示例#1
0
        public LogicCharacter CreateDuplicateCharacter(LogicCharacterData data, int upgLevel, int x, int y)
        {
            LogicCharacter character = (LogicCharacter)LogicGameObjectFactory.CreateGameObject(data, this.m_level, this.m_villageType);

            character.SetUpgradeLevel(upgLevel);
            character.SetDuplicate(true, this.GetSpellData().GetDuplicateLifetime(this.m_upgradeLevel) / 64 + 1);
            character.SetInitialPosition(x, y);

            if (data.IsJumper())
            {
                character.GetMovementComponent().EnableJump(3600000);
                character.GetCombatComponent().RefreshTarget(true);
            }

            if (data.IsUnderground())
            {
                LogicCombatComponent combatComponent = character.GetCombatComponent();

                combatComponent.SetUndergroundTime(3600000);
                combatComponent.RefreshTarget(true);
            }

            if (LogicDataTables.IsSkeleton(data))
            {
                LogicCombatComponent combatComponent = character.GetCombatComponent();

                if (combatComponent != null)
                {
                    combatComponent.SetSkeletonSpell();
                }
            }

            this.GetGameObjectManager().AddGameObject(character, -1);
            // Listener.
            return(character);
        }
示例#2
0
        public LogicCharacter ClosestAttacker(bool flyingTroop)
        {
            LogicGameObjectManager           gameObjectManager = this.m_parent.GetLevel().GetGameObjectManagerAt(0);
            LogicArrayList <LogicGameObject> gameObjects       = gameObjectManager.GetGameObjects(LogicGameObjectType.CHARACTER);

            int            closestDistance  = 0x7fffffff;
            LogicCharacter closestCharacter = null;

            for (int i = 0; i < gameObjects.Size(); i++)
            {
                LogicCharacter         character         = (LogicCharacter)gameObjects[i];
                LogicHitpointComponent hitpointComponent = character.GetHitpointComponent();
                LogicCombatComponent   combatComponent   = character.GetCombatComponent();

                bool deployTime = combatComponent != null && combatComponent.GetUndergroundTime() > 0;

                if (!deployTime && (LogicDataTables.GetGlobals().SkeletonOpenClanCastle() || !LogicDataTables.IsSkeleton(character.GetCharacterData())))
                {
                    if (hitpointComponent != null)
                    {
                        if (character.IsAlive() && character.IsFlying() == flyingTroop && hitpointComponent.GetTeam() == 0)
                        {
                            int distance = character.GetPosition().GetDistanceSquaredTo(this.m_parent.GetMidX(), this.m_parent.GetMidY());

                            if (distance < closestDistance)
                            {
                                closestDistance  = distance;
                                closestCharacter = character;
                            }
                        }
                    }
                }
            }

            return(closestCharacter);
        }