Esempio n. 1
0
        public void SetTarget(int x, int y, int randomHitRange, LogicGameObject target, bool randomHitPosition)
        {
            this.m_target             = target;
            this.m_targetPosition.m_x = target.GetMidX() * 8;
            this.m_targetPosition.m_y = target.GetMidY() * 8;

            if (target.GetGameObjectType() == LogicGameObjectType.CHARACTER)
            {
                LogicCharacter character = (LogicCharacter)target;

                if (character.IsFlying())
                {
                    LogicCombatComponent combatComponent = target.GetCombatComponent();

                    this.m_randomHitRange = combatComponent != null && combatComponent.IsHealer() ? 200 : 1000;
                    this.m_flyingTarget   = true;
                }

                if (randomHitPosition)
                {
                    LogicVector2 pos = new LogicVector2(this.m_targetPosition.m_x >> 3, this.m_targetPosition.m_y >> 3);

                    int distance = pos.GetDistance(this.GetPosition());

                    this.m_unk168.m_x = this.m_targetPosition.m_x - 8 * this.GetMidX();
                    this.m_unk168.m_y = this.m_targetPosition.m_y - 8 * this.GetMidY();

                    this.m_unk168.Rotate(90);
                    this.m_unk168.Normalize(64);

                    int rnd = ((distance / 10) & this.Rand(randomHitRange)) - distance / 20;

                    this.m_unk168.m_x = this.m_unk168.m_x * rnd / 64;
                    this.m_unk168.m_y = this.m_unk168.m_y * rnd / 64;

                    pos.Destruct();
                }
            }
            else
            {
                int range = target.IsWall() ? 1016 : 2040;

                this.m_unk168.m_x = 8 * x - this.m_targetPosition.m_x;
                this.m_unk168.m_y = 8 * y - this.m_targetPosition.m_y;

                this.m_unk168.Normalize(((target.GetWidthInTiles() - target.PassableSubtilesAtEdge()) << 12) / 3);

                this.m_unk168.m_x += (range & this.Rand(randomHitRange)) * (2 * (this.Rand(randomHitRange + 1) & 1) - 1);
                this.m_unk168.m_y += (range & this.Rand(randomHitRange + 2)) * (2 * (this.Rand(randomHitRange + 3) & 1) - 1);

                this.m_targetPosition.Add(this.m_unk168);

                this.m_randomHitRange = 150;
            }
        }
Esempio n. 2
0
        public void ObjectClose(LogicGameObject gameObject)
        {
            LogicHitpointComponent hitpointComponent = gameObject.GetHitpointComponent();

            if (hitpointComponent == null || hitpointComponent.GetTeam() != 1)
            {
                if (gameObject.GetGameObjectType() == LogicGameObjectType.CHARACTER)
                {
                    LogicCharacter     character = (LogicCharacter)gameObject;
                    LogicCharacterData data      = character.GetCharacterData();

                    if (data.GetHousingSpace() < this.m_minTriggerHousingLimit)
                    {
                        return;
                    }
                }

                LogicCombatComponent combatComponent = gameObject.GetCombatComponent();

                if (combatComponent == null || combatComponent.GetUndergroundTime() <= 0)
                {
                    if ((!gameObject.IsFlying() || this.m_airTrigger) && (gameObject.IsFlying() || this.m_groundTrigger))
                    {
                        if (this.m_healerTrigger || combatComponent == null || !combatComponent.IsHealer())
                        {
                            int distanceX = gameObject.GetX() - this.m_parent.GetMidX();
                            int distanceY = gameObject.GetY() - this.m_parent.GetMidY();

                            if (LogicMath.Abs(distanceX) <= this.m_triggerRadius &&
                                LogicMath.Abs(distanceY) <= this.m_triggerRadius &&
                                distanceX * distanceX + distanceY * distanceY < (uint)(this.m_triggerRadius * this.m_triggerRadius))
                            {
                                this.Trigger();
                            }
                        }
                    }
                }
            }
        }