Beispiel #1
0
            public override bool Apply()
            {
                if (!base.Apply())
                {
                    return(false);
                }

                // dash speed seems to always be actor speed * 10
                float speed = Target.Attributes[GameAttribute.Running_Rate_Total] * 10f;

                Target.TranslateFacing(_destination, true);
                _mover = new ActorMover(Target);
                _mover.Move(_destination, speed, new NotifyActorMovementMessage
                {
                    TurnImmediately = true,
                    Field5          = 0x9206, // alt: 0x920e, not sure what this param is for.
                    AnimationTag    = 69808,  // dashing strike attack animation
                    Field7          = 6,      // ticks to wait before playing attack animation
                });

                // make sure buff timeout is big enough otherwise the client will sometimes ignore the visual effects.
                TickTimer minDashWait = WaitSeconds(0.15f);

                Timeout = minDashWait.TimeoutTick > _mover.ArrivalTime.TimeoutTick ? minDashWait : _mover.ArrivalTime;

                Target.Attributes[GameAttribute.Hidden] = true;
                Target.Attributes.BroadcastChangedIfRevealed();
                return(true);
            }
Beispiel #2
0
        public override void Update(int tickCounter)
        {
            // if power executed, wait for attack/cooldown to finish.
            if (_powerRan)
            {
                if (_powerFinishTimer.TimedOut)
                {
                    this.Done = true;
                }

                return;
            }

            // try to get nearest target if no target yet acquired
            if (_target == null)
            {
                if (this.Owner is Minion) // assume minions are player controlled and are targeting monsters
                {
                    _target = this.Owner.GetMonstersInRange(MaxTargetRange).OrderBy(
                        (monster) => PowerMath.Distance2D(monster.Position, this.Owner.Position))
                              .FirstOrDefault();
                }
                else  // monsters targeting players
                {
                    _target = this.Owner.GetPlayersInRange(MaxTargetRange).OrderBy(
                        (player) => PowerMath.Distance2D(player.Position, this.Owner.Position))
                              .FirstOrDefault();
                }
            }

            if (_target != null)
            {
                float targetDistance = PowerMath.Distance2D(_target.Position, this.Owner.Position);

                // if target has moved out of range, deselect it as the target
                if (targetDistance > MaxTargetRange)
                {
                    _target = null;
                }
                else if (targetDistance < _baseAttackRadius + _target.ActorData.Cylinder.Ax2)  // run power if within range
                {
                    // stop any movement
                    _ownerMover.Move(this.Owner.Position, this.Owner.WalkSpeed);

                    this.Owner.World.PowerManager.RunPower(this.Owner, _power, _target, _target.Position);
                    _powerFinishTimer = new SecondsTickTimer(this.Owner.World.Game,
                                                             _power.EvalTag(PowerKeys.AttackSpeed) + _power.EvalTag(PowerKeys.CooldownTime));
                    _powerRan = true;
                }
                else
                {
                    // update or create path movement
                    if (_pathUpdateTimer == null || _pathUpdateTimer.TimedOut)
                    {
                        _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay);

                        // move the space between each path update, or up to target.
                        float moveAmount = this.Owner.WalkSpeed *
                                           (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter);
                        if (targetDistance < moveAmount)
                        {
                            moveAmount = targetDistance; // -(_baseAttackRadius + _target.ActorData.Cylinder.Ax2) - 0.1f;
                        }
                        Vector3D movePos = PowerMath.TranslateDirection2D(this.Owner.Position, _target.Position,
                                                                          this.Owner.Position, moveAmount);

                        this.Owner.TranslateFacing(_target.Position, false);

                        // find suitable movement animation
                        int aniTag;
                        if (this.Owner.AnimationSet == null)
                        {
                            aniTag = -1;
                        }
                        else if (this.Owner.AnimationSet.TagExists(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk))
                        {
                            aniTag = this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk);
                        }
                        else if (this.Owner.AnimationSet.TagExists(Mooege.Common.MPQ.FileFormats.AnimationTags.Run))
                        {
                            aniTag = this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Run);
                        }
                        else
                        {
                            aniTag = -1;
                        }

                        _ownerMover.Move(movePos, this.Owner.WalkSpeed, new ACDTranslateNormalMessage
                        {
                            TurnImmediately = false,
                            AnimationTag    = aniTag
                        });
                    }
                    else
                    {
                        _ownerMover.Update();
                    }
                }
            }
        }
Beispiel #3
0
            public override bool Apply()
            {
                if (!base.Apply())
                    return false;

                float speed = User.Attributes[GameAttribute.Running_Rate_Total] * EvalTag(PowerKeys.WalkingSpeedMultiplier);

                User.TranslateFacing(_destination, true);
                _mover = new ActorMover(User);
                _mover.Move(_destination, speed, new ACDTranslateNormalMessage
                {
                    TurnImmediately = true,
                    AnimationTag = 69808,
                });

                // make sure buff timeout is big enough otherwise the client will sometimes ignore the visual effects.
                TickTimer minDashWait = WaitSeconds(0.15f);
                Timeout = minDashWait.TimeoutTick > _mover.ArrivalTime.TimeoutTick ? minDashWait : _mover.ArrivalTime;

                User.Attributes.BroadcastChangedIfRevealed();
                return true;
            }
Beispiel #4
0
            public override bool Apply()
            {
                if (!base.Apply())
                    return false;

                // dash speed seems to always be actor speed * 10
                float speed = Target.Attributes[GameAttribute.Running_Rate_Total] * ScriptFormula(5);

                Target.TranslateFacing(_destination, true);
                _mover = new ActorMover(Target);
                _mover.Move(_destination, speed, new ACDTranslateNormalMessage
                {
                    TurnImmediately = true,
                    Field5 = 0x9206, // alt: 0x920e, not sure what this param is for.
                    AnimationTag = 69808, // dashing strike attack animation
                    Field7 = 6, // ticks to wait before playing attack animation
                });

                // make sure buff timeout is big enough otherwise the client will sometimes ignore the visual effects.
                TickTimer minDashWait = WaitSeconds(0.15f);
                Timeout = minDashWait.TimeoutTick > _mover.ArrivalTime.TimeoutTick ? minDashWait : _mover.ArrivalTime;

                Target.Attributes[GameAttribute.Hidden] = true;
                Target.Attributes.BroadcastChangedIfRevealed();
                return true;
            }
Beispiel #5
0
        public override void Update(int tickCounter)
        {
            // if power executed, wait for attack/cooldown to finish.
            if (_powerRan)
            {
                if (_powerFinishTimer.TimedOut)
                {
                    this.Done = true;
                }

                return;
            }

            // try to get nearest target if no target yet acquired
            if (_target == null)
            {
                _target = this.Owner.GetPlayersInRange(MaxTargetRange).OrderBy(
                    (player) => PowerMath.Distance2D(player.Position, this.Owner.Position))
                          .FirstOrDefault();
            }

            if (_target != null)
            {
                float targetDistance = PowerMath.Distance2D(_target.Position, this.Owner.Position);

                // if target has moved out of range, deselect it as the target
                if (targetDistance > MaxTargetRange)
                {
                    _target = null;
                }
                else if (targetDistance < _baseAttackRadius + _target.ActorData.Cylinder.Ax2)  // run power if within range
                {
                    // stop any movement
                    this.Owner.Move(this.Owner.Position, MovementHelpers.GetFacingAngle(this.Owner, _target));
                    //this.Owner.TranslateFacing(_target.Position, true);

                    this.Owner.World.PowerManager.RunPower(this.Owner, _power, _target, _target.Position);
                    _powerFinishTimer = new SecondsTickTimer(this.Owner.World.Game,
                                                             _power.EvalTag(PowerKeys.AttackSpeed) + _power.EvalTag(PowerKeys.CooldownTime));
                    _powerRan = true;
                }
                else
                {
                    // update or create path movement
                    if (_pathUpdateTimer == null || _pathUpdateTimer.TimedOut)
                    {
                        _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay);

                        // move the space between each path update
                        Vector3D movePos = PowerMath.TranslateDirection2D(this.Owner.Position, _target.Position, this.Owner.Position,
                                                                          this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter));

                        this.Owner.TranslateFacing(_target.Position, false);

                        _ownerMover.Move(movePos, this.Owner.WalkSpeed, new Net.GS.Message.Definitions.Actor.NotifyActorMovementMessage
                        {
                            TurnImmediately = false,
                            AnimationTag    = this.Owner.AnimationSet == null ? 0 : this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk)
                        });
                    }
                    else
                    {
                        _ownerMover.Update();
                    }
                }
            }
        }
Beispiel #6
0
            public override bool Apply()
            {
                if (!base.Apply())
                    return false;

                // dash speed seems to always be actor speed * 10
                float speed = User.Attributes[GameAttribute.Running_Rate_Total] * 5f;

                User.TranslateFacing(_destination, true);
                _mover = new ActorMover(User);
                _mover.Move(_destination, speed, new NotifyActorMovementMessage
                {
                    TurnImmediately = true,
                    AnimationTag = 69808, // dashing strike attack animation
                });

                // make sure buff timeout is big enough otherwise the client will sometimes ignore the visual effects.
                TickTimer minDashWait = WaitSeconds(0.15f);
                Timeout = minDashWait.TimeoutTick > _mover.ArrivalTime.TimeoutTick ? minDashWait : _mover.ArrivalTime;

                User.Attributes.BroadcastChangedIfRevealed();
                return true;
            }
Beispiel #7
0
        public override void Update(int tickCounter)
        {
            // if power executed, wait for attack/cooldown to finish.
            if (_powerRan)
            {
                if (_powerFinishTimer.TimedOut)
                {
                    this.Done = true;
                }

                return;
            }

            // try to get nearest target if no target yet acquired
            if (_target == null)
            {
                _target = this.Owner.GetPlayersInRange(MaxTargetRange).OrderBy(
                    (player) => PowerMath.Distance2D(player.Position, this.Owner.Position))
                          .FirstOrDefault();
                //.FirstOrDefault(x => x.Attributes[GameAttribute.Untargetable] == false);
                // If target is marked untargetable then we shouldnt consider him for targeting - DarkLotus
            }

            if (_target != null)
            {
                float targetDistance = PowerMath.Distance2D(_target.Position, this.Owner.Position);

                // if target has moved out of range, deselect it as the target
                if (targetDistance > MaxTargetRange)
                {
                    _target = null;
                }
                else if (targetDistance < _baseAttackRadius + _target.ActorData.Cylinder.Ax2)  // run power if within range
                {
                    // stop any movement
                    this.Owner.Move(this.Owner.Position, MovementHelpers.GetFacingAngle(this.Owner, _target));
                    //this.Owner.TranslateFacing(_target.Position, true);

                    this.Owner.World.PowerManager.RunPower(this.Owner, _power, _target, _target.Position);
                    _powerFinishTimer = new SecondsTickTimer(this.Owner.World.Game,
                                                             _power.EvalTag(PowerKeys.AttackSpeed) + _power.EvalTag(PowerKeys.CooldownTime));
                    _powerRan = true;
                }
                else
                {
                    if (_pathRequestTask == null)
                    {
                        _pathRequestTask = Owner.World.Game.Pathfinder.GetPath(Owner, Owner.Position, _target.Position); // called once to create task
                    }
                    if (!_pathRequestTask.PathFound)
                    {
                        return;
                    }

                    // No path found, so end Action.
                    if (_pathRequestTask.Path.Count < 1)
                    {
                        return;
                    }
                    if (_path == null)
                    {
                        _path = _pathRequestTask.Path;
                    }

                    if (_ownerMover.ArrivalTime == null || _ownerMover.Arrived)
                    {
                        //if (_ownerMover.Arrived)
                        //{
                        _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay);
                        //_pathRequestTask = null;
                        Vector3D movePos = _path[0];// PowerMath.TranslateDirection2D(this.Owner.Position, _path[0], this.Owner.Position,
                        //this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter));
                        this.Owner.TranslateFacing(movePos, false);
                        _ownerMover.Move(movePos, this.Owner.WalkSpeed, new Net.GS.Message.Definitions.ACD.ACDTranslateNormalMessage
                        {
                            TurnImmediately = false,
                            AnimationTag    = this.Owner.AnimationSet == null ? 0 : this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk)
                        });
                        //if(PowerMath.Distance2D(movePos,_path[0]) < 5f)
                        _path.RemoveAt(0);
                        if (_path.Count == 0)
                        {
                            _pathRequestTask = null;
                            _path            = null;
                            return;
                        }
                        //}

                        //_path.Clear();
                    }



                    /*// update or create path movement
                     * if (_pathUpdateTimer == null || _pathUpdateTimer.TimedOut)
                     * {
                     *  _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay);
                     *
                     *  // move the space between each path update
                     *  Vector3D movePos = PowerMath.TranslateDirection2D(this.Owner.Position, _target.Position, this.Owner.Position,
                     *      this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter));
                     *  if (!this.Owner.World.CheckLocationForFlag(movePos, Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk))
                     *  {
                     *      var xdiff = movePos.X - this.Owner.Position.X;
                     *      var ydiff = movePos.Y - this.Owner.Position.Y;
                     *      movePos.Y = Owner.Position.Y;
                     *      // make sure mesh is a non walking one...
                     *      // could use gridsquares if hit left move one south etc
                     *      movePos.X = Owner.Position.X + xdiff;
                     *      foreach (var mesh in this.Owner.CurrentScene.NavZone.NavCells)// need to check scenes prob
                     *      {
                     *          if ((mesh.Bounds.Contains(movePos.X - Owner.CurrentScene.Position.X, movePos.Y - Owner.CurrentScene.Position.Y)) && !mesh.Flags.HasFlag(Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk))
                     *          {
                     *              movePos.X = Owner.Position.X;
                     *              ydiff *= 1.4f;
                     *              break;
                     *          }
                     *
                     *      }
                     *      movePos.Y += ydiff;
                     *      foreach (var mesh in this.Owner.CurrentScene.NavZone.NavCells)// need to check scenes prob
                     *      {
                     *          if ((mesh.Bounds.Contains(movePos.X - Owner.CurrentScene.Position.X, movePos.Y - Owner.CurrentScene.Position.Y)) && !mesh.Flags.HasFlag(Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk))
                     *          {
                     *              movePos.Y = Owner.Position.Y;
                     *              movePos.X += (xdiff * 0.4f);
                     *              break;
                     *          }
                     *      }
                     *
                     *      //var localmovepos = new Vector3D(movePos);
                     *      System.Windows.Rect oldPosRectSceneLocal = new System.Windows.Rect(Owner.Position.X - Owner.CurrentScene.Position.X, Owner.Position.Y- Owner.CurrentScene.Position.Y, Owner.Bounds.Width, Owner.Bounds.Height);
                     *      System.Windows.Rect movePosSceneLocal = new System.Windows.Rect(movePos.X - Owner.CurrentScene.Position.X, movePos.Y - Owner.CurrentScene.Position.Y, Owner.Bounds.Width, Owner.Bounds.Height);
                     *      movePos.X -= (float)this.Owner.CurrentScene.Bounds.Location.X;
                     *      movePos.Y -= (float)this.Owner.CurrentScene.Bounds.Location.Y;
                     *      Circle mob = new Circle(movePos.X - (float)Owner.CurrentScene.Position.X, movePos.Y - (float)Owner.CurrentScene.Position.Y, (float)this.Owner.Bounds.Width);
                     *
                     *      foreach (var mesh in this.Owner.CurrentScene.NavZone.NavCells)// need to check scenes prob
                     *      {
                     *          /*if (mob.Intersects(mesh.Bounds))
                     *          {
                     *              if(PowerMath.CircleInBeam(mob,mesh.Bounds.TopLeft,mesh.Bounds.BottomLeft,1f))
                     *              {
                     *
                     *              }
                     *          }
                     *          if ((mesh.Bounds.Contains(movePos.X, movePos.Y)) && mesh.Flags.HasFlag(Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk))
                     *          {
                     *              if ((oldPosRectSceneLocal.Left >= mesh.Bounds.Right && movePosSceneLocal.Left < mesh.Bounds.Right)) // Right  collisions
                     *              {
                     *                  ydiff = 0;
                     *                  xdiff = xdiff * 1.5f;
                     *                  break;
                     *              }
                     *              if ((oldPosRectSceneLocal.Right < mesh.Bounds.Left && movePosSceneLocal.Right >= mesh.Bounds.Left))//Left
                     *              {
                     *                  ydiff = 0;
                     *                  xdiff = xdiff * 1.5f;
                     *                  break;
                     *              }
                     *              if ((oldPosRectSceneLocal.Top >= mesh.Bounds.Bottom && movePosSceneLocal.Top < mesh.Bounds.Bottom) || (oldPosRectSceneLocal.Bottom < mesh.Bounds.Top && movePosSceneLocal.Bottom >= mesh.Bounds.Top)) // Bottom then Top
                     *              {
                     *
                     *                  xdiff = 0;
                     *                  ydiff = ydiff * 1.5f;
                     *                  break;
                     *              }
                     *              /*if (movePos.X > mesh.Min.X || movePos.X < mesh.Max.X)
                     *              {
                     *                  xdiff = 0;
                     *                  break;
                     *              }
                     *              else if (movePos.Y > mesh.Min.Y || movePos.Y < mesh.Max.Y)
                     *              {
                     *                  ydiff = 0;
                     *                  break;
                     *              }
                     *          }
                     *
                     *      }
                     *      movePos.X = this.Owner.Position.X + xdiff;
                     *      movePos.Y = this.Owner.Position.Y + ydiff;
                     *  }
                     *
                     *
                     *
                     *  this.Owner.TranslateFacing(movePos,false);//_target.Position, false);
                     *
                     *  _ownerMover.Move(movePos, this.Owner.WalkSpeed, new Net.GS.Message.Definitions.ACD.ACDTranslateNormalMessage
                     *  {
                     *      TurnImmediately = false,
                     *      AnimationTag = this.Owner.AnimationSet == null ? 0 : this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk)
                     *  });
                     * }*/
                    else
                    {
                        if (_ownerMover.Velocity != null)
                        {
                            _ownerMover.Update();
                        }
                        //if (_ownerMover.Arrived)
                        //  _ownerMover = new ActorMover(this.Owner);
                    }
                }
            }
        }