public bool StartAttack() { int num = 0; Target targetToAttack = this.shooterController.GetTargetToAttack(this.Entity); if (this.Entity.TroopComp != null && this.Entity.TroopComp.TroopShooterVO.TargetSelf) { return(this.SetState(this.WarmupState)); } if (this.StateComponent.CurState == EntityState.Moving) { PathView pathView = this.Entity.PathingComp.PathView; BoardCell <Entity> nextTurn = pathView.GetNextTurn(); BoardCell <Entity> prevTurn = pathView.GetPrevTurn(); if (prevTurn != null) { this.lastLookAtX = nextTurn.X - prevTurn.X; this.lastLookAtZ = nextTurn.Z - prevTurn.Z; } } int x = targetToAttack.TargetBoardX - this.TransformComponent.CenterGridX(); int y = targetToAttack.TargetBoardZ - this.TransformComponent.CenterGridZ(); if (this.lastLookAtX != 0 || this.lastLookAtZ != 0) { int num2 = IntMath.Atan2Lookup(this.lastLookAtX, this.lastLookAtZ); int num3 = IntMath.Atan2Lookup(x, y); int num4 = (num2 > num3) ? (num2 - num3) : (num3 - num2); if (num4 > 16384) { num4 = 32768 - num4; } WalkerComponent walkerComp = this.Entity.WalkerComp; if (walkerComp != null) { long num5 = (long)walkerComp.SpeedVO.RotationSpeed * 16384L; if (num5 > 0L) { num = (int)((long)num4 * 3142L * 1000L / num5); num *= 2; } } } this.lastLookAtX = x; this.lastLookAtZ = y; bool result; if (num > 0) { this.TurnState.SetDefaultLockDuration((uint)num); result = this.SetState(this.TurnState); } else { result = this.SetState(this.WarmupState); } return(result); }
private void ChooseTargetLocationForDeathProjectile(SmartEntity attacker, int distance, ref int boardX, ref int boardZ, out int rotateDegrees) { int num = boardX; int num2 = boardZ; PathingComponent pathingComp = attacker.PathingComp; if (pathingComp != null) { BoardCell <Entity> targetCell = pathingComp.TargetCell; if (targetCell != null && targetCell.Children != null) { bool flag = false; LinkedListNode <BoardItem <Entity> > linkedListNode = targetCell.Children.First; while (linkedListNode != null && !flag) { SmartEntity target = (SmartEntity)linkedListNode.Value.Data; flag = this.TryGetBoardPositionFromTarget(target, ref num, ref num2); linkedListNode = linkedListNode.Next; } } } if (num == boardX && num2 == boardZ) { num = 0; num2 = 0; } if (num == boardX && num2 == boardZ) { num++; num2++; } int num3 = num - boardX; int num4 = num2 - boardZ; int num5 = IntMath.FastDist(boardX, boardZ, num, num2); int num6 = 1024 * distance * 1; int num7 = num5 * 3; boardX += num3 * num6 / num7; boardZ += num4 * num6 / num7; rotateDegrees = -IntMath.Atan2Lookup(num3, num4) * 180 / 16384; }
public bool StartPathing(SmartEntity troop, SmartEntity target, TransformComponent transform, bool clampPathLength, out bool found, int rangeOverride, PathTroopParams troopParams, PathBoardParams boardParams, bool isRepathing, bool allowTroopFanning) { if (troop == null || target == null) { found = false; return(true); } if (this.IsPathingOngoing()) { found = false; return(false); } boardParams.IgnoreWall = (boardParams.IgnoreWall || troop.TroopComp.TroopType.IsFlying); this.troop = troop; this.target = target; this.noWall = boardParams.IgnoreWall; this.crushesWalls = troopParams.CrushesWalls; this.transform = transform; SmartEntity smartEntity = (SmartEntity)transform.Entity; int x = transform.X; int z = transform.Z; BoardCell <Entity> cellAt = this.boardController.Board.GetCellAt(x, z); BoardCell <Entity> boardCell = null; DamageableComponent damageableComp = target.DamageableComp; ShooterComponent shooterComp = troop.ShooterComp; this.pathingComp = smartEntity.PathingComp; BoardCell <Entity> boardCell2; if ((this.pathingComp != null & isRepathing) && this.pathingComp.TargetCell != null && this.pathingComp.EndCell != null && damageableComp != null) { boardCell2 = this.pathingComp.TargetCell; boardCell = this.pathingComp.EndCell; } else if (damageableComp != null) { uint maxRange = (uint)((rangeOverride >= 0) ? rangeOverride : ((int)shooterComp.ShooterVO.MaxAttackRange)); boardCell = damageableComp.FindAttackCell(maxRange, troopParams.TroopWidth, x, z, allowTroopFanning); int x2; int z2; damageableComp.GetCenterPosition(out x2, out z2); boardCell2 = this.boardController.Board.GetCellAt(x2, z2); } else { TransformComponent transformComp = target.TransformComp; boardCell2 = this.boardController.Board.GetCellAt(transformComp.CenterGridX(), transformComp.CenterGridZ()); int squaredDistanceToTarget = GameUtils.GetSquaredDistanceToTarget(shooterComp, target); bool flag = (long)squaredDistanceToTarget > (long)((ulong)shooterComp.MaxAttackRangeSquared); if (boardCell2 != cellAt && !troopParams.IsHealer) { if (flag) { int x3 = boardCell2.X - cellAt.X; int y = boardCell2.Z - cellAt.Z; int num = IntMath.Atan2Lookup(x3, y) * 180 / 16384; int targetCount = target.TroopComp.TargetCount; int num2 = (int)((troopParams.MaxRange > 1u) ? (troopParams.MaxRange - 1u) : 1u); for (int i = num2; i > 0; i--) { if (boardCell != null) { break; } int num3 = i * 3 + 1; int num4 = 180 / num3; for (int j = 0; j < num3; j++) { int num5 = (j + targetCount) % num3; int twiceAngle = (num + 90 + num5 * num4) % 360 * 2; int x4 = boardCell2.X + IntMath.cosLookup(twiceAngle) * i / 1024; int z3 = boardCell2.Z + IntMath.sinLookup(twiceAngle) * i / 1024; boardCell = this.boardController.Board.GetClampedToBoardCellAt(x4, z3, troopParams.TroopWidth); if ((boardCell.Children == null || boardCell.Children.Count == 0) && boardCell.Clearance >= troopParams.TroopWidth) { break; } boardCell = null; } } } else { boardCell = cellAt; } } if (boardCell == null) { boardCell = boardCell2; if (boardCell.Clearance < troopParams.TroopWidth) { this.pathingComp = null; found = false; return(false); } } } WalkerComponent walkerComp = smartEntity.WalkerComp; if (this.pathingComp == null) { this.pathingComp = new PathingComponent(walkerComp.SpeedVO.MaxSpeed, target); } else { this.pathingComp.Reset(); this.pathingComp.MaxSpeed = walkerComp.SpeedVO.MaxSpeed; this.pathingComp.Target = target; } this.pathingComp.TargetCell = boardCell2; this.pathingComp.EndCell = boardCell; int maxLength = -1; BattleController battleController = Service.Get <BattleController>(); if (clampPathLength && (battleController == null || battleController.GetCurrentBattle().Type == BattleType.Pvp || battleController.GetCurrentBattle().Type == BattleType.ClientBattle)) { int num6 = IntMath.FastDist(cellAt.X, cellAt.Z, boardCell2.X, boardCell2.Z); maxLength = 2 * num6 / 1024 + 2; } this.path = new Path(cellAt, boardCell, boardCell2, maxLength, troopParams, boardParams); this.UpdatePathing(out found); return(true); }