示例#1
0
        public void OnModuleItemActivated()
        {
            NWPlayer pc     = NWPlayer.Wrap(_.GetItemActivator());
            NWItem   item   = NWItem.Wrap(_.GetItemActivated());
            NWPlayer target = NWPlayer.Wrap(_.GetItemActivatedTarget());
            int      perkID = item.GetLocalInt("ACTIVATION_PERK_ID");

            if (perkID <= 0)
            {
                return;
            }

            Data.Entities.Perk perk = _db.Perks.SingleOrDefault(x => x.PerkID == perkID);

            if (perk == null)
            {
                return;
            }

            IPerk perkAction = App.ResolveByInterface <IPerk>("Perk." + perk.JavaScriptName);

            if (perkAction == null)
            {
                return;
            }

            PlayerCharacter playerEntity = _db.PlayerCharacters.Single(x => x.PlayerID == pc.GlobalID);

            if (_perk.GetPCPerkLevel(pc, perk.PerkID) <= 0)
            {
                pc.SendMessage("You do not meet the prerequisites to use this ability.");
                return;
            }

            if (perkAction.IsHostile() && target.IsPlayer)
            {
                if (!_pvpSanctuary.IsPVPAttackAllowed(pc, target))
                {
                    return;
                }
            }

            if (pc.Area.Resref != target.Area.Resref ||
                _.LineOfSightObject(pc.Object, target.Object) == 0)
            {
                pc.SendMessage("You cannot see your target.");
                return;
            }

            if (!perkAction.CanCastSpell(pc, target))
            {
                pc.SendMessage(perkAction.CannotCastSpellMessage() ?? "That ability cannot be used at this time.");
                return;
            }

            int manaCost = perkAction.ManaCost(pc, perkAction.ManaCost(pc, perk.BaseManaCost));

            if (playerEntity.CurrentMana < manaCost)
            {
                pc.SendMessage("You do not have enough mana. (Required: " + manaCost + ". You have: " + playerEntity.CurrentMana + ")");
                return;
            }

            if (pc.IsBusy || pc.CurrentHP <= 0)
            {
                pc.SendMessage("You are too busy to activate that ability.");
                return;
            }

            // Check cooldown
            PCCooldown pcCooldown = _db.PCCooldowns.SingleOrDefault(x => x.PlayerID == pc.GlobalID && x.CooldownCategoryID == perk.CooldownCategoryID);

            if (pcCooldown == null)
            {
                pcCooldown = new PCCooldown
                {
                    CooldownCategoryID = Convert.ToInt32(perk.CooldownCategoryID),
                    DateUnlocked       = DateTime.UtcNow.AddSeconds(-1),
                    PlayerID           = pc.GlobalID
                };

                _db.PCCooldowns.Add(pcCooldown);
                _db.SaveChanges();
            }

            DateTime unlockDateTime = pcCooldown.DateUnlocked;
            DateTime now            = DateTime.UtcNow;

            if (unlockDateTime > now)
            {
                string timeToWait = _time.GetTimeToWaitLongIntervals(now, unlockDateTime, false);
                pc.SendMessage("That ability can be used again in " + timeToWait + ".");
                return;
            }

            // Spells w/ casting time
            if (perk.PerkExecutionType.PerkExecutionTypeID == (int)PerkExecutionType.Spell)
            {
                CastSpell(pc, target, perk, perkAction, perk.CooldownCategory);
            }
            // Combat Abilities w/o casting time
            else if (perk.PerkExecutionType.PerkExecutionTypeID == (int)PerkExecutionType.CombatAbility)
            {
                perkAction.OnImpact(pc, target);

                if (manaCost > 0)
                {
                    playerEntity.CurrentMana = playerEntity.CurrentMana - manaCost;
                    _db.SaveChanges();
                }
                ApplyCooldown(pc, perk.CooldownCategory, perkAction);
            }
            // Queued Weapon Skills
            else if (perk.PerkExecutionType.PerkExecutionTypeID == (int)PerkExecutionType.QueuedWeaponSkill)
            {
                HandleQueueWeaponSkill(pc, perk, perkAction);
            }
        }
示例#2
0
        private void CastSpell(NWPlayer pc,
                               NWObject target,
                               Data.Entities.Perk entity,
                               IPerk perk,
                               CooldownCategory cooldown)
        {
            string spellUUID       = Guid.NewGuid().ToString();
            int    itemBonus       = pc.CastingSpeed;
            float  baseCastingTime = perk.CastingTime(pc, (float)entity.BaseCastingTime);
            float  castingTime     = baseCastingTime;

            // Casting Bonus % - Shorten casting time.
            if (itemBonus < 0)
            {
                float castingPercentageBonus = Math.Abs(itemBonus) * 0.01f;
                castingTime = castingTime - (castingTime * castingPercentageBonus);
            }
            // Casting Penalty % - Increase casting time.
            else if (itemBonus > 0)
            {
                float castingPercentageBonus = Math.Abs(itemBonus) * 0.01f;
                castingTime = castingTime + (castingTime * castingPercentageBonus);
            }

            if (castingTime < 0.5f)
            {
                castingTime = 0.5f;
            }

            // Heavy armor increases casting time by 2x the base casting time
            if (pc.Chest.CustomItemType == CustomItemType.HeavyArmor)
            {
                castingTime = baseCastingTime * 2;
            }

            if (_.GetActionMode(pc.Object, ACTION_MODE_STEALTH) == 1)
            {
                _.SetActionMode(pc.Object, ACTION_MODE_STEALTH, 0);
            }

            _.ClearAllActions();
            _biowarePosition.TurnToFaceObject(target, pc);
            _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY,
                                  _.EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD),
                                  pc.Object,
                                  castingTime + 0.2f);

            float animationTime = castingTime;

            pc.AssignCommand(() => _.ActionPlayAnimation(ANIMATION_LOOPING_CONJURE1, 1.0f, animationTime - 0.1f));

            pc.IsBusy = true;
            CheckForSpellInterruption(pc, spellUUID, pc.Position);
            pc.SetLocalInt(spellUUID, SPELL_STATUS_STARTED);

            _nwnxPlayer.StartGuiTimingBar(pc, (int)castingTime, "");

            pc.DelayCommand(() =>
            {
                if (pc.GetLocalInt(spellUUID) == SPELL_STATUS_INTERRUPTED || // Moved during casting
                    pc.CurrentHP < 0 || pc.IsDead)                           // Or is dead/dying
                {
                    pc.DeleteLocalInt(spellUUID);
                    pc.SendMessage("Your spell has been interrupted.");
                    return;
                }

                pc.DeleteLocalInt(spellUUID);

                if ((PerkExecutionType)entity.ExecutionTypeID == PerkExecutionType.Spell ||
                    (PerkExecutionType)entity.ExecutionTypeID == PerkExecutionType.CombatAbility)
                {
                    perk.OnImpact(pc, target);
                }
                else
                {
                    HandleQueueWeaponSkill(pc, entity, perk);
                }


                // Adjust mana only if spell cost > 0
                PlayerCharacter pcEntity = _db.PlayerCharacters.Single(x => x.PlayerID == pc.GlobalID);
                if (perk.ManaCost(pc, entity.BaseManaCost) > 0)
                {
                    pcEntity.CurrentMana = pcEntity.CurrentMana - perk.ManaCost(pc, entity.BaseManaCost);
                    _db.SaveChanges();
                    pc.SendMessage(_color.Custom("Mana: " + pcEntity.CurrentMana + " / " + pcEntity.MaxMana, 32, 223, 219));
                }

                if (_random.Random(100) + 1 <= 3)
                {
                    _food.DecreaseHungerLevel(pc, 1);
                }
                // Mark cooldown on category
                ApplyCooldown(pc, cooldown, perk);
                pc.IsBusy = false;
            }, castingTime + 0.5f);
        }