diff --git a/02-A-Realm-Reborn/Thornmarch-Extreme.cs b/02-A-Realm-Reborn/Thornmarch-Extreme.cs
index ac7e664..37758aa 100644
--- a/02-A-Realm-Reborn/Thornmarch-Extreme.cs
+++ b/02-A-Realm-Reborn/Thornmarch-Extreme.cs
@@ -30,8 +30,7 @@ public class ThornmarchExtreme
LV50 莫古力贤王歼殛战 初版绘制
""";
- // Todo: 判断 莫古联合 的add目标以提前判断组合攻击类型 , 可以靠 NpcYell 判断
- // 缺少机制:千库啵横扫 、 莫古助威歌
+ // 缺少机制:莫古助威歌
public static class IbcHelper
{
@@ -147,6 +146,25 @@ public class ThornmarchExtreme
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
}
+ [ScriptMethod(name: "绒绒核爆(大钢铁)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2055"])]
+ public void 绒绒核爆(Event @event, ScriptAccessory accessory)
+ {
+ var dp = accessory.Data.GetDefaultDrawProperties();
+ dp.Name = "绒绒核爆";
+ dp.Color = accessory.Data.DefaultDangerColor;
+ dp.Position = @event.EffectPosition();
+ dp.Scale = new Vector2(20.9f);
+ dp.DestoryAt = 7700;
+ dp.ScaleMode = ScaleMode.ByTime;
+ accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
+ }
+
+ [ScriptMethod(name: "绒绒核爆销毁", eventType: EventTypeEnum.CancelAction, eventCondition: ["ActionId:2055"],userControl: false)]
+ public void 绒绒核爆销毁(Event @event, ScriptAccessory accessory)
+ {
+ accessory.Method.RemoveDraw("绒绒核爆");
+ }
+
[ScriptMethod(name: "莫古神准箭 点名提示", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:1635"])]
public void 莫古神准箭(Event @event, ScriptAccessory accessory)
{
@@ -154,20 +172,21 @@ public class ThornmarchExtreme
if (@event.TargetId() == accessory.Data.Me)
{
- accessory.Method.TextInfo("四连突刺点名", duration: 3700, true);
+ //accessory.Method.TextInfo("四连突刺点名", duration: 3700, true);
accessory.Method.TTS("四连突刺点名");
- accessory.Method.SendChat("四连突刺点名");
+ accessory.Method.SendChat("/e 四连突刺点名");
} else
{
- accessory.Method.TextInfo($"四连攻击点 <{tname}>", duration: 3700, false);
+ //accessory.Method.TextInfo($"四连攻击点 <{tname}>", duration: 3700, false);
accessory.Method.TTS($"四连攻击点{tname}");
- accessory.Method.SendChat($"/e 四连攻击点<{@event.TargetName()}>");
+ accessory.Method.SendChat($"/e 四连攻击点 <{@event.TargetName()}>");
}
}
#endregion
#region 组合技阶段
//【组合技:柔柔之力 + 茸茸之愈】
+ //【台词】茸茸之愈 库普洛·奇普 2111 把你们都打下来库啵! ; 柔柔之力 普库啦·普奇 2117 打下来,打下来库啵!
[ScriptMethod(name: "绒绒陨石(圆形AOE)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2056"])]
public void 绒绒陨石(Event @event, ScriptAccessory accessory)
{
@@ -181,9 +200,19 @@ public class ThornmarchExtreme
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
}
+ //【组合技:软软之弓 + 绵绵之音 + 蓬蓬之障】
+ //【台词】软软之弓 库普括·叩吉 2114 三角攻击库啵! ; 绵绵之音 普库嘻·皮叩 2119 三角关系库啵! ; 蓬蓬之障 普库呐·帕叩 2121 好、好的库啵!
+ [ScriptMethod(name: "莫古三角攻击", eventType: EventTypeEnum.NpcYell, eventCondition: ["Id:2114"])]
+ public void 莫古三角攻击(Event @event, ScriptAccessory accessory)
+ {
+ accessory.Method.TextInfo("远离中间,靠场边躲避大三角", duration: 5000, true);
+ accessory.Method.TTS("远离中间");
+ }
+
//【组合技:柔柔之力 + 茸茸之愈 + 毛毛之斧】
//莫古的诅咒:柔柔之力 对自身周围角色附加60s莫古乱乱乱,使受到 全屏AOE [莫古飞天乱] 的攻击伤害大幅提高。
//绒绒神圣:茸茸之愈 开始咏唱,咏唱完毕时对全场范围造成高伤害无属性魔法伤害。茸茸之愈 受到一定量伤害后停止咏唱。
+ //【台词】毛毛之斧 库普塔·咔帕 2110 转啊转啊库啵! ; 茸茸之愈 库普洛·奇普 2112 莫古也一起攻击库啵! ; 柔柔之力 普库啦·普奇 2118 削弱敌人库啵!
[ScriptMethod(name: "莫古乱乱乱 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:473"])]
public void 莫古乱乱乱(Event @event, ScriptAccessory accessory)
{
@@ -233,9 +262,28 @@ public class ThornmarchExtreme
//绒绒沼泽:蓬蓬之障 在场上召唤绿色毒圈,角色进入会赋予 猛毒。
//放马过来库啵!:绒绒之壁 对自身周围最近的3名角色连线,同时接近蓬蓬之障。稍后为角色附加18s怒发冲冠,[怒发冲冠]debuff中的玩家会被挑衅,在毒池里持续受到伤害。
//莫古死亡雨:软软之弓 随机指定任意3名角色为目标,为其附加3把小弓箭组成的褐色圆形 “莫古力剑雨目标” 标记,随后对角色所在位置造成圆形范围无属性突刺伤害。
+ //【台词】绒绒之壁 库普迪·库普 2108 好机会库啵! ; 软软之弓 库普括·叩吉 2115 莫古来支援库啵! ; 蓬蓬之障 普库呐·帕叩 2122 和、和练习时一样库啵!
- [ScriptMethod(name: "放马过来库啵 远离提示", eventType: EventTypeEnum.Tether, eventCondition: ["Id:000D"])]
+ [ScriptMethod(name: "放马过来库啵 远离提示", eventType: EventTypeEnum.NpcYell, eventCondition: ["Id:2108"])]
public void 放马过来库啵(Event @event, ScriptAccessory accessory)
+ {
+ accessory.Method.TextInfo("远离 <蓬蓬之障> 与 <绒绒之壁>", duration: 5000, true);
+ accessory.Method.TTS("远离连线目标");
+
+ var dp = accessory.Data.GetDefaultDrawProperties();
+ dp.Name = "绒绒之壁连线";
+ dp.Color = new Vector4(1f, 0f, 0f, 1f);
+ dp.Owner = @event.SourceId();
+ dp.TargetObject = accessory.Data.Me;
+ dp.ScaleMode |= ScaleMode.YByDistance;
+ dp.Scale = new(1);
+ dp.DestoryAt = 6700;
+ accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp);
+ }
+
+ /*
+ [ScriptMethod(name: "放马过来库啵 连线提示", eventType: EventTypeEnum.Tether, eventCondition: ["Id:000D"])]
+ public void 放马过来库啵Thther(Event @event, ScriptAccessory accessory)
{
if ( @event.SourceId() != accessory.Data.Me) return;
accessory.Method.TextInfo("远离 <蓬蓬之障> 与 <绒绒之壁>", duration: 5000, true);
@@ -244,26 +292,14 @@ public class ThornmarchExtreme
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = "绒绒之壁连线";
dp.Color = new Vector4(1f, 0f, 0f, 1f);
- dp.Owner = @event.TargetId();
- dp.TargetObject = accessory.Data.Me;
+ dp.Owner = accessory.Data.Me;
+ dp.TargetObject = @event.TargetId();
dp.ScaleMode |= ScaleMode.YByDistance;
dp.Scale = new(1);
dp.DestoryAt = 4200;
accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp);
-
- foreach (var item in IbcHelper.GetByDataId(229))
- {
- var dp1 = accessory.Data.GetDefaultDrawProperties();
- dp1.Name = "蓬蓬之障连线";
- dp1.Color = new Vector4(1f, 0f, 0f, 1f);
- dp1.Owner = item.EntityId;
- dp1.TargetObject = accessory.Data.Me;
- dp1.ScaleMode |= ScaleMode.YByDistance;
- dp1.Scale = new(1);
- dp1.DestoryAt = 4200;
- accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp1);
- }
}
+ */
[ScriptMethod(name: "怒发冲冠 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:402"])]
public void 怒发冲冠(Event @event, ScriptAccessory accessory)
@@ -459,3 +495,174 @@ public static class Extensions
}
}
}
+
+public static class DirectionCalc
+{
+ // 以北为0建立list
+ // Game List Logic
+ // 0 - 4 pi
+ // 0.25 pi - 3 0.75pi
+ // 0.5 pi - 2 0.5pi
+ // 0.75 pi - 1 0.25pi
+ // pi - 0 0
+ // 1.25 pi - 7 1.75pi
+ // 1.5 pi - 6 1.5pi
+ // 1.75 pi - 5 1.25pi
+ // Logic = Pi - Game (+ 2pi)
+
+ ///
+ /// 将游戏基角度(以南为0,逆时针增加)转为逻辑基角度(以北为0,顺时针增加)
+ /// 算法与Logic2Game完全相同,但为了代码可读性,便于区分。
+ ///
+ /// 游戏基角度
+ /// 逻辑基角度
+ public static float Game2Logic(this float radian)
+ {
+ // if (r < 0) r = (float)(r + 2 * Math.PI);
+ // if (r > 2 * Math.PI) r = (float)(r - 2 * Math.PI);
+
+ var r = float.Pi - radian;
+ r = (r + float.Pi * 2) % (float.Pi * 2);
+ return r;
+ }
+
+ ///
+ /// 将逻辑基角度(以北为0,顺时针增加)转为游戏基角度(以南为0,逆时针增加)
+ /// 算法与Game2Logic完全相同,但为了代码可读性,便于区分。
+ ///
+ /// 逻辑基角度
+ /// 游戏基角度
+ public static float Logic2Game(this float radian)
+ {
+ // var r = (float)Math.PI - radian;
+ // if (r < Math.PI) r = (float)(r + 2 * Math.PI);
+ // if (r > Math.PI) r = (float)(r - 2 * Math.PI);
+
+ return radian.Game2Logic();
+ }
+
+ ///
+ /// 输入逻辑基角度,获取逻辑方位(斜分割以正上为0,正分割以右上为0,顺时针增加)
+ ///
+ /// 逻辑基角度
+ /// 方位总数
+ /// 斜分割,默认true
+ /// 逻辑基角度对应的逻辑方位
+ public static int Rad2Dirs(this float radian, int dirs, bool diagDivision = true)
+ {
+ var r = diagDivision
+ ? Math.Round(radian / (2f * float.Pi / dirs))
+ : Math.Floor(radian / (2f * float.Pi / dirs));
+ r = (r + dirs) % dirs;
+ return (int)r;
+ }
+
+ ///
+ /// 输入坐标,获取逻辑方位(斜分割以正上为0,正分割以右上为0,顺时针增加)
+ ///
+ /// 坐标点
+ /// 中心点
+ /// 方位总数
+ /// 斜分割,默认true
+ /// 该坐标点对应的逻辑方位
+ public static int Position2Dirs(this Vector3 point, Vector3 center, int dirs, bool diagDivision = true)
+ {
+ double dirsDouble = dirs;
+ var r = diagDivision
+ ? Math.Round(dirsDouble / 2 - dirsDouble / 2 * Math.Atan2(point.X - center.X, point.Z - center.Z) / Math.PI) % dirsDouble
+ : Math.Floor(dirsDouble / 2 - dirsDouble / 2 * Math.Atan2(point.X - center.X, point.Z - center.Z) / Math.PI) % dirsDouble;
+ return (int)r;
+ }
+
+ ///
+ /// 以逻辑基弧度旋转某点
+ ///
+ /// 待旋转点坐标
+ /// 中心
+ /// 旋转弧度
+ /// 旋转后坐标点
+ public static Vector3 RotatePoint(this Vector3 point, Vector3 center, float radian)
+ {
+ // 围绕某点顺时针旋转某弧度
+ Vector2 v2 = new(point.X - center.X, point.Z - center.Z);
+ var rot = MathF.PI - MathF.Atan2(v2.X, v2.Y) + radian;
+ var length = v2.Length();
+ return new Vector3(center.X + MathF.Sin(rot) * length, center.Y, center.Z - MathF.Cos(rot) * length);
+ }
+
+ ///
+ /// 以逻辑基角度从某中心点向外延伸
+ ///
+ /// 待延伸中心点
+ /// 旋转弧度
+ /// 延伸长度
+ /// 延伸后坐标点
+ public static Vector3 ExtendPoint(this Vector3 center, float radian, float length)
+ {
+ // 令某点以某弧度延伸一定长度
+ return new Vector3(center.X + MathF.Sin(radian) * length, center.Y, center.Z - MathF.Cos(radian) * length);
+ }
+
+ ///
+ /// 寻找外侧某点到中心的逻辑基弧度
+ ///
+ /// 中心
+ /// 外侧点
+ /// 外侧点到中心的逻辑基弧度
+ public static float FindRadian(this Vector3 newPoint, Vector3 center)
+ {
+ var radian = MathF.PI - MathF.Atan2(newPoint.X - center.X, newPoint.Z - center.Z);
+ if (radian < 0)
+ radian += 2 * MathF.PI;
+ return radian;
+ }
+
+ ///
+ /// 将输入点左右折叠
+ ///
+ /// 待折叠点
+ /// 中心折线坐标点
+ ///
+ public static Vector3 FoldPointHorizon(this Vector3 point, float centerX)
+ {
+ return point with { X = 2 * centerX - point.X };
+ }
+
+ ///
+ /// 将输入点上下折叠
+ ///
+ /// 待折叠点
+ /// 中心折线坐标点
+ ///
+ public static Vector3 FoldPointVertical(this Vector3 point, float centerZ)
+ {
+ return point with { Z = 2 * centerZ - point.Z };
+ }
+
+ ///
+ /// 将输入点朝某中心点往内/外同角度延伸,默认向内
+ ///
+ /// 待延伸点
+ /// 中心点
+ /// 延伸长度
+ /// 是否向外延伸>
+ ///
+ public static Vector3 PointInOutside(this Vector3 point, Vector3 center, float length, bool isOutside = false)
+ {
+ Vector2 v2 = new(point.X - center.X, point.Z - center.Z);
+ var targetPos = (point - center) / v2.Length() * length * (isOutside ? 1 : -1) + point;
+ return targetPos;
+ }
+
+ ///
+ /// 获得两点之间距离
+ ///
+ ///
+ ///
+ ///
+ public static float DistanceTo(this Vector3 point, Vector3 target)
+ {
+ Vector2 v2 = new(point.X - target.X, point.Z - target.Z);
+ return v2.Length();
+ }
+}