Exemplo n.º 1
0
        public static List <Cube> GetCubesOnLine(Cube start, Cube end, bool includeStart = true, bool includeEnd = true)
        {
            var result    = new List <Cube>();
            var distanceF = start.DistanceToF(end);
            var distance  = TMath.Round(distanceF);

            for (int i = 0; i <= distance; i++)
            {
                result.Add(Interpolate(start, end, 1f / distanceF * i));
            }
            if (!includeStart && result.Count > 0)
            {
                result.RemoveAt(0);
            }
            if (!includeEnd && result.Count > 0)
            {
                result.RemoveAt(result.Count - 1);
            }
            return(result);
        }
Exemplo n.º 2
0
        public List <string> ApplyEffect(Unit attacker, Unit defender, Effect effect)
        {
            var result = new List <string>();
            var chance = _rng.Get100();

            if (chance > effect.Chance)
            {
                result.Add(String.Format(
                               "[Промах] {0} -> {1} : {2}. Нужно <{3} выпало {4}.",
                               attacker.Name, defender.Name, effect.Name, effect.Chance, chance));
                return(result);
            }

            if (effect.Turns > 0) // Goes to effects
            {
                defender.Effects.Add(new Effect(effect));
                result.Add(String.Format(
                               "[Наложен Дот] {0} -> {1} : {2}. Нужно <{3} выпало {4}.",
                               attacker.Name, defender.Name, effect.Name, effect.Chance, chance));
            }
            else // Applies
            {
                // HP
                if (effect.Chars.BaseHas(CharType.Hp))
                {
                    float diffM, totalDef = 0, totalAtk = 0;
                    if (effect.ConsiderDefence)
                    {
                        CharType tempType;
                        tempType = effect.EffectType == EffectTypes.Physical ? CharType.PDefence : CharType.MDefence;
                        totalDef = defender.CharBaseF(tempType) + defender.GetTotalEffect(tempType);
                        tempType = effect.EffectType == EffectTypes.Physical ? CharType.PAttack : CharType.MAttack;
                        totalAtk = attacker.CharBaseF(tempType) + attacker.GetTotalEffect(tempType);

                        var diff = totalAtk - totalDef;
                        if (diff > 0)
                        {
                            diffM = diff * 0.05f;
                            if (diffM > 3)
                            {
                                diffM = 3;
                            }
                        }
                        else
                        {
                            diffM = diff * 0.02f;
                            if (diffM < -0.7)
                            {
                                diffM = -0.7f;
                            }
                        }
                    }
                    else
                    {
                        diffM = 0;
                    }

                    int dmgHp = TMath.Round((1 + diffM) * effect.Chars.GetBaseFloat(CharType.Hp));
                    defender.Chars.SummCurrent(CharType.Hp, dmgHp);
                    result.Add(effect.ConsiderDefence?
                               String.Format(
                                   "[Урон] {0}->{1}:{2}.Нужно <{3} выпало {4}.Базовый {5} (защита {6} атака {7}) итоговый {8}.",
                                   attacker.Name, defender.Name, effect.Name, effect.Chance, chance, effect.Chars.GetBaseInt(CharType.Hp), totalDef, totalAtk, dmgHp):
                               String.Format(
                                   "[Урон] {0}->{1}:{2}.Нужно <{3} выпало {4}.Базовый {5} (защита не учитывается) итоговый {6}.",
                                   attacker.Name, defender.Name, effect.Name, effect.Chance, chance, effect.Chars.GetBaseInt(CharType.Hp), dmgHp)
                               );

                    if (defender.CharCursI(CharType.Hp) < 0)
                    {
                        defender.Chars.ReplaceCurrent(CharType.Hp, 0);
                        defender.Chars.ReplaceCurrent(CharType.Alive, 0);
                        defender.Effects.Clear();
                    }
                    if (defender.CharCursI(CharType.Hp) > defender.CharBaseI(CharType.Hp))
                    {
                        defender.Chars.ReplaceCurrent(CharType.Hp, defender.CharBaseI(CharType.Hp));
                    }
                }
            }
            return(result);
        }