Esempio n. 1
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        /// <summary>
        ///     Calculate a server preformed skill
        /// </summary>
        /// <param name="associate">Executioner</param>
        /// <param name="writer">Data to be sent to clients</param>
        /// <param name="skillId">Skill to execute</param>
        /// <param name="syncId">Sync Id</param>
        /// <param name="calculatingPosition">Where position calculations are done from</param>
        /// <param name="target">Explicit target</param>
        /// <returns>Context</returns>
        public async Task <NpcExecutionContext> CalculateAsync(GameObject associate, BitWriter writer, int skillId,
                                                               uint syncId, Vector3 calculatingPosition, GameObject target = default)
        {
            target ??= associate;

            var context = new NpcExecutionContext(target, writer, skillId, syncId, calculatingPosition);

            if (!SkillRoots.TryGetValue(skillId, out var root))
            {
                Logger.Debug($"Failed to find skill: {skillId}");

                return(context);
            }

            context.Root = root;

            var branchContext = new ExecutionBranchContext(target);

            try
            {
                await root.CalculateAsync(context, branchContext);
            }
            catch (Exception e)
            {
                Logger.Error(e);
            }

            return(context);
        }
Esempio n. 2
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        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            context.Associate.Transform.LookAt(branchContext.Target.Transform.Position);

            await branchContext.Target.NetFavorAsync();

            context.Writer.Align();

            context.Writer.Write <ushort>(0);

            context.Writer.WriteBit(false);
            context.Writer.WriteBit(false);
            context.Writer.WriteBit(true);

            context.Writer.Write(0);

            var success = context.IsValidTarget(branchContext.Target) && context.Alive;

            var damage = (uint)(success ? MinDamage : 0);

            context.Writer.Write(damage);

            context.Writer.WriteBit(success);

            if (success)
            {
                await PlayFxAsync("onhit", branchContext.Target, 1000);

                var stats = branchContext.Target.GetComponent <Stats>();

                stats.Damage(damage, context.Associate, EffectHandler);

                await OnSuccess.CalculateAsync(context, branchContext);
            }
        }
        public override Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            var syncId = context.Associate.GetComponent <SkillComponent>().ClaimSyncId();

            context.Writer.Write(syncId);

            if (branchContext.Target is Player player)
            {
                player.SendChatMessage($"Delay. [{context.SkillSyncId}] [{syncId}]");
            }

            Task.Run(async() =>
            {
                await Task.Delay(Delay);

                context = context.Copy();

                await Action.CalculateAsync(context, branchContext);

                context.Sync(syncId);

                if (branchContext.Target is Player sPlayer)
                {
                    sPlayer.SendChatMessage($"Sync. [{context.SkillSyncId}] [{syncId}]");
                }
            });

            return(Task.CompletedTask);
        }
Esempio n. 4
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        public override BehaviorExecutionParameters SerializeStart(BitWriter writer, NpcExecutionContext context,
                                                                   ExecutionBranchContext branchContext)
        {
            writer.WriteBit(false);
            if (branchContext.Target is Player target)
            {
                var targetDirection = context.Associate.Transform.Position - target.Transform.Position;
                var rotation        = targetDirection.QuaternionLookRotation(Vector3.UnitY);

                // Forward, currently unused
                _ = rotation.VectorMultiply(Vector3.UnitX);

                // Handled in the background
                Task.Run(() =>
                {
                    target.Message(new KnockbackMessage
                    {
                        Associate     = target,
                        Caster        = context.Associate,
                        Originator    = context.Associate,
                        KnockbackTime = 0,
                        Vector        = Vector3.UnitY * Strength
                    });
                });
            }

            return(base.SerializeStart(writer, context, branchContext));
        }
Esempio n. 5
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        /// <summary>
        /// Wrapper to call the generic typed version of this method
        /// </summary>
        /// <param name="context">The global context to use</param>
        /// <param name="branchContext">The branch context to use</param>
        /// <returns><c>BehaviorExecutionParameters</c> gained by serializing the start skill</returns>
        public override BehaviorExecutionParameters SerializeStart(BitWriter writer, NpcExecutionContext context,
                                                                   ExecutionBranchContext branchContext)
        {
            var behaviorExecutionParameters = CreateInstance(context, branchContext);

            SerializeStart(writer, behaviorExecutionParameters);
            return(behaviorExecutionParameters);
        }
Esempio n. 6
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 public override BehaviorExecutionParameters SerializeStart(NpcExecutionContext context, ExecutionBranchContext branchContext)
 {
     if (StunCaster != 1)
     {
         context.Writer.WriteBit(false);
     }
     return(base.SerializeStart(context, branchContext));
 }
        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            context.MinRange  = MinRange;
            context.MaxRange  = MaxRange;
            context.SkillTime = SkillTime;

            await Behavior.CalculateAsync(context, branchContext);
        }
Esempio n. 8
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        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            // TODO

            context.Writer.Write(1);

            await Behaviors[1 - 1].CalculateAsync(context, branchContext);
        }
Esempio n. 9
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        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            if (StunCaster == 1)
            {
                return;
            }

            context.Writer.WriteBit(false);
        }
Esempio n. 10
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        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            if (branchContext.Target is Player player)
            {
                player.SendChatMessage($"Verified: [{Action.Id}] {Action.BehaviorId}");
            }

            await Action.CalculateAsync(context, branchContext);
        }
Esempio n. 11
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        /// <summary>
        /// Wrapper to call the generic typed version of this method
        /// </summary>
        /// <param name="context">The global context to use</param>
        /// <param name="branchContext">The branch context to use</param>
        /// <returns><c>BehaviorExecutionParameters</c> gained by serializing the start skill</returns>
        public override BehaviorExecutionParameters SerializeStart(NpcExecutionContext context,
                                                                   ExecutionBranchContext branchContext)
        {
            var behaviorExecutionParameters = new T {
                Context = context, BranchContext = branchContext
            };

            SerializeStart(behaviorExecutionParameters);
            return(behaviorExecutionParameters);
        }
        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            context.Writer.Write(branchContext.Target);

            var count = ProjectileCount == 0 ? 1 : ProjectileCount;

            for (var i = 0; i < count; i++)
            {
                CalculateProjectile(context, branchContext.Target);
            }
        }
Esempio n. 13
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        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            if (branchContext.Target != context.Associate)
            {
                context.Writer.WriteBit(false);
            }

            if (InterruptBlock == 0)
            {
                context.Writer.WriteBit(false);
            }

            context.Writer.WriteBit(false);
        }
Esempio n. 14
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        public override BehaviorExecutionParameters SerializeStart(BitWriter writer, NpcExecutionContext context,
                                                                   ExecutionBranchContext branchContext)
        {
            if (branchContext.Target != context.Associate)
            {
                writer.WriteBit(false);
            }
            if (InterruptBlock == 0)
            {
                writer.WriteBit(false);
            }
            writer.WriteBit(false);

            return(base.SerializeStart(writer, context, branchContext));
        }
Esempio n. 15
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        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            if (!context.Associate.TryGetComponent <BaseCombatAiComponent>(out var baseCombatAiComponent))
            {
                return;
            }

            var validTarget = baseCombatAiComponent.SeekValidTargets();

            var sourcePosition = context.CalculatingPosition;

            var targets = validTarget.Where(target =>
            {
                var transform = target.Transform;

                var distance = Vector3.Distance(transform.Position, sourcePosition);

                var valid = distance <= Radius;

                return(valid);
            }).ToArray();

            foreach (var target in targets)
            {
                if (target is Player player)
                {
                    player.SendChatMessage("You are a AOE target!");
                }
            }

            if (targets.Length > 0)
            {
                context.FoundTarget = true;
            }

            context.Writer.Write((uint)targets.Length);

            foreach (var target in targets)
            {
                context.Writer.Write(target);
            }

            foreach (var target in targets)
            {
                await Action.CalculateAsync(context, new ExecutionBranchContext(target));
            }
        }
Esempio n. 16
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        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            /*
             * var syncId = context.Associate.GetComponent<SkillComponent>().ClaimSyncId();
             *
             * context.Writer.Write(syncId);
             */

            // TODO

            var state = true;

            if (Imagination > 0 || !IsEnemyFaction)
            {
                state = branchContext.Target != default && context.Alive;

                context.Writer.WriteBit(state);
            }

            if (state)
            {
                await ActionTrue.CalculateAsync(context, branchContext);
            }
            else
            {
                await ActionFalse.CalculateAsync(context, branchContext);
            }

            /*
             * var _ = Task.Run(async () =>
             * {
             *  context = context.Copy();
             *
             *  await Action.CalculateAsync(context, branchContext);
             *
             *  context.Sync(syncId);
             * });
             */
        }
Esempio n. 17
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        /// <summary>
        /// Locates all targets within range of a context and returns a list of them
        /// </summary>
        /// <param name="context">The NPC context to find targets for</param>
        /// <returns>A list of targets if they were found, otherwise an empty list</returns>
        private List <GameObject> LocateTargets(NpcExecutionContext context)
        {
            if (!context.Associate.TryGetComponent <BaseCombatAiComponent>(out var baseCombatAiComponent))
            {
                return(new List <GameObject>());
            }

            var validTargets   = baseCombatAiComponent.SeekValidTargets();
            var sourcePosition = context.CalculatingPosition; // Change back to author position?
            var targets        = validTargets.Where(target =>
            {
                var transform = target.Transform;
                if (transform == null)
                {
                    return(false);
                }
                var distance = Vector3.Distance(transform.Position, sourcePosition);
                return(distance <= context.MaxRange && context.MinRange <= distance);
            }).ToList();

            targets.ToList().Sort((g1, g2) =>
            {
                var distance1 = Vector3.Distance(g1.Transform.Position, sourcePosition);
                var distance2 = Vector3.Distance(g2.Transform.Position, sourcePosition);

                return((int)(distance1 - distance2));
            });

            var selectedTargets = new List <GameObject>();

            for (var i = 0; i < targets.Count && i < MaxTargets; i++)
            {
                selectedTargets.Add(targets[i]);
            }

            return(selectedTargets);
        }
Esempio n. 18
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        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            context.Writer.WriteBit(false);

            if (!(branchContext.Target is Player target))
            {
                return;
            }

            var targetDirection = context.Associate.Transform.Position - target.Transform.Position;

            var rotation = targetDirection.QuaternionLookRotation(Vector3.UnitY);

            var forward = rotation.VectorMultiply(Vector3.UnitX);

            target.Message(new KnockbackMessage
            {
                Associate     = target,
                Caster        = context.Associate,
                Originator    = context.Associate,
                KnockbackTime = 0,
                Vector        = Vector3.UnitY * Strength
            });
        }
Esempio n. 19
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        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            branchContext.Duration = ActionDuration * 1000;

            await Action.CalculateAsync(context, branchContext);
        }
Esempio n. 20
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 public virtual Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
 {
     return(Task.CompletedTask);
 }
Esempio n. 21
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        public override async Task CalculateAsync(NpcExecutionContext context, ExecutionBranchContext branchContext)
        {
            if (!context.Associate.TryGetComponent <BaseCombatAiComponent>(out var baseCombatAiComponent))
            {
                return;
            }

            var validTarget = baseCombatAiComponent.SeekValidTargets();

            var sourcePosition = context.CalculatingPosition; // Change back to author position?

            var targets = validTarget.Where(target =>
            {
                var transform = target.Transform;

                var distance = Vector3.Distance(transform.Position, sourcePosition);

                return(distance <= context.MaxRange && context.MinRange <= distance);
            }).ToList();

            targets.ToList().Sort((g1, g2) =>
            {
                var distance1 = Vector3.Distance(g1.Transform.Position, sourcePosition);
                var distance2 = Vector3.Distance(g2.Transform.Position, sourcePosition);

                return((int)(distance1 - distance2));
            });

            var selectedTargets = new List <GameObject>();

            foreach (var target in targets)
            {
                if (selectedTargets.Count < MaxTargets)
                {
                    selectedTargets.Add(target);
                }
            }

            if (!context.Alive)
            {
                selectedTargets.Clear(); // No targeting if dead
            }

            var any = selectedTargets.Any();

            context.Writer.WriteBit(any); // Hit

            if (any)
            {
                baseCombatAiComponent.Target = selectedTargets.First();

                context.FoundTarget = true;

                if (CheckEnvironment)
                {
                    // TODO
                    context.Writer.WriteBit(false);
                }

                context.Writer.Write((uint)selectedTargets.Count);

                foreach (var target in selectedTargets)
                {
                    context.Writer.Write(target.Id);
                }

                foreach (var target in selectedTargets)
                {
                    if (!(target is Player player))
                    {
                        continue;
                    }

                    player.SendChatMessage($"You are a target! [{context.SkillSyncId}]");
                }

                foreach (var target in selectedTargets)
                {
                    var branch = new ExecutionBranchContext(target)
                    {
                        Duration = branchContext.Duration
                    };

                    await ActionBehavior.CalculateAsync(context, branch);
                }
            }
            else
            {
                if (Blocked)
                {
                    // TODO
                    context.Writer.WriteBit(false);
                }
                else
                {
                    await MissBehavior.CalculateAsync(context, branchContext);
                }
            }
        }