mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
Fixed Bugs
This commit is contained in:
parent
fb18c1fbe4
commit
46350a0724
@ -1,358 +1,358 @@
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using FFXIVClassic_Map_Server;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.packets;
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using FFXIVClassic_Map_Server.actors.area;
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using FFXIVClassic_Map_Server.actors.chara.npc;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.dataobjects.chara;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using MoonSharp.Interpreter;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.packets;
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using FFXIVClassic_Map_Server.actors.area;
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using FFXIVClassic_Map_Server.actors.chara.npc;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.dataobjects.chara;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using MoonSharp.Interpreter;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.packets.send;
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namespace FFXIVClassic_Map_Server.Actors
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{
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class Area : Actor
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{
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public string zoneName;
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public ushort regionId;
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public bool isIsolated, canStealth, isInn, canRideChocobo, isInstanceRaid;
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public ushort weatherNormal, weatherCommon, weatherRare;
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public ushort bgmDay, bgmNight, bgmBattle;
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protected string classPath;
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public int boundingGridSize = 50;
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public int minX = -1000, minY = -1000, maxX = 1000, maxY = 1000;
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protected int numXBlocks, numYBlocks;
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protected int halfWidth, halfHeight;
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protected List<SpawnLocation> mSpawnLocations = new List<SpawnLocation>();
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protected Dictionary<uint, Actor> mActorList = new Dictionary<uint, Actor>();
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protected List<Actor>[,] mActorBlock;
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LuaScript areaScript;
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public Area(uint id, string zoneName, ushort regionId, string className, ushort bgmDay, ushort bgmNight, ushort bgmBattle, bool isIsolated, bool isInn, bool canRideChocobo, bool canStealth, bool isInstanceRaid)
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: base(id)
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{
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this.zoneName = zoneName;
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this.regionId = regionId;
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this.canStealth = canStealth;
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this.isIsolated = isIsolated;
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this.isInn = isInn;
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this.canRideChocobo = canRideChocobo;
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this.isInstanceRaid = isInstanceRaid;
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this.bgmDay = bgmDay;
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this.bgmNight = bgmNight;
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this.bgmBattle = bgmBattle;
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this.displayNameId = 0;
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this.customDisplayName = "_areaMaster";
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this.actorName = String.Format("_areaMaster@{0:X5}",id<<8);
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this.className = className;
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numXBlocks = (maxX - minX) / boundingGridSize;
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numYBlocks = (maxY - minY) / boundingGridSize;
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mActorBlock = new List<Actor>[numXBlocks, numYBlocks];
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halfWidth = numXBlocks / 2;
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halfHeight = numYBlocks / 2;
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for (int y = 0; y < numYBlocks; y++)
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{
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for (int x = 0; x < numXBlocks; x++ )
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{
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mActorBlock[x, y] = new List<Actor>();
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}
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}
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}
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public override SubPacket CreateScriptBindPacket(uint playerActorId)
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{
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List<LuaParam> lParams;
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lParams = LuaUtils.CreateLuaParamList(classPath, false, true, zoneName, "/Area/Zone/ZoneDefault", -1, (byte)1, true, false, false, false, false, false, false, false);
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return ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, "ZoneDefault", lParams);
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}
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public override BasePacket GetSpawnPackets(uint playerActorId)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(CreateAddActorPacket(playerActorId, 0));
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subpackets.Add(CreateSpeedPacket(playerActorId));
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subpackets.Add(CreateSpawnPositonPacket(playerActorId, 0x1));
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subpackets.Add(CreateNamePacket(playerActorId));
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subpackets.Add(CreateStatePacket(playerActorId));
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subpackets.Add(CreateIsZoneingPacket(playerActorId));
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subpackets.Add(CreateScriptBindPacket(playerActorId));
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return BasePacket.CreatePacket(subpackets, true, false);
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}
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#region Actor Management
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public void AddActorToZone(Actor actor)
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{
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if (!mActorList.ContainsKey(actor.actorId))
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mActorList.Add(actor.actorId, actor);
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionZ / boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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//Boundries
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if (gridX < 0)
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gridX = 0;
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if (gridX >= numXBlocks)
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gridX = numXBlocks - 1;
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if (gridY < 0)
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gridY = 0;
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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lock (mActorBlock)
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mActorBlock[gridX, gridY].Add(actor);
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}
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public void RemoveActorFromZone(Actor actor)
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{
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mActorList.Remove(actor.actorId);
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionZ / boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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//Boundries
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if (gridX < 0)
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gridX = 0;
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if (gridX >= numXBlocks)
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gridX = numXBlocks - 1;
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if (gridY < 0)
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gridY = 0;
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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lock (mActorBlock)
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mActorBlock[gridX, gridY].Remove(actor);
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}
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public void UpdateActorPosition(Actor actor)
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{
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionZ / boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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//Boundries
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if (gridX < 0)
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gridX = 0;
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if (gridX >= numXBlocks)
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gridX = numXBlocks - 1;
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if (gridY < 0)
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gridY = 0;
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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int gridOldX = (int)actor.oldPositionX / boundingGridSize;
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int gridOldY = (int)actor.oldPositionZ / boundingGridSize;
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gridOldX += halfWidth;
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gridOldY += halfHeight;
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//Boundries
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if (gridOldX < 0)
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gridOldX = 0;
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if (gridOldX >= numXBlocks)
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gridOldX = numXBlocks - 1;
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if (gridOldY < 0)
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gridOldY = 0;
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if (gridOldY >= numYBlocks)
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gridOldY = numYBlocks - 1;
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//Still in same block
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if (gridX == gridOldX && gridY == gridOldY)
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return;
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lock (mActorBlock)
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{
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mActorBlock[gridOldX, gridOldY].Remove(actor);
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mActorBlock[gridX, gridY].Add(actor);
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}
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}
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public List<Actor> GetActorsAroundPoint(float x, float y, int checkDistance)
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{
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checkDistance /= boundingGridSize;
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int gridX = (int)x/boundingGridSize;
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int gridY = (int)y/boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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//Boundries
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if (gridX < 0)
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gridX = 0;
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if (gridX >= numXBlocks)
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gridX = numXBlocks - 1;
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if (gridY < 0)
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gridY = 0;
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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List<Actor> result = new List<Actor>();
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for (int gx = gridX - checkDistance; gx <= gridX + checkDistance; gx++)
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{
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for (int gy = gridY - checkDistance; gy <= gridY + checkDistance; gy++)
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{
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result.AddRange(mActorBlock[gx, gy]);
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}
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}
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//Remove players if isolation zone
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if (isIsolated)
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{
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for (int i = 0; i < result.Count; i++)
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{
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if (result[i] is Player)
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result.RemoveAt(i);
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}
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}
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return result;
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}
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public List<Actor> GetActorsAroundActor(Actor actor, int checkDistance)
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{
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checkDistance /= boundingGridSize;
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionZ / boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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//Boundries
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if (gridX < 0)
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gridX = 0;
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if (gridX >= numXBlocks)
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gridX = numXBlocks - 1;
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if (gridY < 0)
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gridY = 0;
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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List<Actor> result = new List<Actor>();
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for (int gy = ((gridY - checkDistance) < 0 ? 0 : (gridY - checkDistance)); gy <= ((gridY + checkDistance) >= numYBlocks ? numYBlocks - 1 : (gridY + checkDistance)); gy++)
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{
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for (int gx = ((gridX - checkDistance) < 0 ? 0 : (gridX - checkDistance)); gx <= ((gridX + checkDistance) >= numXBlocks ? numXBlocks - 1 : (gridX + checkDistance)); gx++)
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{
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result.AddRange(mActorBlock[gx, gy]);
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}
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}
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//Remove players if isolation zone
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if (isIsolated)
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{
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for (int i = 0; i < result.Count; i++)
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{
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if (result[i] is Player)
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result.RemoveAt(i);
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}
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}
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return result;
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}
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#endregion
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public Actor FindActorInZone(uint id)
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{
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if (!mActorList.ContainsKey(id))
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return null;
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return mActorList[id];
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}
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public Player FindPCInZone(string name)
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{
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foreach (Actor a in mActorList.Values)
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{
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if (a is Player)
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{
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if (((Player)a).customDisplayName.ToLower().Equals(name.ToLower()))
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return (Player)a;
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}
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}
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return null;
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}
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public Player FindPCInZone(uint id)
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{
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if (!mActorList.ContainsKey(id))
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return null;
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return (Player)mActorList[id];
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}
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public void Clear()
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{
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//Clear All
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mActorList.Clear();
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for (int y = 0; y < numYBlocks; y++)
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{
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for (int x = 0; x < numXBlocks; x++)
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{
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mActorBlock[x, y].Clear();
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}
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}
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}
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public void BroadcastPacketAroundActor(Actor actor, SubPacket packet)
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{
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if (isIsolated)
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return;
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List<Actor> aroundActor = GetActorsAroundActor(actor, 50);
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foreach (Actor a in aroundActor)
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{
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if (a is Player)
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{
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if (isIsolated && packet.header.sourceId != a.actorId)
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continue;
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SubPacket clonedPacket = new SubPacket(packet, actor.actorId);
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Player p = (Player)a;
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p.QueuePacket(clonedPacket);
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}
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}
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}
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public void SpawnActor(SpawnLocation location)
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{
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ActorClass actorClass = Server.GetWorldManager().GetActorClass(location.classId);
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if (actorClass == null)
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namespace FFXIVClassic_Map_Server.Actors
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{
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class Area : Actor
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{
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public string zoneName;
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public ushort regionId;
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public bool isIsolated, canStealth, isInn, canRideChocobo, isInstanceRaid;
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public ushort weatherNormal, weatherCommon, weatherRare;
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public ushort bgmDay, bgmNight, bgmBattle;
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protected string classPath;
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public int boundingGridSize = 50;
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public int minX = -1000, minY = -1000, maxX = 1000, maxY = 1000;
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protected int numXBlocks, numYBlocks;
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protected int halfWidth, halfHeight;
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protected List<SpawnLocation> mSpawnLocations = new List<SpawnLocation>();
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protected Dictionary<uint, Actor> mActorList = new Dictionary<uint, Actor>();
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protected List<Actor>[,] mActorBlock;
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LuaScript areaScript;
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public Area(uint id, string zoneName, ushort regionId, string className, ushort bgmDay, ushort bgmNight, ushort bgmBattle, bool isIsolated, bool isInn, bool canRideChocobo, bool canStealth, bool isInstanceRaid)
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: base(id)
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{
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this.zoneName = zoneName;
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this.regionId = regionId;
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this.canStealth = canStealth;
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this.isIsolated = isIsolated;
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this.isInn = isInn;
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this.canRideChocobo = canRideChocobo;
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this.isInstanceRaid = isInstanceRaid;
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this.bgmDay = bgmDay;
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this.bgmNight = bgmNight;
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this.bgmBattle = bgmBattle;
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this.displayNameId = 0;
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this.customDisplayName = "_areaMaster";
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this.actorName = String.Format("_areaMaster@{0:X5}",id<<8);
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this.className = className;
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numXBlocks = (maxX - minX) / boundingGridSize;
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numYBlocks = (maxY - minY) / boundingGridSize;
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mActorBlock = new List<Actor>[numXBlocks, numYBlocks];
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halfWidth = numXBlocks / 2;
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halfHeight = numYBlocks / 2;
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for (int y = 0; y < numYBlocks; y++)
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{
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for (int x = 0; x < numXBlocks; x++ )
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{
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mActorBlock[x, y] = new List<Actor>();
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}
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}
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}
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public override SubPacket CreateScriptBindPacket(uint playerActorId)
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{
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List<LuaParam> lParams;
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lParams = LuaUtils.CreateLuaParamList(classPath, false, true, zoneName, "/Area/Zone/ZoneDefault", -1, (byte)1, true, false, false, false, false, false, false, false);
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return ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, "ZoneDefault", lParams);
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}
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public override BasePacket GetSpawnPackets(uint playerActorId)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(CreateAddActorPacket(playerActorId, 0));
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subpackets.Add(CreateSpeedPacket(playerActorId));
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subpackets.Add(CreateSpawnPositonPacket(playerActorId, 0x1));
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subpackets.Add(CreateNamePacket(playerActorId));
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subpackets.Add(CreateStatePacket(playerActorId));
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subpackets.Add(CreateIsZoneingPacket(playerActorId));
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subpackets.Add(CreateScriptBindPacket(playerActorId));
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return BasePacket.CreatePacket(subpackets, true, false);
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}
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#region Actor Management
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public void AddActorToZone(Actor actor)
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{
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if (!mActorList.ContainsKey(actor.actorId))
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mActorList.Add(actor.actorId, actor);
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionZ / boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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//Boundries
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if (gridX < 0)
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gridX = 0;
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if (gridX >= numXBlocks)
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gridX = numXBlocks - 1;
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if (gridY < 0)
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gridY = 0;
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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lock (mActorBlock)
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mActorBlock[gridX, gridY].Add(actor);
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}
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public void RemoveActorFromZone(Actor actor)
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{
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mActorList.Remove(actor.actorId);
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionZ / boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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//Boundries
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if (gridX < 0)
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gridX = 0;
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if (gridX >= numXBlocks)
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gridX = numXBlocks - 1;
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if (gridY < 0)
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gridY = 0;
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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lock (mActorBlock)
|
||||
mActorBlock[gridX, gridY].Remove(actor);
|
||||
}
|
||||
|
||||
public void UpdateActorPosition(Actor actor)
|
||||
{
|
||||
int gridX = (int)actor.positionX / boundingGridSize;
|
||||
int gridY = (int)actor.positionZ / boundingGridSize;
|
||||
|
||||
gridX += halfWidth;
|
||||
gridY += halfHeight;
|
||||
|
||||
//Boundries
|
||||
if (gridX < 0)
|
||||
gridX = 0;
|
||||
if (gridX >= numXBlocks)
|
||||
gridX = numXBlocks - 1;
|
||||
if (gridY < 0)
|
||||
gridY = 0;
|
||||
if (gridY >= numYBlocks)
|
||||
gridY = numYBlocks - 1;
|
||||
|
||||
int gridOldX = (int)actor.oldPositionX / boundingGridSize;
|
||||
int gridOldY = (int)actor.oldPositionZ / boundingGridSize;
|
||||
|
||||
gridOldX += halfWidth;
|
||||
gridOldY += halfHeight;
|
||||
|
||||
//Boundries
|
||||
if (gridOldX < 0)
|
||||
gridOldX = 0;
|
||||
if (gridOldX >= numXBlocks)
|
||||
gridOldX = numXBlocks - 1;
|
||||
if (gridOldY < 0)
|
||||
gridOldY = 0;
|
||||
if (gridOldY >= numYBlocks)
|
||||
gridOldY = numYBlocks - 1;
|
||||
|
||||
//Still in same block
|
||||
if (gridX == gridOldX && gridY == gridOldY)
|
||||
return;
|
||||
|
||||
Npc npc = new Npc(mActorList.Count + 1, actorClass, location.uniqueId, actorId, location.x, location.y, location.z, location.rot, location.state, location.animId, null);
|
||||
npc.LoadEventConditions(actorClass.eventConditions);
|
||||
|
||||
AddActorToZone(npc);
|
||||
}
|
||||
|
||||
lock (mActorBlock)
|
||||
{
|
||||
mActorBlock[gridOldX, gridOldY].Remove(actor);
|
||||
mActorBlock[gridX, gridY].Add(actor);
|
||||
}
|
||||
}
|
||||
|
||||
public List<Actor> GetActorsAroundPoint(float x, float y, int checkDistance)
|
||||
{
|
||||
checkDistance /= boundingGridSize;
|
||||
|
||||
int gridX = (int)x/boundingGridSize;
|
||||
int gridY = (int)y/boundingGridSize;
|
||||
|
||||
gridX += halfWidth;
|
||||
gridY += halfHeight;
|
||||
|
||||
//Boundries
|
||||
if (gridX < 0)
|
||||
gridX = 0;
|
||||
if (gridX >= numXBlocks)
|
||||
gridX = numXBlocks - 1;
|
||||
if (gridY < 0)
|
||||
gridY = 0;
|
||||
if (gridY >= numYBlocks)
|
||||
gridY = numYBlocks - 1;
|
||||
|
||||
List<Actor> result = new List<Actor>();
|
||||
|
||||
for (int gx = gridX - checkDistance; gx <= gridX + checkDistance; gx++)
|
||||
{
|
||||
for (int gy = gridY - checkDistance; gy <= gridY + checkDistance; gy++)
|
||||
{
|
||||
result.AddRange(mActorBlock[gx, gy]);
|
||||
}
|
||||
}
|
||||
|
||||
//Remove players if isolation zone
|
||||
if (isIsolated)
|
||||
{
|
||||
for (int i = 0; i < result.Count; i++)
|
||||
{
|
||||
if (result[i] is Player)
|
||||
result.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public List<Actor> GetActorsAroundActor(Actor actor, int checkDistance)
|
||||
{
|
||||
checkDistance /= boundingGridSize;
|
||||
|
||||
int gridX = (int)actor.positionX / boundingGridSize;
|
||||
int gridY = (int)actor.positionZ / boundingGridSize;
|
||||
|
||||
gridX += halfWidth;
|
||||
gridY += halfHeight;
|
||||
|
||||
//Boundries
|
||||
if (gridX < 0)
|
||||
gridX = 0;
|
||||
if (gridX >= numXBlocks)
|
||||
gridX = numXBlocks - 1;
|
||||
if (gridY < 0)
|
||||
gridY = 0;
|
||||
if (gridY >= numYBlocks)
|
||||
gridY = numYBlocks - 1;
|
||||
|
||||
List<Actor> result = new List<Actor>();
|
||||
|
||||
for (int gy = ((gridY - checkDistance) < 0 ? 0 : (gridY - checkDistance)); gy <= ((gridY + checkDistance) >= numYBlocks ? numYBlocks - 1 : (gridY + checkDistance)); gy++)
|
||||
{
|
||||
for (int gx = ((gridX - checkDistance) < 0 ? 0 : (gridX - checkDistance)); gx <= ((gridX + checkDistance) >= numXBlocks ? numXBlocks - 1 : (gridX + checkDistance)); gx++)
|
||||
{
|
||||
result.AddRange(mActorBlock[gx, gy]);
|
||||
}
|
||||
}
|
||||
|
||||
//Remove players if isolation zone
|
||||
if (isIsolated)
|
||||
{
|
||||
for (int i = 0; i < result.Count; i++)
|
||||
{
|
||||
if (result[i] is Player)
|
||||
result.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public Actor FindActorInZone(uint id)
|
||||
{
|
||||
if (!mActorList.ContainsKey(id))
|
||||
return null;
|
||||
return mActorList[id];
|
||||
}
|
||||
|
||||
public Player FindPCInZone(string name)
|
||||
{
|
||||
foreach (Actor a in mActorList.Values)
|
||||
{
|
||||
if (a is Player)
|
||||
{
|
||||
if (((Player)a).customDisplayName.ToLower().Equals(name.ToLower()))
|
||||
return (Player)a;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public Player FindPCInZone(uint id)
|
||||
{
|
||||
if (!mActorList.ContainsKey(id))
|
||||
return null;
|
||||
return (Player)mActorList[id];
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
//Clear All
|
||||
mActorList.Clear();
|
||||
for (int y = 0; y < numYBlocks; y++)
|
||||
{
|
||||
for (int x = 0; x < numXBlocks; x++)
|
||||
{
|
||||
mActorBlock[x, y].Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void BroadcastPacketAroundActor(Actor actor, SubPacket packet)
|
||||
{
|
||||
if (isIsolated)
|
||||
return;
|
||||
|
||||
List<Actor> aroundActor = GetActorsAroundActor(actor, 50);
|
||||
foreach (Actor a in aroundActor)
|
||||
{
|
||||
if (a is Player)
|
||||
{
|
||||
if (isIsolated && packet.header.sourceId != a.actorId)
|
||||
continue;
|
||||
|
||||
SubPacket clonedPacket = new SubPacket(packet, actor.actorId);
|
||||
Player p = (Player)a;
|
||||
p.QueuePacket(clonedPacket);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnActor(SpawnLocation location)
|
||||
{
|
||||
ActorClass actorClass = Server.GetWorldManager().GetActorClass(location.classId);
|
||||
|
||||
if (actorClass == null)
|
||||
return;
|
||||
|
||||
Npc npc = new Npc(mActorList.Count + 1, actorClass, location.uniqueId, actorId, location.x, location.y, location.z, location.rot, location.state, location.animId, null);
|
||||
npc.LoadEventConditions(actorClass.eventConditions);
|
||||
|
||||
AddActorToZone(npc);
|
||||
}
|
||||
|
||||
public void ChangeWeather(ushort weather, ushort transitionTime, Player player, bool zoneWide = false)
|
||||
{
|
||||
weatherNormal = weather;
|
||||
@ -372,6 +372,6 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -25,6 +25,11 @@ namespace FFXIVClassic_Map_Server.lua
|
||||
player.playerSession.QueuePacket(SetWeatherPacket.BuildPacket(player.actorId, weatherID, 1), true, false);
|
||||
}
|
||||
|
||||
public void IssueChocobo(int appearanceId, string name)
|
||||
{
|
||||
player.IssueChocobo((byte) appearanceId, name);
|
||||
}
|
||||
|
||||
public void GetParameter(string paramName)
|
||||
{
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user