Exemple #1
0
        public virtual void DamageTarget_Callback(object state)
        {
            object[] args = (object[])state;

            Mobile         from      = (Mobile)args[0];
            BaseShipWeapon weapon    = (BaseShipWeapon)args[1];
            IEntity        target    = (IEntity)args[2];
            Point3D        targetloc = (Point3D)args[3];
            Item           pitem     = (Item)args[4];

            IShipProjectile projectile = pitem as IShipProjectile;

            if (projectile != null)
            {
                projectile.OnHit(from, weapon, target, targetloc);
            }
        }
Exemple #2
0
        public virtual void LaunchProjectile(Mobile from, Item projectile, IEntity target, Point3D targetloc, TimeSpan delay)
        {
            IShipProjectile pitem = projectile as IShipProjectile;

            if (pitem == null)
            {
                return;
            }

            int animationid  = pitem.AnimationID;
            int animationhue = pitem.AnimationHue;

            Effects.PlaySound(target, from.Map, Utility.RandomList(0x11B, 0x11C, 0x11D));

            // show the projectile moving to the target
            XmlBoatFight.SendMovingProjectileEffect(this, target, animationid, ProjectileLaunchPoint, targetloc, 7, 0, false, true, animationhue);

            // delayed damage at the target to account for travel distance of the projectile
            Timer.DelayCall(delay, new TimerStateCallback(DamageTarget_Callback),
                            new object[] { from, this, target, targetloc, projectile });

            return;
        }
Exemple #3
0
        public virtual bool AttackTarget(Mobile from, IEntity target, Point3D targetloc, bool checkLOS)
        {
            IShipProjectile projectile = _projectile as IShipProjectile;

            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)XmlBoatFight.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;
            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 = WeaponLoadingDelay - dexbonus - firingspeedbonus;

            _nextFiringTime = DateTime.Now + 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
                _projectile.Consume(1);
                // update the properties display
                Projectile = _projectile;
                return(true);
            }

            LaunchProjectile(from, _projectile, target, targetloc, TimeSpan.FromSeconds((double)distance * 0.08));

            return(true);
        }