public Manager(Map.Map map) { InRange = new Common.NearestNeighbours<Map.Destructible>(Vector2.Zero, Common.Math.ToVector2(map.Ground.Size), Program.Settings.AIInRangeGridSize); if (Program.Settings.MotionSettings.UseDummyMotion) MotionSimulation = new Common.Motion.DummySimulation(); else { var sim = new Common.Motion.Simulation(map.NavMesh); #if BETA_RELEASE sim.StepStart = () => PhysicsProfilers.Step.Start(); sim.StepStop = () => PhysicsProfilers.Step.Stop(); sim.UnitStepStart = () => PhysicsProfilers.UnitStep.Start(); sim.UnitStepStop = () => PhysicsProfilers.UnitStep.Stop(); sim.USFindStateStart = () => PhysicsProfilers.USFindState.Start(); sim.USFindStateStop = () => PhysicsProfilers.USFindState.Stop(); sim.USWalkStart = () => PhysicsProfilers.USWalk.Start(); sim.USWalkStop = () => PhysicsProfilers.USWalk.Stop(); sim.WalkSlideStart = () => PhysicsProfilers.WalkSlide.Start(); sim.WalkSlideStop = () => PhysicsProfilers.WalkSlide.Stop(); sim.USFlyStart = () => PhysicsProfilers.USFly.Start(); sim.USFlyStop = () => PhysicsProfilers.USFly.Stop(); sim.StaticBndUpdStart = () => PhysicsProfilers.StaticBndUpd.Start(); sim.StaticBndUpdStop = () => PhysicsProfilers.StaticBndUpd.Stop(); sim.UnitBndUpdStart = () => PhysicsProfilers.UnitBndUpd.Start(); sim.UnitBndUpdStop = () => PhysicsProfilers.UnitBndUpd.Stop(); sim.ProjStepStart = () => PhysicsProfilers.ProjStep.Start(); sim.ProjStepStop = () => PhysicsProfilers.ProjStep.Stop(); sim.UnitColDetStart = () => PhysicsProfilers.UnitColDet.Start(); sim.UnitColDetStop = () => PhysicsProfilers.UnitColDet.Stop(); sim.UnitColResStart = () => PhysicsProfilers.UnitColRes.Start(); sim.UnitColResStop = () => PhysicsProfilers.UnitColRes.Stop(); sim.UnitHeightAdjStart = () => PhysicsProfilers.UnitHeightAdj.Start(); sim.UnitHeightAdjStop = () => PhysicsProfilers.UnitHeightAdj.Stop(); sim.InterpolationStart = () => PhysicsProfilers.Interpolation.Start(); sim.InterpolationStop = () => PhysicsProfilers.Interpolation.Stop(); #endif sim.SetHeightMap(map.Ground.HeightmapFloats, new Vector2(map.Ground.Size.Width, map.Ground.Size.Height), Common.Math.ToVector2(map.Ground.Position)); sim.Settings = Program.Settings.MotionSettings; if (Program.Settings.MotionSettings.UseMultiThreadedPhysics) MotionSimulation = new Common.Motion.ThreadSimulationProxy(sim); else MotionSimulation = sim; } Pickups = new Common.Quadtree<Client.Game.Map.Pickup>(10); }
public Form1() { InitializeComponent(); SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer, true); nn = new Common.NearestNeighbours<string>(SlimDX.Vector2.Zero, new SlimDX.Vector2(Width, Height), gridSize); }
public Form1() { InitializeComponent(); SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer, true); nn = new Common.NearestNeighbours <string>(SlimDX.Vector2.Zero, new SlimDX.Vector2(Width, Height), gridSize); }
public Manager(Map.Map map) { InRange = new Common.NearestNeighbours <Map.Destructible>(Vector2.Zero, Common.Math.ToVector2(map.Ground.Size), Program.Settings.AIInRangeGridSize); if (Program.Settings.MotionSettings.UseDummyMotion) { MotionSimulation = new Common.Motion.DummySimulation(); } else { var sim = new Common.Motion.Simulation(map.NavMesh); #if BETA_RELEASE sim.StepStart = () => PhysicsProfilers.Step.Start(); sim.StepStop = () => PhysicsProfilers.Step.Stop(); sim.UnitStepStart = () => PhysicsProfilers.UnitStep.Start(); sim.UnitStepStop = () => PhysicsProfilers.UnitStep.Stop(); sim.USFindStateStart = () => PhysicsProfilers.USFindState.Start(); sim.USFindStateStop = () => PhysicsProfilers.USFindState.Stop(); sim.USWalkStart = () => PhysicsProfilers.USWalk.Start(); sim.USWalkStop = () => PhysicsProfilers.USWalk.Stop(); sim.WalkSlideStart = () => PhysicsProfilers.WalkSlide.Start(); sim.WalkSlideStop = () => PhysicsProfilers.WalkSlide.Stop(); sim.USFlyStart = () => PhysicsProfilers.USFly.Start(); sim.USFlyStop = () => PhysicsProfilers.USFly.Stop(); sim.StaticBndUpdStart = () => PhysicsProfilers.StaticBndUpd.Start(); sim.StaticBndUpdStop = () => PhysicsProfilers.StaticBndUpd.Stop(); sim.UnitBndUpdStart = () => PhysicsProfilers.UnitBndUpd.Start(); sim.UnitBndUpdStop = () => PhysicsProfilers.UnitBndUpd.Stop(); sim.ProjStepStart = () => PhysicsProfilers.ProjStep.Start(); sim.ProjStepStop = () => PhysicsProfilers.ProjStep.Stop(); sim.UnitColDetStart = () => PhysicsProfilers.UnitColDet.Start(); sim.UnitColDetStop = () => PhysicsProfilers.UnitColDet.Stop(); sim.UnitColResStart = () => PhysicsProfilers.UnitColRes.Start(); sim.UnitColResStop = () => PhysicsProfilers.UnitColRes.Stop(); sim.UnitHeightAdjStart = () => PhysicsProfilers.UnitHeightAdj.Start(); sim.UnitHeightAdjStop = () => PhysicsProfilers.UnitHeightAdj.Stop(); sim.InterpolationStart = () => PhysicsProfilers.Interpolation.Start(); sim.InterpolationStop = () => PhysicsProfilers.Interpolation.Stop(); #endif sim.SetHeightMap(map.Ground.HeightmapFloats, new Vector2(map.Ground.Size.Width, map.Ground.Size.Height), Common.Math.ToVector2(map.Ground.Position)); sim.Settings = Program.Settings.MotionSettings; if (Program.Settings.MotionSettings.UseMultiThreadedPhysics) { MotionSimulation = new Common.Motion.ThreadSimulationProxy(sim); } else { MotionSimulation = sim; } } Pickups = new Common.Quadtree <Client.Game.Map.Pickup>(10); }
protected override void StartPerform() { base.StartPerform(); NNObject = Game.Instance.Mechanics.InRange.Insert(null, Performer.Position, Range, true); NNObject.EntersRange += new Action<Destructible, Destructible>(NNObject_EntersRange); NNObject.ExitsRange += new Action<Destructible, Destructible>(NNObject_ExitsRange); Performer.Moved += new EventHandler(MapUnit_Moved); }