Ejemplo n.º 1
0
        /// <summary>
        /// Calculates the combat for an AI
        /// </summary>
        /// <param name="delta">Passed time in milliseconds since last tick</param>
        private Task CalculateCombat(float delta)
        {
            if (!Enabled ||
                !DestructibleComponent.Alive ||
                QuickBuildComponent != default && QuickBuildComponent.State != RebuildState.Completed)
            {
                return(Task.CompletedTask);
            }

            if (Cooldown <= 0)
            {
                AbilityDowntime = false;
                var elapsedCooldown = FrozenCooldown;

                Cooldown       = 1000f;
                FrozenCooldown = Cooldown;

                foreach (var entry in SkillEntries)
                {
                    entry.Cooldown -= elapsedCooldown;
                    if (entry.Cooldown > 0 || AbilityDowntime)
                    {
                        continue;
                    }

                    var time = SkillComponent.CalculateSkill(entry.Tree, (int)entry.SkillId);
                    if (time == 0)
                    {
                        continue;
                    }

                    AbilityDowntime = true;
                    entry.Cooldown  = entry.AbilityCooldown + time;

                    Cooldown      += time;
                    FrozenCooldown = Cooldown;
                }
            }

            Cooldown -= delta;

            return(Task.CompletedTask);
        }
Ejemplo n.º 2
0
        public BaseCombatAiComponent()
        {
            Listen(OnStart, () =>
            {
                SkillEntries = new List <NpcSkillEntry>();

                Listen(GameObject.OnStart, async() =>
                {
                    SkillComponent = GameObject.GetComponent <SkillComponent>();

                    DestructibleComponent = GameObject.GetComponent <DestructibleComponent>();

                    QuickBuildComponent = GameObject.GetComponent <QuickBuildComponent>();

                    Stats = GameObject.GetComponent <DestroyableComponent>();

                    foreach (var skillEntry in SkillComponent.DefaultSkillSet)
                    {
                        await using var ctx = new CdClientContext();

                        var skillInfo = await ctx.SkillBehaviorTable.FirstAsync(
                            s => s.SkillID == skillEntry.SkillId
                            );

                        await SkillComponent.CalculateSkillAsync((int)skillEntry.SkillId, true);

                        SkillEntries.Add(new NpcSkillEntry
                        {
                            SkillId         = skillEntry.SkillId,
                            Cooldown        = false,
                            AbilityCooldown = skillInfo.Cooldown ?? 1
                        });
                    }

                    Zone.Update(GameObject, async delta =>
                    {
                        await CalculateCombat(delta);
                    }, 1);
                });