Пример #1
0
        /// <summary>
        /// Called right after a player makes a destination movement.
        /// </summary>
        public void OnPlayerMovement(SRPlayer player)
        {
            if (inTrace)
            {
                Window w = Window.Get;
                if (TracePlayerName.Equals(player.Name, StringComparison.OrdinalIgnoreCase)
                    ||
                    InfoManager.inParty &&
                    w.Training_cbxTraceMaster.Checked &&
                    InfoManager.Party.Master.Name == player.Name &&
                    InfoManager.isEntityNear(player.UniqueID))
                {
                    byte distance = 0;
                    if (w.Training_cbxTraceDistance.Checked)
                    {
                        w.Training_tbxTraceDistance.InvokeIfRequired(() => {
                            distance = byte.Parse(w.Training_tbxTraceDistance.Text);
                        });
                    }
                    // Follow blind movement
                    SRCoord Q = player.MovementPosition;
                    if (distance > 0)
                    {
                        SRCoord P = InfoManager.Character.GetRealtimePosition();

                        double PQMod = P.DistanceTo(Q);
                        if (distance < PQMod)
                        {
                            SRCoord PQUnit = new SRCoord((Q.PosX - P.PosX) / PQMod, (Q.PosY - P.PosY) / PQMod);

                            SRCoord NewPositon;
                            if (P.inDungeon())
                            {
                                NewPositon = new SRCoord((PQMod - distance) * PQUnit.PosX + P.PosX, (PQMod - distance) * PQUnit.PosY + P.PosY, P.Region, P.Z);
                            }
                            else
                            {
                                NewPositon = new SRCoord((PQMod - distance) * PQUnit.PosX + P.PosX, (PQMod - distance) * PQUnit.PosY + P.PosY);
                            }

                            MoveTo(NewPositon);
                            w.LogProcess("Tracing to [" + player.Name + "] ...");
                        }
                    }
                    else
                    {
                        MoveTo(Q);
                        w.LogProcess("Tracing to [" + player.Name + "] ...");
                    }
                }
            }
        }
Пример #2
0
 /// <summary>
 /// Set the camera center, all map is updated after that.
 /// Invoke not required.
 /// </summary>
 public void SetView(SRCoord ViewPoint)
 {
     if (!m_ViewPoint.Equals(ViewPoint))
     {
         // Update layer
         if (m_ViewPoint.Region != ViewPoint.Region && ViewPoint.inDungeon())
         {
             SelectMapLayer(ViewPoint.Region);
             RemoveTiles();
             m_ViewPoint = ViewPoint;
         }
         else
         {
             m_ViewPoint = ViewPoint;
             ClearTiles();
         }
         UpdateTiles();
     }
     UpdateMarkerLocations();
 }
Пример #3
0
        public override SRCoord GetRealtimePosition()
        {
            if (MovementPosition != null)
            {
                SRCoord P = Position;
                SRCoord Q = MovementPosition;
                // Check if it's updated..
                if (!P.Equals(Q))
                {
                    // Scale 1920units:192px = 10:1 => To Ms
                    double MilisecondsPerUnit = GetMovementSpeed();
                    // Checking update times!
                    long milisecondsTranscurred = PositionUpdateTimer.ElapsedMilliseconds;
                    long milisecondsMaximum     = P.TimeTo(Q, MilisecondsPerUnit);
                    if (milisecondsTranscurred >= milisecondsMaximum)
                    {
                        // The entity has reached the position long ago
                        Position = Q;
                    }
                    else
                    {
                        // Create vector unit
                        double  PQMod  = P.DistanceTo(Q);
                        SRCoord PQUnit = new SRCoord((Q.PosX - P.PosX) / PQMod, (Q.PosY - P.PosY) / PQMod);

                        double DistanceTillNow = milisecondsTranscurred * MilisecondsPerUnit;
                        if (P.inDungeon())
                        {
                            Position = new SRCoord(PQUnit.PosX * DistanceTillNow + P.PosX, PQUnit.PosY * DistanceTillNow + P.PosY, P.Region, P.Z);
                        }
                        else
                        {
                            Position = new SRCoord(PQUnit.PosX * DistanceTillNow + P.PosX, PQUnit.PosY * DistanceTillNow + P.PosY);
                        }
                    }
                    PositionUpdateTimer.Restart();
                }
            }
            return(Position);
        }