Ejemplo n.º 1
0
        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            if (state == null) return;
            int cool = (int) state;
            Status = CycleStatus.NotStarted;

            if (cool <= 0)
            {
                if (host.HasConditionEffect(ConditionEffectIndex.Stunned)) return;

                Entity player = host.GetNearestEntity(radius, null);
                if (player != null || defaultAngle != null || fixedAngle != null)
                {
                    ProjectileDesc desc = host.ObjectDesc.Projectiles[projectileIndex];

                    double a = fixedAngle ??
                               (player == null ? defaultAngle.Value : Math.Atan2(player.Y - host.Y, player.X - host.X));
                    a += angleOffset;
                    if (predictive != 0 && player != null)
                        a += Predict(host, player, desc)*predictive;

                    int dmg;
                    if (host is Character)
                        dmg = (host as Character).Random.Next(desc.MinDamage, desc.MaxDamage);
                    else
                        dmg = Random.Next(desc.MinDamage, desc.MaxDamage);

                    double startAngle = a - shootAngle*(count - 1)/2;
                    byte prjId = 0;
                    Position prjPos = new Position {X = host.X, Y = host.Y};
                    for (int i = 0; i < count; i++)
                    {
                        Projectile prj = host.CreateProjectile(
                            desc, host.ObjectType, dmg, time.tickTimes,
                            prjPos, (float) (startAngle + shootAngle*i));
                        host.Owner.EnterWorld(prj);
                        if (i == 0)
                            prjId = prj.ProjectileId;
                    }

                    host.Owner.BroadcastPacket(new ShootPacket
                    {
                        BulletId = prjId,
                        OwnerId = host.Id,
                        Position = prjPos,
                        Angle = (float)startAngle,
                        Damage = (short)dmg,
                        BulletType = (byte)desc.BulletType,
                        AngleInc = (float)shootAngle,
                        NumShots = (byte)count,
                    }, null);
                }
                cool = coolDown.Next(Random);
                Status = CycleStatus.Completed;
            }
            else
            {
                cool -= time.thisTickTimes;
                Status = CycleStatus.InProgress;
            }

            state = cool;
        }