Example #1
0
File: Creature.cs Project: Rai/aura
		/// <summary>
		/// Returns targetable creatures in given range around position.
		/// Optionally factors in attack range.
		/// </summary>
		/// <param name="position">Reference position.</param>
		/// <param name="range">Radius around position.</param>
		/// <param name="options">Options to change the result.</param>
		/// <returns></returns>
		public ICollection<Creature> GetTargetableCreaturesAround(Position position, int range, TargetableOptions options = TargetableOptions.None)
		{
			var targetable = this.Region.GetCreatures(target =>
			{
				var targetPos = target.GetPosition();
				var radius = range;
				if ((options & TargetableOptions.AddAttackRange) != 0)
				{
					// This is unofficial, the target's "hitbox" should be
					// factored in, but the total attack range is too much.
					// Using 50% for now until we know more.
					radius += this.AttackRangeFor(target) / 2;
				}

				return target != this // Exclude creature
					&& this.CanTarget(target) // Check targetability
					&& ((!this.Has(CreatureStates.Npc) || !target.Has(CreatureStates.Npc)) || this.Target == target) // Allow NPC on NPC only if it's the creature's target
					&& targetPos.InRange(position, radius) // Check range
					&& (((options & TargetableOptions.IgnoreWalls) != 0) || !this.Region.Collisions.Any(position, targetPos)) // Check collisions between positions
					&& !target.Conditions.Has(ConditionsA.Invisible); // Check visiblility (GM)
			});

			return targetable;
		}
Example #2
0
		/// <summary>
		/// Returns targetable creatures in cone, based on the
		/// given parameters.
		/// </summary>
		/// <param name="position">Pointy end of the cone.</param>
		/// <param name="direction">Cone's direction as radian.</param>
		/// <param name="radius">Cone's radius.</param>
		/// <param name="angle">Cone's angle in degree.</param>
		/// <param name="options">Options to change the result.</param>
		/// <returns></returns>
		public ICollection<Creature> GetTargetableCreaturesInCone(Position position, float direction, float radius, float angle, TargetableOptions options = TargetableOptions.None)
		{
			if (radius == 0 || angle == 0)
				return new Creature[0];

			angle = MabiMath.DegreeToRadian((int)angle);

			var targetable = this.Region.GetCreatures(target =>
			{
				var targetPos = target.GetPosition();
				if ((options & TargetableOptions.AddAttackRange) != 0)
				{
					// This is unofficial, the target's "hitbox" should be
					// factored in, but the total attack range is too much.
					// Using 50% for now until we know more.
					radius += this.AttackRangeFor(target) / 2;
				}

				return target != this // Exclude creature
					&& this.CanTarget(target) // Check targetability
					&& ((!this.Has(CreatureStates.Npc) || !target.Has(CreatureStates.Npc)) || this.Target == target) // Allow NPC on NPC only if it's the creature's target
					&& targetPos.InCone(position, direction, (int)radius, angle) // Check position
					&& (((options & TargetableOptions.IgnoreWalls) != 0) || !this.Region.Collisions.Any(position, targetPos)) // Check collisions between positions
					&& !target.Conditions.Has(ConditionsA.Invisible); // Check visiblility (GM)
			});

			return targetable;
		}
Example #3
0
File: Creature.cs Project: Rai/aura
		/// <summary>
		/// Returns targetable creatures in given range around creature.
		/// </summary>
		/// <param name="range">Radius around position.</param>
		/// <param name="options">Options to change the result.</param>
		/// <returns></returns>
		public ICollection<Creature> GetTargetableCreaturesInRange(int range, TargetableOptions options = TargetableOptions.None)
		{
			return this.GetTargetableCreaturesAround(this.GetPosition(), range, options);
		}
Example #4
0
		/// <summary>
		/// Returns targetable creatures in cone, based on the
		/// given parameters, with direction of cone being based on the
		/// given positions.
		/// </summary>
		/// <param name="position">Pointy end of the cone.</param>
		/// <param name="targetPosition">Target's position, used as reference for the direction of the cone.</param>
		/// <param name="radius">Cone's radius.</param>
		/// <param name="angle">Cone's angle in degree.</param>
		/// <param name="options">Options to change the result.</param>
		/// <returns></returns>
		public ICollection<Creature> GetTargetableCreaturesInCone(Position position, Position targetPosition, float radius, float angle, TargetableOptions options = TargetableOptions.None)
		{
			var direction = position.GetDirection(targetPosition);
			return this.GetTargetableCreaturesInCone(position, direction, radius, angle, options);
		}