本文整理汇总了C#中Creature.GetPosition方法的典型用法代码示例。如果您正苦于以下问题:C# Creature.GetPosition方法的具体用法?C# Creature.GetPosition怎么用?C# Creature.GetPosition使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Creature
的用法示例。
在下文中一共展示了Creature.GetPosition方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnUse
public override void OnUse(Creature creature, Item item)
{
// Avon Feather
if (item.HasTag("/feather_of_avon/"))
{
var regionId = item.MetaData1.GetInt("AFRR");
var x = item.MetaData1.GetInt("AFRX");
var y = item.MetaData1.GetInt("AFRY");
var lastWarp = item.MetaData1.GetDateTime("AFLU");
var inAvon = (creature.RegionId == AvonRegionId);
var pos = creature.GetPosition();
// Stop if on cooldown or creature is in a temp region
if (DateTime.Now < lastWarp.AddMinutes(AvonCoolDown) || creature.Region.IsTemp)
{
Send.ServerMessage(creature, L("Safety error, failed to warp."));
return;
}
// Don't warp if it's the first time and the creature already
// is in Avon, or if creature already is in the target region.
if ((regionId == 0 && creature.RegionId == AvonRegionId) || creature.RegionId == regionId)
{
Send.ServerMessage(creature, L("Region error, failed to warp."));
return;
}
// Update feather's destination
item.MetaData1.SetInt("AFRR", creature.RegionId);
item.MetaData1.SetInt("AFRX", inAvon ? AvonX : pos.X);
item.MetaData1.SetInt("AFRY", inAvon ? AvonY : pos.Y);
item.MetaData1.SetLong("AFLU", DateTime.Now);
Send.ItemUpdate(creature, item);
// Warp, default to Avon if region is 0
if (regionId == 0)
creature.Warp(AvonRegionId, AvonX, AvonY);
else
creature.Warp(regionId, x, y);
return;
}
// A few items prepare a skill, instead of sending use, to reduce
// redundancy we'll call into the skill handler.
HiddenTownBack.Warp(creature, item);
}
示例2: UseMoonGate
private bool UseMoonGate(Creature creature, string origin, string destination)
{
// Check locations
if (origin == destination)
{
Send.Notice(creature, Localization.Get("You cannot teleport using the same Moon Gate."));
return false;
}
// Check gates
MoonGate originGate, destinationGate;
if (!gatesStr.TryGetValue(origin, out originGate) || !gatesStr.TryGetValue(destination, out destinationGate))
{
Send.Notice(creature, Localization.Get("This moon gate is currently not operable. Please report."));
return false;
}
// Check origin gate
if (originGate.Prop.State == "closed")
{
// Don't log, someone could be waiting with the map open and
// select a destination too late.
return false;
}
// Check range to origin gate
if (creature.RegionId != originGate.Prop.Info.Region || !creature.GetPosition().InRange(originGate.Prop.GetPosition(), 1000))
{
// Could happen due to desync? The range at least.
Send.Notice(creature, L("You're too far away."));
return false;
}
// Check if char has target
if (!CanWarpTo(creature, destinationGate))
{
Log.Warning("MoongateScript.MoonGateUse: Creature '{0:X16}' tried to warp to moon gate that he can't use.", creature.EntityId);
return false;
}
creature.Warp(destinationGate.Prop.GetLocation());
return true;
}
示例3: GetAimChance
/// <summary>
/// Returns the chance to hit target at the current aim time.
/// </summary>
/// <param name="target"></param>
/// <returns></returns>
public double GetAimChance(Creature target)
{
// Check collision, 0 chance if the client didn't prevent this shot.
if (this.Creature.Region.Collisions.Any(this.Creature.GetPosition(), target.GetPosition()))
{
// Only warn, could be caused by lag.
Log.Warning("GetAimChance: Creature '{0:X16}' tried to shoot through a wall.", this.Creature.EntityId);
return 0;
}
var activeSkill = this.Creature.Skills.ActiveSkill;
var activeSkillId = (activeSkill == null ? SkillId.None : activeSkill.Info.Id);
var d1 = 5000.0;
var d2 = 500.0;
if (activeSkill != null && activeSkill.Info.Id == SkillId.MagnumShot)
{
d1 = 8000.0;
d2 = 1000.0;
}
var distance = this.Creature.GetPosition().GetDistance(target.GetPosition());
var bowRange = this.Creature.RightHand == null ? 0 : this.Creature.RightHand.OptionInfo.EffectiveRange;
if (distance > bowRange || distance <= 0)
return 0;
var aimTime = this.GetAimTime();
var aimMod = aimTime;
// Bonus for ranged attack
if (activeSkillId == SkillId.RangedAttack || activeSkillId == SkillId.SupportShot || activeSkillId == SkillId.ArrowRevolver || activeSkillId == SkillId.ArrowRevolver2)
{
var rangedSkill = this.Creature.Skills.Get(SkillId.RangedAttack);
if (rangedSkill != null)
aimMod *= rangedSkill.RankData.Var3 / 100f;
}
var hitRatio = 1.0;
hitRatio = ((d1 - d2) / bowRange) * distance * hitRatio + d2;
var chance = Math.Sqrt(_aimOffset * _aimOffset + aimMod / hitRatio) * 100f;
// Arrow Revolver bonus
if (activeSkillId == SkillId.ArrowRevolver2 && activeSkill.Stacks == activeSkill.RankData.StackMax)
chance += activeSkill.RankData.Var3;
// Aim chance for moving elf caps at 50%
if (this.Creature.IsMoving && this.Creature.IsElf)
{
if (chance > 50f)
chance = 50f;
}
// 100% after x time (unofficial)
if (chance >= 120)
chance = 100;
else
chance = Math.Min(99, chance);
if (target.IsMoving)
{
if (target.IsWalking)
chance = Math.Min(MaxChanceWalking, chance);
else
chance = Math.Min(MaxChanceRunning, chance);
}
// Debug for devCATs
if (this.Creature.Titles.SelectedTitle == TitleId.devCAT)
Send.ServerMessage(this.Creature, "Debug: Aim {0}, Distance {1}, Time {2}", chance, distance, aimTime);
return chance;
}