Пример #1
0
        public Combat DoAttack(string targetId, string attackerId, Item weapon)
        {
            var mobs   = _mobService.GetMobs().ToList();
            var combat = new Combat {
                SourceId = attackerId, TargetId = targetId, Weapon = weapon
            };
            var locale       = new Vector2(0, 0);
            var sourcePlayer = _userService.ActiveUsers.Find(p => p?.Id == combat.SourceId);
            var sourceMob    = mobs.Find(m => m.Id == combat.SourceId);
            var targetMob    = mobs.Find(m => m.Id == combat.TargetId);

            combat.WeaponDamage = random.Next(weapon.Damage - (int)Math.Ceiling(weapon.Damage * .2), weapon.Damage + (int)Math.Ceiling(weapon.Damage * .2));
            // If target was a mob, do combat here. Otherwise do it in calling method cause players are annoying
            if (targetMob != null)
            {
                targetMob.Shield -= combat.WeaponDamage;
                if (targetMob.Shield < 0)
                {
                    targetMob.Health += targetMob.Shield;
                    targetMob.Shield  = 0;
                }

                if (targetMob.Health <= 0)
                {
                    targetMob.Alive      = false;
                    targetMob.KilledDate = DateTime.UtcNow;
                    combat.TargetId      = "dead";
                }

                combat.TargetX = targetMob.X;
                combat.TargetY = targetMob.Y;
            }

            locale         = sourcePlayer != null ? new Vector2(sourcePlayer.X, sourcePlayer.Y) : locale;
            locale         = sourceMob != null ? new Vector2(sourceMob.X, sourceMob.Y) : locale;
            combat.X       = (int)locale.X;
            combat.Y       = (int)locale.Y;
            combat.SourceX = locale.X;
            combat.SourceY = locale.Y;

            _pendingCombats.Add(combat);
            return(combat);
        }
Пример #2
0
        public void PreparePulseBroadcast()
        {
            var mobRange = 2000;

            _combatService.CycleArrays();
            for (var i = 1; i < Constants.MAX_PLAYERS; i++)
            {
                if (ServerTCP.Clients[i].Socket != null && ServerTCP.tempPlayer[i].inGame && ServerTCP.tempPlayer[i].receiving)
                {
                    var buffer = new PacketBuffer();
                    buffer.AddInteger((int)SPulse);
                    buffer.AddInteger(_userService.ActiveUsers.Count);
                    buffer.AddBytes(BitConverter.GetBytes(DateTime.UtcNow.ToBinary()));
                    _userService.ActiveUsers.ForEach(p =>
                    {
                        var ndx = Array.IndexOf(Types.PlayerIds, p.Id);
                        buffer.AddInteger(ndx);
                        buffer.AddString(p.Id);
                        buffer.AddFloat(p.X);
                        buffer.AddFloat(p.Y);
                        buffer.AddFloat(p.Rotation);
                        buffer.AddInteger(p.Health);
                        buffer.AddInteger(p.MaxHealth);
                        buffer.AddInteger(p.Shield);
                        buffer.AddInteger(p.MaxShield);
                        buffer.AddBytes(BitConverter.GetBytes(ServerTCP.tempPlayer[ndx].inGame));
                    });
                    var player = _userService.ActiveUsers.Find(p => p.Id == Types.PlayerIds[i]);
                    var minX   = (int)player.X - mobRange;
                    var minY   = (int)player.Y - mobRange;
                    var maxX   = (int)player.X + mobRange;
                    var maxY   = (int)player.Y + mobRange;
                    buffer.AddArray(_mobService.GetMobs(minX, maxX, minY, maxY).ToArray());
                    buffer.AddArray(_combatService.GetCombats((int)player.X, (int)player.Y).ToArray());
                    buffer.AddArray(Globals.Inventory.Where(m => m.X >= minX && m.X <= maxX && m.Y >= minY && m.Y <= maxY).ToArray());
                    buffer.AddArray(Globals.Loot.Where(L => L.X >= minX && L.X <= maxX && L.Y >= minY && L.Y <= maxY && L.Owner == player.Id).ToArray());
                    SendData(i, buffer.ToArray());
                    buffer.Dispose();
                }
            }
        }