Esempio n. 1
0
        private long AttackTarget(Critter npc, Critter target, AttackChoice attackChoice)
        {
            if (npc.Stat [Stats.CurrentAP] <= 0) {
                npc.Wait (500);
                return 0;
            }

            var distance = Global.GetDistance (npc, target);
            if (distance > 1) {
                var tracedDistance = shootTracer.TraceDistance (npc.GetMap (), npc.HexX, npc.HexY, target.HexX, target.HexY, distance);
                if (tracedDistance != distance)
                    //cannot shoot through objects
                    return 0;
            }

            var currentWeapon = npc.GetItemHand ();
            if (currentWeapon.Id != attackChoice.WeaponId) {
                var map = npc.GetMap ();
                var moveItemApCost = map != null && map.IsTurnBased () ? Global.TbApCostDropItem : Global.RtApCostDropItem;

                npc.Stat [Stats.CurrentAP] -= (int)moveItemApCost * 100;
                npc.MoveItem (attackChoice.WeaponId, 1, ItemSlot.Hand1);
                currentWeapon = npc.GetItemById (attackChoice.WeaponId);
            }
            if (currentWeapon == null)
                return 0;

            if (distance > currentWeapon.Proto.Weapon_MaxDist_0) {
                return 0;
            }

            var weaponAttackApCost = currentWeapon.Proto.Weapon_ApCost_0;
            npc.Stat [Stats.CurrentAP] -= (int)weaponAttackApCost * 100;

            dynamic mainModule = ScriptEngine.GetModule ("main");
            mainModule.critter_attack (npc, target, currentWeapon.Proto, attackChoice.WeaponUse, Global.GetProtoItem (currentWeapon.Proto.Weapon_DefaultAmmoPid));
            return Global.Breaktime;
        }