Ejemplo n.º 1
0
        public void HandleActionJump(JumpPack jump)
        {
            StartJump = new ACE.Entity.Position(Location);
            //Console.WriteLine($"JumpPack: Velocity: {jump.Velocity}, Extent: {jump.Extent}");

            var strength = Strength.Current;
            var capacity = EncumbranceSystem.EncumbranceCapacity((int)strength, AugmentationIncreasedCarryingCapacity);
            var burden   = EncumbranceSystem.GetBurden(capacity, EncumbranceVal ?? 0);

            // calculate stamina cost for this jump
            var extent      = Math.Clamp(jump.Extent, 0.0f, 1.0f);
            var staminaCost = MovementSystem.JumpStaminaCost(extent, burden, PKTimerActive);

            //Console.WriteLine($"Strength: {strength}, Capacity: {capacity}, Encumbrance: {EncumbranceVal ?? 0}, Burden: {burden}, StaminaCost: {staminaCost}");

            // ensure player has enough stamina to jump

            /*if (staminaCost > Stamina.Current)
             * {
             *  // get adjusted power
             *  extent = MovementSystem.GetJumpPower(Stamina.Current, burden, false);
             *
             *  staminaCost = (int)Stamina.Current;
             *
             *  // adjust jump velocity
             *  var velocityZ = MovementSystem.GetJumpHeight(burden, GetCreatureSkill(Skill.Jump).Current, extent, 1.0f);
             *
             *  jump.Velocity.Z = velocityZ;
             * }*/

            IsJumping    = true;
            LastJumpTime = DateTime.UtcNow;

            UpdateVitalDelta(Stamina, -staminaCost);

            IsJumping = false;

            //Console.WriteLine($"Jump velocity: {jump.Velocity}");

            // TODO: have server verify / scale magnitude
            if (FastTick)
            {
                if (!PhysicsObj.IsMovingOrAnimating)
                {
                    //PhysicsObj.UpdateTime = PhysicsTimer.CurrentTime - Physics.PhysicsGlobals.MinQuantum;
                    PhysicsObj.UpdateTime = PhysicsTimer.CurrentTime;
                }

                // perform jump in physics engine
                PhysicsObj.TransientState &= ~(Physics.TransientStateFlags.Contact | Physics.TransientStateFlags.WaterContact);
                PhysicsObj.calc_acceleration();
                PhysicsObj.set_on_walkable(false);
                PhysicsObj.set_local_velocity(jump.Velocity, false);

                if (CombatMode == CombatMode.Magic && MagicState.IsCasting)
                {
                    FailCast();
                }
            }
            else
            {
                PhysicsObj.UpdateTime = PhysicsTimer.CurrentTime;

                // set jump velocity
                //var glob_velocity = Vector3.Transform(jump.Velocity, Location.Rotation);
                //PhysicsObj.set_velocity(glob_velocity, true);

                // perform jump in physics engine
                PhysicsObj.TransientState &= ~(Physics.TransientStateFlags.Contact | Physics.TransientStateFlags.WaterContact);
                PhysicsObj.calc_acceleration();
                PhysicsObj.set_on_walkable(false);
                PhysicsObj.set_local_velocity(jump.Velocity, false);
            }

            // this shouldn't be needed, but without sending this update motion / simulated movement event beforehand,
            // running forward and then performing a charged jump does an uncharged shallow arc jump instead
            // this hack fixes that...
            var movementData = new MovementData(this);

            movementData.IsAutonomous = true;
            movementData.MovementType = MovementType.Invalid;
            movementData.Invalid      = new MovementInvalid(movementData);
            EnqueueBroadcast(new GameMessageUpdateMotion(this, movementData));

            // broadcast jump
            EnqueueBroadcast(new GameMessageVectorUpdate(this));

            if (MagicState.IsCasting && RecordCast.Enabled)
            {
                RecordCast.OnJump(jump);
            }
        }