public static bool apply_skill_eff_to(long now, IBaseUnit from, IBaseUnit target, skill_state_conf sk_res, int aff, int percentage) { if (target.isghost() || target.isdie()) return false; if (target.ignore_dmg()) return false; if (sk_res.rate > 0) { if (new Random().Next(0, 100) > sk_res.rate) return false; } if (target.has_state(pl_state_type.PST_SKILL_AVOID)) return false; if (from.iid != target.iid) { if (!skill_conf.skill_target_type_validation(aff, skill_aff_type.SAT_ENERMY)) { if (from.can_atk(target)) return false; if (from.isaily(target)) { if (!skill_conf.skill_target_type_validation(aff, skill_aff_type.SAT_ALLY)) return false; } else { if (!skill_conf.skill_target_type_validation(aff, skill_aff_type.SAT_MID)) return false; } } else { if (from.Is_Player()) { if (target.Is_Player()) { if (target.get_pack_data().in_pczone || from.get_pack_data().in_pczone) return false; if (!from.can_atk(target)) return false; } else if (target.Is_Monster()) { if (target.owner_ply != null) { if (target.owner_ply.iid == from.iid) return false; if (target.owner_ply.get_pack_data().in_pczone || from.get_pack_data().in_pczone) return false; if (!from.can_atk(target)) return false; } } } else { if (!from.can_atk(target)) return false; } } } else { if(!skill_conf.skill_target_type_validation(aff,skill_aff_type.SAT_SELF)) return false; } if (from.Is_Player()) { if(target.can_atk(from)) target.atk_by(from); } if (sk_res.nodmg == 0) { //TODO do damage } if (sk_res.rmv_stat > 0) rmv_stat_from_pl_by_gb(sk_res.rmv_stat,target); if(sk_res.rmv_1_stat >0) rmv_1_stat_from_pl_by_gb(sk_res.rmv_1_stat,target); if (sk_res.tar_state > 0) { IBaseUnit_State state = add_state_to_pl(now, target, sk_res, from, 100); } if (sk_res.force_move_dir != -1) { int dir = sk_res.force_move_dir; if (sk_res.force_move_dir == 2) dir = new Random().Next(0, 2); int delta_x = target.x - from.x; int delta_y = target.y - from.y; if (delta_x != 0 || delta_y != 0) { Point2D vec=new Point2D(delta_x,delta_y); vec = Utility.normalize_vec2(vec); delta_x = (int)(sk_res.force_move_rang*vec.x); delta_y = (int) (sk_res.force_move_rang*vec.y); if (sk_res.force_move_dir == 0) { target.x += delta_x; target.y += delta_y; } else { target.x -= delta_x; target.y -= delta_y; } } target.get_pack_data().moving = null; target.get_pack_data().casting = null; target.get_pack_data().last_mvpts = null; } return true; }
public static void update_pl_atk(IBaseUnit sprite, long cur_clock_tm) { var pl = sprite.get_pack_data(); if (pl.atking == null) return; var cd_tm = sprite.get_atk_cd(); if (pl.casting != null) { // 吟唱中,不更新攻击 _hold_pl_atk(pl, cd_tm, cur_clock_tm); return; } if (pl.holding != null) { // 聚气中,不更新攻击 _hold_pl_atk(pl, cd_tm, cur_clock_tm); return; } if (sprite.has_state(pl_state_type.PST_CANT_ATTACK)) { // can't attack _hold_pl_atk(pl, cd_tm, cur_clock_tm); return; } //Utility.trace_err("update [" + pl.iid +"] attack \n"); if (!sprite.gmap.has_sprite_by_iid(pl.atking.tar_iid)) { // 目标不在同一地图 sprite.cancel_atk(); // TO DO : send msg return; } var tar_sprite = sprite.gmap.map_sprites[pl.atking.tar_iid]; var tar_pl = tar_sprite.get_pack_data(); if (sprite.isghost() || tar_sprite.isghost()) { // 对方是灵魂状态,停止攻击 sprite.cancel_atk(); return; } if (tar_sprite.ignore_dmg()) { _hold_pl_atk(pl, cd_tm, cur_clock_tm); return; } if (cur_clock_tm < pl.skill_gen_cd) { // 与技能共cd _hold_pl_atk(pl, cd_tm, cur_clock_tm); return; } //Utility.trace_err("[" + pl.iid +"] attack ["+pl.atking.tar_iid+"] cur tm: ["+cur_clock_tm+"] atkstarttm["+pl.atking.start_tm+"]\n"); // TO DO : update face var tm_interval = cur_clock_tm - pl.atking.start_tm; //Utility.trace_err("[" + pl.iid +"] attack ["+pl.atking.tar_iid+"] tm_interval: ["+tm_interval+"] cd_tm ["+cd_tm+"]\n"); if (tm_interval < cd_tm) { // 没到攻击间隔 return; } if (tar_pl.invisible > pl.observer) { // 看不到目标 if (sprite.get_sprite_type() == map_sprite_type.MstMonster) { //delete pl.atking; // 停止攻击 pl.atking = null; } else { _hold_pl_atk(pl, cd_tm, cur_clock_tm); } return; } //Utility.trace_err("pl.x [" + pl.x +"] pl.y ["+pl.y+"] tar_pl.x: ["+tar_pl.x+"] tar_pl.y: ["+tar_pl.y+"]\n"); //Utility.trace_err("dist_x [" + dist_x +"] dist_y ["+dist_y+"] atkrange: ["+pl.atkrange+"]\n"); var dist_x = tar_pl.x - pl.x; var dist_y = tar_pl.y - pl.y; var range = pl.atkrange + pl.size + tar_pl.size + 32; // 允许1格误差 if (dist_x * dist_x + dist_y * dist_y > range * range) { // 不在攻击范围内 _hold_pl_atk(pl, cd_tm, cur_clock_tm); return; } var atkcnt_trigered = false; var added_state = false; if (pl.states != null) { // 检查按攻击次数结算状态 foreach (var val in pl.states.state_par) { if (val.atkedcnt < 0 || val.desc.atkcnt == null) continue; ++val.atkedcnt; //Utility.trace_info("val.atkedcnt["+val.atkedcnt+"] val.desc.atkcnt.cnt["+val.desc.atkcnt.cnt+"]") if (val.atkedcnt < val.desc.atkcnt.cnt) { continue; } //sys.dumpobj(val); // 触发结算状态 atkcnt_trigered = true; if (val.desc.atkcnt.add_stat > 0) { var state_obj = Skill.add_state_to_pl(cur_clock_tm, tar_sprite, new tres_conf(val.desc.atkcnt.add_stat), sprite, val.per, false); if (state_obj != null) { added_state = true; // broadcast add state msg; //tar_sprite.broad_cast_zone_msg_and_self(24, { iid = tar_pl.iid, states =[state_obj]}); } } if (val.desc.atkcnt.dmg > 0) { apply_dmg_on_pl(tar_sprite, sprite, new damage() { hp_dmg = val.desc.atkcnt.dmg }, cur_clock_tm, val.par); } } } if (pl.invisible > 0) { // 攻击就现身 Skill.rmv_state_from_pl_by_att("invisible", sprite, pl); } //if(sprite.get_sprite_type()==map_sprite_type.MstPlayer) //{ // // 中断打坐 // sprite.try_stop_recover(); //} tar_sprite.atk_by(sprite); if (atkcnt_trigered) { // 触发了攻击次数结算状态,该次攻击失效 if (added_state) { Skill._remark_pl_state(tar_sprite, tar_pl); } if (pl.atking != null) pl.atking.start_tm = cur_clock_tm; return; } // 计算攻击次数 var atk_count = (tm_interval / cd_tm); var atk_tm_left = tm_interval % cd_tm; var total_dmg = 0; pl.atking.start_tm = cur_clock_tm - atk_tm_left; pl.last_atk_tm = pl.atking.start_tm; pl.skill_gen_cd = pl.atking.start_tm + cd_tm; // 触发技能cd pl.skill_gen_cdst = pl.atking.start_tm; // 触发技能cd起始 var real_cd_tm = pl.skill_gen_cd - cur_clock_tm; if (real_cd_tm < 0) real_cd_tm = 0; // 判断对象是否攻击免疫 if (tar_sprite.has_state(pl_state_type.PST_ATK_AVOID)) { // can't be attack // send avoid attack msg //Utility.trace_err("[" + pl.iid +"] attack ["+pl.atking.tar_iid+"] target avoid attack\n"); //sprite.broad_cast_zone_msg_and_self(18, { hited = 0, frm_iid = pl.iid, to_iid = pl.atking.tar_iid}); return; } //::g_dump( " update_pl_atk() ===>>>> ", "") ; var ret = apply_dmg_on_pl_ex(tar_sprite, sprite, new damage() { dmg_min = 0, dmg_max = 0, noratk = 1, hp_dmg = 0, mp_dmg = 0 }, cur_clock_tm, (int)atk_count * 1000, true, true); //ret.atkcount < -atk_count; //ret.cdtm < -real_cd_tm; // send attack msg sprite.broad_cast_zone_msg_and_self(18, ret); if (tar_sprite.get_sprite_type() == map_sprite_type.MstPlayer) { //目标不在视野 需要补发消息 // if (!sprite.is_ply_inzone(tar_pl.sid)) // { //::send_rpc(tar_pl.sid, 18, ret); // } } }
//public static bool apply_skill_eff_to(long cur_clock_tm, IBaseUnit from, IBaseUnit target, dmg dmg, int aff, int skill_id, int percentage) //{ // tres sk_res = new tres(); // sk_res.rate = 100; // return apply_skill_eff_to(cur_clock_tm, from, target, sk_res, aff, skill_id, percentage); //} public static bool apply_skill_eff_to(long cur_clock_tm, IBaseUnit from, IBaseUnit target, tres_conf sk_res, int aff, int skill_id, int percentage) { var dflag = true; if (target.isdie() || target.isghost()) { // TO DO : 考虑有些技能能作用于尸体 if (dflag) Utility.debug(" !apply_skill_eff_to false 1"); return false; } if (target.ignore_dmg()) { if (dflag) Utility.debug(" !apply_skill_eff_to false 2"); return false; } //if ( "rate" in sk_res ) if (sk_res.rate > 0) { if (Utility.random(0, 100) > sk_res.rate) { if (dflag) Utility.debug(" !apply_skill_eff_to false 3"); return false; } } var to_pl = target.get_pack_data(); var frm_pl = from.get_pack_data(); //var rpc_data = new Variant(); //rpc_data["hited"] = 3; //rpc_data["sid"] = skill_id; //rpc_data["frm_iid"] = frm_pl.iid; //rpc_data["to_iid"] = to_pl.iid; if (target.has_state(pl_state_type.PST_SKILL_AVOID)) { // 目标技能免疫 // send single_skill_res msg to clients //rpc_data["hited"] = 0;//免疫 //target.broad_cast_zone_msg_and_self(22, rpc_data); if (dflag) Utility.debug(" !apply_skill_eff_to false 4"); return false; } //if(from.get_sprite_type() == map_sprite_type.MST_MONSTER && target.get_sprite_type() == map_sprite_type.MST_MONSTER) //{ // return false; // 一家人不打一家人 //} // TO DO : 根据aff判断敌人、盟友关系从而确定是否受此状态影响 game_err_code check_res = Utility.check_target_type(from, target, aff, target.gmap.pk_seting); if (check_res != game_err_code.RES_OK) return false; if (from.get_sprite_type() == map_sprite_type.MstPlayer) { if (target.can_atk(from)) { target.atk_by(from); } } //if(sk_res.hp_dmg != 0) //{ // rpc_data.hp_dmg <- {}; // rpc_data.hp_dmg.hp_dmg <- sk_res.hp_dmg; // to_pl.hp -= sk_res.hp_dmg; // if(to_pl.hp > to_pl.max_hp) // { // to_pl.hp = to_pl.max_hp; // } //} //if(sk_res.mp_dmg != 0) //{ // rpc_data.mp_dmg <- {}; // rpc_data.mp_dmg.mp_dmg <- sk_res.mp_dmg; // to_pl.mp -= sk_res.mp_dmg; // if(to_pl.mp > to_pl.max_mp) // { // to_pl.mp = to_pl.max_mp; // } //} Utility.debug("apply_skill_eff_to try apply_dmg_on_pl!"); //no_dmg 不计算伤害 if (sk_res.no_dmg == 0) { var ret = grid_map.apply_dmg_on_pl(target, from, sk_res.convert2damage(), cur_clock_tm, percentage, true); Utility.debug("!apply_skill_eff_to apply_dmg_on_pl:" + ret); if (ret["hited"]._int32 != 3) { // 未命中 // send single_skill_res msg to clients //rpc_data["hited"] = ret["hited"]; //target.broad_cast_zone_msg_and_self(22, rpc_data); if (dflag) Utility.debug(" !apply_skill_eff_to false 20"); return false; } } //sys.trace(sys.SLT_DETAIL, "sk_res.rmv_stat ["+sk_res.rmv_stat+"]\n"); if (sk_res.rmv_stat > 0) { int rmv_stat = sk_res.rmv_stat; if (to_pl.states != null) { //sys.dumpobj(to_pl.states); // 移除所有状态 rmv_stat_from_pl_by_gb(rmv_stat, target, to_pl); } } if (sk_res.rmv_1stat > 0) { if (to_pl.states != null) { // 移除一个状态 rmv_1stat_from_pl_by_gb(sk_res.rmv_1stat, target, to_pl); } } if (sk_res.tar_state > 0) { int tar_state = sk_res.tar_state; var add_stat = true; if (sk_res.stat_rat > 0) { // 有几率触发技能效果 var judg = Utility.random(0, 100); if (judg > sk_res.stat_rat) { //sys.trace(sys.SLT_DETAIL, "stat_rat["+sk_res.stat_rat+"] < judg["+judg+"]\n"); if (dflag) Utility.debug(" !apply_skill_eff_to false 21"); add_stat = false; } } if (add_stat) { // add state eff to character var state_obj = add_state_to_pl(cur_clock_tm, target, sk_res, from, percentage); if (state_obj != null) { // rpc_data.states < -state_obj; //rpc_data.states <- {}; //rpc_data.states.id <- state_obj.id; //rpc_data.states.par <- state_obj.par; //rpc_data.states.start_tm <-state_obj.start_tm; //rpc_data.states.end_tm <- state_obj.end_tm; } } } if (sk_res.cd_red != null) { // 减少cd //var skcds = []; foreach (var cd_red in sk_res.cd_red) { int sktp = cd_red.sktp; int cd_reduce = (cd_red.red_tm * percentage / 10); if (sktp == 0) { foreach (int sk_key in to_pl.skill_cd.Keys) { //cd -= (sk_res.cd_red.red_tm * 100 * per / 1000); to_pl.skill_cd[sk_key] -= cd_reduce; //skcds.push({ sktp = sktp, cdtm = cd - cur_clock_tm}); } } else if (to_pl.skill_cd.ContainsKey(sktp)) { to_pl.skill_cd[sktp] -= cd_reduce; //skcds.push({ sktp = cd_red.sktp, cdtm = to_pl.skill_cd[cd_red.sktp] - cur_clock_tm}); } } // if (skcds.len() > 0) // { //// send self_attchange msg //::send_rpc(to_pl.sid, 32, { skcds = skcds}); // } } if (!to_pl.cfmv) { if (sk_res.fmv != null) { var judge = Utility.random(0, 100); int fmv_rate = sk_res.fmv.rate; int fmv_dir = sk_res.fmv.dir; int fmv_rang = sk_res.fmv.rang; if (judge < fmv_rate) { var dir = fmv_dir; if (dir == 2) {//随机前后 dir = Utility.random(0, 2); } // 迫使目标移动 if (dir == 0) { // 远离自己的方向 var dist_x = to_pl.x - frm_pl.x; var dist_y = to_pl.y - frm_pl.y; if ((dist_x != 0) || (dist_y != 0)) { var vec = Utility.normalize_vec2(dist_x, dist_y); var from_x = to_pl.x; var from_y = to_pl.y; to_pl.x += (int)(vec.x * fmv_rang); to_pl.y += (int)(vec.y * fmv_rang); var dest_pos = target.gmap.valpoint_on_vector(to_pl.x, to_pl.y, from_x, from_y, vec); var to_grid_pos = target.gmap.get_grid_by_pt(dest_pos.x, dest_pos.y); //if(!to_grid_pos || (dest_pos.x < 0) || (dest_pos.y < 0)) //{ // // 目标坐标非法,出错 // Utility.trace_err("fmv frm_pl.x["+frm_pl.x+"] frm_pl.y["+frm_pl.y+"] from_x["+from_x+"] y["+from_y+"] to_pl.x["+to_pl.x+"] to_pl.y["+to_pl.y+"] dest_pos.x["+dest_pos.x+"] dest_pos.y["+dest_pos.y+"] vec:\n"); // sys.dumpobj(vec); //} to_pl.x = (int)dest_pos.x; to_pl.y = (int)dest_pos.y; //sys.trace(sys.SLT_DETAIL, "fmv to_pl.x["+to_pl.x+"] ["+to_pl.y+"]\n"); if (target.get_sprite_type() == map_sprite_type.MstPlayer && !target.is_in_lvl) { to_pl.lx = to_pl.x; to_pl.ly = to_pl.y; } } } else if (dir == 1) { // 靠近自己的方向 var dist_x = frm_pl.x - to_pl.x; var dist_y = frm_pl.y - to_pl.y; if ((dist_x != 0) || (dist_y != 0)) { var dist2 = dist_x * dist_x + dist_y * dist_y; var vec = Utility.normalize_vec2(dist_x, dist_y); if (fmv_rang == 0 || fmv_rang * fmv_rang >= dist2) { // 拉近到自己身边一格 var from_x = to_pl.x; var from_y = to_pl.y; to_pl.x = (int)(frm_pl.x - vec.x * game_const.map_grid_pixel); to_pl.y = (int)(frm_pl.y - vec.y * game_const.map_grid_pixel); var dest_pos = target.gmap.valpoint_on_vector(to_pl.x, to_pl.y, from_x, from_y, vec); to_pl.x = (int)dest_pos.x; to_pl.y = (int)dest_pos.y; if (target.get_sprite_type() == map_sprite_type.MstPlayer && !target.is_in_lvl) { to_pl.lx = to_pl.x; to_pl.ly = to_pl.y; } } else { var from_x = to_pl.x; var from_y = to_pl.y; to_pl.x += (int)(vec.x * fmv_rang); to_pl.y += (int)(vec.y * fmv_rang); var dest_pos = target.gmap.valpoint_on_vector(to_pl.x, to_pl.y, from_x, from_y, vec); to_pl.x = (int)dest_pos.x; to_pl.y = (int)dest_pos.y; if (target.get_sprite_type() == map_sprite_type.MstPlayer && !target.is_in_lvl) { to_pl.lx = to_pl.x; to_pl.ly = to_pl.y; } } } } } if (to_pl.moving != null) { // 停止移动 //var data = { tm = cur_clock_tm, iid = to_pl.iid, x = to_pl.x, y = to_pl.y, face = to_pl.face }; // send stop move msg to clients //target.gmap.broadcast_map_rpc(10, data); //target.broad_cast_zone_msg_and_self(10, data); //delete to_pl.moving; to_pl.moving = null; } to_pl.last_mvpts = null; //rpc_data.fmv < - { to_x = to_pl.x, to_y = to_pl.y, dir = sk_res.fmv.dir}; if (to_pl.casting != null) { // 停止施法 //var data = { iid = to_pl.iid }; // send cancel_casting_res to clients //target.broad_cast_zone_msg_and_self(29, data); //delete to_pl.casting; to_pl.casting = null; } } } //var gmap = target.gmap; //if(to_pl.hp <= 0) //{ // // die! // to_pl.hp = 0; // target.die(from); // rpc_data.isdie = true; //} // send single_skill_res msg to clients //gmap.broadcast_map_rpc(22, rpc_data); //target.broad_cast_zone_msg_and_self(22, rpc_data); return true; }
//当单位配置中 keepdist = 1 时,攻击时将尽量保持与目标间的距离为自己的攻击距离 public static void update_keep_atk_range(IBaseUnit sprite, long tm_elasped_s) { var pl = sprite.get_pack_data(); if (pl.atking == null) { return; } if (sprite.has_state(pl_state_type.PST_CANT_MOVE)) { // can't move return; } var gmap = sprite.gmap; if (gmap.has_sprite_by_iid(pl.atking.tar_iid)) { //Utility.trace_err("monster["+this.mondata.iid+"] atking tar_iid[" + this.mondata.atking.tar_iid +"] cur tm[" +cur_clock_tm+"] last_trace_tm ["+ last_trace_target_tm +"] \n"); var target = gmap.map_sprites[pl.atking.tar_iid]; var tar_pl = target.get_pack_data(); double dist_x = pl.x - tar_pl.x; double dist_y = pl.y - tar_pl.y; var dist2 = dist_x * dist_x + dist_y * dist_y; var dist = Math.Sqrt(dist2); var atk_rang2 = pl.atkrange * pl.atkrange; // 处于最佳攻击距离 var best_atk_rang = pl.atkrange; if (dist.CompareTo(best_atk_rang) <= 0) { //Utility.trace_info("atk_trace stop:"+dist2+"="+atk_rang2+"\n"); if (pl.moving != null) { //// 停止移动 ////var cur_grid_pos = {x=(pl.x/game_const.map_grid_pixel), y=(pl.y/game_const.map_grid_pixel)} //var data = {tm=sys.clock_time()- pl.atking.trace_tm_left, iid=pl.iid, x=pl.x, y=pl.y, face=pl.face}; //// send stop move msg to clients ////gmap.broadcast_map_rpc(10, data); //sprite.broad_cast_zone_msg_and_self(10, data); //delete pl.moving; pl.moving = null; } } else { //if(dist > best_atk_rang) //{ // Utility.trace_info("atk_trace:"+dist+">"+best_atk_rang+"\n"); //} //else if(dist < best_atk_rang) //{ // Utility.trace_info("atk_trace:"+dist+"<"+best_atk_rang+"\n"); //} // 保持距离 //var cur_pos = gmap.get_grid_by_pt(pl.x, pl.y); //var tar_pos = gmap.get_grid_by_pt(tar_pl.x, tar_pl.y); //var k = (best_atk_rang / dist); //var best_pos = {}; //best_pos.x <- (tar_pos.x + (cur_pos.x - tar_pos.x) * k); //best_pos.y <- (tar_pos.y + (cur_pos.y - tar_pos.y) * k); // 计算和目标之间的角度atan(a),范围为[-PI/2, PI/2],为了获得整个圆周的范围,当(x<0)时角度为:PI+atan(a) /* * | * (-,-)|(+,-) * -----O------>X * (-,+)|(+,+) * | * \/Y */ double alpha = 0; if (dist != 0) { alpha = Math.PI / 2; if (dist_x != 0) { alpha = Math.Atan((dist_y / dist_x)); if (dist_x < 0) { alpha += Math.PI; } } else if (dist_y < 0) { alpha = -Math.PI / 2; } } //Utility.trace_info("atan("+dist_y+"/"+dist_x+"="+k+")="+alpha+"\n"); // 在最佳攻击距离圈上选取最近可达点 var new_pos = gmap.valpoint_on_round(tar_pl.x, tar_pl.y, best_atk_rang, alpha); if (new_pos != null) { new_pos = gmap.get_grid_by_pt(new_pos.x, new_pos.y); sprite._move_to(new_pos.x, new_pos.y); } //Utility.trace_info("keep range pos:("+tar_pos.x+","+tar_pos.y+","+best_atk_rang+")->("+new_pos.x+","+new_pos.y+")\n"); } } }
public static void update_pl_follow_tracing(IBaseUnit sprite, long cur_clock_tm) { var pl = sprite.get_pack_data(); if (pl.follow == null) { return; } if (sprite.has_state(pl_state_type.PST_CANT_MOVE)) { // can't move return; } var gmap = sprite.gmap; if (gmap.map_sprites.ContainsKey(pl.follow.tar_iid)) { _update_pl_tracing(sprite, pl.follow.ToVariant(), pl.follow.frang, pl.follow.trang, cur_clock_tm); } else { //delete pl.follow; pl.follow = null; } }
public static void update_pl_atk_tracing(IBaseUnit sprite, long cur_clock_tm) { // attack target // TO DO : 追击问题? // 追击情况下,攻击者的移动以被攻击者的位置为目标,当被攻击者移动时,攻击者的路径将随时变化,如何同步才能保证客户端与服务器位置同步且通信效率最优? var pl = sprite.get_pack_data(); if (pl.atking != null) { return; } if (sprite.has_state(pl_state_type.PST_CANT_MOVE)) { // can't move return; } var gmap = sprite.gmap; if (gmap.map_sprites.ContainsKey(pl.atking.tar_iid)) { var atkrang = gmap.map_sprites[pl.atking.tar_iid].get_pack_data().size + pl.atkrange + pl.size; atkrang = atkrang * atkrang; _update_pl_tracing(sprite, pl.atking.ToVariant(), atkrang, atkrang, cur_clock_tm); } else { //delete pl.atking; pl.atking = null; } }
public static int update_pl_move(IBaseUnit sprite, long cur_clock_tm) { var pl = sprite.get_pack_data(); bool dflag = true; if (pl.moving == null) return 0; //// for Debug... //if(sprite.get_sprite_type() == map_sprite_type.MstMonster) //{ // return; //} if (sprite.has_state(pl_state_type.PST_CANT_MOVE)) { // can't move // 停止移动 //var data = { tm = cur_clock_tm, iid = pl.iid, x = pl.x, y = pl.y, face = pl.face }; //// send stop move msg to clients ////sprite.gmap.broadcast_map_rpc(10, data); //sprite.broad_cast_zone_msg_and_self(10, data); if (dflag) Utility.debug("update_pl_move pl_state_type.PST_CANT_MOVE!!"); pl.moving = null; //delete pl.moving; return 0; } if (pl.moving.pts != null) { if (dflag) Utility.debug("update_pl_move pts in pl.moving!!"); return _update_pl_pt_move(sprite, cur_clock_tm); } return _update_pl_ori_move(sprite, cur_clock_tm); }
public cast_skill_res _cast_skill(long now, Dictionary<string, string> rpc, skill_type skill_type, IBaseUnit caster, IBaseUnit target, bool precast = false, Point2D to_pos = null) { if (caster.isghost()) return new cast_skill_res() { res = game_err_code.YOU_ARE_GHOST }; IMapUnit pl = caster.get_pack_data(); if (pl.atking != null) return new cast_skill_res() { res = game_err_code.SKIL_ALREADY_CASTING_SKILL }; if (pl.jumping != null) return new cast_skill_res(game_err_code.SKIL_CANT_CAST_WHEN_JUMP); int skill_id = Convert.ToInt32(rpc["sid"]); if (pl.holding != null && pl.holding.sid != skill_id) return new cast_skill_res(game_err_code.SKIL_ALREADY_HOLDING_SKILL); skill_conf skillConf = Utility.GetSkillConf(skill_id); if (skillConf == null) return new cast_skill_res(game_err_code.SKIL_NOT_EXIST); if (!skillConf.igccstate) { if (caster.has_state(pl_state_type.PST_CANT_CAST_SKILL)) return new cast_skill_res(game_err_code.SKIL_CANT_CAST); } if (skillConf.tar_tp != (int)skill_type) return new cast_skill_res(game_err_code.SKIL_CAST_TARGET_TYPE_ERR); int skill_level = caster.get_skil_data(skill_id); if (skill_level <= 0) { skill_level = this.get_map_skill(skill_id); if (skill_level <= 0) return new cast_skill_res(game_err_code.SKIL_NOT_LEARN); } if (target != null) { IMapUnit tar_pl = target.get_pack_data(); if (tar_pl.invisible > pl.invisible) return new cast_skill_res(game_err_code.SKIL_TARGET_NOT_AVALIBLE); if (skillConf.tar_tp == (int)skill_type.ST_TARGET) { if (caster.iid != target.iid) { if (!skillConf.Is_Target_Enermy()) { if (caster.can_atk(target)) return new cast_skill_res(game_err_code.SKIL_INVALIDE_TAREGET); bool isaly = caster.isaily(target); if (isaly) { if (!skillConf.Is_Target_ALAI()) return new cast_skill_res(game_err_code.SKIL_INVALIDE_TAREGET); } else { if (!skillConf.Is_Target_MID()) return new cast_skill_res(game_err_code.SKIL_INVALIDE_TAREGET); } } else if (caster.Is_Player()) { if (target.Is_Player()) { if (this.pk_seting == map_pk_setting_type.MPST_PEACE) return new cast_skill_res(game_err_code.CANT_PK_IN_PEACE_MAP); if (pl.in_pczone || tar_pl.in_pczone) return new cast_skill_res(game_err_code.CANT_PK_IN_PEACE_ZONE); if (this.pk_seting == map_pk_setting_type.MPST_NORMAL) { if (!target.can_atk_direct()) if (!caster.can_atk(target)) return new cast_skill_res(game_err_code.NULL); } else { if (!caster.can_atk(target)) return new cast_skill_res(game_err_code.NULL); } } else if (target.Is_Monster()) { if (target.owner_ply != null) { IBaseUnit owner_sprite = target.owner_ply; IMapUnit owner_pl = owner_sprite.get_pack_data(); if (owner_sprite.iid == caster.iid) return new cast_skill_res(game_err_code.CANT_ATTACK_SELF_PET); if (this.pk_seting == map_pk_setting_type.MPST_PEACE) return new cast_skill_res(game_err_code.CANT_PK_IN_PEACE_MAP); if (pl.in_pczone || owner_pl.in_pczone) return new cast_skill_res(game_err_code.CANT_PK_IN_PEACE_ZONE); if (this.pk_seting == map_pk_setting_type.MPST_NORMAL) { if (!owner_sprite.can_atk_direct()) if (!caster.can_atk(owner_sprite)) return new cast_skill_res(game_err_code.NULL); } else { if (!caster.can_atk(owner_sprite)) return new cast_skill_res(game_err_code.NULL); } } else { if (!caster.can_atk(target)) return new cast_skill_res(game_err_code.NULL); } } else { if (!skillConf.Is_Target_SELF()) return new cast_skill_res(game_err_code.SKIL_INVALIDE_TAREGET); } } } } } skill_lv_conf skill_level_conf = skillConf.GetSkillLevelConf(skill_level); if (null == skill_level_conf) return new cast_skill_res(game_err_code.SKIL_LVL_ERR); if (caster.Is_Skill_In_CD(skill_id, now)) return new cast_skill_res(game_err_code.SKIL_CD_NOT_REACH); if (pl.moving != null) update_pl_move(caster, now); int cast_rang = pl.size + pl.atkrange; if (skillConf.cast_rang > 0) cast_rang += skillConf.cast_rang; if (to_pos != null) { if (target != null) { cast_rang += target.get_pack_data().size; if (target.get_pack_data().moving != null) update_pl_move(target, now); } if (skill_level_conf.jump == null && skill_level_conf.teleport == null) { double d_x = to_pos.x - caster.x; double d_y = to_pos.y - caster.y; long rang = cast_rang + 45; if (d_x * d_x + d_y * d_y > rang * rang) return new cast_skill_res(game_err_code.SKIL_CAST_RANG_ERR); } } if (precast && skillConf.cast_tm > 0) { pl.moving = null; pl.casting = new casting() { end_tm = now + skillConf.cast_tm * 100, tar_tp = (int)skill_type, rpc = rpc }; return new cast_skill_res(game_err_code.RES_OK); } if (skillConf.hold_tm < 0) { if (pl.holding != null) pl.holding = null; else { pl.moving = null; pl.holding = new holding() { tar_tp = (int)skill_type, rpc = rpc, start_tm = now, end_tm = now + skillConf.hold_tm * 100 }; return new cast_skill_res(game_err_code.RES_OK); } } if (pl.invisible > 0) { oldSkill.rmv_state_from_pl_by_att("invisible", caster); } caster.Set_Skill_CD(skill_id, now, now + skillConf.cd_tm * 100); cast_skill_res res = new cast_skill_res(game_err_code.RES_OK); res.rpc_data = new Dictionary<string, string>(); if (to_pos != null) { if (skill_level_conf.teleport != null) { pl.moving = null; pl.last_mvpts = null; Point2D t_point = Utility.valpoint_on_line(caster, to_pos, skill_level_conf.teleport.rang); if (skill_level_conf.teleport.tm <= 0) { caster.x = (int)t_point.x; caster.y = (int)t_point.y; } else { pl.teleping = new teleping() { dest_x = (int)t_point.x, dest_y = (int)t_point.y, end_tm = now + skill_level_conf.teleport.tm * 100, percent = 100, rpc = rpc, start_tm = now, telep = skill_level_conf.teleport }; } } else if (skill_level_conf.jump != null) { pl.moving = null; pl.last_mvpts = null; int sub_len = 0; if (target != null) sub_len = 45; Point2D dest_pos = Utility.valpoint_on_line(caster, to_pos, skill_level_conf.jump.rang, sub_len); double dist_x = dest_pos.x - caster.x; double dist_y = dest_pos.y - caster.y; double rang = Math.Sqrt(dist_x * dist_x + dist_y * dist_y); int jump_tm = (int)(rang * 1000 / skill_level_conf.jump.speed); if (jump_tm <= 0) jump_tm = 1; pl.jumping = new jumping() { dest_x = (int)dest_pos.x, dest_y = (int)dest_pos.y, during_tm = jump_tm, end_tm = now + jump_tm, start_tm = now, jump = skill_level_conf.jump, percent = 100, rpc = rpc, tar_iid = (target == null) ? 0 : target.iid, }; } } return res; }