Beispiel #1
0
 public void Release()
 {
     Creature = null;
     Npc = null;
     Projectile = null;
     TargetPosition = null;
 }
Beispiel #2
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        public override void Release()
        {
            base.Release();
            Projectile = null;

            if (MoveController != null)
                MoveController.Release();
            MoveController = null;
        }
Beispiel #3
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        public NpcMoveController(Creature creature)
        {
            Creature = creature;
            Npc = creature as Npc;
            Projectile = creature as Projectile;

            TargetPosition = new Point3D();
            MoveVector = new Point3D();
        }
Beispiel #4
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        public override void Init(Creature creature)
        {
            base.Init(creature);

            Projectile = (Projectile) creature;

            if (Projectile.TargetPosition != null)
            {
                MoveController = new NpcMoveController(creature);
                MoveController.MoveTo(Projectile.TargetPosition);
            }

            DieUts = RandomUtilities.GetCurrentMilliseconds() + Projectile.Lifetime;
        }
Beispiel #5
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 public static void ReleaseProjectile(Projectile projectile)
 {
     MapService.DespawnTeraObject(projectile);
     projectile.Release();
 }
Beispiel #6
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 public static void CreateProjectile(Creature creature, Projectile projectile)
 {
     AiLogic.InitAi(projectile);
     MapService.SpawnTeraObject(projectile, creature.Instance);
 }
Beispiel #7
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        private async void ProcessArea(Creature creature, Skill skill, Targeting targeting, TargetingArea area,
                                       Projectile projectile = null)
        {
            try
            {
                bool isProjectileSkill = skill.Type == SkillType.Projectile || skill.Type == SkillType.Userslug;

                int skillId = creature.Attack.Args.SkillId;
                if (isProjectileSkill)
                    skillId += 20;

                if (targeting.Time > 0)
                    await Task.Delay((int) (targeting.Time/skill.TimeRate));
                int elapsed = targeting.Time;

                Player player = creature as Player;

                do
                {
                    try
                    {
                        if (creature.LifeStats.IsDead())
                            return;

                        if (area.DropItem != null)
                            creature.Instance.AddDrop(new Item
                                {
                                    Owner = player,

                                    ItemId = (int) area.DropItem,
                                    Count = 1,
                                    Position = Geom.ForwardPosition(creature.Position, 40),
                                    Instance = player.Instance,
                                });

                        Point3D center =
                            projectile != null
                                ? projectile.Position.ToPoint3D()
                                : Geom.GetNormal(creature.Position.Heading)
                                      .Multiple(area.OffsetDistance)
                                      .Add(creature.Position);

                        int count = 0;

                        List<Creature> targets =
                            creature.Attack.Args.Targets.Count > 0
                                ? creature.Attack.Args.Targets
                                : VisibleService.FindTargets(creature,
                                                             center,
                                                             projectile != null
                                                                 ? projectile.AttackDistance
                                                                 : area.MaxRadius,
                                                             area.Type);

                        foreach (Creature target in targets)
                        {
                            if (target != creature //Ignore checks for self-target
                                && !isProjectileSkill
                                && !creature.Attack.Args.IsItemSkill)
                            {
                                if (center.DistanceTo(target.Position) < area.MinRadius - 40)
                                    continue;

                                if (center.DistanceTo(target.Position) > area.MaxRadius)
                                    continue;

                                short diff = Geom.GetAngleDiff(creature.Attack.Args.StartPosition.Heading,
                                                               Geom.GetHeading(center, target.Position));

                                //diff from 0 to 180
                                //area.RangeAngel from 0 to 360
                                if (diff * 2 > (creature.Attack.Args.IsTargetAttack ? 90 : Math.Abs(area.RangeAngle) + 10))
                                    continue;
                            }

                            if (skill.TotalAtk > 0)
                            {
                                int damage = SeUtils.CalculateDamage(creature, target, skill.TotalAtk*area.Effect.Atk);

                                AttackResult result
                                    = new AttackResult
                                          {
                                              AttackType = AttackType.Normal,
                                              AttackUid = creature.Attack.UID,
                                              Damage = damage,
                                              Target = target,
                                          };

                                result.AngleDif = Geom.GetAngleDiff(creature.Attack.Args.StartPosition.Heading, result.Target.Position.Heading);
                                SeUtils.UpdateAttackResult(creature, result);

                                if (result.AttackType == AttackType.Block)
                                    VisibleService.Send(target, new SpAttackShowBlock(target, skillId));

                                VisibleService.Send(target, new SpAttackResult(creature, skillId, result));

                                AiLogic.OnAttack(creature, target);
                                AiLogic.OnAttacked(target, creature, result.Damage);

                                if (target is Player && ((Player)target).Duel != null && player != null &&
                                    ((Player)target).Duel.Equals(player.Duel) &&
                                    target.LifeStats.GetHpDiffResult(damage) < 1)
                                    DuelService.FinishDuel(player);
                                else
                                    CreatureLogic.HpChanged(target, target.LifeStats.MinusHp(result.Damage));
                            }

                            if (area.Effect.HpDiff > 0)
                            {
                                AttackResult result = new AttackResult {HpDiff = area.Effect.HpDiff, Target = target};

                                PassivityProcessor.OnHeal(player, result);
                                if(target is Player)
                                    PassivityProcessor.OnHealed((Player)target, result);

                                CreatureLogic.HpChanged(target, target.LifeStats.PlusHp(result.HpDiff),
                                                        creature);
                            }

                            if (area.Effect.MpDiff > 0)
                                CreatureLogic.MpChanged(target, target.LifeStats.PlusMp(area.Effect.MpDiff), creature);

                            if (area.Effect.AbnormalityOnCommon != null)
                                for (int i = 0; i < area.Effect.AbnormalityOnCommon.Count; i++)
                                    AbnormalityProcessor.AddAbnormality(target, area.Effect.AbnormalityOnCommon[i],
                                                                        creature);
                            if (player != null)
                            {
                                DuelService.ProcessDamage(player);

                                //MP regen on combo skill
                                if (skill.Id/10000 == 1 && player.GameStats.CombatMpRegen > 0)
                                {
                                    CreatureLogic.MpChanged(player, player.LifeStats.PlusMp(
                                        player.MaxMp*player.GameStats.CombatMpRegen/200));
                                }
                            }

                            if (++count == area.MaxCount) break;
                        }

                    }
                    catch (Exception ex)
                    {
                        Logger.WriteLine(LogState.Exception,"SkillEngine: ProcessAreaExc: " +  ex);
                    }

                    if (targeting.Interval > 0)
                    {
                        await Task.Delay((int) (targeting.Interval/skill.TimeRate));
                        elapsed += targeting.Interval;
                    }

                } while (targeting.Interval > 0 && elapsed < targeting.Until);
            }
            catch (Exception ex)
            {
                Logger.WriteLine(LogState.Exception,"SkillEngine: ProcessArea: " + ex);
            }
        }
Beispiel #8
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 private void ProcessProjectileSkillList(Creature creature, ProjectileSkill projectileSkill)
 {
     Projectile projectile = new Projectile(creature, projectileSkill);
     CreatureLogic.CreateProjectile(creature, projectile);
 }
Beispiel #9
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        private void ProcessProjectileTargets(Creature creature, Skill skill, Projectile projectile)
        {
            if (skill.ProjectileData.With(data => data.TargetingList) == null)
                return;

            skill.ProjectileData.TargetingList.Map(targeting => targeting.AreaList.Map(area =>
                {
                    if (area.Type == TargetingAreaType.PvP)
                        return;

                    ProcessArea(creature, skill, targeting, area, projectile);
                }));
        }
Beispiel #10
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        private void ProcessSkill(Creature creature, UseSkillArgs args, Skill skill, Projectile projectile = null)
        {
            bool isProjectileSkill = skill.Type == SkillType.Projectile || skill.Type == SkillType.Userslug;

            if (!isProjectileSkill)
            {
                if (skill.ChargingStageList == null || skill.ChargingStageList.ChargeStageList.Count == 0)
                {
                    if (skill.Precondition.Cost.Hp > 0)
                        CreatureLogic.HpChanged(creature, creature.LifeStats.MinusHp(skill.Precondition.Cost.Hp));

                    if (skill.Precondition.Cost.Mp > 0)
                        CreatureLogic.MpChanged(creature, creature.LifeStats.MinusMp(skill.Precondition.Cost.Mp));
                }

                if (!args.IsDelaySkill || args.IsDelayStart)
                {
                    if (args.TargetPosition.IsNull())
                    {
                        double angle = args.StartPosition.Heading*Math.PI/32768;

                        args.StartPosition.CopyTo(args.TargetPosition);

                        args.TargetPosition.X += 100*(float) Math.Cos(angle);
                        args.TargetPosition.Y += 100*(float) Math.Sin(angle);
                    }

                    // ReSharper disable ImplicitlyCapturedClosure
                    creature.Attack = new Attack(creature,
                                                 args,
                                                 () => GlobalLogic.AttackStageEnd(creature),
                                                 () => GlobalLogic.AttackFinished(creature));
                    // ReSharper restore ImplicitlyCapturedClosure

                    VisibleService.Send(creature, new SpAttack(creature, creature.Attack));

                    VisibleService.Send(creature, new SpAttackDestination(creature, creature.Attack));

                    if (!args.IsDelaySkill)
                        ProcessStages(creature, skill);
                    else
                    {
                        Player player = creature as Player;
                        if (player != null && skill.BaseId == 20100 &&
                            (player.PlayerData.Class == PlayerClass.Berserker
                            || player.PlayerData.Class == PlayerClass.Lancer))
                        {
                            player.EffectsImpact.ResetChanges(player); //Set IsBlockFrontAttacks
                        }
                    }

                    ProcessMove(creature, skill);
                }
            }
            else
            {
                creature.Attack.Args.IsTargetAttack = args.IsTargetAttack;
                creature.Attack.Args.Targets = args.Targets;

                ProcessProjectileTargets(creature, skill, projectile);
            }

            AiLogic.OnUseSkill(creature, skill);

            if (skill.ChargingStageList != null)
            {
                if (args.IsDelayStart)
                {
                    int uid = creature.Attack.UID;

                    ThreadPool.QueueUserWorkItem(
                        o =>
                            {
                                Thread.Sleep(750);

                                for (int i = 1; i < skill.ChargingStageList.ChargeStageList.Count; i++)
                                {
                                    if (creature.Attack.UID != uid)
                                        return;

                                    creature.Attack.NextStage();

                                    if (i != 3)
                                        Thread.Sleep(750);
                                }
                            });
                }
            }
            else
                ProcessTargets(creature, skill);
        }
Beispiel #11
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        public void UseProjectileSkill(Projectile projectile)
        {
            Creature creature = (Creature) projectile.Parent;

            if (projectile.Skill == null)
                return;

            ProcessSkill(creature, new UseSkillArgs
                {
                    IsTargetAttack = true,
                    SkillId = projectile.SkillId,
                    StartPosition = projectile.Position.Clone(),
                }, projectile.Skill, projectile);
        }
Beispiel #12
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 public SpProjectile(Projectile projectile)
 {
     Projectile = projectile;
 }
Beispiel #13
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 private void CheckProjectile(Projectile projectile)
 {
     if (IsVisible(Player, projectile))
     {
         if (!Player.VisibleProjectiles.Contains(projectile))
         {
             Player.VisibleProjectiles.Add(projectile);
             projectile.VisiblePlayers.Add(Player);
             PlayerLogic.InTheVision(Player, projectile);
         }
     }
     else
     {
         if (Player.VisibleProjectiles.Contains(projectile))
         {
             Player.VisibleProjectiles.Remove(projectile);
             projectile.VisiblePlayers.Remove(Player);
             PlayerLogic.OutOfVision(Player, projectile);
         }
     }
 }
Beispiel #14
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 public SpRemoveProjectile(Projectile projectile)
 {
     Projectile = projectile;
 }