示例#1
0
        /// <summary>
        /// Spawn some (10-20) nasty level 62-68 drakulvs around the spot the
        /// retriever has reported back from, then make these spawns aggro the
        /// raid inside the lair.
        /// </summary>
        /// <param name="numAdds"></param>
        /// <param name="x"></param>
        /// <param name="y"></param>
        private void SpawnDrakulvs(int numAdds, int x, int y)
        {
            GameNPC drakulv;
            bool    isDisciple = false;

            for (int add = 0; add < numAdds; ++add)
            {
                isDisciple = Util.Chance(25);
                drakulv    = SpawnTimedAdd((isDisciple) ? 613 : 612, Util.Random(62, 68), x + Util.Random(250), y + Util.Random(250), 120, false);

                if (drakulv != null && drakulv.Brain is StandardMobBrain && this.Brain is DragonBrain)
                {
                    (Brain as DragonBrain).AddAggroListTo(drakulv.Brain as StandardMobBrain);
                }
            }
        }
示例#2
0
        /// <summary>
        /// Loads elements relating to the given instance keyname from the database and populates the instance.
        /// </summary>
        /// <param name="instanceName"></param>
        public virtual void LoadFromDatabase(string instanceName)
        {
            var objects = GameServer.Database.SelectObjects <DBInstanceXElement>("`InstanceID` = @InstanceID", new QueryParameter("@InstanceID", instanceName));

            if (objects.Count == 0)
            {
                return;
            }

            int count = 0;

            // Now we have a list of DBElements, lets create the various entries
            // associated with them and populate the instance.
            foreach (DBInstanceXElement entry in objects)
            {
                if (entry == null)
                {
                    continue; // an odd error, but experience knows best.
                }

                GameObject obj     = null;
                string     theType = "DOL.GS.GameNPC";

                // Switch the classtype to see what we are making.
                switch (entry.ClassType)
                {
                case "entrance":
                    // create the entrance, then move to the next.
                    m_entranceLocation = new GameLocation($"{instanceName}entranceRegion{ID}", ID, entry.X, entry.Y, entry.Z, entry.Heading);

                    // move to the next entry, nothing more to do here...
                    continue;

                case "region":
                    continue;     // This is used to save the regionID as NPCTemplate.

                case "DOL.GS.GameNPC":
                    break;

                default:
                    theType = entry.ClassType;
                    break;
                }

                // Now we have the classtype to create, create it thus!
                // This is required to ensure we check scripts for the space aswell, such as quests!
                foreach (Assembly asm in ScriptMgr.GameServerScripts)
                {
                    obj = (GameObject)asm.CreateInstance(theType, false);
                    if (obj != null)
                    {
                        break;
                    }
                }

                if (obj == null)
                {
                    continue;
                }

                // We now have an object that isnt null. Lets place it at the location, in this region.
                obj.X               = entry.X;
                obj.Y               = entry.Y;
                obj.Z               = entry.Z;
                obj.Heading         = entry.Heading;
                obj.CurrentRegionID = ID;

                // If its an npc, load from the npc template about now.
                // By default, we ignore npctemplate if its set to 0.
                if (!Util.IsEmpty(entry.NPCTemplate, true))
                {
                    var listTemplate = entry.NPCTemplate.SplitCSV(true);

                    if (int.TryParse(listTemplate[Util.Random(listTemplate.Count - 1)], out var template) && template > 0)
                    {
                        INpcTemplate npcTemplate = NpcTemplateMgr.GetTemplate(template);

                        // we only want to load the template if one actually exists, or there could be trouble!
                        if (npcTemplate != null)
                        {
                            ((GameNPC)obj).LoadTemplate(npcTemplate);
                        }
                    }
                }

                // Finally, add it to the world!
                obj.AddToWorld();

                // Keep track of numbers.
                count++;
            }

            log.Info($"Successfully loaded a db entry to {Description} - Region ID {ID}. Loaded Entities: {count}");
        }
示例#3
0
        /// <summary>
        /// Register a generator for the given parameters,
        /// If all parameters are null a global generaotr for all mobs will be registered
        /// </summary>
        /// <param name="generator"></param>
        /// <param name="mobname"></param>
        /// <param name="mobguild"></param>
        /// <param name="mobfaction"></param>
        /// <param name="mobregion"></param>
        public static void RegisterLootGenerator(ILootGenerator generator, string mobname, string mobguild, string mobfaction, int mobregion)
        {
            if (generator == null)
            {
                return;
            }

            // Loot Generator Name Indexed
            if (!Util.IsEmpty(mobname))
            {
                // Parse CSV
                try {
                    List<string> mobNames = Util.SplitCSV(mobname);

                    foreach (string mob in mobNames)
                    {
                        if ((IList)m_mobNameGenerators[mob] == null)
                        {
                            m_mobNameGenerators[mob] = new ArrayList();
                        }

                        ((IList)m_mobNameGenerators[mob]).Add(generator);
                    }
                }
                catch
                {
                    if (log.IsDebugEnabled)
                    {
                        log.Debug("Could not Parse mobNames for Registering LootGenerator : " + generator.GetType().FullName);
                    }
                }
            }

            // Loot Generator Guild Indexed
            if (!Util.IsEmpty(mobguild))
            {
                // Parse CSV
                try {
                    List<string> mobGuilds = Util.SplitCSV(mobguild);

                    foreach (string guild in mobGuilds)
                    {
                        if ((IList)m_mobGuildGenerators[guild] == null)
                        {
                            m_mobGuildGenerators[guild] = new ArrayList();
                        }

                        ((IList)m_mobGuildGenerators[guild]).Add(generator);
                    }
                }
                catch
                {
                    if (log.IsDebugEnabled)
                    {
                        log.Debug("Could not Parse mobGuilds for Registering LootGenerator : " + generator.GetType().FullName);
                    }
                }
            }

            // Loot Generator Region Indexed
            if (mobregion > 0)
            {
                IList regionList = (IList)m_mobRegionGenerators[mobregion];
                if (regionList == null)
                {
                    regionList = new ArrayList();
                    m_mobRegionGenerators[mobregion] = regionList;
                }

                regionList.Add(generator);
            }

            if (Util.IsEmpty(mobname) && Util.IsEmpty(mobguild) && Util.IsEmpty(mobfaction) && mobregion == 0)
            {
                m_globalGenerators.Add(generator);
            }
        }