本文整理汇总了C#中GamePlayer.GetNPCsInRadius方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.GetNPCsInRadius方法的具体用法?C# GamePlayer.GetNPCsInRadius怎么用?C# GamePlayer.GetNPCsInRadius使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GamePlayer
的用法示例。
在下文中一共展示了GamePlayer.GetNPCsInRadius方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnReceive
public override void OnReceive(GamePlayer player)
{
base.OnReceive(player);
foreach (GameNPC npc in player.GetNPCsInRadius(WorldMgr.VISIBILITY_DISTANCE))
npc.BroadcastUpdate();
}
示例2: IsNearRegistrar
private static bool IsNearRegistrar(GamePlayer player)
{
foreach (GameNPC registrar in player.GetNPCsInRadius(500))
{
if (registrar is GuildRegistrar)
return true;
}
return false;
}
示例3: UpdatePlayerNPCs
/// <summary>
/// Send Mobs Update to Player depending on last refresh time.
/// </summary>
/// <param name="player"></param>
/// <param name="nowTicks"></param>
private static void UpdatePlayerNPCs(GamePlayer player, long nowTicks)
{
// Get All Mobs in Range
var npcs = player.GetNPCsInRadius(WorldMgr.VISIBILITY_DISTANCE).Cast<GameNPC>().Where(n => n != null && n.IsVisibleTo(player)).ToArray();
try
{
// Clean Cache
foreach (var objEntry in player.Client.GameObjectUpdateArray)
{
var objKey = objEntry.Key;
GameObject obj = WorldMgr.GetRegion(objKey.Item1).GetObject(objKey.Item2);
// Brain is updating to its master, no need to handle it.
if (obj is GameNPC && ((GameNPC)obj).Brain is IControlledBrain && ((IControlledBrain)((GameNPC)obj).Brain).GetPlayerOwner() == player)
continue;
// We have a NPC in cache that is not in vincinity
if (obj is GameNPC && !npcs.Contains((GameNPC)obj) && (nowTicks - objEntry.Value) >= GetPlayerNPCUpdateInterval)
{
// Update him out of View
if (obj.IsVisibleTo(player))
player.Client.Out.SendObjectUpdate(obj);
long dummy;
// this will add the object to the cache again, remove it after sending...
player.Client.GameObjectUpdateArray.TryRemove(objKey, out dummy);
}
}
}
catch (Exception e)
{
if (log.IsErrorEnabled)
log.ErrorFormat("Error while Cleaning NPC cache for Player : {0}, Exception : {1}", player.Name, e);
}
try
{
// Now Send remaining npcs
foreach (GameNPC lnpc in npcs)
{
GameNPC npc = lnpc;
// Get last update time
long lastUpdate;
if (player.Client.GameObjectUpdateArray.TryGetValue(new Tuple<ushort, ushort>(npc.CurrentRegionID, (ushort)npc.ObjectID), out lastUpdate))
{
// This NPC Needs Update
if ((nowTicks - lastUpdate) >= GetPlayerNPCUpdateInterval)
{
player.Client.Out.SendObjectUpdate(npc);
}
}
else
{
// Not in cache, Object entering in range, sending update will add it to cache.
player.Client.Out.SendObjectUpdate(npc);
}
}
}
catch (Exception e)
{
if (log.IsErrorEnabled)
log.ErrorFormat("Error while updating NPC for Player : {0}, Exception : {1}", player.Name, e);
}
}
示例4: SendMobsAndMobEquipmentToPlayer
private static int SendMobsAndMobEquipmentToPlayer(GamePlayer player)
{
int mobs = 0;
foreach (GameNPC npc in player.GetNPCsInRadius(WorldMgr.VISIBILITY_DISTANCE))
{
player.Out.SendNPCCreate(npc);
mobs++;
if (npc.Inventory != null)
player.Out.SendLivingEquipmentUpdate(npc);
player.CurrentUpdateArray[npc.ObjectID - 1] = true;
//The following line can cause a racing condition
//between client and server! Not neccessary
//player.Out.SendNPCUpdate(npc); <-- BIG NO NO!
}
return mobs;
}
示例5: Execute
/// <summary>
/// Executes the stealth ability
/// </summary>
/// <param name="spec"></param>
/// <param name="player"></param>
public void Execute(Specialization spec, GamePlayer player)
{
// Can't stealth while in combat
if(player.InCombat && !player.IsStealthed && player.Client.Account.PrivLevel == (int)ePrivLevel.Player)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.Stealth.CannotUseInCombat"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return;
}
long stealthChangeTick = player.TempProperties.getProperty<long>(GamePlayer.STEALTH_CHANGE_TICK);
long changeTime = player.CurrentRegion.Time - stealthChangeTick;
if(changeTime < 2000)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.Stealth.CannotUseStealthChangeTick", ((2000 - changeTime) / 1000).ToString()), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return;
}
player.TempProperties.setProperty(GamePlayer.STEALTH_CHANGE_TICK, player.CurrentRegion.Time);
if (!player.IsStealthed)
{
// Dead can't stealth
if(!player.IsAlive)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.Stealth.CannotUseDead"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return;
}
// Can't stealth if in attack mode
if(player.AttackState || (player.CurrentSpellHandler != null && player.CurrentSpellHandler.IsCasting))
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.Stealth.CannotUseCombatState"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return;
}
//TODO: more checks in this order
//"You can't hide with a relic!"
if (player.ConcentrationEffects.GetOfType(typeof (PulsingSpellEffect)) != null)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.Stealth.CannotUseActivePulsingSpell"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return;
}
//HasVanishRealmAbilityActivated -> Allow stealthing, Stop further checks ...
if (player.IsMezzed)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.Stealth.CannotUseMezzed"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return;
}
if (player.IsStunned)
{
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.Stealth.CannotUseStunned"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return;
}
// Check if enemy player is close
foreach (GamePlayer ply in player.GetPlayersInRadius(WorldMgr.VISIBILITY_DISTANCE))
{
if (ply.ObjectState != GameObject.eObjectState.Active) continue;
//Dead players don't prevent stealth!
if (!ply.IsAlive) continue;
//TODO: "True Seeing" realm ability check
//True Seeing denies restealthing for VISIBILITY_DISTANCE!
//There was/is a huge discussion about this on live servers since
//all Assessins found this quite unfair!
//But the discussion has died down since True Seeing etc.
//Friendly players/mobs don't prevent stealth!
if (!GameServer.ServerRules.IsAllowedToAttack(ply, player, true)) continue;
//GM's don't prevent stealth
if (ply.Client.Account.PrivLevel > 1) continue;
//Range check
if (!IsObjectTooClose(ply, player)) continue;
player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "Skill.Ability.Stealth.CannotUseToCloseAnEnemy"), eChatType.CT_System, eChatLoc.CL_SystemWindow);
return;
}
// Check if enemy NPC is close
foreach (GameNPC npc in player.GetNPCsInRadius(WorldMgr.VISIBILITY_DISTANCE))
{
if (npc.ObjectState != GameObject.eObjectState.Active) continue;
//Dead npc don't prevent stealth!
if (!npc.IsAlive) continue;
//Friendly players/mobs don't prevent stealth!
if (!GameServer.ServerRules.IsAllowedToAttack(npc, player, true)) continue;
//.........这里部分代码省略.........
示例6: SendMobsAndMobEquipmentToPlayer
private static int SendMobsAndMobEquipmentToPlayer(GamePlayer player)
{
int mobs = 0;
if (player.CurrentRegion != null)
{
var npcs = player.GetNPCsInRadius(WorldMgr.VISIBILITY_DISTANCE).Cast<GameNPC>().ToArray();
foreach (GameNPC npc in npcs)
{
player.Out.SendNPCCreate(npc);
mobs++;
if (npc.Inventory != null)
player.Out.SendLivingEquipmentUpdate(npc);
}
}
return mobs;
}