fBaseXtensions.Game.Hero.Skills.Skill.CreateLineOfSightTargetCheck C# (CSharp) Method

CreateLineOfSightTargetCheck() private static method

private static CreateLineOfSightTargetCheck ( bool>.Func &CombatCriteria, Skill ability ) : void
CombatCriteria bool>.Func
ability Skill
return void
        private static void CreateLineOfSightTargetCheck(ref Func<CacheUnit, bool> CombatCriteria, Skill ability)
        {
            if (ability.IsRanged)
            {
                CombatCriteria += (unit) =>
                {
                    if (!unit.IgnoresLOSCheck && unit.IsTargetableAndAttackable)
                    {
                        LOSInfo LOSINFO = unit.LineOfSight;
                        if (LOSINFO.LastLOSCheckMS > 2000)
                        {
                            //!LOSINFO.LOSTest(FunkyGame.Hero.Position, true, ServerObjectIntersection: ability.IsProjectile, Flags: NavCellFlags.AllowProjectile)
                            if (!LOSINFO.LOSTest(FunkyGame.Hero.Position, true, false, ability.IsProjectile, ability.IsProjectile ? NavCellFlags.AllowProjectile:NavCellFlags.None))
                            {
                                //Raycast failed.. reset LOS Check -- for valid checking.
                                if (!LOSINFO.RayCast.Value || (LOSINFO.ObjectIntersection.HasValue && !LOSINFO.ObjectIntersection.Value))
                                {
                                    unit.RequiresLOSCheck = true;
                                    return false;
                                }

                                //if (LOSINFO.NavCellProjectile.HasValue && !LOSINFO.NavCellProjectile.Value) //NavCellFlag Walk Failed
                                //{
                                //	bool MovementException = ((FunkyGame.Targeting.Cache.CurrentUnitTarget.MonsterTeleport || FunkyGame.Targeting.Cache.CurrentTarget.IsTransformUnit) && FunkyGame.Targeting.Cache.CurrentUnitTarget.AnimState == AnimationState.Transform);
                                //	if (!MovementException) return false;
                                //}
                            }
                        }
                        //else if (LOSINFO.ObjectIntersection.HasValue && !LOSINFO.ObjectIntersection.Value)
                        //{
                        //	return false;
                        //}
                    }
                    return true;
                };
            }
            else if (ability.Range > 0)
            {//Melee
                CombatCriteria += (unit) =>
                {
                    if (!unit.IgnoresLOSCheck && unit.IsTargetableAndAttackable)
                    {
                        float radiusDistance = unit.RadiusDistance;
                        //Check if within interaction range..
                        if (radiusDistance > ability.Range)
                        {
                            //Verify LOS walk
                            LOSInfo LOSINFO = unit.LineOfSight;
                            if (LOSINFO.LastLOSCheckMS > 2000)//||!LOSINFO.NavCellWalk.HasValue)
                            {
                                if (!LOSINFO.LOSTest(FunkyGame.Hero.Position, true, ServerObjectIntersection: false))
                                {
                                    //bool MovementException=((FunkyGame.Targeting.Cache.CurrentUnitTarget.MonsterTeleport||FunkyGame.Targeting.Cache.CurrentTarget.IsTransformUnit)&&FunkyGame.Targeting.Cache.CurrentUnitTarget.AnimState==Zeta.Internals.Actors.AnimationState.Transform);
                                    //Raycast failed.. reset LOS Check -- for valid checking.
                                    if (!LOSINFO.RayCast.Value)
                                        unit.RequiresLOSCheck = true;
                                    //else if (!LOSINFO.NavCellWalk.Value) //NavCellFlag Walk Failed
                                    //{
                                    //    bool MovementException = ((FunkyGame.Targeting.Cache.CurrentUnitTarget.MonsterTeleport || FunkyGame.Targeting.Cache.CurrentTarget.IsTransformUnit) && FunkyGame.Targeting.Cache.CurrentUnitTarget.AnimState == Zeta.Internals.Actors.AnimationState.Transform);
                                    //    if (!MovementException)
                                    //        return false;
                                    //}
                                }
                            }
                            //else if (LOSINFO.NavCellWalk.HasValue&&!LOSINFO.NavCellWalk.Value)
                            //{
                            //     return false;
                            //}
                        }
                    }
                    return true;
                };
            }
        }