Ejemplo n.º 1
0
        /// <summary>
        ///     On do cast event.
        /// </summary>
        /// <param name="sender">
        ///     The sender
        /// </param>
        private static void EventTurret(AIBaseClient sender)
        {
            var turret = sender as AITurretClient;

            if (turret == null)
            {
                return;
            }
            var turNetworkId = turret.NetworkId;

            if (!Turrets.ContainsKey(turNetworkId))
            {
                Turrets.Add(turNetworkId, new TurretArgs {
                    Turret = turret
                });
            }

            Turrets[turNetworkId].AttackStart = Variables.TickCount;
            if (Turrets[turNetworkId].Target != null && Turrets[turNetworkId].Target.IsValid)
            {
                Turrets[turNetworkId].AttackDelay = (turret.AttackCastDelay * 1000)
                                                    + (turret.Distance(Turrets[turNetworkId].Target)
                                                       / turret.BasicAttack.MissileSpeed * 1000);
                Turrets[turNetworkId].AttackEnd = (int)(Variables.TickCount + Turrets[turNetworkId].AttackDelay);
            }
            OnTurretAttack?.Invoke(MethodBase.GetCurrentMethod().DeclaringType, Turrets[turNetworkId]);
        }
Ejemplo n.º 2
0
        /// <summary>
        ///     On process spell cast event.
        /// </summary>
        /// <param name="sender">
        ///     The sender
        /// </param>
        /// <param name="args">
        ///     The event data
        /// </param>
        private static void OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            Obj_AI_Turret[] turret = { sender as Obj_AI_Turret };
            if (turret[0] != null)
            {
                if (Turrets.Count == 0)
                {
                    foreach (var gameObjectTurret in
                             GameObjects.Turrets)
                    {
                        Turrets.Add(gameObjectTurret, new TurretArgs {
                            Turret = gameObjectTurret
                        });
                        if (gameObjectTurret.NetworkId == turret[0].NetworkId)
                        {
                            turret[0] = gameObjectTurret;
                        }
                    }
                }
                else
                {
                    foreach (var gameObjectTurret in
                             Turrets.Where(gameObjectTurret => gameObjectTurret.Key.NetworkId == turret[0].NetworkId))
                    {
                        turret[0] = gameObjectTurret.Key;
                    }
                }

                Turrets[turret[0]].AttackStart = Variables.TickCount;
                if (Turrets[turret[0]].Target != null && Turrets[turret[0]].Target.IsValid)
                {
                    Turrets[turret[0]].AttackDelay = (turret[0].AttackCastDelay * 1000)
                                                     + (turret[0].Distance(Turrets[turret[0]].Target)
                                                        / turret[0].BasicAttack.MissileSpeed * 1000);
                    Turrets[turret[0]].AttackEnd = (int)(Variables.TickCount + Turrets[turret[0]].AttackDelay);
                }

                OnTurretAttack?.Invoke(turret[0], Turrets[turret[0]]);
            }
        }