1]
                });
            }
            else
            {
                // Otherwise path to own position. (Stand still)
                SetWaypoints(new List <Vector2> {
                    new Vector2(X, Y), new Vector2(X, Y)
                });
            }

            MoveOrder   = MoveOrder.MOVE_ORDER_ATTACKMOVE;
            Replication = new ReplicationLaneMinion(this);
        }
コード例 #5
0
ファイル: Minion.cs プロジェクト: Kaap0/GameServer
        public Minion(
            MinionSpawnType type,
            MinionSpawnPosition position,
            List <Vector2> mainWaypoints,
            uint netId = 0
            ) : base("", new MinionStats(), 40, 0, 0, 1100, netId)
        {
            minionType         = type;
            SpawnPosition      = position;
            this.mainWaypoints = mainWaypoints;
            curMainWaypoint    = 0;
            _AIPaused          = false;

            var spawnSpecifics = _game.Map.MapGameScript.GetMinionSpawnPosition(SpawnPosition);

            SetTeam(spawnSpecifics.Item1);
            setPosition(spawnSpecifics.Item2.X, spawnSpecifics.Item2.Y);

            _game.Map.MapGameScript.SetMinionStats(this); // Let the map decide how strong this minion has to be.

            // Set model
            Model = _game.Map.MapGameScript.GetMinionModel(spawnSpecifics.Item1, type);

            // Fix issues induced by having an empty model string
            CollisionRadius = _game.Config.ContentManager.GetCharData(Model).PathfindingCollisionRadius;

            // If we have lane path instructions from the map
            if (mainWaypoints.Count > 0)
            {
                // Follow these instructions
                SetWaypoints(new List <Vector2> {
                    mainWaypoints[0], mainWaypoints[1]
                });
            }
            else
            {
                // Otherwise path to own position. (Stand still)
                SetWaypoints(new List <Vector2> {
                    new Vector2(X, Y), new Vector2(X, Y)
                });
            }

            MoveOrder = MoveOrder.MOVE_ORDER_ATTACKMOVE;
        }
コード例 #6
0
ファイル: Minion.cs プロジェクト: horato/IntWarsSharp
        public Minion(Map map, int id, MinionSpawnType type, MinionSpawnPosition position, List<Vector2> mainWaypoints) : base(map, id, "", new MinionStats(), 40, 0, 0, 1100)
        {
            this.type = type;
            this.spawnPosition = position;
            this.mainWaypoints = mainWaypoints;
            this.curMainWaypoint = 0;

            var spawnSpecifics = map.getMinionSpawnPosition(spawnPosition);
            setTeam(Convert.toTeamId(spawnSpecifics.Item1));
            setPosition(spawnSpecifics.Item2.X, spawnSpecifics.Item2.Y);

            map.setMinionStats(this); // Let the map decide how strong this minion has to be.

            string minionModel = "";
            if (spawnSpecifics.Item1 == 0) // If we're the blue side
                minionModel += "Blue_Minion_"; // make it a blue minion
            else
                minionModel += "Red_Minion_"; // otherwise make it a red minion

            // Finish model name with type
            if (type == MinionSpawnType.MINION_TYPE_MELEE)
                minionModel += "Basic";
            else if (type == MinionSpawnType.MINION_TYPE_CASTER)
                minionModel += "Wizard";
            else
                minionModel += "MechCannon";

            // Set model
            setModel(minionModel);


            if (mainWaypoints.Count > 0)                                                      // If we have lane path instructions from the map
                setWaypoints(new List<Vector2> { mainWaypoints[0], mainWaypoints[1] });       // Follow these instructions
            else
                setWaypoints(new List<Vector2> { new Vector2(x, y), new Vector2(x, y) });     // Otherwise path to own position. (Stand still)

            setMoveOrder(MoveOrder.MOVE_ORDER_ATTACKMOVE);
        }
コード例 #7
0
ファイル: SummonersRift.cs プロジェクト: PenguinXD/League-EMU
        public string GetMinionModel(TeamId team, MinionSpawnType type)
        {
            var teamDictionary = new Dictionary <TeamId, string>
            {
                { TeamId.TEAM_BLUE, "Blue" },
                { TeamId.TEAM_PURPLE, "Red" }
            };

            var typeDictionary = new Dictionary <MinionSpawnType, string>
            {
                { MinionSpawnType.MINION_TYPE_MELEE, "Basic" },
                { MinionSpawnType.MINION_TYPE_CASTER, "Wizard" },
                { MinionSpawnType.MINION_TYPE_CANNON, "MechCannon" },
                { MinionSpawnType.MINION_TYPE_SUPER, "MechMelee" }
            };

            if (!teamDictionary.ContainsKey(team) || !typeDictionary.ContainsKey(type))
            {
                return(string.Empty);
            }

            return($"{teamDictionary[team]}_Minion_{typeDictionary[type]}");
        }
コード例 #8
0
        public Minion(
            MinionSpawnType type,
            MinionSpawnPosition position,
            List <Vector2> mainWaypoints,
            uint netId = 0
            ) : base("", new MinionStats(), 40, 0, 0, 1100, netId)
        {
            minionType         = type;
            SpawnPosition      = position;
            this.mainWaypoints = mainWaypoints;
            curMainWaypoint    = 0;
            _AIPaused          = false;

            var spawnSpecifics = _game.Map.GetMinionSpawnPosition(SpawnPosition);

            SetTeam(spawnSpecifics.Item1);
            setPosition(spawnSpecifics.Item2.X, spawnSpecifics.Item2.Y);

            _game.Map.SetMinionStats(this); // Let the map decide how strong this minion has to be.

            var minionModel = "";

            if (spawnSpecifics.Item1 == Enet.TeamId.TEAM_BLUE) // If we're the blue side
            {
                minionModel += "Blue_Minion_";                 // make it a blue minion
            }
            else
            {
                minionModel += "Red_Minion_"; // otherwise make it a red minion
            }

            // Finish model name with type
            if (type == MinionSpawnType.MINION_TYPE_MELEE)
            {
                minionModel += "Basic";
            }
            else if (type == MinionSpawnType.MINION_TYPE_CASTER)
            {
                minionModel += "Wizard";
            }
            else if (type == MinionSpawnType.MINION_TYPE_CANNON)
            {
                minionModel += "MechCannon";
            }
            else
            {
                minionModel += "MechMelee";
            }

            // Set model
            Model = minionModel;


            // If we have lane path instructions from the map
            if (mainWaypoints.Count > 0)
            {
                // Follow these instructions
                SetWaypoints(new List <Vector2> {
                    mainWaypoints[0], mainWaypoints[1]
                });
            }
            else
            {
                // Otherwise path to own position. (Stand still)
                SetWaypoints(new List <Vector2> {
                    new Vector2(X, Y), new Vector2(X, Y)
                });
            }

            MoveOrder = MoveOrder.MOVE_ORDER_ATTACKMOVE;
        }
コード例 #9
0
 public Minion(Map map, int id, MinionSpawnType type, MinionSpawnPosition position) : this(map, id, type, position, new List <Vector2>())
 {
 }
コード例 #10
0
 public Minion(Game game, uint id, MinionSpawnType type, MinionSpawnPosition position) : this(game, id, type, position, new List <Vector2>())
 {
 }
コード例 #11
0
ファイル: Minion.cs プロジェクト: horato/IntWarsSharp
        public Minion(Map map, int id, MinionSpawnType type, MinionSpawnPosition position) : this(map, id, type, position, new List<Vector2>())
        {

        }