コード例 #1
0
        public bool IsCastingSpell(ChampionTypes champ, PlayerActionType action)
        {
            SpellTypes spell = ChampionTypesHelper.GetSpellFromAction(champ, action);

            return(TimeOfLastSpellUse(spell).TotalSeconds +
                   SpellsHelper.Info(spell).CastingTime.TotalSeconds >= Server.Instance.GetTime().TotalSeconds);
        }
コード例 #2
0
ファイル: ServerGame.cs プロジェクト: DrPandemic/EraParadox
        void HandleAction(ServerClient client, PlayerAction action)
        {
            if (ActionTypeHelper.IsSpell(action.Type))
            {
                var spell = ChampionTypesHelper.GetSpellFromAction(client.Champion.Type, action.Type);
                if (client.ChampStats.Alive &&
                    !client.ChampStats.IsOnCooldown(spell))                   // we're not dead and the spell is not on cooldown

                {
                    CastChampionSpell(client.Champion, action);
                    client.ChampStats.UsedSpell(spell);
                }
            }
            else if (action.Type != PlayerActionType.Idle)
            {
                ILogger.Log("Unknown player action type: " + action.Type);
            }
        }
コード例 #3
0
ファイル: ServerGame.cs プロジェクト: DrPandemic/EraParadox
        const double RADIANS_BETWEEN_PROJECTILES = Math.PI / 36.0;         // ~5 degrees
        void CastChampionSpell(ICharacter champ, PlayerAction action)
        {
            Debug.Assert(action.Target != null);

            // aim in the direction of the spell
            champ.FacingLeft = action.Target.X < champ.Position.X + champ.CollisionWidth / 2f;

            SpellTypes type        = ChampionTypesHelper.GetSpellFromAction(champ.Type, action.Type);
            int        projectiles = SpellsHelper.Info(type).Projectiles;
            Vec2       spawn       = champ.GetHandsPosition();

            double angle = 0.0;

            if (action.Target != null)
            {
                Vec2 dir = action.Target - spawn;
                angle = Math.Atan2(dir.Y, dir.X);                                     // current angle
                double completeArc = RADIANS_BETWEEN_PROJECTILES * (projectiles - 1); // complete arc that we'll cover
                angle -= completeArc / 2f;                                            // start from the lowest angle
            }

            for (int i = 0; i < projectiles; ++i)
            {
                Vec2 dir = Vec2.Zero;
                if (action.Target != null)
                {
                    double current = angle + i * RADIANS_BETWEEN_PROJECTILES;
                    dir = new Vec2((float)Math.Cos(current), (float)Math.Sin(current));
                }

                LinearSpell spell = new LinearSpell(
                    IDGenerator.GenerateID(),
                    champ.Team,
                    spawn,
                    spawn + dir,
                    type,
                    champ);

                CastSpell(spell, action.Target);
            }
        }