public static EntityTemplate Player(string workerId, byte[] args) { var client = EntityTemplate.GetWorkerAccessAttribute(workerId); var(spawnPosition, spawnYaw, spawnPitch) = SpawnPoints.GetRandomSpawnPoint(); var serverResponse = new ServerResponse { Position = spawnPosition.ToIntAbsolute() }; var rotationUpdate = new RotationUpdate { Yaw = spawnYaw.ToInt1k(), Pitch = spawnPitch.ToInt1k() }; var pos = new Position.Snapshot { Coords = spawnPosition.ToSpatialCoordinates() }; var serverMovement = new ServerMovement.Snapshot { Latest = serverResponse }; var clientMovement = new ClientMovement.Snapshot { Latest = new ClientRequest() }; var clientRotation = new ClientRotation.Snapshot { Latest = rotationUpdate }; var shootingComponent = new ShootingComponent.Snapshot(); var gunComponent = new GunComponent.Snapshot { GunId = PlayerGunSettings.DefaultGunIndex }; var gunStateComponent = new GunStateComponent.Snapshot { IsAiming = false }; var healthComponent = new HealthComponent.Snapshot { Health = PlayerHealthSettings.MaxHealth, MaxHealth = PlayerHealthSettings.MaxHealth, }; var healthRegenComponent = new HealthRegenComponent.Snapshot { CooldownSyncInterval = PlayerHealthSettings.SpatialCooldownSyncInterval, DamagedRecently = false, RegenAmount = PlayerHealthSettings.RegenAmount, RegenCooldownTimer = PlayerHealthSettings.RegenAfterDamageCooldown, RegenInterval = PlayerHealthSettings.RegenInterval, RegenPauseTime = 0, }; var sessionQuery = InterestQuery.Query(Constraint.Component <Session.Component>()); var checkoutQuery = InterestQuery.Query(Constraint.RelativeCylinder(150)); var interestTemplate = InterestTemplate.Create().AddQueries <ClientMovement.Component>(sessionQuery, checkoutQuery); var interestComponent = interestTemplate.ToSnapshot(); var playerName = Encoding.ASCII.GetString(args); var playerStateComponent = new PlayerState.Snapshot { Name = playerName, Kills = 0, Deaths = 0, }; var playerResComponent = new Pickups.PlayerRes.Snapshot(0); var soldierManagerComponent = new Soldiers.SoldierManager.Snapshot(); var template = new EntityTemplate(); template.AddComponent(pos, WorkerUtils.UnityGameLogic); template.AddComponent(new Metadata.Snapshot { EntityType = "Player" }, WorkerUtils.UnityGameLogic); template.AddComponent(serverMovement, WorkerUtils.UnityGameLogic); template.AddComponent(clientMovement, client); template.AddComponent(clientRotation, client); template.AddComponent(shootingComponent, client); template.AddComponent(gunComponent, WorkerUtils.UnityGameLogic); template.AddComponent(gunStateComponent, client); template.AddComponent(healthComponent, WorkerUtils.UnityGameLogic); template.AddComponent(healthRegenComponent, WorkerUtils.UnityGameLogic); template.AddComponent(playerStateComponent, WorkerUtils.UnityGameLogic); template.AddComponent(interestComponent, WorkerUtils.UnityGameLogic); template.AddComponent(playerResComponent, WorkerUtils.UnityGameLogic); template.AddComponent(soldierManagerComponent, WorkerUtils.UnityGameLogic); PlayerLifecycleHelper.AddPlayerLifecycleComponents(template, workerId, WorkerUtils.UnityGameLogic); template.SetReadAccess(WorkerUtils.UnityClient, WorkerUtils.UnityGameLogic, WorkerUtils.MobileClient); template.SetComponentWriteAccess(EntityAcl.ComponentId, WorkerUtils.UnityGameLogic); return(template); }
static void AddBasicQuery <T>(InterestTemplate interest) where T : ISpatialComponentData { var basicQuery = InterestQuery.Query(Constraint.RelativeSphere(FixedParams.PlayerInterestLimit)); interest.AddQueries <T>(basicQuery); }
private static void SwitchType(EntityTemplate template, UnitType type, string writeAccess) { switch (type) { case UnitType.Soldier: template.AddComponent(new BulletComponent.Snapshot(), writeAccess); template.AddComponent(new BaseUnitPosture.Snapshot { Posture = new PostureInfo { Datas = new Dictionary <PosturePoint, PostureData>() } }, writeAccess); break; case UnitType.Commander: template.AddComponent(new BulletComponent.Snapshot(), writeAccess); template.AddComponent(new CommanderStatus.Snapshot { Order = new OrderPair { Self = OrderType.Idle, Upper = OrderType.Idle }, Rank = 0, }, writeAccess); template.AddComponent(new CommanderTeam.Snapshot { FollowerInfo = new FollowerInfo { Followers = new List <EntityId>(), UnderCommanders = new List <EntityId>() }, SuperiorInfo = new SuperiorInfo() }, writeAccess); template.AddComponent(new CommanderSight.Snapshot { WarPowers = new List <WarPower>() }, writeAccess); template.AddComponent(new CommanderAction.Snapshot { ActionType = CommandActionType.None }, writeAccess); template.AddComponent(new BaseUnitPosture.Snapshot { Posture = new PostureInfo { Datas = new Dictionary <PosturePoint, PostureData>() } }, writeAccess); template.AddComponent(new DominationDevice.Snapshot { Type = DominationDeviceType.Capturing, Speed = 0.0f, }, writeAccess); break; case UnitType.Stronghold: template.AddComponent(new StrongholdUnitStatus.Snapshot(), writeAccess); template.AddComponent(new UnitFactory.Snapshot { FollowerOrders = new List <FollowerOrder>(), SuperiorOrders = new List <SuperiorOrder>() }, writeAccess); template.AddComponent(new UnitArmyObserver.Snapshot(), writeAccess); template.AddComponent(new DominationStamina.Snapshot { SideStaminas = new Dictionary <UnitSide, float>() }, writeAccess); break; case UnitType.HeadQuarter: //template.AddComponent(new HeadQuarters.Snapshot { UpperRank = 0, // FactoryDatas = new FactoryMap { Reserves = new Dictionary<EntityId,ReserveMap>() }, // Orders = new List<OrganizeOrder>() }, writeAccess); template.AddComponent(new CommandersManager.Snapshot { State = CommanderManagerState.None, CommanderDatas = new Dictionary <EntityId, TeamInfo>() }, writeAccess); var strongholdQuery = InterestQuery.Query(Constraint.Component <StrongholdUnitStatus.Component>()) .FilterResults(Position.ComponentId, BaseUnitStatus.ComponentId); var interestTemplate = InterestTemplate.Create().AddQueries <CommandersManager.Component>(strongholdQuery); template.AddComponent(interestTemplate.ToSnapshot(), writeAccess); break; } }
public static EntityTemplate Player(EntityId entityId, string workerId, byte[] args) { var client = EntityTemplate.GetWorkerAccessAttribute(workerId); var(spawnPosition, spawnYaw, spawnPitch) = SpawnPoints.GetRandomSpawnPoint(); var serverResponse = new ServerResponse { Position = spawnPosition.ToVector3Int() }; var rotationUpdate = new RotationUpdate { Yaw = spawnYaw.ToInt1k(), Pitch = spawnPitch.ToInt1k() }; var pos = new Position.Snapshot { Coords = Coordinates.FromUnityVector(spawnPosition) }; var serverMovement = new ServerMovement.Snapshot { Latest = serverResponse }; var clientMovement = new ClientMovement.Snapshot { Latest = new ClientRequest() }; var clientRotation = new ClientRotation.Snapshot { Latest = rotationUpdate }; var shootingComponent = new ShootingComponent.Snapshot(); var gunComponent = new GunComponent.Snapshot { GunId = PlayerGunSettings.DefaultGunIndex }; var gunStateComponent = new GunStateComponent.Snapshot { IsAiming = false }; var healthComponent = new HealthComponent.Snapshot { Health = PlayerHealthSettings.MaxHealth, MaxHealth = PlayerHealthSettings.MaxHealth, }; var healthRegenComponent = new HealthRegenComponent.Snapshot { CooldownSyncInterval = PlayerHealthSettings.SpatialCooldownSyncInterval, DamagedRecently = false, RegenAmount = PlayerHealthSettings.RegenAmount, RegenCooldownTimer = PlayerHealthSettings.RegenAfterDamageCooldown, RegenInterval = PlayerHealthSettings.RegenInterval, RegenPauseTime = 0, }; var template = new EntityTemplate(); template.AddComponent(pos, WorkerUtils.UnityGameLogic); template.AddComponent(new Metadata.Snapshot { EntityType = "Player" }, WorkerUtils.UnityGameLogic); template.AddComponent(serverMovement, WorkerUtils.UnityGameLogic); template.AddComponent(clientMovement, client); template.AddComponent(clientRotation, client); template.AddComponent(shootingComponent, client); template.AddComponent(gunComponent, WorkerUtils.UnityGameLogic); template.AddComponent(gunStateComponent, client); template.AddComponent(healthComponent, WorkerUtils.UnityGameLogic); template.AddComponent(healthRegenComponent, WorkerUtils.UnityGameLogic); PlayerLifecycleHelper.AddPlayerLifecycleComponents(template, workerId, WorkerUtils.UnityGameLogic); const int serverRadius = 150; var clientRadius = workerId.Contains(WorkerUtils.MobileClient) ? 60 : 150; // Position, Metadata, OwningWorker and ServerMovement are included in all queries, since these // components are required by the GameObject creator. // HealthComponent is needed by the LookAtRagdoll script for respawn behaviour. // GunComponent is needed by the GunManager script. var clientSelfInterest = InterestQuery.Query(Constraint.EntityId(entityId)).FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, OwningWorker.ComponentId, ServerMovement.ComponentId, HealthComponent.ComponentId, GunComponent.ComponentId }); // ClientRotation is used for rendering other players. // GunComponent is required by the GunManager script. // GunStateComponent and ShootingComponent are needed for rendering other players' shots. var clientRangeInterest = InterestQuery.Query(Constraint.RelativeCylinder(clientRadius)).FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, OwningWorker.ComponentId, ServerMovement.ComponentId, ClientRotation.ComponentId, HealthComponent.ComponentId, GunComponent.ComponentId, GunStateComponent.ComponentId, ShootingComponent.ComponentId }); // ClientMovement is used by the ServerMovementDriver script. // ShootingComponent is used by the ServerShootingSystem. var serverSelfInterest = InterestQuery.Query(Constraint.EntityId(entityId)).FilterResults(new[] { ClientMovement.ComponentId, ShootingComponent.ComponentId }); // ClientRotation is used for driving player proxies. // HealthComponent is required by the VisiblityAndCollision script. // ShootingComponent is used by the ServerShootingSystem. var serverRangeInterest = InterestQuery.Query(Constraint.RelativeCylinder(serverRadius)).FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, OwningWorker.ComponentId, ServerMovement.ComponentId, ClientRotation.ComponentId, HealthComponent.ComponentId, ShootingComponent.ComponentId }); var interest = InterestTemplate.Create() .AddQueries <ClientMovement.Component>(clientSelfInterest, clientRangeInterest) .AddQueries <ServerMovement.Component>(serverSelfInterest, serverRangeInterest); template.AddComponent(interest.ToSnapshot()); template.SetReadAccess(WorkerUtils.UnityClient, WorkerUtils.UnityGameLogic, WorkerUtils.MobileClient); return(template); }