예제 #1
0
        public Landblock(LandblockId id)
        {
            Id = id;
            //Console.WriteLine("Landblock constructor(" + (id.Raw | 0xFFFF).ToString("X8") + ")");

            UpdateStatus(LandBlockStatusFlag.IdleUnloaded);

            // initialize adjacency array
            adjacencies.Add(Adjacency.North, null);
            adjacencies.Add(Adjacency.NorthEast, null);
            adjacencies.Add(Adjacency.East, null);
            adjacencies.Add(Adjacency.SouthEast, null);
            adjacencies.Add(Adjacency.South, null);
            adjacencies.Add(Adjacency.SouthWest, null);
            adjacencies.Add(Adjacency.West, null);
            adjacencies.Add(Adjacency.NorthWest, null);

            UpdateStatus(LandBlockStatusFlag.IdleLoading);

            actionQueue = new NestedActionQueue(WorldManager.LandblockActionQueue);

            // create world objects (monster locations, generators)
            var objects        = DatabaseManager.World.GetCachedInstancesByLandblock(Id.Landblock);
            var factoryObjects = WorldObjectFactory.CreateNewWorldObjects(objects);

            foreach (var fo in factoryObjects)
            {
                AddWorldObject(fo);
                fo.ActivateLinks();
            }

            // create shard objects (corpses after unloading)
            DatabaseManager.Shard.GetObjectsByLandblock(Id.Landblock, ((List <Biota> biotas) =>
            {
                var shardObjects = (WorldObjectFactory.CreateWorldObjects(biotas));
                foreach (var so in shardObjects)
                {
                    AddWorldObject(so);
                }
            }));

            _landblock = LScape.get_landblock(Id.Raw);

            //LoadMeshes(objects);

            SpawnEncounters();

            UpdateStatus(LandBlockStatusFlag.IdleLoaded);

            // FIXME(ddevec): Goal: get rid of UseTime() function...
            actionQueue.EnqueueAction(new ActionEventDelegate(() => UseTimeWrapper()));

            motionQueue = new NestedActionQueue(WorldManager.LandblockMotionQueue);

            LastActiveTime = Timer.CurrentTime;

            QueueNextHeartBeat();
        }
예제 #2
0
파일: Landblock.cs 프로젝트: mcreedjr/ACE
        public Landblock(LandblockId id)
        {
            Id = id;
            //Console.WriteLine("Landblock constructor(" + (id.Raw | 0xFFFF).ToString("X8") + ")");

            UpdateStatus(LandBlockStatusFlag.IdleUnloaded);

            // initialize adjacency array
            adjacencies.Add(Adjacency.North, null);
            adjacencies.Add(Adjacency.NorthEast, null);
            adjacencies.Add(Adjacency.East, null);
            adjacencies.Add(Adjacency.SouthEast, null);
            adjacencies.Add(Adjacency.South, null);
            adjacencies.Add(Adjacency.SouthWest, null);
            adjacencies.Add(Adjacency.West, null);
            adjacencies.Add(Adjacency.NorthWest, null);

            UpdateStatus(LandBlockStatusFlag.IdleLoading);

            // create world objects (monster locations, generators)
            var objects        = DatabaseManager.World.GetCachedInstancesByLandblock(Id.Landblock);
            var factoryObjects = WorldObjectFactory.CreateNewWorldObjects(objects);

            foreach (var fo in factoryObjects)
            {
                AddWorldObject(fo);
                fo.ActivateLinks();
            }

            // create shard objects (corpses after unloading)
            DatabaseManager.Shard.GetObjectsByLandblock(Id.Landblock, ((List <Biota> biotas) =>
            {
                var shardObjects = (WorldObjectFactory.CreateWorldObjects(biotas));
                foreach (var so in shardObjects)
                {
                    AddWorldObject(so);
                }
            }));

            _landblock = LScape.get_landblock(Id.Raw);

            //LoadMeshes(objects);

            SpawnEncounters();

            UpdateStatus(LandBlockStatusFlag.IdleLoaded);

            lastActiveTime = DateTime.UtcNow;
        }
예제 #3
0
        public Landblock(LandblockId id)
        {
            Id = id;

            UpdateStatus(LandBlockStatusFlag.IdleUnloaded);

            // initialize adjacency array
            adjacencies.Add(Adjacency.North, null);
            adjacencies.Add(Adjacency.NorthEast, null);
            adjacencies.Add(Adjacency.East, null);
            adjacencies.Add(Adjacency.SouthEast, null);
            adjacencies.Add(Adjacency.South, null);
            adjacencies.Add(Adjacency.SouthWest, null);
            adjacencies.Add(Adjacency.West, null);
            adjacencies.Add(Adjacency.NorthWest, null);

            UpdateStatus(LandBlockStatusFlag.IdleLoading);

            actionQueue = new NestedActionQueue(WorldManager.ActionQueue);

            var objects = DatabaseManager.World.GetCachedInstancesByLandblock(Id.Landblock); // Instances

            var factoryObjects = WorldObjectFactory.CreateNewWorldObjects(objects);

            factoryObjects.ForEach(fo =>
            {
                AddWorldObject(fo);
                fo.ActivateLinks();
            });

            _landblock = LScape.get_landblock(Id.Raw);

            // Many thanks for GDL cache and GDL coding for loading into landblock and gmriggs assistance with taking the byte arrays and turning them in to more easy to follow (for me) data structures
            var encounters = DatabaseManager.World.GetCachedEncountersByLandblock(Id.Landblock);

            encounters.ForEach(encounter =>
            {
                var wo = WorldObjectFactory.CreateNewWorldObject(encounter.WeenieClassId);

                if (wo != null)
                {
                    float x_shift = 24.0f * encounter.CellX;
                    float y_shift = 24.0f * encounter.CellY;

                    var pos       = new Physics.Common.Position();
                    pos.ObjCellID = (uint)(id.Landblock << 16) | 1;
                    pos.Frame     = new Physics.Animation.AFrame(new Vector3(x_shift, y_shift, 0), new Quaternion(0, 0, 0, 1));
                    pos.adjust_to_outside();

                    pos.Frame.Origin.Z = _landblock.GetZ(pos.Frame.Origin);

                    wo.Location = new Position(pos.ObjCellID, pos.Frame.Origin.X, pos.Frame.Origin.Y, pos.Frame.Origin.Z, pos.Frame.Orientation.X, pos.Frame.Orientation.Y, pos.Frame.Orientation.Z, pos.Frame.Orientation.W);

                    if (!worldObjects.ContainsKey(wo.Guid))
                    {
                        AddWorldObject(wo);
                    }
                }
            });


            //LoadMeshes(objects);

            UpdateStatus(LandBlockStatusFlag.IdleLoaded);

            // FIXME(ddevec): Goal: get rid of UseTime() function...
            actionQueue.EnqueueAction(new ActionEventDelegate(() => UseTimeWrapper()));

            motionQueue = new NestedActionQueue(WorldManager.MotionQueue);
        }