コード例 #1
0
        /// <summary>
        /// 判定某个UniqueID是否处于激活状态
        /// </summary>
        /// <returns><c>true</c>, if under active status was ised, <c>false</c> otherwise.</returns>
        /// <param name="camp">Camp.</param>
        /// <param name="UniqueID">Unique I.</param>
        public ServerLifeNpc findActionNpc(WarUIInfo switchInfo)
        {
            ServerLifeNpc activeOne = null;

            if (switchInfo != null)
            {
                WarCamp camp     = switchInfo.camp;
                string  UID      = switchInfo.ClientID;
                int     UniqueID = switchInfo.uniqueId;

                List <RoomCharactor> CharactorList = null;
                bool found = allCharactors.TryGetValue(camp, out CharactorList);
                if (found)
                {
                    RoomCharactor existC = CharactorList.Find(c => c.UID == UID);
                    if (existC != null)
                    {
                        WrapperTeam wrapperTeam = (WrapperTeam)existC.team;
                        if (wrapperTeam.activeNpc.UniqueID == UniqueID)
                        {
                            activeOne = wrapperTeam.activeNpc;
                        }
                    }
                }
            }

            return(activeOne);
        }
コード例 #2
0
        //按兵路得到建筑
        public List <ServerLifeNpc> GetBuildByWay(CAMP camp, BATTLE_WAY way, bool bAlive = false)
        {
            List <ServerLifeNpc> list = GetLifeNPCByType(LifeNPCType.Build, camp);

            if (list != null && list.Count > 0)
            {
                List <ServerLifeNpc> finalList = new List <ServerLifeNpc> ();
                for (int i = 0; i < list.Count; i++)
                {
                    ServerLifeNpc bld = list[i];
                    if (bAlive)
                    {
                        if (bld.dataInScene != null && bld.dataInScene.way == way && bld.IsAlive)
                        {
                            finalList.Add(list [i]);
                        }
                    }
                    else
                    {
                        if (list [i].dataInScene != null && list [i].dataInScene.way == way)
                        {
                            finalList.Add(list [i]);
                        }
                    }
                }
                return(finalList);
            }
            return(null);
        }
コード例 #3
0
        //清理逻辑
        void clearDeadNpcStatus(MsgParam msg, WarServerNpcMgr npcMgr)
        {
            WarAnimParam warMsg = msg as WarAnimParam;

            if (warMsg != null && warMsg.described != null)
            {
                int           deadNpcId = warMsg.described.srcEnd.param2;
                ServerNPC     npc       = npcMgr.GetNPCByUniqueID(deadNpcId);
                ServerLifeNpc life      = npc as ServerLifeNpc;
                if (life != null)
                {
                    life.curStatus = NpcStatus.None;

                    ///
                    /// ---- 解除挂载的Trigger ----
                    ///
                    WarServerManager.Instance.triMgr.RemoveAllTrigger(deadNpcId);

                    ///
                    /// ---- 解除挂载的Buff ----
                    ///
                    WarServerManager.Instance.bufMgr.rmAllBuff(deadNpcId);

                    //--- 解除仇恨信息 ----
                    life.clearHatred();
                }
            }
        }
コード例 #4
0
        public override void Update(float deltaTime)
        {
            base.Update(deltaTime);
            #region 更新NPC

            int count = npcDic.Count;
            if (count > 0)
            {
                foreach (BNPC bnpc in npcDic.Values)
                {
                    ServerLifeNpc lnpc = bnpc as ServerLifeNpc;
                    if (lnpc != null)
                    {
                        lnpc.UpdateTarget(deltaTime);

                        if (lnpc.runSkMd != null)
                        {
                            lnpc.runSkMd.Update(deltaTime);
                        }
                    }
                }
            }

            #endregion
        }
コード例 #5
0
ファイル: BuffCastor.cs プロジェクト: wxl-007/ShadowDota
        /// <summary>
        /// 这个函数目前没有作用,
        /// 准备将来用于Buff第一次释放时,需要调用的函数
        /// </summary>
        public void FirstCast(RtBufData rtbf)
        {
            ///
            /// --- 设置NPC的状态 ---
            ///

            ServerNPC     hang = BFSelector.getHangUp(rtbf);
            ServerLifeNpc life = hang as ServerLifeNpc;

            if (life != null)
            {
                NpcStatus status = (NpcStatus)Enum.ToObject(typeof(NpcStatus), rtbf.BuffCfg.Status);
                //去除不需要挂载的状态
                status = status.rmDiscrete();
                if (status != NpcStatus.None)
                {
                    life.curStatus = life.curStatus.set(status);
                }

                //如果有嘲讽的话
                if (status.AnySame(NpcStatus.Taunt))
                {
                    life.addHatred(rtbf.CastorNpcID, 1);
                }
            }

            ///
            /// ---- 释放技能 ---
            ///
            castBuff_Skill(rtbf, BuffPhase.Start);
        }
コード例 #6
0
ファイル: SkillCastor.cs プロジェクト: wxl-007/ShadowDota
        ///
        /// 释放技能, pos的第几个技能
        ///
        public void Cast(ServerNPC caster, short pos, Action <MsgParam> Report)
        {
                        #if DEBUG
            Utils.Assert(caster == null, "Caster is null when cast skill.");
                        #endif

            ServerLifeNpc src = caster as ServerLifeNpc;
            if (src.IsAlive == false)
            {
                return;
            }

            RtSkData rtSk = src.runSkMd.getRuntimeSkill(pos);
            ///
            /// 冷却时间好了吗, 死亡了吗
            ///
            if (rtSk != null && rtSk.canCast)
            {
                //进入Skill释放的状态
                src.curStatus = src.curStatus.set(NpcStatus.InSkill);

                IEnumerable <ServerNPC> targets = SelectS.Select(caster, rtSk, Sight.NearSight);
                EfCastor.Cast(caster, targets, rtSk, Report);
            }
        }
コード例 #7
0
ファイル: SkillCastor.cs プロジェクト: wxl-007/ShadowDota
        /// <summary>
        /// pos 普通攻击的第几步
        /// </summary>
        public List <MsgParam> NormalAttack(ServerNPC caster, short pos)
        {
            container.Clear();

                        #if DEBUG
            Utils.Assert(caster == null, "Caster is null when cast skill.");
                        #endif

            ServerLifeNpc src = caster as ServerLifeNpc;
            if (src.IsAlive == false)
            {
                return(container);
            }

            RtSkData rtSk = src.runSkMd.getAttack(pos);
            if (rtSk != null)
            {
                IEnumerable <ServerNPC> targets = SelectS.Select(caster, rtSk, Sight.NearSight);
                EfCastor.Cast(caster, targets, rtSk, container);
            }

            int cnt = container.Count;
            if (cnt > 0)
            {
                for (int i = 0; i < cnt; ++i)
                {
                    ((WarMsgParam)container[i]).cmdType = WarMsg_Type.Attack;
                }
            }

            return(container);
        }
コード例 #8
0
ファイル: RealServer.cs プロジェクト: wxl-007/ShadowDota
        public void CastSkill(string CastInfo)
        {
            NpcAnimInfo   info = JSON.Instance.ToObject <NpcAnimInfo>(CastInfo);
            ServerLifeNpc npc  = monitor.CharactorPool.findActionNpc(info.ui);

            AsyncTask.QueueOnMainThread(
                () =>
            {
                if (npc != null)
                {
                    npc.SwitchAutoBattle(false);
                    npc.CastSkill(info.index);
                }
            });

            CastSkillInfo cInfo = new CastSkillInfo()
            {
                ClientID = DeviceInfo.GUID,
                index    = info.index,
                cdTime   = npc.runSkMd.getRuntimeSkill(info.index).skillCfg.BaseCD,
            };

            processedMsg = new NetMQMessage();
            processedMsg.Append(WarMsgConsts.CastSkRep);
            processedMsg.Append(JSON.Instance.ToJSON(cInfo));
        }
コード例 #9
0
        void EnterIncite(RtSkData sk, ServerNPC caster, IEnumerable <ServerNPC> targets)
        {
            ConditionConfigure ConCfg = null;

            //获取激活的判定规则ID列表
            int[] IncideCon = sk.skillCfg.Incite;
            if (IncideCon != null && IncideCon.Length > 0)
            {
                int len = IncideCon.Length;
                for (int i = 0; i < len; ++i)
                {
                    //获取激活的判定规则ID
                    int CondiId = IncideCon[i];
                    if (CondiId > 0)
                    {
                        ConCfg = ConModel.get(CondiId);

                        Utils.Assert(ConCfg == null, "Can't find Condition Configure. Condition ID = " + ConCfg);
                        //判定器--- 如果成功就跳出
                        ICondition decider = Mgr.getImplement(ConCfg.ConditionType);
                        bool       suc     = decider.check(sk, ConCfg, caster, targets);
                        if (suc)
                        {
                            ServerLifeNpc life    = caster as ServerLifeNpc;
                            bool          isReset = ConCfg.ConditionClass == SkConditionClass.ResetSkill;
                            life.runSkMd.switchToSkill(sk.pos, ConCfg.TargetSkID, isReset);
                            break;
                        }
                    }
                }
            }
        }
コード例 #10
0
ファイル: NaiHeQiaoNpcMgr.cs プロジェクト: wxl-007/ShadowDota
        public override void Init()
        {
            base.Init();

            SelfMilitaryBase  = null;
            EnemyMilitaryBase = null;

            SelfBuild  = new List <ServerLifeNpc>();
            EnemyBuild = new List <ServerLifeNpc>();
        }
コード例 #11
0
        /// <summary>
        /// 检测回复技能
        ///
        /// 检测逻辑和上面的并不太一致
        /// 判定顺序是:
        /// 0. 判定技能的类型
        /// 1. 判定施法者的状态
        /// 2. 选在施法的距离(特定范围)内血最少的 英雄 NPC
        /// </summary>
        /// <returns><c>true</c>, if cast was caned, <c>false</c> otherwise.</returns>
        /// <param name="caster">Caster.</param>
        public bool canCast(ServerNPC caster, RtSkData rtOne)
        {
            bool can = true;

                        #if DEBUG
            Utils.Assert(caster == null, "Can't know whether can cast skill unless caster isn't null.");
            Utils.Assert(rtOne == null, "Can't know whether can cast skill unless runtime skill isn't null");
                        #endif

            SkillConfigData skillCfg = rtOne.skillCfg;
            /// 0. 判定技能的类型
            can = skillCfg.DamageType == 1;
            if (can == false)
            {
                return(can);
            }

            /// 1.判定施法者的状态

            //只有LifeNPC才检查施法者的状态
            ServerLifeNpc castlife = caster as ServerLifeNpc;
            if (castlife != null)
            {
                if (skillCfg.CasterStatusReject.AnySame(castlife.curStatus))
                {
                    //不可施法
                    can = false;
                }
            }
            if (can == false)
            {
                return(can);
            }

            /// 2. 选在施法的距离(特定范围)内血最少的 英雄 NPC
            List <ServerNPC> friendlyArmy = SelectorTools.GetNpcWithInRange(caster, skillCfg.Distance, NpcMgr, caster.Camp, KindOfNPC.Life, LifeNPCType.Hero);
            if (friendlyArmy != null && friendlyArmy.Count > 0)
            {
                //选择血最少的
                ServerNPC friend = friendlyArmy.OrderBy(npc => (npc.data.rtData.curHp * 1.0f / npc.data.rtData.totalHp)).FirstOrDefault();
                if (friend != null)
                {
                    NPCRuntimeData npcRtdt = friend.data.rtData;
                    float          factor  = npcRtdt.curHp * 1.0f / npcRtdt.totalHp;
                    //低于20%的
                    if (factor > 0.2f)
                    {
                        can = false;
                    }
                }
            }

            return(can);
        }
コード例 #12
0
        public void AddNpcMember(ServerLifeNpc npc, int index)
        {
            if (realTeam == null)
            {
                realTeam = new List <ServerLifeNpc>();
            }
            realTeam.Add(npc);

            if (index == 0)
            {
                activeNpc = npc;
            }
        }
コード例 #13
0
        /// <summary>
        /// 获取特定的KindOfNPC,敌友方,有效状态的, 是建筑物还是什么的  活着的NPC
        /// </summary>
        /// <returns>ServerNPC 列表</returns>
        /// <param name="caster">Caster.</param>
        /// <param name="NpcSource">Npc source.</param>
        /// <param name="kind">KindOfNPC</param>
        /// <param name="target">TargetClass</param>
        /// <param name="TarStatusInCfg">NpcStatus</param>
        /// <param name="type">LifeNPCType.</param>
        public static IEnumerable <ServerNPC> GetNPCValideStatus(ServerNPC caster, WarServerNpcMgr NpcSource, KindOfNPC kind, TargetClass target,
                                                                 NpcStatus TarStatusInCfg, LifeNPCType type = LifeNPCType.SkTarAll)
        {
            // 临时枚举器
            IEnumerable <ServerNPC> Itor1 = null;

            CAMP camp = CAMP.None;

            if (target.AnySame(TargetClass.Friendly))
            {
                camp = caster.Camp;
            }
            else if (target.AnySame(TargetClass.Hostile))
            {
                camp = caster.Camp.Hostile();
            }
            else
            {
                //全阵营
                camp = CAMP.All;
            }

            Itor1 = NpcSource.getCampBnpc(camp);

            if (kind == KindOfNPC.Life)
            {
                Itor1 = Itor1.Where(n => (n.WhatKindOf() == kind) &&
                                    (type.check(((ServerLifeNpc)n).WhatTypeOf)));
            }
            else if (kind == KindOfNPC.NonLife)
            {
                Itor1 = Itor1.Where(n => n.WhatKindOf() == kind);
            }

            ///
            /// --- 筛选出有效状态的NPC ----
            ///
            Itor1 = Itor1.Where(n => {
                ServerLifeNpc lifeTar = n as ServerLifeNpc;
                if (lifeTar != null)
                {
                    return(!lifeTar.curStatus.AnySame(TarStatusInCfg));
                }
                else
                {
                    return(true);
                }
            });

            return(Itor1);
        }
コード例 #14
0
        /// <summary>
        /// 倒计时调用的检查逻辑
        /// </summary>
        /// <param name="fakeSk">Fake sk.</param>
        public void EnterIncite(RtFakeSkData fakeSk)
        {
            ConditionConfigure timeOut = pickUp(fakeSk);

            Utils.Assert(timeOut == null, "Time out must exist.");
            float max = timeOut.Param1 * Consts.OneThousand;

            //超时
            if (fakeSk.aliveDur >= max)
            {
                ServerLifeNpc life = WarServerManager.Instance.npcMgr.GetNPCByUniqueID(fakeSk.lifeNpcId) as ServerLifeNpc;
                life.runSkMd.switchToSkill(fakeSk.pos, timeOut.TargetSkID, false);
            }
        }
コード例 #15
0
        /// <summary>
        /// 选择的规则是:
        /// 1. 判定EffectTarget(范围)
        /// 2. 判定flag-剔除友军,敌军等概念, 进入战斗状态的则再最后判定(状态可能目前并不会去设定)
        /// 3. 判定EffectTargetType-剔除
        /// 4. 每个NPC的概率
        /// 5. 判定EffectTargetStatusReject-剔除
        /// 6. 选择目标的数量不能超过上限
        ///
        /// </summary>
        /// <param name="caster">Caster.</param>
        /// <param name="targets">Targets.</param>
        /// <param name="efCfg">Ef cfg.</param>
        public IEnumerable <ServerNPC> Select(ServerNPC caster, IEnumerable <ServerNPC> targets, EffectConfigData efCfg)
        {
                        #if DEBUG
            Utils.Assert(efCfg == null, "Effect Selector can't find target unless EffectConfigData isn't null");
                        #endif

            List <ServerNPC>        reTarget = null;
            IEnumerable <ServerNPC> itor     = null;

            /// 1. 判定EffectTarget(范围)2. 判定flag-剔除友军,敌军等概念
            reTarget = areaSelector.SelectArea(caster, targets, efCfg);

            /// 3. 判定EffectTargetType-剔除 建筑物
            LifeNPCType lifeType = efCfg.EffectTargetType.toPositive();
            itor = reTarget.Where(n => lifeType.check(n.data.configData.type));

            /// 4. 每个NPC的概率   5.判定EffectTargetStatusReject
            itor = itor.Where(n => {
                ServerLifeNpc lifeTar = n as ServerLifeNpc;
                bool ok = random.happen(efCfg.Prob);
                if (lifeTar != null)
                {
                    if (ok)
                    {
                        return(!lifeTar.curStatus.AnySame(efCfg.EffectTargetStatusReject));
                    }
                    else
                    {
                        return(ok);
                    }
                }
                else
                {
                    return(ok);
                }
            }
                              );

            ///6. 选择的目标数量不能超过上限
            if (efCfg.EffectLimit > 0)
            {
                itor = itor.Take(efCfg.EffectLimit);
            }
            else if (efCfg.EffectLimit == 0)
            {
                itor = new List <ServerNPC>().AsEnumerable <ServerNPC>();
            }

            return(itor);
        }
コード例 #16
0
        /// <summary>
        /// 返回阵营Camp的LifeNPC列表
        /// </summary>
        /// <returns>The life NPC list by camp.</returns>
        /// <param name="camp">Camp.</param>
        public List <ServerLifeNpc> GetLifeNPCListByCamp(CAMP camp)
        {
            IEnumerable <ServerNPC> npcs = getCampBnpc(camp);
            List <ServerLifeNpc>    list = new List <ServerLifeNpc>();

            foreach (ServerNPC npc in npcs)
            {
                ServerLifeNpc life = npc as ServerLifeNpc;
                if (life != null)
                {
                    list.Add(life);
                }
            }
            return(list);
        }
コード例 #17
0
ファイル: SkillCastor.cs プロジェクト: wxl-007/ShadowDota
        /// <summary>
        /// 返回可以释放的技能, 这个要一直检测
        /// 这个只检查4个技能,不检查普通攻击
        /// </summary>
        /// <returns>The cast.</returns>
        /// <param name="caster">Caster.</param>
        /// <param name="target">Target.</param>
        public List <short> canCast(ServerNPC caster, ServerNPC target)
        {
            List <short> skNumList = new List <short>();

                        #if DEBUG
            Utils.Assert(caster == null, "Caster is null when check whether can cast skill.");
            Utils.Assert(target == null, "Target is null when check whether can cast skill.");
                        #endif

            ServerLifeNpc castLife = caster as ServerLifeNpc;
            if (castLife.IsAlive == false)
            {
                return(skNumList);
            }

            short pos = 0;
            for ( ; pos < Consts.MAX_SKILL_COUNT; ++pos)
            {
                RtSkData rtsk = castLife.runSkMd.getRuntimeSkill(pos);
                if (rtsk != null)
                {
                    bool can = false;
                    ///
                    /// 冷却时间好了吗
                    ///
                    can = rtsk.canCast;

                    SkillConfigData skCfg = rtsk.skillCfg;
                    if (skCfg.DamageType == (short)1)
                    {
                        can = can & CanCast.canCast(caster, rtsk);
                    }
                    else if (skCfg.DamageType == (short)0)
                    {
                        can = can & CanCast.canCast(caster, target, rtsk);
                    }

                    //如果可以则加入可释放列表
                    if (can)
                    {
                        skNumList.Add(pos);
                    }
                }
            }

            return(skNumList);
        }
コード例 #18
0
ファイル: SkillCastor.cs プロジェクト: wxl-007/ShadowDota
        //判断target是否是skData的一个有效技能使用目标(不包括cd和距离,值判断能否对target使用)
        public bool IsValidTarget(ServerNPC caster, ServerNPC target, RtSkData rtsk)
        {
            bool          isValid  = false;
            ServerLifeNpc castLife = caster as ServerLifeNpc;

            if (castLife.IsAlive == false)
            {
                return(isValid);
            }

            if (rtsk != null)
            {
                isValid = CanCast.canCast(caster, target, rtsk, true);
            }

            return(isValid);
        }
コード例 #19
0
ファイル: NaiHeQiaoNpcMgr.cs プロジェクト: wxl-007/ShadowDota
        /// <summary>
        /// 初始化,采集各种对战所需数据
        /// </summary>
        public override void AnalyzeIfComplete()
        {
            //我方基地
            List <ServerNPC> npcList = GetNPCListByNum(BASE, CAMP.Player);

            if (npcList != null && npcList.Count > 0)
            {
                SelfMilitaryBase = npcList [0] as ServerLifeNpc;
            }

            //敌方基地
            npcList = GetNPCListByNum(BASE, CAMP.Enemy);
            if (npcList != null && npcList.Count > 0)
            {
                EnemyMilitaryBase = npcList [0] as ServerLifeNpc;
            }

            //我方泉水
            npcList = GetNPCListByNum(SPRINGLIFE, CAMP.Player);
            if (npcList != null && npcList.Count > 0)
            {
                SelfSpring = npcList [0];
            }

            //敌方泉水
            npcList = GetNPCListByNum(SPRINGLIFE, CAMP.Enemy);
            if (npcList != null && npcList.Count > 0)
            {
                EnemySpring = npcList [0];
            }

            //中立泉水
            npcList = GetNPCListByNum(SPRINGLIFE, CAMP.Neutral);
            if (npcList != null && npcList.Count > 0)
            {
                NeutralSpring = npcList [0];
            }

            //己方的建筑
            SelfBuild = GetLifeNPCByType(LifeNPCType.Build, CAMP.Player);

            //敌方的建筑
            EnemyBuild = GetLifeNPCByType(LifeNPCType.Build, CAMP.Enemy);
        }
コード例 #20
0
ファイル: RealServer.cs プロジェクト: wxl-007/ShadowDota
 public void MoveStop(string MoveStopInfo)
 {
     AsyncTask.QueueOnMainThread(
         () => {
         WarServerManager mgr = WarServerManager.Instance;
         if (mgr != null)
         {
             NpcAnimInfo info      = JSON.Instance.ToObject <NpcAnimInfo>(MoveStopInfo);
             ServerLifeNpc npc     = monitor.CharactorPool.findActionNpc(info.ui);
             WarSrcAnimParam param = new WarSrcAnimParam();
             param.cmdType         = WarMsg_Type.Stand;
             param.param           = MoveStopInfo;
             mgr.npcMgr.SendMessageAsync(npc.UniqueID, npc.UniqueID, param);
         }
     }
         );
     processedMsg = new NetMQMessage();
     processedMsg.Append(WarMsgConsts.MoveStopRep);
 }
コード例 #21
0
ファイル: SkillCastor.cs プロジェクト: wxl-007/ShadowDota
        //不检查CD,不检查距离
        public bool isVaild(ServerNPC caster, ServerNPC target, short pos)
        {
            bool          isValid  = false;
            ServerLifeNpc castLife = caster as ServerLifeNpc;

            if (castLife.IsAlive == false)
            {
                return(isValid);
            }

            RtSkData rtsk = castLife.runSkMd.getRuntimeSkill(pos);

            if (rtsk != null)
            {
                isValid = CanCast.canCast(caster, target, rtsk, true);
            }

            return(isValid);
        }
コード例 #22
0
        public void CastSk(params Object[] args)
        {
            if (castor != null && param != null)
            {
                WarSrcAnimParam srcParam = param as WarSrcAnimParam;
                if (srcParam != null)
                {
                    SelfDescribed sd = srcParam.described;
                    if (sd != null)
                    {
                        EndResult result = sd.srcEnd;
//                        float x = result.param8;
//                        float z = result.param9;
                        Vector3 pos = Vector3.zero;
//                        castor.transform.position = pos;
//                        castor.SendNpcMoveMsg(true);
                        if (castor is ServerLifeNpc)
                        {
                            ServerLifeNpc sCastor = castor as ServerLifeNpc;
                            sCastor.HitAnimReset();
                        }
                        int clearFlag = result.param1;
                        if (clearFlag == 0)
                        {
                            ServerNPC npc = castor.getOneChildNpc(result.param2);
                            if (npc != null)
                            {
                                pos   = npc.transform.position;
                                pos.y = 0.1f;
                                castor.transform.position = pos;
                                castor.SendNpcMoveMsg(true);
                                castor.removeChild(npc);
                                WarServerManager mgr = WarServerManager.Instance;
                                IpcDestroyNpcMsg msg = new IpcDestroyNpcMsg();
                                msg.id = npc.UniqueID;
                                mgr.realServer.proxyCli.NpcDestroy(msg);
                                UnityEngine.GameObject.Destroy(npc.gameObject);
                            }
                        }
                    }
                }
            }
        }
コード例 #23
0
        //切换英雄
        public bool SwitchActiveHero(SwitchInfo si)
        {
            bool ok = false;

            if (si != null)
            {
                List <RoomCharactor> CharactorList = null;
                bool found = allCharactors.TryGetValue(si.camp, out CharactorList);
                if (found)
                {
                    RoomCharactor existC = CharactorList.Find(c => c.UID == si.ClientID);
                    if (existC != null)
                    {
                        WrapperTeam wTeam = (WrapperTeam)existC.team;
                        ok = true;

                        ServerLifeNpc npc = wTeam.realTeam.Find(s => s.UniqueID == si.UniqueID);
                        wTeam.activeNpc = npc;

                        AsyncTask.QueueOnMainThread(
                            () =>
                        {
                            if (npc != null)
                            {
                                //前一个主英雄英雄切换为自动战斗
                                if (WarServerManager.Instance.battleStart)
                                {
                                    wTeam.activeNpc.SwitchAutoBattle(true);
                                }

                                if (WarServerManager.Instance.battleStart)
                                {
                                    wTeam.activeNpc.SwitchAutoBattle(existC.autoBattle);
                                }
                            }
                        }
                            );
                    }
                }
            }
            return(ok);
        }
コード例 #24
0
ファイル: RealServer.cs プロジェクト: wxl-007/ShadowDota
 public void Attack(string AttackInfo)
 {
     AsyncTask.QueueOnMainThread(
         () =>
     {
         WarServerManager mgr = WarServerManager.Instance;
         if (mgr != null)
         {
             NpcAnimInfo info  = JSON.Instance.ToObject <NpcAnimInfo>(AttackInfo);
             ServerLifeNpc npc = monitor.CharactorPool.findActionNpc(info.ui);
             if (npc != null)
             {
                 npc.Attack();
             }
         }
     }
         );
     processedMsg = new NetMQMessage();
     processedMsg.Append(WarMsgConsts.AttackRep);
 }
コード例 #25
0
        //NPC是否控制的主英雄
        public bool IsHeroActive(ServerLifeNpc npc)
        {
            WarCamp warCamp = WarCamp2Camp.toWarCamp(npc.Camp);
            List <RoomCharactor> chaList = get(warCamp);

            if (chaList != null)
            {
                int len = chaList.Count;
                for (int i = 0; i < len; i++)
                {
                    WrapperTeam team = chaList[i].team as WrapperTeam;
                    if (team.activeNpc.UniqueID == npc.UniqueID)
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
コード例 #26
0
ファイル: BuffMgr.cs プロジェクト: wxl-007/ShadowDota
        public void Update(float delTime)
        {
            foreach (RtBufData buf in OnWork.Values)
            {
                if (buf != null)
                {
                    working.Add(buf);
                }
            }

            int workCnt = working.Count;

            if (workCnt > 0)
            {
                for (int i = 0; i < workCnt; ++i)
                {
                    RtBufData buf   = working[i];
                    bool      alive = buf.Update(delTime);
                    if (!alive)
                    {
                        rmBuff(buf.ID, buf.HangUpNpcID, true);
                    }

                    ///
                    /// 判定当前的是否是引导技能
                    ///
                    if (buf.canInterrupt)
                    {
                        //检测是否已被打断
                        ServerNPC     npc       = NpcMgr.GetNPCByUniqueID(buf.HangUpNpcID);
                        ServerLifeNpc life      = npc as ServerLifeNpc;
                        bool          interrupt = life.curStatus.AnySame(NpcStatus.Interrupt);
                        if (interrupt)
                        {
                            rmBuff(buf.ID, buf.HangUpNpcID);
                        }
                    }
                }
                working.Clear();
            }
        }
コード例 #27
0
        /// <summary>
        /// 根据LifeNPCType类型和camp得到npc
        /// </summary>
        /// <returns>The life NPC by type.</returns>
        /// <param name="type">Type.</param>
        /// <param name="camp">Camp.</param>
        public List <ServerLifeNpc> GetLifeNPCByType(LifeNPCType type, CAMP camp)
        {
            List <ServerLifeNpc> list = new List <ServerLifeNpc> ();

            foreach (KeyValuePair <int, ServerNPC> itor in npcDic)
            {
                ServerLifeNpc lifenpc = itor.Value as ServerLifeNpc;
                if (lifenpc != null && lifenpc.WhatTypeOf == type)
                {
                    if (camp == CAMP.None)
                    {
                        list.Add(lifenpc);
                    }
                    else if (lifenpc.Camp == camp)
                    {
                        list.Add(lifenpc);
                    }
                }
            }
            return(list);
        }
コード例 #28
0
        //按兵路得到建筑
        public List <ServerLifeNpc> GetBuildByType(CAMP camp, BuildNPCType type)
        {
            List <ServerLifeNpc> list = new List <ServerLifeNpc>();

            foreach (KeyValuePair <int, ServerNPC> itor in npcDic)
            {
                ServerLifeNpc lifenpc = itor.Value as ServerLifeNpc;
                if (lifenpc != null && lifenpc.WhatTypeOf == LifeNPCType.Build && lifenpc.IsAlive && lifenpc.data.configData.bldType == type)
                {
                    if (camp == CAMP.None || camp == CAMP.All)
                    {
                        list.Add(lifenpc);
                    }
                    else if (lifenpc.Camp == camp)
                    {
                        list.Add(lifenpc);
                    }
                }
            }

            return(list);
        }
コード例 #29
0
ファイル: RealServer.cs プロジェクト: wxl-007/ShadowDota
        public void ManualAuto(string autoInfo)
        {
            ManualOrAuto auto = JSON.Instance.ToObject <ManualOrAuto>(autoInfo);

            processedMsg = new NetMQMessage();

            bool isAuto = false;
            bool ok     = monitor.CharactorPool.SwitchManulOrAuto(auto, ref isAuto);

            if (ok)
            {
                processedMsg.Append(WarMsgConsts.ManualOrAutoRep);
                processedMsg.Append(isAuto ? "1" : "0");


                //如果战斗开始了,切换AI
                if (WarServerManager.Instance.battleStart)
                {
                    WarUIInfo ui = new WarUIInfo();
                    ui.camp     = auto.camp;
                    ui.ClientID = auto.ClientID;
                    ui.uniqueId = auto.UniqueID;

                    ServerLifeNpc npc = monitor.CharactorPool.findActionNpc(ui);

                    //TODO : switch AI
                    AsyncTask.QueueOnMainThread(() => {
                        if (npc != null)
                        {
                            npc.SwitchAutoBattle(isAuto);
                        }
                    });
                }
            }
            else
            {
                processedMsg.Append(WarMsgConsts.ManualOrAutoRepE);
            }
        }
コード例 #30
0
ファイル: SkillCastor.cs プロジェクト: wxl-007/ShadowDota
        /// <summary>
        /// 搜索攻击目标
        /// </summary>
        /// <returns>The atk targets.</returns>
        public IEnumerable <ServerNPC> FindAtkTargets(ServerNPC caster, short pos, Sight sight)
        {
                        #if DEBUG
            Utils.Assert(caster == null, "Caster is null when cast skill.");
                        #endif

            ServerLifeNpc src = caster as ServerLifeNpc;
            if (src.IsAlive == false)
            {
                return(null);
            }

            RtSkData rtSk = src.runSkMd.getAttack(pos);
            if (rtSk != null)
            {
                IEnumerable <ServerNPC> targets = SelectS.Select(caster, rtSk, sight);
                return(targets);
            }
            else
            {
                return(null);
            }
        }