mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-12 23:44:34 +02:00
Implemented WeatherDirector , ZoneMaster, and WorldMaster in code. Zone objects has become the ZoneMaster actor object.
This commit is contained in:
parent
724445a54a
commit
1c845e62e3
9 changed files with 209 additions and 18 deletions
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@ -24,7 +24,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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public ushort currentMainState = SetActorStatePacket.MAIN_STATE_PASSIVE;
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public ushort currentSubState = SetActorStatePacket.SUB_STATE_NONE;
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public float positionX = SetActorPositionPacket.INNPOS_X, positionY = SetActorPositionPacket.INNPOS_Y, positionZ = SetActorPositionPacket.INNPOS_Z, rotation = SetActorPositionPacket.INNPOS_ROT;
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public float positionX, positionY, positionZ, rotation;
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public float oldPositionX, oldPositionY, oldPositionZ, oldRotation;
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public ushort moveState, oldMoveState;
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226
FFXIVClassic Map Server/actors/area/Zone.cs
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226
FFXIVClassic Map Server/actors/area/Zone.cs
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using FFXIVClassic_Lobby_Server.common;
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using FFXIVClassic_Lobby_Server.packets;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send.actor;
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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 System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server
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{
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class Zone : Actor
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{
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public string zoneName;
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public ushort regionId;
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public bool canStealth, isInn, canRideChocobo, isInstanceRaid;
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public ushort weatherNormal, weatherCommon, weatherRare;
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public ushort bgmDay, bgmNight, bgmBattle;
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public int boundingGridSize = 50;
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public int minX = -100, minY = -100, maxX = 100, maxY = 100;
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private int numXBlocks, numYBlocks;
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private int halfWidth, halfHeight;
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private List<Actor>[,] actorBlock;
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public Zone(uint id, string zoneName, ushort regionId, bool canStealth, bool isInn, bool canRideChocobo, bool isInstanceRaid) : base(id)
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{
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this.zoneName = zoneName;
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this.regionId = regionId;
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this.canStealth = canStealth;
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this.isInn = isInn;
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this.canRideChocobo = canRideChocobo;
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this.isInstanceRaid = isInstanceRaid;
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this.displayNameId = 0;
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this.customDisplayName = "_areaMaster";
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this.actorName = String.Format("_areaMaster@{0:X5}",id<<8);
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this.className = "ZoneMasterPrvI0";
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numXBlocks = (maxX - minX) / boundingGridSize;
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numYBlocks = (maxY - minY) / boundingGridSize;
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actorBlock = new List<Actor>[numXBlocks, numYBlocks];
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halfWidth = numXBlocks / 2;
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halfHeight = numYBlocks / 2;
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for (int y = 0; y < numYBlocks; y++)
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{
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for (int x = 0; x < numXBlocks; x++ )
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{
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actorBlock[x, y] = new List<Actor>();
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}
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}
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}
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public override SubPacket createScriptBindPacket(uint playerActorId)
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{
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List<LuaParam> lParams;
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lParams = LuaUtils.createLuaParamList("/Area/Zone/ZoneMasterPrvI0", false, true, zoneName, "", 0xFFFFFFFF, false, false, canStealth, isInn, false, false, false, false, false, false);
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return ActorInstantiatePacket.buildPacket(actorId, playerActorId, actorName, className, lParams);
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}
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public override BasePacket getSpawnPackets(uint playerActorId)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(createAddActorPacket(playerActorId));
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subpackets.Add(createSpeedPacket(playerActorId));
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subpackets.Add(createSpawnPositonPacket(playerActorId, 0x1));
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subpackets.Add(createNamePacket(playerActorId));
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subpackets.Add(createStatePacket(playerActorId));
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subpackets.Add(createIsZoneingPacket(playerActorId));
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subpackets.Add(createScriptBindPacket(playerActorId));
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return BasePacket.createPacket(subpackets, true, false);
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}
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#region Actor Management
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public void addActorToZone(Actor actor)
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{
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionZ / boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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//Boundries
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if (gridX < 0)
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gridX = 0;
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if (gridX >= numXBlocks)
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gridX = numXBlocks - 1;
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if (gridY < 0)
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gridY = 0;
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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lock (actorBlock)
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actorBlock[gridX, gridY].Add(actor);
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}
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public void removeActorToZone(Actor actor)
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{
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionZ / boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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//Boundries
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if (gridX < 0)
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gridX = 0;
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if (gridX >= numXBlocks)
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gridX = numXBlocks - 1;
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if (gridY < 0)
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gridY = 0;
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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lock (actorBlock)
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actorBlock[gridX, gridY].Remove(actor);
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}
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public void updateActorPosition(Actor actor)
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{
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionZ / boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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//Boundries
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if (gridX < 0)
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gridX = 0;
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if (gridX >= numXBlocks)
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gridX = numXBlocks - 1;
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if (gridY < 0)
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gridY = 0;
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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int gridOldX = (int)actor.oldPositionX / boundingGridSize;
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int gridOldY = (int)actor.oldPositionZ / boundingGridSize;
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gridOldX += halfWidth;
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gridOldY += halfHeight;
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//Boundries
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if (gridOldX < 0)
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gridOldX = 0;
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if (gridOldX >= numXBlocks)
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gridOldX = numXBlocks - 1;
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if (gridOldY < 0)
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gridOldY = 0;
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if (gridOldY >= numYBlocks)
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gridOldY = numYBlocks - 1;
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//Still in same block
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if (gridX == gridOldX && gridY == gridOldY)
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return;
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lock (actorBlock)
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actorBlock[gridOldX, gridOldY].Remove(actor);
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lock (actorBlock)
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actorBlock[gridX, gridY].Add(actor);
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}
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public List<Actor> getActorsAroundPoint(float x, float y, int checkDistance)
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{
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int gridX = (int)x/boundingGridSize;
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int gridY = (int)y/boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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//Boundries
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if (gridX < 0)
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gridX = 0;
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if (gridX >= numXBlocks)
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gridX = numXBlocks - 1;
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if (gridY < 0)
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gridY = 0;
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if (gridY >= numYBlocks)
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gridY = numYBlocks - 1;
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List<Actor> result = new List<Actor>();
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for (int gx = gridX - checkDistance; gx <= gridX + checkDistance; gx++)
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{
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for (int gy = gridY - checkDistance; gy <= gridY + checkDistance; gy++)
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{
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result.AddRange(actorBlock[gx, gy]);
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}
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}
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return result;
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}
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public List<Actor> getActorsAroundActor(Actor actor, int checkDistance)
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{
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int gridX = (int)actor.positionX / boundingGridSize;
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int gridY = (int)actor.positionZ / boundingGridSize;
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gridX += halfWidth;
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gridY += halfHeight;
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List<Actor> result = new List<Actor>();
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for (int gy = ((gridY - checkDistance) < 0 ? 0 : (gridY - checkDistance)); gy <= ((gridY + checkDistance) >= numYBlocks ? numYBlocks - 1 : (gridY + checkDistance)); gy++)
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{
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for (int gx = ((gridX - checkDistance) < 0 ? 0 : (gridX - checkDistance)); gx <= ((gridX + checkDistance) >= numXBlocks ? numXBlocks - 1 : (gridX + checkDistance)); gx++)
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{
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result.AddRange(actorBlock[gx, gy]);
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}
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}
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return result;
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}
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#endregion
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}
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}
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47
FFXIVClassic Map Server/actors/debug/Debug.cs
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47
FFXIVClassic Map Server/actors/debug/Debug.cs
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@ -0,0 +1,47 @@
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using FFXIVClassic_Lobby_Server.packets;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send.actor;
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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 System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server.actors.debug
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{
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class DebugProg : Actor
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{
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public DebugProg()
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: base(0x5FF80002)
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{
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this.displayNameId = 0;
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this.customDisplayName = "debug";
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this.actorName = "debug";
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this.className = "Debug";
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}
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public override SubPacket createScriptBindPacket(uint playerActorId)
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{
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List<LuaParam> lParams;
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lParams = LuaUtils.createLuaParamList("/System/Debug.prog", false, false, false, false, true, 0xC51F, true, true);
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return ActorInstantiatePacket.buildPacket(actorId, playerActorId, actorName, className, lParams);
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}
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public override BasePacket getSpawnPackets(uint playerActorId)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(createAddActorPacket(playerActorId));
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subpackets.Add(createSpeedPacket(playerActorId));
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subpackets.Add(createSpawnPositonPacket(playerActorId, 0x1));
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subpackets.Add(createNamePacket(playerActorId));
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subpackets.Add(createStatePacket(playerActorId));
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subpackets.Add(createIsZoneingPacket(playerActorId));
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subpackets.Add(createScriptBindPacket(playerActorId));
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return BasePacket.createPacket(subpackets, true, false);
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}
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}
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}
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49
FFXIVClassic Map Server/actors/director/WeatherDirector.cs
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49
FFXIVClassic Map Server/actors/director/WeatherDirector.cs
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using FFXIVClassic_Lobby_Server.packets;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send.actor;
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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 System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server.actors.director
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{
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class WeatherDirector : Actor
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{
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private uint weatherId;
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public WeatherDirector(uint weatherId, Zone zone)
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: base(0x5FF80002)
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{
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this.weatherId = weatherId;
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this.displayNameId = 0;
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this.customDisplayName = String.Format("weatherDire_{0}", zone.zoneName, zone.currentZoneId);
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this.actorName = String.Format("weatherDire_{0}@{0:04x}", zone.zoneName, zone.currentZoneId);
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this.className = "Debug";
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}
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public override SubPacket createScriptBindPacket(uint playerActorId)
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{
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List<LuaParam> lParams;
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lParams = LuaUtils.createLuaParamList("/Director/Weather/WeatherDirector", false, false, false, false, weatherId);
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return ActorInstantiatePacket.buildPacket(actorId, playerActorId, actorName, className, lParams);
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}
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public override BasePacket getSpawnPackets(uint playerActorId)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(createAddActorPacket(playerActorId));
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subpackets.Add(createSpeedPacket(playerActorId));
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subpackets.Add(createSpawnPositonPacket(playerActorId, 0x1));
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subpackets.Add(createNamePacket(playerActorId));
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subpackets.Add(createStatePacket(playerActorId));
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subpackets.Add(createIsZoneingPacket(playerActorId));
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subpackets.Add(createScriptBindPacket(playerActorId));
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return BasePacket.createPacket(subpackets, true, false);
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}
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}
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}
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44
FFXIVClassic Map Server/actors/world/WorldMaster.cs
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44
FFXIVClassic Map Server/actors/world/WorldMaster.cs
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using FFXIVClassic_Lobby_Server.packets;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send.actor;
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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 System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server.actors.world
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{
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class WorldMaster : Actor
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{
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public WorldMaster() : base(0x5FF80001)
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{
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this.displayNameId = 0;
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this.customDisplayName = "worldMaster";
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this.actorName = "worldMaster";
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this.className = "WorldMaster";
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}
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public override SubPacket createScriptBindPacket(uint playerActorId)
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{
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List<LuaParam> lParams;
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lParams = LuaUtils.createLuaParamList("/World/WorldMaster_event", false, false, false, false, false, null);
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return ActorInstantiatePacket.buildPacket(actorId, playerActorId, actorName, className, lParams);
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}
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public override BasePacket getSpawnPackets(uint playerActorId)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(createAddActorPacket(playerActorId));
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subpackets.Add(createSpeedPacket(playerActorId));
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subpackets.Add(createSpawnPositonPacket(playerActorId, 0x1));
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subpackets.Add(createNamePacket(playerActorId));
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subpackets.Add(createStatePacket(playerActorId));
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subpackets.Add(createIsZoneingPacket(playerActorId));
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subpackets.Add(createScriptBindPacket(playerActorId));
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return BasePacket.createPacket(subpackets, true, false);
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}
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}
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}
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