示例#1
0
        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)
            {
                if (this.Owner is Minion) // assume minions are player controlled and are targeting monsters
                {
                    _target = this.Owner.GetMonstersInRange(MaxTargetRange).OrderBy(
                        (monster) => PowerMath.Distance2D(monster.Position, this.Owner.Position))
                              .FirstOrDefault();
                }
                else  // monsters targeting players
                {
                    _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
                    _ownerMover.Move(this.Owner.Position, this.Owner.WalkSpeed);

                    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, or up to target.
                        float moveAmount = this.Owner.WalkSpeed *
                                           (_pathUpdateTimer.TimeoutTick - this.Owner.World.Game.TickCounter);
                        if (targetDistance < moveAmount)
                        {
                            moveAmount = targetDistance; // -(_baseAttackRadius + _target.ActorData.Cylinder.Ax2) - 0.1f;
                        }
                        Vector3D movePos = PowerMath.TranslateDirection2D(this.Owner.Position, _target.Position,
                                                                          this.Owner.Position, moveAmount);

                        this.Owner.TranslateFacing(_target.Position, false);

                        // find suitable movement animation
                        int aniTag;
                        if (this.Owner.AnimationSet == null)
                        {
                            aniTag = -1;
                        }
                        else if (this.Owner.AnimationSet.TagExists(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk))
                        {
                            aniTag = this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Walk);
                        }
                        else if (this.Owner.AnimationSet.TagExists(Mooege.Common.MPQ.FileFormats.AnimationTags.Run))
                        {
                            aniTag = this.Owner.AnimationSet.GetAnimationTag(Mooege.Common.MPQ.FileFormats.AnimationTags.Run);
                        }
                        else
                        {
                            aniTag = -1;
                        }

                        _ownerMover.Move(movePos, this.Owner.WalkSpeed, new ACDTranslateNormalMessage
                        {
                            TurnImmediately = false,
                            AnimationTag    = aniTag
                        });
                    }
                    else
                    {
                        _ownerMover.Update();
                    }
                }
            }
        }
示例#2
0
        public override IEnumerable <TickTimer> Main()
        {
            GeneratePrimaryResource(ScriptFormula(25));

            float targetDistance = PowerMath.Distance2D(User.Position, TargetPosition);

            // create grenade projectiles with shared detonation timer
            TickTimer timeout = WaitSeconds(ScriptFormula(2));

            Projectile[] grenades = new Projectile[Rune_C > 0 ? 1 : 3];
            for (int i = 0; i < grenades.Length; ++i)
            {
                var projectile = new Projectile(this, Rune_C > 0 ? 212547 : 88244, User.Position);
                projectile.Timeout = timeout;
                grenades[i]        = projectile;
            }

            // generate spread positions with distance-scaled spread amount.
            float scaledSpreadOffset = Math.Max(targetDistance - ScriptFormula(14), 0f);

            Vector3D[] projDestinations = PowerMath.GenerateSpreadPositions(User.Position, TargetPosition,
                                                                            ScriptFormula(11) - scaledSpreadOffset, grenades.Length);

            // launch and bounce grenades
            yield return(WaitTicks(1));  // helps make bounce timings more consistent

            float bounceOffset  = 1f;
            float minHeight     = ScriptFormula(21);
            float height        = minHeight + ScriptFormula(22);
            float bouncePercent = 0.7f; // ScriptFormula(23);

            while (!timeout.TimedOut)
            {
                for (int i = 0; i < grenades.Length; ++i)
                {
                    grenades[i].LaunchArc(PowerMath.TranslateDirection2D(projDestinations[i], User.Position, projDestinations[i],
                                                                         targetDistance * 0.3f * bounceOffset),
                                          height, ScriptFormula(20));
                }

                height       *= bouncePercent;
                bounceOffset *= 0.3f;

                yield return(grenades[0].ArrivalTime);

                // play "dink dink" grenade bounce sound
                grenades[0].PlayEffect(Effect.Unknown69);
            }

            // damage effects
            foreach (var grenade in grenades)
            {
                var grenadeN = grenade;

                SpawnEffect(RuneSelect(154027, 154045, 154028, 154044, 154046, 154043), grenade.Position);

                // poison pool effect
                if (Rune_A > 0)
                {
                    var pool = SpawnEffect(154076, grenade.Position, 0, WaitSeconds(ScriptFormula(7)));
                    pool.UpdateDelay = 1f;
                    pool.OnUpdate    = () =>
                    {
                        WeaponDamage(GetEnemiesInRadius(grenadeN.Position, ScriptFormula(5)), ScriptFormula(6), DamageType.Poison);
                    };
                }

                AttackPayload attack = new AttackPayload(this);
                attack.Targets = GetEnemiesInRadius(grenade.Position, ScriptFormula(4));
                attack.AddWeaponDamage(ScriptFormula(0), Rune_A > 0 ? DamageType.Poison : DamageType.Fire);
                attack.OnHit = (hitPayload) =>
                {
                    if (Rune_E > 0)
                    {
                        if (Rand.NextDouble() < ScriptFormula(9))
                        {
                            AddBuff(hitPayload.Target, new DebuffStunned(WaitSeconds(ScriptFormula(10))));
                        }
                    }
                    if (Rune_C > 0)
                    {
                        Knockback(grenadeN.Position, hitPayload.Target, ScriptFormula(8));
                    }
                };
                attack.Apply();
            }

            // clusterbomb hits
            if (Rune_B > 0)
            {
                int damagePulses = (int)ScriptFormula(28);
                for (int pulse = 0; pulse < damagePulses; ++pulse)
                {
                    yield return(WaitSeconds(ScriptFormula(12) / damagePulses));

                    foreach (var grenade in grenades)
                    {
                        WeaponDamage(GetEnemiesInRadius(grenade.Position, ScriptFormula(4)), ScriptFormula(0), DamageType.Fire);
                    }
                }
            }
        }
示例#3
0
        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();
                    }
                }
            }
        }
示例#4
0
        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);
                    }
                }
            }
        }