Files
test/Assets/PerfectWorld/Scripts/Managers/CECAttacksMan.cs
T
2025-10-11 10:08:24 +07:00

219 lines
6.3 KiB
C#

using BrewMonster;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using static CECAttacksMan;
public class CECAttacksMan : MonoSingleton<CECAttacksMan>
{
private readonly List<CECAttackEvent> m_AttackList = new List<CECAttackEvent>();
public CECAttackerEvents FindAttackByAttacker(int idHost)
{
CECAttackerEvents result = new CECAttackerEvents();
foreach (var attack in m_AttackList)
{
if (attack.m_idHost == idHost)
{
result.Add(attack);
}
}
return result;
}
public CECAttackEvent AddMeleeAttack(int idHost, int idTarget, int idWeapon, uint dwModifier, int nDamage, int nTimeFly = 10)
{
var newEvent = new CECAttackEvent(
this,
idHost,
0, // idCastTarget
idTarget,
idWeapon,
0, // idSkill
0, // nSkillLevel
dwModifier,
nDamage,
200, // timeToBeFired
nTimeFly // timeToDoDamage
);
m_AttackList.Add(newEvent);
newEvent.UpdateTargetFlag();
return m_AttackList[m_AttackList.Count - 1];
}
public CECAttackEvent AddSkillAttack(int idHost, int idCastTarget, int idTarget, int idWeapon, int idSkill, int nSkillLevel, uint dwModifier, int nDamage)
{
var newEvent = new CECAttackEvent(
this,
idHost,
idCastTarget,
idTarget,
idWeapon,
idSkill,
nSkillLevel,
dwModifier,
nDamage,
200, // timeToBeFired
1000 // timeToDoDamage
);
m_AttackList.Add(newEvent);
newEvent.UpdateTargetFlag();
return m_AttackList[m_AttackList.Count - 1];
}
// === thêm tạm để code có thể compile ===
public void AddAttack(CECAttackEvent evt)
{
m_AttackList.Add(evt);
}
public class TARGET_DATA
{
public int idTarget;
public uint dwModifier;
public int nDamage;
}
}
public class CECAttackEvent
{
public CECAttacksMan? m_pManager;
public bool m_bSignaled;
public bool m_bDoFired;
public bool m_bDoDamaged;
public bool m_bFinished;
public uint m_timeLived;
public uint m_timeToBeFired;
public uint m_timeToDoDamage;
public int m_idHost;
public int m_idCastTarget;
public List<TARGET_DATA> m_targets = new List<TARGET_DATA>();
public int m_idWeapon;
public int m_idSkill;
public int m_nSkillLevel;
public int m_nSkillSection;
public CECAttackEvent() { }
public CECAttackEvent(CECAttacksMan? pManager, int idHost, int idCastTarget, int idTarget,
int idWeapon, int idSkill, int nSkillLevel, uint dwModifier,
int nDamage, int nTimeToBeFired, int nTimeToDoDamage)
{
m_pManager = pManager;
m_idHost = idHost;
m_idCastTarget = idCastTarget;
m_idWeapon = idWeapon;
m_idSkill = idSkill;
m_nSkillLevel = nSkillLevel;
m_timeToBeFired = (uint)nTimeToBeFired;
m_timeToDoDamage = (uint)nTimeToDoDamage;
AddTarget(idTarget, dwModifier, nDamage);
}
public bool AddTarget(int idTarget, uint dwModifier, int nDamage)
{
m_targets.Add(new TARGET_DATA
{
idTarget = idTarget,
dwModifier = dwModifier,
nDamage = nDamage
});
return true;
}
public bool UpdateTargetFlag()
{
// update all targets' bAboutToDie flag
int nNumTargets = m_targets.Count;
for (int i = 0; i < nNumTargets; i++)
{
TARGET_DATA data = m_targets[i];
/*
if( data.dwModifier & MOD_DEADLYSTRIKE )
{
int idTarget = data.idTarget;
if (ISNPCID(idTarget))
{
CECNPC* pNPC = g_pGame->GetGameRun()->GetWorld()->GetNPCMan()->GetNPC(idTarget);
if (!pNPC)
return true;
pNPC->SetAboutToDie(true);
}
else if (ISPLAYERID(idTarget))
{
CECPlayer* pPlayer = g_pGame->GetGameRun()->GetWorld()->GetPlayerMan()->GetPlayer(idTarget);
if (!pPlayer)
return true;
pPlayer->SetAboutToDie(true);
}
}*/
}
return true;
}
}
public class CECAttackerEvents
{
private readonly List<CECAttackEvent> m_list = new List<CECAttackEvent>();
public void Add(CECAttackEvent? evt)
{
if (evt != null)
m_list.Add(evt);
}
public bool IsEmpty() => m_list.Count == 0;
public int Count() => m_list.Count;
public CECAttackEvent? Find(int idSkill = 0, int nSkillSection = 0)
{
foreach (var evt in m_list)
{
if (evt.m_idSkill == idSkill && evt.m_nSkillSection == nSkillSection)
return evt;
}
return null;
}
public void Signal()
{
foreach (var evt in m_list)
evt.m_bSignaled = true;
m_list.Clear();
}
public static implicit operator bool(CECAttackerEvents events)
{
return !events.IsEmpty();
}
}
enum MOD
{
MOD_PHYSIC_ATTACK_RUNE = 0x0001, // ÎïÀí¹¥»÷ÓÅ»¯·ûÉúЧ
MOD_MAGIC_ATTACK_RUNE = 0x0002, // ·¨Êõ¹¥»÷ÓÅ»¯·ûÉúЧ
MOD_PHYSIC_DEFENCE_RUNE = 0x0004, // ÎïÀí·ÀÓùÓÅ»¯·ûÉúЧ
MOD_MAGIC_DEFENCE_RUNE = 0x0008, // ·¨Êõ·ÀÓùÓÅ»¯·ûÉúЧ
MOD_CRITICAL_STRIKE = 0x0010, // ±¬»÷
MOD_RETORT = 0x0020, // ·´Õð
MOD_NULLITY = 0x0040, // ÎÞЧ¹¥»÷
MOD_IMMUNE = 0x0080, // ÃâÒßÁ˴˴ι¥»÷£¬ÓÅÏȼ¶¸ßÓÚÎÞЧ
MOD_ENCHANT_FAILED = 0x0100, // enchant ʧ°Ü
MOD_SUCCESS = 0x0200, // ³É¹¦
MOD_DODGE_DAMAGE = 0x0400, // É˺¦¶ãÉÁ
MOD_DODGE_DEBUFF = 0x0800, // ״̬¶ãÉÁ
MOD_ATTACK_AURA = 0x1000, // ¹â»·¹¥»÷
MOD_REBOUND = 0x2000, // ·´µ¯
MOD_BEAT_BACK = 0x4000, // ·´»÷
};