Beispiel #1
0
        public bool Run(object[] args)
        {
            NWCreature self = (NWCreature)args[0];

            if (_enmity.IsEnmityTableEmpty(self))
            {
                return(false);
            }
            float aggroRange = self.GetLocalFloat("AGGRO_RANGE");

            if (aggroRange <= 0.0f)
            {
                aggroRange = 10.0f;
            }

            int        nth      = 1;
            NWCreature creature = _.GetNearestObject(OBJECT_TYPE_CREATURE, self, nth);
            var        target   = _enmity.GetEnmityTable(self).OrderByDescending(x => x.Value).First().Value.TargetObject;

            while (creature.IsValid)
            {
                if (creature.IsPlayer == false &&
                    _.GetIsEnemy(creature, self) == FALSE &&
                    !_enmity.IsOnEnmityTable(creature, target) &&
                    _.GetDistanceBetween(self, creature) <= aggroRange &&
                    self.RacialType == creature.RacialType)
                {
                    _enmity.AdjustEnmity(creature, target, 0, 1);
                }
                nth++;
                creature = _.GetNearestObject(OBJECT_TYPE_CREATURE, self, nth);
            }

            return(true);
        }
        private void ApplyEnmity(NWPlayer pc, NWCreature target, Data.Entities.Perk perk)
        {
            switch ((EnmityAdjustmentRuleType)perk.EnmityAdjustmentRuleID)
            {
            case EnmityAdjustmentRuleType.AllTaggedTargets:
                _enmity.AdjustEnmityOnAllTaggedCreatures(pc, perk.Enmity);
                break;

            case EnmityAdjustmentRuleType.TargetOnly:
                if (target.IsValid)
                {
                    _enmity.AdjustEnmity(target, pc, perk.Enmity);
                }
                break;

            case EnmityAdjustmentRuleType.Custom:
                IPerk perkAction = App.ResolveByInterface <IPerk>("Perk." + perk.JavaScriptName);
                perkAction?.OnCustomEnmityRule(pc, perk.Enmity);
                break;
            }
        }
Beispiel #3
0
        public void OnImpact(NWPlayer player, NWObject target, int perkLevel)
        {
            NWCreature npc = (target.Object);
            Effect     vfx = _.EffectVisualEffect(NWScript.VFX_IMP_CHARM);

            _.ApplyEffectToObject(NWScript.DURATION_TYPE_INSTANT, vfx, target.Object);

            player.AssignCommand(() =>
            {
                _.ActionPlayAnimation(NWScript.ANIMATION_FIREFORGET_TAUNT, 1f, 1f);
            });

            _enmity.AdjustEnmity(npc, player, 120);
        }
        private void HandleApplySneakAttackDamage()
        {
            DamageData data = _nwnxDamage.GetDamageEventData();

            if (data.Total <= 0)
            {
                return;
            }
            NWObject damager         = data.Damager;
            int      sneakAttackType = damager.GetLocalInt("SNEAK_ATTACK_ACTIVE");

            if (damager.IsPlayer && sneakAttackType > 0)
            {
                NWPlayer   player    = damager.Object;
                NWCreature target    = Object.OBJECT_SELF;
                int        perkRank  = _perk.GetPCPerkByID(damager.GlobalID, (int)PerkType.SneakAttack).PerkLevel;
                int        perkBonus = 1;

                // Rank 4 increases damage bonus by 2x (total: 3x)
                if (perkRank == 4)
                {
                    perkBonus = 2;
                }

                float perkRate;
                if (sneakAttackType == 1) // Player is behind target.
                {
                    perkRate = 1.0f * perkBonus;
                }
                else // Player is anywhere else.
                {
                    perkRate = 0.5f * perkBonus;
                }

                var   effectiveStats = _playerStat.GetPlayerItemEffectiveStats(player);
                float damageRate     = 1.0f + perkRate + effectiveStats.SneakAttack * 0.05f;
                data.Base = (int)(data.Base * damageRate);

                if (target.IsNPC)
                {
                    _enmity.AdjustEnmity(target, player, 5 * data.Base);
                }

                _nwnxDamage.SetDamageEventData(data);
            }

            damager.DeleteLocalInt("SNEAK_ATTACK_ACTIVE");
        }
Beispiel #5
0
        public BehaviourTreeBuilder Build(BehaviourTreeBuilder builder, params object[] args)
        {
            return(builder.Do("AggroTargetBySight", t =>
            {
                NWCreature self = (NWCreature)args[0];

                if (self.IsInCombat)
                {
                    return BehaviourTreeStatus.Failure;
                }

                float aggroRange = self.GetLocalFloat("AGGRO_RANGE");
                if (aggroRange <= 0.0f)
                {
                    aggroRange = 10.0f;
                }
                Location targetLocation = _.Location(
                    self.Area.Object,
                    _biowarePos.GetChangedPosition(self.Position, aggroRange, self.Facing),
                    self.Facing + 180.0f);

                NWCreature creature = NWCreature.Wrap(_.GetFirstObjectInShape(NWScript.SHAPE_SPELLCYLINDER, aggroRange, targetLocation, NWScript.TRUE, NWScript.OBJECT_TYPE_CREATURE, self.Position));
                while (creature.IsValid)
                {
                    if (_.GetIsEnemy(creature.Object, self.Object) == NWScript.TRUE &&
                        !_enmity.IsOnEnmityTable(self, creature) &&
                        _.GetDistanceBetween(self.Object, creature.Object) <= aggroRange &&
                        !creature.HasAnyEffect(NWScript.EFFECT_TYPE_INVISIBILITY, NWScript.EFFECT_TYPE_SANCTUARY))
                    {
                        _enmity.AdjustEnmity(self, creature, 0, 1);
                    }

                    creature = NWCreature.Wrap(_.GetNextObjectInShape(NWScript.SHAPE_SPELLCYLINDER, aggroRange, targetLocation, NWScript.TRUE, NWScript.OBJECT_TYPE_CREATURE, self.Position));
                }

                return BehaviourTreeStatus.Running;
            }));
        }
        public BehaviourTreeBuilder Build(BehaviourTreeBuilder builder, params object[] args)
        {
            return(builder.Do("AggroTargetBySound", t =>
            {
                NWCreature self = (NWCreature)args[0];

                if (self.IsInCombat)
                {
                    return BehaviourTreeStatus.Failure;
                }

                float aggroRange = self.GetLocalFloat("AGGRO_RANGE");
                if (aggroRange <= 0.0f)
                {
                    aggroRange = 5.0f;
                }

                int nth = 1;
                NWCreature creature = NWCreature.Wrap(_.GetNearestObject(NWScript.OBJECT_TYPE_CREATURE, self.Object, nth));
                while (creature.IsValid)
                {
                    if (_.GetIsEnemy(creature.Object, self.Object) == NWScript.TRUE &&
                        !_enmity.IsOnEnmityTable(self, creature) &&
                        !creature.HasAnyEffect(NWScript.EFFECT_TYPE_SANCTUARY) &&
                        _.GetDistanceBetween(self.Object, creature.Object) <= aggroRange &&
                        _.LineOfSightObject(self.Object, creature.Object) == NWScript.TRUE)
                    {
                        _enmity.AdjustEnmity(self, creature, 0, 1);
                    }

                    nth++;
                    creature = NWCreature.Wrap(_.GetNearestObject(NWScript.OBJECT_TYPE_CREATURE, self.Object, nth));
                }


                return BehaviourTreeStatus.Running;
            }));
        }
Beispiel #7
0
        public void OnImpact(NWPlayer oPC, NWObject oTarget)
        {
            NWCreature npc = NWCreature.Wrap(oTarget.Object);
            Effect     vfx = _.EffectVisualEffect(VFX_IMP_CHARM);

            _.ApplyEffectToObject(DURATION_TYPE_INSTANT, vfx, oTarget.Object);

            oPC.AssignCommand(() =>
            {
                _.ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT, 1f, 1f);
            });

            _enmity.AdjustEnmity(npc, oPC, 120);

            // todo debugging
            EnmityTable table = _enmity.GetEnmityTable(npc);

            foreach (var x in table.Values)
            {
                Console.WriteLine(npc.Name + ", " + x.TargetObject.Name + ": Volatile = " + x.VolatileAmount + ", Cumulative: " + x.CumulativeAmount);
            }
            // todo end debugging
        }
Beispiel #8
0
        public bool Run(object[] args)
        {
            NWCreature self = (NWCreature)args[0];

            if (self.IsInCombat)
            {
                return(false);
            }

            float aggroRange = self.GetLocalFloat("AGGRO_RANGE");

            if (aggroRange <= 0.0f)
            {
                aggroRange = 10.0f;
            }
            Location targetLocation = _.Location(
                self.Area.Object,
                _biowarePos.GetChangedPosition(self.Position, aggroRange, self.Facing),
                self.Facing + 180.0f);

            NWCreature creature = _.GetFirstObjectInShape(SHAPE_SPELLCYLINDER, aggroRange, targetLocation, TRUE, OBJECT_TYPE_CREATURE, self.Position);

            while (creature.IsValid)
            {
                if (_.GetIsEnemy(creature.Object, self.Object) == TRUE &&
                    !_enmity.IsOnEnmityTable(self, creature) &&
                    _.GetDistanceBetween(self.Object, creature.Object) <= aggroRange &&
                    !creature.HasAnyEffect(EFFECT_TYPE_INVISIBILITY, EFFECT_TYPE_SANCTUARY))
                {
                    _enmity.AdjustEnmity(self, creature, 0, 1);
                }

                creature = _.GetNextObjectInShape(SHAPE_SPELLCYLINDER, aggroRange, targetLocation, TRUE, OBJECT_TYPE_CREATURE, self.Position);
            }

            return(true);
        }
        public bool Run(object[] args)
        {
            NWCreature self = (NWCreature)args[0];

            if (self.IsInCombat)
            {
                return(false);
            }

            float aggroRange = self.GetLocalFloat("AGGRO_RANGE");

            if (aggroRange <= 0.0f)
            {
                aggroRange = 10.0f;
            }

            int        nth      = 1;
            NWCreature creature = _.GetNearestObject(OBJECT_TYPE_CREATURE, self.Object, nth);

            while (creature.IsValid)
            {
                if (_.GetIsEnemy(creature.Object, self.Object) == TRUE &&
                    !_enmity.IsOnEnmityTable(self, creature) &&
                    !creature.HasAnyEffect(EFFECT_TYPE_SANCTUARY) &&
                    _.GetDistanceBetween(self.Object, creature.Object) <= aggroRange &&
                    _.LineOfSightObject(self.Object, creature.Object) == TRUE)
                {
                    _enmity.AdjustEnmity(self, creature, 0, 1);
                }

                nth++;
                creature = _.GetNearestObject(OBJECT_TYPE_CREATURE, self.Object, nth);
            }


            return(true);
        }