Esempio n. 1
0
        private bool RangeCheck(ActiveSkill skill, float distSqr)
        {
            // ignore range
            if (!onlyIfWithinRange)
            {
                return(true);
            }

            // 0 range means infinite range
            if (skill.GetRange() == 0 || distSqr <= Math.Pow(skill.GetRange(), 2))
            {
                return(true);
            }
            return(false);
        }
Esempio n. 2
0
        public virtual IEnumerator CastSkill(Character target, ActiveSkill sk, float distSqrToTarget, bool noRangeCheck, bool moveTowardsIfRequired = true, float skillRangeAdd = 0, float randomSkilLRangeAdd = 0)
        {
            int range = sk.GetRange();

            if (target != null)
            {
                if (!noRangeCheck && range != 0)
                {
                    while (Mathf.Pow((range + Random.Range(-randomSkilLRangeAdd, randomSkilLRangeAdd)), 2) * (0.6f + skillRangeAdd) < distSqrToTarget)
                    {
                        distSqrToTarget = Utils.DistanceSqr(target.GetData().transform.position, Owner.GetData().transform.position);

                        if (moveTowardsIfRequired)
                        {
                            MoveTo(target);
                            yield return(null);
                        }
                        else                         // too far, cant move closer - break the action
                        {
                            currentAction = null;
                            yield break;
                        }
                    }
                }

                if (GetTemplate().TargetRotationSpeed > 0)
                {
                    // not rotated towards target
                    if (!Owner.GetData().IsRotatedTowards(target.GetData().GetBody().transform.position, 3))
                    {
                        Owner.GetData().Rotate(target.GetData().GetBody().transform.position, GetTemplate().TargetRotationSpeed);
                        while (Owner.GetData().IsRotating())
                        {
                            // wait till rotation is finished
                            yield return(null);
                        }
                    }
                }
            }


            Owner.GetData().BreakMovement(true);

            if (target != null)
            {
                if (GetTemplate().TargetRotationSpeed < 0)
                {
                    RotateToTarget(target);
                }
                else
                {
                    UpdateDirection(target);
                }
            }

            Owner.CastSkill(sk);
            currentAction = null;
        }
Esempio n. 3
0
        public virtual IEnumerator CastSkill(Vector3 target, ActiveSkill sk, float distSqrToTarget, bool noRangeCheck, bool moveTowardsIfRequired, float skillRangeAdd = 0, float randomSkilLRangeAdd = 0)
        {
            int range = sk.GetRange();

            if (!noRangeCheck && range != 0)
            {
                while (Mathf.Pow((range + Random.Range(-randomSkilLRangeAdd, randomSkilLRangeAdd)), 2) < distSqrToTarget)
                {
                    //distSqrToTarget = Vector3.Distance(target, Owner.GetData().transform.position);
                    distSqrToTarget = Utils.DistanceSqr(target, Owner.GetData().transform.position);

                    if (moveTowardsIfRequired)
                    {
                        MoveTo(target);                         //TODO not working with pathnodes - replace with setmovementtarget
                        yield return(null);
                    }
                    else                     // too far, cant move closer - break the action
                    {
                        currentAction = null;
                        yield break;
                    }
                }
            }

            if (GetTemplate().TargetRotationSpeed > 0)
            {
                // not rotated towards target
                if (!Owner.GetData().IsRotatedTowards(target, 3))
                {
                    Owner.GetData().Rotate(target, GetTemplate().TargetRotationSpeed);
                    while (Owner.GetData().IsRotating())
                    {
                        // wait till rotation is finished
                        yield return(null);
                    }
                }
            }

            Owner.GetData().BreakMovement(true);

            if (GetTemplate().TargetRotationSpeed < 0)
            {
                RotateToTarget(target);
            }
            else
            {
                UpdateDirection(target);
            }

            Owner.CastSkill(sk, null, true);
            currentAction = null;
        }
Esempio n. 4
0
        protected override void AttackTarget(Character target)
        {
            //SetMainTarget(target);

            bool isCasting        = Owner.GetData().IsCasting;
            bool isMeleeAttacking = Owner.GetData().IsMeleeAttacking();
            //float distSqr = Utils.DistanceObjectsSqr(Owner.GetData().GetBody(), target.GetData().GetBody());
            float distSqr      = Utils.DistanceSqr(Owner.GetData().GetBody().transform.position, target.GetData().GetBody().transform.position);
            int   hpPercentage = (int)((GetStatus().Hp / (float)GetStatus().MaxHp) * 100);

            if (isCasting)
            {
                ActiveSkill castedSkill = null;

                foreach (ActiveSkill sk in Owner.Status.ActiveSkills)
                {
                    if (sk.HasTrait(SkillTraits.BuffDamage) || sk.HasTrait(SkillTraits.BuffDefense))
                    {
                        castedSkill = sk;
                        break;
                    }
                }

                if (castedSkill != null)
                {
                    GameObject initTarget = castedSkill.InitTarget;
                    if (initTarget != null)
                    {
                        float dist = Utils.DistanceSqr(Owner.GetData().GetBody().transform.position, initTarget.transform.position);

                        if (dist > Math.Pow(castedSkill.GetRange(), 2))
                        {
                            castedSkill.AbortCast();
                        }
                    }
                }
            }

            // already doing something
            if (isCasting || Owner.Status.IsStunned())
            {
                return;
            }

            if (Owner.GetData().Target == null || Owner.GetData().Target.Equals(target.GetData().GetBody()))
            {
                Owner.GetData().Target = target.GetData().GetBody();
            }

            Collider2D[]     colls   = Physics2D.OverlapCircleAll(Owner.GetData().transform.position, AggressionRange * 3);
            List <Character> targets = new List <Character>();

            foreach (Collider2D coll in colls)
            {
                if (coll.gameObject == null)
                {
                    continue;
                }

                Character ch = Utils.GetCharacter(coll.gameObject);

                if (ch != null)
                {
                    if (!Owner.CanAttack(ch) && !Owner.Equals(ch) && !ch.IsInteractable())
                    {
                        targets.Add(ch);
                    }
                }
            }

            Character supportTarget = SelectSupportTarget(targets);

            if (supportTarget != null)
            {
                // try spawn skills
                List <Skill> supportSkills = GetAllSkillsWithTraitOr(SkillTraits.BuffDefense, SkillTraits.BuffDamage);
                foreach (Skill s in supportSkills)
                {
                    if (s.CanUse())
                    {
                        Owner.GetData().Target = supportTarget.GetData().GetBody();

                        if (StartAction(CastSkill(supportTarget, (ActiveSkill)s, Utils.DistanceSqr(supportTarget.GetData().transform.position, Owner.GetData().GetBody().transform.position), false, true, 0, 0), 0.5f))
                        {
                            return;
                        }
                    }
                }

                //TODO add buffdamage skills support
            }

            if (LaunchAttackModule(target, distSqr, hpPercentage))
            {
                return;
            }
        }
Esempio n. 5
0
        public override bool Trigger(Character target, float distSqr)
        {
            if (minRangeToTeleport < 0 || distSqr >= (minRangeToTeleport * minRangeToTeleport))
            {
                if (maxRangeToTeleport < 0 || distSqr <= (maxRangeToTeleport * maxRangeToTeleport))
                {
                    ActiveSkill teleport = (ActiveSkill)ai.GetSkillWithTrait(SkillTraits.Teleport);
                    // if range too high, teleport
                    if (teleport.CanUse() && !ai.Owner.GetData().forcedVelocity&& (!checkTeleportSkillRange || (distSqr >= ((Math.Pow(teleport.GetRange(), 2)) / 4f) && distSqr <= (Math.Pow(teleport.GetRange(), 2)))))
                    {
                        if (ai.StartAction(ai.CastSkill(target, teleport, distSqr, true, false, 0f, 0f), 0.5f))
                        {
                            return(true);
                        }
                    }
                }
            }

            return(false);
        }