コード例 #1
0
ファイル: wizard.cs プロジェクト: sevvmish/game_server
        //spell 215
        public static void Polymorphism(Players player)
        {
            int   spell_id         = 215;
            float casting_time     = SpellSystem.GetCastingTimeOfSpell(spell_id);
            float default_distance = SpellSystem.GetDistanceofApplyingSpell(spell_id);

            functions.turn_to_enemy(player, 0, default_distance, 0, default_distance);

            Players enemy = functions.get_one_nearest_enemy_inmelee(player, default_distance, 0, false);

            if (enemy == null)
            {
                return;
            }

            if (!spells.StartCastingProcess(player, spell_id, casting_time, SpellSystem.GetEnergyCostofSpell(spell_id), true, default_distance, -10, default_distance).Result)
            {
                return;
            }

            functions.turn_to_enemy(player, 0, default_distance, 0, default_distance);

            if (enemy == null)
            {
                enemy = functions.get_one_nearest_enemy_inmelee(player, default_distance, 0, false);
            }

            if (enemy == null)
            {
                return;
            }

            Polymorp(player, enemy, 5f);
        }
コード例 #2
0
        public static async void firebolt51(Players player, int energy_cost)
        {
            int   spell_id         = 51;
            float casting_time     = SpellSystem.GetCastingTimeOfSpell(51);
            float default_distance = SpellSystem.GetDistanceofApplyingSpell(51);


            if (!spells.StartCastingProcess(player, spell_id, casting_time, energy_cost, true, default_distance, -15, default_distance).Result)
            {
                return;
            }

            string check_cond_id2 = player.get_symb_for_IDs();

            player.animation_id = 5;
            player.reset_animation_for_one();
            float[]        magic_data       = new float[] { player.position_x, player.position_y, player.position_z, player.rotation_x, player.rotation_y, player.rotation_z };
            float          default_player_x = player.position_x;
            float          default_player_z = player.position_z;
            List <Players> result           = new List <Players>();

            for (float i = 0; i < 2; i += starter.TICKf)
            {
                functions.turn_to_enemy(player, 0.1f, default_distance, -15, default_distance);

                float curr_dist = functions.vector3_distance_unity(default_player_x, 0, default_player_z, magic_data[0], 0, magic_data[2]);
                if (curr_dist > default_distance)
                {
                    break;
                }

                functions.turn_object_to_enemy_indirect(player, ref magic_data, default_distance, -15, default_distance);
                functions.mover(ref magic_data, 0, 17, 1f, player.zone_type);

                player.set_condition_CS_type(51, check_cond_id2, magic_data[0], magic_data[2]);

                result = functions.get_all_nearest_enemy_inradius(magic_data[0], magic_data[2], player, 1);
                if (result.Count > 0)
                {
                    for (int u = 0; u < result.Count; u++)
                    {
                        if (result.Count > 0)
                        {
                            spells.make_direct_magic_damage_exact_enemy(player, result[u], 51, 0, 2, starter.standart_crit_koeff);
                        }
                    }

                    break;
                }

                if (magic_data[6] == 1)
                {
                    break;
                }
                await Task.Delay(starter.TICKi);
            }

            player.CastEndCS(magic_data[0], magic_data[2], check_cond_id2, 51);
            player.remove_condition_in_player(check_cond_id2);
        }
コード例 #3
0
ファイル: wizard.cs プロジェクト: sevvmish/game_server
        //spell 205 curse of casting
        public static void cast_curse_of_casting(Players player, float how_long, int energy_cost)
        {
            player.animation_id = 2;
            player.reset_animation_for_one();

            float casting_time = SpellSystem.GetCastingTimeOfSpell(205);
            float distance     = SpellSystem.GetDistanceofApplyingSpell(205);
            int   spell_id     = 205;

            player.start_spell_in_process();



            if (!spells.StartCastingProcess(player, spell_id, casting_time, energy_cost, true, distance, 0, distance).Result)
            {
                return;
            }


            Players enemy = functions.get_one_nearest_enemy_inmelee(player, distance, -10, false);

            if (enemy != null)
            {
                curse_of_casting(player, enemy, how_long);
            }
        }
コード例 #4
0
        //whirlwind 111
        public static async void Whirlwind(Players player)
        {
            float distance = SpellSystem.GetDistanceofApplyingSpell(111);

            functions.turn_to_enemy(player, 0.1f, distance, 0, distance);

            player.animation_id                   = 15;
            player.is_reset_any_button            = true;
            player.is_immune_to_movement_imparing = true;
            float duration = 1f;
            float init_x   = player.position_x;
            float init_z   = player.position_z;

            HashSet <Players> damagedEnemies = new HashSet <Players>();
            string            cond_id        = player.get_symb_for_IDs();

            for (float i = duration; i > 0; i -= starter.TICKf)
            {
                player.set_condition(CondType.co, 111, cond_id, i);

                if (functions.vector3_distance_unity(init_x, 0, init_z, player.position_x, 0, player.position_z) >= distance)
                {
                    break;
                }
                else
                {
                    //movement
                    float[] new_pos_rot = new float[] { player.position_x, 0, player.position_z, 0, player.rotation_y, 0 };
                    functions.mover(ref new_pos_rot, 0, 10, 1f, player.zone_type);
                    player.position_x = new_pos_rot[0];
                    player.position_y = new_pos_rot[1];
                    player.position_z = new_pos_rot[2];

                    //damage
                    List <Players> enemies = functions.get_all_nearest_enemy_inradius(player.position_x, player.position_z, player, 1.2f);

                    if (enemies.Count != 0)
                    {
                        for (int u = 0; u < enemies.Count; u++)
                        {
                            if (!damagedEnemies.Contains(enemies[u]))
                            {
                                spells.make_direct_melee_damage_exact_enemy(player, enemies[u], 111, 0, 1.5f, starter.standart_crit_koeff, 0);
                                damagedEnemies.Add(enemies[u]);
                            }
                        }
                    }
                }

                await Task.Delay(starter.TICKi);
            }

            player.remove_condition_in_player(cond_id);
            player.reset_animation_for_one();
            player.is_reset_any_button            = false;
            player.is_immune_to_movement_imparing = false;
        }
コード例 #5
0
        //spell 108
        public static async void breakthrough(Players player)
        {
            float distance = SpellSystem.GetDistanceofApplyingSpell(108);

            string cond_ID = player.get_symb_for_IDs();

            player.animation_id = 25;
            functions.turn_to_enemy(player, 0.1f, distance, 0, distance);

            player.is_reset_any_button = true;

            float[] new_pos_rot = new float[] { player.position_x, 0, player.position_z, 0, player.rotation_y, 0 };

            List <Players> aims = new List <Players>();

            for (float i = 0.7f; i > 0; i -= starter.TICKf)
            {
                if (player.is_casting_stopped_by_spells())
                {
                    break;
                }

                player.set_condition(CondType.co, 108, cond_ID, i);
                functions.mover(ref new_pos_rot, 0, 12, 1f, player.zone_type);
                player.position_x = new_pos_rot[0];
                player.position_z = new_pos_rot[2];
                player.rotation_y = new_pos_rot[4];
                List <Players> pre_aims = functions.get_all_nearest_enemy_inradius(player.position_x, player.position_z, player, 0.75f);



                for (int ii = 0; ii < pre_aims.Count; ii++)
                {
                    if (!aims.Contains(pre_aims[ii]))
                    {
                        if (!spells.if_resisted_nonmagic(player, pre_aims[ii]))
                        {
                            spells.fall_down_get_app(pre_aims[ii], 0.5f);
                            spells.pooling_ver2(player, pre_aims[ii], 8, 1, 0);
                        }

                        aims.Add(pre_aims[ii]);
                    }
                }

                await Task.Delay(starter.TICKi);

                player.ActionForConditionByChekingIndex(ref i, 0.7f, 108);
            }

            player.is_reset_any_button = false;
            player.remove_condition_in_player(cond_ID);
            player.reset_animation_for_one();
        }
コード例 #6
0
ファイル: wizard.cs プロジェクト: sevvmish/game_server
        //spell 206 void zone
        public static async void frost_zone(Players player, float how_long, float groth_koeff, float radius, float power_koef)
        {
            float distance = SpellSystem.GetDistanceofApplyingSpell(206);

            functions.turn_to_enemy(player, 0.1f, distance, 0, distance);
            Players aim = functions.get_one_nearest_enemy_inmelee(player, distance, 0, false);

            player.animation_id = 2;
            player.reset_animation_for_one();

            float coord_x, coord_z;

            if (aim == null)
            {
                coord_x = player.position_x;
                coord_z = player.position_z;
            }
            else
            {
                coord_x = aim.position_x;
                coord_z = aim.position_z;
            }

            string ID_for_cs = player.get_symb_for_IDs();

            player.set_condition_CS_type(206, ID_for_cs, coord_x, coord_z);

            float koef = power_koef;

            for (float u = how_long; u > 0; u -= 0.2f)
            {
                List <Players> aims = functions.get_all_nearest_enemy_inradius(coord_x, coord_z, player, radius);

                if (aims.Count > 0)
                {
                    //Console.WriteLine(player.spell_power / (4f * how_long) * koef / player.spell_power);
                    for (int i = 0; i < aims.Count; i++)
                    {
                        if (functions.assess_chance(20))
                        {
                            elementalist.freezing_slow(player, aims[i], 2f);
                        }
                        spells.make_direct_magic_damage_exact_enemy(player, aims[i], 206, 0, (player.Spell_power / (4f * how_long) * koef / player.Spell_power), 1.5f);
                    }
                }

                await Task.Delay(200);

                koef = koef + groth_koeff;
                player.ActionForConditionByChekingIndex(ref u, how_long, 206);
            }

            player.CastEndCS(coord_x, coord_z, ID_for_cs, 206);
        }
コード例 #7
0
        //spell 112
        public static async void PointOfForce(Players player)
        {
            float distance = SpellSystem.GetDistanceofApplyingSpell(112);

            functions.turn_to_enemy(player, 0.1f, distance, 0, distance);
            float duration = 10f;

            player.animation_id = 2;
            player.reset_animation_for_one();

            float _x = player.position_x;
            float _z = player.position_z;

            Players enemy = functions.get_one_nearest_enemy_inmelee(player, distance - starter.def_hit_melee_dist, 0, false);

            if (enemy != null)
            {
                _x = enemy.position_x;
                _z = enemy.position_z;

                List <Players> all_enemies = functions.get_all_nearest_enemy_inradius(_x, _z, player, 3);

                if (all_enemies.Count > 0)
                {
                    for (int i = 0; i < all_enemies.Count; i++)
                    {
                        spells.make_direct_melee_damage_exact_enemy(player, all_enemies[i], 112, 0, 1, starter.standart_crit_koeff, 0);
                    }
                }
            }

            PointOfForceEffect(player, duration, _x, _z);

            string check_cond_strike_id = player.get_symb_for_IDs();

            player.set_condition_CS_type(112, check_cond_strike_id, _x, _z);

            for (float i = duration; i > 0; i++)
            {
                //wait 1 second
                await Task.Delay(1000);

                player.ActionForConditionByChekingIndex(ref i, 0, 112);
            }

            player.remove_condition_in_player(check_cond_strike_id);
            player.CastEndCS(_x, _z, check_cond_strike_id, 112);
        }
コード例 #8
0
ファイル: wizard.cs プロジェクト: sevvmish/game_server
        //spell 212
        public static void DrainEnergy(Players player)
        {
            float casting_time = SpellSystem.GetCastingTimeOfSpell(212);
            float distance     = SpellSystem.GetDistanceofApplyingSpell(212);

            if (!spells.StartCastingProcess(player, 212, casting_time, SpellSystem.GetEnergyCostofSpell(211), true, distance, 0, distance).Result)
            {
                return;
            }

            functions.turn_to_enemy(player, 0, distance, 0, distance);

            Players enemy = functions.get_one_nearest_enemy_inradius(player, distance, false);

            if (enemy == null)
            {
                return;
            }

            DrainEnergyEffect(player, enemy, 10f);
        }
コード例 #9
0
ファイル: wizard.cs プロジェクト: sevvmish/game_server
        //spell 208 break cast
        public static void break_casting(Players player)
        {
            float distance = SpellSystem.GetDistanceofApplyingSpell(208);

            functions.turn_to_enemy(player, 0.1f, distance, 0, distance);

            player.animation_id = 2;
            player.reset_animation_for_one();

            Players aim = functions.get_one_nearest_enemy_inmelee(player, distance, 0, false);

            if (aim == null)
            {
                return;
            }

            if (aim.is_cond_here_by_type(CondType.ca))
            {
                aim.make_broken_casting();
                spells.make_direct_magic_damage_exact_enemy(player, aim, 208, 0, 1f, 2f);
            }
        }
コード例 #10
0
        // spell 68
        public static void storm(Players player)
        {
            float default_distance = SpellSystem.GetDistanceofApplyingSpell(68);

            List <Players> enemies = functions.get_all_nearest_enemy_inradius(player.position_x, player.position_z, player, default_distance);
            Dictionary <Players, float> EnemiesAssess = new Dictionary <Players, float>();

            if (enemies.Count > 0)
            {
                for (int i = 0; i < enemies.Count; i++)
                {
                    float koeff = functions.distance(player, enemies[i]);
                    koeff = koeff < 2 ? 1 : koeff;
                    EnemiesAssess.Add(enemies[i], default_distance / koeff);
                }
            }

            string cond_for_player  = player.get_symb_for_IDs();
            string cond_for_enemies = player.get_symb_for_IDs();

            player.set_condition_CS_type(68, cond_for_player, player.position_x, player.position_z);
            player.remove_condition_in_player(cond_for_player);
            player.CastEndCS(player.position_x, player.position_z, cond_for_player, 68);

            if (EnemiesAssess.Count > 0)
            {
                foreach (var items in EnemiesAssess.Keys)
                {
                    spells.make_direct_magic_damage_exact_enemy(player, items, 68, 0, 0.5f, starter.standart_crit_koeff);
                    float koeff = EnemiesAssess[items];

                    spells.pooling(items, player.position_x, player.position_z, 8 * koeff, -0.4f * koeff, 0);
                    items.set_condition(CondType.co, 68, cond_for_enemies, 0.1f);
                    items.remove_condition_in_player(cond_for_enemies);
                }
            }
        }
コード例 #11
0
        //spell 164
        public static async void Escape(Players player)
        {
            float distance = SpellSystem.GetDistanceofApplyingSpell(164);

            //animation for jump back
            //player.animation_id = 2;
            //player.reset_animation_for_one();
            player.is_reset_any_button = true;

            player.add_stop_to_spec_conditions(1);

            float init_x = player.position_x;
            float init_z = player.position_z;

            for (float i = 0.3f; i > 0; i -= starter.TICKf)
            {
                Console.WriteLine(functions.vector3_distance_unity(init_x, 0, init_z, player.position_x, 0, player.position_z));
                if (functions.vector3_distance_unity(init_x, 0, init_z, player.position_x, 0, player.position_z) >= distance)
                {
                    break;
                }
                float[] newPosition = new float[6] {
                    player.position_x, 0, player.position_z, 0, player.rotation_y, 0
                };

                functions.mover(ref newPosition, 0, -14, 1f, player.zone_type);
                player.position_x = newPosition[0];
                player.position_z = newPosition[2];

                await Task.Delay(starter.TICKi);
            }

            invizibility(player);

            player.is_reset_any_button = false;
            player.stop_spell_in_process();

            player.remove_stop_to_spec_conditions(1);

            string condID = player.get_symb_for_IDs();

            for (float i = 10; i > 0; i -= 0.25f)
            {
                player.set_condition(CondType.co, 164, condID, i);
                await Task.Delay(250);

                player.ActionForConditionByChekingIndex(ref i, 0, 164);

                if (!player.is_invisible)
                {
                    break;
                }
            }

            player.remove_condition_in_player(condID);

            if (player.is_invisible)
            {
                from_inviz_to_viz(player);
            }
        }
コード例 #12
0
        //spell 166
        public static async void SmokeBombEffect(Players player, float duration, float x, float z)
        {
            Dictionary <Players, string> _buffedPlayersOnline    = new Dictionary <Players, string>();
            Dictionary <Players, float>  _personalKoeffForDodge  = new Dictionary <Players, float>();
            Dictionary <Players, float>  _personalKoeffForResist = new Dictionary <Players, float>();
            const float BOOST = 50f;


            for (float i = duration; i > 0; i -= starter.TICKf * 2)
            {
                List <Players> _players = functions.get_all_nearest_players_inradius(x, z, player, SpellSystem.GetDistanceofApplyingSpell(166));

                if (_players.Count > 0)
                {
                    for (int u = 0; u < _players.Count; u++)
                    {
                        if (!_buffedPlayersOnline.ContainsKey(_players[u]) && player.team_id == _players[u].team_id)
                        {
                            string cond_id = player.get_symb_for_IDs();
                            _players[u].set_condition(CondType.co, 166, cond_id, 9999);
                            _buffedPlayersOnline.Add(_players[u], cond_id);

                            float koeffordodge  = BOOST / _players[u].Dodge;
                            float koefforresist = BOOST / _players[u].Magic_resistance;

                            _players[u].Dodge            *= koeffordodge;
                            _players[u].Magic_resistance *= koefforresist;

                            _personalKoeffForDodge.Add(_players[u], koeffordodge);
                            _personalKoeffForResist.Add(_players[u], koefforresist);
                        }
                        else if (!_buffedPlayersOnline.ContainsKey(_players[u]) && player.team_id != _players[u].team_id)
                        {
                            string cond_id = player.get_symb_for_IDs();
                            _players[u].set_condition(CondType.co, 166, cond_id, 9999);
                            _buffedPlayersOnline.Add(_players[u], cond_id);

                            float koeffordodge  = BOOST * _players[u].Dodge;
                            float koefforresist = BOOST * _players[u].Magic_resistance;

                            _players[u].Dodge            /= koeffordodge;
                            _players[u].Magic_resistance /= koefforresist;

                            _personalKoeffForDodge.Add(_players[u], koeffordodge);
                            _personalKoeffForResist.Add(_players[u], koefforresist);
                        }
                    }
                }
                else
                {
                    foreach (var _existingPlayers in _buffedPlayersOnline.Keys)
                    {
                        if (_existingPlayers.team_id == player.team_id)
                        {
                            _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                            _existingPlayers.Dodge            /= _personalKoeffForDodge[_existingPlayers];
                            _existingPlayers.Magic_resistance /= _personalKoeffForResist[_existingPlayers];
                        }
                        else
                        {
                            _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                            _existingPlayers.Dodge            *= _personalKoeffForDodge[_existingPlayers];
                            _existingPlayers.Magic_resistance *= _personalKoeffForResist[_existingPlayers];
                        }
                    }
                    _buffedPlayersOnline.Clear();
                    _personalKoeffForDodge.Clear();
                    _personalKoeffForResist.Clear();
                }

                foreach (var _existingPlayers in _buffedPlayersOnline.Keys)
                {
                    if (!_players.Contains(_existingPlayers))
                    {
                        if (_existingPlayers.team_id == player.team_id)
                        {
                            _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                            _existingPlayers.Dodge            /= _personalKoeffForDodge[_existingPlayers];
                            _existingPlayers.Magic_resistance /= _personalKoeffForResist[_existingPlayers];
                        }
                        else
                        {
                            _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                            _existingPlayers.Dodge            *= _personalKoeffForDodge[_existingPlayers];
                            _existingPlayers.Magic_resistance *= _personalKoeffForResist[_existingPlayers];
                        }

                        _buffedPlayersOnline.Remove(_existingPlayers);
                        _personalKoeffForDodge.Remove(_existingPlayers);
                        _personalKoeffForResist.Remove(_existingPlayers);
                    }
                }

                await Task.Delay(starter.TICKi *2);

                player.ActionForConditionByChekingIndex(ref i, duration, 166);
            }

            //end
            foreach (var _existingPlayers in _buffedPlayersOnline.Keys)
            {
                if (_existingPlayers.team_id == player.team_id)
                {
                    _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                    _existingPlayers.Dodge            /= _personalKoeffForDodge[_existingPlayers];
                    _existingPlayers.Magic_resistance /= _personalKoeffForResist[_existingPlayers];
                }
                else
                {
                    _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                    _existingPlayers.Dodge            *= _personalKoeffForDodge[_existingPlayers];
                    _existingPlayers.Magic_resistance *= _personalKoeffForResist[_existingPlayers];
                }
            }
        }
コード例 #13
0
        //spell 66
        public static async void lightning_escape(Players player)
        {
            float distance = SpellSystem.GetDistanceofApplyingSpell(66);

            string cond_ID = player.get_symb_for_IDs();

            player.Speed *= 2f;
            player.is_reset_movement_not_rotation = true;
            player.is_reset_spells_button         = true;
            functions.turn_to_enemy(player, 0.1f, distance, 0, distance);
            player.is_immune_to_magic = true;
            player.is_immune_to_melee = true;

            List <Players> aims = new List <Players>();

            for (float i = 1.1f; i > 0; i -= starter.TICKf * 2)
            {
                player.set_condition(CondType.co, 66, cond_ID, i);


                if (i < 0.9f)
                {
                    if (player.is_reset_movement_not_rotation)
                    {
                        player.is_reset_movement_not_rotation = false;
                    }

                    List <Players> pre_aims = functions.get_all_nearest_enemy_inradius(player.position_x, player.position_z, player, 0.75f);

                    for (int ii = 0; ii < pre_aims.Count; ii++)
                    {
                        if (!aims.Contains(pre_aims[ii]))
                        {
                            if (!spells.if_resisted_magic(player, pre_aims[ii]))
                            {
                                lightning_shock(player, pre_aims[ii]);
                            }

                            aims.Add(pre_aims[ii]);
                        }
                    }
                }

                /*
                 * if (player.is_stop_all_condition_by_checking_index(66))
                 * {
                 *  break;
                 * }
                 */

                await Task.Delay(starter.TICKi *2);

                player.ActionForConditionByChekingIndex(ref i, 1.1f, 66);
            }

            player.Speed /= 2f;
            player.is_reset_spells_button = false;
            player.remove_condition_in_player(cond_ID);

            player.is_immune_to_magic = false;
            player.is_immune_to_melee = false;
        }
コード例 #14
0
        //spell 163
        public static async void SuddenStrike(Players player)
        {
            float distance = SpellSystem.GetDistanceofApplyingSpell(163);

            functions.turn_to_enemy(player, 0, distance, 0, distance);

            player.is_reset_any_button = true;
            player.start_spell_in_process();
            string condID   = player.get_symb_for_IDs();
            bool   isBefore = false;

            float init_x = player.position_x;
            float init_z = player.position_z;


            for (float i = 0.3f; i > 0; i -= starter.TICKf)
            {
                Console.WriteLine(functions.vector3_distance_unity(init_x, 0, init_z, player.position_x, 0, player.position_z));
                if (functions.vector3_distance_unity(init_x, 0, init_z, player.position_x, 0, player.position_z) >= distance)
                {
                    break;
                }

                float[] newPosition = new float[6] {
                    player.position_x, 0, player.position_z, 0, player.rotation_y, 0
                };

                functions.mover(ref newPosition, 0, 20, 1.1f, player.zone_type);
                player.position_x = newPosition[0];
                player.position_z = newPosition[2];

                await Task.Delay(starter.TICKi);

                Players enemy = functions.get_one_nearest_enemy_inmelee(player, 0, 0, false);

                if (enemy != null)
                {
                    spells.make_direct_melee_damage_exact_enemy(player, enemy, 163, 6, 1, starter.standart_crit_koeff, 0);
                    isBefore = true;
                    break;
                }
            }

            if (!isBefore)
            {
                Players enemy = functions.get_one_nearest_enemy_inmelee(player, 0, 0, false);

                if (enemy != null)
                {
                    spells.make_direct_melee_damage_exact_enemy(player, enemy, 163, 6, 1, starter.standart_crit_koeff, 0);
                }
                else
                {
                    player.animation_id = 6;
                    player.reset_animation_for_one();
                }
            }

            await Task.Delay(1000);

            player.is_reset_any_button = false;
            player.stop_spell_in_process();
            player.remove_condition_in_player(condID);
        }
コード例 #15
0
        //spell53 - fire hands blow
        public static async void firehands(Players player)
        {
            //Players player = functions.GetPlayerData(table_id, mee);

            float how_long      = 2;
            float distance      = SpellSystem.GetDistanceofApplyingSpell(53);
            float temp_distance = 0;

            float[] temp_c            = new float[2];
            float   cast_duration     = SpellSystem.GetCastingTimeOfSpell(53);
            float   damage_multiplier = 0.09f;
            Dictionary <Players, float> hit_players_process = new Dictionary <Players, float>();

            functions.turn_to_enemy(player, 0.1f, distance, -15, distance);
            string check_cond_id_for_casting  = player.get_symb_for_IDs();
            string check_cond_id_for_spellcha = player.get_symb_for_IDs();

            player.animation_id = 13;

            player.set_condition(CondType.co, 53, check_cond_id_for_spellcha, (how_long + 0.5f));
            await Task.Delay(500);

            player.start_spell_in_process();
            //int hit_counter = 0;
            List <Players> hit_players = new List <Players>();

            for (float i = cast_duration; i > 0; i -= 0.250f)
            {
                functions.turn_to_enemy(player, 0.1f, distance - 1, -15, distance + 1);
                if (!player.is_casting_failed())
                {
                    player.animation_id = 13;
                    player.set_condition(CondType.co, 53, check_cond_id_for_spellcha, i);
                    player.set_condition(CondType.ca, 53, check_cond_id_for_casting, i);

                    //distance check
                    functions.projection(ref temp_c, player.position_x, player.position_z, player.rotation_y, distance, player.zone_type);
                    temp_distance = functions.vector3_distance_unity(player.position_x, 0, player.position_z, temp_c[0], 0, temp_c[1]);
                    //=================

                    List <Players> all_players = functions.get_all_nearest_enemy_inmelee(player, (temp_distance - starter.def_hit_melee_small_dist), -10);

                    if (all_players.Count > 0)
                    {
                        for (int u = 0; u < all_players.Count; u++)
                        {
                            if (hit_players_process.ContainsKey(all_players[u]))
                            {
                                hit_players_process[all_players[u]] += damage_multiplier;
                            }
                            else
                            {
                                hit_players_process.Add(all_players[u], damage_multiplier);
                            }
                        }

                        foreach (Players _player in hit_players_process.Keys)
                        {
                            if (!all_players.Contains(_player))
                            {
                                hit_players_process.Remove(_player);
                            }
                        }
                    }
                    else
                    {
                        hit_players_process.Clear();
                    }
                }
                else
                {
                    player.remove_condition_in_player(check_cond_id_for_casting);
                    player.remove_condition_in_player(check_cond_id_for_spellcha);
                    player.stop_spell_in_process();
                    player.inform_of_cancel_casting(53, check_cond_id_for_casting);
                    player.reset_animation_for_one();
                    return;
                }


                foreach (Players _player in hit_players_process.Keys)
                {
                    spells.make_direct_magic_damage_exact_enemy(player, _player, 53, 0, hit_players_process[_player], starter.standart_crit_koeff);
                }


                //========================


                await Task.Delay(250);

                player.ActionForConditionByChekingIndex(ref i, cast_duration, 53);
            }

            player.stop_spell_in_process();
            player.remove_condition_in_player(check_cond_id_for_casting);
            player.remove_condition_in_player(check_cond_id_for_spellcha);
            player.reset_animation_for_one();
        }
コード例 #16
0
        //spell 113
        public static async void PointOfForceEffect(Players player, float duration, float x, float z)
        {
            Dictionary <Players, string> _buffedPlayersOnline = new Dictionary <Players, string>();
            const float ENSLOW  = 0.7f;
            const float POWERUP = 1.2f;

            for (float i = duration; i > 0; i -= starter.TICKf * 2)
            {
                List <Players> _players = functions.get_all_nearest_players_inradius(x, z, player, SpellSystem.GetDistanceofApplyingSpell(113));

                if (_players.Count > 0)
                {
                    for (int u = 0; u < _players.Count; u++)
                    {
                        if (!_buffedPlayersOnline.ContainsKey(_players[u]) && player.team_id == _players[u].team_id)
                        {
                            string cond_id = player.get_symb_for_IDs();
                            _players[u].set_condition(CondType.co, 113, cond_id, 9999);
                            _buffedPlayersOnline.Add(_players[u], cond_id);

                            _players[u].Hit_power *= POWERUP;
                        }
                        else if (!_buffedPlayersOnline.ContainsKey(_players[u]) && player.team_id != _players[u].team_id)
                        {
                            string cond_id = player.get_symb_for_IDs();
                            _players[u].set_condition(CondType.co, 113, cond_id, 9999);
                            _buffedPlayersOnline.Add(_players[u], cond_id);

                            _players[u].Speed *= ENSLOW;
                        }
                    }
                }
                else
                {
                    foreach (var _existingPlayers in _buffedPlayersOnline.Keys)
                    {
                        if (_existingPlayers.team_id == player.team_id)
                        {
                            _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                            _existingPlayers.Hit_power /= POWERUP;
                        }
                        else
                        {
                            _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                            _existingPlayers.Speed /= ENSLOW;
                        }
                    }
                    _buffedPlayersOnline.Clear();
                }

                foreach (var _existingPlayers in _buffedPlayersOnline.Keys)
                {
                    if (!_players.Contains(_existingPlayers))
                    {
                        if (_existingPlayers.team_id == player.team_id)
                        {
                            _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                            _existingPlayers.Hit_power /= POWERUP;
                        }
                        else
                        {
                            _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                            _existingPlayers.Speed /= ENSLOW;
                        }

                        _buffedPlayersOnline.Remove(_existingPlayers);
                    }
                }

                await Task.Delay(starter.TICKi *2);

                player.ActionForConditionByChekingIndex(ref i, duration, 113);
            }

            //end
            foreach (var _existingPlayers in _buffedPlayersOnline.Keys)
            {
                if (_existingPlayers.team_id == player.team_id)
                {
                    _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                    _existingPlayers.Hit_power /= POWERUP;
                }
                else
                {
                    _existingPlayers.remove_condition_in_player(_buffedPlayersOnline[_existingPlayers]);
                    _existingPlayers.Speed /= ENSLOW;
                }
            }
        }
コード例 #17
0
ファイル: wizard.cs プロジェクト: sevvmish/game_server
        //spell 209
        public static async void cast_confusion(Players player, float confusion_time)
        {
            float casting_time = SpellSystem.GetCastingTimeOfSpell(209);
            float distance     = SpellSystem.GetDistanceofApplyingSpell(209);

            player.start_spell_in_process();

            player.animation_id = 2;
            player.reset_animation_for_one();

            if (!spells.StartCastingProcess(player, 209, casting_time, SpellSystem.GetEnergyCostofSpell(209), true, distance, 0, distance).Result)
            {
                return;
            }

            Players aim = functions.get_one_nearest_enemy_inmelee(player, distance, 0, false);

            if (aim == null)
            {
                return;
            }

            string cond_id_conf = player.get_symb_for_IDs();

            float[] new_pos_rot = new float[] { aim.position_x, 0, aim.position_z, 0, aim.rotation_y, 0 };

            float dist = functions.vector3_distance_unity(player.position_x, 0, player.position_z, aim.position_x, 0, aim.position_z);

            if (dist <= 10)
            {
                spells.pooling_ver2(player, aim, (20 - dist), 15f / (1f + dist), 0);
            }
            await Task.Delay(50);

            aim.Speed *= 0.6f;

            if (spells.isNegativeMagicCondAllreadyHere(player, aim, 209))
            {
                return;
            }

            for (float i = confusion_time; i > 0; i -= starter.TICKf * 2)
            {
                aim.set_condition(CondType.co, 209, cond_id_conf, i);

                new_pos_rot = new float[] { aim.position_x, 0, aim.position_z, 0, aim.rotation_y, 0 };

                Random rnd  = new Random();
                Random rnd2 = new Random();
                switch (rnd2.Next(0, 6))
                {
                case 0:
                    new_pos_rot[4] = rnd.Next(0, 180);
                    functions.mover(ref new_pos_rot, 0, rnd2.Next(2, 6), 1.1f, aim.zone_type);
                    break;

                case 1:
                    new_pos_rot[4] = rnd.Next(-180, 0);
                    functions.mover(ref new_pos_rot, 0, rnd2.Next(2, 6), 1.1f, aim.zone_type);
                    break;

                case 2:
                    new_pos_rot[4] = rnd.Next(-90, 90);
                    functions.mover(ref new_pos_rot, 0, rnd2.Next(2, 6), 1.1f, aim.zone_type);
                    break;

                case 3:
                    functions.mover(ref new_pos_rot, 0, -5, 1.3f, aim.zone_type);
                    break;

                case 4:
                    functions.mover(ref new_pos_rot, 0, -5, 1.1f, aim.zone_type);
                    break;

                case 5:
                    functions.mover(ref new_pos_rot, 0, -5, 1.1f, aim.zone_type);
                    break;
                }



                aim.position_x = new_pos_rot[0];
                aim.position_z = new_pos_rot[2];
                aim.rotation_y = new_pos_rot[4];

                await Task.Delay(starter.TICKi *2);

                aim.ActionForConditionByChekingIndex(ref i, confusion_time, 209);
            }

            aim.Speed /= 0.6f;
            aim.remove_condition_in_player(cond_id_conf);
        }
コード例 #18
0
ファイル: wizard.cs プロジェクト: sevvmish/game_server
        //spell 214
        public static async void ChangePlaces(Players player)
        {
            int   spell_id         = 214;
            float casting_time     = SpellSystem.GetCastingTimeOfSpell(spell_id);
            float default_distance = SpellSystem.GetDistanceofApplyingSpell(spell_id);



            if (!spells.StartCastingProcess(player, spell_id, casting_time, SpellSystem.GetEnergyCostofSpell(spell_id), true, default_distance, -10, default_distance).Result)
            {
                return;
            }

            string check_cond_id2 = player.get_symb_for_IDs();

            float[]        magic_data       = new float[] { player.position_x, player.position_y, player.position_z, player.rotation_x, player.rotation_y, player.rotation_z };
            float          default_player_x = player.position_x;
            float          default_player_z = player.position_z;
            List <Players> result           = new List <Players>();

            for (float i = 0; i < 2; i += starter.TICKf)
            {
                functions.turn_to_enemy(player, 0, default_distance, -10, default_distance);

                float curr_dist = functions.vector3_distance_unity(default_player_x, 0, default_player_z, magic_data[0], 0, magic_data[2]);

                if (curr_dist > default_distance)
                {
                    player.CastEndCS(magic_data[0], magic_data[2], check_cond_id2, spell_id);
                    break;
                }

                functions.turn_object_to_enemy_indirect(player, ref magic_data, default_distance, -15, default_distance);
                functions.mover(ref magic_data, 0, 17, 1f, player.zone_type);

                player.set_condition_CS_type(spell_id, check_cond_id2, magic_data[0], magic_data[2]);

                result = functions.get_all_nearest_players_inradius(magic_data[0], magic_data[2], player, 1);
                if (result.Count > 0)
                {
                    bool isOK = false;

                    for (int iu = 0; iu < result.Count; iu++)
                    {
                        if (result[iu] != player)
                        {
                            ChangePlacesOneAnother(player, result[iu]);
                            isOK = true;
                            break;
                        }
                    }

                    if (isOK)
                    {
                        player.CastEndCS(magic_data[0], magic_data[2], check_cond_id2, spell_id);
                        break;
                    }
                }

                if (magic_data[6] == 1)
                {
                    break;
                }
                await Task.Delay(starter.TICKi);
            }
            player.remove_condition_in_player(check_cond_id2);
        }
コード例 #19
0
ファイル: wizard.cs プロジェクト: sevvmish/game_server
        //spell 201
        public static async void fire_beam(Players player, int energy_cost, float how_long)
        {
            player.is_spell_in_process = true;
            float casting_time = SpellSystem.GetCastingTimeOfSpell(201);
            float dist         = SpellSystem.GetDistanceofApplyingSpell(201);

            if (!spells.StartCastingProcess(player, 201, casting_time, energy_cost, true, dist, -15, dist).Result)
            {
                return;
            }



            string check_cond_id1    = player.get_symb_for_IDs();
            float  damage_multiplier = 0.05f;
            int    stack             = 0;

            List <Players> all_enemies = new List <Players>();
            Dictionary <Players, float> enemies_to_hit = new Dictionary <Players, float>();

            for (float u = how_long; u > 0; u -= starter.TICKf * 2)
            {
                if (player.is_casting_failed())
                {
                    player.set_condition(CondType.co, 201, check_cond_id1, 0);
                    player.inform_of_cancel_casting(201, check_cond_id1);
                    player.reset_animation_for_one();
                    player.remove_condition_in_player(check_cond_id1);

                    return;
                }
                functions.turn_to_enemy(player, 0.1f, dist - 1, -15, dist + 1);
                player.animation_id = 13;
                float   default_player_x     = player.position_x;
                float   default_player_z     = player.position_z;
                float   default_player_rot_y = player.rotation_y;
                float[] x = new float[] { 0, 0 };
                functions.projection(ref x, default_player_x, default_player_z, default_player_rot_y, dist, player.zone_type);
                float new_x = x[0];
                float new_z = x[1];

                player.set_condition(CondType.co, 201, check_cond_id1, u);


                all_enemies.Clear();
                for (float i = 0; i < (dist - 0.5f); i += 0.5f)
                {
                    float[] xx = new float[] { 0, 0 };
                    functions.lerp(ref xx, default_player_x, default_player_z, x[0], x[1], default_player_rot_y, (i / (dist - 1.01f)));
                    new_x = xx[0];
                    new_z = xx[1];

                    List <Players> result = functions.get_all_nearest_enemy_inradius(new_x, new_z, player, 0.4f);
                    if (result.Count > 0)
                    {
                        for (int uu = 0; uu < result.Count; uu++)
                        {
                            if (!all_enemies.Contains(result[uu]))
                            {
                                all_enemies.Add(result[uu]);
                            }
                        }
                    }
                }


                if (all_enemies.Count > 0)
                {
                    for (int uu = 0; uu < all_enemies.Count; uu++)
                    {
                        if (enemies_to_hit.ContainsKey(all_enemies[uu]))
                        {
                            enemies_to_hit[all_enemies[uu]] += damage_multiplier;
                        }
                        else
                        {
                            enemies_to_hit.Add(all_enemies[uu], damage_multiplier);
                        }
                    }

                    foreach (Players _player in enemies_to_hit.Keys)
                    {
                        if (!all_enemies.Contains(_player))
                        {
                            enemies_to_hit.Remove(_player);
                        }
                    }
                }
                else
                {
                    enemies_to_hit.Clear();
                }

                stack++;

                if (stack == 5)
                {
                    stack = 0;

                    foreach (Players _player in enemies_to_hit.Keys)
                    {
                        spells.make_direct_magic_damage_exact_enemy(player, _player, 109, 0, enemies_to_hit[_player], starter.standart_crit_koeff);
                    }
                }


                await Task.Delay(starter.TICKi *2);

                player.ActionForConditionByChekingIndex(ref u, how_long, 109);
            }

            player.reset_animation_for_one();
            player.remove_condition_in_player(check_cond_id1);
        }
コード例 #20
0
        //lightning flow 65
        public static async void lightning_flow(Players player, float how_long, int manacost_per_row)
        {
            manacost_per_row /= 5;
            float distance         = SpellSystem.GetDistanceofApplyingSpell(65);
            float new_distance     = 999;
            float base_damage_koef = 0.2f;

            functions.turn_to_enemy(player, 0.1f, distance, 0, distance);
            player.start_spell_in_process();

            Players aim = functions.get_one_nearest_enemy_inmelee(player, distance, 0, false);


            string           check_cond_id_for_casting   = player.get_symb_for_IDs();
            string           check_cond_id_for_condition = player.get_symb_for_IDs();
            string           check_cond_id_for_AD        = player.get_symb_for_IDs();
            ConditionsPacket x;

            player.conditions.TryAdd(check_cond_id_for_AD, new ConditionsPacket(CondType.ad, 65));

            for (float i = how_long; i > 0; i -= 0.2f)
            {
                player.conditions[check_cond_id_for_AD].ClearAdditionalData();

                if (player.is_casting_failed())
                {
                    player.inform_of_cancel_casting(65, check_cond_id_for_casting);
                    break;
                }



                functions.turn_to_enemy(player, 0.1f, distance, 0, distance);
                aim = functions.get_one_nearest_enemy_inmelee(player, distance, 0, false);

                player.set_condition(CondType.co, 65, check_cond_id_for_condition, i);
                player.set_condition(CondType.ca, 65, check_cond_id_for_casting, i);

                if (aim != null)
                {
                    new_distance = functions.vector3_distance_unity(player.position_x, player.position_y, player.position_z, aim.position_x, aim.position_y, aim.position_z);


                    player.animation_id = 3;

                    player.conditions[check_cond_id_for_AD].AddDataToAdditionalData(player.position_x.ToString("f1", CultureInfo.InvariantCulture));
                    player.conditions[check_cond_id_for_AD].AddDataToAdditionalData(player.position_z.ToString("f1", CultureInfo.InvariantCulture));
                    player.conditions[check_cond_id_for_AD].AddDataToAdditionalData(aim.position_x.ToString("f1", CultureInfo.InvariantCulture));
                    player.conditions[check_cond_id_for_AD].AddDataToAdditionalData(aim.position_z.ToString("f1", CultureInfo.InvariantCulture));
                }
                else
                {
                    //wait_till_end++;
                    new_distance = 999;
                    player.inform_of_cancel_casting(65, check_cond_id_for_casting);
                    player.reset_animation_for_one();
                    break;
                }

                if (new_distance <= (distance + starter.def_hit_melee_dist))
                {
                    int count = 0;

                    List <Players> aims = functions.get_all_nearest_enemy_inradius(aim.position_x, aim.position_z, player, 3);

                    if (aims.Count > 0)
                    {
                        if (aims.Contains(aim))
                        {
                            aims.Remove(aim);
                        }

                        if (aims.Count == 1)
                        {
                            count = 1;


                            player.conditions[check_cond_id_for_AD].AddDataToAdditionalData(aims[0].position_x.ToString("f1", CultureInfo.InvariantCulture));
                            player.conditions[check_cond_id_for_AD].AddDataToAdditionalData(aims[0].position_z.ToString("f1", CultureInfo.InvariantCulture));


                            spells.make_direct_magic_damage_exact_enemy(player, aims[0], 65, 0, base_damage_koef * 0.7f, starter.standart_crit_koeff);
                        }
                        else if (aims.Count > 1)
                        {
                            for (int u = 0; u < aims.Count; u++)
                            {
                                if (aims[u] != aim && count < 2)
                                {
                                    if (count == 0)
                                    {
                                        player.conditions[check_cond_id_for_AD].AddDataToAdditionalData(aims[u].position_x.ToString("f1", CultureInfo.InvariantCulture));
                                        player.conditions[check_cond_id_for_AD].AddDataToAdditionalData(aims[u].position_z.ToString("f1", CultureInfo.InvariantCulture));


                                        spells.make_direct_magic_damage_exact_enemy(player, aims[u], 65, 0, base_damage_koef * 0.5f, starter.standart_crit_koeff);
                                    }
                                    else if (count == 1)
                                    {
                                        player.conditions[check_cond_id_for_AD].AddDataToAdditionalData(aims[u].position_x.ToString("f1", CultureInfo.InvariantCulture));
                                        player.conditions[check_cond_id_for_AD].AddDataToAdditionalData(aims[u].position_z.ToString("f1", CultureInfo.InvariantCulture));


                                        spells.make_direct_magic_damage_exact_enemy(player, aims[u], 65, 0, base_damage_koef * 0.2f, starter.standart_crit_koeff);
                                    }
                                }
                                count++;
                                if (count == 2)
                                {
                                    break;
                                }
                            }
                        }
                    }


                    switch (count)
                    {
                    case 0:
                        spells.make_direct_magic_damage_exact_enemy(player, aim, 65, 0, base_damage_koef, starter.standart_crit_koeff);
                        break;

                    case 1:
                        spells.make_direct_magic_damage_exact_enemy(player, aim, 65, 0, base_damage_koef * 0.85f, starter.standart_crit_koeff);
                        break;

                    case 2:
                        spells.make_direct_magic_damage_exact_enemy(player, aim, 65, 0, base_damage_koef * 0.75f, starter.standart_crit_koeff);
                        break;
                    }
                }
                else
                {
                    player.inform_of_cancel_casting(65, check_cond_id_for_casting);
                    player.reset_animation_for_one();
                    break;
                }


                //make damage
                if (manacost_per_row > player.Energy)
                {
                    player.inform_of_cancel_casting(65, check_cond_id_for_casting);

                    break;
                }
                else
                {
                    player.minus_energy(manacost_per_row);
                }

                /*
                 * if (player.is_stop_all_condition_by_checking_index(65))
                 * {
                 *  break;
                 * }
                 */

                await Task.Delay(200);

                player.ActionForConditionByChekingIndex(ref i, how_long, 65);
            }

            player.stop_spell_in_process();

            player.reset_animation_for_one();
            player.remove_condition_in_player(check_cond_id_for_casting);
            player.remove_condition_in_player(check_cond_id_for_condition);

            player.conditions.TryRemove(check_cond_id_for_AD, out x);
            //player.conditions.TryAdd(check_cond_id_for_AD, ":ad=65=end,");

            player.conditions.TryAdd(check_cond_id_for_AD, new ConditionsPacket(CondType.ad, 65));
            player.conditions[check_cond_id_for_AD].AddDataToAdditionalData("end");

            await Task.Delay(100);

            player.remove_condition_in_player(check_cond_id_for_AD);
        }
コード例 #21
0
        //pistol shot 156
        public static async void pistol_shot(Players player)
        {
            float shot_distance   = SpellSystem.GetDistanceofApplyingSpell(156);
            float time_for_aiming = 2f;

            string check_cond_id        = player.get_symb_for_IDs();
            string check_immob_id       = player.get_symb_for_IDs();
            string check_cond_strike_id = player.get_symb_for_IDs();

            player.start_spell_in_process();
            bool isShooted = false;

            float[] bullet_pos_for_assess = new float[2];

            for (float i = time_for_aiming; i > 0; i -= starter.TICKf * 2)
            {
                if (!player.is_casting_stopped_by_spells())
                {
                    player.make_immob(check_immob_id, i);

                    player.set_condition(CondType.ca, 156, check_cond_id, i);
                    functions.turn_to_enemy(player, 0.1f, shot_distance, -10, shot_distance);

                    if (i > 0.5f)
                    {
                        player.animation_id = 20; //raise gun
                    }
                    else
                    {
                        player.animation_id = 21; //make shot

                        if (!isShooted)
                        {
                            isShooted = true;
                            float pos_x = player.position_x;
                            float pos_z = player.position_z;
                            float rot_y = player.rotation_y;

                            List <Players> candidates = player.GetAllPlayersInList();

                            for (int c = 0; c < candidates.Count; c++)
                            {
                                if (candidates[c].player_id == player.player_id || candidates[c].team_id == player.team_id)
                                {
                                    candidates.Remove(candidates[c]);
                                }
                            }


                            bool isFound = false;
                            for (float d = 0; d < shot_distance; d += 0.2f)
                            {
                                functions.projection(ref bullet_pos_for_assess, pos_x, pos_z, rot_y, d, player.zone_type);

                                for (int c = 0; c < candidates.Count; c++)
                                {
                                    if (functions.vector3_distance_unity(bullet_pos_for_assess[0], 0, bullet_pos_for_assess[1], candidates[c].position_x, 0, candidates[c].position_z) < 0.25f)
                                    {
                                        spells.melee_damage(player, candidates[c], 156, 7, starter.standart_crit_koeff + 0.5f);

                                        player.set_condition_CS_type(156, check_cond_strike_id, candidates[c].position_x, candidates[c].position_z);

                                        player.remove_condition_in_player(check_cond_strike_id);

                                        isFound = true;
                                        break;
                                    }
                                }

                                if (isFound)
                                {
                                    break;
                                }
                            }

                            if (!isFound)
                            {
                                player.set_condition_CS_type(156, check_cond_strike_id, bullet_pos_for_assess[0], bullet_pos_for_assess[1]);

                                player.remove_condition_in_player(check_cond_strike_id);
                            }
                            else
                            {
                                break;
                            }
                        }
                    }
                }
                else
                {
                    player.inform_of_cancel_casting(156, check_cond_id);
                    break;
                }

                await Task.Delay(starter.TICKi *2);

                player.ActionForConditionByChekingIndex(ref i, time_for_aiming, 156);
            }

            await Task.Delay(400);

            player.remove_condition_in_player(check_cond_id);

            player.remove_condition_in_player(check_immob_id);
            player.stop_spell_in_process();


            player.reset_animation_for_one();
        }
コード例 #22
0
        //spell 9 RAM charge
        public static async void ram(Players me)
        {
            //Players me = functions.GetPlayerData(table_id, mee);

            float distance = SpellSystem.GetDistanceofApplyingSpell(9);
            float start_x  = me.position_x;
            float start_z  = me.position_z;

            me.is_reset_any_button = true;
            string check_cond_id = me.get_symb_for_IDs();

            functions.turn_to_enemy(me, 0.1f, distance, -15, distance);

            for (float i = 0.5f; i > 0; i -= starter.TICKf)
            {
                if (!me.is_casting_stopped_by_spells())
                {
                    functions.turn_to_enemy(me, 0.1f, distance, -15, distance);
                    float curr_dist = functions.vector3_distance_unity(start_x, 0, start_z, me.position_x, 0, me.position_z);

                    if (curr_dist >= distance)
                    {
                        me.remove_condition_in_player(check_cond_id);
                        me.is_reset_any_button = false;
                        me.reset_animation_for_one();
                        return;
                    }
                    else
                    {
                        float[] res = new float[] { me.position_x, 0, me.position_z, 0, me.rotation_y, 0 };
                        functions.mover(ref res, 0, 20, 1, me.zone_type);
                        me.position_x   = res[0];
                        me.position_z   = res[2];
                        me.animation_id = 101;
                    }

                    me.set_condition(CondType.co, 9, check_cond_id, i);
                    Players enemy = functions.get_one_nearest_enemy_inmelee(me, -1.5f, -10, true);
                    if (enemy != null)
                    {
                        me.reset_animation_for_one();

                        if (!spells.if_resisted_nonmagic(me, enemy))
                        {
                            me.animation_id = 9;
                            await Task.Delay(200);

                            spells.make_direct_melee_damage(me, 9, 0, 1, 2, 0);
                            spells.fall_down_get_app(enemy, 0.5f);
                            me.remove_condition_in_player(check_cond_id);
                            me.reset_animation_for_one();
                            await Task.Delay(700);

                            me.is_reset_any_button = false;

                            return;
                        }
                        else
                        {
                            me.remove_condition_in_player(check_cond_id);
                            me.is_reset_any_button = false;
                            me.animation_id        = 0;

                            me.inform_of_cancel_casting(9, check_cond_id);
                            break;
                        }
                    }
                }
                else
                {
                    me.inform_of_cancel_casting(9, check_cond_id);
                    me.remove_condition_in_player(check_cond_id);
                    me.is_reset_any_button = false;
                    me.reset_animation_for_one();
                    return;
                }

                await Task.Delay(starter.TICKi);
            }

            me.remove_condition_in_player(check_cond_id);

            me.reset_animation_for_one();

            me.is_reset_any_button = false;
        }
コード例 #23
0
ファイル: wizard.cs プロジェクト: sevvmish/game_server
        //spell 202
        public static async void black_hole(Players player, float how_long)
        {
            //Players player = functions.GetPlayerData(table_id, mee);
            float distance   = SpellSystem.GetDistanceofApplyingSpell(202);
            float init_force = 20;
            float init_speed = 1;

            string check_cond_id  = player.get_symb_for_IDs();
            string check_cond_id2 = player.get_symb_for_IDs();

            player.animation_id = 2;
            player.reset_animation_for_one();
            float new_x = player.position_x;
            float new_z = player.position_z;

            player.set_condition_CS_type(202, check_cond_id, new_x, new_z);
            player.remove_condition_in_player(check_cond_id);
            List <Players> result = new List <Players>();

            for (float i = how_long; i > 0; i -= starter.TICKf * 2)
            {
                result = functions.get_all_nearest_enemy_inradius(new_x, new_z, player, distance);

                if (result.Count > 0)
                {
                    for (int u = 0; u < result.Count; u++)
                    {
                        if (result[u].is_immune_to_movement_imparing)
                        {
                            continue;
                        }

                        result[u].position_x = new_x;
                        result[u].position_z = new_z;

                        result[u].set_condition(CondType.co, 202, check_cond_id2, i);
                        init_force = 20;
                        init_speed = 1;

                        for (int uu = 0; uu < 2; uu++)
                        {
                            float checker = functions.vector3_distance_unity(new_x, 0, new_z, result[u].position_x, 0, result[u].position_z);
                            if ((checker / distance) <= 0.4)
                            {
                                float koef = checker / (distance * 0.4f);
                                init_force = init_force * koef;
                                init_speed = init_speed * koef;
                            }
                            else
                            {
                                init_force = 20;
                                init_speed = 1;
                            }
                            spells.pooling(result[u], new_x, new_z, init_force, init_speed, 0);
                        }
                    }
                }

                await Task.Delay(starter.TICKi *2);
            }

            player.CastEndCS(-990, -990, check_cond_id, 202);

            for (int i = 0; i < result.Count; i++)
            {
                result[i].remove_condition_in_player(check_cond_id2);
            }

            player.remove_condition_in_player(check_cond_id);
        }