1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-20 03:16:26 -05:00
OpenDiablo2/OpenDiablo2.GameServer/GameServer.cs
Diego M 443fea069d
Inventory based on hero type (#43)
* (Try to) Render inventory based on initial equipment for each hero type
2018-12-11 02:25:41 -03:00

115 lines
4.3 KiB
C#

using System;
using System.Collections.Generic;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Common.Interfaces.Mobs;
using OpenDiablo2.Common.Models.Mobs;
namespace OpenDiablo2.GameServer_
{
public sealed class GameServer : IGameServer
{
private static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private readonly IMobManager mobManager;
private readonly IEngineDataManager engineDataManager;
private readonly IItemManager itemManager;
public int Seed { get; private set; }
public IEnumerable<PlayerState> Players => mobManager.Players;
const double Deg2Rad = Math.PI / 180.0;
public GameServer(IMobManager mobManager, IEngineDataManager engineDataManager, IItemManager itemManager)
{
this.mobManager = mobManager;
this.engineDataManager = engineDataManager;
this.itemManager = itemManager;
}
public void InitializeNewGame()
{
log.Info("Initializing a new game");
Seed = new Random().Next();
}
public int SpawnNewPlayer(int clientHash, string playerName, eHero heroType)
{
ILevelExperienceConfig expConfig = null;
IHeroTypeConfig heroConfig = null;
if (engineDataManager.ExperienceConfigs.ContainsKey(heroType))
{
expConfig = engineDataManager.ExperienceConfigs[heroType];
}
else
{
log.Error("Error: Experience Config not loaded for '" + heroType.ToString() + "'.");
expConfig = new LevelExperienceConfig(new List<long>() { 100 });
// TODO: should we have a more robust default experience config?
// or should we just fail in some way here?
}
if (engineDataManager.HeroTypeConfigs.ContainsKey(heroType))
{
heroConfig = engineDataManager.HeroTypeConfigs[heroType];
}
else
{
log.Error("Error: Hero Config not loaded for '" + heroType.ToString() + "'.");
// Do we even need a default?
//heroConfig = new HeroTypeConfig(10, 10, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 9,
// 1, 10, 10, 10, 10, 10, 10, 0, "hth");
// TODO: should we have a more robust default hero config?
// or should we just fail in some way here?
// ... we should probably just fail here
}
var newPlayer = new PlayerState(clientHash, playerName, mobManager.GetNextAvailableMobId(), 1, 20.0f, 20.0f, 10, 10, 10, 10, 0, heroType,
heroConfig, expConfig);
// This is probably not the right place to do this.
// Only add items with a location set, the other ones go into the inventory - that we do not support yet
foreach (var item in heroConfig.InitialEquipment)
{
if (item.location.Length > 0)
{
newPlayer.UpdateEquipment(item.location, itemManager.getItemInstance(item.name));
}
}
mobManager.AddPlayer(newPlayer);
return newPlayer.Id;
}
public void Update(int ms)
{
var seconds = ms / 1000f;
foreach(var player in Players)
{
UpdatePlayerMovement(player, seconds);
}
}
private void UpdatePlayerMovement(PlayerState player, float seconds)
{
// TODO: We need to do collision detection here...
if (player.MovementType == eMovementType.Stopped)
return;
var rads = (float)player.MovementDirection * 22 * (float)Deg2Rad;
var speed = (player.MovementType == eMovementType.Running ? player.GetRunVelocity() : player.GetWalkVeloicty()) / 4f;
var moveX = (float)Math.Cos(rads) * seconds * speed;
var moveY = (float)Math.Sin(rads) * seconds * speed;
player.X += moveX;
player.Y += moveY;
}
public void Dispose()
{
}
}
}