Пример #1
0
        public void Start()
        {
            foreach (var spawngroup in _spawnGroups)
            {
                foreach (var spawnmap in spawngroup.Maps)
                {
                    if (Game.World.WorldData.TryGetValueByIndex(spawnmap.Name, out Map map))
                    {
                        spawnmap.Id        = map.Id;
                        spawnmap.LastSpawn = DateTime.MinValue;
                    }
                    else
                    {
                        spawnmap.Disabled = true;
                        GameLog.SpawnError("Specified map {map} not found", spawnmap.Name);
                    }
                }
            }

            while (true)
            {
                if (World.ControlMessageQueue.IsCompleted)
                {
                    break;
                }
                foreach (var spawnGroup in _spawnGroups)
                {
                    if (!spawnGroup.Disabled)
                    {
                        Spawn(spawnGroup);
                    }
                }
                Thread.Sleep(5000);
            }
        }
Пример #2
0
        public void Spawn(Xml.SpawnGroup spawnGroup)
        {
            foreach (var map in spawnGroup.Maps)
            {
                if (map.Disabled)
                {
                    continue;
                }
                try
                {
                    var spawnMap = Game.World.WorldData.Get <Map>(map.Id);
                    GameLog.SpawnDebug("Spawn: calculating {0}", spawnMap.Name);
                    var monsterList  = spawnMap.Objects.OfType <Monster>().ToList();
                    var monsterCount = monsterList.Count;

                    // If there is no limit specified, we want a reasonable limit, which we consider to be 1/10th of total
                    // number of map tiles

                    var spawnLimit = map.Limit == 0 ? (spawnMap.X * spawnMap.Y) / 10 : map.Limit;

                    if (monsterCount > spawnLimit)
                    {
                        if (spawnMap.SpawnDebug)
                        {
                            GameLog.SpawnInfo($"Spawn: {map.Name}: not spawning, mob count is {monsterCount}, limit is {spawnLimit}");
                        }
                        continue;
                    }

                    var since = DateTime.Now - map.LastSpawn;
                    if (since.TotalSeconds < map.Interval)
                    {
                        if (spawnMap.SpawnDebug)
                        {
                            GameLog.SpawnInfo($"Spawn: {map.Name}: not spawning, last spawn was {since.TotalSeconds} ago, interval {map.Interval}");
                        }
                        continue;
                    }

                    map.LastSpawn = DateTime.Now;

                    var thisSpawn = _random.Next(map.MinSpawn, map.MaxSpawn + 1);

                    GameLog.SpawnInfo($"Spawn: {map.Name}: spawning {thisSpawn} mobs ");

                    for (var i = 0; i < thisSpawn; i++)
                    {
                        var spawn = spawnGroup.Spawns.PickRandom(true);

                        if (spawn == null)
                        {
                            GameLog.SpawnError("Spawngroup empty, skipping");
                            break;
                        }

                        var creature = _creatures.FirstOrDefault(x => x.Name == spawn.Base);

                        if (creature is default(Xml.Creature))
                        {
                            GameLog.SpawnError($"Base monster {spawn.Base} not found");
                            break;
                        }

                        var newSpawnLoot = LootBox.CalculateLoot(spawn);

                        if (spawnMap.SpawnDebug)
                        {
                            GameLog.SpawnInfo("Spawn {name}, map {map}: {Xp} xp, {Gold} gold, items {Items}", spawn.Base, map.Name, newSpawnLoot.Xp, newSpawnLoot.Gold,
                                              string.Join(',', newSpawnLoot.Items));
                        }

                        var baseMob = new Monster(creature, spawn, map.Id, newSpawnLoot);
                        var mob     = (Monster)baseMob.Clone();
                        var xcoord  = 0;
                        var ycoord  = 0;

                        if (map.Coordinates.Count > 0)
                        {
                            // TODO: optimize / improve
                            foreach (var coord in map.Coordinates)
                            {
                                if (spawnMap.EntityTree.GetObjects(new System.Drawing.Rectangle(coord.X, coord.Y, 1, 1)).Where(e => e is Creature).Count() == 0)
                                {
                                    xcoord = coord.X;
                                    ycoord = coord.Y;
                                    break;
                                }
                            }
                        }
                        else
                        {
                            do
                            {
                                xcoord = _random.Next(0, spawnMap.X);
                                ycoord = _random.Next(0, spawnMap.Y);
                            } while (spawnMap.IsWall[xcoord, ycoord]);
                        }
                        mob.X = (byte)xcoord;
                        mob.Y = (byte)ycoord;
                        if (spawnMap.SpawnDebug)
                        {
                            GameLog.SpawnInfo($"Spawn: spawning {mob.Name} on {spawnMap.Name}");
                        }
                        SpawnMonster(mob, spawnMap);
                    }
                }
                catch (Exception e)
                {
                    Game.ReportException(e);
                    GameLog.SpawnError(e, "Spawngroup {Filename}: disabled map {Name} due to error", spawnGroup.Filename, map.Name);
                    map.Disabled = true;
                    continue;
                }
            }
        }
Пример #3
0
        /// <summary>
        /// Given a list of items in a loot table, return the items awarded.
        /// </summary>
        /// <param name="list">LootTableItemList containing items</param>
        /// <returns>List of items</returns>
        public static List <string> CalculateItems(Xml.LootTableItemList list)
        {
            // Ordinarily, return one item from the list.
            var rolls    = CalculateSuccessfulRolls(list.Rolls, list.Chance);
            var loot     = new List <Xml.LootItem>();
            var itemList = new List <ItemObject>();

            // First, process any "always" items, which always drop when the container fires
            foreach (var item in list.Item.Where(i => i.Always))
            {
                GameLog.SpawnInfo("Processing loot: added always item {item}", item.Value);
                loot.Add(item);
            }
            var totalRolls = 0;

            // Process the rest of the rolls now
            do
            {
                // Get a random item from the list
                var item = list.Item.Where(i => !i.Always).PickRandom();
                // As soon as we get an item from our table, we've "rolled"; we'll add another roll below if needed
                rolls--;

                // Check uniqueness. If something has already dropped, don't drop it again, and reroll
                if (item.Unique && loot.Contains(item))
                {
                    rolls++;
                    GameLog.SpawnInfo("Processing loot: added duplicate unique item {item}. Rerolling", item.Value);
                    continue;
                }

                // Check max quantity. If it is exceeded, reroll
                if (item.Max > 0 && loot.Where(i => i.Value == item.Value).Count() >= item.Max)
                {
                    rolls++;
                    GameLog.SpawnInfo("Processing loot: added over max quantity for {item}. Rerolling", item.Value);
                    continue;
                }

                // If quantity and uniqueness are good, add the item
                loot.Add(item);
                GameLog.SpawnInfo("Processing loot: added {item}", item.Value);
                totalRolls++;
                // As a check against something incredibly stupid in XML, we only allow a maximum of
                // 100 rolls
                if (totalRolls > 100)
                {
                    GameLog.SpawnInfo("Processing loot: maximum number of rolls exceeded..?");
                    throw new LootRecursionError("Maximum number of rolls (100) exceeded!");
                }
            }while (rolls > 0);

            // Now we have the canonical droplist, which needs resolving into Items

            foreach (var lootitem in loot)
            {
                // Does the base item exist?
                var xmlItemList = Game.World.WorldData.FindItem(lootitem.Value);
                // Don't handle the edge case of multiple genders .... yet
                if (xmlItemList.Count != 0)
                {
                    var xmlItem = xmlItemList.First();
                    // Handle variants.
                    // If multiple variants are specified, we pick one at random
                    if (lootitem.Variants.Count() > 0)
                    {
                        var lootedVariant = lootitem.Variants.PickRandom();
                        if (xmlItem.Variants.TryGetValue(lootedVariant, out List <Xml.Item> variantItems))
                        {
                            itemList.Add(Game.World.CreateItem(variantItems.PickRandom().Id));
                        }
                        else
                        {
                            GameLog.SpawnError("Spawn loot calculation: variant group {name} not found", lootedVariant);
                        }
                    }
                    else
                    {
                        itemList.Add(Game.World.CreateItem(xmlItem.Id));
                    }
                }
                else
                {
                    GameLog.SpawnError("Spawn loot calculation: item {name} not found!", lootitem.Value);
                }
            }
            // We store loot as strings inside mobs to avoid having tens or hundreds of thousands of ItemObjects or
            // Items lying around - they're made into real objects at the time of mob death
            if (itemList.Count > 0)
            {
                return(itemList.Where(x => x != null).Select(y => y.Name).ToList());
            }
            return(new List <String>());
        }
Пример #4
0
        public void Spawn(Xml.SpawnGroup spawnGroup)
        {
            foreach (var map in spawnGroup.Maps)
            {
                if (map.Disabled)
                {
                    continue;
                }
                try
                {
                    var spawnMap = Game.World.WorldData.Get <Map>(map.Id);
                    GameLog.SpawnDebug("Spawn: calculating {0}", spawnMap.Name);
                    var monsterList  = spawnMap.Objects.OfType <Monster>().ToList();
                    var monsterCount = monsterList.Count;

                    // If there is no limit specified, we want a reasonable limit, which we consider to be 1/10th of total
                    // number of map tiles

                    var spawnLimit = map.Limit == 0 ? (spawnMap.X * spawnMap.Y) / 10 : map.Limit;

                    if (monsterCount > spawnLimit)
                    {
                        if (spawnMap.SpawnDebug)
                        {
                            GameLog.SpawnInfo($"Spawn: {map.Name}: not spawning, mob count is {monsterCount}, limit is {spawnLimit}");
                        }
                        continue;
                    }

                    var since = DateTime.Now - map.LastSpawn;
                    if (since.TotalSeconds < map.Interval)
                    {
                        if (spawnMap.SpawnDebug)
                        {
                            GameLog.SpawnInfo($"Spawn: {map.Name}: not spawning, last spawn was {since.TotalSeconds} ago, interval {map.Interval}");
                        }
                        continue;
                    }

                    map.LastSpawn = DateTime.Now;

                    var thisSpawn = _random.Next(map.MinSpawn, map.MaxSpawn);

                    GameLog.SpawnInfo($"Spawn: {map.Name}: spawning {thisSpawn} mobs ");

                    for (var i = 0; i < thisSpawn; i++)
                    {
                        var idx          = _random.Next(0, spawnGroup.Spawns.Count - 1);
                        var spawn        = spawnGroup.Spawns[idx];
                        var creature     = _creatures.Single(x => x.Name == spawn.Base);
                        var newSpawnLoot = LootBox.CalculateLoot(spawn);

                        if (spawnMap.SpawnDebug)
                        {
                            GameLog.SpawnInfo("Spawn {name}, map {map}: {Xp} xp, {Gold} gold, items {Items}", spawn.Base, map.Name, newSpawnLoot.Xp, newSpawnLoot.Gold,
                                              string.Join(',', newSpawnLoot.Items));
                        }
                        var baseMob = new Monster(creature, spawn, map.Id, newSpawnLoot);
                        var mob     = (Monster)baseMob.Clone();

                        var xcoord = 0;
                        var ycoord = 0;
                        do
                        {
                            xcoord = _random.Next(0, spawnMap.X - 1);
                            ycoord = _random.Next(0, spawnMap.Y - 1);
                        } while (spawnMap.IsWall[xcoord, ycoord]);
                        mob.X = (byte)xcoord;
                        mob.Y = (byte)ycoord;

                        if (spawnMap.SpawnDebug)
                        {
                            GameLog.SpawnInfo($"Spawn: spawning {mob.Name} on {spawnMap.Name}");
                        }
                        SpawnMonster(mob, spawnMap);
                    }
                }
                catch (Exception e)
                {
                    GameLog.SpawnError(e, "Spawngroup {Filename}: disabled map {Name} due to error", spawnGroup.Filename, map.Name);
                    map.Disabled = true;
                    continue;
                }
            }
        }