Пример #1
0
 public bool TimeElapsed(TickCount currentTick)
 {
     if (currentTick.Elapsed(storedTime, this.interval)) {
         return true;
     } else {
         return false;
     }
 }
Пример #2
0
 public bool TimeElapsed(TickCount currentTick)
 {
     if (currentTick.Elapsed(storedTime, this.interval))
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Пример #3
0
        public static void HandoutOutlawPoints(TickCount tickCount)
        {
            if (tickCount.Elapsed(lastOutlawPointsTick, OutlawPointRewardTimeInterval) || lastOutlawPointsTick == 0)
            {
                lastOutlawPointsTick = tickCount.Tick;

                foreach (var client in ClientManager.GetClients())
                {
                    if (client.Player.OutlawRole == Enums.OutlawRole.Outlaw && !client.Player.Dead)
                    {
                        if (client.Player.Map.MapType == Enums.MapType.Standard && !client.Player.Map.IsZoneOrObjectSandboxed())
                        {
                            client.Player.PlayerData.PendingOutlawPoints += 1;
                        }
                    }
                }
            }
        }
Пример #4
0
        public void ProcessAI()
        {
            try {
                TickCount tickCount = Core.GetTickCount();

                PacketHitList packetList = null;
                PacketHitList.MethodStart(ref packetList);
                if (map.IsSaving == false)
                {
                    // Keys/Other timed tile stuff
                    for (int x = 0; x <= map.MaxX; x++)
                    {
                        for (int y = 0; y <= map.MaxY; y++)
                        {
                            if (map.Tile[x, y] != null)
                            {
                                if (tickCount.Elapsed(map.Tile[x, y].DoorTimer, 5000))
                                {
                                    if ((map.Tile[x, y].Type == Enums.TileType.Key || map.Tile[x, y].Type == Enums.TileType.Door) && map.Tile[x, y].DoorOpen == true)
                                    {
                                        map.Tile[x, y].DoorOpen = false;
                                        packetList.AddPacketToMap(map, TcpPacket.CreatePacket("mapkey", x.ToString(), y.ToString(), "0"));
                                    }
                                }
                            }
                        }
                    }

                    Scripting.ScriptManager.InvokeSub("OnMapTick", map);

                    if (map.ProcessingPaused == false)
                    {
                        int livingNpcs = 0;

                        for (int mapNpcSlot = 0; mapNpcSlot < Constants.MAX_MAP_NPCS; mapNpcSlot++)
                        {
                            int    npcNum = map.ActiveNpc[mapNpcSlot].Num;
                            MapNpc mapNpc = map.ActiveNpc[mapNpcSlot];

                            if (npcNum > 0)
                            {
                                livingNpcs++;

                                Npc npc = NpcManager.Npcs[npcNum];

                                if (npc.Behavior != Enums.NpcBehavior.FullyScriptedAI || npc.AIScript == "" || npc.AIScript.ToLower() == "none")
                                {
                                    #region Used for attacking on sight
                                    if (npc.Behavior == Enums.NpcBehavior.AttackOnSight || npc.Behavior == Enums.NpcBehavior.Guard)
                                    {
                                        foreach (Client i in map.GetClients())
                                        {
                                            if (i.Player.MapID == map.MapID && map.ActiveNpc[mapNpcSlot].Target == null && !i.Player.Dead &&
                                                i.Player.Hunted && map.Tile[i.Player.X, i.Player.Y].Type != Enums.TileType.NPCAvoid && i.Player.Hunted)
                                            {
                                                if (MovementProcessor.CanCharacterSeeCharacter(map, map.ActiveNpc[mapNpcSlot], i.Player.GetActiveRecruit()))
                                                {
                                                    if (npc.Behavior == Enums.NpcBehavior.AttackOnSight /* || i.Player.PK == true*/)
                                                    {
                                                        //if (!string.IsNullOrEmpty(npc.AttackSay)) {
                                                        //    packetList.AddPacket(i, PacketBuilder.CreateChatMsg("A " + npc.Name + " : " + npc.AttackSay, Text.Grey));
                                                        //}

                                                        map.ActiveNpc[mapNpcSlot].Target = i;
                                                    }
                                                }
                                            }
                                        }
                                    }
                                    #endregion

                                    #region Used for walking/targetting/picking up items
                                    if (npcNum > 0)
                                    {
                                        bool hasNpcWalked;

                                        if (map.ActiveNpc[mapNpcSlot].Target != null && map.ActiveNpc[mapNpcSlot].Target.IsPlaying() &&
                                            map.ActiveNpc[mapNpcSlot].Target.Player.MapID == map.MapID &&
                                            (map.Tile[map.ActiveNpc[mapNpcSlot].Target.Player.X, map.ActiveNpc[mapNpcSlot].Target.Player.Y].Type == Enums.TileType.NPCAvoid ||
                                             !map.ActiveNpc[mapNpcSlot].Target.Player.Hunted || map.ActiveNpc[mapNpcSlot].Target.Player.Dead ||
                                             !MovementProcessor.CanCharacterSeeCharacter(map, map.ActiveNpc[mapNpcSlot], map.ActiveNpc[mapNpcSlot].Target.Player.GetActiveRecruit())))
                                        {
                                            map.ActiveNpc[mapNpcSlot].Target = null;
                                        }

                                        Client target = map.ActiveNpc[mapNpcSlot].Target;


                                        if (npc.Behavior != Enums.NpcBehavior.Shopkeeper)
                                        {
                                            if (target != null)
                                            {
                                                if (target.IsPlaying() && target.Player.MapID == map.MapID)
                                                {
                                                    hasNpcWalked = false;
                                                    int dir = Math.Rand(0, 5);

                                                    hasNpcWalked = AIProcessor.MoveNpcInDirection((Enums.Direction)dir, map, target, packetList, mapNpcSlot);
                                                    if (!hasNpcWalked)
                                                    {
                                                        foreach (Enums.Direction direction in Enum.GetValues(typeof(Enums.Direction)))
                                                        {
                                                            if (direction != (Enums.Direction)dir)
                                                            {
                                                                if (AIProcessor.MoveNpcInDirection(direction, map, target, packetList, mapNpcSlot))
                                                                {
                                                                    break;
                                                                }
                                                            }
                                                        }
                                                    }

                                                    if (hasNpcWalked == false)
                                                    {
                                                        if (map.ActiveNpc[mapNpcSlot].X - 1 == target.Player.X && map.ActiveNpc[mapNpcSlot].Y == target.Player.Y)
                                                        {
                                                            if (map.ActiveNpc[mapNpcSlot].Direction != Enums.Direction.Left)
                                                            {
                                                                MovementProcessor.ChangeNpcDir(packetList, map, mapNpcSlot, Enums.Direction.Left);
                                                            }
                                                            hasNpcWalked = true;
                                                        }
                                                        if (map.ActiveNpc[mapNpcSlot].X + 1 == target.Player.X && map.ActiveNpc[mapNpcSlot].Y == target.Player.Y)
                                                        {
                                                            if (map.ActiveNpc[mapNpcSlot].Direction != Enums.Direction.Right)
                                                            {
                                                                MovementProcessor.ChangeNpcDir(packetList, map, mapNpcSlot, Enums.Direction.Right);
                                                            }
                                                            hasNpcWalked = true;
                                                        }
                                                        if (map.ActiveNpc[mapNpcSlot].X == target.Player.X && map.ActiveNpc[mapNpcSlot].Y - 1 == target.Player.Y)
                                                        {
                                                            if (map.ActiveNpc[mapNpcSlot].Direction != Enums.Direction.Up)
                                                            {
                                                                MovementProcessor.ChangeNpcDir(packetList, map, mapNpcSlot, Enums.Direction.Up);
                                                            }
                                                            hasNpcWalked = true;
                                                        }
                                                        if (map.ActiveNpc[mapNpcSlot].X == target.Player.X && map.ActiveNpc[mapNpcSlot].Y + 1 == target.Player.Y)
                                                        {
                                                            if (map.ActiveNpc[mapNpcSlot].Direction != Enums.Direction.Down)
                                                            {
                                                                MovementProcessor.ChangeNpcDir(packetList, map, mapNpcSlot, Enums.Direction.Down);
                                                            }
                                                            hasNpcWalked = true;
                                                        }
                                                    }

                                                    if (hasNpcWalked == false)
                                                    {
                                                        int val = Math.Rand(0, 2);
                                                        if (val == 1)
                                                        {
                                                            val = Math.Rand(0, 4);
                                                            if (MovementProcessor.CanNpcMove(map, mapNpcSlot, (Enums.Direction)val))
                                                            {
                                                                MovementProcessor.NpcMove(packetList, map, mapNpcSlot, map.ActiveNpc[mapNpcSlot].Direction, Enums.Speed.Walking);
                                                            }
                                                        }
                                                    }
                                                }
                                                else
                                                {
                                                    map.ActiveNpc[mapNpcSlot].Target = null;
                                                }
                                            }
                                            else
                                            {
                                                int shouldWalk = Math.Rand(0, 2);
                                                if (npc.Behavior != Enums.NpcBehavior.Friendly)
                                                {
                                                    for (int i = 0; i < Constants.MAX_MAP_ITEMS; i++)
                                                    {
                                                        if (map.ActiveItem[i].X == map.ActiveNpc[mapNpcSlot].X && map.ActiveItem[i].Y == map.ActiveNpc[mapNpcSlot].Y &&
                                                            map.ActiveItem[i].Num > -1 && map.ActiveNpc[mapNpcSlot].HeldItem == null)
                                                        {
                                                            map.ActiveNpc[mapNpcSlot].MapGetItem();
                                                            shouldWalk = 1;
                                                        }
                                                    }
                                                }
                                                else if (npc.Behavior == Enums.NpcBehavior.Friendly)
                                                {
                                                    foreach (Client i in map.GetClients())
                                                    {
                                                        if (i.Player.X >= map.ActiveNpc[mapNpcSlot].X - 1 && i.Player.X <= map.ActiveNpc[mapNpcSlot].X + 1 &&
                                                            i.Player.Y >= map.ActiveNpc[mapNpcSlot].Y - 1 && i.Player.Y <= map.ActiveNpc[mapNpcSlot].Y + 1)
                                                        {
                                                            shouldWalk = Math.Rand(0, 10);
                                                            break;
                                                        }
                                                    }
                                                }
                                                if (shouldWalk == 0)
                                                {
                                                    shouldWalk = Math.Rand(0, 5);
                                                    if (MovementProcessor.CanNpcMove(map, mapNpcSlot, (Enums.Direction)shouldWalk))
                                                    {
                                                        MovementProcessor.NpcMove(packetList, map, mapNpcSlot, map.ActiveNpc[mapNpcSlot].Direction, Enums.Speed.Walking);
                                                    }
                                                }
                                            }
                                        }
                                    }

                                    #endregion

                                    #region Used for attacking players

                                    if (npcNum > 0)
                                    {
                                        Client target = map.ActiveNpc[mapNpcSlot].Target;
                                        if (target != null)
                                        {
                                            if (target.IsPlaying() && target.Player.MapID == map.MapID)
                                            {
                                                // Make sure npcs dont attack more then once a second
                                                if (Core.GetTickCount().Elapsed(map.ActiveNpc[mapNpcSlot].AttackTimer, 1000))
                                                {
                                                    int usableMoveCount = 0;
                                                    for (int i = 0; i < mapNpc.Moves.Length; i++)
                                                    {
                                                        if (mapNpc.Moves[i].MoveNum > -1 && mapNpc.Moves[i].CurrentPP > 0)
                                                        {
                                                            usableMoveCount++;
                                                        }
                                                    }
                                                    if (usableMoveCount == 0)
                                                    {
                                                        if (BattleProcessor.ShouldUseMove(map, mapNpc, -1))
                                                        {
                                                            mapNpc.UseMove(-1);
                                                        }
                                                    }
                                                    else
                                                    {
                                                        // Try to use a move, up to 50 times
                                                        for (int i = 0; i < 50; i++)
                                                        {
                                                            int moveSlotToUse = Server.Math.Rand(0, 5) - 1;
                                                            if (moveSlotToUse == -1)
                                                            {
                                                                // A standard attack
                                                                if (BattleProcessor.ShouldUseMove(map, mapNpc, moveSlotToUse))
                                                                {
                                                                    mapNpc.UseMove(moveSlotToUse);
                                                                    break;
                                                                }
                                                            }
                                                            else
                                                            {
                                                                if (mapNpc.Moves[moveSlotToUse].MoveNum > -1 && mapNpc.Moves[moveSlotToUse].CurrentPP > 0)
                                                                {
                                                                    // Use a move
                                                                    if (BattleProcessor.ShouldUseMove(map, mapNpc, moveSlotToUse))
                                                                    {
                                                                        mapNpc.UseMove(moveSlotToUse);
                                                                        break;
                                                                    }
                                                                }
                                                            }
                                                        }
                                                    }
                                                }
                                            }
                                            else
                                            {
                                                map.ActiveNpc[mapNpcSlot].Target = null;
                                            }
                                        }
                                    }

                                    #endregion

                                    if (npcNum > 0 && map.ActiveNpc[mapNpcSlot].HPChanged)
                                    {
                                        map.ActiveNpc[mapNpcSlot].SendHPToMap(packetList, map, mapNpcSlot);
                                    }
                                }
                                else
                                {
                                    // Scripted AI: Reimplement?
                                    //Globals.AIScriptManager.CallAIProcessSub(NpcManager.Npcs[map.Npc[x].NpcNum].AIScript, tickCount, map.MapNum, x);
                                }
                            }
                        }
                        //try and spawn something
                        if (map.NpcSpawnWait == null)
                        {
                            map.NpcSpawnWait = Core.GetTickCount();
                        }
                        if (Core.GetTickCount().Tick > map.NpcSpawnWait.Tick)
                        {
                            if (livingNpcs < map.MaxNpcs)
                            {
                                map.SpawnNpc(true);
                            }
                            map.NpcSpawnWait = new TickCount(map.NpcSpawnWait.Tick + map.NpcSpawnTime * 1000);
                        }
                    }
                }
                //lock (MapManager.ActiveMapLockObject) {
                bool shouldRemove = false;
                if (map.PlayersOnMap.Count == 0 && tickCount.Elapsed(map.ActivationTime, AIProcessor.MapTTL))
                {
                    if (map.IsProcessingComplete())
                    {
                        shouldRemove = true;

                        for (int i = 1; i < 9; i++)
                        {
                            IMap borderingMap = MapManager.RetrieveActiveBorderingMap(map, (Enums.MapID)i);
                            if (borderingMap != null)
                            {
                                if (borderingMap.PlayersOnMap.Count > 0)
                                {
                                    shouldRemove = false;
                                }
                            }
                        }

                        if (shouldRemove)
                        {
                            MapManager.rwLock.EnterWriteLock();
                            try {
                                if (map.MapType == Enums.MapType.House)
                                {
                                    // Only save the map here when logging out - otherwise, the map is saved when the player is saved
                                    map.Save();
                                }
                                if ((map.MapType == Enums.MapType.RDungeonMap || map.MapType == Enums.MapType.Instanced))
                                {
                                    using (Database.DatabaseConnection dbConnection = new Database.DatabaseConnection(Database.DatabaseID.Data)) {
                                        if (MapManager.GetTotalPlayersOnMap(dbConnection, map.MapID) == 0)
                                        {
                                            DataManager.Maps.MapDataManager.DeleteMap(dbConnection.Database, map.MapID);
                                        }
                                        else
                                        {
                                            map.Save();
                                        }
                                    }
                                }

                                MapManager.UnsafeRemoveActiveMap(map.MapID);
                            } finally {
                                MapManager.rwLock.ExitWriteLock();
                            }
                        }
                    }
                }
                //}

                PacketHitList.MethodEnded(ref packetList);
            } catch (Exception ex) {
                Server.Exceptions.ErrorLogger.WriteToErrorLog(ex, "MapAIProcessor");
            }
        }