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[Help]Check map of chars
Discussion on [Help]Check map of chars within the CO2 Private Server forum part of the Conquer Online 2 category.
12/05/2010, 10:32
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#1
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Join Date: Feb 2007
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[Help]Check map of chars
Hello....I would need some help in finding if there's any character on a map id like: (this is for LOTF 5165)
Code:
bool CharOnMap(MapId)
{
Character C;
C = Game.World.H_Chars[MapId]
if (C!=null)
return true;
else return false;
}
But I don't think this works so I want to know how I find out if the map contains at least 1 character...
Thanks
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12/05/2010, 12:08
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#2
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Join Date: Jun 2010
Posts: 2,225
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I'd do this.
Code:
public static bool CharsOnMap(int MapID)
{
foreach(GameClient Client in ConnectedClients.Values)
if (Client.Entity.MapID == MapID) { return true; } }
return false;
}
I didnt really understand what you wanted to do.
so just do if (CharsOnMap(MAPID)) or whatever and it'l work.
This just sees if there are ANY characters on the map specified.
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12/05/2010, 12:30
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#3
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oh great thanks
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12/05/2010, 13:22
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#4
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Quote:
Originally Posted by _DreadNought_
I'd do this.
Code:
public static bool CharsOnMap(int MapID)
{
foreach(GameClient Client in ConnectedClients.Values)
if (Client.Entity.MapID == MapID) { return true; } }
return false;
}
I didnt really understand what you wanted to do.
so just do if (CharsOnMap(MAPID)) or whatever and it'l work.
This just sees if there are ANY characters on the map specified.
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I'll teach you Linq sometime. =)
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12/05/2010, 16:45
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#5
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Oh how I love not even looking at loft anymore.
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12/05/2010, 19:05
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#6
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Received Thanks: 38
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yeah that's a good decision...
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12/08/2010, 00:50
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#7
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Code:
public bool MapIsEmpty(int MapID)
{
GameClient Target = ConnectedClients.Values.Find((GameClient Client) => { return Client.Entity.MapID == MapID; });
if (Target == null)
return true;
return false;
}
Something like this would be best.
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12/08/2010, 07:39
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#8
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or depending how your server is structured
public boolean playersOnMap(int mapID) {
return World.getMap(mapID).size() > 0;
}
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12/08/2010, 12:19
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#9
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Code:
public bool AnyPlayersInMap(ushort MapID)//Since mapids are ushort
{
int i = 0;
foreach (Game.Character C in World.H_Chars.Values) {
if (C.Loc.Map == MapID)
i++; }
if (i > 0)
return true;
return false;
}
Code:
public int PlayersInMap(ushort MapID)//Since mapids are ushort
{
int i = 0;
foreach (Game.Character C in World.H_Chars.Values) {
if (C.Loc.Map == MapID)
i++; }
return i;
}
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12/08/2010, 14:14
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#10
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elite*gold: 1142
Join Date: Aug 2006
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Quote:
Originally Posted by 1337 H4X0R
Code:
public bool AnyPlayersInMap(ushort MapID)//Since mapids are ushort
{
int i = 0;
foreach (Game.Character C in World.H_Chars.Values) {
if (C.Loc.Map == MapID)
i++; }
if (i > 0)
return true;
return false;
}
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I'm not saying your method is good or not, but if you're doing it that way simply do:
Code:
public bool MapHasPlayers(ushort Map)
{
foreach(GameClient client in Kernel.GameClients)
if(client.Entity.MapID == Map)
return true;
return false
}
Might just stick in that I recommend a public dictonary for all spawned objects on the server, with that you could simply call something like this:
Quote:
public bool MapHasPlayers(Maps map)
{
return (Kernel.Objects[map].Lenght > 0);
}
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12/08/2010, 16:30
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#11
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Join Date: Feb 2006
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