public void UpdateShockwavePush(int team, int targetType) { LogicVector2 position = new LogicVector2(this.GetMidX() - this.m_unk248.m_x, this.GetMidY() - this.m_unk248.m_y); int length = position.GetLength(); if (length >= this.m_minAttackRange) { int maxRangeDistance = length - this.m_maxAttackRange; int maxRadius = length; int minRadius = length - 512; if (minRadius < this.m_minAttackRange) { minRadius = this.m_minAttackRange; } uint minRadiusSquared = (uint)(minRadius * minRadius); uint maxRadiusSquared = (uint)(maxRadius * maxRadius); int boostSpeed = this.m_speedMod * maxRangeDistance / this.m_maxAttackRange; int boostTime = this.m_statusEffectTime * maxRangeDistance / (16 * this.m_maxAttackRange); int shockwaveArcLength = this.GetShockwaveArcLength(); LogicArrayList <LogicComponent> components = this.GetComponentManager().GetComponents(LogicComponentType.MOVEMENT); LogicVector2 pushBackPosition = new LogicVector2(); for (int i = 0; i < components.Size(); i++) { LogicMovementComponent movementComponent = (LogicMovementComponent)components[i]; LogicGameObject parent = movementComponent.GetParent(); LogicHitpointComponent hitpointComponent = parent.GetHitpointComponent(); if (!parent.IsHidden()) { if (hitpointComponent == null || hitpointComponent.GetTeam() != team) { if (hitpointComponent != null && hitpointComponent.GetParent().IsFlying()) { if (targetType == 1) { continue; } } else if (targetType == 0) { continue; } int distanceX = parent.GetMidX() - this.m_unk248.m_x; int distanceY = parent.GetMidY() - this.m_unk248.m_y; if (LogicMath.Abs(distanceX) <= maxRadius && LogicMath.Abs(distanceY) <= maxRadius) { int distance = distanceX * distanceX + distanceY * distanceY; if (distance <= maxRadiusSquared && distance >= minRadiusSquared) { if ((distanceX | distanceY) == 0) { distanceX = 1; } pushBackPosition.Set(distanceX, distanceY); int pushBackLength = pushBackPosition.Normalize(512); int angle = LogicMath.Abs(LogicMath.NormalizeAngle180(LogicMath.NormalizeAngle180(pushBackPosition.GetAngle()) - LogicMath.NormalizeAngle180(this.m_shockwaveAngle))); if (angle < shockwaveArcLength / 2) { int pushBack = 100 * (this.m_maxAttackRange + 256 - pushBackLength) / 512; if (pushBack > this.m_shockwavePushStrength) { pushBack = this.m_shockwavePushStrength; } movementComponent.GetMovementSystem().ManualPushBack(pushBackPosition, pushBack, 750, this.m_globalId); if (boostSpeed != 0) { movementComponent.GetMovementSystem().Boost(boostSpeed, boostTime); } } } } } } } } }
public override void SubTick() { base.SubTick(); this.m_areaShieldSpeed = 0; bool isInAreaShield = false; int damagePercentage = 100; if (this.m_myTeam == 1) { LogicVector2 areaShield = new LogicVector2(); if (this.m_level.GetAreaShield(this.GetMidX(), this.GetMidY(), areaShield)) { this.m_areaShieldSpeed = areaShield.m_x; isInAreaShield = true; damagePercentage = 0; } } if (this.m_targetReached) { if (this.m_damageTime > 0) { this.UpdateDamage(damagePercentage); } } else { if (this.m_targetGroups) { if (this.m_target != null && this.m_groups != null) { LogicCombatComponent combatComponent = this.m_groups.GetCombatComponent(); if (combatComponent != null && !combatComponent.IsInRange(this.m_target)) { this.m_target = null; } } } if (isInAreaShield) { this.m_areaShieldDelay = LogicMath.Min(this.m_areaShieldDelay + 16, 200); } else if (this.m_areaShieldDelay > 0) { this.m_areaShieldDelay = LogicMath.Max(this.m_areaShieldDelay - 4, 0); } if (this.m_areaShieldDelay == 0) { if (this.m_target != null && this.m_target.GetMovementComponent() != null) { this.m_targetPosition.Set(this.m_target.GetMidX() * 8, this.m_target.GetMidY() * 8); this.m_targetPosition.Add(this.m_unk168); } } else if (this.m_target != null && this.m_target.GetMovementComponent() != null) { int x = this.m_unk168.m_x + this.m_target.GetMidX() * 8; int y = this.m_unk168.m_y + this.m_target.GetMidY() * 8; LogicVector2 tmp1 = new LogicVector2(x - this.m_unk276.m_x, y - this.m_unk276.m_y); LogicVector2 tmp2 = new LogicVector2(this.m_unk152.m_x, this.m_unk152.m_y); int length1 = tmp1.Normalize(512); int length2 = tmp2.Normalize(512); int angle1 = tmp1.GetAngle(); int angle2 = tmp2.GetAngle(); if (LogicMath.Abs(LogicMath.NormalizeAngle180(angle1 - angle2)) <= 30) { this.m_targetPosition.m_x += LogicMath.Clamp(x - this.m_targetPosition.m_x, length1 / -500, length1 / 500); this.m_targetPosition.m_y += LogicMath.Clamp(y - this.m_targetPosition.m_y, length1 / -500, length1 / 500); } else { this.m_target = null; } } this.m_unk144.m_x = this.m_targetPosition.m_x - this.m_unk276.m_x; this.m_unk144.m_y = this.m_targetPosition.m_y - this.m_unk276.m_y; int distance = (200 - this.m_areaShieldDelay) * (8 * this.GetSpeed() - 8 * this.m_areaShieldSpeed) / 200 + 8 * this.m_areaShieldSpeed; if (distance * distance >= this.m_unk144.GetDistanceSquaredTo(0, 0)) { this.TargetReached(damagePercentage); } else { this.m_unk152.m_x = this.m_unk144.m_x; this.m_unk152.m_y = this.m_unk144.m_y; this.m_unk144.Normalize(distance); this.m_unk276.m_x += this.m_unk144.m_x; this.m_unk276.m_y += this.m_unk144.m_y; this.SetPositionXY(this.m_unk276.m_x >> 3, this.m_unk276.m_y >> 3); this.m_unk160.m_x = this.m_unk144.m_x >> 3; this.m_unk160.m_y = this.m_unk144.m_y >> 3; } if (this.m_shockwavePushStrength > 0) { this.UpdateShockwavePush(this.m_myTeam, this.m_flyingTarget ? 0 : 1); } if (this.m_penetrating) { this.UpdatePenetrating(damagePercentage); } this.m_travelTime += 16; } }
public static int GetAngleBetween(int angle1, int angle2) { return(LogicMath.Abs(LogicMath.NormalizeAngle180(angle1 - angle2))); }