protected void AddTurret(Turret turret) { turrets.Add(turret); turret.GetTarget += AssignTargetToTurret; turret.TurretDestroyed += TurretDestroyed; turret.SetRotationOrigin(turret.transform.forward); }
void updateCursor(){ if (Input.GetMouseButtonDown(0)){ Debug.Log("click"); RaycastHit hit; // Construct a ray from the current touch coordinates Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray,out hit)) { GameObject cursorSpot = hit.collider.gameObject; Debug.Log(cursorSpot); string hitTag = cursorSpot.tag; if(hitTag == "tower"){ //cursorSpot.renderer.material.color = Color.blue; turretIsSelected = true; //if(selectedTurret != null & cursorSpot!= selectedTurret){ // selectedTurret.renderer.material.color = Color.white; //} if(selectedTurret != null)//turns the light off of the previous turret selectedTurret.GetComponent<Light>().enabled = false; selectedTurret = cursorSpot; selectedTurret.GetComponent<Light>().enabled = true;//highlights the selected turret //selectedTurret.GetComponent<Halo>(); selectedScript = selectedTurret.GetComponent<Turret>(); Debug.Log("hit"); } } } }
// Use this for initialization void Start() { turret = transform.parent.GetComponent<Turret>(); Physics.IgnoreCollision(turret.collider, collider); // ignore turret collider Physics.IgnoreCollision(turret.GetComponentInChildren<Detector>().collider, collider); // ignore detector collider transform.parent = turret.transform; // attach to the turret originScaleInit = origin.transform.localScale; laserShotPosInit = transform.localPosition; laserShotScaleInit = transform.localScale; fireTime = 0; armTime = turret.armTime; fireSpeed = turret.fireSpeed; maxScale = turret.detectorLength/turret.halfTurretLength*originScaleInit.x + originScaleInit.x; if (turret.direction == Turret.Direction.up || turret.direction == Turret.Direction.down) { delta = new Vector3(0, 0, 1); } else { delta = new Vector3(1, 0, 0); } // set end point scale to max! endScaleInit = end.transform.localScale; end.transform.localScale += (maxScale - Vector3.Dot (endScaleInit, delta)) * delta; endScaleInit = end.transform.localScale; shootState = ShootState.alert; }
public int getWeaponCount(Turret.TurretType type) { int count = 0; switch(type) { case Turret.TurretType.Laser: count = TurretInventory[0].Count; break; case Turret.TurretType.Ion: count = TurretInventory[1].Count; break; case Turret.TurretType.Railgun: count = TurretInventory[2].Count; break; case Turret.TurretType.Beam: count = TurretInventory[3].Count; break; case Turret.TurretType.PowerDrainer: count = TurretInventory[4].Count; break; case Turret.TurretType.FireMissile: count = TurretInventory[5].Count; break; case Turret.TurretType.BallisticMissile: count = TurretInventory[6].Count; break; case Turret.TurretType.AOEMissile: count = TurretInventory[7].Count; break; } return count; }
public void initialize(Turret.TurretType type, HPSelectButton hpb, Turret t) { Type = type; HPB = hpb; turretRef = t; typeReadout.Display(turretRef.getTypeString()); updateCount(); }
// Called when the sell button is pressed. public void Sell() { objectManager.gameState.playerMoney += SelectedTurret.Msrp; objectManager.Map.UnBlockNode(SelectedTurret.transform.position); Destroy(SelectedTurret.gameObject); SelectedTurret = null; transform.position = new Vector3(transform.position.x, transform.position.y - 1000, transform.position.z); }
/* to test creating turrets void generateTurrets(){ Turret turret; Turret = ((GameObject)Instantiate(TurretPrefab, new Vector3( - Mathf.Floor(mapSize/2),1.4f,Mathf.Floor(mapSize/2)), Quaternion.Euler(new Vector3()))).GetComponent<Turret>(); TurretList.Add(turret); ally.Add(turret); }*/ void deselectTurret(){ if(turretIsSelected && Input.GetKey(KeyCode.Escape)){ selectedTurret.GetComponent<Light>().enabled = false; turretIsSelected = false; selectedScript = null; //selectedTurret.renderer.material.color = Color.white; selectedTurret = null; } }
// Called when the sell button is pressed. public void Sell() { objectManager.GuiButtonMethods.PlaySellSound(); objectManager.gameState.playerMoney += SelectedTurret.Msrp; objectManager.Map.UnBlockNode(SelectedTurret.transform.position); Destroy(SelectedTurret.gameObject); SelectedTurret = null; }
public ForceMode forceMode; //forceMode of ecplosion // public float radius = 50.0F; // public float power = 100.0F; // Use this for initialization void Start () { instance = this; _ballColors = GameObject.Find("GameManager").GetComponent<GameController>().ballColors; SetFirstSootingBallColors(); }
public int getNumberAttached(Turret.TurretType type) { int count = 0; foreach (Turret t in PlayerController.PC.weapons) { if (t.getType() == type) count++; } return count; }
public void Reset() { T = GameObject.Find("Turret_" + turretNumber.ToString()).GetComponentInChildren<Turret>(); if (!secondary) { GameObject instance = (GameObject)Instantiate(T.bullet); this.transform.renderer.material = instance.renderer.material; Destroy(instance); } else { GameObject instance = (GameObject)Instantiate(T.secondaryBullet); this.transform.renderer.material = instance.renderer.material; Destroy(instance); } }
protected void AssignTargetToTurret(Turret turret) { Collider[] colliders = Physics.OverlapSphere(this.transform.position, 1000); if (colliders.Length == 0) { return; } List<Ship> potentialTargets = new List<Ship>(); foreach (Collider collider in colliders) { Ship ship = collider.gameObject.GetComponent<Ship>(); if (ship != null && ship != this.GetComponent<Ship>()) { if (ship.FactionID != this.factionID) { potentialTargets.Add(ship); } } } Ship closestTarget = null; foreach (Ship ship in potentialTargets) { if (closestTarget == null) { closestTarget = ship; } if (Vector3.Distance(turret.transform.position, ship.transform.position) < Vector3.Distance(closestTarget.transform.position, ship.transform.position)) { closestTarget = ship; } } if (closestTarget != null) { turret.SetTarget(closestTarget.gameObject); } }
void Start() { anim = GetComponent <Animator>(); turretSelf = transform.GetComponent <Turret>(); }
public void CheckResults(bool isPlayer,Turret T) { if (GlobalVars.GameMode != "Wager Match") { if (!isPlayer) { Destroy(T.transform.parent.gameObject); _EnemyList.Insert(_EnemyList.IndexOf(T),null); _EnemyList.Remove(T); GlobalVars.HasPlayerLeveled(Random.Range(1,15)); if (_EnemyList[0] == null &&_EnemyList[1] == null &&_EnemyList[2] == null &&_EnemyList[3] == null) { GlobalVars._playerScore_Wins++; GlobalVars._TempWins++; EndGame(false); } } else { Destroy(T.transform.parent.gameObject); _PlayerList.Insert(_PlayerList.IndexOf(T),null); _PlayerList.Remove(T); if (_PlayerList[0] == null &&_PlayerList[1] == null &&_PlayerList[2] == null &&_PlayerList[3] == null) { GlobalVars._playerScore_Losses++; GlobalVars._TempLoss++; EndGame(false); } } } else { if (!isPlayer) { _EnemyList.Remove(T); Destroy(T.transform.parent.gameObject); GlobalVars.HasPlayerLeveled(Random.Range(1,15)); if (_EnemyList.Count == 0) { GlobalVars._playerScore_Wins++; GlobalVars._TempWins++; EndGame(true); } } else { _PlayerList.Remove(T); Destroy(T.transform.parent.gameObject); if (_PlayerList.Count == 0) { GlobalVars._playerScore_Losses++; GlobalVars._TempLoss++; EndGame(true); } } } }
void Start() { _turret = GameObject.FindObjectOfType <Turret>(); }
public void AssignAbility(Turret _turret) { }
public override void Start() { InitScript.inGame = true; InitScript.totalScore = 0; bonusSpeed = 2f; score = 0; value1 = 0; value2 = 0; value3 = 0; FrameCounter = 120; obstacles = new List<Obstacle>(); powerups = new List<Powerup>(); bullets = new List<Bullet>(); background = new Starfield(InitScript.bg1Pos,false); Futile.stage.AddChild(background); background2 = new Starfield(InitScript.bg2Pos, false); Futile.stage.AddChild(background2); bar = new EnergyBar(); Futile.stage.AddChild(bar); walls = new FSprite("AwesomeWall.png"); walls.scale = 2.0f; walls.x = 0; Futile.stage.AddChild(walls); //score stuffffff digit1 = new FSprite("0.png"); digit1.scale = 2.0f; digit1.x = -159.7772f + 180; digit1.y = Futile.screen.halfHeight - 57; Futile.stage.AddChild(digit1); digit2 = new FSprite("0.png"); digit2.scale = 2.0f; digit2.x = -159.7772f + 160; digit2.y = Futile.screen.halfHeight - 57; Futile.stage.AddChild(digit2); digit3 = new FSprite("0.png"); digit3.scale = 2.0f; digit3.x = -159.7772f + 140; digit3.y = Futile.screen.halfHeight - 57; Futile.stage.AddChild(digit3); /////// testPlayer = new Spaceman(); Futile.stage.AddChild(testPlayer); testPlayer.PlayerAlive(); victoryFlare = new FSprite("Victory0.png"); victoryFlare.scale = 2.0f; victoryFlare.x = 159.7772f - 30; victoryFlare.y = -Futile.screen.halfHeight + 160; Futile.stage.AddChild(victoryFlare); btnPause = new FButton("PauseButton.png"); btnPause.x = -159.7772f + 12; btnPause.y = Futile.screen.halfHeight - 12; btnPause.scale = 2.0f; //btnPause.isVisible = false; Futile.stage.AddChild(btnPause); turret = new Turret(); Futile.stage.AddChild(turret); laser = new LazerTurret(); Futile.stage.AddChild(laser); laserActual = new Lazer(); Futile.stage.AddChild(laserActual); rocket = new RocketTurret(); Futile.stage.AddChild(rocket); pausedScreen = new FSprite("Paused0.png"); pausedScreen.scale = 2.0f; pausedScreen.isVisible = false; Futile.stage.AddChild(pausedScreen); InitScript.blackBar1.MoveToTop(); InitScript.blackBar2.MoveToTop(); btnPause.SignalRelease += HandlePauseButtonRelease; Futile.instance.SignalUpdate += HandleUpdate; }
private static bool MaxLevels(Turret turretToCheck) { return(turretToCheck.UpgradeOneLevel + turretToCheck.UpgradeTwoLevel + turretToCheck.UpgradeThreeLevel >= 3); }
public void addPlayerData(Turret player) { this.damage_base = player.damage_base; this.attack_rate_base = player.attack_rate_base; this.gold = player.gold; }
public TurretControls(Turret parentTurret) { this.parentTurret = parentTurret; }
static BulletScript() { currentTurretTurn = Turret.LEFT; }
protected void TurretDestroyed(Turret turret) { turret.gameObject.SetActive(false); }
/// <summary> /// Increases the damage for a turret /// </summary> /// <param name="turret">The turret to increase damage for</param> public override void AddModule(Turret turret) { turret.damage.AddModifier(percentageChange); }
private void RemoveTurret(Turret t) { Turrets.Remove(t); }
//! Called by unity engine for rendering and handling GUI events. public void OnGUI() { // STYLE GUI.skin = GetComponent <PlayerGUI>().thisGUIskin; // ASPECT RATIO float ScreenHeight = Screen.height; float ScreenWidth = Screen.width; if (ScreenWidth / ScreenHeight < 1.7f) { ScreenHeight = (ScreenHeight * 0.75f); } if (ScreenHeight < 700) { GUI.skin.label.fontSize = 10; } if (!playerController.stateManager.Busy() && GetComponent <MainMenu>().finishedLoading == true) { // MACHINE CONTROL GUI if (playerController.inventoryOpen == false && playerController.machineGUIopen == true && playerController.objectInSight != null) { GameObject obj = playerController.objectInSight; if (obj.GetComponent <PowerConduit>() != null) { bool netFlag = false; PowerConduit powerConduit = obj.GetComponent <PowerConduit>(); if (powerConduit.connectionFailed == false) { GUI.DrawTexture(guiCoordinates.FourButtonSpeedControlBGRect, textureDictionary.dictionary["Interface Background"]); GUI.Label(guiCoordinates.outputLabelRect, "Range"); powerConduit.range = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, powerConduit.range, 6, 120); if (GUI.Button(guiCoordinates.outputControlButton3Rect, "Dual Output: " + powerConduit.dualOutput)) { if (powerConduit.dualOutput == true) { powerConduit.dualOutput = false; } else { powerConduit.dualOutput = true; } playerController.PlayButtonSound(); } if (GUI.Button(guiCoordinates.outputControlButton4Rect, "Close")) { playerController.machineGUIopen = false; playerController.PlayButtonSound(); } } else { GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; powerConduit.connectionAttempts = 0; powerConduit.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { bool rangeDeSync = powerConduit.range != playerController.networkedConduitRange; bool outputDeSync = powerConduit.dualOutput != playerController.networkedDualPower; if (rangeDeSync || outputDeSync || netFlag) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = powerConduit.gameObject.transform.position; updateNetworkConduitCoroutine = StartCoroutine(net.SendPowerData(location, powerConduit.range, powerConduit.dualOutput)); playerController.networkedConduitRange = powerConduit.range; playerController.networkedDualPower = powerConduit.dualOutput; } } } if (obj.GetComponent <RailCartHub>() != null) { bool netFlag = false; RailCartHub hub = obj.GetComponent <RailCartHub>(); if (hub.connectionFailed == false) { if (hubStopWindowOpen == false) { GUI.DrawTexture(guiCoordinates.FiveButtonSpeedControlBGRect, textureDictionary.dictionary["Interface Background"]); GUI.Label(guiCoordinates.railCartHubCircuitLabelRect, "Circuit"); int circuit = hub.circuit; string circuitString = GUI.TextField(guiCoordinates.railCartHubCircuitRect, circuit.ToString(), 3); try { hub.circuit = int.Parse(circuitString); } catch { // NOOP } GUI.Label(guiCoordinates.outputLabelRect, "Range"); hub.range = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, hub.range, 6, 120); if (GUI.Button(guiCoordinates.outputControlButton3Rect, "Stop Settings")) { hubStopWindowOpen = true; playerController.PlayButtonSound(); } if (GUI.Button(guiCoordinates.outputControlButton4Rect, "Close")) { playerController.machineGUIopen = false; hubStopWindowOpen = false; playerController.PlayButtonSound(); } } else { GUI.DrawTexture(guiCoordinates.FiveButtonSpeedControlBGRect, textureDictionary.dictionary["Interface Background"]); GUI.Label(guiCoordinates.longOutputLabelRect, "Stop Time"); if (GUI.Button(guiCoordinates.outputControlButton0Rect, "Stop: " + hub.stop)) { if (hub.stop == true) { hub.stop = false; } else { hub.stop = true; } playerController.PlayButtonSound(); } hub.stopTime = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, hub.stopTime, 0, 600); if (GUI.Button(guiCoordinates.outputControlButton3Rect, "Range Settings")) { hubStopWindowOpen = false; playerController.PlayButtonSound(); } if (GUI.Button(guiCoordinates.outputControlButton4Rect, "Close")) { playerController.machineGUIopen = false; hubStopWindowOpen = false; playerController.PlayButtonSound(); } } } else { GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; hub.connectionAttempts = 0; hub.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { bool circuitDeSync = hub.circuit != playerController.networkedHubCircuit; bool rangeDeSync = hub.range != playerController.networkedHubRange; bool stopDeSync = hub.stop != playerController.networkedHubStop; bool timeDeSync = (int)hub.stopTime != (int)playerController.networkedHubStopTime; if (circuitDeSync || rangeDeSync || stopDeSync || timeDeSync || netFlag) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = hub.gameObject.transform.position; updateNetworkConduitCoroutine = StartCoroutine(net.SendHubData(location, hub.circuit, hub.range, hub.stop, hub.stopTime)); playerController.networkedHubCircuit = hub.circuit; playerController.networkedHubRange = hub.range; playerController.networkedHubStop = hub.stop; playerController.networkedHubStopTime = hub.stopTime; } } } if (obj.GetComponent <Retriever>() != null) { bool netFlag = false; Retriever retriever = obj.GetComponent <Retriever>(); if (retriever.connectionFailed == false) { GUI.DrawTexture(guiCoordinates.FourButtonSpeedControlBGRect, textureDictionary.dictionary["Interface Background"]); if (retriever.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); retriever.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, retriever.speed, 0, retriever.power); } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } if (GUI.Button(guiCoordinates.outputControlButton3Rect, "Choose Items")) { if (obj.GetComponent <InventoryManager>().initialized == true) { playerController.inventoryOpen = true; playerController.storageGUIopen = true; playerController.machineGUIopen = false; playerController.PlayButtonSound(); } } if (GUI.Button(guiCoordinates.outputControlButton4Rect, "Close")) { playerController.machineGUIopen = false; playerController.PlayButtonSound(); } } else { GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; retriever.connectionAttempts = 0; retriever.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (retriever.speed != playerController.networkedConduitRange || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = retriever.gameObject.transform.position; updateNetworkConduitCoroutine = StartCoroutine(net.SendConduitData(location, retriever.speed)); playerController.networkedConduitRange = retriever.speed; } } } if (obj.GetComponent <AutoCrafter>() != null) { bool netFlag = false; AutoCrafter autoCrafter = obj.GetComponent <AutoCrafter>(); if (autoCrafter.connectionFailed == false) { GUI.DrawTexture(guiCoordinates.FourButtonSpeedControlBGRect, textureDictionary.dictionary["Interface Background"]); if (autoCrafter.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); autoCrafter.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, autoCrafter.speed, 0, autoCrafter.power); } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } if (GUI.Button(guiCoordinates.outputControlButton3Rect, "Choose Item")) { if (obj.GetComponent <InventoryManager>().initialized == true) { playerController.inventoryOpen = true; playerController.storageGUIopen = true; playerController.machineGUIopen = false; playerController.PlayButtonSound(); } } if (GUI.Button(guiCoordinates.outputControlButton4Rect, "Close")) { playerController.machineGUIopen = false; playerController.PlayButtonSound(); } } else { GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; autoCrafter.connectionAttempts = 0; autoCrafter.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (autoCrafter.speed != playerController.networkedConduitRange || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = autoCrafter.gameObject.transform.position; updateNetworkConduitCoroutine = StartCoroutine(net.SendConduitData(location, autoCrafter.speed)); playerController.networkedConduitRange = autoCrafter.speed; } } } if (obj.GetComponent <UniversalConduit>() != null) { bool netFlag = false; GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); UniversalConduit conduit = obj.GetComponent <UniversalConduit>(); if (conduit.connectionFailed == false) { GUI.Label(guiCoordinates.outputLabelRect, "Range"); conduit.range = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, conduit.range, 6, 120); } else { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; conduit.connectionAttempts = 0; conduit.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (conduit.range != playerController.networkedConduitRange || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = conduit.gameObject.transform.position; updateNetworkConduitCoroutine = StartCoroutine(net.SendConduitData(location, conduit.range)); playerController.networkedConduitRange = conduit.range; } } } if (obj.GetComponent <DarkMatterConduit>() != null) { bool netFlag = false; GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); DarkMatterConduit conduit = obj.GetComponent <DarkMatterConduit>(); if (conduit.connectionFailed == false) { GUI.Label(guiCoordinates.outputLabelRect, "Range"); conduit.range = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, conduit.range, 6, 120); } else { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; conduit.connectionAttempts = 0; conduit.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (conduit.range != playerController.networkedConduitRange || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = conduit.gameObject.transform.position; updateNetworkConduitCoroutine = StartCoroutine(net.SendConduitData(location, conduit.range)); playerController.networkedConduitRange = conduit.range; } } } if (obj.GetComponent <HeatExchanger>() != null) { bool netFlag = false; GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); HeatExchanger hx = obj.GetComponent <HeatExchanger>(); if (hx.inputObject != null) { if (hx.inputObject.GetComponent <UniversalConduit>() != null) { if (hx.connectionFailed == false) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); hx.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, hx.speed, 0, playerController.hxAmount); } else { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; hx.connectionAttempts = 0; hx.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (hx.speed != playerController.networkedMachineSpeed || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = hx.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, hx.speed)); playerController.networkedMachineSpeed = hx.speed; } } } else { GUI.Label(guiCoordinates.outputLabelRect, "No Input"); } } else { GUI.Label(guiCoordinates.outputLabelRect, "No Input"); } } if (obj.GetComponent <PowerSource>() != null) { GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); PowerSource powerSource = obj.GetComponent <PowerSource>(); if (powerSource.connectionFailed == true) { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { powerSource.connectionAttempts = 0; powerSource.connectionFailed = false; playerController.PlayButtonSound(); } } else { GUI.Label(guiCoordinates.outputLabelRect, "Online"); } } if (obj.GetComponent <Auger>() != null) { GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); Auger auger = obj.GetComponent <Auger>(); if (auger.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); auger.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, auger.speed, 0, auger.power); } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (auger.speed != playerController.networkedMachineSpeed) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = auger.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, auger.speed)); playerController.networkedMachineSpeed = auger.speed; } } } if (obj.GetComponent <UniversalExtractor>() != null) { bool netFlag = false; GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); UniversalExtractor extractor = obj.GetComponent <UniversalExtractor>(); if (extractor.connectionFailed == false) { if (extractor.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); extractor.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, extractor.speed, 0, extractor.power); } else { GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } } else { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; extractor.connectionAttempts = 0; extractor.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (extractor.speed != playerController.networkedMachineSpeed || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = extractor.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, extractor.speed)); playerController.networkedMachineSpeed = extractor.speed; } } } if (obj.GetComponent <DarkMatterCollector>() != null) { bool netFlag = false; GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); DarkMatterCollector collector = obj.GetComponent <DarkMatterCollector>(); if (collector.connectionFailed == false) { if (collector.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); collector.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, collector.speed, 0, collector.power); } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } } else { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; collector.connectionAttempts = 0; collector.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (collector.speed != playerController.networkedMachineSpeed || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = collector.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, collector.speed)); playerController.networkedMachineSpeed = collector.speed; } } } if (obj.GetComponent <Smelter>() != null) { bool netFlag = false; GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); Smelter smelter = obj.GetComponent <Smelter>(); if (smelter.connectionFailed == false) { if (smelter.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); smelter.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, smelter.speed, 0, smelter.power); } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } } else { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; smelter.connectionAttempts = 0; smelter.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (smelter.speed != playerController.networkedMachineSpeed || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = smelter.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, smelter.speed)); playerController.networkedMachineSpeed = smelter.speed; } } } if (obj.GetComponent <AlloySmelter>() != null) { bool netFlag = false; GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); AlloySmelter alloySmelter = obj.GetComponent <AlloySmelter>(); if (alloySmelter.connectionFailed == false) { if (alloySmelter.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); alloySmelter.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, alloySmelter.speed, 0, alloySmelter.power); } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } } else { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; alloySmelter.connectionAttempts = 0; alloySmelter.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (alloySmelter.speed != playerController.networkedMachineSpeed || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = alloySmelter.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, alloySmelter.speed)); playerController.networkedMachineSpeed = alloySmelter.speed; } } } if (obj.GetComponent <Press>() != null) { bool netFlag = false; GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); Press press = obj.GetComponent <Press>(); if (press.connectionFailed == false) { if (press.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); press.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, press.speed, 0, press.power); } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } } else { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; press.connectionAttempts = 0; press.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (press.speed != playerController.networkedMachineSpeed || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = press.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, press.speed)); playerController.networkedMachineSpeed = press.speed; } } } if (obj.GetComponent <Extruder>() != null) { bool netFlag = false; GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); Extruder extruder = obj.GetComponent <Extruder>(); if (extruder.connectionFailed == false) { if (extruder.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); extruder.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, extruder.speed, 0, extruder.power); } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } } else { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; extruder.connectionAttempts = 0; extruder.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (extruder.speed != playerController.networkedMachineSpeed || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = extruder.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, extruder.speed)); playerController.networkedMachineSpeed = extruder.speed; } } } if (obj.GetComponent <ModMachine>() != null) { bool netFlag = false; GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); ModMachine modMachine = obj.GetComponent <ModMachine>(); if (modMachine.connectionFailed == false) { if (modMachine.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); modMachine.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, modMachine.speed, 0, modMachine.power); } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } } else { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; modMachine.connectionAttempts = 0; modMachine.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (modMachine.speed != playerController.networkedMachineSpeed || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = modMachine.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, modMachine.speed)); playerController.networkedMachineSpeed = modMachine.speed; } } } if (obj.GetComponent <Turret>() != null) { GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); Turret turret = obj.GetComponent <Turret>(); if (turret.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); if (turret.power < 30) { turret.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, turret.speed, 0, turret.power); } else { turret.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, turret.speed, 0, 30); } } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (turret.speed != playerController.networkedMachineSpeed) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = turret.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, turret.speed)); playerController.networkedMachineSpeed = turret.speed; } } } if (obj.GetComponent <MissileTurret>() != null) { GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); MissileTurret turret = obj.GetComponent <MissileTurret>(); if (turret.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); if (turret.power < 30) { turret.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, turret.speed, 0, turret.power); } else { turret.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, turret.speed, 0, 30); } } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (turret.speed != playerController.networkedMachineSpeed) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = turret.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, turret.speed)); playerController.networkedMachineSpeed = turret.speed; } } } if (obj.GetComponent <GearCutter>() != null) { bool netFlag = false; GUI.DrawTexture(guiCoordinates.speedControlBGRect, textureDictionary.dictionary["Interface Background"]); GearCutter gearCutter = obj.GetComponent <GearCutter>(); if (gearCutter.connectionFailed == false) { if (gearCutter.power > 0) { GUI.Label(guiCoordinates.outputLabelRect, "Output"); gearCutter.speed = (int)GUI.HorizontalSlider(guiCoordinates.outputControlButton2Rect, gearCutter.speed, 0, gearCutter.power); } else { GUI.Label(guiCoordinates.outputLabelRect, "No Power"); } } else { GUI.Label(guiCoordinates.outputLabelRect, "Offline"); if (GUI.Button(guiCoordinates.outputControlButton2Rect, "Reboot")) { netFlag = true; gearCutter.connectionAttempts = 0; gearCutter.connectionFailed = false; playerController.PlayButtonSound(); } } if (PlayerPrefsX.GetPersistentBool("multiplayer") == true) { if (gearCutter.speed != playerController.networkedMachineSpeed || netFlag == true) { NetworkSend net = playerController.networkController.networkSend; Vector3 location = gearCutter.gameObject.transform.position; updateNetworkMachineCoroutine = StartCoroutine(net.SendMachineData(location, gearCutter.speed)); playerController.networkedMachineSpeed = gearCutter.speed; } } } } else { hubStopWindowOpen = false; gameObject.GetComponent <MSCameraController>().enabled = true; } } }
protected override void Apply(AttributeLoader loader, object wrapperObj) { if (!(wrapperObj is WeaponAttributesWrapper w)) { throw new System.InvalidCastException(); } loader.ApplyPPatch(TracerSpeed, () => w.TracerSpeed, Fixed64.UnsafeFromDouble); loader.ApplyPMultPatch(TracerSpeedMult, () => w.TracerSpeed); loader.ApplyPPatch(TracerLength, () => w.TracerLength, Fixed64.UnsafeFromDouble); loader.ApplyPMultPatch(TracerLengthMult, () => w.TracerLength); loader.ApplyPPatch(BaseDamagePerRound, () => w.BaseDamagePerRound, Fixed64.UnsafeFromDouble); loader.ApplyPMultPatch(BaseDamagePerRoundMult, () => w.BaseDamagePerRound); loader.ApplyPPatch(BaseWreckDamagePerRound, () => w.BaseWreckDamagePerRound, Fixed64.UnsafeFromDouble); loader.ApplyPMultPatch(BaseWreckDamagePerRoundMult, () => w.BaseWreckDamagePerRound); loader.ApplyPPatch(FiringRecoil, () => w.FiringRecoil); loader.ApplyPMultPatch(FiringRecoilMult, () => w.FiringRecoil); loader.ApplyPPatch(WindUpTimeMS, () => w.WindUpTimeMS); loader.ApplyPMultPatch(WindUpTimeMSMult, () => w.WindUpTimeMS); loader.ApplyPPatch(RateOfFire, () => w.RateOfFire); loader.ApplyPMultPatch(RateOfFireMult, () => w.RateOfFire); loader.ApplyPPatch(NumberOfBursts, () => w.NumberOfBursts); loader.ApplyPMultPatch(NumberOfBurstsMult, () => w.NumberOfBursts); loader.ApplyPPatch(DamagePacketsPerShot, () => w.DamagePacketsPerShot); loader.ApplyPMultPatch(DamagePacketsPerShotMult, () => w.DamagePacketsPerShot); loader.ApplyPPatch(BurstPeriodMinTimeMS, () => w.BurstPeriodMinTimeMS); loader.ApplyPMultPatch(BurstPeriodMinTimeMSMult, () => w.BurstPeriodMinTimeMS); loader.ApplyPPatch(BurstPeriodMaxTimeMS, () => w.BurstPeriodMaxTimeMS); loader.ApplyPMultPatch(BurstPeriodMaxTimeMSMult, () => w.BurstPeriodMaxTimeMS); loader.ApplyPPatch(CooldownTimeMS, () => w.CooldownTimeMS); loader.ApplyPMultPatch(CooldownTimeMSMult, () => w.CooldownTimeMS); loader.ApplyPPatch(WindDownTimeMS, () => w.WindDownTimeMS); loader.ApplyPMultPatch(WindDownTimeMSMult, () => w.WindDownTimeMS); loader.ApplyPPatch(ReloadTimeMS, () => w.ReloadTimeMS); loader.ApplyPMultPatch(ReloadTimeMSMult, () => w.ReloadTimeMS); loader.ApplyPPatch(AreaOfEffectRadius, () => w.AreaOfEffectRadius, Fixed64.UnsafeFromDouble); loader.ApplyPMultPatch(AreaOfEffectRadiusMult, () => w.AreaOfEffectRadius); loader.ApplyPPatch(FriendlyFireDamageScalar, () => w.FriendlyFireDamageScalar, Fixed64.UnsafeFromDouble); loader.ApplyPMultPatch(FriendlyFireDamageScalarMult, () => w.FriendlyFireDamageScalar); loader.ApplyPPatch(WeaponOwnerFriendlyFireDamageScalar, () => w.WeaponOwnerFriendlyFireDamageScalar, Fixed64.UnsafeFromDouble); loader.ApplyPMultPatch(WeaponOwnerFriendlyFireDamageScalarMult, () => w.WeaponOwnerFriendlyFireDamageScalar); loader.ApplyPPatch(ExcludeFromAutoTargetAcquisition, () => w.ExcludeFromAutoTargetAcquisition); loader.ApplyPPatch(ExcludeFromAutoFire, () => w.ExcludeFromAutoFire); loader.ApplyPPatch(ExcludeFromHeightAdvantage, () => w.ExcludeFromHeightAdvantage); loader.ApplyPPatch(DamageType, () => w.DamageType); loader.ApplyPPatch(IsTracer, () => w.IsTracer); loader.ApplyPPatch(LineOfSightRequired, () => w.LineOfSightRequired); loader.ApplyPPatch(LeadsTarget, () => w.LeadsTarget); loader.ApplyPPatch(KillSkipsUnitDeathSequence, () => w.KillSkipsUnitDeathSequence); loader.ApplyPPatch(RevealTriggers, () => w.RevealTriggers); loader.ApplyPPatch(UnitStatusAttackingTriggers, () => w.UnitStatusAttackingTriggers); loader.ApplyPPatch(TargetStyle, () => w.TargetStyle); loader.ApplyPPatch(ActiveStatusEffectsIndex, () => w.ActiveStatusEffectsIndex); if (Modifiers != null) { var l = w.Modifiers?.Select(x => new WeaponModifierInfoWrapper(x)).ToList() ?? new List <WeaponModifierInfoWrapper>(); loader.ApplyLPatch(Modifiers, l, () => new WeaponModifierInfoWrapper(), nameof(WeaponModifierInfo)); w.Modifiers = l.ToArray(); } loader.ApplyPPatch(AreaOfEffectFalloffType, () => w.AreaOfEffectFalloffType); loader.ApplyPPatch(ExcludeWeaponOwnerFromAreaOfEffect, () => w.ExcludeWeaponOwnerFromAreaOfEffect); if (Turret != null) { using (loader.logger.BeginScope($"Turret:")) { var w2 = new TurretAttributesWrapper(w.Turret); Turret.Apply(loader, w2, null); w.Turret = w2; } } ApplyRangeAttributes(loader, WeaponRange.Short, RangeAttributesShort, w); ApplyRangeAttributes(loader, WeaponRange.Medium, RangeAttributesMedium, w); ApplyRangeAttributes(loader, WeaponRange.Long, RangeAttributesLong, w); loader.ApplyPPatch(ProjectileEntityTypeToSpawn, () => w.ProjectileEntityTypeToSpawn); loader.ApplyPPatch(StatusEffectsTargetAlignment, () => w.StatusEffectsTargetAlignment); loader.ApplyPPatch(StatusEffectsExcludeTargetType, () => w.StatusEffectsExcludeTargetType); if (StatusEffectsSets != null) { var l = w.StatusEffectsSets?.Select(x => new StatusEffectsSetAttributesWrapper(x)).ToList() ?? new List <StatusEffectsSetAttributesWrapper>(); loader.ApplyLPatch(StatusEffectsSets, l, () => new StatusEffectsSetAttributesWrapper(), nameof(StatusEffectsSetAttributes)); w.StatusEffectsSets = l.Where(x => x != null).ToArray(); } if (TargetPrioritizationAttributes != null) { using (loader.logger.BeginScope($"TargetPrioritizationAttributes:")) { var w2 = new TargetPriorizationAttributesWrapper(w.TargetPriorizationAttributes); TargetPrioritizationAttributes.Apply(loader, w2, null); w.TargetPriorizationAttributes = w2; } } if (EntityTypesToSpawnOnImpact != null) { var l = w.EntityTypesToSpawnOnImpact?.Select(x => new EntityTypeToSpawnAttributesWrapper(x)).ToList() ?? new List <EntityTypeToSpawnAttributesWrapper>(); loader.ApplyLPatch(EntityTypesToSpawnOnImpact, l, () => new EntityTypeToSpawnAttributesWrapper(), nameof(EntityTypeToSpawnAttributes)); w.EntityTypesToSpawnOnImpact = l.Where(x => x != null).ToArray(); } if (OutputDPS == true) { OutputWeaponDPS(loader, w); } }
private void Start() { _turret = gameObject.GetComponent <Turret>(); _bulletPoolSystem = GameObject.Find("BulletPool").GetComponent <BulletPoolSystem>(); firePoint = gameObject.transform.Find("Head").transform.Find("FP").GetComponent <Transform>(); }
private void ShootTurret(Turret turret) { turret.Shoot(); AudioManager.Instance.PlayOneShot(AudioEnum.TurretShoot); }
// Use this for initialization void Start() { turret = transform.parent.GetComponent<Turret>(); Physics.IgnoreCollision(turret.collider, collider); // ignore turret collider Physics.IgnoreCollision(turret.GetComponentInChildren<LaserShot>().collider, collider); // ignore laser collider }
/// <summary> /// Removes a damage upgrade for a turret /// </summary> /// <param name="turret">The turret to remove a damage upgrade for</param> public override void RemoveModule(Turret turret) { turret.damage.TakeModifier(percentageChange); }
public void Start() { Turret turret = GetComponentInParent <Turret>(); turret.changeHealthEvent.AddListener(UpdateHealth); }
private void Awake() { turret = transform.root.GetComponent <Turret>(); }
/// <summary> /// Scripts that use UpdateManager and run on clients as well as on server shall be added here. /// </summary> private void RegisterScripts_ClientAndServer() { #region Attached RegisterForBlock(new MyObjectBuilderType[] { typeof(MyObjectBuilder_MotorStator), typeof(MyObjectBuilder_MotorAdvancedStator), typeof(MyObjectBuilder_MotorSuspension) }, block => RegisterForUpdates(100, (new StatorRotor.Stator(block)).Update, block)); RegisterForBlock(typeof(MyObjectBuilder_ExtendedPistonBase), (block) => { Piston.PistonBase pistonBase = new Piston.PistonBase(block); RegisterForUpdates(100, pistonBase.Update, block); }); RegisterForBlock(typeof(MyObjectBuilder_ShipConnector), (block) => { Connector conn = new Connector(block); RegisterForUpdates(10, conn.Update, block); }); RegisterForBlock(typeof(MyObjectBuilder_LandingGear), (block) => { if (!Hacker.IsHacker(block)) { new LandingGear(block); } }); #endregion #region Antenna Communication Action <IMyCubeBlock> nodeConstruct = block => { RelayNode node = new RelayNode(block); RegisterForUpdates(100, node.Update100, block); }; RegisterForBlock(typeof(MyObjectBuilder_Beacon), nodeConstruct); RegisterForBlock(typeof(MyObjectBuilder_LaserAntenna), nodeConstruct); RegisterForBlock(typeof(MyObjectBuilder_RadioAntenna), nodeConstruct); RegisterForCharacter(character => { if (character.IsPlayer) { RelayNode node = new RelayNode(character); RegisterForUpdates(100, node.Update100, (IMyEntity)character); } }); RegisterForBlock(typeof(MyObjectBuilder_MyProgrammableBlock), block => { ProgrammableBlock pb = new ProgrammableBlock(block); if (MyAPIGateway.Multiplayer.IsServer) { RegisterForUpdates(100, pb.Update100, block); } }); RegisterForBlock(typeof(MyObjectBuilder_TextPanel), block => { TextPanel tp = new TextPanel(block); if (MyAPIGateway.Multiplayer.IsServer) { RegisterForUpdates(100, tp.Update100, block); } }); RegisterForBlock(typeof(MyObjectBuilder_Projector), block => { Projector p = new Projector(block); if (MyAPIGateway.Session.Player != null) { RegisterForUpdates(100, p.Update100, block); RegisterForUpdates(1, p.Update1, block); } }); if (MyAPIGateway.Session.Player != null) { new Player(); } #endregion #region Autopilot if (!MyAPIGateway.Multiplayer.IsServer) { //RadarEquipment.Definition apRadar = new RadarEquipment.Definition() //{ // Radar = true, // LineOfSight = false, // MaxTargets_Tracking = 3, // MaxPowerLevel = 1000 //}; Action <IMyCubeBlock> apConstruct = (block) => { if (ShipAutopilot.IsAutopilotBlock(block)) { nodeConstruct(block); new AutopilotTerminal(block); //RadarEquipment r = new RadarEquipment(block, apRadar, block); //RegisterForUpdates(100, r.Update100, block); } }; if (ServerSettings.GetSetting <bool>(ServerSettings.SettingName.bUseRemoteControl)) { RegisterForBlock(typeof(MyObjectBuilder_RemoteControl), apConstruct); } RegisterForBlock(typeof(MyObjectBuilder_Cockpit), apConstruct); } if (ServerSettings.GetSetting <bool>(ServerSettings.SettingName.bAirResistanceBeta)) { RegisterForGrid(grid => { AeroEffects aero = new AeroEffects(grid); RegisterForUpdates(1, aero.Update1, grid); if (MyAPIGateway.Multiplayer.IsServer) { RegisterForUpdates(100, aero.Update100, grid); } }); RegisterForBlock(typeof(MyObjectBuilder_Cockpit), block => RegisterForUpdates(1, (new CockpitTerminal(block)).Update1, block)); } #endregion #region Radar if (ServerSettings.GetSetting <bool>(ServerSettings.SettingName.bAllowRadar)) { RegisterForBlock(typeof(MyObjectBuilder_Beacon), (block) => { if (RadarEquipment.IsDefinedRadarEquipment(block)) { new RadarEquipment(block); } }); RegisterForBlock(typeof(MyObjectBuilder_RadioAntenna), (block) => { if (RadarEquipment.IsDefinedRadarEquipment(block)) { new RadarEquipment(block); } }); RegisterForUpdates(100, RadarEquipment.UpdateAll); } #endregion #region Terminal Control RegisterForBlock(new MyObjectBuilderType[] { typeof(MyObjectBuilder_RadioAntenna), typeof(MyObjectBuilder_LaserAntenna) }, block => new ManualMessage(block)); #endregion Terminal Control #region Weapon Control if (ServerSettings.GetSetting <bool>(ServerSettings.SettingName.bAllowWeaponControl)) { #region Turrets Action <IMyCubeBlock> constructor; if (ServerSettings.GetSetting <bool>(ServerSettings.SettingName.bAllowGuidedMissile)) { constructor = block => { if (!WeaponTargeting.ValidWeaponBlock(block)) { return; } Turret t = new Turret(block); RegisterForUpdates(1, t.Update_Targeting, block); if (GuidedMissileLauncher.IsGuidedMissileLauncher(block)) { GuidedMissileLauncher gml = new GuidedMissileLauncher(t); RegisterForUpdates(1, gml.Update1, block); } } } ; else { constructor = block => { if (!WeaponTargeting.ValidWeaponBlock(block)) { return; } Turret t = new Turret(block); RegisterForUpdates(1, t.Update_Targeting, block); } }; RegisterForBlock(typeof(MyObjectBuilder_LargeGatlingTurret), constructor); RegisterForBlock(typeof(MyObjectBuilder_LargeMissileTurret), constructor); RegisterForBlock(typeof(MyObjectBuilder_InteriorTurret), constructor); #endregion #region Fixed if (ServerSettings.GetSetting <bool>(ServerSettings.SettingName.bAllowGuidedMissile)) { constructor = block => { if (!WeaponTargeting.ValidWeaponBlock(block)) { return; } FixedWeapon w = new FixedWeapon(block); RegisterForUpdates(1, w.Update_Targeting, block); if (GuidedMissileLauncher.IsGuidedMissileLauncher(block)) { GuidedMissileLauncher gml = new GuidedMissileLauncher(w); RegisterForUpdates(1, gml.Update1, block); } }; } else { constructor = block => { if (!WeaponTargeting.ValidWeaponBlock(block)) { return; } FixedWeapon w = new FixedWeapon(block); RegisterForUpdates(1, w.Update_Targeting, block); } }; RegisterForBlock(typeof(MyObjectBuilder_SmallGatlingGun), constructor); RegisterForBlock(typeof(MyObjectBuilder_SmallMissileLauncher), constructor); RegisterForBlock(typeof(MyObjectBuilder_SmallMissileLauncherReload), constructor); #endregion // apparently missiles do not have their positions synced RegisterForUpdates(1, GuidedMissile.Update1); RegisterForUpdates(10, GuidedMissile.Update10); RegisterForUpdates(100, GuidedMissile.Update100); } else { Log.DebugLog("Weapon Control is disabled", Logger.severity.INFO); } #endregion #region Solar if (!MyAPIGateway.Multiplayer.IsServer) { RegisterForBlock(typeof(MyObjectBuilder_OxygenFarm), (block) => new Solar(block)); RegisterForBlock(typeof(MyObjectBuilder_SolarPanel), (block) => new Solar(block)); } #endregion new ChatHandler(); Globals.Update100(); RegisterForUpdates(100, Globals.Update100); Action <IMyCubeBlock> act = (block) => MainCockpitFix.AddController((IMyShipController)block); RegisterForBlock(typeof(MyObjectBuilder_Cockpit), act); RegisterForBlock(typeof(MyObjectBuilder_RemoteControl), act); }
// Start is called before the first frame update private void Start() { transform.position = dirFrom; playerTurret = player.GetComponent <Turret>(); }
public bool canSpawn(Turret.TurretType type) { if(type == Turret.TurretType.AOEMissile || type == Turret.TurretType.BallisticMissile || type == Turret.TurretType.FireMissile) return (getHasMissileEquipped() < maxAllowableMissiles); return true; }
void Awake() { turret = gameObject.GetComponentInParent <Turret>(); }
private void TakeControlOfTurret(Turret turret) { activeCamera.transform.position = turret.transform.position; }
public void AddTurretToSwitch(Turret turret) { turrets.Add(turret); }
// Use this for initialization void Start() { player = GameObject.Find ("Turret").GetComponent<Turret> (); }
public void RemoveTurretFromSwitch(Turret turret) { turrets.Remove(turret); }
void Awake() { Turret = GetComponentInChildren <Turret>(); }
public void Seek(Transform _target, Turret _shooter) { target = _target; shooter = _shooter; }
public override void ApplyToTurret(Turret turret) { turret.Damage += damageIncrease; }
public void DestroyTurret(Turret turret, BaseBullet bullet) { /* _turrets.Remove(turret); _structure.Vertices.Add(new Vector2()); var index = _structure.Vertices.FindIndex(vertex => vertex == turret.InitialPosition); var newPosition = turret.InitialPosition + bullet.Direction * 20f; _structure.Vertices[index] = newPosition; var newTurret = new Turret(GameRef, this, newPosition, _myPatterns[0]); newTurret.Initialize(); _turrets.Add(newTurret); var allVertices = new HashSet<Vector2>(_structure.Vertices).ToList(); */ //_polygonShape = new PolygonShape(GameRef.GraphicsDevice, allVertices.ToArray()); }
public void destroyInventory(Turret.TurretType type) { switch (type) { case Turret.TurretType.Laser: laserTurrets.RemoveAt(0); break; case Turret.TurretType.Ion: ionTurrets.RemoveAt(0); break; case Turret.TurretType.Railgun: railTurrets.RemoveAt(0); break; case Turret.TurretType.BallisticMissile: ballisticMissileTurrets.RemoveAt(0); break; case Turret.TurretType.FireMissile: fireMissileTurrets.RemoveAt(0); break; case Turret.TurretType.AOEMissile: aoeMissileTurrets.RemoveAt(0); break; case Turret.TurretType.Beam: chargeBeamTurrets.RemoveAt(0); break; case Turret.TurretType.PowerDrainer: drainBeamTurrets.RemoveAt(0); break; } }
void Start() { _thisTurret = this.transform.parent.GetComponent<Turret>(); }
public int getTotalWeaponCount(Turret.TurretType type) { return getWeaponCount(type) + getNumberAttached(type); }
public void AddEntity(Turret entity) { turrets.Add (entity); }
public void createInventory(Turret.TurretType type) { switch (type) { case Turret.TurretType.Laser: LaserTurret lt = TrashMan.spawn("LaserTurret").GetComponent<LaserTurret>(); lt.gameObject.SetActive(false); lt.transform.parent = this.transform; lt.listRef = laserTurrets; laserTurrets.Add(lt); break; case Turret.TurretType.Ion: IonTurret it = TrashMan.spawn("IonTurret").GetComponent<IonTurret>(); it.gameObject.SetActive(false); it.transform.parent = this.transform; it.listRef = ionTurrets; ionTurrets.Add(it); break; case Turret.TurretType.Railgun: RailTurret rt = TrashMan.spawn("RailTurret").GetComponent<RailTurret>(); rt.gameObject.SetActive(false); rt.transform.parent = this.transform; rt.listRef = railTurrets; railTurrets.Add(rt); break; case Turret.TurretType.BallisticMissile: if (ballisticMissileTurrets.Count == PlayerController.PC.maxAllowableMissiles) return; BallisticTurret bt = TrashMan.spawn("BallisticMissileTurret").GetComponent<BallisticTurret>(); bt.gameObject.SetActive(false); bt.transform.parent = this.transform; bt.listRef = ballisticMissileTurrets; ballisticMissileTurrets.Add(bt); break; case Turret.TurretType.FireMissile: if (fireMissileTurrets.Count == PlayerController.PC.maxAllowableMissiles) return; FireMissileTurret fmt = TrashMan.spawn("FireMissileTurret").GetComponent<FireMissileTurret>(); fmt.gameObject.SetActive(false); fmt.transform.parent = this.transform; fmt.listRef = fireMissileTurrets; fireMissileTurrets.Add(fmt); break; case Turret.TurretType.AOEMissile: if (aoeMissileTurrets.Count == PlayerController.PC.maxAllowableMissiles) return; AOEMissileTurret amt = TrashMan.spawn("AOEMissileTurret").GetComponent<AOEMissileTurret>(); amt.gameObject.SetActive(false); amt.transform.parent = this.transform; amt.listRef = aoeMissileTurrets; aoeMissileTurrets.Add(amt); break; case Turret.TurretType.Beam: ChargeBeamTurret cbt = TrashMan.spawn("chargeBeamTurret").GetComponent<ChargeBeamTurret>(); cbt.gameObject.SetActive(false); cbt.transform.parent = this.transform; cbt.listRef = chargeBeamTurrets; chargeBeamTurrets.Add(cbt); break; case Turret.TurretType.PowerDrainer: DrainBeamTurret dbt = TrashMan.spawn("powerDrainerTurret").GetComponent<DrainBeamTurret>(); dbt.gameObject.SetActive(false); dbt.transform.parent = this.transform; dbt.listRef = drainBeamTurrets; drainBeamTurrets.Add(dbt); break; } }
public static void Postfix(Turret __instance) { __instance.registerComponentsForVFX(); }
private static bool MaxLevels(Turret turretToCheck) { return turretToCheck.UpgradeOneLevel + turretToCheck.UpgradeTwoLevel + turretToCheck.UpgradeThreeLevel >= 3; }
public void Build(GameObject turret) { GameObject tempTurret = (GameObject)Instantiate(turret, transform.position, Quaternion.identity); turretRef = tempTurret.GetComponent <Turret> (); }
public void UseSkill(Aggregate playerType, SkillType skillType, int rank, uint userID) { #region Global Variables uint eid; Random random = new Random(); #endregion #region Check Cool Down //make sure the user isn't cooling down from a previous use foreach (CoolDown cd in _game.CoolDownComponent.All) { if (cd.Type == skillType && cd.UserID == userID) return; } #endregion switch (playerType) { #region Checking Player Type #region Cyborg case Aggregate.CyborgPlayer: #region Race Variables #endregion switch (skillType) { #region Checking Skill Type case SkillType.EnergyShield: #region Skill Variables TimedEffect timedEffectShield; Buff buffEffectShield; float effectDurationShield; uint targetIDShield; int damageDecreaseShield; int healShield; HealOverTime hotShield; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); targetIDShield = GetPlayerID(); healShield = 1; effectDurationShield = 5; damageDecreaseShield = 10; foreach (Player player in _game.PlayerComponent.All) { targetIDShield = player.EntityID; timedEffectShield = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationShield, TimeLeft = effectDurationShield, }; _game.TimedEffectComponent.Add(eid, timedEffectShield); hotShield = new HealOverTime() { EntityID = eid, AmountPerTick = healShield, TickTime = 1 }; _game.HealOverTimeComponent.Add(eid, hotShield); buffEffectShield = new Buff() { EntityID = eid, TargetID = targetIDShield, DefenseMelee = damageDecreaseShield, DefenseRanged = damageDecreaseShield }; _game.BuffComponent.Add(eid, buffEffectShield); } break; case 2: eid = Entity.NextEntity(); targetIDShield = GetPlayerID(); healShield = 1; effectDurationShield = 5; damageDecreaseShield = 12; foreach (Player player in _game.PlayerComponent.All) { targetIDShield = player.EntityID; timedEffectShield = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationShield, TimeLeft = effectDurationShield, }; _game.TimedEffectComponent.Add(eid, timedEffectShield); hotShield = new HealOverTime() { EntityID = eid, AmountPerTick = healShield, TickTime = 1 }; _game.HealOverTimeComponent.Add(eid, hotShield); buffEffectShield = new Buff() { EntityID = eid, TargetID = targetIDShield, DefenseMelee = damageDecreaseShield, DefenseRanged = damageDecreaseShield }; _game.BuffComponent.Add(eid, buffEffectShield); } break; case 3: eid = Entity.NextEntity(); targetIDShield = GetPlayerID(); healShield = 2; effectDurationShield = 6; damageDecreaseShield = 12; foreach (Player player in _game.PlayerComponent.All) { targetIDShield = player.EntityID; timedEffectShield = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationShield, TimeLeft = effectDurationShield, }; _game.TimedEffectComponent.Add(eid, timedEffectShield); hotShield = new HealOverTime() { EntityID = eid, AmountPerTick = healShield, TickTime = 1 }; _game.HealOverTimeComponent.Add(eid, hotShield); buffEffectShield = new Buff() { EntityID = eid, TargetID = targetIDShield, DefenseMelee = damageDecreaseShield, DefenseRanged = damageDecreaseShield }; _game.BuffComponent.Add(eid, buffEffectShield); } break; case 4: eid = Entity.NextEntity(); targetIDShield = GetPlayerID(); healShield = 2; effectDurationShield = 6; damageDecreaseShield = 14; foreach (Player player in _game.PlayerComponent.All) { targetIDShield = player.EntityID; timedEffectShield = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationShield, TimeLeft = effectDurationShield, }; _game.TimedEffectComponent.Add(eid, timedEffectShield); hotShield = new HealOverTime() { EntityID = eid, AmountPerTick = healShield, TickTime = 1 }; _game.HealOverTimeComponent.Add(eid, hotShield); buffEffectShield = new Buff() { EntityID = eid, TargetID = targetIDShield, DefenseMelee = damageDecreaseShield, DefenseRanged = damageDecreaseShield }; _game.BuffComponent.Add(eid, buffEffectShield); } break; case 5: eid = Entity.NextEntity(); targetIDShield = GetPlayerID(); healShield = 3; effectDurationShield = 7; damageDecreaseShield = 15; foreach (Player player in _game.PlayerComponent.All) { targetIDShield = player.EntityID; timedEffectShield = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationShield, TimeLeft = effectDurationShield, }; _game.TimedEffectComponent.Add(eid, timedEffectShield); hotShield = new HealOverTime() { EntityID = eid, AmountPerTick = healShield, TickTime = 1 }; _game.HealOverTimeComponent.Add(eid, hotShield); buffEffectShield = new Buff() { EntityID = eid, TargetID = targetIDShield, DefenseMelee = damageDecreaseShield, DefenseRanged = damageDecreaseShield }; _game.BuffComponent.Add(eid, buffEffectShield); } break; case 6: eid = Entity.NextEntity(); targetIDShield = GetPlayerID(); healShield = 3; effectDurationShield = 8; damageDecreaseShield = 16; foreach (Player player in _game.PlayerComponent.All) { targetIDShield = player.EntityID; timedEffectShield = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationShield, TimeLeft = effectDurationShield, }; _game.TimedEffectComponent.Add(eid, timedEffectShield); hotShield = new HealOverTime() { EntityID = eid, AmountPerTick = healShield, TickTime = 1 }; _game.HealOverTimeComponent.Add(eid, hotShield); buffEffectShield = new Buff() { EntityID = eid, TargetID = targetIDShield, DefenseMelee = damageDecreaseShield, DefenseRanged = damageDecreaseShield }; _game.BuffComponent.Add(eid, buffEffectShield); } break; case 7: eid = Entity.NextEntity(); targetIDShield = GetPlayerID(); healShield = 4; effectDurationShield = 17; damageDecreaseShield = 9; foreach (Player player in _game.PlayerComponent.All) { targetIDShield = player.EntityID; timedEffectShield = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationShield, TimeLeft = effectDurationShield, }; _game.TimedEffectComponent.Add(eid, timedEffectShield); hotShield = new HealOverTime() { EntityID = eid, AmountPerTick = healShield, TickTime = 1 }; _game.HealOverTimeComponent.Add(eid, hotShield); buffEffectShield = new Buff() { EntityID = eid, TargetID = targetIDShield, DefenseMelee = damageDecreaseShield, DefenseRanged = damageDecreaseShield }; _game.BuffComponent.Add(eid, buffEffectShield); } break; case 8: eid = Entity.NextEntity(); targetIDShield = GetPlayerID(); healShield = 4; effectDurationShield = 10; damageDecreaseShield = 18; foreach (Player player in _game.PlayerComponent.All) { targetIDShield = player.EntityID; timedEffectShield = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationShield, TimeLeft = effectDurationShield, }; _game.TimedEffectComponent.Add(eid, timedEffectShield); hotShield = new HealOverTime() { EntityID = eid, AmountPerTick = healShield, TickTime = 1 }; _game.HealOverTimeComponent.Add(eid, hotShield); buffEffectShield = new Buff() { EntityID = eid, TargetID = targetIDShield, DefenseMelee = damageDecreaseShield, DefenseRanged = damageDecreaseShield }; _game.BuffComponent.Add(eid, buffEffectShield); } break; case 9: eid = Entity.NextEntity(); targetIDShield = GetPlayerID(); healShield = 5; effectDurationShield = 10; damageDecreaseShield = 20; foreach (Player player in _game.PlayerComponent.All) { targetIDShield = player.EntityID; timedEffectShield = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationShield, TimeLeft = effectDurationShield, }; _game.TimedEffectComponent.Add(eid, timedEffectShield); hotShield = new HealOverTime() { EntityID = eid, AmountPerTick = healShield, TickTime = 1 }; _game.HealOverTimeComponent.Add(eid, hotShield); buffEffectShield = new Buff() { EntityID = eid, TargetID = targetIDShield, DefenseMelee = damageDecreaseShield, DefenseRanged = damageDecreaseShield }; _game.BuffComponent.Add(eid, buffEffectShield); } break; case 10: eid = Entity.NextEntity(); targetIDShield = GetPlayerID(); healShield = 5; effectDurationShield = 10; damageDecreaseShield = 25; foreach (Player player in _game.PlayerComponent.All) { targetIDShield = player.EntityID; timedEffectShield = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationShield, TimeLeft = effectDurationShield, }; _game.TimedEffectComponent.Add(eid, timedEffectShield); hotShield = new HealOverTime() { EntityID = eid, AmountPerTick = healShield, TickTime = 1 }; _game.HealOverTimeComponent.Add(eid, hotShield); buffEffectShield = new Buff() { EntityID = eid, TargetID = targetIDShield, DefenseMelee = damageDecreaseShield, DefenseRanged = damageDecreaseShield }; _game.BuffComponent.Add(eid, buffEffectShield); } break; default: break; #endregion } break; case SkillType.Defibrillate: #region Skill Variables TimedEffect timedEffect; float effectDuration; Buff buffEffect; uint targetID; int speedIncrease; int AttackSpeedIncrease; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); effectDuration = 3; targetID = GetPlayerID(); speedIncrease = 200; AttackSpeedIncrease = 150; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration, }; _game.TimedEffectComponent.Add(eid, timedEffect); buffEffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease, AttackSpeed = AttackSpeedIncrease }; _game.BuffComponent.Add(eid, buffEffect); break; case 2: eid = Entity.NextEntity(); effectDuration = 3; targetID = GetPlayerID(); speedIncrease = 200; AttackSpeedIncrease = 200; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration, }; _game.TimedEffectComponent.Add(eid, timedEffect); buffEffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease, AttackSpeed = AttackSpeedIncrease }; _game.BuffComponent.Add(eid, buffEffect); break; case 3: eid = Entity.NextEntity(); effectDuration = 4; targetID = GetPlayerID(); speedIncrease = 200; AttackSpeedIncrease = 200; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration, }; _game.TimedEffectComponent.Add(eid, timedEffect); buffEffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease, AttackSpeed = AttackSpeedIncrease }; _game.BuffComponent.Add(eid, buffEffect); break; case 4: eid = Entity.NextEntity(); effectDuration = 4; targetID = GetPlayerID(); speedIncrease = 200; AttackSpeedIncrease = 250; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration, }; _game.TimedEffectComponent.Add(eid, timedEffect); buffEffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease, AttackSpeed = AttackSpeedIncrease }; _game.BuffComponent.Add(eid, buffEffect); break; case 5: eid = Entity.NextEntity(); effectDuration = 5; targetID = GetPlayerID(); speedIncrease = 200; AttackSpeedIncrease = 250; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration, }; _game.TimedEffectComponent.Add(eid, timedEffect); buffEffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease, AttackSpeed = AttackSpeedIncrease }; _game.BuffComponent.Add(eid, buffEffect); break; case 6: eid = Entity.NextEntity(); effectDuration = 5; targetID = GetPlayerID(); speedIncrease = 200; AttackSpeedIncrease = 300; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration, }; _game.TimedEffectComponent.Add(eid, timedEffect); buffEffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease, AttackSpeed = AttackSpeedIncrease }; _game.BuffComponent.Add(eid, buffEffect); break; case 7: eid = Entity.NextEntity(); effectDuration = 5; targetID = GetPlayerID(); speedIncrease = 200; AttackSpeedIncrease = 300; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration, }; _game.TimedEffectComponent.Add(eid, timedEffect); buffEffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease, AttackSpeed = AttackSpeedIncrease }; _game.BuffComponent.Add(eid, buffEffect); break; case 8: eid = Entity.NextEntity(); effectDuration = 6; targetID = GetPlayerID(); speedIncrease = 200; AttackSpeedIncrease = 300; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration, }; _game.TimedEffectComponent.Add(eid, timedEffect); buffEffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease, AttackSpeed = AttackSpeedIncrease }; _game.BuffComponent.Add(eid, buffEffect); break; case 9: eid = Entity.NextEntity(); effectDuration = 6; targetID = GetPlayerID(); speedIncrease = 200; AttackSpeedIncrease = 350; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration, }; _game.TimedEffectComponent.Add(eid, timedEffect); buffEffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease, AttackSpeed = AttackSpeedIncrease }; _game.BuffComponent.Add(eid, buffEffect); break; case 10: eid = Entity.NextEntity(); effectDuration = 8; targetID = GetPlayerID(); speedIncrease = 200; AttackSpeedIncrease = 400; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration, }; _game.TimedEffectComponent.Add(eid, timedEffect); buffEffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease, AttackSpeed = AttackSpeedIncrease }; _game.BuffComponent.Add(eid, buffEffect); break; default: break; #endregion } break; case SkillType.Nanobots: #region Skill Variables TimedEffect timedEffectNano; float effectDurationNano; DirectHeal directheal; uint targetIDNano; int heal; HealOverTime hot; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); targetIDNano = GetPlayerID(); heal = 5; directheal = new DirectHeal() { EntityID = eid, Amount = heal }; _game.DirectHealComponent.Add(eid, directheal); break; case 2: eid = Entity.NextEntity(); targetIDNano = GetPlayerID(); heal = 8; directheal = new DirectHeal() { EntityID = eid, Amount = heal }; _game.DirectHealComponent.Add(eid, directheal); break; case 3: eid = Entity.NextEntity(); targetIDNano = GetPlayerID(); heal = 10; directheal = new DirectHeal() { EntityID = eid, Amount = heal }; _game.DirectHealComponent.Add(eid, directheal); break; case 4: eid = Entity.NextEntity(); targetIDNano = GetPlayerID(); heal = 12; directheal = new DirectHeal() { EntityID = eid, Amount = heal }; _game.DirectHealComponent.Add(eid, directheal); break; case 5: eid = Entity.NextEntity(); targetIDNano = GetPlayerID(); heal = 14; directheal = new DirectHeal() { EntityID = eid, Amount = heal }; _game.DirectHealComponent.Add(eid, directheal); eid = Entity.NextEntity(); break; case 6: eid = Entity.NextEntity(); targetIDNano = GetPlayerID(); heal = 16; directheal = new DirectHeal() { EntityID = eid, Amount = heal }; _game.DirectHealComponent.Add(eid, directheal); break; case 7: eid = Entity.NextEntity(); targetIDNano = GetPlayerID(); heal = 18; directheal = new DirectHeal() { EntityID = eid, Amount = heal }; _game.DirectHealComponent.Add(eid, directheal); break; case 8: eid = Entity.NextEntity(); targetIDNano = GetPlayerID(); heal = 20; directheal = new DirectHeal() { EntityID = eid, Amount = heal }; _game.DirectHealComponent.Add(eid, directheal); break; case 9: eid = Entity.NextEntity(); targetIDNano = GetPlayerID(); heal = 25; directheal = new DirectHeal() { EntityID = eid, Amount = heal }; _game.DirectHealComponent.Add(eid, directheal); break; case 10: eid = Entity.NextEntity(); targetIDNano = GetPlayerID(); heal = 25; effectDurationNano = 10; directheal = new DirectHeal() { EntityID = eid, Amount = heal }; _game.DirectHealComponent.Add(eid, directheal); timedEffectNano = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationNano, TimeLeft = effectDurationNano, }; _game.TimedEffectComponent.Add(eid, timedEffectNano); hot = new HealOverTime() { EntityID = eid, AmountPerTick = 1, TickTime = 2 }; _game.HealOverTimeComponent.Add(eid, hot); break; default: break; #endregion } break; case SkillType.TargettingUpgrade: #region Skill Variables Buff buffEffectTarget; int WeaponIncrease; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); targetID = GetPlayerID(); WeaponIncrease = 120; buffEffectTarget = new Buff() { EntityID = eid, TargetID = targetID, WeaponStrength = WeaponIncrease }; _game.BuffComponent.Add(eid, buffEffectTarget); break; case 2: eid = Entity.NextEntity(); targetID = GetPlayerID(); WeaponIncrease = 145; buffEffectTarget = new Buff() { EntityID = eid, TargetID = targetID, WeaponStrength = WeaponIncrease }; _game.BuffComponent.Add(eid, buffEffectTarget); break; case 3: eid = Entity.NextEntity(); targetID = GetPlayerID(); WeaponIncrease = 130; buffEffectTarget = new Buff() { EntityID = eid, TargetID = targetID, WeaponStrength = WeaponIncrease }; _game.BuffComponent.Add(eid, buffEffectTarget); break; case 4: eid = Entity.NextEntity(); targetID = GetPlayerID(); WeaponIncrease = 135; buffEffectTarget = new Buff() { EntityID = eid, TargetID = targetID, WeaponStrength = WeaponIncrease }; _game.BuffComponent.Add(eid, buffEffectTarget); break; case 5: eid = Entity.NextEntity(); targetID = GetPlayerID(); WeaponIncrease = 145; buffEffectTarget = new Buff() { EntityID = eid, TargetID = targetID, WeaponStrength = WeaponIncrease }; _game.BuffComponent.Add(eid, buffEffectTarget); break; case 6: eid = Entity.NextEntity(); targetID = GetPlayerID(); WeaponIncrease = 160; buffEffectTarget = new Buff() { EntityID = eid, TargetID = targetID, WeaponStrength = WeaponIncrease }; _game.BuffComponent.Add(eid, buffEffectTarget); break; case 7: eid = Entity.NextEntity(); targetID = GetPlayerID(); WeaponIncrease = 175; buffEffectTarget = new Buff() { EntityID = eid, TargetID = targetID, WeaponStrength = WeaponIncrease }; _game.BuffComponent.Add(eid, buffEffectTarget); break; case 8: eid = Entity.NextEntity(); targetID = GetPlayerID(); WeaponIncrease = 200; buffEffectTarget = new Buff() { EntityID = eid, TargetID = targetID, WeaponStrength = WeaponIncrease }; _game.BuffComponent.Add(eid, buffEffectTarget); break; case 9: eid = Entity.NextEntity(); targetID = GetPlayerID(); WeaponIncrease = 225; buffEffectTarget = new Buff() { EntityID = eid, TargetID = targetID, WeaponStrength = WeaponIncrease }; _game.BuffComponent.Add(eid, buffEffectTarget); break; case 10: eid = Entity.NextEntity(); targetID = GetPlayerID(); WeaponIncrease = 250; buffEffectTarget = new Buff() { EntityID = eid, TargetID = targetID, WeaponStrength = WeaponIncrease }; _game.BuffComponent.Add(eid, buffEffectTarget); break; default: break; #endregion } break; case SkillType.RepulsorArm: #region Skill Variables InstantEffect instantEffectRepulse; uint eid_2Repulse; uint targetIDRepulse; KnockBack knockBackEffectRepulse; Vector2 originRepulse; float distanceRepulse; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); targetIDRepulse = GetPlayerID(); eid_2Repulse = Entity.NextEntity(); originRepulse = _game.PositionComponent[targetIDRepulse].Center; distanceRepulse = 100; instantEffectRepulse = new InstantEffect() { EntityID = eid_2Repulse, }; _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse); knockBackEffectRepulse = new KnockBack() { EntityID = eid_2Repulse, Origin = originRepulse, Distance = distanceRepulse, }; _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse); break; case 2: eid = Entity.NextEntity(); targetIDRepulse = GetPlayerID(); eid_2Repulse = Entity.NextEntity(); originRepulse = _game.PositionComponent[targetIDRepulse].Center; distanceRepulse = 100; instantEffectRepulse = new InstantEffect() { EntityID = eid_2Repulse, }; _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse); knockBackEffectRepulse = new KnockBack() { EntityID = eid_2Repulse, Origin = originRepulse, Distance = distanceRepulse, }; _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse); break; case 3: eid = Entity.NextEntity(); targetIDRepulse = GetPlayerID(); eid_2Repulse = Entity.NextEntity(); originRepulse = _game.PositionComponent[targetIDRepulse].Center; distanceRepulse = 100; instantEffectRepulse = new InstantEffect() { EntityID = eid_2Repulse, }; _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse); knockBackEffectRepulse = new KnockBack() { EntityID = eid_2Repulse, Origin = originRepulse, Distance = distanceRepulse, }; _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse); break; case 4: eid = Entity.NextEntity(); targetIDRepulse = GetPlayerID(); eid_2Repulse = Entity.NextEntity(); originRepulse = _game.PositionComponent[targetIDRepulse].Center; distanceRepulse = 100; instantEffectRepulse = new InstantEffect() { EntityID = eid_2Repulse, }; _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse); knockBackEffectRepulse = new KnockBack() { EntityID = eid_2Repulse, Origin = originRepulse, Distance = distanceRepulse, }; _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse); break; case 5: eid = Entity.NextEntity(); targetIDRepulse = GetPlayerID(); eid_2Repulse = Entity.NextEntity(); originRepulse = _game.PositionComponent[targetIDRepulse].Center; distanceRepulse = 100; instantEffectRepulse = new InstantEffect() { EntityID = eid_2Repulse, }; _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse); knockBackEffectRepulse = new KnockBack() { EntityID = eid_2Repulse, Origin = originRepulse, Distance = distanceRepulse, }; _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse); break; case 6: eid = Entity.NextEntity(); targetIDRepulse = GetPlayerID(); eid_2Repulse = Entity.NextEntity(); originRepulse = _game.PositionComponent[targetIDRepulse].Center; distanceRepulse = 100; instantEffectRepulse = new InstantEffect() { EntityID = eid_2Repulse, }; _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse); knockBackEffectRepulse = new KnockBack() { EntityID = eid_2Repulse, Origin = originRepulse, Distance = distanceRepulse, }; _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse); break; case 7: eid = Entity.NextEntity(); targetIDRepulse = GetPlayerID(); eid_2Repulse = Entity.NextEntity(); originRepulse = _game.PositionComponent[targetIDRepulse].Center; distanceRepulse = 100; instantEffectRepulse = new InstantEffect() { EntityID = eid_2Repulse, }; _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse); knockBackEffectRepulse = new KnockBack() { EntityID = eid_2Repulse, Origin = originRepulse, Distance = distanceRepulse, }; _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse); break; case 8: eid = Entity.NextEntity(); targetIDRepulse = GetPlayerID(); eid_2Repulse = Entity.NextEntity(); originRepulse = _game.PositionComponent[targetIDRepulse].Center; distanceRepulse = 100; instantEffectRepulse = new InstantEffect() { EntityID = eid_2Repulse, }; _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse); knockBackEffectRepulse = new KnockBack() { EntityID = eid_2Repulse, Origin = originRepulse, Distance = distanceRepulse, }; _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse); break; case 9: eid = Entity.NextEntity(); targetIDRepulse = GetPlayerID(); eid_2Repulse = Entity.NextEntity(); originRepulse = _game.PositionComponent[targetIDRepulse].Center; distanceRepulse = 100; instantEffectRepulse = new InstantEffect() { EntityID = eid_2Repulse, }; _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse); knockBackEffectRepulse = new KnockBack() { EntityID = eid_2Repulse, Origin = originRepulse, Distance = distanceRepulse, }; _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse); break; case 10: eid = Entity.NextEntity(); targetIDRepulse = GetPlayerID(); eid_2Repulse = Entity.NextEntity(); originRepulse = _game.PositionComponent[targetIDRepulse].Center; distanceRepulse = 100; instantEffectRepulse = new InstantEffect() { EntityID = eid_2Repulse, }; _game.InstantEffectComponent.Add(eid_2Repulse, instantEffectRepulse); knockBackEffectRepulse = new KnockBack() { EntityID = eid_2Repulse, Origin = originRepulse, Distance = distanceRepulse, }; _game.KnockBackComponent.Add(eid_2Repulse, knockBackEffectRepulse); break; default: break; #endregion } break; case SkillType.EnergyShot: #region Skill Variables DirectDamage DirectDamageShot; InstantEffect instantEffectShot; int shotDamage; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); shotDamage = 5; instantEffectShot = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, instantEffectShot); DirectDamageShot = new DirectDamage() { EntityID = eid, Damage = shotDamage }; _game.DirectDamageComponent.Add(eid, DirectDamageShot); break; case 2: eid = Entity.NextEntity(); shotDamage = 10; instantEffectShot = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, instantEffectShot); DirectDamageShot = new DirectDamage() { EntityID = eid, Damage = shotDamage }; _game.DirectDamageComponent.Add(eid, DirectDamageShot); break; case 3: eid = Entity.NextEntity(); shotDamage = 15; instantEffectShot = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, instantEffectShot); DirectDamageShot = new DirectDamage() { EntityID = eid, Damage = shotDamage }; _game.DirectDamageComponent.Add(eid, DirectDamageShot); break; case 4: eid = Entity.NextEntity(); shotDamage = 20; instantEffectShot = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, instantEffectShot); DirectDamageShot = new DirectDamage() { EntityID = eid, Damage = shotDamage }; _game.DirectDamageComponent.Add(eid, DirectDamageShot); break; case 5: eid = Entity.NextEntity(); shotDamage = 25; instantEffectShot = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, instantEffectShot); DirectDamageShot = new DirectDamage() { EntityID = eid, Damage = shotDamage }; _game.DirectDamageComponent.Add(eid, DirectDamageShot); break; case 6: eid = Entity.NextEntity(); shotDamage = 30; instantEffectShot = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, instantEffectShot); DirectDamageShot = new DirectDamage() { EntityID = eid, Damage = shotDamage }; _game.DirectDamageComponent.Add(eid, DirectDamageShot); break; case 7: eid = Entity.NextEntity(); shotDamage = 35; instantEffectShot = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, instantEffectShot); DirectDamageShot = new DirectDamage() { EntityID = eid, Damage = shotDamage }; _game.DirectDamageComponent.Add(eid, DirectDamageShot); break; case 8: eid = Entity.NextEntity(); shotDamage = 38; instantEffectShot = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, instantEffectShot); DirectDamageShot = new DirectDamage() { EntityID = eid, Damage = shotDamage }; _game.DirectDamageComponent.Add(eid, DirectDamageShot); break; case 9: eid = Entity.NextEntity(); shotDamage = 40; instantEffectShot = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, instantEffectShot); DirectDamageShot = new DirectDamage() { EntityID = eid, Damage = shotDamage }; _game.DirectDamageComponent.Add(eid, DirectDamageShot); break; case 10: eid = Entity.NextEntity(); shotDamage = 45; instantEffectShot = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, instantEffectShot); DirectDamageShot = new DirectDamage() { EntityID = eid, Damage = shotDamage }; _game.DirectDamageComponent.Add(eid, DirectDamageShot); break; default: break; #endregion } break; case SkillType.AlloyBody: #region Skill Variables Buff buffEffectAlloy; int damageDecrease; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); targetID = GetPlayerID(); damageDecrease = 5; buffEffectAlloy = new Buff() { EntityID = eid, TargetID = targetID, DefenseMelee = damageDecrease, DefenseRanged = damageDecrease }; _game.BuffComponent.Add(eid, buffEffectAlloy); break; case 2: eid = Entity.NextEntity(); targetID = GetPlayerID(); damageDecrease = 10; buffEffectAlloy = new Buff() { EntityID = eid, TargetID = targetID, DefenseMelee = damageDecrease, DefenseRanged = damageDecrease }; _game.BuffComponent.Add(eid, buffEffectAlloy); break; case 3: eid = Entity.NextEntity(); targetID = GetPlayerID(); damageDecrease = 12; buffEffectAlloy = new Buff() { EntityID = eid, TargetID = targetID, DefenseMelee = damageDecrease, DefenseRanged = damageDecrease }; _game.BuffComponent.Add(eid, buffEffectAlloy); break; case 4: eid = Entity.NextEntity(); targetID = GetPlayerID(); damageDecrease = 14; buffEffectAlloy = new Buff() { EntityID = eid, TargetID = targetID, DefenseMelee = damageDecrease, DefenseRanged = damageDecrease }; _game.BuffComponent.Add(eid, buffEffectAlloy); break; case 5: eid = Entity.NextEntity(); targetID = GetPlayerID(); damageDecrease = 16; buffEffectAlloy = new Buff() { EntityID = eid, TargetID = targetID, DefenseMelee = damageDecrease, DefenseRanged = damageDecrease }; _game.BuffComponent.Add(eid, buffEffectAlloy); break; case 6: eid = Entity.NextEntity(); targetID = GetPlayerID(); damageDecrease = 18; buffEffectAlloy = new Buff() { EntityID = eid, TargetID = targetID, DefenseMelee = damageDecrease, DefenseRanged = damageDecrease }; _game.BuffComponent.Add(eid, buffEffectAlloy); break; case 7: eid = Entity.NextEntity(); targetID = GetPlayerID(); damageDecrease = 20; buffEffectAlloy = new Buff() { EntityID = eid, TargetID = targetID, DefenseMelee = damageDecrease, DefenseRanged = damageDecrease }; _game.BuffComponent.Add(eid, buffEffectAlloy); break; case 8: eid = Entity.NextEntity(); targetID = GetPlayerID(); damageDecrease = 26; buffEffectAlloy = new Buff() { EntityID = eid, TargetID = targetID, DefenseMelee = damageDecrease, DefenseRanged = damageDecrease }; _game.BuffComponent.Add(eid, buffEffectAlloy); break; case 9: eid = Entity.NextEntity(); targetID = GetPlayerID(); damageDecrease = 32; buffEffectAlloy = new Buff() { EntityID = eid, TargetID = targetID, DefenseMelee = damageDecrease, DefenseRanged = damageDecrease }; _game.BuffComponent.Add(eid, buffEffectAlloy); break; case 10: eid = Entity.NextEntity(); targetID = GetPlayerID(); damageDecrease = 40; buffEffectAlloy = new Buff() { EntityID = eid, TargetID = targetID, DefenseMelee = damageDecrease, DefenseRanged = damageDecrease }; _game.BuffComponent.Add(eid, buffEffectAlloy); break; default: break; #endregion } break; case SkillType.CyberneticSlam: #region Skill Variables InstantEffect instantEffectSlam; uint eid_2Slam; uint targetIDSlam; DirectDamage DirectDamageSlam; int slamDamage; KnockBack knockBackEffectSlam; Vector2 originSlam; float distanceSlam; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); targetIDSlam = GetPlayerID(); eid_2Slam = Entity.NextEntity(); originSlam = _game.PositionComponent[targetIDSlam].Center; distanceSlam = 40; slamDamage = 5; instantEffectSlam = new InstantEffect() { EntityID = eid_2Slam, }; _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam); DirectDamageSlam = new DirectDamage() { EntityID = eid_2Slam, Damage = slamDamage }; _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam); knockBackEffectSlam = new KnockBack() { EntityID = eid_2Slam, Origin = originSlam, Distance = distanceSlam, }; _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam); break; case 2: eid = Entity.NextEntity(); targetIDSlam = GetPlayerID(); eid_2Slam = Entity.NextEntity(); originSlam = _game.PositionComponent[targetIDSlam].Center; distanceSlam = 60; slamDamage = 10; instantEffectSlam = new InstantEffect() { EntityID = eid_2Slam, }; _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam); DirectDamageSlam = new DirectDamage() { EntityID = eid_2Slam, Damage = slamDamage }; _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam); knockBackEffectSlam = new KnockBack() { EntityID = eid_2Slam, Origin = originSlam, Distance = distanceSlam, }; _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam); break; case 3: eid = Entity.NextEntity(); targetIDSlam = GetPlayerID(); eid_2Slam = Entity.NextEntity(); originSlam = _game.PositionComponent[targetIDSlam].Center; distanceSlam = 80; slamDamage = 15; instantEffectSlam = new InstantEffect() { EntityID = eid_2Slam, }; _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam); DirectDamageSlam = new DirectDamage() { EntityID = eid_2Slam, Damage = slamDamage }; _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam); knockBackEffectSlam = new KnockBack() { EntityID = eid_2Slam, Origin = originSlam, Distance = distanceSlam, }; _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam); break; case 4: eid = Entity.NextEntity(); targetIDSlam = GetPlayerID(); eid_2Slam = Entity.NextEntity(); originSlam = _game.PositionComponent[targetIDSlam].Center; distanceSlam = 100; slamDamage = 20; instantEffectSlam = new InstantEffect() { EntityID = eid_2Slam, }; _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam); DirectDamageSlam = new DirectDamage() { EntityID = eid_2Slam, Damage = slamDamage }; _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam); knockBackEffectSlam = new KnockBack() { EntityID = eid_2Slam, Origin = originSlam, Distance = distanceSlam, }; _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam); break; case 5: eid = Entity.NextEntity(); targetIDSlam = GetPlayerID(); eid_2Slam = Entity.NextEntity(); originSlam = _game.PositionComponent[targetIDSlam].Center; distanceSlam = 120; slamDamage = 25; instantEffectSlam = new InstantEffect() { EntityID = eid_2Slam, }; _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam); DirectDamageSlam = new DirectDamage() { EntityID = eid_2Slam, Damage = slamDamage }; _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam); knockBackEffectSlam = new KnockBack() { EntityID = eid_2Slam, Origin = originSlam, Distance = distanceSlam, }; _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam); break; case 6: eid = Entity.NextEntity(); targetIDSlam = GetPlayerID(); eid_2Slam = Entity.NextEntity(); originSlam = _game.PositionComponent[targetIDSlam].Center; distanceSlam = 140; slamDamage = 30; instantEffectSlam = new InstantEffect() { EntityID = eid_2Slam, }; _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam); DirectDamageSlam = new DirectDamage() { EntityID = eid_2Slam, Damage = slamDamage }; _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam); knockBackEffectSlam = new KnockBack() { EntityID = eid_2Slam, Origin = originSlam, Distance = distanceSlam, }; _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam); break; case 7: eid = Entity.NextEntity(); targetIDSlam = GetPlayerID(); eid_2Slam = Entity.NextEntity(); originSlam = _game.PositionComponent[targetIDSlam].Center; distanceSlam = 160; slamDamage = 35; instantEffectSlam = new InstantEffect() { EntityID = eid_2Slam, }; _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam); DirectDamageSlam = new DirectDamage() { EntityID = eid_2Slam, Damage = slamDamage }; _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam); knockBackEffectSlam = new KnockBack() { EntityID = eid_2Slam, Origin = originSlam, Distance = distanceSlam, }; _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam); break; case 8: eid = Entity.NextEntity(); targetIDSlam = GetPlayerID(); eid_2Slam = Entity.NextEntity(); originSlam = _game.PositionComponent[targetIDSlam].Center; distanceSlam = 180; slamDamage = 40; instantEffectSlam = new InstantEffect() { EntityID = eid_2Slam, }; _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam); DirectDamageSlam = new DirectDamage() { EntityID = eid_2Slam, Damage = slamDamage }; _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam); knockBackEffectSlam = new KnockBack() { EntityID = eid_2Slam, Origin = originSlam, Distance = distanceSlam, }; _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam); break; case 9: eid = Entity.NextEntity(); targetIDSlam = GetPlayerID(); eid_2Slam = Entity.NextEntity(); originSlam = _game.PositionComponent[targetIDSlam].Center; distanceSlam = 200; slamDamage = 45; instantEffectSlam = new InstantEffect() { EntityID = eid_2Slam, }; _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam); DirectDamageSlam = new DirectDamage() { EntityID = eid_2Slam, Damage = slamDamage }; _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam); knockBackEffectSlam = new KnockBack() { EntityID = eid_2Slam, Origin = originSlam, Distance = distanceSlam, }; _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam); break; case 10: eid = Entity.NextEntity(); targetIDSlam = GetPlayerID(); eid_2Slam = Entity.NextEntity(); originSlam = _game.PositionComponent[targetIDSlam].Center; distanceSlam = 220; slamDamage = 50; instantEffectSlam = new InstantEffect() { EntityID = eid_2Slam, }; _game.InstantEffectComponent.Add(eid_2Slam, instantEffectSlam); DirectDamageSlam = new DirectDamage() { EntityID = eid_2Slam, Damage = slamDamage }; _game.DirectDamageComponent.Add(eid_2Slam, DirectDamageSlam); knockBackEffectSlam = new KnockBack() { EntityID = eid_2Slam, Origin = originSlam, Distance = distanceSlam, }; _game.KnockBackComponent.Add(eid_2Slam, knockBackEffectSlam); break; default: break; #endregion } break; case SkillType.ThrusterRush: #region Skill Variables TimedEffect timedEffectRush; float effectDurationRush; Buff buffEffectRush; uint targetIDRush; int speedIncreaseRush; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); effectDurationRush = 1; targetIDRush = GetPlayerID(); speedIncreaseRush = 600; timedEffectRush = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationRush, TimeLeft = effectDurationRush, }; _game.TimedEffectComponent.Add(eid, timedEffectRush); buffEffectRush = new Buff() { EntityID = eid, TargetID = targetIDRush, MovementSpeed = speedIncreaseRush, }; _game.BuffComponent.Add(eid, buffEffectRush); break; case 2: eid = Entity.NextEntity(); effectDurationRush = 1; targetIDRush = GetPlayerID(); speedIncreaseRush = 600; timedEffectRush = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationRush, TimeLeft = effectDurationRush, }; _game.TimedEffectComponent.Add(eid, timedEffectRush); buffEffectRush = new Buff() { EntityID = eid, TargetID = targetIDRush, MovementSpeed = speedIncreaseRush, }; _game.BuffComponent.Add(eid, buffEffectRush); break; case 3: eid = Entity.NextEntity(); effectDurationRush = 1; targetIDRush = GetPlayerID(); speedIncreaseRush = 600; timedEffectRush = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationRush, TimeLeft = effectDurationRush, }; _game.TimedEffectComponent.Add(eid, timedEffectRush); buffEffectRush = new Buff() { EntityID = eid, TargetID = targetIDRush, MovementSpeed = speedIncreaseRush, }; _game.BuffComponent.Add(eid, buffEffectRush); break; case 4: eid = Entity.NextEntity(); effectDurationRush = 1; targetIDRush = GetPlayerID(); speedIncreaseRush = 600; timedEffectRush = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationRush, TimeLeft = effectDurationRush, }; _game.TimedEffectComponent.Add(eid, timedEffectRush); buffEffectRush = new Buff() { EntityID = eid, TargetID = targetIDRush, MovementSpeed = speedIncreaseRush, }; _game.BuffComponent.Add(eid, buffEffectRush); break; case 5: eid = Entity.NextEntity(); effectDurationRush = 1; targetIDRush = GetPlayerID(); speedIncreaseRush = 600; timedEffectRush = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationRush, TimeLeft = effectDurationRush, }; _game.TimedEffectComponent.Add(eid, timedEffectRush); buffEffectRush = new Buff() { EntityID = eid, TargetID = targetIDRush, MovementSpeed = speedIncreaseRush, }; _game.BuffComponent.Add(eid, buffEffectRush); break; case 6: eid = Entity.NextEntity(); effectDurationRush = 1; targetIDRush = GetPlayerID(); speedIncreaseRush = 600; timedEffectRush = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationRush, TimeLeft = effectDurationRush, }; _game.TimedEffectComponent.Add(eid, timedEffectRush); buffEffectRush = new Buff() { EntityID = eid, TargetID = targetIDRush, MovementSpeed = speedIncreaseRush, }; _game.BuffComponent.Add(eid, buffEffectRush); break; case 7: eid = Entity.NextEntity(); effectDurationRush = 1; targetIDRush = GetPlayerID(); speedIncreaseRush = 600; timedEffectRush = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationRush, TimeLeft = effectDurationRush, }; _game.TimedEffectComponent.Add(eid, timedEffectRush); buffEffectRush = new Buff() { EntityID = eid, TargetID = targetIDRush, MovementSpeed = speedIncreaseRush, }; _game.BuffComponent.Add(eid, buffEffectRush); break; case 8: eid = Entity.NextEntity(); effectDurationRush = 1; targetIDRush = GetPlayerID(); speedIncreaseRush = 600; timedEffectRush = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationRush, TimeLeft = effectDurationRush, }; _game.TimedEffectComponent.Add(eid, timedEffectRush); buffEffectRush = new Buff() { EntityID = eid, TargetID = targetIDRush, MovementSpeed = speedIncreaseRush, }; _game.BuffComponent.Add(eid, buffEffectRush); break; case 9: eid = Entity.NextEntity(); effectDurationRush = 1; targetIDRush = GetPlayerID(); speedIncreaseRush = 600; timedEffectRush = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationRush, TimeLeft = effectDurationRush, }; _game.TimedEffectComponent.Add(eid, timedEffectRush); buffEffectRush = new Buff() { EntityID = eid, TargetID = targetIDRush, MovementSpeed = speedIncreaseRush, }; _game.BuffComponent.Add(eid, buffEffectRush); break; case 10: eid = Entity.NextEntity(); effectDurationRush = 1; targetIDRush = GetPlayerID(); speedIncreaseRush = 600; timedEffectRush = new TimedEffect() { EntityID = eid, TotalDuration = effectDurationRush, TimeLeft = effectDurationRush, }; _game.TimedEffectComponent.Add(eid, timedEffectRush); buffEffectRush = new Buff() { EntityID = eid, TargetID = targetIDRush, MovementSpeed = speedIncreaseRush, }; _game.BuffComponent.Add(eid, buffEffectRush); break; default: break; #endregion } break; default: break; #endregion } break; #endregion #region Gargranian case Aggregate.GargranianPlayer: #region Race Variables #endregion switch (skillType) { #region Checking Skill Type case SkillType.Teleport: { #region Skill Variables int psiCost = (int)(_game.StatsComponent[userID].PsiBase * .05); int distance = 300; #endregion switch (rank) { #region Checking Rank case 1: psiCost += (int)(_game.StatsComponent[userID].PsiBase * .5); break; case 2: psiCost += (int)(_game.StatsComponent[userID].PsiBase * .45); break; case 3: psiCost += (int)(_game.StatsComponent[userID].PsiBase * .40); break; case 4: psiCost += (int)(_game.StatsComponent[userID].PsiBase * .35); break; case 5: psiCost += (int)(_game.StatsComponent[userID].PsiBase * .30); break; case 6: psiCost += (int)(_game.StatsComponent[userID].PsiBase * .25); break; case 7: psiCost += (int)(_game.StatsComponent[userID].PsiBase * .20); break; case 8: psiCost += (int)(_game.StatsComponent[userID].PsiBase * .15); break; case 9: psiCost += (int)(_game.StatsComponent[userID].PsiBase * .10); break; case 10: psiCost += (int)(_game.StatsComponent[userID].PsiBase * .05); break; default: break; #endregion } #region Logic if(DrainPsiOrFatigue(userID, psiCost)) { //a new eid for the animation uint entityId = Entity.NextEntity(); //need to get your old position and which direction you were facing Position pos = _game.PositionComponent[userID]; Facing facing = (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow; //create the animation for the after effect SpriteAnimation animation = new SpriteAnimation() { EntityID = entityId, IsLooping = false, CurrentFrame = 0, CurrentAnimationRow = (int)facing, FramesPerSecond = 15, IsPlaying = true, TimePassed = 0 }; _game.SpriteAnimationComponent[entityId] = animation; //give the after effect a position Position animationPos = new Position() { EntityID = entityId, Center = new Vector2(pos.Center.X - 32, pos.Center.Y - 32), Radius = 0, RoomID = _game.PositionComponent[userID].RoomID }; _game.PositionComponent[entityId] = animationPos; //set the spritesheet for the after effect Texture2D spriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/Invis"); spriteSheet.Name = "Spritesheets/Skills/Effects/Invis"; //set up the sprite for the after effect Sprite sprite = new Sprite() { EntityID = entityId, SpriteBounds = new Rectangle(0, 0, 64, 64), SpriteColor = new Color(255, 255, 255, 255), SpriteSheet = spriteSheet, UseDifferentColor = false, }; _game.SpriteComponent[entityId] = sprite; //allow the after effect to expire TimedEffect timedEffect = new TimedEffect() { EntityID = entityId, TotalDuration = 1, TimeLeft = 1 }; _game.TimedEffectComponent.Add(entityId, timedEffect); //depending at which direction the character is facing, move them in that direction switch (facing) { case Facing.North: pos.Center.Y -= distance; if (pos.Center.Y <= 0) pos.Center.Y = 5; break; case Facing.East: pos.Center.X += distance; if (pos.Center.X >= _game.GraphicsDevice.Viewport.Width) pos.Center.X = _game.GraphicsDevice.Viewport.Width - 5; break; case Facing.South: pos.Center.Y += distance; if (pos.Center.Y >= _game.GraphicsDevice.Viewport.Height) pos.Center.Y = _game.GraphicsDevice.Viewport.Height - 5; break; case Facing.West: pos.Center.X -= distance; if (pos.Center.X <= 0) pos.Center.X = 5; break; } //update their position _game.PositionComponent[userID] = pos; //check for collision with static objects _game.CollisionSystem.CheckTeleportCollision(userID, facing); } #endregion break; } case SkillType.Invisibility: { #region Skill Variables int duration = 0; int psiCost = (int)(_game.StatsComponent[userID].PsiBase * .05); #endregion switch (rank) { #region Checking Rank case 1: duration = 2; break; case 2: duration = 4; break; case 3: duration = 6; break; case 4: duration = 8; break; case 5: duration = 10; break; case 6: duration = 12; break; case 7: duration = 14; break; case 8: duration = 16; break; case 9: duration = 18; break; case 10: duration = 20; break; default: break; #endregion } #region Logic if (DrainPsiOrFatigue(userID, psiCost)) { eid = Entity.NextEntity(); TimedEffect timedEffect; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = duration, TimeLeft = duration }; _game.TimedEffectComponent.Add(eid, timedEffect); AgroDrop agroDrop = new AgroDrop() { EntityID = eid, PlayerID = userID }; _game.AgroDropComponent.Add(eid, agroDrop); ChangeVisibility changeVisibility; changeVisibility = new ChangeVisibility() { EntityID = eid, TargetID = userID, newColor = new Color(45, 45, 45, 0) }; _game.ChangeVisibilityComponent.Add(eid, changeVisibility); } #endregion break; } case SkillType.Meditate: { #region Skill Variables float psiAmount = (float)(_game.StatsComponent[userID].PsiBase * .01); int duration = 5; #endregion switch (rank) { #region Checking Rank case 1: psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .02); break; case 2: psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .04); break; case 3: psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .06); break; case 4: psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .08); break; case 5: psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .10); break; case 6: psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .12); break; case 7: psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .14); break; case 8: psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .16); break; case 9: psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .18); break; case 10: psiAmount += (float)(_game.StatsComponent[userID].PsiBase * .2); break; default: break; } #endregion #region logic uint entityId = Entity.NextEntity(); TimedEffect timed = new TimedEffect() { EntityID = entityId, TimeLeft = duration, TotalDuration = duration }; _game.TimedEffectComponent[entityId] = timed; PsiOrFatigueRegen regen = new PsiOrFatigueRegen() { EntityID = entityId, TargetID = userID, AmountPerTick = psiAmount, CurrentTime = 1, TickTime = 1 }; _game.PsiOrFatigueRegenComponent[entityId] = regen; #endregion break; } case SkillType.PsionicSpear: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); break; case 2: eid = Entity.NextEntity(); break; case 3: eid = Entity.NextEntity(); break; case 4: eid = Entity.NextEntity(); break; case 5: eid = Entity.NextEntity(); break; case 6: eid = Entity.NextEntity(); break; case 7: eid = Entity.NextEntity(); break; case 8: eid = Entity.NextEntity(); break; case 9: eid = Entity.NextEntity(); break; case 10: eid = Entity.NextEntity(); break; default: break; #endregion } break; case SkillType.Push: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); break; case 2: eid = Entity.NextEntity(); break; case 3: eid = Entity.NextEntity(); break; case 4: eid = Entity.NextEntity(); break; case 5: eid = Entity.NextEntity(); break; case 6: eid = Entity.NextEntity(); break; case 7: eid = Entity.NextEntity(); break; case 8: eid = Entity.NextEntity(); break; case 9: eid = Entity.NextEntity(); break; case 10: eid = Entity.NextEntity(); break; default: break; #endregion } break; case SkillType.ImprovedPsionicSpear: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); break; case 2: eid = Entity.NextEntity(); break; case 3: eid = Entity.NextEntity(); break; case 4: eid = Entity.NextEntity(); break; case 5: eid = Entity.NextEntity(); break; case 6: eid = Entity.NextEntity(); break; case 7: eid = Entity.NextEntity(); break; case 8: eid = Entity.NextEntity(); break; case 9: eid = Entity.NextEntity(); break; case 10: eid = Entity.NextEntity(); break; default: break; #endregion } break; case SkillType.MentalBarrier: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); break; case 2: eid = Entity.NextEntity(); break; case 3: eid = Entity.NextEntity(); break; case 4: eid = Entity.NextEntity(); break; case 5: eid = Entity.NextEntity(); break; case 6: eid = Entity.NextEntity(); break; case 7: eid = Entity.NextEntity(); break; case 8: eid = Entity.NextEntity(); break; case 9: eid = Entity.NextEntity(); break; case 10: eid = Entity.NextEntity(); break; default: break; #endregion } break; case SkillType.WormOfGargran: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); break; case 2: eid = Entity.NextEntity(); break; case 3: eid = Entity.NextEntity(); break; case 4: eid = Entity.NextEntity(); break; case 5: eid = Entity.NextEntity(); break; case 6: eid = Entity.NextEntity(); break; case 7: eid = Entity.NextEntity(); break; case 8: eid = Entity.NextEntity(); break; case 9: eid = Entity.NextEntity(); break; case 10: eid = Entity.NextEntity(); break; default: break; #endregion } break; case SkillType.Soothe: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); break; case 2: eid = Entity.NextEntity(); break; case 3: eid = Entity.NextEntity(); break; case 4: eid = Entity.NextEntity(); break; case 5: eid = Entity.NextEntity(); break; case 6: eid = Entity.NextEntity(); break; case 7: eid = Entity.NextEntity(); break; case 8: eid = Entity.NextEntity(); break; case 9: eid = Entity.NextEntity(); break; case 10: eid = Entity.NextEntity(); break; default: break; #endregion } break; default: break; #endregion } break; #endregion #region Cultist //Implementation for the Cultist Player ~Nick B. //Useful - Regex for separating rank cases into regions //Replace: break;.*:Cc:Cc //With: break;\n#endregion\n\n#region Rank \n //Turns // break; // // case 2: //Into // break; // #endregion // // #region Rank // case 2: // // All thats needed is to add #region Rank 1 // and an #endregion after case 10 // and put in the rank numbers // ~Nick B. case Aggregate.CultistPlayer: { #region Race Variables int test; #endregion switch (skillType) { #region Checking Skill Type case SkillType.Enslave: //Projectile { #region Skill Logic _game.SkillEntityFactory.CreateSkillProjectile(SkillType.Enslave, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], rank, 300, userID); #endregion break; } case SkillType.Fear: //AOE { #region Skill Variables int fearRange = 0; #endregion #region Skill Logic switch (rank) { #region Checking Rank #region Rank 1 case 1: fearRange = 10; break; #endregion #region Rank 2 case 2: fearRange = 13; break; #endregion #region Rank 3 case 3: fearRange = 17; break; #endregion #region Rank 4 case 4: fearRange = 25; break; #endregion #region Rank 5 case 5: fearRange = 30; break; #endregion #region Rank 6 case 6: fearRange = 37; break; #endregion #region Rank 7 case 7: fearRange = 48; break; #endregion #region Rank 8 case 8: fearRange = 55; break; #endregion #region Rank 9 case 9: fearRange = 67; break; #endregion #region Rank 10 case 10: fearRange = 90; break; #endregion default: break; #endregion } _game.SkillEntityFactory.CreateSkillAoE(SkillType.Fear, _game.PositionComponent[userID], rank, fearRange); #endregion break; } case SkillType.Sacrifice: //Instant { #region Skill Variables InstantEffect instantEffect; DirectHeal directHeal; DirectDamage directDamage; uint enslavedEnemyID = int.MaxValue; float damageValue = 0, healValue = 0; #endregion #region Skill Logic //Getting whatever is the first monster enslaved by this player //Alternatively, could sacrifice all enslaved monsters foreach (Enslave effect in _game.EnslaveComponent.All) { if (effect.OwnerID == userID && _game.EnemyComponent.Contains(effect.TargetID)) { enslavedEnemyID = effect.TargetID; break; } } if (!_game.EnemyComponent.Contains(enslavedEnemyID)) return; damageValue = _game.EnemyComponent[enslavedEnemyID].Health; switch (rank) { #region Checking Rank #region Rank 1 case 1: healValue = damageValue * 0.10f; //10% of remaining life break; #endregion #region Rank 2 case 2: healValue = damageValue * 0.15f; //15% of remaining life break; #endregion #region Rank 3 case 3: healValue = damageValue * 0.20f; //20% of remaining life break; #endregion #region Rank 4 case 4: healValue = damageValue * 0.25f; //25% of remaining life break; #endregion #region Rank 5 case 5: healValue = damageValue * 0.35f; //35% of remaining life break; #endregion #region Rank 6 case 6: healValue = damageValue * 0.50f; //50% of remaining life break; #endregion #region Rank 7 case 7: healValue = damageValue * 0.80f; //80% of remaining life break; #endregion #region Rank 8 case 8: healValue = damageValue * 1.00f; //100% of remaining life break; #endregion #region Rank 9 case 9: healValue = damageValue * 1.10f; //110% of remaining life break; #endregion #region Rank 10 case 10: healValue = damageValue * 0.1f; //10% of remaining life break; #endregion default: return; #endregion } //Since the only variance between ranks is the healValue variable, we can //keep it simple by just adding all the effects down here, after we've //got the variables initialized // ~Nick B. eid = Entity.NextEntity(); instantEffect = new InstantEffect() { EntityID = eid, isTriggered = false, }; _game.InstantEffectComponent.Add(eid, instantEffect); directDamage = new DirectDamage() { EntityID = eid, TargetID = enslavedEnemyID, Damage = damageValue, }; _game.DirectDamageComponent.Add(eid, directDamage); directHeal = new DirectHeal() { EntityID = eid, TargetID = userID, Amount = healValue, }; _game.DirectHealComponent.Add(eid, directHeal); #endregion break; } case SkillType.PsionicSpear: //Projectile { #region Skill Logic _game.SkillEntityFactory.CreateSkillProjectile(SkillType.PsionicSpear, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], rank, 300, userID); #endregion break; } case SkillType.Taint: //Projectile { #region Skill Logic _game.SkillEntityFactory.CreateSkillProjectile(SkillType.Taint, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], rank, 300, userID); #endregion break; } case SkillType.Rot: //Projectile { #region Skill Logic _game.SkillEntityFactory.CreateSkillProjectile(SkillType.Rot, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], rank, 300, userID); #endregion break; } case SkillType.Push: //AOE { #region Skill Variables int pushRange = 0; #endregion #region Skill Logic switch (rank) { #region Checking Rank #region Rank 1 case 1: pushRange = 15; break; #endregion #region Rank 2 case 2: pushRange = 20; break; #endregion #region Rank 3 case 3: pushRange = 24; break; #endregion #region Rank 4 case 4: pushRange = 30; break; #endregion #region Rank 5 case 5: pushRange = 45; break; #endregion #region Rank 6 case 6: pushRange = 60; break; #endregion #region Rank 7 case 7: pushRange = 85; break; #endregion #region Rank 8 case 8: pushRange = 100; break; #endregion #region Rank 9 case 9: pushRange = 125; break; #endregion #region Rank 10 case 10: pushRange = 150; break; #endregion default: break; #endregion } _game.SkillEntityFactory.CreateSkillAoE(SkillType.Push, _game.PositionComponent[userID], rank, pushRange); #endregion break; } case SkillType.Lightning: //Instant { #region Skill Variables InstantEffect instantEffect; DirectDamage directDamage; uint eid_2; TimedEffect timedEffect; Stun stun; Random damageMod = new Random(); Position evalPosition; uint tempEnemyID; List<uint> ignoreList = new List<uint>(); int chainNumber = 0; float duration = 0; int damageValue = 0; float maxChainDistance = 0; #endregion #region Skill Logic //No need to continue if we can't even get the position of the player //which means there will need to be some bugs to iron out if (!_game.PositionComponent.Contains(userID)) return; evalPosition = _game.PositionComponent[userID]; switch (rank) { #region Checking Rank #region Rank 1 case 1: chainNumber = 1; //Chains through 1 enemy duration = 2; //Duration of 2 seconds damageValue = 2 + damageMod.Next(4); //Damage between 2 and 5 maxChainDistance = 10; //Biggest gap an arc will span break; #endregion #region Rank 2 case 2: chainNumber = 1; //Chains through 1 enemy duration = 3; //Duration of 3 seconds damageValue = 4 + damageMod.Next(5); //Damage between 4 and 8 maxChainDistance = 15; //Biggest gap an arc will span break; #endregion #region Rank 3 case 3: chainNumber = 2; //Chains through 2 enemies duration = 3; //Duration of 3 seconds damageValue = 6 + damageMod.Next(5); //Damage between 6 and 10 maxChainDistance = 15; //Biggest gap an arc will span break; #endregion #region Rank 4 case 4: chainNumber = 2; //Chains through 2 enemies duration = 4; //Duration of 4 seconds damageValue = 10 + damageMod.Next(3); //Damage between 10 and 12 maxChainDistance = 18; //Biggest gap an arc with span break; #endregion #region Rank 5 case 5: chainNumber = 3; //Chains through 3 enemies duration = 5; //Duration of 5 seconds damageValue = 13 + damageMod.Next(3); //Damage between 13 and 15 maxChainDistance = 21; //Biggest gap an arc will span break; #endregion #region Rank 6 case 6: chainNumber = 3; //Chains through 3 enemies duration = 5; //Duration of 5 seconds damageValue = 17 + damageMod.Next(4); //Damage between 17 and 20 maxChainDistance = 26; //Biggest gap an arc will span break; #endregion #region Rank 7 case 7: chainNumber = 4; //Chains through 4 enemies duration = 7; //Duration of 7 seconds damageValue = 22 + damageMod.Next(6); //Damage between 22 and 27 maxChainDistance = 30; //Biggest gap an arc will span break; #endregion #region Rank 8 case 8: chainNumber = 4; //Chains through 4 enemies duration = 7; //Duration of 7 seconds damageValue = 30 + damageMod.Next(11); //Damage between 30 and 40 maxChainDistance = 38; //Biggest gap an arc will span break; #endregion #region Rank 9 case 9: chainNumber = 5; //Chains through 5 enemies duration = 7; //Duration of 7 seconds damageValue = 35 + damageMod.Next(13); //Damage between 35 and 47 maxChainDistance = 45; //Biggest gap an arc will span break; #endregion #region Rank 10 case 10: chainNumber = 6; //Chains through 6 enemies duration = 10; //Duration of 10 seconds damageValue = 50 + damageMod.Next(16); //Damage between 50 and 65 maxChainDistance = 50; //Biggest gap an arc will span break; #endregion default: return; #endregion } eid = Entity.NextEntity(); instantEffect = new InstantEffect() { EntityID = eid, isTriggered = false, }; _game.InstantEffectComponent.Add(eid, instantEffect); eid_2 = Entity.NextEntity(); timedEffect = new TimedEffect() { EntityID = eid_2, TotalDuration = duration, TimeLeft = duration, }; for (int x = 0; x < chainNumber; x++) { tempEnemyID = _game.CollisionSystem.GetClosestEnemy(evalPosition, ignoreList, maxChainDistance); //No need to continue, no enemy is close enough or no other enemies exist if (!_game.EnemyComponent.Contains(tempEnemyID)) break; //Add the enemy we just chained to to the ignore list, we don't want //to chain to them again ignoreList.Add(tempEnemyID); //This will be an instant effect, so we'll use eid here directDamage = new DirectDamage() { EntityID = eid, TargetID = tempEnemyID, Damage = damageValue, }; _game.DirectDamageComponent.Add(eid, directDamage); //This will be a timed effect, so we'll need eid_2 here stun = new Stun() { EntityID = eid_2, TargetID = tempEnemyID, Type = StunType.CantBreak, }; _game.StunComponent.Add(eid_2, stun); } #endregion break; } case SkillType.Malice: //AOE { #region Skill Variables int meterConversion = 75; int maliceRange = 0; #endregion #region Skill Logic switch (rank) { #region Checking Rank #region Rank 1 case 1: maliceRange = 2; break; #endregion #region Rank 2 case 2: maliceRange = 2; break; #endregion #region Rank 3 case 3: maliceRange = 3; break; #endregion #region Rank 4 case 4: maliceRange = 3; break; #endregion #region Rank 5 case 5: maliceRange = 4; break; #endregion #region Rank 6 case 6: maliceRange = 5; break; #endregion #region Rank 7 case 7: maliceRange = 5; break; #endregion #region Rank 8 case 8: maliceRange = 6; break; #endregion #region Rank 9 case 9: maliceRange = 6; break; #endregion #region Rank 10 case 10: maliceRange = 6; break; #endregion default: break; #endregion } _game.SkillEntityFactory.CreateSkillAoE(SkillType.Malice, _game.PositionComponent[userID], rank, maliceRange * meterConversion); #endregion break; } default: { break; } #endregion } break; } #endregion #region Vermis case Aggregate.ZombiePlayer: CoolDown coolDown; TimedEffect timeEffect; Buff buff; #region Race Variables #endregion switch (skillType) { #region Checking Skill Type case SkillType.ThrownBlades: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.ThrownBlades, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 1, 300, userID); break; case 2: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.ThrownBlades, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 2, 300, userID); break; case 3: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.ThrownBlades, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 3, 300, userID); break; case 4: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.ThrownBlades, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 4, 300, userID); break; case 5: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.ThrownBlades, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 5, 300, userID); break; case 6: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.ThrownBlades, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 6, 300, userID); break; case 7: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.ThrownBlades, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 7, 300, userID); break; case 8: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.ThrownBlades, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 8, 300, userID); break; case 9: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.ThrownBlades, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 9, 300, userID); break; case 10: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.ThrownBlades, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.ThrownBlades, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 10, 300, userID); break; default: break; #endregion } break; case SkillType.FrenziedAttack: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.FrenziedAttack, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID =eid, TimeLeft = 10, TotalDuration=10, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 100, DefenseMelee = 0, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 10, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = true, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 10, }; _game.BuffComponent.Add(eid, buff); break; case 2: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.FrenziedAttack, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID =eid, TimeLeft = 10, TotalDuration=10, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 120, DefenseMelee = 0, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 15, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = true, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 15, }; _game.BuffComponent.Add(eid, buff); break; case 3: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 12, TimeLeft = 12, Type = SkillType.FrenziedAttack, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 12, TotalDuration = 12, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 120, DefenseMelee = 0, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 15, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = true, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 15, }; _game.BuffComponent.Add(eid, buff); break; case 4: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 14, TimeLeft = 14, Type = SkillType.FrenziedAttack, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 14, TotalDuration = 14, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 140, DefenseMelee = 0, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 20, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = true, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 20, }; _game.BuffComponent.Add(eid, buff); break; case 5: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 14, TimeLeft = 14, Type = SkillType.FrenziedAttack, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 14, TotalDuration = 14, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 140, DefenseMelee = 0, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 20, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = true, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 20, }; _game.BuffComponent.Add(eid, buff); break; case 6: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 16, TimeLeft = 16, Type = SkillType.FrenziedAttack, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 16, TotalDuration = 16, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 140, DefenseMelee = 0, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 20, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = true, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 20, }; _game.BuffComponent.Add(eid, buff); break; case 7: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 16, TimeLeft = 16, Type = SkillType.FrenziedAttack, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 16, TotalDuration = 16, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 160, DefenseMelee = 0, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 25, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = true, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 25, }; _game.BuffComponent.Add(eid, buff); break; case 8: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 18, TimeLeft = 18, Type = SkillType.FrenziedAttack, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 18, TotalDuration = 18, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 160, DefenseMelee = 0, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 25, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = true, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 25, }; _game.BuffComponent.Add(eid, buff); break; case 9: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 18, TimeLeft = 18, Type = SkillType.FrenziedAttack, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 18, TotalDuration = 18, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 180, DefenseMelee = 0, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 30, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = true, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 30, }; _game.BuffComponent.Add(eid, buff); break; case 10: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 20, TimeLeft = 20, Type = SkillType.FrenziedAttack, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 20, TotalDuration = 20, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 200, DefenseMelee = 0, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 35, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = true, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 35, }; _game.BuffComponent.Add(eid, buff); break; default: break; #endregion } break; case SkillType.CausticWeapons: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.CausticWeapons, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; case 2: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.CausticWeapons, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; case 3: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.CausticWeapons, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; case 4: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.CausticWeapons, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; case 5: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.CausticWeapons, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; case 6: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.CausticWeapons, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; case 7: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.CausticWeapons, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; case 8: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.CausticWeapons, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; case 9: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.CausticWeapons, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; case 10: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.CausticWeapons, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; default: break; #endregion } break; case SkillType.MeatShield: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.MeatShield, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 10, TotalDuration = 10, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 0, DefenseMelee = 0, DefenseRanged = 1, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = true, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = true, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = -6, }; _game.BuffComponent.Add(eid, buff); break; case 2: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.MeatShield, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 10, TotalDuration = 10, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 0, DefenseMelee = 0, DefenseRanged = 1, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = true, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = true, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = -5, }; _game.BuffComponent.Add(eid, buff); break; case 3: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 12, TimeLeft = 12, Type = SkillType.MeatShield, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 12, TotalDuration = 12, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 0, DefenseMelee = 0, DefenseRanged = 2, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = true, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = true, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = -5, }; _game.BuffComponent.Add(eid, buff); break; case 4: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 14, TimeLeft = 14, Type = SkillType.MeatShield, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 14, TotalDuration = 14, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 0, DefenseMelee = 0, DefenseRanged = 2, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = true, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = true, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = -4, }; _game.BuffComponent.Add(eid, buff); break; case 5: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 14, TimeLeft = 14, Type = SkillType.MeatShield, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 14, TotalDuration = 14, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 0, DefenseMelee = 0, DefenseRanged = 3, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = true, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = true, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = -4, }; _game.BuffComponent.Add(eid, buff); break; case 6: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 16, TimeLeft = 16, Type = SkillType.MeatShield, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 16, TotalDuration = 16, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 0, DefenseMelee = 0, DefenseRanged = 3, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = true, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = true, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = -3, }; _game.BuffComponent.Add(eid, buff); break; case 7: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 16, TimeLeft = 16, Type = SkillType.MeatShield, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 16, TotalDuration = 16, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 0, DefenseMelee = 0, DefenseRanged = 4, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = true, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = true, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = -3, }; _game.BuffComponent.Add(eid, buff); break; case 8: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 18, TimeLeft = 18, Type = SkillType.MeatShield, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 18, TotalDuration = 18, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 0, DefenseMelee = 0, DefenseRanged = 4, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = true, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = true, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = -2, }; _game.BuffComponent.Add(eid, buff); break; case 9: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 18, TimeLeft = 18, Type = SkillType.MeatShield, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 18, TotalDuration = 18, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 0, DefenseMelee = 0, DefenseRanged = 5, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = true, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = true, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = -2, }; _game.BuffComponent.Add(eid, buff); break; case 10: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 20, TimeLeft = 20, Type = SkillType.MeatShield, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 20, TotalDuration = 20, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = 0, DefenseMelee = 0, DefenseRanged = 7, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = false, isPercentDefenseRanged = true, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength =- 1, }; _game.BuffComponent.Add(eid, buff); break; default: break; #endregion } break; case SkillType.HardenedBody: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.HardenedBody, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 10, TotalDuration = 10, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = -100, DefenseMelee = 1, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = true, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength =0, }; _game.BuffComponent.Add(eid, buff); break; case 2: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.HardenedBody, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 10, TotalDuration = 10, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = -90, DefenseMelee = 1, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = true, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength =0, }; _game.BuffComponent.Add(eid, buff); break; case 3: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 12, TimeLeft = 12, Type = SkillType.HardenedBody, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 12, TotalDuration = 12, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = -90, DefenseMelee = 2, DefenseRanged =0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = true, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 0, }; _game.BuffComponent.Add(eid, buff); break; case 4: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 14, TimeLeft = 14, Type = SkillType.HardenedBody, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 14, TotalDuration = 14, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = -80, DefenseMelee = 2, DefenseRanged = 2, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = true, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 0, }; _game.BuffComponent.Add(eid, buff); break; case 5: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 14, TimeLeft = 14, Type = SkillType.HardenedBody, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 14, TotalDuration = 14, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = -80, DefenseMelee = 3, DefenseRanged = 2, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = true, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 0, }; _game.BuffComponent.Add(eid, buff); break; case 6: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 16, TimeLeft = 16, Type = SkillType.HardenedBody, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 16, TotalDuration = 16, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = -70, DefenseMelee = 3, DefenseRanged = 3, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = true, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 0, }; _game.BuffComponent.Add(eid, buff); break; case 7: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 16, TimeLeft = 16, Type = SkillType.HardenedBody, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 16, TotalDuration = 16, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = -70, DefenseMelee = 4, DefenseRanged = 4, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = true, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 0, }; _game.BuffComponent.Add(eid, buff); break; case 8: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 18, TimeLeft = 18, Type = SkillType.HardenedBody, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 18, TotalDuration = 18, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = -60, DefenseMelee = 4, DefenseRanged = 4, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = true, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 0, }; _game.BuffComponent.Add(eid, buff); break; case 9: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 18, TimeLeft = 18, Type = SkillType.HardenedBody, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 18, TotalDuration = 18, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = -60, DefenseMelee = 5, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = false, isPercentDefenseMelee = true, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed =true, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 0, }; _game.BuffComponent.Add(eid, buff); break; case 10: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 20, TimeLeft = 20, Type = SkillType.HardenedBody, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); timeEffect = new TimedEffect() { EntityID = eid, TimeLeft = 20, TotalDuration = 20, }; _game.TimedEffectComponent.Add(eid, timeEffect); buff = new Buff() { EntityID = eid, MovementSpeed = -50, DefenseMelee = 7, DefenseRanged = 0, AttackMelee = 0, AttackRanged = 0, AttackSpeed = 00, isPercentAttackMelee = false, isPercentAttackRanged = false, isPercentAttackSpeed = true, isPercentDefenseMelee = true, isPercentDefenseRanged = false, isPercentFatigue = false, isPercentHealth = false, isPercentMovementSpeed = false, Fatigue = 0, Health = 0, isPercentPsi = false, isPercentResistPoison = false, isPercentWeaponAccuracy = false, isPercentWeaponSpeed = false, isPercentWeaponStrength = false, Psi = 0, ResistPoison = 0, TargetID = userID, WeaponAccuracy = 0, WeaponSpeed = 0, WeaponStrength = 0, }; _game.BuffComponent.Add(eid, buff); break; default: break; #endregion } break; case SkillType.Regeneration: #region Skill Variables HealOverTime HoT; TimedEffect time; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.Regeneration, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); HoT = new HealOverTime() { AmountPerTick = 1, CurrentStack = 1, CurrentTime = 0, EntityID = eid, MaxStack = 1, TargetID = userID, TickTime = 1, }; _game.HealOverTimeComponent.Add(eid, HoT); time = new TimedEffect() { EntityID = eid, TimeLeft = 10, TotalDuration = 10, }; _game.TimedEffectComponent.Add(eid, time); break; case 2: eid = Entity.NextEntity(); HoT = new HealOverTime() { AmountPerTick = 1, CurrentStack = 1, CurrentTime = 0, EntityID = eid, MaxStack = 1, TargetID = userID, TickTime = 1, }; _game.HealOverTimeComponent.Add(eid, HoT); time = new TimedEffect() { EntityID = eid, TimeLeft = 12, TotalDuration = 12, }; _game.TimedEffectComponent.Add(eid, time); coolDown = new CoolDown() { EntityID = eid, MaxTime = 12, TimeLeft = 12, Type = SkillType.Regeneration, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; case 3: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 12, TimeLeft = 12, Type = SkillType.Regeneration, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); HoT = new HealOverTime() { AmountPerTick = 1, CurrentStack = 1, CurrentTime = 0, EntityID = eid, MaxStack = 1, TargetID = userID, TickTime = 1, }; _game.HealOverTimeComponent.Add(eid, HoT); time = new TimedEffect() { EntityID = eid, TimeLeft = 12, TotalDuration = 12, }; _game.TimedEffectComponent.Add(eid, time); break; case 4: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.Regeneration, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); HoT = new HealOverTime() { AmountPerTick = 2, CurrentStack = 1, CurrentTime = 0, EntityID = eid, MaxStack = 1, TargetID = userID, TickTime = 1, }; _game.HealOverTimeComponent.Add(eid, HoT); time = new TimedEffect() { EntityID = eid, TimeLeft = 14, TotalDuration = 14, }; _game.TimedEffectComponent.Add(eid, time); break; case 5: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.Regeneration, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); HoT = new HealOverTime() { AmountPerTick = 3, CurrentStack = 1, CurrentTime = 0, EntityID = eid, MaxStack = 1, TargetID = userID, TickTime = 1, }; _game.HealOverTimeComponent.Add(eid, HoT); time = new TimedEffect() { EntityID = eid, TimeLeft = 14, TotalDuration = 14, }; _game.TimedEffectComponent.Add(eid, time); break; case 6: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.Regeneration, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); HoT = new HealOverTime() { AmountPerTick = 3, CurrentStack = 1, CurrentTime = 0, EntityID = eid, MaxStack = 1, TargetID = userID, TickTime = 1, }; _game.HealOverTimeComponent.Add(eid, HoT); time = new TimedEffect() { EntityID = eid, TimeLeft = 16, TotalDuration = 16, }; _game.TimedEffectComponent.Add(eid, time); break; case 7: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.Regeneration, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); HoT = new HealOverTime() { AmountPerTick = 4, CurrentStack = 1, CurrentTime = 0, EntityID = eid, MaxStack = 1, TargetID = userID, TickTime = 1, }; _game.HealOverTimeComponent.Add(eid, HoT); time = new TimedEffect() { EntityID = eid, TimeLeft = 16, TotalDuration = 16, }; _game.TimedEffectComponent.Add(eid, time); break; case 8: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.Regeneration, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); break; case 9: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.Regeneration, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); HoT = new HealOverTime() { AmountPerTick = 4, CurrentStack = 1, CurrentTime = 0, EntityID = eid, MaxStack = 1, TargetID = userID, TickTime = 1, }; _game.HealOverTimeComponent.Add(eid, HoT); time = new TimedEffect() { EntityID = eid, TimeLeft = 18, TotalDuration = 18, }; _game.TimedEffectComponent.Add(eid, time); break; case 10: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 10, TimeLeft = 10, Type = SkillType.Regeneration, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); HoT = new HealOverTime() { AmountPerTick = 5, CurrentStack = 1, CurrentTime = 0, EntityID = eid, MaxStack = 1, TargetID = userID, TickTime = 1, }; _game.HealOverTimeComponent.Add(eid, HoT); time = new TimedEffect() { EntityID = eid, TimeLeft = 20, TotalDuration = 20, }; _game.TimedEffectComponent.Add(eid, time); break; default: break; #endregion } break; case SkillType.BenignParasite: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.BenignParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 1, 300, userID); break; case 2: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.BenignParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 2, 300, userID); break; case 3: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.BenignParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 3, 300, userID); break; case 4: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.BenignParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 4, 300, userID); break; case 5: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.BenignParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 5, 300, userID); break; case 6: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.BenignParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 6, 300, userID); break; case 7: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.BenignParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 7, 300, userID); break; case 8: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.BenignParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 8, 300, userID); break; case 9: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.BenignParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 9, 300, userID); break; case 10: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.BenignParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.BenignParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 10, 300, userID); break; default: break; #endregion } break; case SkillType.MaliciousParasite: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MaliciousParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 1, 300, userID); break; case 2: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MaliciousParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 2, 300, userID); break; case 3: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MaliciousParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 3, 300, userID); break; case 4: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MaliciousParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 4, 300, userID); break; case 5: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MaliciousParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 5, 300, userID); break; case 6: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MaliciousParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 6, 300, userID); break; case 7: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MaliciousParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 7, 300, userID); break; case 8: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MaliciousParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 8, 300, userID); break; case 9: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MaliciousParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 9, 300, userID); break; case 10: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MaliciousParasite, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MaliciousParasite, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 10, 300, userID); break; default: break; #endregion } break; case SkillType.MindlessParasites: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MindlessParasites, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 1, 300, userID); break; case 2: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MindlessParasites, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 2, 300, userID); break; case 3: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MindlessParasites, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 3, 300, userID); break; case 4: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MindlessParasites, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 4, 300, userID); break; case 5: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MindlessParasites, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 5, 300, userID); break; case 6: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MindlessParasites, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 6, 300, userID); break; case 7: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MindlessParasites, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 7, 300, userID); break; case 8: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MindlessParasites, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 8, 300, userID); break; case 9: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MindlessParasites, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 9, 300, userID); break; case 10: eid = Entity.NextEntity(); coolDown = new CoolDown() { EntityID = eid, MaxTime = 1, TimeLeft = 1, Type = SkillType.MindlessParasites, UserID = userID, }; _game.CoolDownComponent.Add(eid, coolDown); _game.SkillEntityFactory.CreateSkillProjectile(SkillType.MindlessParasites, (Facing)_game.SpriteAnimationComponent[userID].CurrentAnimationRow, _game.PositionComponent[userID], 10, 300, userID); break; default: break; #endregion } break; default: break; #endregion } break; #endregion #region Earthian //Earthian Skills done by Andrew Bellinder case Aggregate.EarthianPlayer: #region Race Variables #endregion switch (skillType) { #region Checking Skill Type #region Turret case SkillType.Turret: { #region Skill Variables Turret turret; TimedEffect timedEffect; float effectDuration; Sprite sprite; Position turretPosition; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); effectDuration = 3; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); turretPosition = _game.PositionComponent[GetPlayerID()]; turret = new Turret() { EntityID = eid, position = turretPosition, range = 100, }; _game.TurretComponent.Add(eid, turret); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(11, 49, 37, 63), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, turret.position); break; case 2: eid = Entity.NextEntity(); effectDuration = 4; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); turretPosition = _game.PositionComponent[GetPlayerID()]; turret = new Turret() { EntityID = eid, position = turretPosition, range = 100, }; _game.TurretComponent.Add(eid, turret); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(11, 49, 37, 63), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, turret.position); break; case 3: eid = Entity.NextEntity(); effectDuration = 5; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); turretPosition = _game.PositionComponent[GetPlayerID()]; turret = new Turret() { EntityID = eid, position = turretPosition, range = 150, }; _game.TurretComponent.Add(eid, turret); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(11, 49, 37, 63), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, turret.position); break; case 4: eid = Entity.NextEntity(); effectDuration = 6; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); turretPosition = _game.PositionComponent[GetPlayerID()]; turret = new Turret() { EntityID = eid, position = turretPosition, range = 200, }; _game.TurretComponent.Add(eid, turret); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(11, 49, 37, 63), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, turret.position); break; case 5: eid = Entity.NextEntity(); effectDuration = 7; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); turretPosition = _game.PositionComponent[GetPlayerID()]; turret = new Turret() { EntityID = eid, position = turretPosition, range = 250, }; _game.TurretComponent.Add(eid, turret); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(11, 49, 37, 63), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, turret.position); break; case 6: eid = Entity.NextEntity(); effectDuration = 8; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); turretPosition = _game.PositionComponent[GetPlayerID()]; turret = new Turret() { EntityID = eid, position = turretPosition, range = 300, }; _game.TurretComponent.Add(eid, turret); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(11, 49, 37, 63), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, turret.position); break; case 7: eid = Entity.NextEntity(); effectDuration = 9; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); turretPosition = _game.PositionComponent[GetPlayerID()]; turret = new Turret() { EntityID = eid, position = turretPosition, range = 350, }; _game.TurretComponent.Add(eid, turret); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(11, 49, 37, 63), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, turret.position); break; case 8: eid = Entity.NextEntity(); effectDuration = 10; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); turretPosition = _game.PositionComponent[GetPlayerID()]; turret = new Turret() { EntityID = eid, position = turretPosition, range = 400, }; _game.TurretComponent.Add(eid, turret); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(11, 49, 37, 63), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, turret.position); break; case 9: eid = Entity.NextEntity(); effectDuration = 11; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); turretPosition = _game.PositionComponent[GetPlayerID()]; turret = new Turret() { EntityID = eid, position = turretPosition, range = 450, }; _game.TurretComponent.Add(eid, turret); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(11, 49, 37, 63), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, turret.position); break; case 10: eid = Entity.NextEntity(); effectDuration = 12; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); turretPosition = _game.PositionComponent[GetPlayerID()]; turret = new Turret() { EntityID = eid, position = turretPosition, range = 500, }; _game.TurretComponent.Add(eid, turret); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(11, 49, 37, 63), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, turret.position); break; default: break; #endregion } } break; #endregion #region Trap case SkillType.Trap: { #region Skill Variables TimedEffect timedEffect; float effectDuration; Trap trap; Sprite sprite; Position trapPosition; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); effectDuration = 3; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); trapPosition = _game.PositionComponent[GetPlayerID()]; trap = new Trap() { EntityID = eid, position = trapPosition, isSet = false, range = 20, duration = effectDuration, }; _game.TrapComponent.Add(eid, trap); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(0, 10, 69, 42), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, trap.position); break; case 2: eid = Entity.NextEntity(); effectDuration = 4; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); trapPosition = _game.PositionComponent[GetPlayerID()]; trap = new Trap() { EntityID = eid, position = trapPosition, isSet = false, range = 20, duration = effectDuration, }; _game.TrapComponent.Add(eid, trap); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(0, 10, 69, 42), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, trap.position); break; case 3: eid = Entity.NextEntity(); effectDuration = 4; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); trapPosition = _game.PositionComponent[GetPlayerID()]; trap = new Trap() { EntityID = eid, position = trapPosition, isSet = false, range = 30, duration = effectDuration, }; _game.TrapComponent.Add(eid, trap); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(0, 10, 69, 42), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, trap.position); break; case 4: eid = Entity.NextEntity(); effectDuration = 4; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); trapPosition = _game.PositionComponent[GetPlayerID()]; trap = new Trap() { EntityID = eid, position = trapPosition, isSet = false, range = 30, duration = effectDuration, }; _game.TrapComponent.Add(eid, trap); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(0, 10, 69, 42), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, trap.position); break; case 5: eid = Entity.NextEntity(); effectDuration = 5; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); trapPosition = _game.PositionComponent[GetPlayerID()]; trap = new Trap() { EntityID = eid, position = trapPosition, isSet = false, range = 40, duration = effectDuration, }; _game.TrapComponent.Add(eid, trap); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(0, 10, 69, 42), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, trap.position); break; case 6: eid = Entity.NextEntity(); effectDuration = 5; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); trapPosition = _game.PositionComponent[GetPlayerID()]; trap = new Trap() { EntityID = eid, position = trapPosition, isSet = false, range = 40, duration = effectDuration, }; _game.TrapComponent.Add(eid, trap); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(0, 10, 69, 42), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, trap.position); break; case 7: eid = Entity.NextEntity(); effectDuration = 6; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); trapPosition = _game.PositionComponent[GetPlayerID()]; trap = new Trap() { EntityID = eid, position = trapPosition, isSet = false, range = 50, duration = effectDuration, }; _game.TrapComponent.Add(eid, trap); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(0, 10, 69, 42), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, trap.position); break; case 8: eid = Entity.NextEntity(); effectDuration = 6; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); trapPosition = _game.PositionComponent[GetPlayerID()]; trap = new Trap() { EntityID = eid, position = trapPosition, isSet = false, range = 50, duration = effectDuration, }; _game.TrapComponent.Add(eid, trap); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(0, 10, 69, 42), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, trap.position); break; case 9: eid = Entity.NextEntity(); effectDuration = 6; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); trapPosition = _game.PositionComponent[GetPlayerID()]; trap = new Trap() { EntityID = eid, position = trapPosition, isSet = false, range = 60, duration = effectDuration, }; _game.TrapComponent.Add(eid, trap); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(0, 10, 69, 42), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, trap.position); break; case 10: eid = Entity.NextEntity(); effectDuration = 7; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); trapPosition = _game.PositionComponent[GetPlayerID()]; trap = new Trap() { EntityID = eid, position = trapPosition, isSet = false, range = 60, duration = effectDuration, }; _game.TrapComponent.Add(eid, trap); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(0, 10, 69, 42), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, trap.position); break; default: break; #endregion } } break; #endregion #region Exploding Droids case SkillType.ExplodingDroids: { if (_game.EnemyComponent.All.Count() > 0) { #region Skill Variables TimedEffect timedEffect; float effectDuration; Movement movement; float droidSpeed; ExplodingDroid explodingDroid; Sprite sprite; Position droidPosition; Collideable collideable; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); effectDuration = 6; droidSpeed = 110; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); movement = new Movement() { EntityID = eid, Speed = droidSpeed, }; _game.MovementComponent.Add(eid, movement); droidPosition = _game.PositionComponent[GetPlayerID()]; droidPosition.Radius = 32; explodingDroid = new ExplodingDroid() { EntityID = eid, position = droidPosition, hasEnemy = false, }; _game.ExplodingDroidComponent.Add(eid, explodingDroid); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(51, 45, 71, 82), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = droidPosition.RoomID, Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, explodingDroid.position); break; case 2: eid = Entity.NextEntity(); effectDuration = 6; droidSpeed = 115; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); movement = new Movement() { EntityID = eid, Speed = droidSpeed, }; _game.MovementComponent.Add(eid, movement); droidPosition = _game.PositionComponent[GetPlayerID()]; droidPosition.Radius = 35; explodingDroid = new ExplodingDroid() { EntityID = eid, position = droidPosition, hasEnemy = false, }; _game.ExplodingDroidComponent.Add(eid, explodingDroid); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(51, 45, 71, 82), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = droidPosition.RoomID, Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, explodingDroid.position); break; case 3: eid = Entity.NextEntity(); effectDuration = 6; droidSpeed = 120; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); movement = new Movement() { EntityID = eid, Speed = droidSpeed, }; _game.MovementComponent.Add(eid, movement); droidPosition = _game.PositionComponent[GetPlayerID()]; droidPosition.Radius = 40; explodingDroid = new ExplodingDroid() { EntityID = eid, position = droidPosition, hasEnemy = false, }; _game.ExplodingDroidComponent.Add(eid, explodingDroid); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(51, 45, 71, 82), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = droidPosition.RoomID, Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, explodingDroid.position); break; case 4: eid = Entity.NextEntity(); effectDuration = 6; droidSpeed = 125; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); movement = new Movement() { EntityID = eid, Speed = droidSpeed, }; _game.MovementComponent.Add(eid, movement); droidPosition = _game.PositionComponent[GetPlayerID()]; droidPosition.Radius = 45; explodingDroid = new ExplodingDroid() { EntityID = eid, position = droidPosition, hasEnemy = false, }; _game.ExplodingDroidComponent.Add(eid, explodingDroid); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(51, 45, 71, 82), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = droidPosition.RoomID, Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, explodingDroid.position); break; case 5: eid = Entity.NextEntity(); effectDuration = 6; droidSpeed = 130; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); movement = new Movement() { EntityID = eid, Speed = droidSpeed, }; _game.MovementComponent.Add(eid, movement); droidPosition = _game.PositionComponent[GetPlayerID()]; droidPosition.Radius = 50; explodingDroid = new ExplodingDroid() { EntityID = eid, position = droidPosition, hasEnemy = false, }; _game.ExplodingDroidComponent.Add(eid, explodingDroid); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(51, 45, 71, 82), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = droidPosition.RoomID, Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, explodingDroid.position); break; case 6: eid = Entity.NextEntity(); effectDuration = 6; droidSpeed = 135; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); movement = new Movement() { EntityID = eid, Speed = droidSpeed, }; _game.MovementComponent.Add(eid, movement); droidPosition = _game.PositionComponent[GetPlayerID()]; droidPosition.Radius = 55; explodingDroid = new ExplodingDroid() { EntityID = eid, position = droidPosition, hasEnemy = false, }; _game.ExplodingDroidComponent.Add(eid, explodingDroid); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(51, 45, 71, 82), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = droidPosition.RoomID, Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, explodingDroid.position); break; case 7: eid = Entity.NextEntity(); effectDuration = 6; droidSpeed = 140; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); movement = new Movement() { EntityID = eid, Speed = droidSpeed, }; _game.MovementComponent.Add(eid, movement); droidPosition = _game.PositionComponent[GetPlayerID()]; droidPosition.Radius = 60; explodingDroid = new ExplodingDroid() { EntityID = eid, position = droidPosition, hasEnemy = false, }; _game.ExplodingDroidComponent.Add(eid, explodingDroid); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(51, 45, 71, 82), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = droidPosition.RoomID, Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, explodingDroid.position); break; case 8: eid = Entity.NextEntity(); effectDuration = 6; droidSpeed = 145; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); movement = new Movement() { EntityID = eid, Speed = droidSpeed, }; _game.MovementComponent.Add(eid, movement); droidPosition = _game.PositionComponent[GetPlayerID()]; droidPosition.Radius = 65; explodingDroid = new ExplodingDroid() { EntityID = eid, position = droidPosition, hasEnemy = false, }; _game.ExplodingDroidComponent.Add(eid, explodingDroid); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(51, 45, 71, 82), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = droidPosition.RoomID, Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, explodingDroid.position); break; case 9: eid = Entity.NextEntity(); effectDuration = 6; droidSpeed = 150; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); movement = new Movement() { EntityID = eid, Speed = droidSpeed, }; _game.MovementComponent.Add(eid, movement); droidPosition = _game.PositionComponent[GetPlayerID()]; droidPosition.Radius = 70; explodingDroid = new ExplodingDroid() { EntityID = eid, position = droidPosition, hasEnemy = false, }; _game.ExplodingDroidComponent.Add(eid, explodingDroid); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(51, 45, 71, 82), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = droidPosition.RoomID, Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, explodingDroid.position); break; case 10: eid = Entity.NextEntity(); effectDuration = 6; droidSpeed = 155; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); movement = new Movement() { EntityID = eid, Speed = droidSpeed, }; _game.MovementComponent.Add(eid, movement); droidPosition = _game.PositionComponent[GetPlayerID()]; droidPosition.Radius = 75; explodingDroid = new ExplodingDroid() { EntityID = eid, position = droidPosition, hasEnemy = false, }; _game.ExplodingDroidComponent.Add(eid, explodingDroid); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/EngineeringOffense"), SpriteBounds = new Rectangle(51, 45, 71, 82), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = droidPosition.RoomID, Bounds = new CircleBounds(droidPosition.Center, droidPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, explodingDroid.position); break; default: break; #endregion } } } break; #endregion #region Healing Station case SkillType.HealingStation: { #region Skill Variables HealingStation healingStation; Sprite sprite; Position stationPosition; Collideable collideable; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); stationPosition = _game.PositionComponent[GetPlayerID()]; healingStation = new HealingStation() { EntityID = eid, position = stationPosition, healthAvailable = 10, }; _game.HealingStationComponent.Add(eid, healingStation); collideable = new Collideable() { EntityID = eid, RoomID = stationPosition.RoomID, Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"), SpriteBounds = new Rectangle(0, 0, 37, 28), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, stationPosition); break; case 2: eid = Entity.NextEntity(); stationPosition = _game.PositionComponent[GetPlayerID()]; healingStation = new HealingStation() { EntityID = eid, position = stationPosition, healthAvailable = 15, }; _game.HealingStationComponent.Add(eid, healingStation); collideable = new Collideable() { EntityID = eid, RoomID = stationPosition.RoomID, Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"), SpriteBounds = new Rectangle(0, 0, 37, 28), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, stationPosition); break; case 3: eid = Entity.NextEntity(); stationPosition = _game.PositionComponent[GetPlayerID()]; healingStation = new HealingStation() { EntityID = eid, position = stationPosition, healthAvailable = 20, }; _game.HealingStationComponent.Add(eid, healingStation); collideable = new Collideable() { EntityID = eid, RoomID = stationPosition.RoomID, Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"), SpriteBounds = new Rectangle(0, 0, 37, 28), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, stationPosition); break; case 4: eid = Entity.NextEntity(); stationPosition = _game.PositionComponent[GetPlayerID()]; healingStation = new HealingStation() { EntityID = eid, position = stationPosition, healthAvailable = 25, }; _game.HealingStationComponent.Add(eid, healingStation); collideable = new Collideable() { EntityID = eid, RoomID = stationPosition.RoomID, Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"), SpriteBounds = new Rectangle(0, 0, 37, 28), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, stationPosition); break; case 5: eid = Entity.NextEntity(); stationPosition = _game.PositionComponent[GetPlayerID()]; healingStation = new HealingStation() { EntityID = eid, position = stationPosition, healthAvailable = 30, }; _game.HealingStationComponent.Add(eid, healingStation); collideable = new Collideable() { EntityID = eid, RoomID = stationPosition.RoomID, Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"), SpriteBounds = new Rectangle(0, 0, 37, 28), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, stationPosition); break; case 6: eid = Entity.NextEntity(); stationPosition = _game.PositionComponent[GetPlayerID()]; healingStation = new HealingStation() { EntityID = eid, position = stationPosition, healthAvailable = 35, }; _game.HealingStationComponent.Add(eid, healingStation); collideable = new Collideable() { EntityID = eid, RoomID = stationPosition.RoomID, Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"), SpriteBounds = new Rectangle(0, 0, 37, 28), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, stationPosition); break; case 7: eid = Entity.NextEntity(); stationPosition = _game.PositionComponent[GetPlayerID()]; healingStation = new HealingStation() { EntityID = eid, position = stationPosition, healthAvailable = 40, }; _game.HealingStationComponent.Add(eid, healingStation); collideable = new Collideable() { EntityID = eid, RoomID = stationPosition.RoomID, Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"), SpriteBounds = new Rectangle(0, 0, 37, 28), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, stationPosition); break; case 8: eid = Entity.NextEntity(); stationPosition = _game.PositionComponent[GetPlayerID()]; healingStation = new HealingStation() { EntityID = eid, position = stationPosition, healthAvailable = 45, }; _game.HealingStationComponent.Add(eid, healingStation); collideable = new Collideable() { EntityID = eid, RoomID = stationPosition.RoomID, Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"), SpriteBounds = new Rectangle(0, 0, 37, 28), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, stationPosition); break; case 9: eid = Entity.NextEntity(); stationPosition = _game.PositionComponent[GetPlayerID()]; healingStation = new HealingStation() { EntityID = eid, position = stationPosition, healthAvailable = 50, }; _game.HealingStationComponent.Add(eid, healingStation); collideable = new Collideable() { EntityID = eid, RoomID = stationPosition.RoomID, Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"), SpriteBounds = new Rectangle(0, 0, 37, 28), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, stationPosition); break; case 10: eid = Entity.NextEntity(); stationPosition = _game.PositionComponent[GetPlayerID()]; healingStation = new HealingStation() { EntityID = eid, position = stationPosition, healthAvailable = 60, }; _game.HealingStationComponent.Add(eid, healingStation); collideable = new Collideable() { EntityID = eid, RoomID = stationPosition.RoomID, Bounds = new CircleBounds(stationPosition.Center, stationPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Turret"), SpriteBounds = new Rectangle(0, 0, 37, 28), }; _game.SpriteComponent.Add(eid, sprite); _game.PositionComponent.Add(eid, stationPosition); break; default: break; #endregion } } break; #endregion #region Portable Shop case SkillType.PortableShop: { #region Skill Variables TimedEffect timedEffect; float effectDuration; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); effectDuration = 5; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 1); break; case 2: eid = Entity.NextEntity(); effectDuration = 5; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2); break; case 3: eid = Entity.NextEntity(); effectDuration = 7; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2); break; case 4: eid = Entity.NextEntity(); effectDuration = 9; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2); break; case 5: eid = Entity.NextEntity(); effectDuration = 9; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2); break; case 6: eid = Entity.NextEntity(); effectDuration = 11; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2); break; case 7: eid = Entity.NextEntity(); effectDuration = 13; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2); break; case 8: eid = Entity.NextEntity(); effectDuration = 15; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2); break; case 9: eid = Entity.NextEntity(); effectDuration = 17; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2); break; case 10: eid = Entity.NextEntity(); effectDuration = 20; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); _game.SkillEntityFactory.CreateSkillDeployable(SkillType.PortableShop, _game.PositionComponent[GetPlayerID()], 2); break; default: break; #endregion } } break; #endregion #region Portable Shield case SkillType.PortableShield: { #region Skill Variables TimedEffect timedEffect; float effectDuration; PortableShield portableShield; Position shieldPosition; Sprite sprite; Collideable collideable; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); effectDuration = 5; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); shieldPosition = _game.PositionComponent[GetPlayerID()]; shieldPosition.Radius = 100; portableShield = new PortableShield() { EntityID = eid, position = shieldPosition, }; _game.PortableShieldComponent.Add(eid, portableShield); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"), SpriteBounds = new Rectangle(18, 34, 229, 136), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = shieldPosition.RoomID, Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, shieldPosition); break; case 2: eid = Entity.NextEntity(); effectDuration = 6; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); shieldPosition = _game.PositionComponent[GetPlayerID()]; shieldPosition.Radius = 100; portableShield = new PortableShield() { EntityID = eid, position = shieldPosition, }; _game.PortableShieldComponent.Add(eid, portableShield); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"), SpriteBounds = new Rectangle(18, 34, 229, 136), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = shieldPosition.RoomID, Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, shieldPosition); break; case 3: eid = Entity.NextEntity(); effectDuration = 7; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); shieldPosition = _game.PositionComponent[GetPlayerID()]; shieldPosition.Radius = 100; portableShield = new PortableShield() { EntityID = eid, position = shieldPosition, }; _game.PortableShieldComponent.Add(eid, portableShield); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"), SpriteBounds = new Rectangle(18, 34, 229, 136), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = shieldPosition.RoomID, Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, shieldPosition); break; case 4: eid = Entity.NextEntity(); effectDuration = 8; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); shieldPosition = _game.PositionComponent[GetPlayerID()]; shieldPosition.Radius = 100; portableShield = new PortableShield() { EntityID = eid, position = shieldPosition, }; _game.PortableShieldComponent.Add(eid, portableShield); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"), SpriteBounds = new Rectangle(18, 34, 229, 136), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = shieldPosition.RoomID, Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, shieldPosition); break; case 5: eid = Entity.NextEntity(); effectDuration = 9; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); shieldPosition = _game.PositionComponent[GetPlayerID()]; shieldPosition.Radius = 100; portableShield = new PortableShield() { EntityID = eid, position = shieldPosition, }; _game.PortableShieldComponent.Add(eid, portableShield); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"), SpriteBounds = new Rectangle(18, 34, 229, 136), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = shieldPosition.RoomID, Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, shieldPosition); break; case 6: eid = Entity.NextEntity(); effectDuration = 10; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); shieldPosition = _game.PositionComponent[GetPlayerID()]; shieldPosition.Radius = 100; portableShield = new PortableShield() { EntityID = eid, position = shieldPosition, }; _game.PortableShieldComponent.Add(eid, portableShield); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"), SpriteBounds = new Rectangle(18, 34, 229, 136), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = shieldPosition.RoomID, Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, shieldPosition); break; case 7: eid = Entity.NextEntity(); effectDuration = 11; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); shieldPosition = _game.PositionComponent[GetPlayerID()]; shieldPosition.Radius = 100; portableShield = new PortableShield() { EntityID = eid, position = shieldPosition, }; _game.PortableShieldComponent.Add(eid, portableShield); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"), SpriteBounds = new Rectangle(18, 34, 229, 136), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = shieldPosition.RoomID, Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, shieldPosition); break; case 8: eid = Entity.NextEntity(); effectDuration = 12; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); shieldPosition = _game.PositionComponent[GetPlayerID()]; shieldPosition.Radius = 100; portableShield = new PortableShield() { EntityID = eid, position = shieldPosition, }; _game.PortableShieldComponent.Add(eid, portableShield); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"), SpriteBounds = new Rectangle(18, 34, 229, 136), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = shieldPosition.RoomID, Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, shieldPosition); break; case 9: eid = Entity.NextEntity(); effectDuration = 13; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); shieldPosition = _game.PositionComponent[GetPlayerID()]; shieldPosition.Radius = 100; portableShield = new PortableShield() { EntityID = eid, position = shieldPosition, }; _game.PortableShieldComponent.Add(eid, portableShield); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"), SpriteBounds = new Rectangle(18, 34, 229, 136), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = shieldPosition.RoomID, Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, shieldPosition); break; case 10: eid = Entity.NextEntity(); effectDuration = 14; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); shieldPosition = _game.PositionComponent[GetPlayerID()]; shieldPosition.Radius = 100; portableShield = new PortableShield() { EntityID = eid, position = shieldPosition, }; _game.PortableShieldComponent.Add(eid, portableShield); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/BubbleShield"), SpriteBounds = new Rectangle(18, 34, 229, 136), }; _game.SpriteComponent.Add(eid, sprite); collideable = new Collideable() { EntityID = eid, RoomID = shieldPosition.RoomID, Bounds = new CircleBounds(shieldPosition.Center, shieldPosition.Radius), }; _game.CollisionComponent.Add(eid, collideable); _game.PositionComponent.Add(eid, shieldPosition); break; default: break; #endregion } } break; #endregion #region Motivate case SkillType.Motivate: { #region Skill Variables TimedEffect timedEffect; float effectDuration; Buff buffEffect; Sprite sprite; Position motivatePosition; #endregion switch (rank) { #region Checking Rank #region Rank 1 case 1: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); motivatePosition = _game.PositionComponent[GetPlayerID()]; motivatePosition.Center.X += 40; motivatePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, motivatePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, Health = 5, }; _game.BuffComponent.Add(eid, buffEffect); } break; #endregion #region Rank 2 case 2: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); motivatePosition = _game.PositionComponent[GetPlayerID()]; motivatePosition.Center.X += 40; motivatePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, motivatePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, Health = 10, }; _game.BuffComponent.Add(eid, buffEffect); } break; #endregion #region Rank 3 case 3: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); motivatePosition = _game.PositionComponent[GetPlayerID()]; motivatePosition.Center.X += 40; motivatePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, motivatePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, Health = 15, }; _game.BuffComponent.Add(eid, buffEffect); } break; #endregion #region Rank 4 case 4: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); motivatePosition = _game.PositionComponent[GetPlayerID()]; motivatePosition.Center.X += 40; motivatePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, motivatePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, Health = 20, }; _game.BuffComponent.Add(eid, buffEffect); } break; #endregion #region Rank 5 case 5: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); motivatePosition = _game.PositionComponent[GetPlayerID()]; motivatePosition.Center.X += 40; motivatePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, motivatePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, Health = 25, }; _game.BuffComponent.Add(eid, buffEffect); } break; #endregion #region Rank 6 case 6: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); motivatePosition = _game.PositionComponent[GetPlayerID()]; motivatePosition.Center.X += 40; motivatePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, motivatePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, Health = 30, }; _game.BuffComponent.Add(eid, buffEffect); } break; #endregion #region Rank 7 case 7: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); motivatePosition = _game.PositionComponent[GetPlayerID()]; motivatePosition.Center.X += 40; motivatePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, motivatePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, Health = 35, }; _game.BuffComponent.Add(eid, buffEffect); } break; #endregion #region Rank 8 case 8: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); motivatePosition = _game.PositionComponent[GetPlayerID()]; motivatePosition.Center.X += 40; motivatePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, motivatePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, Health = 40, }; _game.BuffComponent.Add(eid, buffEffect); } break; #endregion #region Rank 9 case 9: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); motivatePosition = _game.PositionComponent[GetPlayerID()]; motivatePosition.Center.X += 40; motivatePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, motivatePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, Health = 45, }; _game.BuffComponent.Add(eid, buffEffect); } break; #endregion #region Rank 10 case 10: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/bubble"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); motivatePosition = _game.PositionComponent[GetPlayerID()]; motivatePosition.Center.X += 40; motivatePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, motivatePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, Health = 50, }; _game.BuffComponent.Add(eid, buffEffect); } break; #endregion default: break; #endregion } } break; #endregion #region Fall Back case SkillType.FallBack: { #region Skill Variables TimedEffect timedEffect; float effectDuration; Buff buffEffect; Sprite sprite; Position fallBackPosition; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); fallBackPosition = _game.PositionComponent[GetPlayerID()]; fallBackPosition.Center.X += 40; fallBackPosition.Center.Y -= 30; _game.PositionComponent.Add(eid, fallBackPosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = 1, AttackMelee = -1, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 2: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); fallBackPosition = _game.PositionComponent[GetPlayerID()]; fallBackPosition.Center.X += 40; fallBackPosition.Center.Y -= 30; _game.PositionComponent.Add(eid, fallBackPosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = 2, AttackMelee = -1, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 3: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); fallBackPosition = _game.PositionComponent[GetPlayerID()]; fallBackPosition.Center.X += 40; fallBackPosition.Center.Y -= 30; _game.PositionComponent.Add(eid, fallBackPosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = 3, AttackMelee = -2, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 4: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); fallBackPosition = _game.PositionComponent[GetPlayerID()]; fallBackPosition.Center.X += 40; fallBackPosition.Center.Y -= 30; _game.PositionComponent.Add(eid, fallBackPosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = 4, AttackMelee = -2, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 5: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); fallBackPosition = _game.PositionComponent[GetPlayerID()]; fallBackPosition.Center.X += 40; fallBackPosition.Center.Y -= 30; _game.PositionComponent.Add(eid, fallBackPosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = 5, AttackMelee = -3, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 6: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); fallBackPosition = _game.PositionComponent[GetPlayerID()]; fallBackPosition.Center.X += 40; fallBackPosition.Center.Y -= 30; _game.PositionComponent.Add(eid, fallBackPosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = 6, AttackMelee = -3, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 7: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); fallBackPosition = _game.PositionComponent[GetPlayerID()]; fallBackPosition.Center.X += 40; fallBackPosition.Center.Y -= 30; _game.PositionComponent.Add(eid, fallBackPosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = 7, AttackMelee = -4, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 8: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); fallBackPosition = _game.PositionComponent[GetPlayerID()]; fallBackPosition.Center.X += 40; fallBackPosition.Center.Y -= 30; _game.PositionComponent.Add(eid, fallBackPosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = 8, AttackMelee = -4, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 9: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); fallBackPosition = _game.PositionComponent[GetPlayerID()]; fallBackPosition.Center.X += 40; fallBackPosition.Center.Y -= 30; _game.PositionComponent.Add(eid, fallBackPosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = 9, AttackMelee = -5, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 10: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/fallback"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); fallBackPosition = _game.PositionComponent[GetPlayerID()]; fallBackPosition.Center.X += 40; fallBackPosition.Center.Y -= 30; _game.PositionComponent.Add(eid, fallBackPosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = 10, AttackMelee = -5, }; _game.BuffComponent.Add(eid, buffEffect); } break; default: break; #endregion } } break; #endregion #region Charge case SkillType.Charge: { #region Skill Variables TimedEffect timedEffect; float effectDuration; Buff buffEffect; Sprite sprite; Position chargePosition; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); chargePosition = _game.PositionComponent[GetPlayerID()]; chargePosition.Center.X += 40; chargePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, chargePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = -1, AttackMelee = 1, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 2: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); chargePosition = _game.PositionComponent[GetPlayerID()]; chargePosition.Center.X += 40; chargePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, chargePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = -1, AttackMelee = 2, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 3: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); chargePosition = _game.PositionComponent[GetPlayerID()]; chargePosition.Center.X += 40; chargePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, chargePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = -2, AttackMelee = 3, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 4: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); chargePosition = _game.PositionComponent[GetPlayerID()]; chargePosition.Center.X += 40; chargePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, chargePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = -2, AttackMelee = 4, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 5: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); chargePosition = _game.PositionComponent[GetPlayerID()]; chargePosition.Center.X += 40; chargePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, chargePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = -3, AttackMelee = 5, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 6: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); chargePosition = _game.PositionComponent[GetPlayerID()]; chargePosition.Center.X += 40; chargePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, chargePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = -3, AttackMelee = 6, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 7: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); chargePosition = _game.PositionComponent[GetPlayerID()]; chargePosition.Center.X += 40; chargePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, chargePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = -4, AttackMelee = 7, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 8: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); chargePosition = _game.PositionComponent[GetPlayerID()]; chargePosition.Center.X += 40; chargePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, chargePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = -4, AttackMelee = 8, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 9: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); chargePosition = _game.PositionComponent[GetPlayerID()]; chargePosition.Center.X += 40; chargePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, chargePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = -5, AttackMelee = 9, }; _game.BuffComponent.Add(eid, buffEffect); } break; case 10: eid = Entity.NextEntity(); effectDuration = 0.5f; timedEffect = new TimedEffect() { EntityID = eid, TotalDuration = effectDuration, TimeLeft = effectDuration }; _game.TimedEffectComponent.Add(eid, timedEffect); sprite = new Sprite() { EntityID = eid, SpriteSheet = _game.Content.Load<Texture2D>("Spritesheets/Skills/Effects/charge"), SpriteBounds = new Rectangle(0, 0, 76, 48), }; _game.SpriteComponent.Add(eid, sprite); chargePosition = _game.PositionComponent[GetPlayerID()]; chargePosition.Center.X += 40; chargePosition.Center.Y -= 30; _game.PositionComponent.Add(eid, chargePosition); foreach (Player player in _game.PlayerComponent.All) { eid = Entity.NextEntity(); buffEffect = new Buff() { EntityID = eid, TargetID = player.EntityID, DefenseMelee = -5, AttackMelee = 10, }; _game.BuffComponent.Add(eid, buffEffect); } break; default: break; #endregion } } break; #endregion default: break; #endregion } break; #endregion #region Space Pirate //This was the part contributed by Austin Murphy case Aggregate.SpacePiratePlayer: #region Race Variables #endregion switch (skillType) { #region Checking Skill Type #region AgilityBerserker case SkillType.AgilityBerserker: #region Skill Variables TimedEffect te1, te2; int speedIncrease = 1000; int attackDecrease = -50; float duration, cd; uint targetID; Buff buffeffect; int afterS = -500; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); duration = 10; cd = 55; targetID = GetPlayerID(); te1 = new TimedEffect() { EntityID = eid, TotalDuration = duration, TimeLeft = duration }; _game.TimedEffectComponent.Add(eid, te1); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease, AttackMelee = attackDecrease }; _game.BuffComponent.Add(eid, buffeffect); break; case 2: eid = Entity.NextEntity(); duration = 15; cd = 50; targetID = GetPlayerID(); te1 = new TimedEffect() { EntityID = eid, TotalDuration = duration, TimeLeft = duration }; _game.TimedEffectComponent.Add(eid, te1); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease }; _game.BuffComponent.Add(eid, buffeffect); break; case 3: eid = Entity.NextEntity(); duration = 20; cd = 45; targetID = GetPlayerID(); te1 = new TimedEffect() { EntityID = eid, TotalDuration = duration, TimeLeft = duration }; _game.TimedEffectComponent.Add(eid, te1); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease }; _game.BuffComponent.Add(eid, buffeffect); break; case 4: eid = Entity.NextEntity(); duration = 25; cd = 40; targetID = GetPlayerID(); te1 = new TimedEffect() { EntityID = eid, TotalDuration = duration, TimeLeft = duration }; _game.TimedEffectComponent.Add(eid, te1); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease }; _game.BuffComponent.Add(eid, buffeffect); break; case 5: eid = Entity.NextEntity(); duration = 30; cd = 35; targetID = GetPlayerID(); te1 = new TimedEffect() { EntityID = eid, TotalDuration = duration, TimeLeft = duration }; _game.TimedEffectComponent.Add(eid, te1); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease }; _game.BuffComponent.Add(eid, buffeffect); break; case 6: eid = Entity.NextEntity(); duration = 35; cd = 30; targetID = GetPlayerID(); te1 = new TimedEffect() { EntityID = eid, TotalDuration = duration, TimeLeft = duration }; _game.TimedEffectComponent.Add(eid, te1); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease }; _game.BuffComponent.Add(eid, buffeffect); break; case 7: eid = Entity.NextEntity(); duration = 40; cd = 25; targetID = GetPlayerID(); te1 = new TimedEffect() { EntityID = eid, TotalDuration = duration, TimeLeft = duration }; _game.TimedEffectComponent.Add(eid, te1); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease }; _game.BuffComponent.Add(eid, buffeffect); break; case 8: eid = Entity.NextEntity(); duration = 45; cd = 20; targetID = GetPlayerID(); te1 = new TimedEffect() { EntityID = eid, TotalDuration = duration, TimeLeft = duration }; _game.TimedEffectComponent.Add(eid, te1); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease }; _game.BuffComponent.Add(eid, buffeffect); break; case 9: eid = Entity.NextEntity(); duration = 50; cd = 15; targetID = GetPlayerID(); te1 = new TimedEffect() { EntityID = eid, TotalDuration = duration, TimeLeft = duration }; _game.TimedEffectComponent.Add(eid, te1); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease }; _game.BuffComponent.Add(eid, buffeffect); break; case 10: eid = Entity.NextEntity(); duration = 55; cd = 5; targetID = GetPlayerID(); te1 = new TimedEffect() { EntityID = eid, TotalDuration = duration, TimeLeft = duration }; _game.TimedEffectComponent.Add(eid, te1); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, MovementSpeed = speedIncrease }; _game.BuffComponent.Add(eid, buffeffect); break; default: break; #endregion } break; #endregion #region DualWielding case SkillType.DualWielding: #region Skill Variables int offhand; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); offhand = -80; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = offhand, AttackMelee = offhand }; _game.BuffComponent.Add(eid, buffeffect); break; case 2: eid = Entity.NextEntity(); offhand = -74; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = offhand, AttackMelee = offhand }; _game.BuffComponent.Add(eid, buffeffect); break; case 3: eid = Entity.NextEntity(); offhand = -68; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = offhand, AttackMelee = offhand }; _game.BuffComponent.Add(eid, buffeffect); break; case 4: eid = Entity.NextEntity(); offhand = -62; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = offhand, AttackMelee = offhand }; _game.BuffComponent.Add(eid, buffeffect); break; case 5: eid = Entity.NextEntity(); offhand = -56; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = offhand, AttackMelee = offhand }; _game.BuffComponent.Add(eid, buffeffect); break; case 6: eid = Entity.NextEntity(); offhand = -50; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = offhand, AttackMelee = offhand }; _game.BuffComponent.Add(eid, buffeffect); break; case 7: eid = Entity.NextEntity(); offhand = -44; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = offhand, AttackMelee = offhand }; _game.BuffComponent.Add(eid, buffeffect); break; case 8: eid = Entity.NextEntity(); offhand = -38; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = offhand, AttackMelee = offhand }; _game.BuffComponent.Add(eid, buffeffect); break; case 9: eid = Entity.NextEntity(); offhand = -32; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = offhand, AttackMelee = offhand }; _game.BuffComponent.Add(eid, buffeffect); break; case 10: eid = Entity.NextEntity(); offhand = -20; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = offhand, AttackMelee = offhand }; _game.BuffComponent.Add(eid, buffeffect); break; default: break; #endregion } break; #endregion #region HeavyDrinker case SkillType.HeavyDrinker: #region Skill Variables int resistance; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); resistance = 5; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, ResistPoison = resistance }; break; case 2: eid = Entity.NextEntity(); resistance = 10; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, ResistPoison = resistance }; break; case 3: eid = Entity.NextEntity(); resistance = 20; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, ResistPoison = resistance }; break; case 4: eid = Entity.NextEntity(); resistance = 30; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, ResistPoison = resistance }; break; case 5: eid = Entity.NextEntity(); resistance = 40; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, ResistPoison = resistance }; break; case 6: eid = Entity.NextEntity(); resistance = 50; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, ResistPoison = resistance }; break; case 7: eid = Entity.NextEntity(); resistance = 60; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, ResistPoison = resistance }; break; case 8: eid = Entity.NextEntity(); resistance = 70; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, ResistPoison = resistance }; break; case 9: eid = Entity.NextEntity(); resistance = 80; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, ResistPoison = resistance }; break; case 10: eid = Entity.NextEntity(); resistance = 90; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, ResistPoison = resistance }; break; default: break; #endregion } break; #endregion #region TrickShot //Trick shot has been modified greatly to fit into our prototype game. case SkillType.TrickShot: #region Skill Variables int TSDamage; DirectDamage dd; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); TSDamage = 20; dd = new DirectDamage() { EntityID = eid, Damage = TSDamage }; _game.DirectDamageComponent.Add(eid, dd); break; case 2: eid = Entity.NextEntity(); TSDamage = 40; dd = new DirectDamage() { EntityID = eid, Damage = TSDamage }; _game.DirectDamageComponent.Add(eid, dd); break; case 3: eid = Entity.NextEntity(); TSDamage = 60; dd = new DirectDamage() { EntityID = eid, Damage = TSDamage }; _game.DirectDamageComponent.Add(eid, dd); break; case 4: eid = Entity.NextEntity(); TSDamage = 80; dd = new DirectDamage() { EntityID = eid, Damage = TSDamage }; _game.DirectDamageComponent.Add(eid, dd); break; case 5: eid = Entity.NextEntity(); TSDamage = 100; dd = new DirectDamage() { EntityID = eid, Damage = TSDamage }; _game.DirectDamageComponent.Add(eid, dd); break; case 6: eid = Entity.NextEntity(); TSDamage = 120; dd = new DirectDamage() { EntityID = eid, Damage = TSDamage }; _game.DirectDamageComponent.Add(eid, dd); break; case 7: eid = Entity.NextEntity(); TSDamage = 140; dd = new DirectDamage() { EntityID = eid, Damage = TSDamage }; _game.DirectDamageComponent.Add(eid, dd); break; case 8: eid = Entity.NextEntity(); TSDamage = 160; dd = new DirectDamage() { EntityID = eid, Damage = TSDamage }; _game.DirectDamageComponent.Add(eid, dd); break; case 9: eid = Entity.NextEntity(); TSDamage = 180; dd = new DirectDamage() { EntityID = eid, Damage = TSDamage }; _game.DirectDamageComponent.Add(eid, dd); break; case 10: eid = Entity.NextEntity(); TSDamage = 200; dd = new DirectDamage() { EntityID = eid, Damage = TSDamage }; _game.DirectDamageComponent.Add(eid, dd); break; default: break; #endregion } break; #endregion #region PowerShot case SkillType.PowerShot: #region Skill Variables int PSDamageIncrease; InstantEffect ie; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); PSDamageIncrease = 10; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = PSDamageIncrease }; _game.BuffComponent.Add(eid, buffeffect); ie = new InstantEffect() { EntityID = eid }; _game.InstantEffectComponent.Add(eid, ie); break; case 2: eid = Entity.NextEntity(); PSDamageIncrease = 20; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = PSDamageIncrease }; _game.BuffComponent.Add(eid, buffeffect); ie = new InstantEffect() { EntityID = eid }; _game.InstantEffectComponent.Add(eid, ie); break; case 3: eid = Entity.NextEntity(); PSDamageIncrease = 30; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = PSDamageIncrease }; _game.BuffComponent.Add(eid, buffeffect); ie = new InstantEffect() { EntityID = eid }; _game.InstantEffectComponent.Add(eid, ie); break; case 4: eid = Entity.NextEntity(); PSDamageIncrease = 40; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = PSDamageIncrease }; _game.BuffComponent.Add(eid, buffeffect); ie = new InstantEffect() { EntityID = eid }; _game.InstantEffectComponent.Add(eid, ie); break; case 5: eid = Entity.NextEntity(); PSDamageIncrease = 50; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = PSDamageIncrease }; _game.BuffComponent.Add(eid, buffeffect); ie = new InstantEffect() { EntityID = eid }; _game.InstantEffectComponent.Add(eid, ie); break; case 6: eid = Entity.NextEntity(); PSDamageIncrease = 60; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = PSDamageIncrease }; _game.BuffComponent.Add(eid, buffeffect); ie = new InstantEffect() { EntityID = eid }; _game.InstantEffectComponent.Add(eid, ie); break; case 7: eid = Entity.NextEntity(); PSDamageIncrease = 70; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = PSDamageIncrease }; _game.BuffComponent.Add(eid, buffeffect); ie = new InstantEffect() { EntityID = eid }; _game.InstantEffectComponent.Add(eid, ie); break; case 8: eid = Entity.NextEntity(); PSDamageIncrease = 80; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = PSDamageIncrease }; _game.BuffComponent.Add(eid, buffeffect); ie = new InstantEffect() { EntityID = eid }; _game.InstantEffectComponent.Add(eid, ie); break; case 9: eid = Entity.NextEntity(); PSDamageIncrease = 90; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = PSDamageIncrease }; _game.BuffComponent.Add(eid, buffeffect); ie = new InstantEffect() { EntityID = eid }; _game.InstantEffectComponent.Add(eid, ie); break; case 10: eid = Entity.NextEntity(); PSDamageIncrease = 100; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackRanged = PSDamageIncrease }; _game.BuffComponent.Add(eid, buffeffect); ie = new InstantEffect() { EntityID = eid }; _game.InstantEffectComponent.Add(eid, ie); break; default: break; #endregion } break; #endregion #region EagleShot //EagleShot has been heavly modified to fit within our game prototype. case SkillType.EagleShot: #region Skill Variables int ESA; InstantEffect eie; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); targetID = GetPlayerID(); ESA = 10; eie = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, eie); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, WeaponAccuracy = ESA }; _game.BuffComponent.Add(eid, buffeffect); break; case 2: eid = Entity.NextEntity(); targetID = GetPlayerID(); ESA = 20; eie = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, eie); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, WeaponAccuracy = ESA }; _game.BuffComponent.Add(eid, buffeffect); break; case 3: eid = Entity.NextEntity(); targetID = GetPlayerID(); ESA = 30; eie = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, eie); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, WeaponAccuracy = ESA }; _game.BuffComponent.Add(eid, buffeffect); break; case 4: eid = Entity.NextEntity(); targetID = GetPlayerID(); ESA = 40; eie = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, eie); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, WeaponAccuracy = ESA }; _game.BuffComponent.Add(eid, buffeffect); break; case 5: eid = Entity.NextEntity(); targetID = GetPlayerID(); ESA = 50; eie = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, eie); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, WeaponAccuracy = ESA }; _game.BuffComponent.Add(eid, buffeffect); break; case 6: eid = Entity.NextEntity(); targetID = GetPlayerID(); ESA = 60; eie = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, eie); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, WeaponAccuracy = ESA }; _game.BuffComponent.Add(eid, buffeffect); break; case 7: eid = Entity.NextEntity(); targetID = GetPlayerID(); ESA = 70; eie = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, eie); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, WeaponAccuracy = ESA }; _game.BuffComponent.Add(eid, buffeffect); break; case 8: eid = Entity.NextEntity(); targetID = GetPlayerID(); ESA = 80; eie = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, eie); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, WeaponAccuracy = ESA }; _game.BuffComponent.Add(eid, buffeffect); break; case 9: eid = Entity.NextEntity(); targetID = GetPlayerID(); ESA = 90; eie = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, eie); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, WeaponAccuracy = ESA }; _game.BuffComponent.Add(eid, buffeffect); break; case 10: eid = Entity.NextEntity(); targetID = GetPlayerID(); ESA = 100; eie = new InstantEffect() { EntityID = eid, }; _game.InstantEffectComponent.Add(eid, eie); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, WeaponAccuracy = ESA }; _game.BuffComponent.Add(eid, buffeffect); break; default: break; #endregion } break; #endregion #region Theft case SkillType.Theft: #region Skill Variables ChanceToSucceed cts; int prob; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); prob = 5; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 2: eid = Entity.NextEntity(); prob = 10; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 3: eid = Entity.NextEntity(); prob = 20; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 4: eid = Entity.NextEntity(); prob = 30; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 5: eid = Entity.NextEntity(); prob = 40; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 6: eid = Entity.NextEntity(); prob = 50; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 7: eid = Entity.NextEntity(); prob = 60; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 8: eid = Entity.NextEntity(); prob = 70; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 9: eid = Entity.NextEntity(); prob = 80; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 10: eid = Entity.NextEntity(); prob = 90; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; default: break; #endregion } break; #endregion #region Mug case SkillType.Mug: #region Skill Variables int mugA; #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); prob = 5; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); mugA = -75; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackMelee = mugA }; _game.BuffComponent.Add(eid, buffeffect); break; case 2: eid = Entity.NextEntity(); prob = 10; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); mugA = -75; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackMelee = mugA }; _game.BuffComponent.Add(eid, buffeffect); break; case 3: eid = Entity.NextEntity(); prob = 20; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); mugA = -75; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackMelee = mugA }; _game.BuffComponent.Add(eid, buffeffect); break; case 4: eid = Entity.NextEntity(); prob = 30; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); mugA = -75; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackMelee = mugA }; _game.BuffComponent.Add(eid, buffeffect); break; case 5: eid = Entity.NextEntity(); prob = 40; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); mugA = -75; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackMelee = mugA }; _game.BuffComponent.Add(eid, buffeffect); break; case 6: eid = Entity.NextEntity(); prob = 50; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); mugA = -75; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackMelee = mugA }; _game.BuffComponent.Add(eid, buffeffect); break; case 7: eid = Entity.NextEntity(); prob = 60; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); mugA = -75; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackMelee = mugA }; _game.BuffComponent.Add(eid, buffeffect); break; case 8: eid = Entity.NextEntity(); prob = 70; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); mugA = -75; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackMelee = mugA }; _game.BuffComponent.Add(eid, buffeffect); break; case 9: eid = Entity.NextEntity(); prob = 80; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); mugA = -75; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackMelee = mugA }; _game.BuffComponent.Add(eid, buffeffect); break; case 10: eid = Entity.NextEntity(); prob = 90; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); mugA = -75; targetID = GetPlayerID(); buffeffect = new Buff() { EntityID = eid, TargetID = targetID, AttackMelee = mugA }; _game.BuffComponent.Add(eid, buffeffect); break; default: break; #endregion } break; #endregion #region LockPick case SkillType.LockPicking: #region Skill Variables #endregion switch (rank) { #region Checking Rank case 1: eid = Entity.NextEntity(); prob = 5; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 2: eid = Entity.NextEntity(); prob = 10; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 3: eid = Entity.NextEntity(); prob = 20; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 4: eid = Entity.NextEntity(); prob = 30; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 5: eid = Entity.NextEntity(); prob = 40; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 6: eid = Entity.NextEntity(); prob = 50; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 7: eid = Entity.NextEntity(); prob = 60; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 8: eid = Entity.NextEntity(); prob = 70; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 9: eid = Entity.NextEntity(); prob = 80; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; case 10: eid = Entity.NextEntity(); prob = 90; cts = new ChanceToSucceed() { EntityID = eid, SuccessRateAsPercentage = prob }; _game.ChanceToSucceedComponent.Add(eid, cts); break; default: break; #endregion } break; #endregion default: break; #endregion } break; #endregion default: break; #endregion } }
public void Repair(MechComponent component, bool isFloatieMessage = false) { Mech mech = component.parent as Mech; Vehicle vehicle = component.parent as Vehicle; Turret turret = component.parent as Turret; Log.Debug?.Write("Repair:" + component.parent.DisplayName + ":" + component.parent.GUID + ":" + component.defId + " mech:" + (mech != null ? "true" : "false") + " vehicle:" + (vehicle != null ? "true" : "false") + " turret:" + (turret != null ? "true" : "false") + "\n"); HashSet <int> affectedISLocations = new HashSet <int>(); HashSet <int> affectedArmorLocations = new HashSet <int>(); bool armorReparied = false; bool structureReparied = false; if (this.AffectInstalledLocation) { affectedISLocations.Add(component.Location); if (mech != null) { ChassisLocations componentLocation = (ChassisLocations)component.Location; switch (componentLocation) { case ChassisLocations.CenterTorso: affectedArmorLocations.Add((int)ArmorLocation.CenterTorso); affectedArmorLocations.Add((int)ArmorLocation.CenterTorsoRear); break; case ChassisLocations.RightTorso: affectedArmorLocations.Add((int)ArmorLocation.RightTorso); affectedArmorLocations.Add((int)ArmorLocation.RightTorsoRear); break; case ChassisLocations.LeftTorso: affectedArmorLocations.Add((int)ArmorLocation.LeftTorso); affectedArmorLocations.Add((int)ArmorLocation.LeftTorsoRear); break; default: affectedArmorLocations.Add((int)componentLocation); break; } } else { affectedArmorLocations.Add(component.Location); } } ; int stackItemUID = component.parent.Combat.StackManager.NextStackUID; if (mech != null) { for (int t = 0; t < this.MechStructureLocations.Length; ++t) { affectedISLocations.Add((int)this.MechStructureLocations[t]); } for (int t = 0; t < this.MechArmorLocations.Length; ++t) { affectedArmorLocations.Add((int)this.MechArmorLocations[t]); } } else if (vehicle != null) { for (int t = 0; t < this.VehicleLocations.Length; ++t) { affectedISLocations.Add((int)this.VehicleLocations[t]); affectedArmorLocations.Add((int)this.VehicleLocations[t]); } } else { for (int t = 0; t < this.BuildingLocations.Length; ++t) { affectedISLocations.Add((int)this.BuildingLocations[t]); affectedArmorLocations.Add((int)this.BuildingLocations[t]); } } Log.Debug?.Write(" Affected armor locations:"); foreach (var loc in affectedArmorLocations) { Log.Debug?.Write(" " + loc); } Log.Debug?.Write(" \n"); if (this.Armor > Core.Epsilon) { foreach (int Location in affectedArmorLocations) { Statistic stat = component.parent.GetArmorStatisticForLocation(Location); if (stat == null) { Log.TWriteCritical(0, "Can't get armor stat " + new Text(component.parent.DisplayName).ToString() + " location:" + Location); continue; } Log.Debug?.TWL(0, "turnsSinceLocationDamage:" + component.parent.turnsSinceLocationDamage(Location) + " component:" + TurnsSinceDamage); if (TurnsSinceDamage >= 0) { if (component.parent.turnsSinceLocationDamage(Location) > TurnsSinceDamage) { Log.WL(1, "damage too long ago. No reparing performed."); continue; } } float maxArmor = stat.DefaultValue <float>(); float currentArmor = stat.Value <float>(); int StructureLocation = Location; if (mech != null) { StructureLocation = (int)MechStructureRules.GetChassisLocationFromArmorLocation((ArmorLocation)Location); } currentArmor += this.Armor; if (currentArmor > maxArmor) { currentArmor = maxArmor; } ; float delta = currentArmor - component.parent.ArmorForLocation(Location); Log.WL(2, "location:" + Location + " maxArmor:" + maxArmor + " currentArmor:" + currentArmor + "(" + delta + ")"); if (delta > Core.Epsilon) { if (mech != null) { Log.Debug?.Write(" mech stat armor location:" + mech.GetStringForArmorLocation((ArmorLocation)Location) + "\n"); LocationDamageLevel locationDamageLevel = mech.GetLocationDamageLevel((ChassisLocations)StructureLocation); if (locationDamageLevel >= LocationDamageLevel.Destroyed) { Log.Debug?.Write(" can't repair destroyed location\n"); continue; } armorReparied = true; component.parent.StatCollection.ModifyStat <float>(component.parent.GUID, stackItemUID, mech.GetStringForArmorLocation((ArmorLocation)Location), StatCollection.StatOperation.Float_Add, delta, -1, true); } else if (vehicle != null) { Log.Debug?.Write(" vehicle stat armor location:" + vehicle.GetStringForArmorLocation((VehicleChassisLocations)Location) + "\n"); LocationDamageLevel locationDamageLevel = vehicle.GetLocationDamageLevel((VehicleChassisLocations)StructureLocation); if (locationDamageLevel >= LocationDamageLevel.Destroyed) { Log.Debug?.Write(" can't repair destroyed location\n"); continue; } armorReparied = true; component.parent.StatCollection.ModifyStat <float>(component.parent.GUID, stackItemUID, vehicle.GetStringForArmorLocation((VehicleChassisLocations)Location), StatCollection.StatOperation.Float_Add, delta, -1, true); } else if (turret != null) { Log.Debug?.Write(" turret stat armor location:" + turret.GetStringForArmorLocation((BuildingLocation)Location) + "\n"); LocationDamageLevel locationDamageLevel = turret.GetLocationDamageLevel((BuildingLocation)StructureLocation); if (locationDamageLevel >= LocationDamageLevel.Destroyed) { Log.Debug?.Write(" can't repair destroyed location\n"); armorReparied = true; continue; } component.parent.StatCollection.ModifyStat <float>(component.parent.GUID, stackItemUID, turret.GetStringForArmorLocation((BuildingLocation)Location), StatCollection.StatOperation.Float_Add, delta, -1, true); } else { Log.Debug?.Write(" combatant has no armor\n"); } } } } Log.Debug?.Write(" Affected inner structure locations:"); foreach (var loc in affectedISLocations) { Log.Debug?.Write(" " + loc); } Log.Debug?.Write(" \n"); if (this.InnerStructure > Core.Epsilon) { foreach (int Location in affectedISLocations) { float maxStructure = component.parent.MaxStructureForLocation(Location); float currentStructure = component.parent.StructureForLocation(Location); if (currentStructure < Core.Epsilon) { Log.Debug?.Write(" can't repair locations with zero structure\n"); continue; } currentStructure += this.InnerStructure; if (currentStructure > maxStructure) { currentStructure = maxStructure; } ; float delta = currentStructure - component.parent.StructureForLocation(Location); Log.Debug?.Write(" inner structure repair amount:" + delta + "\n"); if (delta > Core.Epsilon) { if (mech != null) { Log.Debug?.Write(" mech stat structure location:" + mech.GetStringForStructureLocation((ChassisLocations)Location) + "\n"); LocationDamageLevel locationDamageLevel = mech.GetLocationDamageLevel((ChassisLocations)Location); if (locationDamageLevel >= LocationDamageLevel.Destroyed) { Log.Debug?.Write(" can't repair destroyed location\n"); continue; } structureReparied = true; component.parent.StatCollection.ModifyStat <float>(component.parent.GUID, stackItemUID, mech.GetStringForStructureLocation((ChassisLocations)Location), StatCollection.StatOperation.Float_Add, delta, -1, true); } else if (vehicle != null) { Log.Debug?.Write(" vehicle stat structure location:" + vehicle.GetStringForStructureLocation((VehicleChassisLocations)Location) + "\n"); LocationDamageLevel locationDamageLevel = vehicle.GetLocationDamageLevel((VehicleChassisLocations)Location); if (locationDamageLevel >= LocationDamageLevel.Destroyed) { Log.Debug?.Write(" can't repair destroyed location\n"); continue; } component.parent.StatCollection.ModifyStat <float>(component.parent.GUID, stackItemUID, vehicle.GetStringForStructureLocation((VehicleChassisLocations)Location), StatCollection.StatOperation.Float_Add, delta, -1, true); } else if (turret != null) { Log.Debug?.Write(" turret stat structure location:" + turret.GetStringForArmorLocation((BuildingLocation)Location) + "\n"); LocationDamageLevel locationDamageLevel = turret.GetLocationDamageLevel((BuildingLocation)Location); if (locationDamageLevel == LocationDamageLevel.Destroyed) { Log.Debug?.Write(" can't repair destroyed location\n"); continue; } structureReparied = true; component.parent.StatCollection.ModifyStat <float>(component.parent.GUID, stackItemUID, turret.GetStringForStructureLocation((BuildingLocation)Location), StatCollection.StatOperation.Float_Add, delta, -1, true); } else { Log.Debug?.Write(" other structure location:" + "Structure" + "\n"); structureReparied = true; component.parent.StatCollection.ModifyStat <float>(component.parent.GUID, stackItemUID, "Structure", StatCollection.StatOperation.Float_Add, delta, -1, true); } } } } if ((armorReparied || structureReparied) && (isFloatieMessage)) { string text = component.Description.UIName + " __/CAE.REPAIRED/__" + (armorReparied ? " __/CAE.REPAIRARMOR/__" : " ") + (structureReparied ? " __/CAE.REPAIRSTRUCTURE/__" : ""); component.parent.Combat.MessageCenter.PublishMessage((MessageCenterMessage) new FloatieMessage(component.parent.GUID, component.parent.GUID, text, FloatieMessage.MessageNature.Buff)); } }
public void spawnDroneTurret(Turret.TurretType t) { if (hasWeapon) return; GameObject Weapon; switch (t) { case Turret.TurretType.Laser: Weapon = TrashMan.spawn("LaserTurret", transform.position, transform.rotation); Weapon.transform.parent = this.transform; attachedWeapon = Weapon.GetComponent<Turret>(); InitializeDroneTurret(); break; case Turret.TurretType.Ion: Weapon = TrashMan.spawn("IonTurret", transform.position, transform.rotation); Weapon.transform.parent = this.transform; attachedWeapon = Weapon.GetComponent<Turret>(); InitializeDroneTurret(); break; case Turret.TurretType.Railgun: Weapon = TrashMan.spawn("RailTurret", transform.position, transform.rotation); Weapon.transform.parent = this.transform; attachedWeapon = Weapon.GetComponent<Turret>(); InitializeDroneTurret(); break; case Turret.TurretType.Beam: //SPAWN Weapon = TrashMan.spawn("chargeBeamTurret", transform.position, transform.rotation); Weapon.transform.parent = this.transform; attachedWeapon = Weapon.GetComponent<Turret>(); InitializeDroneTurret(); break; case Turret.TurretType.PowerDrainer: //SPAWN Weapon = TrashMan.spawn("powerDrainerTurret", transform.position, transform.rotation); Weapon.transform.parent = this.transform; attachedWeapon = Weapon.GetComponent<Turret>(); InitializeDroneTurret(); break; case Turret.TurretType.AOEMissile: //SPAWN Weapon = TrashMan.spawn("AOEMissileTurret", transform.position, transform.rotation); Weapon.transform.parent = this.transform; attachedWeapon = Weapon.GetComponent<Turret>(); InitializeDroneTurret(); break; case Turret.TurretType.FireMissile: Weapon = TrashMan.spawn("FireMissileTurret", transform.position, transform.rotation); Weapon.transform.parent = this.transform; attachedWeapon = Weapon.GetComponent<Turret>(); hasWeapon = true; InitializeDroneTurret(); break; case Turret.TurretType.BallisticMissile: //SPAWN Weapon = TrashMan.spawn("BallisticMissileTurret", transform.position, transform.rotation); Weapon.transform.parent = this.transform; attachedWeapon = Weapon.GetComponent<Turret>(); InitializeDroneTurret(); break; } }
public override void Draw(SpriteBatch spriteBatch) { if (overlayColor.A > 0) { if (overlaySprite != null) { GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Black * (overlayColor.A / 255.0f), isFilled: true); float scale = Math.Max(GameMain.GraphicsWidth / overlaySprite.size.X, GameMain.GraphicsHeight / overlaySprite.size.Y); overlaySprite.Draw(spriteBatch, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) / 2, overlayColor, overlaySprite.size / 2, scale: scale); } else { GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), overlayColor, isFilled: true); } if (!string.IsNullOrEmpty(overlayText) && overlayTextColor.A > 0) { var backgroundSprite = GUI.Style.GetComponentStyle("CommandBackground").GetDefaultSprite(); Vector2 centerPos = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) / 2; backgroundSprite.Draw(spriteBatch, centerPos, Color.White * (overlayTextColor.A / 255.0f), origin: backgroundSprite.size / 2, rotate: 0.0f, scale: new Vector2(1.5f, 0.7f) * (GameMain.GraphicsWidth / 3 / backgroundSprite.size.X)); string wrappedText = ToolBox.WrapText(overlayText, GameMain.GraphicsWidth / 3, GUI.Font); Vector2 textSize = GUI.Font.MeasureString(wrappedText); Vector2 textPos = centerPos - textSize / 2; GUI.DrawString(spriteBatch, textPos + Vector2.One, wrappedText, Color.Black * (overlayTextColor.A / 255.0f)); GUI.DrawString(spriteBatch, textPos, wrappedText, overlayTextColor); if (!string.IsNullOrEmpty(overlayTextBottom)) { Vector2 bottomTextPos = centerPos + new Vector2(0.0f, textSize.Y + 30 * GUI.Scale) - GUI.Font.MeasureString(overlayTextBottom) / 2; GUI.DrawString(spriteBatch, bottomTextPos + Vector2.One, overlayTextBottom, Color.Black * (overlayTextColor.A / 255.0f)); GUI.DrawString(spriteBatch, bottomTextPos, overlayTextBottom, overlayTextColor); } } } if (GUI.DisableHUD || GUI.DisableUpperHUD || ForceMapUI || CoroutineManager.IsCoroutineRunning("LevelTransition")) { endRoundButton.Visible = false; return; } if (Submarine.MainSub == null) { return; } endRoundButton.Visible = false; var availableTransition = GetAvailableTransition(out _, out Submarine leavingSub); string buttonText = ""; switch (availableTransition) { case TransitionType.ProgressToNextLocation: case TransitionType.ProgressToNextEmptyLocation: if (Level.Loaded.EndOutpost == null || !Level.Loaded.EndOutpost.DockedTo.Contains(leavingSub)) { buttonText = TextManager.GetWithVariable("EnterLocation", "[locationname]", Level.Loaded.EndLocation?.Name ?? "[ERROR]"); endRoundButton.Visible = !ForceMapUI && !ShowCampaignUI; } break; case TransitionType.LeaveLocation: buttonText = TextManager.GetWithVariable("LeaveLocation", "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]"); endRoundButton.Visible = !ForceMapUI && !ShowCampaignUI; break; case TransitionType.ReturnToPreviousLocation: case TransitionType.ReturnToPreviousEmptyLocation: if (Level.Loaded.StartOutpost == null || !Level.Loaded.StartOutpost.DockedTo.Contains(leavingSub)) { buttonText = TextManager.GetWithVariable("EnterLocation", "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]"); endRoundButton.Visible = !ForceMapUI && !ShowCampaignUI; } break; case TransitionType.None: default: if (Level.Loaded.Type == LevelData.LevelType.Outpost && (Character.Controlled?.Submarine?.Info.Type == SubmarineType.Player || (Character.Controlled?.CurrentHull?.OutpostModuleTags?.Contains("airlock") ?? false))) { buttonText = TextManager.GetWithVariable("LeaveLocation", "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]"); endRoundButton.Visible = !ForceMapUI && !ShowCampaignUI; } else { endRoundButton.Visible = false; } break; } if (endRoundButton.Visible) { if (!AllowedToEndRound()) { buttonText = TextManager.Get("map"); } endRoundButton.Text = ToolBox.LimitString(buttonText, endRoundButton.Font, endRoundButton.Rect.Width - 5); if (endRoundButton.Text != buttonText) { endRoundButton.ToolTip = buttonText; } if (Character.Controlled?.ViewTarget is Item item) { Turret turret = item.GetComponent <Turret>(); endRoundButton.RectTransform.ScreenSpaceOffset = turret == null ? Point.Zero : new Point(0, (int)(turret.UIElementHeight * 1.25f)); } else if (Character.Controlled?.CharacterHealth?.SuicideButton?.Visible ?? false) { endRoundButton.RectTransform.ScreenSpaceOffset = new Point(0, Character.Controlled.CharacterHealth.SuicideButton.Rect.Height); } else { endRoundButton.RectTransform.ScreenSpaceOffset = Point.Zero; } } endRoundButton.DrawManually(spriteBatch); }
public void GetTurrets() { turrets = new Dictionary <int, Turret>(); List <IMyRemoteControl> remCons = new List <IMyRemoteControl>(); List <IMyMotorStator> rots = new List <IMyMotorStator>(); List <IMySmallGatlingGun> gatGuns = new List <IMySmallGatlingGun>(), ctrlGuns; List <IMyShipConnector> conns = new List <IMyShipConnector>(); Turret turret; GridTerminalSystem.GetBlocksOfType(remCons); GridTerminalSystem.GetBlocksOfType(rots); GridTerminalSystem.GetBlocksOfType(gatGuns); GridTerminalSystem.GetBlocksOfType(conns); string status = ""; int turNo; foreach (IMyRemoteControl ctrl in remCons) { if (ctrl.CustomData.StartsWith(TURRET_BASE)) { try { turNo = int.Parse(ctrl.CustomData.Substring(TURRET_BASE.Length)); if (!turrets.TryGetValue(turNo, out turret)) { turret = new Turret(ctrl); ctrlGuns = new List <IMySmallGatlingGun>(); foreach (IMySmallGatlingGun gun in gatGuns) { if (AreOnSameGrid(gun, ctrl)) { ctrlGuns.Add(gun); gun.CustomName = "[" + TURRET_BASE + turNo + "] Gun"; } } foreach (IMyShipConnector con in conns) { if (AreOnSameGrid(con, ctrl)) { turret.SetRLCon(con); con.CustomName = "[" + TURRET_BASE + turNo + "] Reload Con"; conns.Remove(con); break; } } if (!turret.HasRLCon()) { status += "\n417:The turret does not have a reload connector: " + turNo; } if (ctrlGuns.Count > 0) { turret.AddWeapon(ctrlGuns); } else { status += "\n420:There is a turret without weaponry on it: " + turNo; } turrets.Add(turNo, turret); } else { status += "\n424:There is more than one turret with the same number: " + turNo; } } catch (Exception e) { e.ToString(); status += "\n428:There was a parsing error: \"" + ctrl.CustomData.Substring(TURRET_BASE.Length) + "\""; status += "\n" + e.StackTrace; } } } foreach (IMyMotorStator rot in rots) { if (rot.CustomData.Length <= 0) { continue; } string[] data = rot.CustomData.ToUpper().Split(';'); if (data.Length < 2) { try { turNo = int.Parse(rot.CustomData.Substring(TURRET_BASE.Length)); } catch (Exception e) { e.ToString(); status += "\n442:There was a parsing error: \"" + rot.CustomData.Substring(TURRET_BASE.Length) + "\""; continue; } status += "\n445:There is no rotor definition for a rotor: " + turNo; } else { try { turNo = int.Parse(data[0].Substring(TURRET_BASE.Length)); } catch (Exception e) { e.ToString(); status += "\n453:There was a parsing error: \"" + data[0].Substring(TURRET_BASE.Length) + "\""; continue; } if (data[1].ToUpper().Equals("XROT")) { if (turrets.TryGetValue(turNo, out turret)) { if (!turret.HasXROT()) { turret.SetXROT(rot); rot.CustomName = "[" + TURRET_BASE + turNo + "] XROT"; } else { status += "\n463:There is a double-XROT situation going on: " + turNo; } } else { status += "\n465:There is an abandoned XROT rotor for turret no. " + turNo; } } else if (data[1].ToUpper().Equals("YROT")) { if (turrets.TryGetValue(turNo, out turret)) { if (!turret.HasYROT()) { turret.SetYROT(rot); rot.CustomName = "[" + TURRET_BASE + turNo + "] YROT"; if (!turret.HasBSCon()) { foreach (IMyShipConnector con in conns) { if (AreOnSameGrid(rot, con)) { turret.SetBSCon(con); con.CustomName = "[" + TURRET_BASE + turNo + "] Base Con"; break; } } } } else { status += "\n475:There is a double-YROT situation going on: " + turNo; } } else { status += "\n477:There is an abandoned YROT rotor for turret no. " + turNo; } } else if (data[1].ToUpper().Equals("YROTA")) { if (turrets.TryGetValue(turNo, out turret)) { if (!turret.HasYROTA()) { turret.SetYROTA(rot); rot.CustomName = "[" + TURRET_BASE + turNo + "] YROTA"; if (!turret.HasBSCon()) { foreach (IMyShipConnector con in conns) { if (AreOnSameGrid(rot, con)) { turret.SetBSCon(con); con.CustomName = "[" + TURRET_BASE + turNo + "] Base Con"; break; } } } } else { status += "\n486:There is a double-YROTA situation going on: " + turNo; } } else { status += "\n488:There is an abandoned YROTA rotor for turret no. " + turNo; } } else { status += "\n490:There is an incomprehensible definition for a rotor: " + data[1]; } } } Echo(status); Me.CustomData = status; }
public void RemoveCannon() { currentCannon = tankCannon.GetComponent <Turret>(); tankCannon.SetActive(true); }
public void DeReference(Turret turret) { turrets.Remove(turret); }
public static async Task <bool> Execute() { if (BotManager.Current.IsAutonomous) { if (Core.Me.HasTarget) { Movement.NavigateToUnitLos(Core.Me.CurrentTarget, 23); } } if (!Core.Me.HasTarget || !Core.Me.CurrentTarget.ThoroughCanAttack()) { return(false); } if (await CustomOpenerLogic.Opener()) { return(true); } if (MachinistSettings.Instance.UseFlameThrower && Core.Me.HasAura(Auras.Flamethrower)) { // Did someone use this manually? Make sure we don't cancel it... if (!MachinistSettings.Instance.UseFlameThrower) { return(true); } if (MovementManager.IsMoving) { return(false); } // Keep using it for the AOE benefit if we need to if (Core.Me.EnemiesInCone(8) >= MachinistSettings.Instance.FlamethrowerEnemies) { return(true); } } if (await PhysicalDps.SecondWind(MachinistSettings.Instance)) { return(true); } if (await PhysicalDps.Interrupt(MachinistSettings.Instance)) { return(true); } if (Utilities.Routines.Machinist.OnGcd) { if (await Buff.BarrelStabilizer()) { return(true); } if (await Buff.Wildfire()) { return(true); } if (await Buff.Hypercharge()) { return(true); } if (await Turret.AutomationQueen()) { return(true); } if (await Turret.Rook()) { return(true); } if (await Aoe.Flamethrower()) { return(true); } if (Core.Me.ClassLevel < Spells.Drill.LevelAcquired) { if (await Buff.Reassemble()) { return(true); } } if (await SingleTarget.GaussRound()) { return(true); } if (MachinistSettings.Instance.UseAoe) { if (await Aoe.Ricochet()) { return(true); } } return(await Buff.Tactician()); } if (MachinistSettings.Instance.UseAoe) { if (await Aoe.Bioblaster()) { return(true); } } if (await SingleTarget.Drill()) { return(true); } if (await SingleTarget.AirAnchor()) { return(true); } if (MachinistSettings.Instance.UseAoe) { if (await Aoe.AutoCrossbow()) { return(true); } if (await Aoe.SpreadShot()) { return(true); } } if (await SingleTarget.HeatBlast()) { return(true); } if (await SingleTarget.HotShot()) { return(true); } if (await SingleTarget.CleanShot()) { return(true); } if (await SingleTarget.SlugShot()) { return(true); } return(await SingleTarget.SplitShot()); }