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类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;
}
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);
}
}
}
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);
}
}
}
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.........
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.........
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.........
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);
}
}