Esempio n. 1
0
    private static bool IsTarget(AttackerAttr attackerAttr, BattleUnit target, LeagueSelection selection)
    {
        // 自身不是Ally关系!
        if (attackerAttr.AttackerID == target.InstanceID)
        {
            return((selection & LeagueSelection.Self) != 0);
        }

        // 此时, 攻守双方不相同.
        LeagueRelationship r = GetRelationship(attackerAttr.AttackerLeague, target.GetLeague());

        switch (r)
        {
        case LeagueRelationship.Ally:
            return((selection & LeagueSelection.Ally) != 0);

        case LeagueRelationship.Enemy:
            return((selection & LeagueSelection.Enemy) != 0 && !target.IsInviolable());

        default:
            break;
        }

        return(false);
    }
Esempio n. 2
0
    /// <summary>
    /// 返回target是否是attackerAttr标识的攻击者者所要寻找的目标.
    /// selection表示攻击者要寻找什么类型的目标.
    /// </summary>
    public static bool IsDisiredTarget(AttackerAttr attackerAttr, BattleUnit target, LeagueSelection selection)
    {
        if (target == null || target.IsDead() || selection == LeagueSelection.None)
        {
            return(false);
        }

        if (attackerAttr.AttackerLeague == LeagueDef.InvalidLeague || target.GetLeague() == LeagueDef.InvalidLeague)
        {
            return(ErrorHandler.Parse(ErrorCode.ConfigError, "invalid league"));
        }

        if (selection >= LeagueSelection.Count)
        {
            return(ErrorHandler.Parse(ErrorCode.ConfigError, "invalid league selection " + (uint)selection));
        }

        return(IsTarget(attackerAttr, target, selection));
    }
    /// <summary>
    /// 初始化该结构.
    /// </summary>
    /// <param name="attacker">技能效果等的发起者.</param>
    /// <param name="skillCommonID">发起者使用的技能ID(非技能发起填入uint.MaxValue).</param>
    /// <param name="structMadeByRandEvent">该结构是否由randevent创造(检测并避免randevent循环产生效果).</param>
    public AttackerAttrImpl(BattleUnit attacker, uint skillCommonID, bool structMadeByRandEvent)
    {
        mStructMadeByRandEvent = structMadeByRandEvent;
        mSkillCommonID         = skillCommonID;
        if (attacker != null)
        {
            mAttackerID           = attacker.InstanceID;
            mAttackerName         = attacker.GetName();
            mAttackerRadius       = attacker.GetRadius();
            mAttackerLeague       = attacker.GetLeague();
            mEffectStartPosition  = mAttackerPosition = attacker.GetPosition();
            mEffectStartDirection = mAttackerDirection = attacker.GetDirection();
            mLevel         = attacker.GetLevel();
            mDamage        = (uint)attacker.GetPropertyValue((int)PropertyTypeEnum.PropertyTypeDamage);
            mCriticalLevel = (uint)attacker.GetPropertyValue((int)PropertyTypeEnum.PropertyTypeCrticalLV);

            mSummonerID    = attacker.SummonerID;
            mSummonerName  = attacker.SummonerName;
            mSummonerLevel = attacker.SummonerLevel;
        }
    }
Esempio n. 4
0
 /// <summary>
 /// 阵营关系上, this和other是否是敌对.
 /// </summary>
 public bool IsRivalCamps(BattleUnit other)
 {
     return(other != null &&
            LeagueManager.GetRelationship(GetLeague(), other.GetLeague()) == LeagueRelationship.Enemy);
 }