private void _SpawnBolt() { var eff = SpawnEffect(176247, User.Position, 0, WaitSeconds(10f)); World.BroadcastIfRevealed(new ACDTranslateDetPathMessage { Id = 118, Field0 = (int)eff.DynamicID, Field1 = 1, // 0 - crashes client // 1 - random scuttle (charged bolt effect) // 2 - random movement, random movement pauses (toads hopping) // 3 - clockwise spiral // 4 - counter-clockwise spiral // >=5 - nothing it seems Field2 = Rand.Next(), // RNG seed for style 1 and 2 Field3 = Rand.Next(), // RNG seed for style 1 and 2 Field4 = new Vector3D(0.0f, 0.3f, 0), // length of this vector is amount moved for style 1 and 2, Field5 = MovementHelpers.GetFacingAngle(User.Position, TargetPosition), // facing angle Field6 = User.Position, Field7 = 1, Field8 = 0, Field9 = -1, Field10 = PowerSNO, // power sno Field11 = 0, Field12 = 0f, // spiral control? Field13 = 0f, // spiral control? for charged bolt this is facing angle again, but seems to effect nothing. Field14 = 0f, // spiral control? for charged bolt this is Position.X and seems to effect nothing Field15 = 0f // spiral control? for charged bolt this is Position.Y and seems to effect nothing }, eff); }
IEnumerable <TickTimer> _RuneE() { float attackRadius = 8f; // value is not in formulas, just a guess Vector3D castedPosition = new Vector3D(User.Position); float castAngle = MovementHelpers.GetFacingAngle(castedPosition, TargetPosition); float waveOffset = 0f; int flyerCount = (int)ScriptFormula(15); for (int n = 0; n < flyerCount; ++n) { waveOffset += 3.0f; var wavePosition = PowerMath.TranslateDirection2D(castedPosition, TargetPosition, castedPosition, waveOffset); var flyerPosition = RandomDirection(wavePosition, 0f, attackRadius); var flyer = SpawnEffect(200561, flyerPosition, castAngle, WaitSeconds(ScriptFormula(20))); flyer.OnTimeout = () => { flyer.PlayEffectGroup(200819); AttackPayload attack = new AttackPayload(this); attack.Targets = GetEnemiesInRadius(flyerPosition, attackRadius); attack.AddWeaponDamage(ScriptFormula(11), DamageType.Physical); attack.OnHit = (hitPayload) => { Knockback(hitPayload.Target, 90f); }; attack.Apply(); }; yield return(WaitSeconds(ScriptFormula(4))); } }
public EffectActor SpawnEffect(int actorSNO, Vector3D position, Vector3D facingTarget, TickTimer timeout = null) { float angle = MovementHelpers.GetFacingAngle(User.Position, facingTarget); return(SpawnEffect(actorSNO, position, angle, timeout)); }
public override void Update(int tickCounter) { // if power executed, wait for attack/cooldown to finish. if (_powerRan) { if (_powerFinishTimer.TimedOut) { this.Done = true; } return; } // try to get nearest target if no target yet acquired if (_target == null) { _target = this.Owner.GetPlayersInRange(MaxTargetRange).OrderBy( (player) => PowerMath.Distance2D(player.Position, this.Owner.Position)) .FirstOrDefault(); } if (_target != null) { float targetDistance = PowerMath.Distance2D(_target.Position, this.Owner.Position); // if target has moved out of range, deselect it as the target if (targetDistance > MaxTargetRange) { _target = null; } else if (targetDistance < _baseAttackRadius + _target.ActorData.Cylinder.Ax2) // run power if within range { // stop any movement this.Owner.Move(this.Owner.Position, MovementHelpers.GetFacingAngle(this.Owner, _target)); //this.Owner.TranslateFacing(_target.Position, true); this.Owner.World.PowerManager.RunPower(this.Owner, _power, _target, _target.Position); _powerFinishTimer = new SecondsTickTimer(this.Owner.World.Game, _power.EvalTag(PowerKeys.AttackSpeed) + _power.EvalTag(PowerKeys.CooldownTime)); _powerRan = true; } else { // update or create path movement if (_pathUpdateTimer == null || _pathUpdateTimer.TimedOut) { _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay); // move the space between each path update Vector3D movePos = PowerMath.TranslateDirection2D(this.Owner.Position, _target.Position, this.Owner.Position, this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter)); this.Owner.TranslateFacing(_target.Position, false); _ownerMover.Move(movePos, this.Owner.WalkSpeed, new Net.GS.Message.Definitions.Actor.NotifyActorMovementMessage { TurnImmediately = false, AnimationTag = this.Owner.AnimationSet == null ? 0 : this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk) }); } else { _ownerMover.Update(); } } } }
public override void Update(int tickCounter) { // if power executed, wait for attack/cooldown to finish. if (_powerRan) { if (_powerFinishTimer.TimedOut) { this.Done = true; } return; } // try to get nearest target if no target yet acquired if (_target == null) { _target = this.Owner.GetPlayersInRange(MaxTargetRange).OrderBy( (player) => PowerMath.Distance2D(player.Position, this.Owner.Position)) .FirstOrDefault(); //.FirstOrDefault(x => x.Attributes[GameAttribute.Untargetable] == false); // If target is marked untargetable then we shouldnt consider him for targeting - DarkLotus } if (_target != null) { float targetDistance = PowerMath.Distance2D(_target.Position, this.Owner.Position); // if target has moved out of range, deselect it as the target if (targetDistance > MaxTargetRange) { _target = null; } else if (targetDistance < _baseAttackRadius + _target.ActorData.Cylinder.Ax2) // run power if within range { // stop any movement this.Owner.Move(this.Owner.Position, MovementHelpers.GetFacingAngle(this.Owner, _target)); //this.Owner.TranslateFacing(_target.Position, true); this.Owner.World.PowerManager.RunPower(this.Owner, _power, _target, _target.Position); _powerFinishTimer = new SecondsTickTimer(this.Owner.World.Game, _power.EvalTag(PowerKeys.AttackSpeed) + _power.EvalTag(PowerKeys.CooldownTime)); _powerRan = true; } else { if (_pathRequestTask == null) { _pathRequestTask = Owner.World.Game.Pathfinder.GetPath(Owner, Owner.Position, _target.Position); // called once to create task } if (!_pathRequestTask.PathFound) { return; } // No path found, so end Action. if (_pathRequestTask.Path.Count < 1) { return; } if (_path == null) { _path = _pathRequestTask.Path; } if (_ownerMover.ArrivalTime == null || _ownerMover.Arrived) { //if (_ownerMover.Arrived) //{ _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay); //_pathRequestTask = null; Vector3D movePos = _path[0];// PowerMath.TranslateDirection2D(this.Owner.Position, _path[0], this.Owner.Position, //this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter)); this.Owner.TranslateFacing(movePos, false); _ownerMover.Move(movePos, this.Owner.WalkSpeed, new Net.GS.Message.Definitions.ACD.ACDTranslateNormalMessage { TurnImmediately = false, AnimationTag = this.Owner.AnimationSet == null ? 0 : this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk) }); //if(PowerMath.Distance2D(movePos,_path[0]) < 5f) _path.RemoveAt(0); if (_path.Count == 0) { _pathRequestTask = null; _path = null; return; } //} //_path.Clear(); } /*// update or create path movement * if (_pathUpdateTimer == null || _pathUpdateTimer.TimedOut) * { * _pathUpdateTimer = new SecondsTickTimer(this.Owner.World.Game, PathUpdateDelay); * * // move the space between each path update * Vector3D movePos = PowerMath.TranslateDirection2D(this.Owner.Position, _target.Position, this.Owner.Position, * this.Owner.WalkSpeed * (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter)); * if (!this.Owner.World.CheckLocationForFlag(movePos, Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk)) * { * var xdiff = movePos.X - this.Owner.Position.X; * var ydiff = movePos.Y - this.Owner.Position.Y; * movePos.Y = Owner.Position.Y; * // make sure mesh is a non walking one... * // could use gridsquares if hit left move one south etc * movePos.X = Owner.Position.X + xdiff; * foreach (var mesh in this.Owner.CurrentScene.NavZone.NavCells)// need to check scenes prob * { * if ((mesh.Bounds.Contains(movePos.X - Owner.CurrentScene.Position.X, movePos.Y - Owner.CurrentScene.Position.Y)) && !mesh.Flags.HasFlag(Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk)) * { * movePos.X = Owner.Position.X; * ydiff *= 1.4f; * break; * } * * } * movePos.Y += ydiff; * foreach (var mesh in this.Owner.CurrentScene.NavZone.NavCells)// need to check scenes prob * { * if ((mesh.Bounds.Contains(movePos.X - Owner.CurrentScene.Position.X, movePos.Y - Owner.CurrentScene.Position.Y)) && !mesh.Flags.HasFlag(Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk)) * { * movePos.Y = Owner.Position.Y; * movePos.X += (xdiff * 0.4f); * break; * } * } * * //var localmovepos = new Vector3D(movePos); * System.Windows.Rect oldPosRectSceneLocal = new System.Windows.Rect(Owner.Position.X - Owner.CurrentScene.Position.X, Owner.Position.Y- Owner.CurrentScene.Position.Y, Owner.Bounds.Width, Owner.Bounds.Height); * System.Windows.Rect movePosSceneLocal = new System.Windows.Rect(movePos.X - Owner.CurrentScene.Position.X, movePos.Y - Owner.CurrentScene.Position.Y, Owner.Bounds.Width, Owner.Bounds.Height); * movePos.X -= (float)this.Owner.CurrentScene.Bounds.Location.X; * movePos.Y -= (float)this.Owner.CurrentScene.Bounds.Location.Y; * Circle mob = new Circle(movePos.X - (float)Owner.CurrentScene.Position.X, movePos.Y - (float)Owner.CurrentScene.Position.Y, (float)this.Owner.Bounds.Width); * * foreach (var mesh in this.Owner.CurrentScene.NavZone.NavCells)// need to check scenes prob * { * /*if (mob.Intersects(mesh.Bounds)) * { * if(PowerMath.CircleInBeam(mob,mesh.Bounds.TopLeft,mesh.Bounds.BottomLeft,1f)) * { * * } * } * if ((mesh.Bounds.Contains(movePos.X, movePos.Y)) && mesh.Flags.HasFlag(Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk)) * { * if ((oldPosRectSceneLocal.Left >= mesh.Bounds.Right && movePosSceneLocal.Left < mesh.Bounds.Right)) // Right collisions * { * ydiff = 0; * xdiff = xdiff * 1.5f; * break; * } * if ((oldPosRectSceneLocal.Right < mesh.Bounds.Left && movePosSceneLocal.Right >= mesh.Bounds.Left))//Left * { * ydiff = 0; * xdiff = xdiff * 1.5f; * break; * } * if ((oldPosRectSceneLocal.Top >= mesh.Bounds.Bottom && movePosSceneLocal.Top < mesh.Bounds.Bottom) || (oldPosRectSceneLocal.Bottom < mesh.Bounds.Top && movePosSceneLocal.Bottom >= mesh.Bounds.Top)) // Bottom then Top * { * * xdiff = 0; * ydiff = ydiff * 1.5f; * break; * } * /*if (movePos.X > mesh.Min.X || movePos.X < mesh.Max.X) * { * xdiff = 0; * break; * } * else if (movePos.Y > mesh.Min.Y || movePos.Y < mesh.Max.Y) * { * ydiff = 0; * break; * } * } * * } * movePos.X = this.Owner.Position.X + xdiff; * movePos.Y = this.Owner.Position.Y + ydiff; * } * * * * this.Owner.TranslateFacing(movePos,false);//_target.Position, false); * * _ownerMover.Move(movePos, this.Owner.WalkSpeed, new Net.GS.Message.Definitions.ACD.ACDTranslateNormalMessage * { * TurnImmediately = false, * AnimationTag = this.Owner.AnimationSet == null ? 0 : this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk) * }); * }*/ else { if (_ownerMover.Velocity != null) { _ownerMover.Update(); } //if (_ownerMover.Arrived) // _ownerMover = new ActorMover(this.Owner); } } } }