Beispiel #1
0
 static void Postfix(ArcherTower __instance, ref int __result, int maxHeight)
 {
     try
     {
         Cell cell = World.inst.GetCellData(__instance.transform.position);
         if (cell != null)
         {
             CellMark mark = ElevationManager.GetCellMark(cell);
             if (mark != null)
             {
                 __result = Mathff.Clamp(__result + mark.elevationTier, 0, maxHeight);
             }
         }
     }
     catch (Exception ex)
     {
         DebugExt.HandleException(ex);
     }
 }
Beispiel #2
0
 static void Postfix(Pathfinder __instance, ref Pathfinder.Node __result, int sx, int sz, Vector3 start, Vector3 end, int teamId)
 {
     try
     {
         Cell  cell = null;
         float num  = float.MaxValue;
         int   num2 = 1;
         int   num3 = Mathf.Clamp(sx - num2, 0, World.inst.GridWidth - 1);
         int   num4 = Mathf.Clamp(sx + num2, 0, World.inst.GridWidth - 1);
         int   num5 = Mathf.Clamp(sz - num2, 0, World.inst.GridHeight - 1);
         int   num6 = Mathf.Clamp(sz + num2, 0, World.inst.GridHeight - 1);
         for (int i = num3; i <= num4; i++)
         {
             for (int j = num5; j <= num6; j++)
             {
                 Cell cellDataUnsafe = World.inst.GetCellDataUnsafe(i, j);
                 if (cellDataUnsafe != null)
                 {
                     if (!__instance.blocksPath(cellDataUnsafe, teamId) && !PathingManager.BlockedCompletely(cellDataUnsafe))
                     {
                         float num7 = Mathff.DistSqrdXZ(cellDataUnsafe.Center, start);
                         if (num7 < num)
                         {
                             num  = num7;
                             cell = cellDataUnsafe;
                         }
                     }
                 }
             }
         }
         if (cell != null)
         {
             __result = __instance.GetFieldValue <Pathfinder.Node[, ]>("pathGrid")[cell.x, cell.z];
             return;
         }
         __result = null;
     }
     catch (Exception ex)
     {
         DebugExt.HandleException(ex);
     }
 }
        private static IMoveTarget GetNextViking(Vector3 pos, float range)
        {
            // Refer to SiegeMonster::ClosestMonster and UnitSystem::GetClosestDamageable.
            float       rangeSquared           = range * range;
            float       currentClosestDistance = float.MaxValue;
            int         currentLowestAssigned  = int.MaxValue;
            IMoveTarget nextViking             = null;

            foreach (IMoveTarget viking in enemyAssignments.Keys)
            {
                UnitSystem.Army army = viking as UnitSystem.Army;
                SiegeMonster    ogre = viking as SiegeMonster;
                if ((army == null && ogre == null) ||
                    (army != null && (army.IsInvalid() || !OnSameLandmass(pos, army.GetPos()))) ||
                    (ogre != null && (ogre.IsInvalid() || !OnSameLandmass(pos, ogre.GetPos()))) ||
                    !TargetTypeEnabled(viking))
                {
                    continue;
                }

                // Select the closest viking squad or ogre with the least points to obey the assignment and distribution
                // rules.
                int   assigned        = enemyAssignments[viking];
                float distanceSquared = Mathff.DistSqrdXZ(pos, viking.GetPos());

                if (distanceSquared > rangeSquared || assigned > currentLowestAssigned)
                {
                    continue;
                }

                if (nextViking == null || assigned < currentLowestAssigned ||
                    (distanceSquared < currentClosestDistance && assigned == currentLowestAssigned))
                {
                    nextViking             = viking;
                    currentClosestDistance = distanceSquared;
                    currentLowestAssigned  = assigned;
                }
            }
            return(nextViking);
        }