コード例 #1
0
        void Step(PlayerBot bot)
        {
            bot.TargetPos = bot.Pos;
            bot.movement  = true;
            Vec3F32 dir = DirUtils.GetDirVector(bot.Rot.RotY, 0);

            bot.TargetPos.X = bot.Pos.X + (int)(dir.X * bot.movementSpeed);
            bot.TargetPos.Z = bot.Pos.Z + (int)(dir.Z * bot.movementSpeed);
        }
コード例 #2
0
        void OnPlayerMove(Player p, Position next, byte yaw, byte pitch)
        {
            string data = playerEffects.FindData(p.name);

            if (data == null)
            {
                return;
            }

            if (rnd.NextDouble() > 0.125f && !data.StartsWith("puff"))
            {
                return;
            }
            float  x          = p.Pos.X * 0.03125f;
            float  y          = (p.Pos.Y + ModelInfo.CalcEyeHeight(p) - Entities.CharacterHeight) * 0.03125f;
            float  z          = p.Pos.Z * 0.03125f;
            float  originX    = x;
            float  originY    = y;
            float  originZ    = z;
            Player notShownTo = null;

            //ugly hack
            if (data.StartsWith("leaf"))
            {
                if (rnd.NextDouble() > 0.5f)
                {
                    return;
                }
                originX += 32;
                originZ += 8;
            }
            else if (data.StartsWith("puff"))
            {
                Random    playerRandom = new Random(p.name.GetHashCode());
                const int cycle        = 4000;
                const int breatheOut   = 1000;
                int       offset       = playerRandom.Next(0, cycle + 1);

                TimeSpan delta  = DateTime.UtcNow - (startTime.AddMilliseconds(offset));
                int      ms     = (int)delta.TotalMilliseconds;
                bool     phase1 = (ms % cycle) < breatheOut;
                if (!phase1)
                {
                    return;
                }


                Vec3F32 dir = DirUtils.GetDirVector(yaw, pitch);
                dir.X     *= 0.3f;
                dir.Y     *= 0.3f;
                dir.Z     *= 0.3f;
                originY    = y;
                x         += dir.X;
                y         += dir.Y;
                z         += dir.Z;
                y         -= 0.15f;
                originY   -= 0.15f;
                notShownTo = p;
            }
            SpawnEffectAt(p.level, data, x, y, z, originX, originY, originZ);
        }