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C# GameObject.GetPlayersInRadius方法代码示例

本文整理汇总了C#中DOL.GS.GameObject.GetPlayersInRadius方法的典型用法代码示例。如果您正苦于以下问题:C# GameObject.GetPlayersInRadius方法的具体用法?C# GameObject.GetPlayersInRadius怎么用?C# GameObject.GetPlayersInRadius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DOL.GS.GameObject的用法示例。


在下文中一共展示了GameObject.GetPlayersInRadius方法的7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: BroadcastMsg

 /// <summary>
 /// Broadcasts a message to players within (whatever) distance from this object
 /// </summary>
 /// <param name="obj">The object that says the message</param>
 /// <param name="msg">The message that the object says</param>
 /// <param name="distance">The distance which the message is heard</param>
 /// <param name="IsSaying">Is this object saying the message if false the message will drop the 'npcname says' part</param>
 public static void BroadcastMsg(GameObject obj, string msg, int distance, bool IsSaying)
 {
     foreach (GamePlayer bPlayer in obj.GetPlayersInRadius((ushort)distance))
     {
         if (IsSaying) { bPlayer.Out.SendMessage(obj.Name + " says \"" + msg + "\"", eChatType.CT_Broadcast, eChatLoc.CL_ChatWindow); }
         else { bPlayer.Out.SendMessage(msg, eChatType.CT_Broadcast, eChatLoc.CL_ChatWindow); }
     }
     return;
 }
开发者ID:mynew4,项目名称:DOLSharp,代码行数:16,代码来源:EncounterMgr.cs

示例2: MessageToArea

		/// <summary>
		/// Sends a text message to players within a specific radius of another object
		/// </summary>
		/// <param name="centerObject">The center object</param>
		/// <param name="message">The message to send</param>
		/// <param name="chatType">The chat typ</param>
		/// <param name="chatLoc">The chat location</param>
		/// <param name="distance">The distance</param>
		/// <param name="excludes">A list of GameObjects to exlude from the message</param>
		public static void MessageToArea(GameObject centerObject, string message, eChatType chatType, eChatLoc chatLoc, ushort distance, params GameObject[] excludes)
		{
			if (message == null || message.Length <= 0) return;
			bool excluded;
			foreach(GamePlayer player in centerObject.GetPlayersInRadius(distance))
			{
				excluded = false;
				if(excludes!=null)
				{
					foreach(GameObject obj in excludes)
						if(obj == player)
						{
							excluded = true;
							break;
						}
				}
				if (!excluded)
				{
					player.MessageFromArea(centerObject, message, chatType, chatLoc);
				}
			}
		}
开发者ID:mynew4,项目名称:DOLSharp,代码行数:31,代码来源:Message.cs

示例3: SystemToOthers2

		/// <summary>
		/// Sends a message to the system window of players inside
		/// INFO_DISTANCE radius of the center object
		/// </summary>
		/// <param name="centerObject">The center object of the message</param>
		/// <param name="chatType">The type of message to send</param>
		/// <param name="LanguageMessageID">The language message ID</param>
		/// <param name="args">The Translation args</param>
		/// <remarks>If the centerObject is a player, he won't receive the message</remarks>
		public static void SystemToOthers2(GameObject centerObject, eChatType chatType, string LanguageMessageID, params object[] args)
		{
			if (LanguageMessageID == null || LanguageMessageID.Length <= 0) return;
			foreach (GamePlayer player in centerObject.GetPlayersInRadius(WorldMgr.INFO_DISTANCE))
			{
				if (!(centerObject is GamePlayer && centerObject == player))
				{
					player.MessageFromArea(centerObject, LanguageMgr.GetTranslation(player.Client.Account.Language, LanguageMessageID, args), chatType, eChatLoc.CL_SystemWindow);
				}
			}
		}
开发者ID:mynew4,项目名称:DOLSharp,代码行数:20,代码来源:Message.cs

示例4: UpdateVincinityLosCache

		/// <summary>
		/// Update nearest object with LoS results
		/// </summary>
		/// <param name="source">source of LoS</param>
		/// <param name="target">target of Los</param>
		/// <param name="losOK">is LoS ok ?</param>
		/// <param name="time">current time</param>
		private void UpdateVincinityLosCache(GameObject source, GameObject target, bool losOK, long time)
		{			
			// Take NPCs in the largest Radius, should be EvE
			foreach(GameNPC contamined in source.GetNPCsInRadius((ushort)LOSMGR_MAX_CONTAMINATION_RADIUS))
			{
				if(contamined == source || contamined == target)
					continue;
				
				// don't give LoS results to Peace NPC
				if((contamined.Flags & GameNPC.eFlags.PEACE) == GameNPC.eFlags.PEACE)
					continue;
					
				// player pet to player should use the special PET radius
				if((isObjectFromPlayer(target) || isObjectFromPlayer(source))  && isObjectFromPlayer(contamined))
				{
					// Update using PvP cache Timeout
					if(LOSMGR_PET_CONTAMINATION_RADIUS > 0 && source.GetDistanceTo(contamined, LOSMGR_CONTAMINATION_ZFACTOR) <= LOSMGR_PET_CONTAMINATION_RADIUS) 
					{
						// FIXME debug
						if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
							log.Warn("LOSMGR_D : Contamination Los Check (Pet PvP) of "+source.Name+" and "+target.Name+" Contaminated "+contamined.Name+", range : "+source.GetDistanceTo(contamined, LOSMGR_CONTAMINATION_ZFACTOR));

						UpdateLosCacheItem(source, target, losOK, LOSMGR_PLAYER_VS_PLAYER_CACHE_TIMEOUT, time);
					}
					
					continue;
				}
				
				// guard to anything should use guard radius
				if(contamined is GameKeepGuard)
				{
					// Update using PvE cache Timeout
					if(LOSMGR_GUARD_CONTAMINATION_RADIUS > 0 && source.GetDistanceTo(contamined, LOSMGR_CONTAMINATION_ZFACTOR) <= LOSMGR_GUARD_CONTAMINATION_RADIUS)
					{
						// FIXME debug
						if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
							log.Warn("LOSMGR_D : Contamination Los Check (Grd PvE) of "+source.Name+" and "+target.Name+" Contaminated "+contamined.Name+", range : "+source.GetDistanceTo(contamined, LOSMGR_CONTAMINATION_ZFACTOR));

						UpdateLosCacheItem(source, target, losOK, LOSMGR_PLAYER_VS_ENVIRONMENT_CACHE_TIMEOUT, time);
					}
					
					continue;
				}
				
				// if this NPC is targetting a player it's PvE, or I'm a pet not targeting a player it's PvE too
				if((isObjectFromPlayer(target) || isObjectFromPlayer(source)) || isObjectFromPlayer(contamined))
				{
					// Update using PvE cache Timeout
					if(LOSMGR_NPC_CONTAMINATION_RADIUS > 0 && source.GetDistanceTo(contamined, LOSMGR_CONTAMINATION_ZFACTOR) <= LOSMGR_NPC_CONTAMINATION_RADIUS)
					{
						// FIXME debug
						if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
							log.Warn("LOSMGR_D : Contamination Los Check (Mob PvE) of "+source.Name+" and "+target.Name+" Contaminated "+contamined.Name+", range : "+source.GetDistanceTo(contamined, LOSMGR_CONTAMINATION_ZFACTOR));

						UpdateLosCacheItem(source, target, losOK, LOSMGR_PLAYER_VS_ENVIRONMENT_CACHE_TIMEOUT, time);
					}
					
					continue;
				}
				

				// else it's EvE radius
				if(source.GetDistanceTo(contamined, LOSMGR_CONTAMINATION_ZFACTOR) <= LOSMGR_MAX_CONTAMINATION_RADIUS)
				{
					// FIXME debug
					if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
						log.Warn("LOSMGR_D : Contamination Los Check (Mob EvE) of "+source.Name+" and "+target.Name+" Contaminated "+contamined.Name+", range : "+source.GetDistanceTo(contamined, LOSMGR_CONTAMINATION_ZFACTOR));
					
					UpdateLosCacheItem(source, target, losOK, LOSMGR_ENVIRONMENT_VS_ENVIRONMENT_CACHE_TIMEOUT, time);
				}
			}
			
			// Take Player in the largest Radius, should be PvE for players
			foreach(GamePlayer contamined in source.GetPlayersInRadius((ushort)LOSMGR_NPC_CONTAMINATION_RADIUS))
			{
				if(contamined == source || contamined == target)
					continue;
				
				// P v P
				if(target is GamePlayer || source is GamePlayer)
				{
					if(LOSMGR_PLAYER_CONTAMINATION_RADIUS > 0 && source.GetDistanceTo(contamined, LOSMGR_CONTAMINATION_ZFACTOR) <= LOSMGR_PLAYER_CONTAMINATION_RADIUS)
					{
						// FIXME debug
						if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
							log.Warn("LOSMGR_D : Contamination Los Check (Pl PvP) of "+source.Name+" and "+target.Name+" Contaminated "+contamined.Name+", range : "+source.GetDistanceTo(contamined, LOSMGR_CONTAMINATION_ZFACTOR));

						UpdateLosCacheItem(source, target, losOK, LOSMGR_PLAYER_VS_PLAYER_CACHE_TIMEOUT, time);
					}
					
					continue;
				}
				
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DAoC,代码行数:101,代码来源:LosCheckMgr.cs

示例5: LosCheckVincinity

		/// <summary>
		/// LoscheckVincinity can be used when source player isn't available to check Los
		/// </summary>
		/// <param name="source">GameObject from witch LoS check start</param>
		/// <param name="target">GameObject to check LoS to</param>
		/// <param name="notifier">GameObject to Notify when Check is made</param>
		/// <param name="cached">Use a cached result</param>
		/// <param name="timeout">Cache Timeout, 0 = default</param>
		public void LosCheckVincinity(GameObject source, GameObject target, IDOLEventHandler notifier, bool cached = true, int timeout = 0) 
		{			
			// FIXME debug
			if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_WARN)
				log.Warn("LOSMGR_W : Starting Vincinity Los Check Between - Source : "+source.Name+" Target : "+target.Name+".");
			
			if(timeout == 0)
				timeout = GetDefaultTimeouts(source, target);
			
			// check Threshold first
			if(source.IsWithinRadius(target, GetDefaultThreshold(source, target), false))
			{
				//we need an arbitrary player
				foreach(GamePlayer player in source.GetPlayersInRadius(WorldMgr.VISIBILITY_DISTANCE))
				{
					if(player.ObjectState == GameNPC.eObjectState.Active) 
					{
						// FIXME debug
						if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
							log.Warn("LOSMGR_D : Vincinity Hitted Treshold ("+GetDefaultThreshold(source, target)+") - Source : "+source.Name+" Target : "+target.Name+".");
						
						notifier.Notify(GameObjectEvent.FinishedLosCheck, player, new LosCheckData(source, target, GameTimer.GetTickCount(), true));
						return;
					}
				}
			}
			
			// check cache then !
			if(cached)
			{			
				try
				{
					bool los = GetLosCheckFromCache(source, target, timeout);
					//we need an arbitrary player
					foreach(GamePlayer player in source.GetPlayersInRadius(WorldMgr.VISIBILITY_DISTANCE))
					{
						if(player.ObjectState == GameNPC.eObjectState.Active) 
						{
							notifier.Notify(GameObjectEvent.FinishedLosCheck, player, new LosCheckData(source, target, GameTimer.GetTickCount(), los));
							return;
						}
						
					}
				}
				catch (LosUnavailableException)
				{
					// we have no cache
				}
			}
			
			// check pending
			lock(((ICollection)PendingChecks).SyncRoot)
			{
				IEnumerable<Tuple<GamePlayer, ushort, ushort>> pendings = (from pending in PendingChecks where (pending.Key.Item2 == source.ObjectID && pending.Key.Item3 == target.ObjectID) || (pending.Key.Item2 == target.ObjectID && pending.Key.Item3 == source.ObjectID) select pending.Key).Take(1);
				foreach(Tuple<GamePlayer, ushort, ushort> pend in pendings)
				{
					// FIXME debug
					if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_INFO)
						log.Warn("LOSMGR_I : Vincinity Registered to an other LoS - Source : "+source.Name+" Target : "+target.Name+".");
					
					AddRegisteredEvent(new Tuple<GameObject, GameObject>(source, target), notifier);
					return;
				}
			}
						
			// check if source is player and available for Los check
			if(IsAvailableForLosCheck(source, source, target))
			{
				LosCheck((GamePlayer)source, source, target, notifier, cached, timeout);
				return;
			}
			
			// check if target is player and available for Los check
			if(IsAvailableForLosCheck(target, source, target))
			{
				LosCheck((GamePlayer)target, source, target, notifier, cached, timeout);
				return;
			}
			
			// check if source has an available owner
			if(source is GameNPC && ((GameNPC)source).Brain != null && ((GameNPC)source).Brain is IControlledBrain)
			{
				GamePlayer owner = ((IControlledBrain)((GameNPC)source).Brain).GetPlayerOwner();
				if(owner != null && IsAvailableForLosCheck(owner, source, target)) {
					LosCheck(owner, source, target, notifier, cached, timeout);
					return;
				}	
			}
			
			// check if target has an available owner
			if(target is GameNPC && ((GameNPC)target).Brain != null && ((GameNPC)target).Brain is IControlledBrain)
			{
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DAoC,代码行数:101,代码来源:LosCheckMgr.cs

示例6: GetBestLosChecker

		private GamePlayer GetBestLosChecker(GameObject source, GameObject target) 
		{
			// Stealthed Player can't be third-party los Checked
			// FIXME could use player who can detect the Stealther (Realm mate) for a third party check
			if(source is GamePlayer && ((GamePlayer)source).IsStealthed)
			{
				// FIXME Debug
				if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
					log.Warn("LOSMGR_D : Vincinity Player choosen because source is stealthed - "+source.Name);
				
				return (GamePlayer)source;
			}
			
			if(target is GamePlayer && ((GamePlayer)target).IsStealthed)
			{
				// FIXME Debug
				if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
					log.Warn("LOSMGR_D : Vincinity Player choosen because target is stealthed - "+target.Name);
				
				return (GamePlayer)target;
			}
			
			
			// Get all players around able to check LoS
			IEnumerable<GamePlayer> playersQuery = (from GamePlayer player in source.GetPlayersInRadius(WorldMgr.VISIBILITY_DISTANCE) select player);
			
			List<GamePlayer> players = new List<GamePlayer>();
			
			foreach(GamePlayer test in playersQuery)
			{
				if(target.IsWithinRadius(test, WorldMgr.VISIBILITY_DISTANCE))
				   players.Add(test);
			}
			
			// first get all players that haven't done anything
			lock(((ICollection)ClientChecks).SyncRoot)
			{
				IEnumerable<GamePlayer> checkers = (from checker in players where !ClientChecks.ContainsKey(checker) || !ClientStats.ContainsKey(checker)
				                                    select checker).Take(1);
			
				// Pick one that isn't in cache
				foreach(GamePlayer choosed in checkers)
				{
					// FIXME Debug
					if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
						log.Warn("LOSMGR_D : Vincinity Player choosen because inactive - "+choosed.Name);
					
					return choosed;
				}
			}
			
			lock(((ICollection)ClientStats).SyncRoot)
			{
				long currentTime = GameTimer.GetTickCount();
				// We don't have player that aren't in cache try selecting available ones (lowest count && best instant checker)
				IEnumerable<GamePlayer> bestavails = (from best in ClientStats.Keys where players.Contains(best) && 
				                                      (ClientChecks.ContainsKey(best) && (currentTime-ClientChecks[best]) > LOSMGR_PLAYER_CHECK_FREQUENCY)
				            orderby ClientStats[best].Item1, ClientStats[best].Item3 descending
				            select best).Take(1);
				
				// Pick the best
				foreach(GamePlayer choosed in bestavails)
				{
					// FIXME Debug
					if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
						log.Warn("LOSMGR_D : Vincinity Player choosen because available and best checker - "+choosed.Name);
					
					return choosed;
				}
				
				// All of them are busy pick the fastest instant checker
				IEnumerable<GamePlayer> betters = (from best in ClientStats.Keys where players.Contains(best)
				            orderby ClientStats[best].Item3 descending, ClientStats[best].Item2 descending
				            select best).Take(1);
				
				// Pick the best
				foreach(GamePlayer choosed in betters)
				{
					// FIXME Debug
					if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
						log.Warn("LOSMGR_D : Vincinity Player choosen because best checker even if not available - "+choosed.Name);
					
					return choosed;
				}
			}
		
			// Return any default players
			foreach(GamePlayer choosed in players)
			{
				// FIXME Debug
				if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG)
					log.Warn("LOSMGR_D : Vincinity Player choosen because there was no one else - "+choosed.Name);
				
				return choosed;
			}
			
			// FIXME Debug
			if(LOSMGR_DEBUG_LEVEL >= LOSMGR_DEBUG_DEBUG) 
			{
				string concat = "";
//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:DAoC,代码行数:101,代码来源:LosCheckMgr.cs

示例7: SystemToOthers2

 /// <summary>
 /// Sends a message to the system window of players inside
 /// INFO_DISTANCE radius of the center object
 /// </summary>
 /// <param name="centerObject">The center object of the message</param>
 /// <param name="chatType">The type of message to send</param>
 /// <param name="LanguageMessageID">The language message ID</param>
 /// <param name="args">The Translation args</param>
 /// <remarks>If the centerObject is a player, he won't receive the message</remarks>
 public static void SystemToOthers2(GameObject centerObject, eChatType chatType, string LanguageMessageID, params object[] args)
 {
     if (LanguageMessageID == null || LanguageMessageID.Length <= 0) return;
     //bool excluded;
     foreach (GamePlayer player in centerObject.GetPlayersInRadius(WorldMgr.INFO_DISTANCE))
     {
         /*
         excluded = false;
         if (excludes != null)
         {
             foreach (GameObject obj in excludes)
                 if (obj == player)
                 {
                     excluded = true;
                     break;
                 }
         }
         if (!excluded)
         */
         if (!(centerObject is GamePlayer && centerObject == player))
             player.Out.SendMessage(LanguageMgr.GetTranslation(player.Client, LanguageMessageID, args), chatType, eChatLoc.CL_SystemWindow);
     }
 }
开发者ID:uvbs,项目名称:Dawn-of-Light-core,代码行数:32,代码来源:Message.cs


注:本文中的DOL.GS.GameObject.GetPlayersInRadius方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。