mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-10-04 17:25:09 -04:00
ae10a9fa3b
* Update * Partial work * More stuff * Shield rendering * tmp * Update * WeaponCode * Cleanup * Fix build * Initial inventory cleanup and sync * Update * Render body parts based on equipped torso * Initial dynamic equipment work * Update thingies
136 lines
5.1 KiB
C#
136 lines
5.1 KiB
C#
/* OpenDiablo 2 - An open source re-implementation of Diablo 2 in C#
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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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 OpenDiablo2.Common.Enums;
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using OpenDiablo2.Common.Interfaces;
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using OpenDiablo2.Common.Interfaces.Mobs;
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using OpenDiablo2.Common.Models;
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using OpenDiablo2.Common.Models.Mobs;
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using OpenDiablo2.Common.Services;
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namespace OpenDiablo2.GameServer_
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{
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public sealed class GameServer : IGameServer
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{
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private static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private readonly IMobManager mobManager;
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private readonly IEngineDataManager engineDataManager;
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private readonly IItemManager itemManager;
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public int Seed { get; private set; }
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public IEnumerable<PlayerState> Players => mobManager.Players;
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const double Deg2Rad = Math.PI / 180.0;
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public GameServer(IMobManager mobManager, IEngineDataManager engineDataManager, IItemManager itemManager)
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{
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this.mobManager = mobManager;
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this.engineDataManager = engineDataManager;
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this.itemManager = itemManager;
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}
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public void InitializeNewGame()
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{
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log.Info("Initializing a new game");
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Seed = new Random().Next();
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}
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public int SpawnNewPlayer(int clientHash, string playerName, eHero heroType)
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{
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ILevelExperienceConfig expConfig = null;
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IHeroTypeConfig heroConfig = null;
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if (engineDataManager.ExperienceConfigs.ContainsKey(heroType))
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{
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expConfig = engineDataManager.ExperienceConfigs[heroType];
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}
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else
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{
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log.Error("Error: Experience Config not loaded for '" + heroType.ToString() + "'.");
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expConfig = new LevelExperienceConfig(new List<long>() { 100 });
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// TODO: should we have a more robust default experience config?
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// or should we just fail in some way here?
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}
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if (engineDataManager.HeroTypeConfigs.ContainsKey(heroType))
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{
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heroConfig = engineDataManager.HeroTypeConfigs[heroType];
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}
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else
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{
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log.Error("Error: Hero Config not loaded for '" + heroType.ToString() + "'.");
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// Do we even need a default?
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//heroConfig = new HeroTypeConfig(10, 10, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 9,
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// 1, 10, 10, 10, 10, 10, 10, 0, "hth");
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// TODO: should we have a more robust default hero config?
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// or should we just fail in some way here?
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// ... we should probably just fail here
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}
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var newPlayer = new PlayerState(clientHash, playerName, mobManager.GetNextAvailableMobId(), 1, 20.5f, 20.5f, 10, 10, 10, 10, 0, heroType,
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heroConfig, expConfig);
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// This is probably not the right place to do this.
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// Only add items with a location set, the other ones go into the inventory - that we do not support yet
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foreach (var item in heroConfig.InitialEquipment)
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{
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if (item.location.Length > 0)
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{
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newPlayer.UpdateEquipment(item.location, itemManager.getItemInstance(item.name));
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}
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}
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// TODO: Default torso for testing. Remove when... we're done testing.
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newPlayer.UpdateEquipment("tors", itemManager.getItemInstance("aar"));
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mobManager.AddPlayer(newPlayer);
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return newPlayer.Id;
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}
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public PlayerEquipment UpdateEquipment(int clienthash, string slot, ItemInstance itemInstance)
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{
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var player = mobManager.Players.FirstOrDefault(x => x.ClientHash == clienthash);
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player.Equipment.EquipItem(slot, itemInstance);
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return player.Equipment;
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}
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public void Update(int ms)
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{
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var seconds = ms / 1000f;
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foreach(var player in Players)
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{
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UpdatePlayerMovement(player, seconds);
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}
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}
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private void UpdatePlayerMovement(PlayerState player, float seconds)
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{
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if (player.Waypoints.Count == 0)
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return;
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(new MobMovementService(player)).CalculateMovement(seconds);
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}
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public void Dispose()
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{
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}
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}
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}
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