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C# Creature.GetTargetableCreaturesInCone方法代码示例

本文整理汇总了C#中Aura.Channel.World.Entities.Creature.GetTargetableCreaturesInCone方法的典型用法代码示例。如果您正苦于以下问题:C# Creature.GetTargetableCreaturesInCone方法的具体用法?C# Creature.GetTargetableCreaturesInCone怎么用?C# Creature.GetTargetableCreaturesInCone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Aura.Channel.World.Entities.Creature的用法示例。


在下文中一共展示了Creature.GetTargetableCreaturesInCone方法的5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: Use

        /// <summary>
        /// Handles attack.
        /// </summary>
        /// <param name="attacker">The creature attacking.</param>
        /// <param name="skill">The skill being used.</param>
        /// <param name="targetEntityId">The entity id of the target.</param>
        /// <returns></returns>
        public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
        {
            if (attacker.IsStunned)
                return CombatSkillResult.Okay;

            var mainTarget = attacker.Region.GetCreature(targetEntityId);
            if (mainTarget == null)
                return CombatSkillResult.Okay;

            if (!attacker.GetPosition().InRange(mainTarget.GetPosition(), attacker.AttackRangeFor(mainTarget)))
                return CombatSkillResult.OutOfRange;

            attacker.StopMove();

            // Get targets, incl. splash.
            var targets = new HashSet<Creature>() { mainTarget };
            targets.UnionWith(attacker.GetTargetableCreaturesInCone(mainTarget.GetPosition(), attacker.GetTotalSplashRadius(), attacker.GetTotalSplashAngle()));

            // Counter
            if (Counterattack.Handle(targets, attacker))
                return CombatSkillResult.Okay;

            var rightWeapon = attacker.Inventory.RightHand;
            var leftWeapon = attacker.Inventory.LeftHand;
            var magazine = attacker.Inventory.Magazine;
            var maxHits = (byte)(attacker.IsDualWielding ? 2 : 1);
            int prevId = 0;

            for (byte i = 1; i <= maxHits; ++i)
            {
                var weapon = (i == 1 ? rightWeapon : leftWeapon);
                var weaponIsKnuckle = (weapon != null && weapon.Data.HasTag("/knuckle/"));

                var aAction = new AttackerAction(CombatActionType.Attacker, attacker, targetEntityId);
                aAction.Set(AttackerOptions.Result);

                if (attacker.IsDualWielding)
                {
                    aAction.Set(AttackerOptions.DualWield);
                    aAction.WeaponParameterType = (byte)(i == 1 ? 2 : 1);
                }

                var cap = new CombatActionPack(attacker, skill.Info.Id, aAction);
                cap.Hit = i;
                cap.Type = (attacker.IsDualWielding ? CombatActionPackType.TwinSwordAttack : CombatActionPackType.NormalAttack);
                cap.PrevId = prevId;
                prevId = cap.Id;

                var mainDamage = (i == 1 ? attacker.GetRndRightHandDamage() : attacker.GetRndLeftHandDamage());

                foreach (var target in targets)
                {
                    if (target.IsDead)
                        continue;

                    target.StopMove();

                    var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
                    tAction.Set(TargetOptions.Result);
                    cap.Add(tAction);

                    // Base damage
                    var damage = mainDamage;

                    // Elementals
                    damage *= attacker.CalculateElementalDamageMultiplier(target);

                    // Splash modifier
                    if (target != mainTarget)
                        damage *= attacker.GetSplashDamage(weapon);

                    // Critical Hit
                    var critChance = (i == 1 ? attacker.GetRightCritChance(target.Protection) : attacker.GetLeftCritChance(target.Protection));
                    CriticalHit.Handle(attacker, critChance, ref damage, tAction);

                    // Subtract target def/prot
                    SkillHelper.HandleDefenseProtection(target, ref damage);

                    // Defense
                    Defense.Handle(aAction, tAction, ref damage);

                    // Mana Shield
                    ManaShield.Handle(target, ref damage, tAction);

                    // Heavy Stander
                    // Can only happen on the first hit
                    var pinged = (cap.Hit == 1 && HeavyStander.Handle(attacker, target, ref damage, tAction));

                    // Deal with it!
                    if (damage > 0)
                    {
                        target.TakeDamage(tAction.Damage = damage, attacker);
                        SkillHelper.HandleInjury(attacker, target, damage);
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例2: Use

		/// <summary>
		/// Uses the skill.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="targetEntityId"></param>
		/// <returns></returns>
		public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
		{
			// Get target
			var mainTarget = attacker.Region.GetCreature(targetEntityId);
			if (mainTarget == null)
				return CombatSkillResult.InvalidTarget;

			// Actions
			var cap = new CombatActionPack(attacker, skill.Info.Id);

			var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, targetEntityId);
			aAction.Set(AttackerOptions.Result);
			aAction.Stun = AttackerStun;
			cap.Add(aAction);

			// Hit by chance
			var chance = attacker.AimMeter.GetAimChance(mainTarget);
			var rnd = RandomProvider.Get();
			if (rnd.NextDouble() * 100 < chance)
			{
				aAction.Set(AttackerOptions.KnockBackHit2);

				// Get targets, incl. splash.
				// Splash happens from r5 onwards, but we'll base it on Var4,
				// which is the splash damage and first != 0 on r5.
				var targets = new HashSet<Creature>() { mainTarget };
				if (skill.RankData.Var4 != 0)
				{
					var targetPosition = mainTarget.GetPosition();
					var direction = attacker.GetPosition().GetDirection(targetPosition);
					targets.UnionWith(attacker.GetTargetableCreaturesInCone(targetPosition, direction, skill.RankData.Var5, skill.RankData.Var6));
				}

				// Damage
				var mainDamage = this.GetDamage(attacker, skill);

				foreach (var target in targets)
				{
					var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
					tAction.Set(TargetOptions.Result | TargetOptions.CleanHit);
					tAction.Stun = TargetStun;
					cap.Add(tAction);

					// Damage
					var damage = mainDamage;

					// Elementals
					damage *= attacker.CalculateElementalDamageMultiplier(target);

					// More damage with fire arrow
					// XXX: Does this affect the element?
					if (attacker.Temp.FireArrow)
						damage *= FireBonus;

					// Splash modifier
					if (target != mainTarget)
						damage *= (skill.RankData.Var4 / 100f);

					// Critical Hit
					var critChance = attacker.GetRightCritChance(target.Protection);
					CriticalHit.Handle(attacker, critChance, ref damage, tAction);

					// Subtract target def/prot
					SkillHelper.HandleDefenseProtection(target, ref damage);

					// Conditions
					SkillHelper.HandleConditions(attacker, target, ref damage);

					// Mana Shield
					ManaShield.Handle(target, ref damage, tAction);

					// Natural Shield
					// Ignore delay reduction, as knock downs shouldn't be shortened
					NaturalShield.Handle(attacker, target, ref damage, tAction);

					// Deal with it!
					if (damage > 0)
					{
						target.TakeDamage(tAction.Damage = damage, attacker);
						SkillHelper.HandleInjury(attacker, target, damage);
					}

					// Knock down
					// If target is using a shield and defense, don't KD.
					var targetLeftHand = target.LeftHand;
					if (tAction.SkillId != SkillId.Defense || targetLeftHand == null || !targetLeftHand.IsShield)
					{
						// TODO: We have to calculate knockback distance right
						attacker.Shove(target, KnockBackDistance);
						tAction.Set(TargetOptions.KnockDownFinish);
					}

					// Aggro
//.........这里部分代码省略.........
开发者ID:aura-project,项目名称:aura,代码行数:101,代码来源:MagnumShot.cs

示例3: Use


//.........这里部分代码省略.........
					{
						target.InterceptingSkillId = SkillId.Smash;
						target.IgnoreAttackRange = true;
						var skillHandler = ChannelServer.Instance.SkillManager.GetHandler<ICombatSkill>(smash.Info.Id);
						if (skillHandler == null)
						{
							Log.Error("Smash.Use: Target's skill handler not found for '{0}'.", smash.Info.Id);
							return CombatSkillResult.Okay;
						}
						skillHandler.Use(target, smash, attacker.EntityId);
						return CombatSkillResult.Okay;
					}
				}
				else
				{
					attacker.InterceptingSkillId = SkillId.Smash;
				}
			}

			// Stop movement
			attacker.StopMove();
			target.StopMove();

			target.IgnoreAttackRange = false;

			// Counter
			if (Counterattack.Handle(target, attacker))
				return CombatSkillResult.Okay;

			var weapon = attacker.RightHand;
			ICollection<Creature> targets = null;
			if (skill.Info.Rank >= SkillRank.R5 && weapon != null && weapon.Data.SplashRadius != 0 && weapon.Data.SplashAngle != 0 || weapon == null)
			{
				targets = attacker.GetTargetableCreaturesInCone(weapon != null ? (int)weapon.Data.SplashRadius : 200, weapon != null ? (int)weapon.Data.SplashAngle : 20);

				foreach (var splashTarget in targets)
				{
					if (splashTarget != target)
					{
						// Counter
						if (Counterattack.Handle(target, attacker))
							return CombatSkillResult.Okay;
					}

				}
			}

			// Prepare combat actions
			var aAction = new AttackerAction(CombatActionType.HardHit, attacker, skill.Info.Id, targetEntityId);
			aAction.Set(AttackerOptions.Result | AttackerOptions.KnockBackHit2);

			TargetAction tAction;
			if (attacker.InterceptingSkillId == SkillId.Smash)
			{
				aAction.Options |= AttackerOptions.Result;
				tAction = new TargetAction(CombatActionType.CounteredHit, target, attacker, SkillId.Smash);

			}
			else
			{
				tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
			}
			tAction.Set(TargetOptions.Result | TargetOptions.Smash);

			attacker.InterceptingSkillId = SkillId.None;
开发者ID:xKamuna,项目名称:aura,代码行数:66,代码来源:Smash.cs

示例4: Use


//.........这里部分代码省略.........
						{
							attacker.InterceptingSkillId = SkillId.CombatMastery;
							if (target.CanAttack(attacker))
							{
								target.InterceptingSkillId = SkillId.CombatMastery;
								target.IgnoreAttackRange = true;
								var skillHandler = ChannelServer.Instance.SkillManager.GetHandler<ICombatSkill>(combatMastery.Info.Id);
								if (skillHandler == null)
								{
									Log.Error("CombatMastery.Use: Target's skill handler not found for '{0}'.", combatMastery.Info.Id);
								}
								else
								{
									skillHandler.Use(target, combatMastery, attacker.EntityId);
									simultaneousAttackStun = attacker.Stun;
									attacker.Stun = 0;
								}
							}
						}
					}
				}
			}

			attacker.StopMove();
			targetPosition = target.StopMove();

			// Counter
			if (Counterattack.Handle(target, attacker))
				return CombatSkillResult.Okay;

			ICollection<Creature> targets = null;
			if (rightWeapon != null && rightWeapon.Data.SplashRadius != 0 && rightWeapon.Data.SplashAngle != 0 || rightWeapon == null)
			{
				targets = attacker.GetTargetableCreaturesInCone(rightWeapon != null ? (int)rightWeapon.Data.SplashRadius : 204, rightWeapon != null ? (int)rightWeapon.Data.SplashAngle : 60);

				foreach (var splashTarget in targets)
				{
					if (splashTarget != target)
					{
						// Counter
						if (Counterattack.Handle(target, attacker))
							return CombatSkillResult.Okay;
					}

				}
			}

			var magazine = attacker.Inventory.Magazine;
			var maxHits = (byte)(dualWield ? 2 : 1);
			int prevId = 0;

			var defenseStun = 0;
			for (byte i = 1; i <= maxHits; ++i)
			{
				var weapon = (i == 1 ? rightWeapon : leftWeapon);
				var weaponIsKnuckle = (weapon != null && weapon.Data.HasTag("/knuckle/"));

				AttackerAction aAction;
				TargetAction tAction;
				if (attacker.InterceptingSkillId == SkillId.Smash)
				{
					aAction = new AttackerAction(CombatActionType.SimultaneousHit, attacker, SkillId.CombatMastery, target.EntityId);
					aAction.Options |= AttackerOptions.Result;
					tAction = new TargetAction(CombatActionType.CounteredHit, target, attacker, SkillId.Smash);
					tAction.Options |= TargetOptions.Result;
开发者ID:xKamuna,项目名称:aura,代码行数:66,代码来源:CombatMastery.cs

示例5: Use

		/// <summary>
		/// Uses the skill.
		/// </summary>
		/// <param name="attacker"></param>
		/// <param name="skill"></param>
		/// <param name="targetEntityId"></param>
		/// <returns></returns>
		public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
		{
			// Get target
			var target = attacker.Region.GetCreature(targetEntityId);
			if (target == null)
				return CombatSkillResult.InvalidTarget;

			if (target.IsNotReadyToBeHit)
				return CombatSkillResult.Okay;

			// Actions
			var cap = new CombatActionPack(attacker, skill.Info.Id);

			var aAction = new AttackerAction(CombatActionType.RangeHit, attacker, skill.Info.Id, targetEntityId);
			aAction.Set(AttackerOptions.Result);
			aAction.Stun = AttackerStun;
			cap.Add(aAction);

			// Hit by chance
			var chance = attacker.AimMeter.GetAimChance(target);
			var rnd = RandomProvider.Get();
			if (rnd.NextDouble() * 100 < chance)
			{
				aAction.Set(AttackerOptions.KnockBackHit2);

				var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
				tAction.Set(TargetOptions.Result | TargetOptions.CleanHit);
				tAction.Stun = TargetStun;
				cap.Add(tAction);

				// Damage
				var damage = this.GetDamage(attacker, skill);

				// More damage with fire arrow
				if (attacker.Temp.FireArrow)
					damage *= FireBonus;

				// Critical Hit
				var critShieldReduction = (target.LeftHand != null ? target.LeftHand.Data.DefenseBonusCrit : 0);
				var critChance = attacker.GetRightCritChance(target.Protection + critShieldReduction);
				CriticalHit.Handle(attacker, critChance, ref damage, tAction);

				var maxDamage = damage; //Damage without Defense and Protection
				// Subtract target def/prot
				SkillHelper.HandleDefenseProtection(target, ref damage);

				// Defense
				Defense.Handle(aAction, tAction, ref damage);

				// Mana Shield
				ManaShield.Handle(target, ref damage, tAction, maxDamage);

				// Deal with it!
				if (damage > 0)
					target.TakeDamage(tAction.Damage = damage, attacker);

				// TODO: We have to calculate knockback distance right
				// TODO: Target with Defense and shield shouldn't be knocked back
				attacker.Shove(target, KnockBackDistance);

				// Aggro
				target.Aggro(attacker);

				tAction.Set(TargetOptions.KnockDownFinish);

				if (target.IsDead)
				{
					aAction.Set(AttackerOptions.KnockBackHit1);
					tAction.Set(TargetOptions.Finished);
				}

				var weapon = attacker.RightHand;
				var critSkill = attacker.Skills.Get(SkillId.CriticalHit);
				if (skill.Info.Rank >= SkillRank.R5 && weapon != null && weapon.Data.SplashRadius != 0 && weapon.Data.SplashAngle != 0)
				{
					ICollection<Creature> targets = attacker.GetTargetableCreaturesInCone(weapon != null ? (int)weapon.Data.SplashRadius : 200, weapon != null ? (int)weapon.Data.SplashAngle : 20);
					foreach (var splashTarget in targets)
					{
						if (splashTarget != target)
						{
							if (splashTarget.IsNotReadyToBeHit)
								continue;
							TargetAction tSplashAction = new TargetAction(CombatActionType.TakeHit, splashTarget, attacker, skill.Info.Id);
							tSplashAction.Set(TargetOptions.Result | TargetOptions.CleanHit);
							splashTarget.Stun = TargetStun;

							// Base damage
							var damageSplash = this.GetDamage(attacker, skill);

							// Critical Hit

							if (critSkill != null && tAction.Has(TargetOptions.Critical))
							{
//.........这里部分代码省略.........
开发者ID:xKamuna,项目名称:aura,代码行数:101,代码来源:MagnumShot.cs


注:本文中的Aura.Channel.World.Entities.Creature.GetTargetableCreaturesInCone方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。