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C# PlayerObject.IsAttackTarget方法代码示例

本文整理汇总了C#中Server.MirObjects.PlayerObject.IsAttackTarget方法的典型用法代码示例。如果您正苦于以下问题:C# PlayerObject.IsAttackTarget方法的具体用法?C# PlayerObject.IsAttackTarget怎么用?C# PlayerObject.IsAttackTarget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Server.MirObjects.PlayerObject的用法示例。


在下文中一共展示了PlayerObject.IsAttackTarget方法的6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: Attacked

        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            if (Target == null && attacker.IsAttackTarget(this))
            {
                Target = attacker;
            }

            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    break;
            }

            armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
            damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));

            if (damageWeapon)
                attacker.DamageWeapon();
            damage += attacker.AttackBonus;

            if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
            {
                Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical});
                damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
            }

            if (armour >= damage)
            {
                BroadcastDamageIndicator(DamageType.Miss);
                return 0;
            }

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (Target != this && attacker.IsAttackTarget(this))
            {
                if (attacker.Info.MentalState == 2)
                {
                    if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl))
                        Target = attacker;
                }
                else
                    Target = attacker;
            }

            if (BindingShotCenter) ReleaseBindingShot();
            ShockTime = 0;

            if (Master != null && Master != attacker)
                if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
                    attacker.BrownTime = Envir.Time + Settings.Minute;

            if (EXPOwner == null || EXPOwner.Dead)
                EXPOwner = attacker;

            if (EXPOwner == attacker)
                EXPOwnerTime = Envir.Time + EXPOwnerDelay;

            ushort LevelOffset = (ushort)(Level > attacker.Level ? 0 : Math.Min(10, attacker.Level - Level));

            if (attacker.HasParalysisRing && type != DefenceType.MAC && type != DefenceType.MACAgility && 1 == Envir.Random.Next(1, 15))
            {
                ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker);
            }

            if (attacker.Freezing > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
            {
                if ((Envir.Random.Next(Settings.FreezingAttackWeight) < attacker.Freezing) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Slow, Duration = Math.Min(10, (3 + Envir.Random.Next(attacker.Freezing))), TickSpeed = 1000 }, attacker);
            }
//.........这里部分代码省略.........
开发者ID:GenysisGaming,项目名称:mir2,代码行数:101,代码来源:MonsterObject.cs

示例2: Attacked

        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            int armour = 0;

            if (Hidden)
            {
                for (int i = 0; i < Buffs.Count; i++)
                {
                    switch (Buffs[i].Type)
                    {
                        //case BuffType.Hiding:
                        case BuffType.MoonLight:
                        case BuffType.DarkBody:
                            Buffs[i].ExpireTime = 0;
                            break;
                        case BuffType.EnergyShield:
                            int rate = Buffs[i].Values[0];

                            if (Envir.Random.Next(rate) == 0)
                            {
                                if (HP + ((ushort)Buffs[i].Values[1]) >= MaxHP)
                                    SetHP(MaxHP);
                                else
                                    ChangeHP(Buffs[i].Values[1]);
                            }
                            break;
                    }
                }
            }

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist))
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    if ((Settings.PvpCanResistMagic) && (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist))
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    break;
            }

            armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
            damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));

            if (damageWeapon)
                attacker.DamageWeapon();

            damage += attacker.AttackBonus;

            if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
            {
                CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical }, CurrentLocation);
                damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
                BroadcastDamageIndicator(DamageType.Critical);
            }

            if (Envir.Random.Next(100) < Reflect)
            {
                if (attacker.IsAttackTarget(this))
                {
                    attacker.Attacked(this, damage, type, false);
                    CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect }, CurrentLocation);
                }
                return 0;
            }



//.........这里部分代码省略.........
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:101,代码来源:PlayerObject.cs

示例3: Attacked

        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            if (Target == null && attacker.IsAttackTarget(this))
                Target = attacker;

            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    break;
            }

            armour = (int) (armour*PoisonRate);

            if (damageWeapon)
                attacker.DamageWeapon();

            if (armour >= damage) return 0;

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (Target != this && attacker.IsAttackTarget(this))
                Target = attacker;

            ShockTime = 0;

            if (Master != null && Master != attacker)
                if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
                    attacker.BrownTime = Envir.Time + Settings.Minute;

            if (EXPOwner == null || EXPOwner.Dead)
                EXPOwner = attacker;

            if (EXPOwner == attacker)
                EXPOwnerTime = Envir.Time + EXPOwnerDelay;

            if (attacker.HasParalysisRing && 1 == Envir.Random.Next(1, 15))
                ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 });

            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            int additionalDamage = 0;

            if (attacker.ItemSets.Any(s => s.Set == ItemSet.RedOrchid && s.SetComplete))
            {
                additionalDamage = (damage * 10) / 100;
                attacker.ChangeHP(additionalDamage);
            }

            ChangeHP(armour - (damage + additionalDamage));

            return damage - armour;
        }
开发者ID:WillMcKill,项目名称:MirRage,代码行数:70,代码来源:MonsterObject.cs

示例4: Attacked

        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            if (Target == null && attacker.IsAttackTarget(this))
                Target = attacker;

            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    break;
            }

            armour = (int) (armour*PoisonRate);

            if (damageWeapon)
                attacker.DamageWeapon();

            if (armour >= damage) return 0;

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (Target != this && attacker.IsAttackTarget(this))
                Target = attacker;

            ShockTime = 0;

            if (Master != null && Master != attacker)
                if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
                    attacker.BrownTime = Envir.Time + Settings.Minute;

            if (EXPOwner == null || EXPOwner.Dead)
                EXPOwner = attacker;

            if (EXPOwner == attacker)
                EXPOwnerTime = Envir.Time + EXPOwnerDelay;

            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            ChangeHP(armour - damage);

            return damage - armour;
        }
开发者ID:xiaofengzhiyu,项目名称:CSharpMir,代码行数:59,代码来源:MonsterObject.cs

示例5: Attacked

        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            if (Target == null && attacker.IsAttackTarget(this))
            {
                Target = attacker;
            }

            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
                    break;
            }

            armour = (int) (armour*PoisonRate);

            if (damageWeapon)
                attacker.DamageWeapon();

            if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
            {
                Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical});
                damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
            }

            if (armour >= damage) return 0;

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (Target != this && attacker.IsAttackTarget(this))
            {
                if (attacker.Info.MentalState == 2)
                {
                    if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl))
                        Target = attacker;
                }
                else
                    Target = attacker;
            }

            if (BindingShotCenter) ReleaseBindingShot();
            ShockTime = 0;

            if (Master != null && Master != attacker)
                if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
                    attacker.BrownTime = Envir.Time + Settings.Minute;

            if (EXPOwner == null || EXPOwner.Dead)
                EXPOwner = attacker;

            if (EXPOwner == attacker)
                EXPOwnerTime = Envir.Time + EXPOwnerDelay;

            if (attacker.HasParalysisRing && 1 == Envir.Random.Next(1, 15))
                ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker);
            byte LevelOffset = (byte)(Level > attacker.Level ? 0 : Math.Min(10, attacker.Level - Level));

            if (attacker.Freezing > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
            {
                if ((Envir.Random.Next(Settings.FreezingAttackWeight) < attacker.Freezing) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Slow, Duration = Math.Min(10, (3 + Envir.Random.Next(attacker.Freezing))), TickSpeed = 1000 }, attacker);
            }

            if (attacker.PoisonAttack > 0)
            {
                if ((Envir.Random.Next(Settings.PoisonAttackWeight) < attacker.PoisonAttack) && (Envir.Random.Next(LevelOffset) == 0))
                    ApplyPoison(new Poison { PType = PoisonType.Green, Duration = 5, TickSpeed = 1000, Value = Math.Min(10, 3 + Envir.Random.Next(attacker.PoisonAttack)) }, attacker);
            }

            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            if (attacker.HpDrainRate > 0)
            {
                attacker.HpDrain += Math.Max(0, ((float)(damage - armour) / 100) * attacker.HpDrainRate);
                if (attacker.HpDrain > 2)
                {
                    int HpGain = (int)Math.Floor(attacker.HpDrain);
                    attacker.ChangeHP(HpGain);
                    attacker.HpDrain -= HpGain;

                }
            }

//.........这里部分代码省略.........
开发者ID:ufaith,项目名称:cmir2,代码行数:101,代码来源:MonsterObject.cs

示例6: Attacked

        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            if (Target == null && attacker.IsAttackTarget(this))
            {
                Target = attacker;
            }

            int armour = 0;

            switch (type)
            {
                case DefenceType.ACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
                    {
                        BroadcastDamageIndicator(DamageType.Miss);
                        return 0;
                    }
                    break;
            }

            armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
            damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));

            if (damageWeapon)
                attacker.DamageWeapon();
            damage += attacker.AttackBonus;
            bool Crit = false;
            if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
            {
                Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical});
                damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
                Crit = true;
            }

            if (armour >= damage)
            {
                BroadcastDamageIndicator(DamageType.Miss);
                return 0;
            }

            if (attacker.LifeOnHit > 0)
                attacker.ChangeHP(attacker.LifeOnHit);

            if (Target != this && attacker.IsAttackTarget(this))
            {
                if (attacker.Info.MentalState == 2)
                {
                    if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl))
                        Target = attacker;
                }
                else
                    Target = attacker;
            }

            if (BindingShotCenter) ReleaseBindingShot();
            ShockTime = 0;

            for (int i = PoisonList.Count - 1; i >= 0; i--)
            {
                if (PoisonList[i].PType != PoisonType.LRParalysis) continue;

                PoisonList.RemoveAt(i);
                OperateTime = 0;
            }

            if (Master != null && Master != attacker)
                if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
                    attacker.BrownTime = Envir.Time + Settings.Minute;

            if (EXPOwner == null || EXPOwner.Dead)
                EXPOwner = attacker;

            if (EXPOwner == attacker)
                EXPOwnerTime = Envir.Time + EXPOwnerDelay;

            ushort LevelOffset = (ushort)(Level > attacker.Level ? 0 : Math.Min(10, attacker.Level - Level));

            if (attacker.HasParalysisRing && type != DefenceType.MAC && type != DefenceType.MACAgility && 1 == Envir.Random.Next(1, 15))
//.........这里部分代码省略.........
开发者ID:Pete107,项目名称:Mir2,代码行数:101,代码来源:MonsterObject.cs


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