Example #1
0
        public static int DamageCalculation(Character attacker, Character target, BaseSkill skill)
        {
            //chạy code tính damage
            int damage;

            if (skill.Type == SkillType.Normal)
            {
                damage = attacker.ATK * skill.Power / (100 + target.DEF) * Globals.gen.Next(80, 121) / 100;
            }
            else
            {
                damage = attacker.SATK * skill.Power / (100 + target.SDEF) * Globals.gen.Next(80, 121) / 100;
            }

            if (target == Game.Player && damage < target.HPMax / 40)
            {
                damage = Globals.gen.Next(target.HPMax / 100, target.HPMax / 40);
            }

            if (attacker.team == Team.Enemy && target == Game.Player)
            {
                damage = damage * (int)Globals.Mode / 100;
            }

            return(damage);
        }
Example #2
0
        public void Act()
        {
            if (IsCasting)
            {
                return;
            }

            Rectangle area = new Rectangle(CurRawPos.X - charType.Range * Globals.TileSize, CurRawPos.Y - charType.Range * Globals.TileSize, charType.Range * 2 * Globals.TileSize + charType.Size.X, charType.Range * 2 * Globals.TileSize + charType.Size.Y);

            List <Character> EnemiesInRange = GamePlay.GetEnemies(area, team);

            if (EnemiesInRange.Count > 0)
            {
                //Có kẻ dịch trong phạm vi
                BaseSkill SkillCanAct = GetCanActSkill();

                if (SkillCanAct != null)
                {
                    //Có skill xài được --> gọi hàm Cast() của skill
                    SkillCanAct.Cast();
                }
                else
                {
                    //TH2: không có skill xài dc --> tiến đến kẻ địch. (dùng thuật toán A*)
                    //Set target (kẻ địch) gần nhất
                    SetTarget(EnemiesInRange);

                    FindNewPathTimer += Game.ElapsedGameTime;
                    if (FindNewPathTimer >= Globals.AI_FIND_NEW_PATH_INTERVAL)
                    {
                        FindNewPathTimer = 0;
                        if (Globals.Mode == HardMode.Hard)
                        {
                            AIPath = PathFinding.Find(CurPos, Target.CurPos, this);
                        }
                    }
                    else
                    {
                        if (AIPath == null || AIPath.Count == 0)
                        {
                            AIPath = null;
                            MoveTo(Target.CurPos);
                        }
                        else
                        {
                            MoveTo(AIPath[0]);
                        }
                    }
                }
            }
            else
            {
                //Không có kẻ địch trong phạm vi
                AIPath = null;
                Move(GetRandomDir());
            }
        }
Example #3
0
 public static Brush GetSkillStringColor(BaseSkill s)
 {
     if (s.Cooldown > 0)
     {
         return(Brushes.Gray);
     }
     else
     {
         return(Brushes.Gold);
     }
 }
Example #4
0
 public static bool CheckHit(Character attacker, Character target, BaseSkill skill)
 {
     if (Globals.gen.Next(0, 100) <= skill.Accuracy)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
 public Missile(TileLayer Source, int Width, int Height, Character Owner, BaseSkill FromSkill, Point StartPos, Dir Direction, int Speed, int Range, double Angle = 0)
 {
     this.Source    = Source;
     this.Size      = new Point(Width, Height);
     this.Owner     = Owner;
     this.FromSkill = FromSkill;
     this.Dir       = Direction;
     this.Angle     = Angle;
     this.curPos    = StartPos;
     this.Range     = Range;
     this.Speed     = Speed;
     MovedDistance  = 0;
 }
Example #6
0
        public static bool CheckHit(Character attacker, Character target, BaseSkill skill)
        {
            //Thay code kiểm tra xem có miss hay không dựa vào accuracy của skill
            int hit = Globals.gen.Next(1, 101);

            if (hit < 20)
            {
                return(false);
            }
            else
            {
                return(true);
            }
            return(true);
        }
Example #7
0
 public static int DamageCalculation(Character attacker, Character target, BaseSkill skill)
 {
     //chạy code tính damage
     return(10);
 }
Example #8
0
        public void Act()
        {
            if (IsCasting)
            {
                return;
            }

            tmrCast += Game.ElapsedGameTime;
            if (tmrCast >= tmrCastInterval)
            {
                tmrCast         = 0;
                canCast         = true;
                MoveAround      = false;
                tmrCastInterval = Globals.gen.Next(WaitAfterAttack.X, WaitAfterAttack.Y + 1);
                if (Globals.Mode == HardMode.Hard && charType.Index != 7 && charType.Index != 10)
                {
                    tmrCast = tmrCastInterval;
                }
            }

            if (canCast)
            {
                Rectangle        area           = new Rectangle(CurRawPos.X - charType.Range * Globals.TileSize, CurRawPos.Y - charType.Range * Globals.TileSize, charType.Range * 2 * Globals.TileSize + charType.Size.X, charType.Range * 2 * Globals.TileSize + charType.Size.Y);
                List <Character> EnemiesInRange = GamePlay.GetEnemies(area, team);
                if (MoveAround)
                {
                    EnemiesInRange.Clear();
                }

                if (EnemiesInRange.Count > 0)
                {
                    //Có kẻ dịch trong phạm vi
                    BaseSkill SkillCanAct = GetCanActSkill();

                    if (SkillCanAct != null)
                    {
                        //Có skill xài được --> gọi hàm Cast() của skill
                        if (canCast)
                        {
                            SkillCanAct.Cast();
                            canCast = false;
                        }
                        else if (Globals.Mode == HardMode.Easy)
                        {
                            MoveAround = true;
                            Move(GetRandomDir());
                        }
                    }
                    else
                    {
                        //TH2: không có skill xài dc --> tiến đến kẻ địch. (dùng thuật toán A*)
                        //Set target (kẻ địch) gần nhất
                        SetTarget(EnemiesInRange);

                        FindNewPathTimer += Game.ElapsedGameTime;
                        if (FindNewPathTimer >= Globals.AI_FIND_NEW_PATH_INTERVAL)
                        {
                            FindNewPathTimer = 0;
                            if (Globals.Mode == HardMode.Hard || Globals.Mode == HardMode.Normal)
                            {
                                AIPath = PathFinding.Find(CurPos, Target.CurPos, this);
                            }
                        }
                        else
                        {
                            if (AIPath == null || AIPath.Count == 0)
                            {
                                AIPath = null;
                                MoveTo(Target.CurRawPos);
                            }
                            else
                            {
                                while (AIPath.Count > 0 && HitBox.IntersectsWith(new Rectangle(AIPath[0].X * Globals.TileSize, AIPath[0].Y * Globals.TileSize, Globals.TileSize, Globals.TileSize)))
                                {
                                    AIPath.RemoveAt(0);
                                }
                                if (AIPath.Count > 1)
                                {
                                    MoveTo(new Point(AIPath[0].X * Globals.TileSize, AIPath[0].Y * Globals.TileSize));
                                }
                                else
                                {
                                    AIPath = null;
                                    MoveTo(Target.CurRawPos);
                                }
                            }
                        }
                    }
                }
                else
                {
                    //Không có kẻ địch trong phạm vi
                    AIPath = null;
                    Move(GetRandomDir());
                }
            }
            else
            {
                AIPath = null;
                Move(GetRandomDir());
            }
        }