public override void Update(int tickCounter) { // if power executed, wait for attack/cooldown to finish. if (_powerRan) { if (_powerFinishTimer.TimedOut) { this.Done = true; } return; } // try to get nearest target if no target yet acquired if (_target == null) { if (this.Owner is Minion) // assume minions are player controlled and are targeting monsters { _target = this.Owner.GetMonstersInRange(MaxTargetRange).OrderBy( (monster) => PowerMath.Distance2D(monster.Position, this.Owner.Position)) .FirstOrDefault(); } else // monsters targeting players { _target = this.Owner.GetPlayersInRange(MaxTargetRange).OrderBy( (player) => PowerMath.Distance2D(player.Position, this.Owner.Position)) .FirstOrDefault(); } } if (_target != null) { float targetDistance = PowerMath.Distance2D(_target.Position, this.Owner.Position); // if target has moved out of range, deselect it as the target if (targetDistance > MaxTargetRange) { _target = null; } else if (targetDistance < _baseAttackRadius + _target.ActorData.Cylinder.Ax2) // run power if within range { // stop any movement _ownerMover.Move(this.Owner.Position, this.Owner.WalkSpeed); this.Owner.World.PowerManager.RunPower(this.Owner, _power, _target, _target.Position); _powerFinishTimer = new SecondsTickTimer(this.Owner.World.Game, _power.EvalTag(PowerKeys.AttackSpeed) + _power.EvalTag(PowerKeys.CooldownTime)); _powerRan = true; } else { // update or create path movement if (_pathUpdateTimer == null || _pathUpdateTimer.TimedOut) { _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay); // move the space between each path update, or up to target. float moveAmount = this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter); if (targetDistance < moveAmount) { moveAmount = targetDistance; // -(_baseAttackRadius + _target.ActorData.Cylinder.Ax2) - 0.1f; } Vector3D movePos = PowerMath.TranslateDirection2D(this.Owner.Position, _target.Position, this.Owner.Position, moveAmount); this.Owner.TranslateFacing(_target.Position, false); // find suitable movement animation int aniTag; if (this.Owner.AnimationSet == null) { aniTag = -1; } else if (this.Owner.AnimationSet.TagExists(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk)) { aniTag = this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk); } else if (this.Owner.AnimationSet.TagExists(Mooege.Common.MPQ.FileFormats.AnimationTags.Run)) { aniTag = this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Run); } else { aniTag = -1; } _ownerMover.Move(movePos, this.Owner.WalkSpeed, new ACDTranslateNormalMessage { TurnImmediately = false, AnimationTag = aniTag }); } else { _ownerMover.Update(); } } } }
public override IEnumerable <TickTimer> Main() { GeneratePrimaryResource(ScriptFormula(25)); float targetDistance = PowerMath.Distance2D(User.Position, TargetPosition); // create grenade projectiles with shared detonation timer TickTimer timeout = WaitSeconds(ScriptFormula(2)); Projectile[] grenades = new Projectile[Rune_C > 0 ? 1 : 3]; for (int i = 0; i < grenades.Length; ++i) { var projectile = new Projectile(this, Rune_C > 0 ? 212547 : 88244, User.Position); projectile.Timeout = timeout; grenades[i] = projectile; } // generate spread positions with distance-scaled spread amount. float scaledSpreadOffset = Math.Max(targetDistance - ScriptFormula(14), 0f); Vector3D[] projDestinations = PowerMath.GenerateSpreadPositions(User.Position, TargetPosition, ScriptFormula(11) - scaledSpreadOffset, grenades.Length); // launch and bounce grenades yield return(WaitTicks(1)); // helps make bounce timings more consistent float bounceOffset = 1f; float minHeight = ScriptFormula(21); float height = minHeight + ScriptFormula(22); float bouncePercent = 0.7f; // ScriptFormula(23); while (!timeout.TimedOut) { for (int i = 0; i < grenades.Length; ++i) { grenades[i].LaunchArc(PowerMath.TranslateDirection2D(projDestinations[i], User.Position, projDestinations[i], targetDistance * 0.3f * bounceOffset), height, ScriptFormula(20)); } height *= bouncePercent; bounceOffset *= 0.3f; yield return(grenades[0].ArrivalTime); // play "dink dink" grenade bounce sound grenades[0].PlayEffect(Effect.Unknown69); } // damage effects foreach (var grenade in grenades) { var grenadeN = grenade; SpawnEffect(RuneSelect(154027, 154045, 154028, 154044, 154046, 154043), grenade.Position); // poison pool effect if (Rune_A > 0) { var pool = SpawnEffect(154076, grenade.Position, 0, WaitSeconds(ScriptFormula(7))); pool.UpdateDelay = 1f; pool.OnUpdate = () => { WeaponDamage(GetEnemiesInRadius(grenadeN.Position, ScriptFormula(5)), ScriptFormula(6), DamageType.Poison); }; } AttackPayload attack = new AttackPayload(this); attack.Targets = GetEnemiesInRadius(grenade.Position, ScriptFormula(4)); attack.AddWeaponDamage(ScriptFormula(0), Rune_A > 0 ? DamageType.Poison : DamageType.Fire); attack.OnHit = (hitPayload) => { if (Rune_E > 0) { if (Rand.NextDouble() < ScriptFormula(9)) { AddBuff(hitPayload.Target, new DebuffStunned(WaitSeconds(ScriptFormula(10)))); } } if (Rune_C > 0) { Knockback(grenadeN.Position, hitPayload.Target, ScriptFormula(8)); } }; attack.Apply(); } // clusterbomb hits if (Rune_B > 0) { int damagePulses = (int)ScriptFormula(28); for (int pulse = 0; pulse < damagePulses; ++pulse) { yield return(WaitSeconds(ScriptFormula(12) / damagePulses)); foreach (var grenade in grenades) { WeaponDamage(GetEnemiesInRadius(grenade.Position, ScriptFormula(4)), ScriptFormula(0), DamageType.Fire); } } } }
public override void Update(int tickCounter) { // if power executed, wait for attack/cooldown to finish. if (_powerRan) { if (_powerFinishTimer.TimedOut) { this.Done = true; } return; } // try to get nearest target if no target yet acquired if (_target == null) { _target = this.Owner.GetPlayersInRange(MaxTargetRange).OrderBy( (player) => PowerMath.Distance2D(player.Position, this.Owner.Position)) .FirstOrDefault(); } if (_target != null) { float targetDistance = PowerMath.Distance2D(_target.Position, this.Owner.Position); // if target has moved out of range, deselect it as the target if (targetDistance > MaxTargetRange) { _target = null; } else if (targetDistance < _baseAttackRadius + _target.ActorData.Cylinder.Ax2) // run power if within range { // stop any movement this.Owner.Move(this.Owner.Position, MovementHelpers.GetFacingAngle(this.Owner, _target)); //this.Owner.TranslateFacing(_target.Position, true); this.Owner.World.PowerManager.RunPower(this.Owner, _power, _target, _target.Position); _powerFinishTimer = new SecondsTickTimer(this.Owner.World.Game, _power.EvalTag(PowerKeys.AttackSpeed) + _power.EvalTag(PowerKeys.CooldownTime)); _powerRan = true; } else { // update or create path movement if (_pathUpdateTimer == null || _pathUpdateTimer.TimedOut) { _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay); // move the space between each path update Vector3D movePos = PowerMath.TranslateDirection2D(this.Owner.Position, _target.Position, this.Owner.Position, this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter)); this.Owner.TranslateFacing(_target.Position, false); _ownerMover.Move(movePos, this.Owner.WalkSpeed, new Net.GS.Message.Definitions.Actor.NotifyActorMovementMessage { TurnImmediately = false, AnimationTag = this.Owner.AnimationSet == null ? 0 : this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk) }); } else { _ownerMover.Update(); } } } }
public override void Update(int tickCounter) { // if power executed, wait for attack/cooldown to finish. if (_powerRan) { if (_powerFinishTimer.TimedOut) { this.Done = true; } return; } // try to get nearest target if no target yet acquired if (_target == null) { _target = this.Owner.GetPlayersInRange(MaxTargetRange).OrderBy( (player) => PowerMath.Distance2D(player.Position, this.Owner.Position)) .FirstOrDefault(); //.FirstOrDefault(x => x.Attributes[GameAttribute.Untargetable] == false); // If target is marked untargetable then we shouldnt consider him for targeting - DarkLotus } if (_target != null) { float targetDistance = PowerMath.Distance2D(_target.Position, this.Owner.Position); // if target has moved out of range, deselect it as the target if (targetDistance > MaxTargetRange) { _target = null; } else if (targetDistance < _baseAttackRadius + _target.ActorData.Cylinder.Ax2) // run power if within range { // stop any movement this.Owner.Move(this.Owner.Position, MovementHelpers.GetFacingAngle(this.Owner, _target)); //this.Owner.TranslateFacing(_target.Position, true); this.Owner.World.PowerManager.RunPower(this.Owner, _power, _target, _target.Position); _powerFinishTimer = new SecondsTickTimer(this.Owner.World.Game, _power.EvalTag(PowerKeys.AttackSpeed) + _power.EvalTag(PowerKeys.CooldownTime)); _powerRan = true; } else { if (_pathRequestTask == null) { _pathRequestTask = Owner.World.Game.Pathfinder.GetPath(Owner, Owner.Position, _target.Position); // called once to create task } if (!_pathRequestTask.PathFound) { return; } // No path found, so end Action. if (_pathRequestTask.Path.Count < 1) { return; } if (_path == null) { _path = _pathRequestTask.Path; } if (_ownerMover.ArrivalTime == null || _ownerMover.Arrived) { //if (_ownerMover.Arrived) //{ _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay); //_pathRequestTask = null; Vector3D movePos = _path[0];// PowerMath.TranslateDirection2D(this.Owner.Position, _path[0], this.Owner.Position, //this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter)); this.Owner.TranslateFacing(movePos, false); _ownerMover.Move(movePos, this.Owner.WalkSpeed, new Net.GS.Message.Definitions.ACD.ACDTranslateNormalMessage { TurnImmediately = false, AnimationTag = this.Owner.AnimationSet == null ? 0 : this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk) }); //if(PowerMath.Distance2D(movePos,_path[0]) < 5f) _path.RemoveAt(0); if (_path.Count == 0) { _pathRequestTask = null; _path = null; return; } //} //_path.Clear(); } /*// update or create path movement * if (_pathUpdateTimer == null || _pathUpdateTimer.TimedOut) * { * _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay); * * // move the space between each path update * Vector3D movePos = PowerMath.TranslateDirection2D(this.Owner.Position, _target.Position, this.Owner.Position, * this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter)); * if (!this.Owner.World.CheckLocationForFlag(movePos, Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk)) * { * var xdiff = movePos.X - this.Owner.Position.X; * var ydiff = movePos.Y - this.Owner.Position.Y; * movePos.Y = Owner.Position.Y; * // make sure mesh is a non walking one... * // could use gridsquares if hit left move one south etc * movePos.X = Owner.Position.X + xdiff; * foreach (var mesh in this.Owner.CurrentScene.NavZone.NavCells)// need to check scenes prob * { * if ((mesh.Bounds.Contains(movePos.X - Owner.CurrentScene.Position.X, movePos.Y - Owner.CurrentScene.Position.Y)) && !mesh.Flags.HasFlag(Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk)) * { * movePos.X = Owner.Position.X; * ydiff *= 1.4f; * break; * } * * } * movePos.Y += ydiff; * foreach (var mesh in this.Owner.CurrentScene.NavZone.NavCells)// need to check scenes prob * { * if ((mesh.Bounds.Contains(movePos.X - Owner.CurrentScene.Position.X, movePos.Y - Owner.CurrentScene.Position.Y)) && !mesh.Flags.HasFlag(Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk)) * { * movePos.Y = Owner.Position.Y; * movePos.X += (xdiff * 0.4f); * break; * } * } * * //var localmovepos = new Vector3D(movePos); * System.Windows.Rect oldPosRectSceneLocal = new System.Windows.Rect(Owner.Position.X - Owner.CurrentScene.Position.X, Owner.Position.Y- Owner.CurrentScene.Position.Y, Owner.Bounds.Width, Owner.Bounds.Height); * System.Windows.Rect movePosSceneLocal = new System.Windows.Rect(movePos.X - Owner.CurrentScene.Position.X, movePos.Y - Owner.CurrentScene.Position.Y, Owner.Bounds.Width, Owner.Bounds.Height); * movePos.X -= (float)this.Owner.CurrentScene.Bounds.Location.X; * movePos.Y -= (float)this.Owner.CurrentScene.Bounds.Location.Y; * Circle mob = new Circle(movePos.X - (float)Owner.CurrentScene.Position.X, movePos.Y - (float)Owner.CurrentScene.Position.Y, (float)this.Owner.Bounds.Width); * * foreach (var mesh in this.Owner.CurrentScene.NavZone.NavCells)// need to check scenes prob * { * /*if (mob.Intersects(mesh.Bounds)) * { * if(PowerMath.CircleInBeam(mob,mesh.Bounds.TopLeft,mesh.Bounds.BottomLeft,1f)) * { * * } * } * if ((mesh.Bounds.Contains(movePos.X, movePos.Y)) && mesh.Flags.HasFlag(Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk)) * { * if ((oldPosRectSceneLocal.Left >= mesh.Bounds.Right && movePosSceneLocal.Left < mesh.Bounds.Right)) // Right collisions * { * ydiff = 0; * xdiff = xdiff * 1.5f; * break; * } * if ((oldPosRectSceneLocal.Right < mesh.Bounds.Left && movePosSceneLocal.Right >= mesh.Bounds.Left))//Left * { * ydiff = 0; * xdiff = xdiff * 1.5f; * break; * } * if ((oldPosRectSceneLocal.Top >= mesh.Bounds.Bottom && movePosSceneLocal.Top < mesh.Bounds.Bottom) || (oldPosRectSceneLocal.Bottom < mesh.Bounds.Top && movePosSceneLocal.Bottom >= mesh.Bounds.Top)) // Bottom then Top * { * * xdiff = 0; * ydiff = ydiff * 1.5f; * break; * } * /*if (movePos.X > mesh.Min.X || movePos.X < mesh.Max.X) * { * xdiff = 0; * break; * } * else if (movePos.Y > mesh.Min.Y || movePos.Y < mesh.Max.Y) * { * ydiff = 0; * break; * } * } * * } * movePos.X = this.Owner.Position.X + xdiff; * movePos.Y = this.Owner.Position.Y + ydiff; * } * * * * this.Owner.TranslateFacing(movePos,false);//_target.Position, false); * * _ownerMover.Move(movePos, this.Owner.WalkSpeed, new Net.GS.Message.Definitions.ACD.ACDTranslateNormalMessage * { * TurnImmediately = false, * AnimationTag = this.Owner.AnimationSet == null ? 0 : this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk) * }); * }*/ else { if (_ownerMover.Velocity != null) { _ownerMover.Update(); } //if (_ownerMover.Arrived) // _ownerMover = new ActorMover(this.Owner); } } } }