示例#1
0
 public virtual void Tick(RealmTime time)
 {
     if (this is Projectile)
     {
         return;
     }
     if (interactive && Owner != null)
     {
         if (BehaviorBase.HasPlayerNearby(this) &&
             !HasConditionEffect(ConditionEffects.Stasis))
         {
             MovementBehavior.Tick(this, time);
             AttackBehavior.Tick(this, time);
             ReproduceBehavior.Tick(this, time);
         }
         foreach (var i in CondBehaviors)
         {
             if ((i.Condition & BehaviorCondition.Other) != 0 &&
                 i.ConditionMeet(this))
             {
                 i.Behave(BehaviorCondition.Other, this, time, null);
             }
         }
         posHistory[posIdx++] = new Position()
         {
             X = X, Y = Y
         };
         ProcessConditionEffects(time);
     }
 }
示例#2
0
文件: Oryx.cs 项目: ethus3h/LR-v1
        private int Spawn(ObjectDesc desc, WmapTerrain terrain, int w, int h)
        {
            Entity entity;
            var    ret = 0;
            var    pt  = new IntPoint();

            if (desc.Spawn != null)
            {
                var num = (int)GetNormal(rand, desc.Spawn.Mean, desc.Spawn.StdDev);
                if (num > desc.Spawn.Max)
                {
                    num = desc.Spawn.Max;
                }
                else if (num < desc.Spawn.Min)
                {
                    num = desc.Spawn.Min;
                }

                do
                {
                    pt.X = rand.Next(0, w);
                    pt.Y = rand.Next(0, h);
                } while (world.Map[pt.X, pt.Y].Terrain != terrain ||
                         world.Obstacles[pt.X, pt.Y] != 0 ||
                         BehaviorBase.HasPlayerNearby(world, pt.X, pt.Y));

                for (var k = 0; k < num; k++)
                {
                    entity = Entity.Resolve(desc.ObjectType);
                    entity.Move(
                        pt.X + (float)(rand.NextDouble() * 2 - 1) * 5,
                        pt.Y + (float)(rand.NextDouble() * 2 - 1) * 5);
                    (entity as Enemy).Terrain = terrain;
                    world.EnterWorld(entity);
                    ret++;
                }
            }
            else
            {
                do
                {
                    pt.X = rand.Next(0, w);
                    pt.Y = rand.Next(0, h);
                } while (world.Map[pt.X, pt.Y].Terrain != terrain ||
                         world.Obstacles[pt.X, pt.Y] != 0 ||
                         BehaviorBase.HasPlayerNearby(world, pt.X, pt.Y));

                entity = Entity.Resolve(desc.ObjectType);
                entity.Move(pt.X, pt.Y);
                (entity as Enemy).Terrain = terrain;
                world.EnterWorld(entity);
                ret++;
            }
            return(ret);
        }
示例#3
0
文件: Oryx.cs 项目: ethus3h/LR-v1
        private void SpawnEvent(ISetPiece setpiece)
        {
            var pt = new IntPoint();

            do
            {
                pt.X = rand.Next(0, world.Map.Width);
                pt.Y = rand.Next(0, world.Map.Height);
            } while ((world.Map[pt.X, pt.Y].Terrain <WmapTerrain.Mountains ||
                                                     world.Map[pt.X, pt.Y].Terrain> WmapTerrain.MidForest) ||
                     world.Obstacles[pt.X, pt.Y] != 0 ||
                     BehaviorBase.HasPlayerNearby(world, pt.X, pt.Y));

            pt.X -= (setpiece.Size - 1) / 2;
            pt.Y -= (setpiece.Size - 1) / 2;
            setpiece.RenderSetPiece(world, pt);
        }