Beispiel #1
0
            protected override void OnTick()
            {
                GameLiving target = m_arrowTarget;
                GameLiving caster = (GameLiving)m_actionSource;

                if (target == null || !target.IsAlive || target.ObjectState != GameObject.eObjectState.Active || target.CurrentRegionID != caster.CurrentRegionID)
                {
                    return;
                }

                int missrate = 100 - m_handler.CalculateToHitChance(target);
                // add defence bonus from last executed style if any
                AttackData targetAD = (AttackData)target.TempProperties.getProperty <object>(GameLiving.LAST_ATTACK_DATA, null);

                if (targetAD != null &&
                    targetAD.AttackResult == GameLiving.eAttackResult.HitStyle &&
                    targetAD.Style != null)
                {
                    missrate += targetAD.Style.BonusToDefense;
                }

                // half of the damage is magical
                // subtract any spelldamage bonus and re-calculate after half damage is calculated
                AttackData ad = m_handler.CalculateDamageToTarget(target, 0.5 - (caster.GetModified(eProperty.SpellDamage) * 0.01));

                // check for bladeturn miss
                if (ad.AttackResult == GameLiving.eAttackResult.Missed)
                {
                    return;
                }

                if (Util.Chance(missrate))
                {
                    ad.AttackResult = GameLiving.eAttackResult.Missed;
                    m_handler.MessageToCaster("You miss!", eChatType.CT_YouHit);
                    m_handler.MessageToLiving(target, caster.GetName(0, false) + " missed!", eChatType.CT_Missed);
                    target.OnAttackedByEnemy(ad);
                    target.StartInterruptTimer(target.SpellInterruptDuration, ad.AttackType, caster);
                    if (target is GameNPC)
                    {
                        IOldAggressiveBrain aggroBrain = ((GameNPC)target).Brain as IOldAggressiveBrain;
                        if (aggroBrain != null)
                        {
                            aggroBrain.AddToAggroList(caster, 1);
                        }
                    }
                    return;
                }

                ad.Damage = (int)((double)ad.Damage * (1.0 + caster.GetModified(eProperty.SpellDamage) * 0.01));

                bool arrowBlock = false;

                if (target is GamePlayer && !target.IsStunned && !target.IsMezzed && !target.IsSitting && m_handler.Spell.LifeDrainReturn != (int)Archery.eShotType.Critical)
                {
                    GamePlayer    player   = (GamePlayer)target;
                    InventoryItem lefthand = player.Inventory.GetItem(eInventorySlot.LeftHandWeapon);
                    if (lefthand != null && (player.AttackWeapon == null || player.AttackWeapon.Item_Type == Slot.RIGHTHAND || player.AttackWeapon.Item_Type == Slot.LEFTHAND))
                    {
                        if (target.IsObjectInFront(caster, 180) && lefthand.Object_Type == (int)eObjectType.Shield)
                        {
                            // TODO: shield size vs number of attackers not calculated
                            double shield      = 0.5 * player.GetModifiedSpecLevel(Specs.Shields);
                            double blockchance = ((player.Dexterity * 2) - 100) / 40.0 + shield + (0 * 3) + 5;
                            blockchance += 30;
                            blockchance -= target.GetConLevel(caster) * 5;
                            if (blockchance >= 100)
                            {
                                blockchance = 99;
                            }
                            if (blockchance <= 0)
                            {
                                blockchance = 1;
                            }

                            if (target.IsEngaging)
                            {
                                EngageEffect engage = target.EffectList.GetOfType <EngageEffect>();
                                if (engage != null && target.AttackState && engage.EngageTarget == caster)
                                {
                                    // Engage raised block change to 85% if attacker is engageTarget and player is in attackstate
                                    // You cannot engage a mob that was attacked within the last X seconds...
                                    if (engage.EngageTarget.LastAttackedByEnemyTick > engage.EngageTarget.CurrentRegion.Time - EngageAbilityHandler.ENGAGE_ATTACK_DELAY_TICK)
                                    {
                                        if (engage.Owner is GamePlayer)
                                        {
                                            (engage.Owner as GamePlayer).Out.SendMessage(engage.EngageTarget.GetName(0, true) + " has been attacked recently and you are unable to engage.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                                        }
                                    }                                      // Check if player has enough endurance left to engage
                                    else if (engage.Owner.Endurance < EngageAbilityHandler.ENGAGE_DURATION_LOST)
                                    {
                                        engage.Cancel(false);                                         // if player ran out of endurance cancel engage effect
                                    }
                                    else
                                    {
                                        engage.Owner.Endurance -= EngageAbilityHandler.ENGAGE_DURATION_LOST;
                                        if (engage.Owner is GamePlayer)
                                        {
                                            (engage.Owner as GamePlayer).Out.SendMessage("You concentrate on blocking the blow!", eChatType.CT_Skill, eChatLoc.CL_SystemWindow);
                                        }

                                        if (blockchance < 85)
                                        {
                                            blockchance = 85;
                                        }
                                    }
                                }
                            }

                            if (blockchance >= Util.Random(1, 100))
                            {
                                arrowBlock = true;
                                m_handler.MessageToLiving(player, "You block " + caster.GetName(0, false) + "'s arrow!", eChatType.CT_System);
                                if (m_handler.Spell.Target.ToLower() != "area")
                                {
                                    m_handler.MessageToCaster(player.GetName(0, true) + " blocks your arrow!", eChatType.CT_System);
                                    m_handler.DamageTarget(ad, false, 0x02);
                                }
                            }
                        }
                    }
                }

                if (arrowBlock == false)
                {
                    // now calculate the magical part of arrow damage (similar to bolt calculation).  Part 1 Physical, Part 2 Magical

                    double damage = m_handler.Spell.Damage / 2;                     // another half is physical damage
                    if (target is GamePlayer)
                    {
                        ad.ArmorHitLocation = ((GamePlayer)target).CalculateArmorHitLocation(ad);
                    }

                    InventoryItem armor = null;
                    if (target.Inventory != null)
                    {
                        armor = target.Inventory.GetItem((eInventorySlot)ad.ArmorHitLocation);
                    }

                    double ws = (caster.Level * 8 * (1.0 + (caster.GetModified(eProperty.Dexterity) - 50) / 200.0));

                    damage     *= ((ws + 90.68) / (target.GetArmorAF(ad.ArmorHitLocation) + 20 * 4.67));
                    damage     *= 1.0 - Math.Min(0.85, ad.Target.GetArmorAbsorb(ad.ArmorHitLocation));
                    ad.Modifier = (int)(damage * (ad.Target.GetResist(ad.DamageType) + SkillBase.GetArmorResist(armor, ad.DamageType)) / -100.0);
                    damage     += ad.Modifier;

                    double effectiveness = caster.Effectiveness;
                    effectiveness += (caster.GetModified(eProperty.SpellDamage) * 0.01);
                    damage         = damage * effectiveness;

                    damage *= (1.0 + RelicMgr.GetRelicBonusModifier(caster.Realm, eRelicType.Magic));

                    if (damage < 0)
                    {
                        damage = 0;
                    }

                    ad.Damage += (int)damage;

                    if (caster.AttackWeapon != null)
                    {
                        // Quality
                        ad.Damage -= (int)(ad.Damage * (100 - caster.AttackWeapon.Quality) * .01);

                        // Condition
                        ad.Damage = (int)((double)ad.Damage * Math.Min(1.0, (double)caster.AttackWeapon.Condition / (double)caster.AttackWeapon.MaxCondition));

                        // Patch Note:  http://support.darkageofcamelot.com/kb/article.php?id=931
                        // - The Damage Per Second (DPS) of your bow will have an effect on your damage for archery shots. If the effective DPS
                        //   of your equipped bow is less than that of your max DPS for the level of archery shot you are using, the damage of your
                        //   shot will be reduced. Max DPS for a particular level can be found by using this equation: (.3 * level) + 1.2

                        int spellRequiredDPS = 12 + 3 * m_handler.Spell.Level;

                        if (caster.AttackWeapon.DPS_AF < spellRequiredDPS)
                        {
                            double percentReduction = (double)caster.AttackWeapon.DPS_AF / (double)spellRequiredDPS;
                            ad.Damage = (int)(ad.Damage * percentReduction);
                        }
                    }

                    if (ad.Damage < 0)
                    {
                        ad.Damage = 0;
                    }

                    ad.UncappedDamage = ad.Damage;
                    ad.Damage         = (int)Math.Min(ad.Damage, m_handler.DamageCap(effectiveness));

                    if (ad.CriticalDamage > 0)
                    {
                        if (m_handler.Spell.Target.ToLower() == "area")
                        {
                            ad.CriticalDamage = 0;
                        }
                        else
                        {
                            int critMax = (target is GamePlayer) ? ad.Damage / 2 : ad.Damage;
                            ad.CriticalDamage = Util.Random(critMax / 10, critMax);
                        }
                    }

                    target.ModifyAttack(ad);

                    m_handler.SendDamageMessages(ad);
                    m_handler.DamageTarget(ad, false, 0x14);
                    target.StartInterruptTimer(target.SpellInterruptDuration, ad.AttackType, caster);
                }


                if (m_handler.Spell.SubSpellID != 0)
                {
                    Spell subspell = SkillBase.GetSpellByID(m_handler.Spell.SubSpellID);
                    if (subspell != null)
                    {
                        subspell.Level = m_handler.Spell.Level;
                        ISpellHandler spellhandler = ScriptMgr.CreateSpellHandler(m_handler.Caster, subspell, SkillBase.GetSpellLine(GlobalSpellsLines.Combat_Styles_Effect));
                        if (spellhandler != null)
                        {
                            spellhandler.StartSpell(target);
                        }
                    }
                }

                if (arrowBlock == false && m_handler.Caster.AttackWeapon != null && GlobalConstants.IsBowWeapon((eObjectType)m_handler.Caster.AttackWeapon.Object_Type))
                {
                    if (ad.AttackResult == GameLiving.eAttackResult.HitUnstyled || ad.AttackResult == GameLiving.eAttackResult.HitStyle)
                    {
                        caster.CheckWeaponMagicalEffect(ad, m_handler.Caster.AttackWeapon);
                    }
                }
            }
Beispiel #2
0
		/// <summary>
		/// Returns wether this player can use a particular style
		/// right now. Tests for all preconditions like prerequired
		/// styles, previous attack result, ...
		/// </summary>
		/// <param name="living">The living wanting to execute a style</param>
		/// <param name="style">The style to execute</param>
		/// <param name="weapon">The weapon used to execute the style</param>
		/// <returns>true if the player can execute the style right now, false if not</returns>
		public static bool CanUseStyle(GameLiving living, Style style, InventoryItem weapon)
		{
			//First thing in processors, lock the objects you modify
			//This way it makes sure the objects are not modified by
			//several different threads at the same time!
			lock (living)
			{
				GameLiving target = living.TargetObject as GameLiving;
				if (target == null) return false;

				//Required attack result
				GameLiving.eAttackResult requiredAttackResult = GameLiving.eAttackResult.Any;
				switch (style.AttackResultRequirement)
				{
					case Style.eAttackResult.Any: requiredAttackResult = GameLiving.eAttackResult.Any; break;
					case Style.eAttackResult.Block: requiredAttackResult = GameLiving.eAttackResult.Blocked; break;
					case Style.eAttackResult.Evade: requiredAttackResult = GameLiving.eAttackResult.Evaded; break;
					case Style.eAttackResult.Fumble: requiredAttackResult = GameLiving.eAttackResult.Fumbled; break;
					case Style.eAttackResult.Hit: requiredAttackResult = GameLiving.eAttackResult.HitUnstyled; break;
					case Style.eAttackResult.Style: requiredAttackResult = GameLiving.eAttackResult.HitStyle; break;
					case Style.eAttackResult.Miss: requiredAttackResult = GameLiving.eAttackResult.Missed; break;
					case Style.eAttackResult.Parry: requiredAttackResult = GameLiving.eAttackResult.Parried; break;
				}

				AttackData lastAD = (AttackData)living.TempProperties.getProperty<object>(GameLiving.LAST_ATTACK_DATA, null);

				switch (style.OpeningRequirementType)
				{

					case Style.eOpening.Offensive:
						//Style required before this one?
						if (style.OpeningRequirementValue != 0
							&& (lastAD == null
							|| lastAD.AttackResult != GameLiving.eAttackResult.HitStyle
							|| lastAD.Style == null
							|| lastAD.Style.ID != style.OpeningRequirementValue
							|| lastAD.Target != target)) // style chains are possible only on the same target
						{
							//DOLConsole.WriteLine("Offensive: Opening Requirement style needed failed!("+style.OpeningRequirementValue+")");
							return false;
						}

						//Last attack result
						GameLiving.eAttackResult lastRes = (lastAD != null) ? lastAD.AttackResult : GameLiving.eAttackResult.Any;

						if (requiredAttackResult != GameLiving.eAttackResult.Any && lastRes != requiredAttackResult)
						{
							//DOLConsole.WriteLine("Offensive: AttackResult Requirement failed!("+requiredAttackResult.ToString()+", was "+lastRes+")");
							return false;
						}
						break;

					case Style.eOpening.Defensive:
						AttackData targetsLastAD = (AttackData)target.TempProperties.getProperty<object>(GameLiving.LAST_ATTACK_DATA, null);

						//Last attack result
						if (requiredAttackResult != GameLiving.eAttackResult.Any)
						{
							if (targetsLastAD == null || targetsLastAD.Target != living)
							{
								return false;
							}

							if (requiredAttackResult != GameLiving.eAttackResult.HitStyle && targetsLastAD.AttackResult != requiredAttackResult)
							{
								//DOLConsole.WriteLine("Defensive: AttackResult Requirement failed!("+requiredAttackResult.ToString()+", was "+lastEnemyRes+")");
								return false;
							}
							else if (requiredAttackResult == GameLiving.eAttackResult.HitStyle && targetsLastAD.Style == null)
							{
								//DOLConsole.WriteLine("Defensive: AttackResult Requirement failed!("+requiredAttackResult.ToString()+", was "+lastEnemyRes+")");
								return false;
							}
						}
						break;

					case Style.eOpening.Positional:
						//check here if target is in front of attacker
						if (!living.IsObjectInFront(target, 120))
							return false;

						//you can't use positional styles on keep doors or walls
						if ((target is GameKeepComponent || target is GameKeepDoor) && (Style.eOpeningPosition)style.OpeningRequirementValue != Style.eOpeningPosition.Front)
							return false;

						// get players angle on target
                        float angle = target.GetAngle( living );
						//player.Out.SendDebugMessage("Positional check: "+style.OpeningRequirementValue+" angle "+angle+" target heading="+target.Heading);						

						switch ((Style.eOpeningPosition)style.OpeningRequirementValue)
						{
							//Back Styles
							//60 degree since 1.62 patch
							case Style.eOpeningPosition.Back:
								if (!(angle >= 150 && angle < 210)) return false;
								break;
							// Side Styles  
							//105 degree since 1.62 patch
							case Style.eOpeningPosition.Side:
								if (!(angle >= 45 && angle < 150) && !(angle >= 210 && angle < 315)) return false;
								break;
							// Front Styles
							// 90 degree
							case Style.eOpeningPosition.Front:
								if (!(angle >= 315 || angle < 45)) return false;
								break;
						}
						//DOLConsole.WriteLine("Positional check success: "+style.OpeningRequirementValue);
						break;
				}

				if (style.StealthRequirement && !living.IsStealthed)
					return false;

				if (!CheckWeaponType(style, living, weapon))
					return false;

				//				if(player.Endurance < CalculateEnduranceCost(style, weapon.SPD_ABS))
				//					return false;

				return true;
			}
		}
Beispiel #3
0
            /// <summary>
            /// Called on every timer tick
            /// </summary>
            protected override void OnTick()
            {
                GameLiving target = m_boltTarget;
                GameLiving caster = (GameLiving)m_actionSource;

                if (target == null)
                {
                    return;
                }
                if (target.CurrentRegionID != caster.CurrentRegionID)
                {
                    return;
                }
                if (target.ObjectState != GameObject.eObjectState.Active)
                {
                    return;
                }
                if (!target.IsAlive)
                {
                    return;
                }

                // Related to PvP hitchance
                // http://www.camelotherald.com/news/news_article.php?storyid=2444
                // No information on bolt hitchance against npc's
                // Bolts are treated as physical attacks for the purpose of ABS only
                // Based on this I am normalizing the miss rate for npc's to be that of a standard spell

                int missrate = 0;

                if (caster is GamePlayer && target is GamePlayer)
                {
                    if (target.InCombat)
                    {
                        foreach (GameLiving attacker in target.Attackers)
                        {
                            if (attacker != caster && target.GetDistanceTo(attacker) <= 200)
                            {
                                // each attacker within 200 units adds a 20% chance to miss
                                missrate += 20;
                            }
                        }
                    }
                }

                if (target is GameNPC || caster is GameNPC)
                {
                    missrate += (int)(ServerProperties.Properties.PVE_SPELL_CONHITPERCENT * caster.GetConLevel(target));
                }

                // add defence bonus from last executed style if any
                AttackData targetAD = (AttackData)target.TempProperties.getProperty <object>(GameLiving.LAST_ATTACK_DATA, null);

                if (targetAD != null &&
                    targetAD.AttackResult == GameLiving.eAttackResult.HitStyle &&
                    targetAD.Style != null)
                {
                    missrate += targetAD.Style.BonusToDefense;
                }

                AttackData ad = m_handler.CalculateDamageToTarget(target, 0.5 - (caster.GetModified(eProperty.SpellDamage) * 0.01));

                if (Util.Chance(missrate))
                {
                    ad.AttackResult = GameLiving.eAttackResult.Missed;
                    m_handler.MessageToCaster("You miss!", eChatType.CT_YouHit);
                    m_handler.MessageToLiving(target, caster.GetName(0, false) + " missed!", eChatType.CT_Missed);
                    target.OnAttackedByEnemy(ad);
                    target.StartInterruptTimer(target.SpellInterruptDuration, ad.AttackType, caster);
                    if (target is GameNPC)
                    {
                        IOldAggressiveBrain aggroBrain = ((GameNPC)target).Brain as IOldAggressiveBrain;
                        if (aggroBrain != null)
                        {
                            aggroBrain.AddToAggroList(caster, 1);
                        }
                    }
                    return;
                }

                ad.Damage = (int)((double)ad.Damage * (1.0 + caster.GetModified(eProperty.SpellDamage) * 0.01));

                // Block
                bool blocked = false;

                if (target is GamePlayer)
                {                 // mobs left out yet
                    GamePlayer    player   = (GamePlayer)target;
                    InventoryItem lefthand = player.Inventory.GetItem(eInventorySlot.LeftHandWeapon);
                    if (lefthand != null && (player.AttackWeapon == null || player.AttackWeapon.Item_Type == Slot.RIGHTHAND || player.AttackWeapon.Item_Type == Slot.LEFTHAND))
                    {
                        if (target.IsObjectInFront(caster, 180) && lefthand.Object_Type == (int)eObjectType.Shield)
                        {
                            double shield      = 0.5 * player.GetModifiedSpecLevel(Specs.Shields);
                            double blockchance = ((player.Dexterity * 2) - 100) / 40.0 + shield + 5;
                            // Removed 30% increased chance to block, can find no clear evidence this is correct - tolakram
                            blockchance -= target.GetConLevel(caster) * 5;
                            if (blockchance >= 100)
                            {
                                blockchance = 99;
                            }
                            if (blockchance <= 0)
                            {
                                blockchance = 1;
                            }

                            if (target.IsEngaging)
                            {
                                EngageEffect engage = target.EffectList.GetOfType <EngageEffect>();
                                if (engage != null && target.AttackState && engage.EngageTarget == caster)
                                {
                                    // Engage raised block change to 85% if attacker is engageTarget and player is in attackstate
                                    // You cannot engage a mob that was attacked within the last X seconds...
                                    if (engage.EngageTarget.LastAttackedByEnemyTick > engage.EngageTarget.CurrentRegion.Time - EngageAbilityHandler.ENGAGE_ATTACK_DELAY_TICK)
                                    {
                                        if (engage.Owner is GamePlayer)
                                        {
                                            (engage.Owner as GamePlayer).Out.SendMessage(engage.EngageTarget.GetName(0, true) + " has been attacked recently and you are unable to engage.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                                        }
                                    }                                      // Check if player has enough endurance left to engage
                                    else if (engage.Owner.Endurance < EngageAbilityHandler.ENGAGE_DURATION_LOST)
                                    {
                                        engage.Cancel(false);                                         // if player ran out of endurance cancel engage effect
                                    }
                                    else
                                    {
                                        engage.Owner.Endurance -= EngageAbilityHandler.ENGAGE_DURATION_LOST;
                                        if (engage.Owner is GamePlayer)
                                        {
                                            (engage.Owner as GamePlayer).Out.SendMessage("You concentrate on blocking the blow!", eChatType.CT_Skill, eChatLoc.CL_SystemWindow);
                                        }

                                        if (blockchance < 85)
                                        {
                                            blockchance = 85;
                                        }
                                    }
                                }
                            }

                            if (blockchance >= Util.Random(1, 100))
                            {
                                m_handler.MessageToLiving(player, "You partially block " + caster.GetName(0, false) + "'s spell!", eChatType.CT_Missed);
                                m_handler.MessageToCaster(player.GetName(0, true) + " blocks!", eChatType.CT_YouHit);
                                blocked = true;
                            }
                        }
                    }
                }

                double effectiveness = 1.0 + (caster.GetModified(eProperty.SpellDamage) * 0.01);

                // simplified melee damage calculation
                if (blocked == false)
                {
                    // TODO: armor resists to damage type

                    double damage = m_handler.Spell.Damage / 2;                     // another half is physical damage
                    if (target is GamePlayer)
                    {
                        ad.ArmorHitLocation = ((GamePlayer)target).CalculateArmorHitLocation(ad);
                    }

                    InventoryItem armor = null;
                    if (target.Inventory != null)
                    {
                        armor = target.Inventory.GetItem((eInventorySlot)ad.ArmorHitLocation);
                    }

                    double ws = (caster.Level * 8 * (1.0 + (caster.GetModified(eProperty.Dexterity) - 50) / 200.0));

                    damage     *= ((ws + 90.68) / (target.GetArmorAF(ad.ArmorHitLocation) + 20 * 4.67));
                    damage     *= 1.0 - Math.Min(0.85, ad.Target.GetArmorAbsorb(ad.ArmorHitLocation));
                    ad.Modifier = (int)(damage * (ad.Target.GetResist(ad.DamageType) + SkillBase.GetArmorResist(armor, ad.DamageType)) / -100.0);
                    damage     += ad.Modifier;

                    damage  = damage * effectiveness;
                    damage *= (1.0 + RelicMgr.GetRelicBonusModifier(caster.Realm, eRelicType.Magic));

                    if (damage < 0)
                    {
                        damage = 0;
                    }
                    ad.Damage += (int)damage;
                }

                if (m_handler is SiegeArrow == false)
                {
                    ad.UncappedDamage = ad.Damage;
                    ad.Damage         = (int)Math.Min(ad.Damage, m_handler.DamageCap(effectiveness));
                }

                ad.Damage = (int)(ad.Damage * caster.Effectiveness);

                if (blocked == false && ad.CriticalDamage > 0)
                {
                    int critMax = (target is GamePlayer) ? ad.Damage / 2 : ad.Damage;
                    ad.CriticalDamage = Util.Random(critMax / 10, critMax);
                }

                m_handler.SendDamageMessages(ad);
                m_handler.DamageTarget(ad, false, (blocked ? 0x02 : 0x14));
                target.StartInterruptTimer(target.SpellInterruptDuration, ad.AttackType, caster);
            }