Пример #1
0
 public override void Release()
 {
     WallCursor.Delete(vm.Context);
     vm.Context.Architecture.Commands.Clear();
     vm.Context.Architecture.SignalTerrainRedraw();
     vm.Context.Architecture.SignalRedraw();
 }
Пример #2
0
        public void SetGUIDLocal(uint id, VM TempVM)
        {
            oldGUID = id;
            GUID    = id;
            if (TempVM != null)
            {
                if (TargetOBJ != null)
                {
                    TargetOBJ.Delete(TempVM.Context);
                }
                //create our master, center camera on target object
                var objDefinition = FSO.Content.Content.Get().WorldObjects.Get(GUID);

                if (objDefinition != null)
                {
                    var masterID  = id;
                    var notMaster = objDefinition.OBJ.MasterID != 0 && objDefinition.OBJ.SubIndex != -1;
                    if (notMaster)
                    {
                        //find the master
                        var master = objDefinition.Resource.List <OBJD>().FirstOrDefault(x => x.MasterID == objDefinition.OBJ.MasterID && x.SubIndex == -1);
                        if (master != null)
                        {
                            masterID = master.GUID;
                        }
                    }
                    TargetOBJ = TempVM.Context.CreateObjectInstance(masterID, LotTilePos.OUT_OF_WORLD, Direction.SOUTH, true);
                    TargetOBJ.SetVisualPosition(new Vector3(0.5f, 0.5f, 0f), Direction.SOUTH, TempVM.Context);
                    TempVM.Entities = TargetOBJ.Objects;
                    if (TargetOBJ == null)
                    {
                        return;
                    }
                    TargetTile = TargetOBJ.Objects.FirstOrDefault(x => x.Object.OBJ.GUID == id);
                    if (TargetTile == null)
                    {
                        TargetTile = TargetOBJ.BaseObject;
                    }
                    if (TargetTile == null)
                    {
                        TargetOBJ = null;
                        return;
                    }
                    var tile = TargetTile.VisualPosition;
                    TempVM.Context.World.State.CenterTile = new Vector2(tile.X, tile.Y) - new Vector2(2.5f, 2.5f);
                    foreach (var obj in TargetOBJ.Objects)
                    {
                        if (obj is VMGameObject)
                        {
                            ((ObjectComponent)obj.WorldUI).RenderInfo.Layer = WorldObjectRenderLayer.DYNAMIC;
                        }
                        if (notMaster && obj.Object.OBJ.GUID != id)
                        {
                            obj.SetRoom(2);
                        }
                    }
                }
            }
        }
Пример #3
0
        /// <summary>
        /// Sent to the client after the object data is retrieved by the client. If data is 0 length, intantiate a new object of the type.
        /// Can rarely cause the object to be sent BACK to inventory if it cannot be placed in the intended location.
        /// </summary>
        /// <param name="vm"></param>
        /// <param name="caller"></param>
        /// <returns></returns>
        public override bool Execute(VM vm, VMAvatar caller)
        {
            if (caller == null)
            {
                return(false);
            }

            //careful here! if the object can't be placed, we have to put their object back
            if (!vm.Context.ObjectQueries.MultitileByPersist.ContainsKey(GUID) && TryPlace(vm, caller))
            {
                if (CreatedGroup.BaseObject is VMGameObject)
                {
                    foreach (var o in CreatedGroup.Objects)
                    {
                        ((VMGameObject)o).Disabled &= ~VMGameObjectDisableFlags.ForSale;
                    }
                }
                CreatedGroup.SalePrice = -1;
                return(true);
            }
            else
            {
                //oops, we can't place this object or some other issue occured. move it back to inventory.
                if (CreatedGroup != null)
                {
                    foreach (var o in CreatedGroup.Objects)
                    {
                        o.PersistID = 0;                                     //no longer representative of the object in db.
                    }
                    CreatedGroup.Delete(vm.Context);
                }
                if (vm.GlobalLink != null)
                {
                    //do a force move to inventory here. do not need to resave state, since it has not changed since the place.
                    //if the server crashes between setting the object on this lot and now, the
                    //server should detect that an object says it is "on" this lot, but it really isn't physically
                    //and move it back to inventory without a state save.
                    //
                    //owned objects that are "out of world" should be moved to inventory on load. (FULL move, for safety)
                    vm.GlobalLink.ForceInInventory(vm, ObjectPID, (bool success, uint pid) => {});
                }
            }
            return(false);
        }
Пример #4
0
 public void SetGUIDLocal(uint id)
 {
     oldGUID = id;
     GUID    = id;
     if (TempVM != null)
     {
         if (TargetOBJ != null)
         {
             TargetOBJ.Delete(TempVM.Context);
         }
         TargetOBJ = TempVM.Context.CreateObjectInstance(GUID, LotTilePos.OUT_OF_WORLD, Direction.NORTH, true);
         if (TargetOBJ != null && TargetOBJ.BaseObject is VMGameObject)
         {
             UpdateThumb();
         }
         else
         {
             Thumb = null;
         }
     }
 }
Пример #5
0
 public void Release()
 {
     WallCursor.Delete(vm.Context);
 }