예제 #1
0
        public static void UpdateClientPositions(Simulation World)
        {
            foreach (ClientConnection UpdatedClient in ClientSubsetFinder.GetUpdatedClients())
            {
                if (UpdatedClient.ConnectionDead || !UpdatedClient.Character.InGame)
                {
                    continue;
                }

                UpdatedClient.Character.UpdateBody(World);
            }
        }
예제 #2
0
        public static void PerformPlayerAttacks(Simulation World)
        {
            //Get a list of every client who's character is performing an attack this turn, and a list of every client who's character is currently inside the PVP battle arena
            List <ClientConnection> AttackingClients = ClientSubsetFinder.GetClientsAttacking();
            List <ClientConnection> ClientsInArena   = PVPBattleArena.GetClientsInside();

            //Loop through all of the attacking clients so their attacks can be processed
            foreach (ClientConnection AttackingClient in AttackingClients)
            {
                //If the AttackingClient is inside the BattleArena, check their attack against the other players also in the arena
                if (ClientsInArena.Contains(AttackingClient))
                {
                    //Get a list of all the other clients in the arena to check the attack against
                    List <ClientConnection> OtherClients = PVPBattleArena.GetClientsInside();
                    OtherClients.Remove(AttackingClient);
                    foreach (ClientConnection OtherClient in OtherClients)
                    {
                        //Check the distance between the clients attack position and the other client to see if the attack hit
                        float AttackDistance = Vector3.Distance(AttackingClient.Character.AttackPosition, OtherClient.Character.Position);
                        if (AttackDistance <= 1.5f)
                        {
                            //Reduce the other characters health
                            OtherClient.Character.CurrentHealth -= 1;

                            //Send a damage alert to all clients if they survive the attack
                            if (OtherClient.Character.CurrentHealth > 0)
                            {
                                CombatPacketSenders.SendLocalPlayerTakeHit(OtherClient.ClientID, OtherClient.Character.CurrentHealth);
                                foreach (ClientConnection OtherOtherClient in ClientSubsetFinder.GetInGameClientsExceptFor(OtherClient.ClientID))
                                {
                                    CombatPacketSenders.SendRemotePlayerTakeHit(OtherOtherClient.ClientID, OtherClient.Character.Name, OtherClient.Character.CurrentHealth);
                                }
                            }

                            //Send a death alert to all clients if they are killed by the attack
                            if (OtherClient.Character.CurrentHealth <= 0)
                            {
                                OtherClient.Character.IsAlive = false;
                                OtherClient.Character.RemoveBody(World);
                                CombatPacketSenders.SendLocalPlayerDead(OtherClient.ClientID);
                                foreach (ClientConnection OtherOtherClient in ClientSubsetFinder.GetInGameClientsExceptFor(OtherClient.ClientID))
                                {
                                    CombatPacketSenders.SendRemotePlayerDead(OtherOtherClient.ClientID, OtherClient.Character.Name);
                                }
                            }
                        }
                    }
                }
                //Disable the clients Attack flag now that the attack has been processed
                AttackingClient.Character.AttackPerformed = false;
            }
        }
예제 #3
0
 //Adds any clients into the game world who are waiting for it
 public static void AddNewClients(Simulation World)
 {
     foreach (ClientConnection NewClient in ClientSubsetFinder.GetClientsReadyToEnter())
     {
         NewClient.Character.InitializeBody(World, NewClient.Character.Position);
         NewClient.Character.WaitingToEnter = false;
         NewClient.Character.InGame         = true;
         PlayerManagementPacketSender.SendPlayerBegin(NewClient.ClientID);
         foreach (ClientConnection OtherClient in ClientSubsetFinder.GetInGameClientsExceptFor(NewClient.ClientID))
         {
             PlayerManagementPacketSender.SendAddRemotePlayer(OtherClient.ClientID, NewClient.Character);
         }
     }
 }
예제 #4
0
 //Respawns any clients characters who were dead and clicked the respawn button
 public static void RespawnDeadPlayers(Simulation World)
 {
     foreach (ClientConnection RespawningClient in ClientSubsetFinder.GetClientsAwaitingRespawn())
     {
         RespawningClient.Character.SetDefaultValues();
         RespawningClient.Character.InitializeBody(World, RespawningClient.Character.Position);
         RespawningClient.Character.IsAlive = true;
         CombatPacketSenders.SendLocalPlayerRespawn(RespawningClient.ClientID, RespawningClient.Character);
         foreach (ClientConnection OtherClient in ClientSubsetFinder.GetInGameClientsExceptFor(RespawningClient.ClientID))
         {
             CombatPacketSenders.SendRemotePlayerRespawn(OtherClient.ClientID, RespawningClient.Character);
         }
         RespawningClient.Character.WaitingToRespawn = false;
     }
 }
예제 #5
0
 //Cleans up any dead connections, removing their character from the world, and telling other clients to do the same on their end
 public static void CleanDeadClients(Simulation World)
 {
     foreach (ClientConnection DeadClient in ClientSubsetFinder.GetDeadClients())
     {
         //Backup / Remove from World and alert other clients about any ingame dead clients
         if (DeadClient.Character.InGame)
         {
             CharactersDatabase.SaveCharacterData(DeadClient.Character);
             DeadClient.Character.RemoveBody(World);
             foreach (ClientConnection LivingClient in ClientSubsetFinder.GetInGameLivingClientsExceptFor(DeadClient.ClientID))
             {
                 PlayerManagementPacketSender.SendRemoveRemotePlayer(LivingClient.ClientID, DeadClient.Character.Name, DeadClient.Character.IsAlive);
             }
         }
         ActiveConnections.Remove(DeadClient.ClientID);
     }
 }