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https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-12-04 17:24:47 +00:00
1585 lines
52 KiB
C++
1585 lines
52 KiB
C++
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//////////////
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// INCLUDE //
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//////////////
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#include "stdpch.h"
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#include "combat_phrase.h"
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// net
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#include "nel/net/message.h"
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// misc
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#include "nel/misc/common.h"
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// game share
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#include "game_share/msg_combat_move_service.h"
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#include "game_share/mode_and_behaviour.h"
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#include "game_share/combat_state.h"
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//#include "game_share/sheath.h"
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#include "game_share/entity_structure/statistic.h"
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#include "phrase_utilities_functions.h"
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#include "entity_base.h"
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#include "character.h"
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#include "egs_mirror.h"
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#include "phrase_manager.h"
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#include "player_manager.h"
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#include "s_phrase_factory.h"
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#include "combat_action_stun.h"
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//////////////
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// USING //
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//////////////
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using namespace std;
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using namespace NLNET;
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using namespace NLMISC;
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using namespace RY_GAME_SHARE;
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//////////////
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// EXTERN //
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//////////////
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extern CRandom RandomGenerator;
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extern CPhraseManager *PhraseManager;
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extern CPlayerManager PlayerManager;
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uint16 HandToHandDamage = 20*260/11;
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uint16 HandToHandSpeed = 30; // 3s = 30 ticks
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DEFAULT_SPHRASE_FACTORY( CCombatPhrase, BRICK_TYPE::COMBAT );
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/*
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New = 0,
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Evaluated,
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Validated,
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Idle,
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ExecutionInProgress,
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SecondValidated,
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WaitNextCycle,
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Latent,
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LatencyEnded,
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UnknownState,
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*/
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bool CCombatPhrase::build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks )
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{
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if (actorRowId.isValid() && TheDataset.isDataSetRowStillValid(actorRowId) )
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{
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// create attacker structure
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CEntityBase *attacker = PHRASE_UTILITIES::entityPtrFromId(actorRowId);
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if (attacker == NULL)
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return false;
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if (attacker->getId().getType() == RYZOMID::player )
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{
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_Attacker = new CCombatAttackerPlayer(actorRowId);
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if (!_Attacker)
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return false;
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}
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else
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{
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_Attacker = new CCombatAttackerAI(actorRowId);
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if (!_Attacker)
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return false;
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}
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}
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// create defender structure -> wait first validation
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// add bricks
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for (uint i = 0; i < bricks.size(); i++)
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{
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addBrick( *bricks[i] );
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}
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return true;
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}
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//--------------------------------------------------------------
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// destructor
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//--------------------------------------------------------------
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CCombatPhrase::~CCombatPhrase()
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{
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if (_Attacker != NULL)
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delete _Attacker;
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if (_Defender != NULL)
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delete _Defender;
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const uint size = _CombatActions.size();
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for (uint i = 0 ; i < size ; ++i)
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{
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if (_CombatActions[i] != NULL)
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delete _CombatActions[i];
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}
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};
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//--------------------------------------------------------------
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// constructor
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//--------------------------------------------------------------
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CCombatPhrase::CCombatPhrase(const CStaticBrick &rootBrick)
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{
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init();
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//_RootSkill = rootBrick.Skill;
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addBrick(rootBrick);
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} // constructor //
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//--------------------------------------------------------------
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// init()
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//--------------------------------------------------------------
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void CCombatPhrase::init()
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{
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_State = CSPhrase::New;
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_ExecutionBehaviour = MBEHAV::UNKNOWN_BEHAVIOUR;
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_SuccessBehaviour = MBEHAV::UNKNOWN_BEHAVIOUR;
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_CriticalSuccessBehaviour = MBEHAV::UNKNOWN_BEHAVIOUR;
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_FailureBehaviour = MBEHAV::UNKNOWN_BEHAVIOUR;
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_FumbleBehaviour = MBEHAV::UNKNOWN_BEHAVIOUR;
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_EndBehaviour = MBEHAV::UNKNOWN_BEHAVIOUR;
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_StopBehaviour = MBEHAV::UNKNOWN_BEHAVIOUR;
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_ForcedLocalisation = SLOT_EQUIPMENT::UNDEFINED;
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_Attacker = NULL;
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_Defender = NULL;
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_RootSkill = SKILLS::unknown;
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_AttackSkill = SKILLS::unknown;
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_CyclicPhrase = false;
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_Idle = false;
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_TargetTooFarMsg = false;
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_NotEnoughStaminaMsg = false;
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_NotEnoughHpMsg = false;
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_CurrentTargetIsValid = false;
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_MeleeCombat = true;
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_ExecutionEndDate = 0;
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_LatencyEndDate = 0;
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_NbWaitingRequests = 0;
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_SabrinaCost = 0;
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_SabrinaCredit = 0;
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_HPCost = 0;
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_StaminaCost = 0;
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_AttackSkillModifier = 0;
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_ExecutionLengthModifier = 0;
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_HitRateModifier = 0;
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_DamageModifier = 0;
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_DeltaLevel = 0;
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_PhraseSuccessDamageFactor = 1.0f;
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_LightArmorAbsorptionMultiplier = 1.0f;
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_LightArmorWearMultiplier = 1.0f;
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_MediumArmorAbsorptionMultiplier= 1.0f;
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_MediumArmorWearMultiplier = 1.0f;
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_HeavyArmorAbsorptionMultiplier = 1.0f;
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_HeavyArmorWearMultiplier = 1.0f;
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_LightArmorAbsorptionModifier = 0;
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_MediumArmorAbsorptionModifier = 0;
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_HeavyArmorAbsorptionModifier = 0;
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_AggroMultiplier = 1.0f;
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_AggroModifier = 0;
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_DamageFactor = 1.0f;
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_StaminaLossFactor = 0.0f;
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_StaminaLossModifier = 0;
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_SapLossFactor = 0.0f;
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_SapLossModifier = 0;
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_DamagePointBlank = 1.0f;
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_DamageShortRange = 1.0f;
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_DamageMediumRange = 1.0f;
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_DamageLongRange = 1.0f;
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} // init //
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//--------------------------------------------------------------
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// addBrick()
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//--------------------------------------------------------------
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void CCombatPhrase::addBrick( const CStaticBrick &brick )
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{
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if ( brick.ForcedLocalisation != SLOT_EQUIPMENT::UNDEFINED )
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{
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if ( _ForcedLocalisation == SLOT_EQUIPMENT::UNDEFINED )
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{
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_ForcedLocalisation = brick.ForcedLocalisation;
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}
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else if (brick.ForcedLocalisation != _ForcedLocalisation)
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{
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nlwarning("<CCombatPhrase::addBrick> Phrase as a forced localisation to %s, but the new brick (name %s) has localisation %s",SLOT_EQUIPMENT::toString(_ForcedLocalisation).c_str(), brick.Name.c_str(), SLOT_EQUIPMENT::toString(brick.ForcedLocalisation).c_str());
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}
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}
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brick.SabrinaValue < 0 ? _SabrinaCredit += abs(brick.SabrinaValue) : _SabrinaCost += brick.SabrinaValue;
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// process params
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unsigned i;
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for (i=0 ; i<brick.Params.size() ; ++i)
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{
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switch(brick.Params[i]->id())
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{
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case TBrickParam::HP:
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// INFOLOG("HP: %i",((CSBrickParamHp *)brick.Params[i])->Hp);
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_HPCost += ((CSBrickParamHp *)brick.Params[i])->Hp;
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break;
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case TBrickParam::SAP:
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//printf("SAP: %i\n",((CSBrickParamSap *)brick.Params[i])->Sap);
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break;
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case TBrickParam::STA:
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// INFOLOG("STA: %i",((CSBrickParamSta *)brick.Params[i])->Sta);
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_StaminaCost += ((CSBrickParamSta *)brick.Params[i])->Sta;
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break;
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case TBrickParam::EXECUTION_LENGTH:
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// INFOLOG("EXECUTION_LENGTH: %i",((CSBrickParamExecutionLength *)brick.Params[i])->ExecutionLength);
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_ExecutionLengthModifier += ((CSBrickParamExecutionLength *)brick.Params[i])->ExecutionLength;
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break;
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case TBrickParam::LATENCY_LENGTH:
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// INFOLOG("LATENCY_LENGTH: %i",((CSBrickParamLatencyLength *)brick.Params[i])->LatencyLength);
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_HitRateModifier += ((CSBrickParamLatencyLength *)brick.Params[i])->LatencyLength;
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break;
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case TBrickParam::DMG_MOD:
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// INFOLOG("DMG_MOD: %i",((CSBrickParamDamageModifier *)brick.Params[i])->DamageModifier);
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_DamageModifier += ((CSBrickParamDamageModifier *)brick.Params[i])->DamageModifier;
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break;
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case TBrickParam::DMG_MUL:
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// INFOLOG("DMG_MUL: %i",((CSBrickParamDamageFactor *)brick.Params[i])->DamageFactor);
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_DamageFactor += ((CSBrickParamDamageFactor *)brick.Params[i])->DamageFactor - 1.0f;
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break;
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case TBrickParam::AGGRO:
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// INFOLOG("AGGRO: factor %f mod %d",((CSBrickParamAggro *)brick.Params[i])->AggroFactor, ((CSBrickParamAggro *)brick.Params[i])->AggroModifier);
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_AggroMultiplier += ((CSBrickParamAggro *)brick.Params[i])->AggroFactor - 1.0f;
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_AggroModifier += ((CSBrickParamAggro *)brick.Params[i])->AggroModifier;
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break;
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case TBrickParam::STA_LOSS:
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// INFOLOG("STA_LOSS: %f, %u",((CSBrickParamStaLossFactor *)brick.Params[i])->StaLossFactor, ((CSBrickParamStaLossFactor *)brick.Params[i])->StaLossModifier);
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_StaminaLossFactor += ((CSBrickParamStaLossFactor *)brick.Params[i])->StaLossFactor;
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_StaminaLossModifier += ((CSBrickParamStaLossFactor *)brick.Params[i])->StaLossModifier;
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break;
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case TBrickParam::SAP_LOSS:
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// INFOLOG("SAP_LOSS: %f, %u",((CSBrickParamSapLossFactor *)brick.Params[i])->SapLossFactor, ((CSBrickParamSapLossFactor *)brick.Params[i])->SapLossModifier);
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_SapLossFactor += ((CSBrickParamSapLossFactor *)brick.Params[i])->SapLossFactor;
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_SapLossModifier += ((CSBrickParamSapLossFactor *)brick.Params[i])->SapLossModifier;
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break;
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case TBrickParam::ATT_SKILL_MOD:
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// INFOLOG("ATT_SKILL_MOD: %f",((CSBrickParamAttackSkillModifier *)brick.Params[i])->AttackSkillModifier);
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_AttackSkillModifier += ((CSBrickParamAttackSkillModifier *)brick.Params[i])->AttackSkillModifier;
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break;
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case TBrickParam::AIM:
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// INFOLOG("AIMED SLOT: %s",((CSBrickParamAim *)brick.Params[i])->AimedSlot.c_str());
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_ForcedLocalisation = SLOT_EQUIPMENT::stringToSlotEquipment( ((CSBrickParamAim *)brick.Params[i])->AimedSlot );
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break;
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case TBrickParam::OPENING:
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INFOLOG("OPENING : %s",((CSBrickParamOpening *)brick.Params[i])->OpeningType.c_str());
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_Opening = ((CSBrickParamOpening *)brick.Params[i])->OpeningType;
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break;
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case TBrickParam::BREAK_CAST:
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// nlinfo("TODO TODO BREAK_CAST : modifier on damage for break cast test %d",((CSBrickParamBreakCast *)brick.Params[i])->DamageModifier);
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// $*STRUCT CSBrickParamBreakCast: public TBrickParam::CId <TBrickParam::BREAK_CAST>
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// $*-i sint32 DamageModifier = 0 // damage modifier only for break cast test
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break;
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case TBrickParam::RANGES:
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/*printf("RANGES: %f", ((CSBrickParamRanges *)brick.Params[i])->ShortRange);
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printf(" : %f", ((CSBrickParamRanges *)brick.Params[i])->MediumRange);
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printf(" : %f\n", ((CSBrickParamRanges *)brick.Params[i])->LongRange);
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*/
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break;
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case TBrickParam::COMBAT_STUN:
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{
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// $*STRUCT CSBrickParamCombatStun: public TBrickParam::CId <TBrickParam::COMBAT_STUN>
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// $*-f float Duration // duration of the stun in seconds
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// $*-f float DurationResisted // duration of the stun in seconds when resisted
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// $*-i uint16 Power // stun power (to oppose to target resistance)
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// nlinfo("COMBAT_STUN : duration %f, duration resisted %f, power %u",((CSBrickParamCombatStun *)brick.Params[i])->Duration, ((CSBrickParamCombatStun *)brick.Params[i])->DurationResisted, ((CSBrickParamCombatStun *)brick.Params[i])->Power);
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NLMISC::TGameCycle duration = NLMISC::TGameCycle( ((CSBrickParamCombatStun *)brick.Params[i])->Duration / CTickEventHandler::getGameTimeStep() );
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NLMISC::TGameCycle durationResisted = NLMISC::TGameCycle( ((CSBrickParamCombatStun *)brick.Params[i])->DurationResisted / CTickEventHandler::getGameTimeStep() );
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uint16 power = ((CSBrickParamCombatStun *)brick.Params[i])->Power;
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_CombatActions.push_back( new CCombatActionStun( _Attacker->getEntityRowId(), this, duration, durationResisted, power));
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}
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break;
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case TBrickParam::LARMOR_MOD:
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// INFOLOG("LARMOR_MOD: %f, %u",((CSBrickParamLightArmorMod *)brick.Params[i])->AborptionFactor, ((CSBrickParamLightArmorMod *)brick.Params[i])->AborptionModifier);
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_LightArmorAbsorptionMultiplier += ((CSBrickParamLightArmorMod *)brick.Params[i])->AborptionFactor;
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_LightArmorAbsorptionModifier += ((CSBrickParamLightArmorMod *)brick.Params[i])->AborptionModifier;
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break;
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case TBrickParam::MARMOR_MOD:
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// INFOLOG("MARMOR_MOD: %f, %u",((CSBrickParamMediumArmorMod *)brick.Params[i])->AborptionFactor, ((CSBrickParamMediumArmorMod *)brick.Params[i])->AborptionModifier);
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_MediumArmorAbsorptionMultiplier += ((CSBrickParamMediumArmorMod *)brick.Params[i])->AborptionFactor;
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_MediumArmorAbsorptionModifier += ((CSBrickParamMediumArmorMod *)brick.Params[i])->AborptionModifier;
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break;
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case TBrickParam::HARMOR_MOD:
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// INFOLOG("HARMOR_MOD: %f, %u",((CSBrickParamHeavyArmorMod *)brick.Params[i])->AborptionFactor, ((CSBrickParamHeavyArmorMod *)brick.Params[i])->AborptionModifier);
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_HeavyArmorAbsorptionMultiplier += ((CSBrickParamHeavyArmorMod *)brick.Params[i])->AborptionFactor;
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_HeavyArmorAbsorptionModifier += ((CSBrickParamHeavyArmorMod *)brick.Params[i])->AborptionModifier;
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break;
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default:
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break;
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}
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}
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} // addBrick //
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//--------------------------------------------------------------
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// evaluate()
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//--------------------------------------------------------------
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bool CCombatPhrase::evaluate(CEvalReturnInfos *msg)
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{
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_State = CSPhrase::Evaluated;
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_Idle = false;
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_PhraseSuccessDamageFactor = 0.0f;
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_AttackSkill = SKILLS::unknown;
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_Validated = false;
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_TargetTooFarMsg = false;
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_NotEnoughStaminaMsg = false;
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_NotEnoughHpMsg = false;
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_DisengageOnEnd = false;
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||
|
//_CurrentTargetIsValid = false;
|
||
|
//_MeleeCombat = true;
|
||
|
return true;
|
||
|
} // evaluate //
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// validate()
|
||
|
//--------------------------------------------------------------
|
||
|
bool CCombatPhrase::validate()
|
||
|
{
|
||
|
if (_Attacker == NULL )
|
||
|
{
|
||
|
nlwarning("<CCombatPhrase::validate> Found NULL attacker.");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
CEntityBase *actingEntity = _Attacker->getEntity();
|
||
|
if (actingEntity == NULL)
|
||
|
{
|
||
|
nlwarning("<CCombatPhrase::validate> Cannot find entity ptr for acting entity %u", _Attacker->getEntityRowId().getIndex());
|
||
|
_BeingProcessed = false;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// set the attack flag to 0, will be set to 1 at the end of method if phrase is valid
|
||
|
actingEntity->setActionFlag( RYZOMACTIONFLAGS::Attacks, false );
|
||
|
|
||
|
_BeingProcessed = true;
|
||
|
|
||
|
//// TEMP
|
||
|
_ExecutionBehaviour = MBEHAV::DEFAULT_ATTACK;
|
||
|
|
||
|
_Idle = false;
|
||
|
|
||
|
if (_State == Evaluated)
|
||
|
_State = Validated;
|
||
|
else if (_State == ExecutionInProgress)
|
||
|
_State = SecondValidated;
|
||
|
else
|
||
|
nlwarning("Validate phrase while in state %u", _State );
|
||
|
|
||
|
bool engaged = false;
|
||
|
string errorCode;
|
||
|
CEntityBase *defender = NULL;
|
||
|
|
||
|
// get target
|
||
|
TDataSetRow targetRowId = TheDataset.getDataSetRow(actingEntity->getTarget());
|
||
|
if ( !_Defender || targetRowId != _Defender->getEntityRowId() )
|
||
|
{
|
||
|
createDefender(targetRowId);
|
||
|
}
|
||
|
|
||
|
if (!_Defender)
|
||
|
{
|
||
|
_CurrentTargetIsValid = false;
|
||
|
errorCode = "INVALID_TARGET";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// check the player has engaged a target if not auto engage the target
|
||
|
TDataSetRow entityRowId = PhraseManager->getEntityEngagedMeleeBy( _Attacker->getEntityRowId() );
|
||
|
if (entityRowId.isValid() && TheDataset.isDataSetRowStillValid(entityRowId) )
|
||
|
{
|
||
|
CEntityId entityId = TheDataset.getEntityId(entityRowId);
|
||
|
if ( _Defender->getEntityRowId() == entityRowId )
|
||
|
{
|
||
|
engaged = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
engaged = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defender = _Defender->getEntity();
|
||
|
if (defender == NULL)
|
||
|
{
|
||
|
_CurrentTargetIsValid = false;
|
||
|
errorCode = "INVALID_TARGET";
|
||
|
|
||
|
//nlwarning("<CCombatPhrase::validate> Cannot find entity ptr for defending entity %u", _Defender->getEntityRowId().getIndex());
|
||
|
//_BeingProcessed = false;
|
||
|
//if (!engaged)
|
||
|
// PHRASE_UTILITIES::sendEngageFailedMessage( TheDataset.getEntityId(_Attacker->getEntityRowId()) );
|
||
|
|
||
|
//return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// check opening
|
||
|
if ( !_Opening.empty() && !_Validated)
|
||
|
{
|
||
|
// get combat initiated by current defender
|
||
|
CCombat *combat = PhraseManager->getCombatInitiatedBy( _Defender->getEntityRowId() );
|
||
|
|
||
|
COMBAT_HISTORY::TCombatHistory event = COMBAT_HISTORY::Unknown;
|
||
|
|
||
|
if (combat)
|
||
|
COMBAT_HISTORY::TCombatHistory event = combat->historyEvent(0);
|
||
|
|
||
|
if (_Opening == string("Parry") && event != COMBAT_HISTORY::Parry)
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), "EGS_OPENING_PARRY_FAILED");
|
||
|
return false;
|
||
|
}
|
||
|
if (_Opening == string("Dodge") && event != COMBAT_HISTORY::Dodge)
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), "EGS_OPENING_DODGE_FAILED");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), "EGS_OPENING_SUCCESS");
|
||
|
}
|
||
|
|
||
|
_CurrentTargetIsValid = checkTargetValidity( _Defender->getEntityRowId(), errorCode);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!_CurrentTargetIsValid)
|
||
|
{
|
||
|
// if (!engaged)
|
||
|
// PHRASE_UTILITIES::sendEngageFailedMessage(TheDataset.getEntityId(_Attacker->getEntityRowId()));
|
||
|
|
||
|
PHRASE_UTILITIES::sendSimpleMessage(_Attacker->getEntityRowId(), errorCode);
|
||
|
idle( true );
|
||
|
}
|
||
|
|
||
|
// get the weapon used by the acting entity and check it
|
||
|
CCombatWeapon weapon;
|
||
|
CCombatWeapon ammo;
|
||
|
if ( _Attacker->getItem( CCombatAttacker::RightHandItem, weapon) )
|
||
|
{
|
||
|
if (weapon.Family == ITEMFAMILY::MELEE_WEAPON )
|
||
|
{
|
||
|
_MeleeCombat = true;
|
||
|
}
|
||
|
else if (weapon.Family == ITEMFAMILY::RANGE_WEAPON )
|
||
|
{
|
||
|
_MeleeCombat = false;
|
||
|
// test ammo
|
||
|
if ( _Attacker->getItem( CCombatAttacker::Ammo, ammo) )
|
||
|
{
|
||
|
// check ammo qty
|
||
|
if ( !_Attacker->checkAmmoAmount() )
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), "EGS_NOT_ENOUGH_AMMO");
|
||
|
_BeingProcessed = false;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// lock ammos
|
||
|
_Attacker->lockAmmos();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), "BS_NO_AMMO");
|
||
|
_BeingProcessed = false;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DEBUGLOG("<CCombatPhrase::validate> Entity %u, item in right hand is not a weapon", _Attacker->getEntityRowId().getIndex() );
|
||
|
// ERROR -> Not a weapon
|
||
|
PHRASE_UTILITIES::sendSimpleMessage(_Attacker->getEntityRowId(), "BS_ITEM_INCOMPATIBLE");
|
||
|
// if (!engaged)
|
||
|
// PHRASE_UTILITIES::sendEngageFailedMessage( TheDataset.getEntityId(_Attacker->getEntityRowId()) );
|
||
|
|
||
|
_BeingProcessed = false;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
_MeleeCombat = true; // hand to hand
|
||
|
}
|
||
|
|
||
|
if ( _CurrentTargetIsValid && defender != 0 && TheDataset.getEntityId(_Attacker->getEntityRowId()).getType() == RYZOMID::player)
|
||
|
{
|
||
|
// check target is still alive
|
||
|
// test the targeted entity is still alive
|
||
|
const sint32 hp = defender->getScores()._PhysicalScores[ SCORES::hit_points ].Current;
|
||
|
if (hp <= 0 )
|
||
|
{
|
||
|
nlwarning("<CCombatPhrase::validate> Entity %s is dead", TheDataset.getEntityId(_Defender->getEntityRowId()).toString().c_str());
|
||
|
//errorCode = "BS_TARGET_DEAD";
|
||
|
PHRASE_UTILITIES::sendSimpleMessage(_Attacker->getEntityRowId(), "BS_TARGET_DEAD");
|
||
|
// if (!engaged)
|
||
|
// PHRASE_UTILITIES::sendEngageFailedMessage( TheDataset.getEntityId(_Attacker->getEntityRowId()) );
|
||
|
|
||
|
// _BeingProcessed = false;
|
||
|
// return false;
|
||
|
idle(true);
|
||
|
_CurrentTargetIsValid = false;
|
||
|
}
|
||
|
|
||
|
if(_MeleeCombat)
|
||
|
{
|
||
|
// check combat float mode
|
||
|
CCharacter *character = PlayerManager.getChar(_Attacker->getEntityRowId());
|
||
|
if (character && !character->getCombatFloatMode())
|
||
|
{
|
||
|
if (!_TargetTooFarMsg)
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), "BS_TARGET_TOO_FAR_OR");
|
||
|
_TargetTooFarMsg = true;
|
||
|
}
|
||
|
|
||
|
idle( true );
|
||
|
INFOLOG("<CCombatPhrase::validate> Entity %s is isn't engaged IDLE mode",TheDataset.getEntityId(_Attacker->getEntityRowId()).toString().c_str());
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// test range
|
||
|
double range = weapon.Range + ammo.Range;
|
||
|
double distance = PHRASE_UTILITIES::getDistance(_Attacker->getEntityRowId(), defender->getEntityRowId());
|
||
|
if ( distance > range)
|
||
|
{
|
||
|
if (!_TargetTooFarMsg)
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), "BS_TARGET_TOO_FAR");
|
||
|
_TargetTooFarMsg = true;
|
||
|
}
|
||
|
|
||
|
idle( true );
|
||
|
INFOLOG("<CCombatPhrase::validate> Entity %s is too far from it's target %s",TheDataset.getEntityId(_Attacker->getEntityRowId()).toString().c_str(), defender->getId().toString().c_str());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check the player has engaged a target if not auto engage the target
|
||
|
if (!engaged && _CurrentTargetIsValid)
|
||
|
{
|
||
|
// Test entity can engage combat right now
|
||
|
/* if ( ! PhraseManager->canEntityEngageCombat(TheDataset.getEntityId(_Attacker->getEntityRowId())) )
|
||
|
{
|
||
|
//errorCode = "EGS_CANNOT_ENGAGE_COMBAT_YET";
|
||
|
nlwarning("<CCombatPhrase::validate> Entity %s cannot engage combat yet", TheDataset.getEntityId(_Attacker->getEntityRowId()).toString().c_str() );
|
||
|
return false;
|
||
|
}
|
||
|
*/
|
||
|
// engage the target and continue
|
||
|
/* const double d = PHRASE_UTILITIES::getDistance( TheDataset.getEntityId(_Attacker->getEntityRowId()), TheDataset.getEntityId(_Defender->getEntityRowId()) );
|
||
|
if (d >= MaxEngageMeleeDistance )
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendEngageFailedMessage(TheDataset.getEntityId(_Attacker->getEntityRowId()));
|
||
|
//errorCode = "BS_TARGET_TOO_FAR";
|
||
|
return false;
|
||
|
}
|
||
|
*/
|
||
|
if (_MeleeCombat)
|
||
|
{
|
||
|
if ( ! PHRASE_UTILITIES::engageTargetInMelee( TheDataset.getEntityId(_Attacker->getEntityRowId()), TheDataset.getEntityId(_Defender->getEntityRowId()) ) )
|
||
|
{
|
||
|
_BeingProcessed = false;
|
||
|
DEBUGLOG("<CCombatPhrase::validate> Entity %u Failed to engage its target in melee combat", _Attacker->getEntityRowId().getIndex() );
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( ! PHRASE_UTILITIES::engageTargetRange( TheDataset.getEntityId(_Attacker->getEntityRowId()), TheDataset.getEntityId(_Defender->getEntityRowId()) ) )
|
||
|
{
|
||
|
DEBUGLOG("<CCombatPhrase::validate> Entity %u Failed to engage its target in range combat", _Attacker->getEntityRowId().getIndex() );
|
||
|
_BeingProcessed = false;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if(!checkPhraseCost(errorCode))
|
||
|
{
|
||
|
if (!_NotEnoughStaminaMsg && errorCode == "EGS_TOO_EXPENSIVE_STAMINA")
|
||
|
{
|
||
|
_NotEnoughStaminaMsg = true;
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), errorCode );
|
||
|
}
|
||
|
else if (!_NotEnoughHpMsg && errorCode == "EGS_TOO_EXPENSIVE_HP")
|
||
|
{
|
||
|
_NotEnoughHpMsg = true;
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), errorCode );
|
||
|
}
|
||
|
_Idle = true;
|
||
|
}
|
||
|
|
||
|
if (!validateCombatActions(errorCode))
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), errorCode );
|
||
|
DEBUGLOG("<CCombatPhrase::validate> Entity %u Failed to validate combat actions, error = %s", _Attacker->getEntityRowId().getIndex(), errorCode.c_str() );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
// set the attacks flag of the acting entity
|
||
|
actingEntity->setActionFlag( RYZOMACTIONFLAGS::Attacks, true );
|
||
|
|
||
|
_Validated = true;
|
||
|
_BeingProcessed = false;
|
||
|
|
||
|
return true;
|
||
|
} // validate //
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// update()
|
||
|
//--------------------------------------------------------------
|
||
|
bool CCombatPhrase::update()
|
||
|
{
|
||
|
_BeingProcessed = true;
|
||
|
|
||
|
const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle();
|
||
|
|
||
|
// if the sentence execution delay time has ended, apply sentence effects
|
||
|
if ( _State == SecondValidated && _ExecutionEndDate <= time && _NbWaitingRequests == 0 && !_Idle)
|
||
|
{
|
||
|
apply();
|
||
|
}
|
||
|
else if ( _State == Validated || _State == SecondValidated || _State == ExecutionInProgress )
|
||
|
{
|
||
|
_Idle = false;
|
||
|
|
||
|
CEntityBase *actor = _Attacker->getEntity();
|
||
|
if (!actor)
|
||
|
{
|
||
|
_BeingProcessed = false;
|
||
|
// cannot reset the action flag, the actor cannot be found...
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// check is actor is stunned
|
||
|
if (actor->isStunned())
|
||
|
{
|
||
|
_Idle = true;
|
||
|
}
|
||
|
|
||
|
actor->setActionFlag( RYZOMACTIONFLAGS::Attacks, false );
|
||
|
|
||
|
// check target validity
|
||
|
TDataSetRow target = TheDataset.getDataSetRow(actor->getTarget());
|
||
|
if (!_Defender || !TheDataset.isDataSetRowStillValid(_Defender->getEntityRowId()) || target != _Defender->getEntityRowId())
|
||
|
{
|
||
|
createDefender(target);
|
||
|
|
||
|
if (!_Defender)
|
||
|
{
|
||
|
_CurrentTargetIsValid =false;
|
||
|
_Idle = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
string errorCode;
|
||
|
_CurrentTargetIsValid = checkTargetValidity( _Defender->getEntityRowId(), errorCode);
|
||
|
if ( !_CurrentTargetIsValid )
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage(_Attacker->getEntityRowId(), errorCode);
|
||
|
_Idle = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (_MeleeCombat)
|
||
|
{
|
||
|
if ( ! PHRASE_UTILITIES::engageTargetInMelee( TheDataset.getEntityId(_Attacker->getEntityRowId()), TheDataset.getEntityId(_Defender->getEntityRowId()) ) )
|
||
|
{
|
||
|
DEBUGLOG("<CCombatPhrase::validate> Entity %u Failed to engage its target in melee combat", _Attacker->getEntityRowId().getIndex() );
|
||
|
_BeingProcessed = false;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( ! PHRASE_UTILITIES::engageTargetRange( TheDataset.getEntityId(_Attacker->getEntityRowId()), TheDataset.getEntityId(_Defender->getEntityRowId()) ) )
|
||
|
{
|
||
|
DEBUGLOG("<CCombatPhrase::validate> Entity %u Failed to engage its target in range combat", _Attacker->getEntityRowId().getIndex() );
|
||
|
_BeingProcessed = false;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!_CurrentTargetIsValid)
|
||
|
_Idle = true;
|
||
|
}
|
||
|
|
||
|
// check costs
|
||
|
string errorCode;
|
||
|
if(!checkPhraseCost(errorCode))
|
||
|
{
|
||
|
if (!_NotEnoughStaminaMsg && errorCode == "EGS_TOO_EXPENSIVE_STAMINA" && !_Idle )
|
||
|
{
|
||
|
_NotEnoughStaminaMsg = true;
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), errorCode );
|
||
|
}
|
||
|
else if (!_NotEnoughHpMsg && errorCode == "EGS_TOO_EXPENSIVE_HP" && !_Idle )
|
||
|
{
|
||
|
_NotEnoughHpMsg = true;
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), errorCode );
|
||
|
}
|
||
|
_Idle = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
// check combat float mode
|
||
|
if ( _CurrentTargetIsValid && TheDataset.getEntityId(_Attacker->getEntityRowId()).getType() == RYZOMID::player)
|
||
|
{
|
||
|
if (_MeleeCombat )
|
||
|
{
|
||
|
CCharacter *character = dynamic_cast<CCharacter *> (actor);
|
||
|
if (character && !character->getCombatFloatMode())
|
||
|
{
|
||
|
if (!_TargetTooFarMsg && !_Idle)
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), "BS_TARGET_TOO_FAR_OR");
|
||
|
_TargetTooFarMsg = true;
|
||
|
}
|
||
|
|
||
|
_Idle = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CCombatWeapon weapon;
|
||
|
CCombatWeapon ammo;
|
||
|
_Attacker->getItem( CCombatAttacker::RightHandItem, weapon);
|
||
|
_Attacker->getItem( CCombatAttacker::Ammo, ammo);
|
||
|
|
||
|
// test range
|
||
|
double range = weapon.Range + ammo.Range;
|
||
|
double distance = PHRASE_UTILITIES::getDistance(_Attacker->getEntityRowId(), _Defender->getEntityRowId());
|
||
|
if ( distance > range)
|
||
|
{
|
||
|
if (!_TargetTooFarMsg)
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), "BS_TARGET_TOO_FAR");
|
||
|
_TargetTooFarMsg = true;
|
||
|
}
|
||
|
|
||
|
idle( true );
|
||
|
INFOLOG("<CCombatPhrase::validate> Entity %s is too far from it's target %s",TheDataset.getEntityId(_Attacker->getEntityRowId()).toString().c_str(), _Defender->getEntity()->getId().toString().c_str());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
actor->setActionFlag( RYZOMACTIONFLAGS::Attacks, true );
|
||
|
}
|
||
|
else if ( _State == Latent && _LatencyEndDate <= time )
|
||
|
{
|
||
|
INFOLOG("Latency ended");
|
||
|
end();
|
||
|
}
|
||
|
|
||
|
_BeingProcessed = false;
|
||
|
|
||
|
return true;
|
||
|
} // update //
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// execute()
|
||
|
//--------------------------------------------------------------
|
||
|
void CCombatPhrase::execute()
|
||
|
{
|
||
|
if( _Idle || _NbWaitingRequests != 0)
|
||
|
return;
|
||
|
|
||
|
const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle();
|
||
|
|
||
|
_State = CSPhrase::ExecutionInProgress;
|
||
|
|
||
|
_ExecutionEndDate = time + _ExecutionLengthModifier ;// + uint32(sentenceLatency / CTickEventHandler::getGameTimeStep()) ;
|
||
|
|
||
|
if (_Attacker)
|
||
|
{
|
||
|
CCharacter* player = dynamic_cast<CCharacter*> (_Attacker->getEntity());
|
||
|
if (player)
|
||
|
player->setCurrentAction(CLIENT_ACTION_TYPE::Combat,_ExecutionEndDate);
|
||
|
}
|
||
|
} // execute //
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// apply()
|
||
|
//--------------------------------------------------------------
|
||
|
void CCombatPhrase::apply()
|
||
|
{
|
||
|
if ( !_Attacker || !_Defender)
|
||
|
{
|
||
|
nlwarning("<CCombatPhrase::validate> Found NULL attacker or defender.");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// spend stamina, hp
|
||
|
CEntityBase* actingEntity = PHRASE_UTILITIES::entityPtrFromId( _Attacker->getEntityRowId() );
|
||
|
if (actingEntity == NULL)
|
||
|
{
|
||
|
nlwarning("<CCombatPhrase::apply> Invalid entity Id %s", TheDataset.getEntityId(_Attacker->getEntityRowId()).toString().c_str() );
|
||
|
_BeingProcessed = false;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
actingEntity->setActionFlag( RYZOMACTIONFLAGS::Attacks, false );
|
||
|
|
||
|
CEntityBase *defender = _Defender->getEntity();
|
||
|
if (!defender)
|
||
|
{
|
||
|
nlwarning("<CCombatPhrase::apply> Cannot get entity base pointer, error");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// get combat object
|
||
|
CCombat *combat = PhraseManager->getCombatInitiatedBy( _Attacker->getEntityRowId() );
|
||
|
if (!combat)
|
||
|
return;
|
||
|
|
||
|
_BeingProcessed = true;
|
||
|
_TargetTooFarMsg = false;
|
||
|
|
||
|
_State = CSPhrase::Latent;
|
||
|
_ExecutionBehaviour.Data = 0;
|
||
|
|
||
|
_AiEventReport.init();
|
||
|
|
||
|
_AiEventReport.Originator = _Attacker->getEntityRowId();
|
||
|
_AiEventReport.Target = _Defender->getEntityRowId();
|
||
|
_AiEventReport.Type = ACTNATURE::OFFENSIVE;
|
||
|
|
||
|
|
||
|
if (_StaminaCost != 0)
|
||
|
{
|
||
|
SCharacteristicsAndScores &stamina = actingEntity->getScores()._PhysicalScores[SCORES::stamina];
|
||
|
if ( stamina.Current != 0 )
|
||
|
{
|
||
|
// nlinfo("Stamina current = %d, cost %d", stamina.Current.getValue(), _StaminaCost);
|
||
|
stamina.Current = stamina.Current - _StaminaCost;
|
||
|
if (stamina.Current < 0)
|
||
|
stamina.Current = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( _HPCost != 0)
|
||
|
{
|
||
|
actingEntity->changeCurrentHp( (_HPCost) * (-1) );
|
||
|
}
|
||
|
|
||
|
CCombatWeapon weapon;
|
||
|
CCombatWeapon ammo;
|
||
|
if ( _Attacker->getItem( CCombatAttacker::RightHandItem, weapon) )
|
||
|
{
|
||
|
if (weapon.Family == ITEMFAMILY::MELEE_WEAPON )
|
||
|
{
|
||
|
_MeleeCombat = true;
|
||
|
}
|
||
|
else if (weapon.Family == ITEMFAMILY::RANGE_WEAPON )
|
||
|
{
|
||
|
if ( _Attacker->getItem( CCombatAttacker::Ammo, ammo) )
|
||
|
{
|
||
|
// check ammo qty
|
||
|
if ( !_Attacker->checkAmmoAmount() )
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), "EGS_NOT_ENOUGH_AMMO");
|
||
|
_BeingProcessed = false;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// lock ammos
|
||
|
_Attacker->lockAmmos();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendSimpleMessage( _Attacker->getEntityRowId(), "BS_NO_AMMO");
|
||
|
_BeingProcessed = false;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// ERROR -> Not a weapon
|
||
|
PHRASE_UTILITIES::sendSimpleMessage(_Attacker->getEntityRowId(), "BS_ITEM_INCOMPATIBLE");
|
||
|
_BeingProcessed = false;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
weapon.SkillValue = _Attacker->getSkillValue(weapon.Skill);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
weapon.Damage = HandToHandDamage;
|
||
|
weapon.DmgType = DMGTYPE::BLUNT;
|
||
|
weapon.SpeedInTicks = HandToHandSpeed;
|
||
|
|
||
|
// TODO skill BareHandCombat missing
|
||
|
// weapon.Quality = (uint16)PHRASE_UTILITIES::getEntityLevel( _Attacker->getEntityRowId(), SKILLS::BareHandCombat);
|
||
|
weapon.Quality = (uint16)PHRASE_UTILITIES::getEntityLevel( _Attacker->getEntityRowId(), SKILLS::SFM1H);
|
||
|
|
||
|
// TODO
|
||
|
//weapon.SkillValue = 10;//_Attacker->getEntity()->getSkills()._Skills[ SKILLS::BareHandCombat ].Current;//(uint16)PHRASE_UTILITIES::getEntityLevel( _Attacker->getEntityRowId(), SKILLS::BareHandCombat);
|
||
|
weapon.SkillValue = _Attacker->getEntity()->getSkills()._Skills[ SKILLS::SFM1H ].Current;
|
||
|
weapon.Skill = SKILLS::SFM1H;//SKILLS::BareHandCombat;
|
||
|
}
|
||
|
|
||
|
|
||
|
// compute latency end date
|
||
|
const NLMISC::TGameCycle time = CTickEventHandler::getGameCycle();
|
||
|
_LatencyEndDate = time + _HitRateModifier + weapon.SpeedInTicks + ammo.SpeedInTicks ;
|
||
|
|
||
|
// test phrase success
|
||
|
sint32 damage = 0;
|
||
|
if (!testPhraseSuccess())
|
||
|
{
|
||
|
// Total failure
|
||
|
// send miss message
|
||
|
_ExecutionBehaviour.Combat.DamageType = (ammo.Damage != 0) ? ammo.DmgType : weapon.DmgType;
|
||
|
_ExecutionBehaviour.Combat.AttackIntensity = PHRASE_UTILITIES::getAttackIntensity(_SabrinaCost / 10);
|
||
|
_ExecutionBehaviour.Combat.ImpactIntensity = 0;
|
||
|
_ExecutionBehaviour.Combat.KillingBlow = 0;
|
||
|
|
||
|
if (_PhraseSuccessDamageFactor == 0.0f)
|
||
|
{
|
||
|
// failed
|
||
|
combat->pushEvent( COMBAT_HISTORY::Miss );
|
||
|
PHRASE_UTILITIES::sendCombatResistMessages( _Attacker->getEntityRowId(), _Defender->getEntityRowId() );
|
||
|
}
|
||
|
else if (_PhraseSuccessDamageFactor < 0.0f)
|
||
|
{
|
||
|
// fumble
|
||
|
combat->pushEvent( COMBAT_HISTORY::Fumble );
|
||
|
PHRASE_UTILITIES::sendFumbleMessage( _Attacker->getEntityRowId(), _Defender->getEntityRowId() );
|
||
|
// double latency !
|
||
|
_LatencyEndDate = (_LatencyEndDate-time) * 2 + time;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// get shield
|
||
|
CCombatShield shield;
|
||
|
_Defender->getShield(shield);
|
||
|
|
||
|
// determine localisation
|
||
|
PHRASE_UTILITIES::TPairSlotShield localisation;
|
||
|
sint8 adjustment = PHRASE_UTILITIES::getLocalisationSizeAdjustement( _Attacker->getEntityRowId(), _Defender->getEntityRowId() );
|
||
|
if ( _ForcedLocalisation != SLOT_EQUIPMENT::UNDEFINED )
|
||
|
localisation = PHRASE_UTILITIES::getLocalisation( shield.ShieldType, adjustment, _ForcedLocalisation );
|
||
|
else
|
||
|
localisation = PHRASE_UTILITIES::getLocalisation( shield.ShieldType, adjustment );
|
||
|
|
||
|
// test against opponent defense
|
||
|
if ( testOpponentDefense( _Defender->getEntityRowId(), localisation ) )
|
||
|
{
|
||
|
// opponent dodged the attack, send messages
|
||
|
DEBUGLOG("<CCombatPhrase::execute> Actor %u, target %u has dodged", _Attacker->getEntityRowId().getIndex(), _Defender->getEntityRowId().getIndex() );
|
||
|
|
||
|
// update the actor behaviour
|
||
|
_ExecutionBehaviour.Combat.DamageType = (ammo.Damage != 0) ? ammo.DmgType : weapon.DmgType;
|
||
|
_ExecutionBehaviour.Combat.AttackIntensity = PHRASE_UTILITIES::getAttackIntensity(_SabrinaCost / 10);
|
||
|
_ExecutionBehaviour.Combat.ImpactIntensity = 0;
|
||
|
_ExecutionBehaviour.Combat.KillingBlow = 0;
|
||
|
|
||
|
if (defender->dodgeAsDefense())
|
||
|
combat->pushEvent( COMBAT_HISTORY::Dodge );
|
||
|
else
|
||
|
combat->pushEvent( COMBAT_HISTORY::Parry );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (_PhraseSuccessDamageFactor > 1.0f)
|
||
|
{
|
||
|
// critical strike
|
||
|
PHRASE_UTILITIES::sendCriticalHitMessage( _Attacker->getEntityRowId(), _Defender->getEntityRowId() );
|
||
|
}
|
||
|
|
||
|
// Compute damage
|
||
|
sint32 attackerLevel;
|
||
|
|
||
|
uint16 itemQuality = _MeleeCombat ? weapon.Quality : ammo.Quality;
|
||
|
if ( (weapon.SkillValue/10) >= itemQuality )
|
||
|
{
|
||
|
// attacker level is the same or higher, compute the mean between attacker and weapon level
|
||
|
attackerLevel = (weapon.SkillValue + itemQuality*10)/2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// attacker level is lower, give him a +10 bonus to skill
|
||
|
attackerLevel = 10 + weapon.SkillValue;
|
||
|
}
|
||
|
|
||
|
sint32 weaponDamage = _MeleeCombat ? weapon.Damage : ammo.Damage;
|
||
|
damage = sint32( ( weaponDamage * ( 10.0f + float(attackerLevel)) / 260.0f + _DamageModifier ) * _PhraseSuccessDamageFactor );
|
||
|
sint32 damageBeforeArmor = damage;
|
||
|
|
||
|
// get damage amplifier on target
|
||
|
const CSEffect * effect = defender->lookForSEffect( EFFECT_FAMILIES::MeleeDmgAmpli );
|
||
|
if ( effect )
|
||
|
damage *= effect->getParamValue() / 100;
|
||
|
|
||
|
// armor
|
||
|
CCombatArmor armor;
|
||
|
_Defender->getArmor( localisation.first, armor);
|
||
|
|
||
|
// compute armor and shield protections
|
||
|
sint32 defenderArmorLevel = ((armor.SkillValue/10) >= armor.Quality) ? ((weapon.SkillValue + armor.Quality)*10)/2 : 10+armor.SkillValue;
|
||
|
sint32 defenderShieldLevel = ((shield.SkillValue/10) >= shield.Quality) ? ((shield.SkillValue + shield.Quality)*10)/2 : 10+shield.SkillValue;
|
||
|
|
||
|
DMGTYPE::EDamageType dmgType = (ammo.Damage != 0) ? ammo.DmgType : weapon.DmgType;
|
||
|
|
||
|
uint32 dmgPreventedByShield = 0;
|
||
|
uint32 dmgPreventedByArmor = 0;
|
||
|
|
||
|
// get modifier according to armor type
|
||
|
float shieldAbsorptionFactor = 1.0;
|
||
|
sint32 shieldAbsorptionModifier = 0;
|
||
|
float armorAbsorptionFactor = 1.0;
|
||
|
sint32 armorAbsorptionModifier = 0;
|
||
|
|
||
|
switch(armor.ArmorType)
|
||
|
{
|
||
|
case ARMORTYPE::LIGHT:
|
||
|
armorAbsorptionFactor = _LightArmorAbsorptionMultiplier;
|
||
|
armorAbsorptionModifier = _LightArmorAbsorptionModifier;
|
||
|
break;
|
||
|
case ARMORTYPE::MEDIUM:
|
||
|
armorAbsorptionFactor = _MediumArmorAbsorptionMultiplier;
|
||
|
armorAbsorptionModifier = _MediumArmorAbsorptionModifier;
|
||
|
break;
|
||
|
case ARMORTYPE::HEAVY:
|
||
|
armorAbsorptionFactor = _HeavyArmorAbsorptionMultiplier;
|
||
|
armorAbsorptionModifier = _HeavyArmorAbsorptionModifier;
|
||
|
break;
|
||
|
default:;
|
||
|
};
|
||
|
|
||
|
switch(shield.ArmorType)
|
||
|
{
|
||
|
case ARMORTYPE::LIGHT:
|
||
|
shieldAbsorptionFactor = _LightArmorAbsorptionMultiplier;
|
||
|
shieldAbsorptionModifier = _LightArmorAbsorptionModifier;
|
||
|
break;
|
||
|
case ARMORTYPE::MEDIUM:
|
||
|
shieldAbsorptionFactor = _MediumArmorAbsorptionMultiplier;
|
||
|
shieldAbsorptionModifier = _MediumArmorAbsorptionModifier;
|
||
|
break;
|
||
|
case ARMORTYPE::HEAVY:
|
||
|
shieldAbsorptionFactor = _HeavyArmorAbsorptionMultiplier;
|
||
|
shieldAbsorptionModifier = _HeavyArmorAbsorptionModifier;
|
||
|
break;
|
||
|
default:;
|
||
|
};
|
||
|
|
||
|
switch( dmgType)
|
||
|
{
|
||
|
case DMGTYPE::BLUNT:
|
||
|
if (localisation.second)
|
||
|
{
|
||
|
dmgPreventedByShield += (uint32)(shield.MaxBluntProtection < (uint32)(0.01 * shield.BluntProtectionFactor * damage) ? shield.MaxBluntProtection : 0.01 * shield.BluntProtectionFactor * damage );
|
||
|
dmgPreventedByShield = (uint32) ((10.0f+ float(defenderShieldLevel))/260.0f * dmgPreventedByShield);
|
||
|
dmgPreventedByShield = max( sint32(0), sint32(dmgPreventedByShield * shieldAbsorptionFactor) + shieldAbsorptionModifier );
|
||
|
damage -= dmgPreventedByShield;
|
||
|
}
|
||
|
dmgPreventedByArmor += (uint32)(armor.MaxBluntProtection < (uint32)(0.01 * armor.BluntProtectionFactor * damage) ? armor.MaxBluntProtection : 0.01 * armor.BluntProtectionFactor * damage );
|
||
|
dmgPreventedByArmor = (uint32) ((10.0f+ float(defenderArmorLevel))/260.0f * dmgPreventedByArmor);
|
||
|
dmgPreventedByArmor = max( sint32(0), sint32(dmgPreventedByArmor * armorAbsorptionFactor) + armorAbsorptionModifier );
|
||
|
damage -= dmgPreventedByArmor;
|
||
|
break;
|
||
|
case DMGTYPE::SLASHING:
|
||
|
if (localisation.second)
|
||
|
{
|
||
|
dmgPreventedByShield += (uint32)(shield.MaxSlashingProtection < (uint32)(0.01 * shield.SlashingProtectionFactor * damage) ? shield.MaxSlashingProtection : 0.01 * shield.SlashingProtectionFactor * damage );
|
||
|
dmgPreventedByShield = (uint32) ((10.0f+ float(defenderShieldLevel))/260.0f * dmgPreventedByShield);
|
||
|
dmgPreventedByShield = max( sint32(0), sint32(dmgPreventedByShield * shieldAbsorptionFactor) + shieldAbsorptionModifier );
|
||
|
damage -= dmgPreventedByShield;
|
||
|
}
|
||
|
dmgPreventedByArmor += (uint32)(armor.MaxSlashingProtection < (uint32)(0.01 * armor.SlashingProtectionFactor * damage) ? armor.MaxSlashingProtection : 0.01 * armor.SlashingProtectionFactor * damage );
|
||
|
dmgPreventedByArmor = (uint32) ((10.0f+ float(defenderArmorLevel))/260.0f * dmgPreventedByArmor);
|
||
|
dmgPreventedByArmor = max( sint32(0), sint32(dmgPreventedByArmor * armorAbsorptionFactor) + armorAbsorptionModifier );
|
||
|
damage -= dmgPreventedByArmor;
|
||
|
break;
|
||
|
case DMGTYPE::PIERCING:
|
||
|
if (localisation.second)
|
||
|
{
|
||
|
dmgPreventedByShield += (uint32)(shield.MaxPiercingProtection < (uint32)(0.01 * shield.PiercingProtectionFactor * damage) ? shield.MaxPiercingProtection : 0.01 * shield.PiercingProtectionFactor * damage );
|
||
|
dmgPreventedByShield = (uint32) ((10.0f+ float(defenderShieldLevel))/260.0f * dmgPreventedByShield);
|
||
|
dmgPreventedByShield = max( sint32(0), sint32(dmgPreventedByShield * shieldAbsorptionFactor) + shieldAbsorptionModifier );
|
||
|
damage -= dmgPreventedByShield;
|
||
|
}
|
||
|
dmgPreventedByArmor += (uint32)(armor.MaxPiercingProtection < (uint32)(0.01 * armor.PiercingProtectionFactor * damage) ? armor.MaxPiercingProtection : 0.01 * armor.PiercingProtectionFactor * damage );
|
||
|
dmgPreventedByArmor = (uint32) ((10.0f+ float(defenderArmorLevel))/260.0f * dmgPreventedByArmor);
|
||
|
dmgPreventedByArmor = max( sint32(0), sint32(dmgPreventedByArmor * armorAbsorptionFactor) + armorAbsorptionModifier );
|
||
|
damage -= dmgPreventedByArmor;
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
};
|
||
|
|
||
|
if ( dmgPreventedByShield != 0)
|
||
|
{
|
||
|
INFOLOG("Entity %u (attacked by %u) Damage prevented by the shield = %u", _Defender->getEntityRowId().getIndex(), _Attacker->getEntityRowId().getIndex(), dmgPreventedByShield);
|
||
|
// remove shield hit points
|
||
|
// compute the real _DamageAmount of hp removed for the shield
|
||
|
_Defender->damageOnShield( dmgPreventedByShield );
|
||
|
//_ShieldLostHp[targetIndex] += (uint32) (dmgPreventedByShield * ( 1 + shieldDeltaLevel * 0.1));
|
||
|
//sentence->LogReportStructure.ShieldAbsorption += dmgPreventedByShield;
|
||
|
}
|
||
|
|
||
|
if ( dmgPreventedByArmor != 0)
|
||
|
{
|
||
|
_Defender->damageOnArmor(localisation.first, dmgPreventedByArmor );
|
||
|
INFOLOG("Entity %u (attacked by %u) Damage prevented by the armor = %u",_Defender->getEntityRowId().getIndex(), _Attacker->getEntityRowId().getIndex(), dmgPreventedByArmor);
|
||
|
}
|
||
|
|
||
|
_ExecutionBehaviour.Combat.DamageType = dmgType;
|
||
|
_ExecutionBehaviour.Combat.AttackIntensity = PHRASE_UTILITIES::getAttackIntensity(_SabrinaCost / 10);
|
||
|
_ExecutionBehaviour.Combat.ImpactIntensity = PHRASE_UTILITIES::getImpactIntensity( damage, _Defender->getEntityRowId() );
|
||
|
|
||
|
if (damage == 0)
|
||
|
{
|
||
|
// MAY BE AN BUG -> LOG MANY INFOS FOR DEBUG
|
||
|
nlwarning("COMBAT : Entity %s hits entity %s but does 0 damage.", actingEntity->getId().toString().c_str(), defender->getId().toString().c_str() );
|
||
|
nlwarning("Attacker weapon infos : %s", weapon.toString());
|
||
|
nlwarning("attackerLevel = %d, weaponDamage : %d", attackerLevel, weaponDamage);
|
||
|
nlwarning("");
|
||
|
nlwarning("Defender armor infos : %s", armor.toString());
|
||
|
nlwarning("Damage before effects and armor : %d", damageBeforeArmor);
|
||
|
nlwarning("Damage prevented by armor : %d", dmgPreventedByArmor);
|
||
|
nlwarning("Damage prevented by shield : %d", dmgPreventedByShield);
|
||
|
}
|
||
|
|
||
|
// apply damage
|
||
|
if (damage > 0)
|
||
|
{
|
||
|
applyCombatActions();
|
||
|
|
||
|
_ExecutionBehaviour.DeltaHP = (sint16)((-1)*damage);
|
||
|
|
||
|
if ( defender->changeCurrentHp( (-1)*damage ) == true)
|
||
|
{
|
||
|
// entity has been killed, change the bahaviour of the attacker to set the flag
|
||
|
_ExecutionBehaviour.Combat.KillingBlow = 1;
|
||
|
|
||
|
// send mission event
|
||
|
if ( actingEntity->getId().getType()== RYZOMID::player )
|
||
|
{
|
||
|
CMissionEventKill event ( _Defender->getEntityRowId() );
|
||
|
((CCharacter*) actingEntity)->processMissionEvent( event );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CPhraseManager::getInstance()->breakCast(attackerLevel,actingEntity,defender);
|
||
|
}
|
||
|
|
||
|
// add modifier to sentence AI event reports
|
||
|
// TODO
|
||
|
|
||
|
// test spell break
|
||
|
//PHRASE_UTILITIES::testSpellBreakOnDamage( _Defender->getEntityRowId(), _Attacker->getEntityRowId(), damage, damageType);
|
||
|
// TODO
|
||
|
|
||
|
sint32 lostStamina = (sint32)( damage * _StaminaLossFactor + _StaminaLossModifier);
|
||
|
sint32 lostSap = (sint32)(damage * _SapLossFactor + _SapLossModifier);
|
||
|
|
||
|
if ( lostStamina != 0 )
|
||
|
{
|
||
|
INFOLOG("entity %s lose %d stamina", TheDataset.getEntityId(_Defender->getEntityRowId()).toString().c_str(),lostStamina );
|
||
|
defender->getPhysScores()._PhysicalScores[SCORES::stamina].Current = defender->getPhysScores()._PhysicalScores[SCORES::stamina].Current - lostStamina;
|
||
|
|
||
|
//TEMPFIX
|
||
|
// clip score to 0
|
||
|
if ( defender->getPhysScores()._PhysicalScores[SCORES::stamina].Current < 0 )
|
||
|
defender->getPhysScores()._PhysicalScores[SCORES::stamina].Current = 0;
|
||
|
|
||
|
// add modifier to sentence AI event reports
|
||
|
_AiEventReport.addDelta(AI_EVENT_REPORT::Stamina, (-1)*lostStamina);
|
||
|
}
|
||
|
if ( lostSap != 0 )
|
||
|
{
|
||
|
//value = toString( _BaseSapAbsorption[i] );
|
||
|
INFOLOG("entity %s lose %d sap", TheDataset.getEntityId(_Defender->getEntityRowId()).toString().c_str(), lostSap );
|
||
|
defender->getPhysScores()._PhysicalScores[SCORES::sap].Current = defender->getPhysScores()._PhysicalScores[SCORES::sap].Current - lostSap;
|
||
|
|
||
|
//TEMPFIX
|
||
|
// clip score to 0
|
||
|
if ( defender->getPhysScores()._PhysicalScores[SCORES::sap].Current < 0 )
|
||
|
defender->getPhysScores()._PhysicalScores[SCORES::sap].Current = 0;
|
||
|
|
||
|
// add modifier to sentence AI event reports
|
||
|
_AiEventReport.addDelta(AI_EVENT_REPORT::Sap, (-1)*lostSap);
|
||
|
}
|
||
|
|
||
|
// send chat messages
|
||
|
PHRASE_UTILITIES::sendHitMessages(_Attacker->getEntityRowId(),_Defender->getEntityRowId(), damage, lostStamina, lostSap);
|
||
|
|
||
|
if ( _ExecutionBehaviour.Combat.KillingBlow == 1 )
|
||
|
PHRASE_UTILITIES::sendDeathMessages( _Attacker->getEntityRowId(), _Defender->getEntityRowId() );
|
||
|
|
||
|
// send report for xp gain if actor is a player
|
||
|
if (_Attacker->getEntity()->getId().getType() == RYZOMID::player )
|
||
|
((CCharacter*)(_Attacker->getEntity()))->actionReport( _Defender->getEntity(), _DeltaLevel, ACTNATURE::OFFENSIVE, SKILLS::toString(_AttackSkill) );
|
||
|
|
||
|
}
|
||
|
else
|
||
|
PHRASE_UTILITIES::sendHitNullMessages( _Attacker->getEntityRowId(), _Defender->getEntityRowId() );
|
||
|
|
||
|
INFOLOG("Entity %s hits entity %s does %u damage", TheDataset.getEntityId(_Attacker->getEntityRowId()).toString().c_str(), TheDataset.getEntityId(_Defender->getEntityRowId()).toString().c_str(), damage );
|
||
|
|
||
|
|
||
|
// --- TODO : INSERT THE REAL HIT LOCATION + CRITICAL HIT MANAGEMENT
|
||
|
if ( !_ExecutionBehaviour.Combat.KillingBlow )
|
||
|
combat->pushEvent( COMBAT_HISTORY::HitChest );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// update the actor behaviour
|
||
|
if ( _ExecutionBehaviour.Behaviour != MBEHAV::UNKNOWN_BEHAVIOUR )
|
||
|
PHRASE_UTILITIES::sendUpdateBehaviour( _Attacker->getEntityRowId(), _ExecutionBehaviour );
|
||
|
|
||
|
// compute aggro
|
||
|
sint32 aggro = 0;
|
||
|
const sint32 maxPv = defender->getPhysScores()._PhysicalScores[SCORES::hit_points].Max;
|
||
|
if (maxPv)
|
||
|
{
|
||
|
aggro = (-1) * sint32((100.0 * double(damage + _AggroModifier))/double(maxPv) * _AggroMultiplier) ;
|
||
|
}
|
||
|
|
||
|
// update the repor
|
||
|
_AiEventReport.AggroMul = 1.0f;
|
||
|
_AiEventReport.AggroAdd = aggro;
|
||
|
_AiEventReport.addDelta(AI_EVENT_REPORT::HitPoints, (-1)*damage);
|
||
|
|
||
|
PhraseManager->addAiEventReport(_AiEventReport);
|
||
|
|
||
|
CCharacter* player = dynamic_cast<CCharacter*> (_Attacker->getEntity());
|
||
|
if (player)
|
||
|
player->setCurrentAction(CLIENT_ACTION_TYPE::Combat,_LatencyEndDate);
|
||
|
|
||
|
actingEntity->setActionFlag( RYZOMACTIONFLAGS::Attacks, false );
|
||
|
|
||
|
_BeingProcessed = false;
|
||
|
} // apply //
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// end()
|
||
|
//--------------------------------------------------------------
|
||
|
void CCombatPhrase::end()
|
||
|
{
|
||
|
if (!_Attacker) return;
|
||
|
|
||
|
_BeingProcessed = true;
|
||
|
|
||
|
_Attacker->unlockRightItem();
|
||
|
|
||
|
// set the attacks flag of the acting entity
|
||
|
CEntityBase *entityPtr = PHRASE_UTILITIES::entityPtrFromId(_Attacker->getEntityRowId());
|
||
|
if (entityPtr)
|
||
|
entityPtr->setActionFlag( RYZOMACTIONFLAGS::Attacks, false );
|
||
|
|
||
|
_State = CSPhrase::LatencyEnded;
|
||
|
|
||
|
if (_DisengageOnEnd)
|
||
|
{
|
||
|
PhraseManager->disengage( _Attacker->getEntityRowId(), false, true);
|
||
|
}
|
||
|
|
||
|
_BeingProcessed = false;
|
||
|
|
||
|
CCharacter* player = dynamic_cast<CCharacter*> (entityPtr);
|
||
|
if (player)
|
||
|
player->clearCurrentAction();
|
||
|
} // end //
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// testOpponentDefense()
|
||
|
//--------------------------------------------------------------
|
||
|
bool CCombatPhrase::testOpponentDefense(const TDataSetRow &targetRowId, const PHRASE_UTILITIES::TPairSlotShield &localisation)
|
||
|
{
|
||
|
sint32 attackerLevel = 0;
|
||
|
CCombatWeapon weapon;
|
||
|
if (_Attacker->getItem( CCombatAttacker::RightHandItem, weapon) )
|
||
|
{
|
||
|
_AttackSkill = weapon.Skill;
|
||
|
attackerLevel = _AttackSkillModifier + ((weapon.SkillValue/10) >= weapon.Quality) ? ((weapon.SkillValue + weapon.Quality)*10)/2 : 10 + weapon.SkillValue;
|
||
|
attackerLevel /= 10;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( _RootSkill == SKILLS::unknown )
|
||
|
//TODO barehandedcombat
|
||
|
_AttackSkill = SKILLS::SFM1H;//SKILLS::BareHandCombat;
|
||
|
else
|
||
|
_AttackSkill = _RootSkill;
|
||
|
|
||
|
attackerLevel = PHRASE_UTILITIES::getEntityLevel(_Attacker->getEntityRowId(), _AttackSkill,_AttackSkillModifier);
|
||
|
}
|
||
|
|
||
|
// defender has a malus of one level per attacker beyond the first one
|
||
|
const set<TDataSetRow> &aggressors = PhraseManager->getMeleeAggressors(targetRowId);
|
||
|
sint32 malus = 0;
|
||
|
sint32 nb = aggressors.size();
|
||
|
if (nb)
|
||
|
malus = (1-nb)*10;
|
||
|
|
||
|
sint32 valueTemp = _Defender->getDefenseValue();
|
||
|
sint32 defenderLevel = max( sint32((valueTemp + malus ) / 10), (sint32)0);
|
||
|
|
||
|
_DeltaLevel = attackerLevel - defenderLevel;
|
||
|
|
||
|
// oposition test
|
||
|
uint8 chances = PHRASE_UTILITIES::getSuccessChance( defenderLevel - attackerLevel );
|
||
|
|
||
|
// TEMP HACK : limit dodge chances for the moment, wait new rules (more 'fun')
|
||
|
chances /= 3;
|
||
|
|
||
|
|
||
|
float result = PHRASE_UTILITIES::getSucessFactor(chances, (uint8)RandomGenerator.rand(99) );
|
||
|
|
||
|
if (result>=1.0f)
|
||
|
{
|
||
|
if ( !_Defender->getEntity()->dodgeAsDefense() )
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendMessage( _Attacker->getEntityRowId(), string("EGS_ACTOR_COMBAT_PARRY_E"), targetRowId);
|
||
|
PHRASE_UTILITIES::sendMessage( targetRowId, string("EGS_TARGET_COMBAT_PARRY_E"), _Attacker->getEntityRowId());
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PHRASE_UTILITIES::sendMessage( _Attacker->getEntityRowId(), string("EGS_ACTOR_COMBAT_DODGE_E"), targetRowId);
|
||
|
PHRASE_UTILITIES::sendMessage( targetRowId, string("EGS_TARGET_COMBAT_DODGE_E"), _Attacker->getEntityRowId());
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
} // testOpponentDefense //
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// testPhraseSuccess()
|
||
|
//--------------------------------------------------------------
|
||
|
bool CCombatPhrase::testPhraseSuccess()
|
||
|
{
|
||
|
sint32 skillValue;
|
||
|
if ( _RootSkill != SKILLS::unknown )
|
||
|
skillValue = _Attacker->getSkillValue( _RootSkill );
|
||
|
else
|
||
|
{
|
||
|
//TODO skill barehanded combat
|
||
|
CCombatWeapon weapon;
|
||
|
if (_Attacker->getItem( CCombatAttacker::RightHandItem, weapon) )
|
||
|
{
|
||
|
skillValue = weapon.SkillValue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//skillValue = _Attacker->getSkillValue( SKILLS::BareHandCombat );
|
||
|
skillValue = _Attacker->getSkillValue( SKILLS::SFM1H );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const sint16 relativeLevel = (skillValue + _SabrinaCredit - 2*_SabrinaCost) / 10;
|
||
|
|
||
|
// oposition test
|
||
|
uint8 chances = PHRASE_UTILITIES::getSuccessChance( relativeLevel );
|
||
|
|
||
|
_PhraseSuccessDamageFactor = PHRASE_UTILITIES::getSucessFactor(chances, (uint8)RandomGenerator.rand(99) );
|
||
|
// nlinfo("_PhraseSuccessDamageFactor = %f, (skill+bonus = %d, difficulty = %d)", _PhraseSuccessDamageFactor, (skillValue + _SabrinaCredit - _SabrinaCost), _SabrinaCost);
|
||
|
|
||
|
if (_PhraseSuccessDamageFactor == 0.0f)
|
||
|
{
|
||
|
// failed
|
||
|
return false;
|
||
|
}
|
||
|
else if (_PhraseSuccessDamageFactor < 0.0f)
|
||
|
{
|
||
|
// fumble
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
} // testPhraseSuccess //
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// checkTargetValidity()
|
||
|
//--------------------------------------------------------------
|
||
|
bool CCombatPhrase::checkTargetValidity( const TDataSetRow &targetRowId, string &errorCode )
|
||
|
{
|
||
|
if ( !targetRowId.isValid() || !TheDataset.isDataSetRowStillValid(targetRowId) )
|
||
|
{
|
||
|
errorCode = "BS_INVALID_TARGET";
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (targetRowId == _Attacker->getEntityRowId() && TheDataset.getEntityId(_Attacker->getEntityRowId()).getType() == RYZOMID::player)
|
||
|
{
|
||
|
errorCode = "BS_INVALID_TARGET";
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( ! PHRASE_UTILITIES::testOffensiveActionAllowed(_Attacker->getEntityRowId(), targetRowId, errorCode) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
} // checkTargetValidity //
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// checkPhraseCost()
|
||
|
//--------------------------------------------------------------
|
||
|
bool CCombatPhrase::checkPhraseCost( string &errorCode )
|
||
|
{
|
||
|
if (!_Attacker || !_Attacker->getEntity()) return false;
|
||
|
|
||
|
// only check costs for players
|
||
|
if ( TheDataset.getEntityId(_Attacker->getEntityRowId()).getType() != RYZOMID::player)
|
||
|
return true;
|
||
|
|
||
|
const SCharacteristicsAndScores &stamina = _Attacker->getEntity()->getScores()._PhysicalScores[SCORES::stamina];
|
||
|
if ( stamina.Current < _StaminaCost)
|
||
|
{
|
||
|
errorCode = "EGS_TOO_EXPENSIVE_STAMINA";
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const SCharacteristicsAndScores &hp = _Attacker->getEntity()->getScores()._PhysicalScores[SCORES::hit_points];
|
||
|
if ( hp.Current < _HPCost)
|
||
|
{
|
||
|
errorCode = "EGS_TOO_EXPENSIVE_HP";
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
} // checkPhraseCost //
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// createDefender()
|
||
|
//--------------------------------------------------------------
|
||
|
void CCombatPhrase::createDefender( const TDataSetRow &targetRowId )
|
||
|
{
|
||
|
if (_Defender != NULL)
|
||
|
{
|
||
|
delete _Defender;
|
||
|
_Defender = NULL;
|
||
|
}
|
||
|
|
||
|
if ( !targetRowId.isValid() || !TheDataset.isDataSetRowStillValid(targetRowId) )
|
||
|
return;
|
||
|
|
||
|
// create defender structure
|
||
|
if ( TheDataset.getEntityId(targetRowId).getType() == RYZOMID::player )
|
||
|
{
|
||
|
_Defender = new CCombatDefenderPlayer(targetRowId);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
_Defender = new CCombatDefenderAI(targetRowId);
|
||
|
}
|
||
|
} // createDefender //
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// validateCombatActions()
|
||
|
//--------------------------------------------------------------
|
||
|
bool CCombatPhrase::validateCombatActions( string &errorCode )
|
||
|
{
|
||
|
const uint size = _CombatActions.size();
|
||
|
for (uint i = 0 ; i < size ; ++i)
|
||
|
{
|
||
|
if ( _CombatActions[i] != NULL)
|
||
|
{
|
||
|
if (!_CombatActions[i]->validate(this, errorCode))
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
} // validateCombatActions //
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// applyCombatActions()
|
||
|
//--------------------------------------------------------------
|
||
|
void CCombatPhrase::applyCombatActions()
|
||
|
{
|
||
|
if (!_Defender) return;
|
||
|
|
||
|
const uint size = _CombatActions.size();
|
||
|
for (uint i = 0 ; i < size ; ++i)
|
||
|
{
|
||
|
if ( _CombatActions[i] != NULL)
|
||
|
{
|
||
|
_CombatActions[i]->setTarget( _Defender->getEntityRowId() );
|
||
|
_CombatActions[i]->apply(this);
|
||
|
}
|
||
|
}
|
||
|
} // validateCombatActions //
|
||
|
|