コード例 #1
0
ファイル: SpellDetector.cs プロジェクト: yegithub/Aimtec-2
        public static void CreateSpellData(
            Obj_AI_Base hero,
            Vector3 spellStartPos,
            Vector3 spellEndPos,
            SpellData spellData,
            GameObject obj = null,
            float extraEndTick = 0.0f,
            bool processSpell = true,
            SpellType spellType = SpellType.None,
            bool checkEndExplosion = true,
            float spellRadius = 0)
        {
            while (true)
            {
                if (checkEndExplosion && spellData.HasEndExplosion)
                {
                    CreateSpellData(hero, spellStartPos, spellEndPos, spellData, obj, extraEndTick, false, spellData.SpellType, false);

                    processSpell = true;
                    spellType = SpellType.Circular;
                    checkEndExplosion = false;
                    spellRadius = 0;
                    continue;
                }

                if (spellStartPos.Distance(MyHero.Position) < spellData.Range + 1000)
                {
                    var startPosition = spellStartPos.To2D();
                    var endPosition = spellEndPos.To2D();
                    var direction = (endPosition - startPosition).Normalized();
                    var endTick = 0f;

                    if (spellType == SpellType.None)
                    {
                        spellType = spellData.SpellType;
                    }

                    if (spellData.FixedRange)
                    {
                        if (endPosition.Distance(startPosition) > spellData.Range)
                        {
                            endPosition = startPosition + direction * spellData.Range;
                        }
                    }

                    switch (spellType)
                    {
                        case SpellType.Line:
                            endTick = spellData.SpellDelay + spellData.Range / spellData.ProjectileSpeed * 1000;
                            endPosition = startPosition + direction * spellData.Range;

                            if (spellData.FixedRange)
                            {
                                if (endPosition.Distance(startPosition) < spellData.Range)
                                {
                                    endPosition = startPosition + direction * spellData.Range;
                                }
                            }

                            if (endPosition.Distance(startPosition) > spellData.Range)
                            {
                                endPosition = startPosition + direction * spellData.Range;
                            }

                            if (spellData.UseEndPosition)
                            {
                                var range = endPosition.Distance(startPosition);
                                endTick = spellData.SpellDelay + range / spellData.ProjectileSpeed * 1000;
                            }

                            if (obj != null)
                            {
                                endTick -= spellData.SpellDelay;
                            }
                            break;
                        case SpellType.Circular:
                            endTick = spellData.SpellDelay;

                            if (endPosition.Distance(startPosition) > spellData.Range)
                            {
                                endPosition = startPosition + direction * spellData.Range;
                            }

                            if (spellData.ProjectileSpeed == 0 && hero != null)
                            {
                                endPosition = hero.ServerPosition.To2D();
                            }
                            else if (spellData.ProjectileSpeed > 0)
                            {
                                endTick = endTick + 1000 * startPosition.Distance(endPosition) / spellData.ProjectileSpeed;

                                if (spellData.SpellType == SpellType.Line && spellData.HasEndExplosion)
                                {
                                    if (!spellData.UseEndPosition)
                                    {
                                        endPosition = startPosition + direction * spellData.Range;
                                    }
                                }
                            }
                            break;
                        case SpellType.Arc:
                            endTick = endTick + 1000 * startPosition.Distance(endPosition) / spellData.ProjectileSpeed;

                            if (obj != null)
                            {
                                endTick -= spellData.SpellDelay;
                            }
                            break;
                        case SpellType.Cone:
                            endPosition = startPosition + direction * spellData.Range;
                            endTick = spellData.SpellDelay;

                            if (endPosition.Distance(startPosition) > spellData.Range)
                            {
                                endPosition = startPosition + direction * spellData.Range;
                            }

                            if (spellData.ProjectileSpeed == 0 && hero != null)
                            {
                                endPosition = hero.ServerPosition.To2D();
                            }
                            else if (spellData.ProjectileSpeed > 0)
                            {
                                endTick = endTick + 1000 * startPosition.Distance(endPosition) / spellData.ProjectileSpeed;
                            }
                            break;
                        default: return;
                    }

                    if (spellData.Invert)
                    {
                        var dir = (startPosition - endPosition).Normalized();
                        endPosition = startPosition + dir * startPosition.Distance(endPosition);
                    }

                    if (spellData.IsPerpendicular)
                    {
                        startPosition = spellEndPos.To2D() - direction.Perpendicular() * spellData.SecondaryRadius;
                        endPosition = spellEndPos.To2D() + direction.Perpendicular() * spellData.SecondaryRadius;
                    }

                    endTick += extraEndTick;

                    var newSpell = new Spell
                    {
                        StartTime = Environment.TickCount,
                        EndTime = Environment.TickCount + endTick,
                        StartPos = startPosition,
                        EndPos = endPosition,
                        Height = spellEndPos.Z + spellData.ExtraDrawHeight,
                        Direction = direction,
                        Info = spellData,
                        SpellType = spellType
                    };
                    newSpell.Radius = spellRadius > 0 ? spellRadius : newSpell.GetSpellRadius();

                    if (spellType == SpellType.Cone)
                    {
                        newSpell.Radius = 100 + newSpell.Radius * 3;
                        newSpell.CnStart = startPosition + direction;
                        newSpell.CnLeft = endPosition + direction.Perpendicular() * newSpell.Radius;
                        newSpell.CnRight = endPosition - direction.Perpendicular() * newSpell.Radius;
                    }

                    if (hero != null)
                    {
                        newSpell.HeroId = hero.NetworkId;
                    }

                    if (obj != null)
                    {
                        newSpell.SpellObject = obj;
                        newSpell.ProjectileId = obj.NetworkId;
                    }

                    var spellId = CreateSpell(newSpell, processSpell);

                    if (extraEndTick != 1337f) 
                    {
                        DelayAction.Add((int) (endTick + spellData.ExtraEndTime), () => DeleteSpell(spellId));
                    }
                }
                break;
            }
        }