Beispiel #1
0
        /// <summary>
        /// Creates a new <see cref="Indicators.CandlestickPatterns.Counterattack"/> pattern indicator.
        /// The indicator will be automatically updated on the given resolution.
        /// </summary>
        /// <param name="symbol">The symbol whose pattern we seek</param>
        /// <param name="resolution">The resolution.</param>
        /// <param name="selector">Selects a value from the BaseData to send into the indicator, if null defaults to casting the input value to a TradeBar</param>
        /// <returns>The pattern indicator for the requested symbol.</returns>
        public Counterattack Counterattack(Symbol symbol, Resolution?resolution = null, Func <BaseData, TradeBar> selector = null)
        {
            var name    = _algorithm.CreateIndicatorName(symbol, "COUNTERATTACK", resolution);
            var pattern = new Counterattack(name);

            _algorithm.RegisterIndicator(symbol, pattern, resolution, selector);
            return(pattern);
        }
Beispiel #2
0
        /// <summary>
        /// Uses Charging Strike
        /// </summary>
        /// <param name="attacker"></param>
        /// <param name="skill"></param>
        /// <param name="packet"></param>
        public void Use(Creature attacker, Skill skill, Packet packet)
        {
            // Get Target
            var targetEntityId = packet.GetLong();

            var target = attacker.Region.GetCreature(targetEntityId);

            var attackerPos = attacker.GetPosition();
            var targetPos   = target.GetPosition();

            // Check target + collisions
            if (target == null || attacker.Region.Collisions.Any(attackerPos, targetPos))
            {
                Send.SkillUseSilentCancel(attacker);
                attacker.Unlock(Locks.All);
                return;
            }

            // Stop movement
            attacker.Lock(Locks.Walk | Locks.Run);
            attacker.StopMove();
            target.StopMove();

            // Effects
            Send.EffectDelayed(attacker, attackerPos.GetDistance(targetPos), Effect.ChargingStrike, (byte)0, targetEntityId);

            // Conditions
            var extra = new MabiDictionary();

            extra.SetBool("CONDITION_FAST_MOVE_NO_LOCK", false);
            attacker.Conditions.Activate(ConditionsC.FastMove, extra);

            Send.ForceRunTo(attacker, targetPos);
            attacker.SetPosition(targetPos.X, targetPos.Y);

            Send.SkillUseEntity(attacker, skill.Info.Id, targetEntityId);

            Send.EffectDelayed(attacker, attackerPos.GetDistance(targetPos), Effect.ChargingStrike, (byte)1, targetEntityId);

            // Counter
            if (Counterattack.Handle(target, attacker))
            {
                attacker.Conditions.Deactivate(ConditionsC.FastMove);
                return;
            }

            // Prepare Combat Actions
            var cap = new CombatActionPack(attacker, skill.Info.Id);

            var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, targetEntityId, skill.Info.Id);

            aAction.Set(AttackerOptions.UseEffect);
            aAction.PropId = targetEntityId;

            var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);

            tAction.Set(TargetOptions.Result);
            tAction.Delay = attackerPos.GetDistance(targetPos);

            cap.Add(aAction, tAction);

            // Damage
            var damage = (attacker.GetRndFighterDamage() * (skill.RankData.Var1 / 100f));

            // Chain Mastery Damage Bonus
            var chainMasterySkill = attacker.Skills.Get(SkillId.ChainMastery);
            var damageBonus       = (chainMasterySkill == null ? 0 : chainMasterySkill.RankData.Var1);

            damage += damage * (damageBonus / 100f);

            // Master Title - Damage +30%
            if (attacker.Titles.SelectedTitle == skill.Data.MasterTitle)
            {
                damage += (damage * 0.3f);
            }

            // Critical Hit
            var critChance = attacker.GetRightCritChance(target.Protection);

            CriticalHit.Handle(attacker, critChance, ref damage, tAction);

            // Handle skills and reductions
            SkillHelper.HandleDefenseProtection(target, ref damage);
            HeavyStander.Handle(attacker, target, ref damage, tAction);
            SkillHelper.HandleConditions(attacker, target, ref damage);
            ManaShield.Handle(target, ref damage, tAction);

            // Apply Damage
            target.TakeDamage(tAction.Damage = damage, attacker);

            // Aggro
            target.Aggro(attacker);

            // Stun Times
            tAction.Stun = TargetStun;
            aAction.Stun = AttackerStun;

            // Death and Knockback
            if (target.IsDead)
            {
                if (target.Is(RaceStands.KnockDownable))
                {
                    tAction.Set(TargetOptions.FinishingKnockDown);
                    attacker.Shove(target, KnockbackDistance);
                }
                else
                {
                    tAction.Set(TargetOptions.Finished | TargetOptions.FinishingHit);
                }
            }
            else             // This skill never knocks back normally
            {
                if (!target.IsKnockedDown)
                {
                    target.Stability -= StabilityReduction;
                }
            }
            cap.Handle();

            attacker.Conditions.Deactivate(ConditionsC.FastMove);
            Send.SkillComplete(attacker, skill.Info.Id);

            // Chain Progress to Stage 2
            attacker.Temp.FighterChainStartTime = DateTime.Now;
            attacker.Temp.FighterChainLevel     = 2;

            attacker.Skills.ActiveSkill = null;

            // Charging strike locks EVERYTHING for some reason...
            attacker.Unlock(Locks.All);
        }
Beispiel #3
0
        /// <summary>
        /// Uses the skill
        /// </summary>
        /// <param name="attacker"></param>
        /// <param name="skill"></param>
        /// <param name="packet"></param>
        public void UseSkill(Creature attacker, Skill skill, long targetEntityId)
        {
            var target = attacker.Region.GetCreature(targetEntityId);

            var attackerPos = attacker.GetPosition();
            var targetPos   = target.GetPosition();

            // Check target + collisions
            if (target == null || attacker.Region.Collisions.Any(attackerPos, targetPos))
            {
                Send.SkillUseSilentCancel(attacker);
                return;
            }

            // Stop movement
            attacker.StopMove();
            target.StopMove();

            Send.SkillUseEntity(attacker, skill.Info.Id, targetEntityId);
            skill.State = SkillState.Used;

            // Counter
            if (Counterattack.Handle(target, attacker))
            {
                return;
            }

            // Defense/Protection decrease on target
            var debuffChance = (int)skill.RankData.Var6;
            var defDecrease  = (int)skill.RankData.Var3;
            var protDecrease = (int)skill.RankData.Var4;

            var extra = new MabiDictionary();

            extra.SetShort("NEW_DEF", (short)defDecrease);
            extra.SetShort("NEW_PROT", (short)protDecrease);
            extra.SetLong("DDP_CHAR", attacker.EntityId);
            extra.SetShort("DDP_SKILL", (short)skill.Info.Id);

            var rnd = RandomProvider.Get();

            if (rnd.NextDouble() * 100 < debuffChance)
            {
                Send.Effect(target, Effect.SpinningUppercutDebuff, (short)skill.Info.Id, 0, defDecrease, protDecrease);
                target.Conditions.Activate(ConditionsC.DefProtectDebuff, extra);
                attacker.Temp.SpinningUppercutDebuffApplied = true;
            }

            // Prepare Combat Actions
            var cap = new CombatActionPack(attacker, skill.Info.Id);

            var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId, skill.Info.Id);

            aAction.Set(AttackerOptions.Result);

            var tAction = new TargetAction(CombatActionType.TakeHit | CombatActionType.Attacker, target, attacker, skill.Info.Id);

            tAction.Set(TargetOptions.Result | TargetOptions.FighterUnk);

            cap.Add(aAction, tAction);

            // Damage
            var damage = (attacker.GetRndFighterDamage() * (skill.RankData.Var1 / 100f));

            // Chain Mastery Damage Bonus
            var chainMasterySkill = attacker.Skills.Get(SkillId.ChainMastery);
            var damageBonus       = (chainMasterySkill == null ? 0 : chainMasterySkill.RankData.Var1);

            damage += damage * (damageBonus / 100f);

            // Master Title - Damage +20%
            if (attacker.Titles.SelectedTitle == skill.Data.MasterTitle)
            {
                damage += (damage * 0.2f);
            }

            // Critical Hit
            var critChance = attacker.GetRightCritChance(target.Protection);

            CriticalHit.Handle(attacker, critChance, ref damage, tAction);

            // Handle skills and reductions
            SkillHelper.HandleDefenseProtection(target, ref damage);
            HeavyStander.Handle(attacker, target, ref damage, tAction);
            SkillHelper.HandleConditions(attacker, target, ref damage);
            ManaShield.Handle(target, ref damage, tAction);

            // Apply Damage
            target.TakeDamage(tAction.Damage = damage, attacker);

            // Aggro
            target.Aggro(attacker);

            // Stun Times
            tAction.Stun = TargetStun;
            aAction.Stun = AttackerStun;

            // Death and Knockback
            if (target.IsDead)
            {
                if (target.Is(RaceStands.KnockDownable))
                {
                    tAction.Set(TargetOptions.FinishingKnockDown);
                    attacker.Shove(target, KnockbackDistance);
                }
                else
                {
                    tAction.Set(TargetOptions.Finished | TargetOptions.FinishingHit);
                }
            }
            else
            {
                if (!target.IsKnockedDown)
                {
                    target.Stability -= StabilityReduction;
                }

                if (target.IsUnstable && target.Is(RaceStands.KnockDownable))
                {
                    tAction.Set(TargetOptions.KnockDown);
                    attacker.Shove(target, KnockbackDistance);
                }
            }
            cap.Handle();

            // Chain Progress to Stage 3
            attacker.Temp.FighterChainStartTime = DateTime.Now;
            attacker.Temp.FighterChainLevel     = 3;
        }