Esempio n. 1
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 /// <summary>
 /// 将子npc加入列表
 /// </summary>
 /// <param name="child">Child.</param>
 public void addChildNpc(ServerNPC child)
 {
     if (!childNpc.Contains(child))
     {
         childNpc.Add(child);
     }
 }
Esempio n. 2
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        public ServerNPC removeChild(int id)
        {
            ServerNPC child = childNpc.Find(n => n.UniqueId == id);

            removeChild(child);
            return(child);
        }
Esempio n. 3
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        public void Suffer(ServerNPC caster, ServerNPC sufferer, SelfDescribed des, WarServerNpcMgr npcMgr)
        {
            //拿到算子
            InjuryOp CoreS = OperatorMgr.instance.getImplement <InjuryOp>(EffectOp.Injury);

            //TODO: find buff
            EffectConfigData[] help = null;

            handled = new Treat {
                treatValue = des.targetEnd.param1,
                treatType  = (SkillTypeClass)des.targetEnd.param3,
                isCritical = des.targetEnd.param2 == 1,
            };

            SufTreat res = CoreS.toSufferTreat(ref handled, sufferer.data, caster.data, help);

            if (res.isCureProtectioin)
            {
                //TODO : add Info here.
            }

            ///
            /// 最终结果的计算
            ///
            NPCRuntimeData rtdata = sufferer.data.rtData;

            rtdata.curHp += (int)handled.treatValue;
            rtdata.curHp  = rtdata.curHp > rtdata.totalHp ? rtdata.totalHp : rtdata.curHp;
        }
Esempio n. 4
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        //清理逻辑
        void clearDeadNpcStatus(MsgParam msg, WarServerNpcMgr npcMgr)
        {
            WarAnimParam warMsg = msg as WarAnimParam;

            if (warMsg != null && warMsg.described != null)
            {
                int           deadNpcId = warMsg.described.srcEnd.param2;
                ServerNPC     npc       = npcMgr.GetNPCByUniqueID(deadNpcId);
                ServerLifeNpc life      = npc as ServerLifeNpc;
                if (life != null)
                {
                    life.curStatus = NpcStatus.None;

                    ///
                    /// ---- 解除挂载的Trigger ----
                    ///
                    WarServerManager.Instance.triMgr.RemoveAllTrigger(deadNpcId);

                    ///
                    /// ---- 解除挂载的Buff ----
                    ///
                    WarServerManager.Instance.bufMgr.rmAllBuff(deadNpcId);

                    //--- 解除仇恨信息 ----
                    life.clearHatred();
                }
            }
        }
Esempio n. 5
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 public void Init(ServerNPC parent, WarMsgParam param)
 {
     owner = parent;
     wmMgr = WarServerManager.Instance;
     tran  = transform;
     if (param is WarSrcAnimParam)
     {
         WarSrcAnimParam wp = param as WarSrcAnimParam;
         sphereParam = wp;
         WarTarAnimParam[] tars = wp.InjureTar;
         speed  = wp.described.targetEnd.param8;
         maxDis = wp.described.targetEnd.param9;
         if (tars != null && tars.Length > 0)
         {
             SelfDescribed sd = tars[0].described;
             npcId = sd.targetEnd.param5;
             if (wmMgr != null)
             {
                 target = wmMgr.npcMgr.GetNPCByUniqueID(npcId);
                 if (target != null && parent.outLog)
                 {
                     Debug.Log("Sphere target : " + target.name);
                 }
             }
         }
         else
         {
             target = null;
         }
     }
     inited = true;
 }
Esempio n. 6
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        void EnterIncite(RtSkData sk, ServerNPC caster, IEnumerable <ServerNPC> targets)
        {
            ConditionConfigure ConCfg = null;

            //获取激活的判定规则ID列表
            int[] IncideCon = sk.skillCfg.Incite;
            if (IncideCon != null && IncideCon.Length > 0)
            {
                int len = IncideCon.Length;
                for (int i = 0; i < len; ++i)
                {
                    //获取激活的判定规则ID
                    int CondiId = IncideCon[i];
                    if (CondiId > 0)
                    {
                        ConCfg = ConModel.get(CondiId);

                        Utils.Assert(ConCfg == null, "Can't find Condition Configure. Condition ID = " + ConCfg);
                        //判定器--- 如果成功就跳出
                        ICondition decider = Mgr.getImplement(ConCfg.ConditionType);
                        bool       suc     = decider.check(sk, ConCfg, caster, targets);
                        if (suc)
                        {
                            ServerLifeNpc life    = caster as ServerLifeNpc;
                            bool          isReset = ConCfg.ConditionClass == SkConditionClass.ResetSkill;
                            life.runSkMd.switchToSkill(sk.pos, ConCfg.TargetSkID, isReset);
                            break;
                        }
                    }
                }
            }
        }
Esempio n. 7
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        /// <summary>
        /// 这个Targets不能为空
        /// </summary>
        /// <param name="caster">Caster.</param>
        /// <param name="targets">Targets.</param>
        /// <param name="efCfg">Ef cfg.</param>
        /// <param name="npcMgr">Npc mgr.</param>
        public List <ServerNPC> Select(ServerNPC caster, List <ServerNPC> targets, EffectConfigData efCfg, WarServerNpcMgr npcMgr)
        {
                        #if DEBUG
            Utils.Assert(efCfg == null, "Can't find target unless EffectConfigData isn't null.");
            Utils.Assert(npcMgr == null, "Can't find target unless WarServerNpcMgr isn't null.");
            Utils.Assert(targets == null, "Can't find target unless targets isn't null.");
                        #endif

            List <ServerNPC> reTarget = new List <ServerNPC>();
            //转换为Camp类型,还有一部分的检查不在这里
            //剔除自己的是在Factory里面(即EffectAreaSector)
            CAMP camp = efCfg.Flags.switchTo(caster.Camp);

            int count = targets.Count;
            if (count > 0)
            {
                for (int i = 0; i < count; ++i)
                {
                    UVec3 anchor = targets[i].transform.position;
                    reTarget.AddRange(SelectorTools.GetNPCRadius(anchor, caster.data.configData.radius + efCfg.eParam1, camp, npcMgr));
                }
            }

            return(reTarget);
        }
Esempio n. 8
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        public void EnterIncite(RtSkData sk, EffectConfigData efCfg, ServerNPC caster, IEnumerable <ServerNPC> targets)
        {
            bool canEnter = CheckIncite(sk, efCfg);

            if (canEnter)
            {
                bool injured = CheckBeHead(sk);
                if (injured)
                {
                    float Delay = 0.6F;
                    ///
                    /// 检测伤害类的还需要至少延迟了两个FixedUpdate,因为承受伤害的逻辑,还没开始执行
                    /// 所以,目标血量的判定还不能开始
                    ///
                    DelayedSkData data = new DelayedSkData()
                    {
                        caster = caster,
                        chosen = targets,
                        rtsk   = sk,
                    };
                    SkAsyncRunner.AysncRun(EnterIncite, Delay, data);
                }
                else
                {
                    EnterIncite(sk, caster, targets);
                }
            }
        }
Esempio n. 9
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        public void analyze(MsgParam msg, WarServerNpcMgr npcMgr)
        {
            WarAnimParam warParam = msg as WarAnimParam;

            if (warParam != null && warParam.described != null)
            {
                SelfDescribed des = warParam.described;

                int castor   = des.srcEnd.param1;
                int sufferer = des.srcEnd.param2;

                ServerNPC bCast = npcMgr.GetNPCByUniqueID(castor);
                ServerNPC bSuf  = npcMgr.GetNPCByUniqueID(sufferer);

                if (bCast != null && bSuf != null)
                {
                    Pair pair = new Pair()
                    {
                        CastorNum = bCast.data.num,
                        KilledNum = bCast.data.num,
                    };
                    killingInfo.Add(pair);
                }
            }
        }
Esempio n. 10
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        /// <summary>
        /// Suffer the specified caster, target and damage.
        /// 收到伤害的时候,没有返回值.
        /// </summary>
        /// <param name="caster">释放者</param>
        /// <param name="target">目标者</param>
        /// <param name="damage">伤害值</param>
        public void Suffer(ServerNPC caster, ServerNPC sufferer, SelfDescribed des, WarServerNpcMgr npcMgr)
        {
            //拿到算子
            InjuryOp sufOp = OperatorMgr.instance.getImplement <InjuryOp>(EffectOp.Injury);

            handled = new Dmg {
                dmgValue   = des.targetEnd.param1,
                dmgType    = (SkillTypeClass)des.targetEnd.param3,
                isCritical = des.targetEnd.param2 == 1,
                hitCls     = (HurtHitClass)Enum.ToObject(typeof(HurtHitClass), des.targetEnd.param4),
            };

            //TODO: find buff
            EffectConfigData[] help = null;
            suf = sufOp.toSuffer(ref handled, sufferer.data, caster.data, help);
            ///
            ///更多的事情发生了,比如护盾,吸血,反弹
            ///
            report(caster.UniqueID, sufferer.UniqueID, suf, npcMgr);

            ///
            /// --------- 最终结算 --------
            ///
            sufferer.data.rtData.curHp -= (int)handled.dmgValue;


            ///
            /// --------- 通知Trigger,OnKilled ----------
            ///
            toTriggerMsg(caster, sufferer, npcMgr);
        }
Esempio n. 11
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        /// <summary>
        /// Gets the npc with in range.
        /// </summary>
        /// <returns>The npc with in range.</returns>
        /// <param name="anchor">起点</param>
        /// <param name="range">范围</param>
        /// <param name="NpcSource">NPC 容器</param>
        /// <param name="capm">阵营</param>
        /// <param name="kind">是否是lifeNpc</param>
        /// <param name="type">如果是LifeNpc的时候,又是什么子类型</param>
        public static List <ServerNPC> GetNpcWithInRange(ServerNPC caster, float range, WarServerNpcMgr NpcSource, CAMP camp, KindOfNPC kind, LifeNPCType type = LifeNPCType.SkTarAll)
        {
            IEnumerable <ServerNPC> filter = NpcSource.getCampBnpc(camp);

            if (kind == KindOfNPC.Life)
            {
                filter = filter.Where(n => (n.WhatKindOf() == kind) &&
                                      (type.check(((ServerLifeNpc)n).WhatTypeOf)));
            }
            else if (kind == KindOfNPC.NonLife)
            {
                filter = filter.Where(n => n.WhatKindOf() == kind);
            }

            int count = filter.Count();

            if (count > 0)
            {
                Vector3 anchor = caster.transform.position;
                float   radius = caster.data.configData.radius;
                filter = filter.Where(n => IsInRange(anchor, n.data.configData.radius + range + radius, n.transform));
            }

            return(filter.ToList());
        }
Esempio n. 12
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        //选择目标
        List <ServerNPC> selectTarget(BulletHurtType HurtType, ServerNPC suffer, bool isFinal, WarServerNpcMgr npcMgr, float radius)
        {
            List <ServerNPC> target = new List <ServerNPC>();

            switch (HurtType)
            {
            /// 伤害所有碰见的敌人
            case BulletHurtType.Keep_Dmg:
                target.Add(suffer);
                break;

            /// 伤害最终的敌人
            case BulletHurtType.Final_Target_Radius:
                if (isFinal)
                {
                    /// --- 默认对敌人的各种类型友方产生攻击 ---
                    ///
                    IEnumerable <ServerNPC> itor = SelectorTools.GetNPCInRange(suffer, radius, npcMgr, KindOfNPC.Life, TargetClass.Friendly, NpcStatus.None);
                    target.AddRange(itor);
                }
                break;

            /// 伤害最终的敌人
            case BulletHurtType.Final_Target:
                if (isFinal)
                {
                    target.Add(suffer);
                }
                break;
            }

            return(target);
        }
Esempio n. 13
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        /// <summary>
        /// Raises the trigger enter event.
        /// </summary>
        /// <param name="col">Col.</param>
        void OnTriggerEnter(Collider col)
        {
            if (alreadyContacted.Contains(col.gameObject) || !inited)
            {
                return;
            }
            alreadyContacted.Add(col.gameObject);
            ServerNPC npc = col.GetComponent <ServerNPC>();

            if (npc != null)
            {
                WarTarAnimParam param = new WarTarAnimParam();
                param.arg1     = effectID;
                param.arg2     = parent.UniqueID;
                param.OP       = EffectOp.Bullet_NPC;
                param.cmdType  = WarMsg_Type.OnAttacked;
                param.Sender   = parent.UniqueID;
                param.Receiver = npc.UniqueID;
                wmMgr.npcMgr.SendMessageAsync(npc.UniqueID, npc.UniqueID, param);
                if (damageType == 1 || damageType == 2)
                {
                    if (target != null && npc.UniqueID == target.UniqueID && disappearType == 0)
                    {
                        inited = false;
                        DestroyMe();
                    }
                }
            }
        }
Esempio n. 14
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        /// <summary>
        /// 目前,Trigger的这个触发器,仅仅用来触发场景里面的,和技能无关
        /// 技能触发器在WarManager里面
        /// </summary>
        /// <returns>The trigger.</returns>
        protected ServerNPC createTrigger()
        {
            GameObject go = new GameObject("Trigger");

            UnityUtils.AddChild_Reverse(go, WarPoint);
            ServerNPC npc = go.AddComponent <ServerNPC>();

            npc.Group = 0;
            npc.Camp  = CAMP.None;

            ///
            /// 向WarManager注册
            ///

            if (WarSMgr != null)
            {
                WarSMgr.npcMgr.SignID(npc);
                WarSMgr.npcMgr.RegisterTagNpc("Trigger", npc);

                ///
                /// --- 这里创建的都是逻辑型触发器,没有配置 ----
                /// --- UseSkill 和 OnKilled都有转发的功能 ----
                ///

                WarSMgr.triMgr.CreateTrigger(WarMsg_Type.BeKilled, npc.UniqueID);
                WarSMgr.triMgr.CreateTrigger(WarMsg_Type.OnAttacked, npc.UniqueID);
                WarSMgr.triMgr.CreateTrigger(WarMsg_Type.BeAttacked, npc.UniqueID);
                WarSMgr.triMgr.CreateTrigger(WarMsg_Type.UseSkill, npc.UniqueID);
                WarSMgr.triMgr.CreateTrigger(WarMsg_Type.OnKilled, npc.UniqueID);
            }

            return(npc);
        }
Esempio n. 15
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        /// <summary>
        /// 检测是否符合逻辑
        /// </summary>
        /// <param name="sk">技能</param>
        /// <param name="cfg">条件配置技能</param>
        /// <param name="caster">施法者忽略</param>
        /// <param name="targets">目标者们忽略</param>
        public bool check(RtSkData sk, ConditionConfigure cfg, ServerNPC caster, IEnumerable <ServerNPC> targets)
        {
                        #if DEBUG
            Utils.Assert(sk == null, "Skill is null in TimeoutCondition.");
            Utils.Assert(cfg == null, "ConditionConfigure is null in TimeoutCondition.");
                        #endif

            bool Condi = false;

            ///
            /// 1. 判定是否符合关心的BeHead类型
            ///
            var self           = this.GetType();
            var classAttribute = (ConditionAttribute)Attribute.GetCustomAttribute(self, typeof(ConditionAttribute));
            if (cfg.ConditionType == classAttribute.Con)
            {
                RtFakeSkData fakeSk = sk as RtFakeSkData;
                if (fakeSk != null)
                {
                    float TimeOut = cfg.Param1 * Consts.OneThousand;
                    ///
                    ///2.判定是否超时
                    ///
                    Condi = fakeSk.aliveDur >= TimeOut;

                    ///3.判定概率
                    if (Condi)
                    {
                        Condi = PseudoRandom.getInstance().happen(cfg.Prop);
                    }
                }
            }

            return(Condi);
        }
Esempio n. 16
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 public void CastSk(params Object[] args)
 {
     if (castor != null && param != null)
     {
         WarSrcAnimParam srcParam = param as WarSrcAnimParam;
         if (srcParam != null)
         {
             SelfDescribed sd = srcParam.described;
             if (sd != null)
             {
                 EndResult result = sd.targetEnd;
                 if (result != null)
                 {
                     WarServerManager mgr = WarServerManager.Instance;
                     int       target     = result.param3;
                     ServerNPC npc        = mgr.npcMgr.GetNPCByUniqueID(target);
                     if (npc != null)
                     {
                         Vector3 dir = npc.transform.position;
                         dir.y = castor.transform.position.y;
                         dir   = dir - castor.transform.position;
                         Quaternion rot = Quaternion.LookRotation(dir, Vector3.up);
                         castor.transform.rotation = rot;
                         LeanTween.cancel(castor.gameObject);
                         LeanTween.move(castor.gameObject, npc.transform.position, 0.2f);
                         castor.SendNpcMoveMsg(true);
                     }
                 }
             }
         }
     }
 }
Esempio n. 17
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        /// <summary>
        /// pos 普通攻击的第几步
        /// </summary>
        public List <MsgParam> NormalAttack(ServerNPC caster, short pos)
        {
            container.Clear();

                        #if DEBUG
            Utils.Assert(caster == null, "Caster is null when cast skill.");
                        #endif

            ServerLifeNpc src = caster as ServerLifeNpc;
            if (src.IsAlive == false)
            {
                return(container);
            }

            RtSkData rtSk = src.runSkMd.getAttack(pos);
            if (rtSk != null)
            {
                IEnumerable <ServerNPC> targets = SelectS.Select(caster, rtSk, Sight.NearSight);
                EfCastor.Cast(caster, targets, rtSk, container);
            }

            int cnt = container.Count;
            if (cnt > 0)
            {
                for (int i = 0; i < cnt; ++i)
                {
                    ((WarMsgParam)container[i]).cmdType = WarMsg_Type.Attack;
                }
            }

            return(container);
        }
Esempio n. 18
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        /// <summary>
        /// buff属于OriginOfBuff.BornWithSkill这个方法才有效
        /// 选择出Buff的目标
        /// </summary>
        /// <param name="adhere">Adhere.</param>
        /// <param name="bufCfg">Buffer cfg.</param>
        public ServerNPC locateTarget(RtBufData rtBf)
        {
                        #if DEBUG
            Utils.Assert(rtBf == null, "RtBufData is null when relocate buff target.");
                        #endif

            ServerNPC target = null;

            if (rtBf.origin == OriginOfBuff.Alone)
            {
                target = npcMgr.GetNPCByUniqueID(rtBf.HangUpNpcID);
            }
            else
            {
                switch (rtBf.BuffCfg.Target)
                {
                case BufSel.Add_To_Adhere:
                    target = npcMgr.GetNPCByUniqueID(rtBf.HangUpNpcID);
                    break;

                case BufSel.Add_To_Caster:
                    target = npcMgr.GetNPCByUniqueID(rtBf.CastorNpcID);
                    break;
                }
            }

            return(target);
        }
Esempio n. 19
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        ///
        /// 释放技能, pos的第几个技能
        ///
        public void Cast(ServerNPC caster, short pos, Action <MsgParam> Report)
        {
                        #if DEBUG
            Utils.Assert(caster == null, "Caster is null when cast skill.");
                        #endif

            ServerLifeNpc src = caster as ServerLifeNpc;
            if (src.IsAlive == false)
            {
                return;
            }

            RtSkData rtSk = src.runSkMd.getRuntimeSkill(pos);
            ///
            /// 冷却时间好了吗, 死亡了吗
            ///
            if (rtSk != null && rtSk.canCast)
            {
                //进入Skill释放的状态
                src.curStatus = src.curStatus.set(NpcStatus.InSkill);

                IEnumerable <ServerNPC> targets = SelectS.Select(caster, rtSk, Sight.NearSight);
                EfCastor.Cast(caster, targets, rtSk, Report);
            }
        }
Esempio n. 20
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        void castBuff_Skill(RtBufData rtbf, BuffPhase phase)
        {
            container.Clear();

            RtSkData skill = null;

            switch (phase)
            {
            case BuffPhase.Start:
                skill = rtbf.OnStartSkill;
                break;

            case BuffPhase.End:
                skill = rtbf.OnEndSkill;
                break;

            case BuffPhase.Cycle:
                skill = rtbf.onCycleskill;
                break;
            }

            if (skill != null)
            {
                ServerNPC castor = BFSelector.locateCastor(rtbf);
                ServerNPC target = BFSelector.locateTarget(rtbf);

                List <ServerNPC> Targets = new List <ServerNPC>();
                Targets.Add(target);
                IEnumerable <ServerNPC> itor = Targets.AsEnumerable <ServerNPC>();

                EfCastor.Cast(castor, itor, skill, container, false);

                dispatchMsg(container, skill);
            }
        }
Esempio n. 21
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        /// <summary>
        /// 这个函数目前没有作用,
        /// 准备将来用于Buff第一次释放时,需要调用的函数
        /// </summary>
        public void FirstCast(RtBufData rtbf)
        {
            ///
            /// --- 设置NPC的状态 ---
            ///

            ServerNPC     hang = BFSelector.getHangUp(rtbf);
            ServerLifeNpc life = hang as ServerLifeNpc;

            if (life != null)
            {
                NpcStatus status = (NpcStatus)Enum.ToObject(typeof(NpcStatus), rtbf.BuffCfg.Status);
                //去除不需要挂载的状态
                status = status.rmDiscrete();
                if (status != NpcStatus.None)
                {
                    life.curStatus = life.curStatus.set(status);
                }

                //如果有嘲讽的话
                if (status.AnySame(NpcStatus.Taunt))
                {
                    life.addHatred(rtbf.CastorNpcID, 1);
                }
            }

            ///
            /// ---- 释放技能 ---
            ///
            castBuff_Skill(rtbf, BuffPhase.Start);
        }
Esempio n. 22
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        public void OnHappen(MsgParam msg, WarServerNpcMgr npcMgr)
        {
            WarAnimParam warParam = msg as WarAnimParam;

            if (warParam != null && warParam.described != null)
            {
                SelfDescribed described = warParam.described;
                if (described.srcEnd != null)
                {
                    ///
                    /// 每次被攻击几率对周围造成伤害
                    ///
                    int casterId = described.srcEnd.param1;
                    int sufferId = described.srcEnd.param2;

                    //不能自己打自己也反弹
                    if (sufferId == casterId)
                    {
                        return;
                    }

                    if (sufferId == HangUpNpcId)
                    {
                        //选择自己和目标
                        //目标也是自己
                        ServerNPC        castor  = npcMgr.GetNPCByUniqueID(sufferId);
                        List <ServerNPC> targets = new List <ServerNPC>();
                        targets.Add(castor);

                        warMgr.triMgr.trigCastor.cast(castor, targets, cfg);
                    }
                }
            }
        }
Esempio n. 23
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        //挑出阵营,但是不应该把施法者过滤掉
        //后续如果有要求,才会过滤施法者
        IEnumerable <ServerNPC> SelectCamp(ServerNPC caster, IEnumerable <ServerNPC> targets, EffectConfigData efCfg)
        {
            CAMP camp = efCfg.Flags.switchTo(caster.Camp);
            IEnumerable <ServerNPC> itor = targets.Where(n => camp.check(n.Camp) || caster.UniqueID == n.UniqueID);

            return(itor);
        }
Esempio n. 24
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        public void Cast(ServerNPC caster, IEnumerable <ServerNPC> chosen, RtSkData rtSk, List <MsgParam> MsgContainer, bool skDirecHurt)
        {
                        #if DEBUG
            Utils.Assert(caster == null, "Effect Castor");
            Utils.Assert(rtSk == null, "Effect Castor");
                        #endif
            List <EffectConfigData> effCfg = new List <EffectConfigData>();
            foreach (EffectConfigData cfg in rtSk.effectCfgDic.Values)
            {
                effCfg.Add(cfg);
            }

            ICastEffect[] castor = effMgr.getImplements(effCfg.ToArray(), rtSk.skillCfg);
            if (castor != null)
            {
                int len = castor.Length;
                for (int i = 0; i < len; ++i)
                {
                    IEnumerable <ServerNPC> reTarget = selector.Select(caster, chosen, effCfg[i]);
                    castor[i].Cast(caster, chosen, reTarget, skDirecHurt, MsgContainer);
                    effMgr.Recycle(effCfg[i], castor[i]);
                }
            }
            castor = null;
        }
Esempio n. 25
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        /// <summary>
        /// 判定最大,最小生命值的NPC
        /// </summary>
        /// <returns>The NPC by hp.</returns>
        public static IEnumerable <ServerNPC> GetNPCByHp(ServerNPC caster, TargetClass target, IEnumerable <ServerNPC> Itor1)
        {
            List <ServerNPC> found = new List <ServerNPC>();
            ///
            ///  枚举器,其实不用返回特定类型,返回枚举器就可以了。(在不需要Copy容器里面的数据时,就是用枚举器)
            ///
            IEnumerable <ServerNPC> Itor = found.AsEnumerable();

            if (target.AnySame(TargetClass.HpLowest))
            {
                ServerNPC lowest = Itor1.OrderBy(n => n.data.rtData.CurHpNested).FirstOrDefault();
                if (lowest != null)
                {
                    found.Add(lowest);
                }
            }
            else if (target.AnySame(TargetClass.HpHighest))
            {
                ServerNPC highest = Itor1.OrderByDescending(n => n.data.rtData.CurHpNested).FirstOrDefault();
                if (highest != null)
                {
                    found.Add(highest);
                }
            }
            else
            {
                Itor = Itor1;
            }

            return(Itor);
        }
Esempio n. 26
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        public void OnHappen(MsgParam msg, WarServerNpcMgr npcMgr)
        {
            WarAnimParam warParam = msg as WarAnimParam;

            if (warParam != null && warParam.described != null)
            {
                SelfDescribed described = warParam.described;

                if (described.srcEnd != null && described.srcEnd.param1 > 0)
                {
                    //转发消息
                    ServerNPC tag = npcMgr.TagNpc("Trigger");

                    switch (described.act)
                    {
                    case Verb.LineEnemy:
                        warParam.cmdType = WarMsg_Type.LineEnemy;
                        //创建一个触发器
                        warMgr.triMgr.CreateTrigger(described.src, described.srcEnd.param1, null);
                        npcMgr.SendMessageAsync(tag.UniqueID, tag.UniqueID, msg);
                        break;
                    }
                }
            }
        }
Esempio n. 27
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        /// <summary>
        /// 释放技能效果
        /// </summary>
        /// <param name="src">效果发起者</param>
        /// <param name="target">目标参数无效</param>
        /// <param name="skDirectHurt">是否是技能的直接伤害, 这个没有伤害</param>
        /// <param name="container">所有数据展现的容器,本次Effect施法的效果会依次加入</param>
        /// <param name="skTarget">Sk target.</param>
        public void Cast(ServerNPC src, IEnumerable <ServerNPC> skTarget, IEnumerable <ServerNPC> target, bool skDirectHurt, List <MsgParam> container)
        {
                        #if DEBUG
            Utils.Assert(skCfg == null, "Skill Configure is null in BulletNpcEffect routine.");
                        #endif

            WarSrcAnimParam SrcParam = new WarSrcAnimParam()
            {
                OP             = EffectOp.Bullet_NPC,
                ShootAction    = skCfg.ShootAction,
                ShootTime      = skCfg.ShootTime,
                ShootEventTime = skCfg.ShootEventTime,
            };
            ///
            /// 有延迟的伤害类技能,伤害的结算都推后
            ///
            SelfDescribed des = new SelfDescribed()
            {
                src       = src.UniqueID,
                target    = src.UniqueID,
                act       = Verb.Creature,
                srcEnd    = null,
                targetEnd = new EndResult()
                {
                    param1 = src.UniqueID,
                    param2 = cfg.ID,
                    param3 = cfg.Param1,
                }
            };

            SrcParam.described = des;
            container.Add(SrcParam);
        }
Esempio n. 28
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        public void CreateNpc()
        {
            Utils.Assert(curChapConfig == null, "Chapter Configdata is null.");

            if (reader.loadSceneConfig(curChapConfig.scene_config))
            {
                NPCInSceneData[] npcInScene = reader.GetSceneEditorElementData <NPCInSceneData>();
                if (npcInScene != null && npcInScene.Length > 0)
                {
                    int       len      = npcInScene.Length;
                    CrtHero[] toClient = new CrtHero[len];

                    for (int i = 0; i < len; i++)
                    {
                        NPCInSceneData sceneD = npcInScene [i];
                        ServerNPC      npc    = virNpcLoader.Load(sceneD.npcID, sceneD.camp, WarPoint);
                        if (npc == null)
                        {
                            ConsoleEx.DebugWarning("Create npc fail!!!!!!!!!   id::  " + sceneD.npcID);
                            continue;
                        }

                        npc.transform.localPosition    = new Vector3(sceneD.pos [0], sceneD.pos [1], sceneD.pos [2]);
                        npc.transform.localScale       = new Vector3(sceneD.scale [0], sceneD.scale [1], sceneD.scale [2]);
                        npc.transform.localEulerAngles = new Vector3(sceneD.rotation [0], sceneD.rotation [1], sceneD.rotation [2]);

                        npc.spawnPos = npc.transform.position;
                        npc.spawnRot = npc.transform.rotation;

                        npc.dataInScene     = sceneD;
                        npc.data.btData.way = sceneD.way;

                        //初始化buff
                        InitBuff(npc);
                        //初始化AI
                        InitAi(npc);

                        toClient[i] = new CrtHero()
                        {
                            npcID    = sceneD.npcID,
                            uniqueId = npc.UniqueID,
                            pos      = VectorWrap.ToVector(npc.transform.position),
                            rotation = VectorWrap.ToVector(npc.transform.eulerAngles),
                            camp     = (int)npc.Camp,
                        };
                    }
                    //send creating npc message to client
                    IpcCreateNpcMsg msg = new IpcCreateNpcMsg()
                    {
                        npclist = toClient,
                    };
                    WarSMgr.realServer.proxyCli.CtorNpc(msg);
                }
            }
            else
            {
                ConsoleEx.DebugWarning(curChapConfig.scene_config + " scene config is not find.");
            }
        }
Esempio n. 29
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 /// <summary>
 /// 将子npc移出列表
 /// </summary>
 /// <param name="child">Child.</param>
 public void removeChild(ServerNPC child)
 {
     if (childNpc.Contains(child))
     {
         childNpc.Remove(child);
         childNpc.TrimExcess();
     }
 }
Esempio n. 30
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        /// <summary>
        /// 删除NPC身上特定的触发器
        /// </summary>
        /// <returns>The trigger.</returns>
        /// <param name="TriggerId">Trigger identifier.</param>
        /// <param name="npcId">Npc identifier.</param>
        public ITriggerItem RemoveTrigger(int TriggerId, int npcId)
        {
            if (TriggerId <= 0)
            {
                return(null);
            }

            ITriggerItem one = null;

            foreach (WarMsg_Type key in OnWork.Keys)
            {
                List <ITriggerItem> list = null;
                //有队列
                if (OnWork.TryGetValue(key, out list))
                {
                    int count = list.Count;
                    if (count > 0)
                    {
                        int idx = -1;
                        for (int i = 0; i < count; ++i)
                        {
                            if (list[i].GetID() == TriggerId)
                            {
                                idx = i;
                                one = list[i];
                                break;
                            }
                        }

                        //删除管理器里面的
                        if (idx >= 0)
                        {
                            list.RemoveAt(idx);

                            //移回Idle
                            List <ITriggerItem> idleList = null;
                            if (!OnIdle.TryGetValue(key, out idleList))
                            {
                                idleList    = new List <ITriggerItem>();
                                OnIdle[key] = idleList;
                            }

                            one.OnRest();
                            OnIdle[key].Add(one);

                            break;
                        }
                    }
                }
            }

            //挂在Npc上删除
            ServerNPC npc = WarServerManager.Instance.npcMgr.GetNPCByUniqueID(npcId);

            npc.rmTrigger(TriggerId);

            return(one);
        }