public virtual bool AttackTarget(Mobile from, IEntity target, Point3D targetloc, bool checkLOS) { ISiegeProjectile projectile = this.m_Projectile as ISiegeProjectile; if (from == null || from.Map == null || projectile == null) { return(false); } if (!this.HasFiringAngle(targetloc)) { from.SendMessage("No firing angle"); return(false); } // check the target range int distance = (int)XmlSiege.GetDistance(targetloc, this.Location); int projectilerange = (int)(projectile.Range * this.WeaponRangeFactor); if (projectilerange < distance) { from.SendMessage("Out of range"); return(false); } if (distance <= this.MinTargetRange) { from.SendMessage("Target is too close"); return(false); } // check the target line of sight int height = 1; if (target is Item) { height = ((Item)target).ItemData.Height; } else if (target is Mobile) { height = 14; } Point3D adjustedloc = new Point3D(targetloc.X, targetloc.Y, targetloc.Z + height); if (checkLOS && !this.Map.LineOfSight(this, adjustedloc)) { from.SendMessage("Cannot see target"); return(false); } // ok, the projectile is being fired // calculate attack parameters double firingspeedbonus = projectile.FiringSpeed / 10.0; double dexbonus = (double)from.Dex / 30.0; int weaponskill = (int)from.Skills[SkillName.ArmsLore].Value; int accuracybonus = projectile.AccuracyBonus; // calculate the cooldown time with dexterity bonus and firing speed bonus on top of the base delay double loadingdelay = this.WeaponLoadingDelay - dexbonus - firingspeedbonus; this.m_NextFiringTime = DateTime.UtcNow + TimeSpan.FromSeconds(loadingdelay); // calculate the accuracy based on distance and weapon skill int accuracy = distance * 10 - weaponskill + accuracybonus; if (Utility.Random(100) < accuracy) { from.SendMessage("Target missed"); // consume the ammunition this.m_Projectile.Consume(1); // update the properties display this.Projectile = this.m_Projectile; return(true); } this.LaunchProjectile(from, this.m_Projectile, target, targetloc, TimeSpan.FromSeconds((double)distance * 0.08)); return(true); }
public virtual bool AttackTarget(Mobile from, IEntity target, Point3D targetloc, bool checkLOS) { ISiegeProjectile projectile = m_Projectile as ISiegeProjectile; if (from == null || from.Map == null || projectile == null) { return(false); } if (!HasFiringAngle(targetloc)) { from.SendMessage("No firing angle"); return(false); } // check the target range int distance = (int)XmlSiege.GetDistance(targetloc, Location); int projectilerange = (int)(projectile.Range * WeaponRangeFactor); if (projectilerange < distance) { from.SendMessage("Out of range"); return(false); } if (distance <= MinTargetRange) { from.SendMessage("Target is too close"); return(false); } // check the target line of sight int height = 1; if (target is Item) { height = ((Item)target).ItemData.Height; } else if (target is Mobile) { height = 14; } Point3D adjustedloc = new Point3D(targetloc.X, targetloc.Y, targetloc.Z + height); if (checkLOS && !Map.LineOfSight(this, adjustedloc)) { from.SendMessage("Cannot see target"); return(false); } // ok, the projectile is being fired // calculate attack parameters double firingspeedbonus = projectile.FiringSpeed / 10.0; double dexbonus = (double)from.Dex / 30.0; // calculate the cooldown time with dexterity bonus and firing speed bonus on top of the base delay double loadingdelay = WeaponLoadingDelay - dexbonus - firingspeedbonus; m_NextFiringTime = DateTime.UtcNow + TimeSpan.FromSeconds(loadingdelay); LaunchProjectile(from, m_Projectile, target, targetloc, TimeSpan.FromSeconds((double)distance * 0.05)); return(true); }