Beispiel #1
0
        public virtual float GetNetDamage(Dynamic target)
        {
            float RD  = (ActiveHeldItem as MultipleActionItem).GetDamage(); //= random damage value produced from weapons hit damage range
            float RB  = 0;                                                  //= ranged bonus (RB=0 unless the player has Bonus Ranged Damage perk)
            float CM  = 2;                                                  //= critical hit damage multiplier (if no critical hit then CM=2, otherwise assigned value from critical hit table)
            float ADR = 0;                                                  // armor damage resistance value
            float ADT = 0;                                                  // armor damage threshold value
            float X   = 0;
            float Y   = 0;
            float RM  = 0;  // = ammo resistance modifier (only value allowed to be negative or positive in the equation)
            float CD  = 75; // = combat difficulty multiplier (Easy=75, Normal=100, Hard=125)


            VBWeaponItem wpn = ActiveHeldItem as VBWeaponItem;

            if (wpn != null && wpn.AmmoTypeLoaded != null)
            {
                RM = wpn.AmmoTypeLoaded.DmgResistance;
                X  = wpn.AmmoTypeLoaded.DmgModifier.Minimum; // = ammo dividend
                Y  = wpn.AmmoTypeLoaded.DmgModifier.Maximum; // = ammo dividend
            }

            /*/his armor, not mine!
             * RTSCharacter opponent = target as RTSCharacter;
             * if (opponent != null && opponent.armor != null)
             * {
             *  ADR = opponent.armor.Type.Resistance;
             *  ADT = opponent.armor.Type.Threshold;
             * }*/

            return((((RD + RB) * (X * CM) / Y / 2.0f * CD / 100.0f) - ADT) * ((100.0f - (ADR + RM)) / 100.0f));
        }
Beispiel #2
0
        public virtual bool TakeItem(VBItem i)
        {
            if (!CanHoldItem(i.Type))
            {
                return(false);
            }

            bool shouldAdd = true;

            //is it ammo and i already have one?
            if (i.Type as AmmoItemType != null)
            {
                InventoryObjectItem existing = Inventory.Find(search => search.ItemType == i.Type);
                if (existing != null)
                {
                    existing.Juice += (i as AmmoItem).Juice;
                    shouldAdd       = false;
                }
            }

            if (shouldAdd)
            {
                InventoryObjectItem tmp = new InventoryObjectItem();
                tmp.SetType(i.Type);

                ConsumableItem ctmp = i as ConsumableItem;
                if (ctmp != null)
                {
                    tmp.SetJuice(ctmp.Juice);

                    if (ctmp.Juice > 0)
                    {
                        VBWeaponItem wtmp = ctmp as VBWeaponItem;
                        if (wtmp != null)
                        {
                            tmp.AmmoType = wtmp.AmmoTypeLoaded;
                        }
                    }
                }

                Inventory.Add(tmp);
            }

            i.SetForDeletion(false);
            return(true);
        }
Beispiel #3
0
        public InventoryObjectItem SetBestWeapon()
        {
            foreach (InventoryObjectItem i in Inventory)
            {
                if ((i.ItemType as VBWeaponItemType) != null)
                {
                    SetItem(i, true);

                    //try a reload
                    VBWeaponItem itm = ActiveHeldItem as VBWeaponItem;
                    if (itm != null)
                    {
                        itm.TryReload();
                    }

                    return(i);
                }
            }

            return(null);
        }
Beispiel #4
0
        protected virtual void TickTasks()
        {
            RTSUnit controlledObj = ControlledObject;

            if (controlledObj == null)
            {
                return;
            }

            switch (currentTask.Type)
            {
            //Stop
            case Task.Types.Stop:
                controlledObj.Stop();
                break;

            //Move
            case Task.Types.Move:
            case Task.Types.BreakableMove:
                if (currentTask.Entity != null)
                {
                    controlledObj.Move(currentTask.Entity.Position);
                }
                else
                {
                    Vec3 pos = currentTask.Position;

                    if ((controlledObj.Position.ToVec2() - pos.ToVec2()).Length() < 1.5f &&
                        Math.Abs(controlledObj.Position.Z - pos.Z) < 3.0f)
                    {
                        //get to
                        DoNextTask();
                    }
                    else
                    {
                        controlledObj.Move(pos);
                    }
                }
                break;


            //Reload
            case Task.Types.Reload:
                VBWeaponItem wpn = (controlledObj as VBCharacter).ActiveHeldItem as VBWeaponItem;
                if (wpn != null)
                {
                    wpn.TryReload();
                    DoNextTask();
                }
                break;

            //Pickup
            case Task.Types.PickUp:
                if (InTaskRange())
                {
                    if (currentTask.Entity as VBItem != null)
                    {
                        (controlledObj as VBCharacter).TakeItem(currentTask.Entity as VBItem);
                    }
                    DoNextTask();
                }
                break;

            //Use
            case Task.Types.Use:
                if (InTaskRange())
                {
                    InteractableObject itm = currentTask.Entity as InteractableObject;
                    if (itm != null)
                    {
                        itm.Interact(controlledObj);
                    }
                    DoNextTask();
                }
                break;

            //Talk
            case Task.Types.Talk:
                if (InTaskRange())
                {
                    EngineConsole.Instance.ExecuteString("createWindow chat");
                    DoNextTask();
                }
                break;

            //preuse
            case Task.Types.PreUse:
                break;

            //Attack, Repair
            case Task.Types.Attack:
            case Task.Types.BreakableAttack:
                //case Task.Types.Repair:
                //case Task.Types.BreakableRepair:
            {
                /*/healed
                 * if( ( currentTask.Type == Task.Types.Repair ||
                 *      currentTask.Type == Task.Types.BreakableRepair )
                 *      && currentTask.Entity != null )
                 * {
                 *      if( currentTask.Entity.Health == currentTask.Entity.Type.HealthMax )
                 *      {
                 *              DoNextTask();
                 *              break;
                 *      }
                 * }*/

                float needDistance = controlledObj.Type.OptimalAttackDistanceRange.Maximum;

                MultipleActionItem itm = (controlledObj as VBCharacter).ActiveHeldItem as MultipleActionItem;
                if (itm != null)
                {
                    needDistance = itm.GetCurActionMode().UseDistanceRange.Maximum;
                }

                Vec3 targetPos;
                if (currentTask.Entity != null)
                {
                    targetPos = currentTask.Entity.Position;
                }
                else
                {
                    targetPos = currentTask.Position;
                }

                float distance = (controlledObj.Position - targetPos).Length();

                if (distance != 0)
                {
                    bool lineVisibility = false;
                    {
                        if (distance < needDistance)
                        {
                            lineVisibility = true;

                            //direct line visibility check

                            Vec3 start = ControlledObject.Position;
                            Ray  ray   = new Ray(start, targetPos - start);

                            RayCastResult[] piercingResult = PhysicsWorld.Instance.RayCastPiercing(
                                ray, (int)ContactGroup.CastOnlyContact);

                            foreach (RayCastResult result in piercingResult)
                            {
                                MapObject obj = MapSystemWorld.GetMapObjectByBody(result.Shape.Body);

                                if (obj != null && obj == currentTask.Entity)
                                {
                                    break;
                                }

                                if (obj != controlledObj)
                                {
                                    lineVisibility = false;
                                    break;
                                }
                            }
                        }
                    }

                    //movement control
                    if (lineVisibility)
                    {
                        //stop
                        controlledObj.Stop();

                        RTSCharacter character = controlledObj as RTSCharacter;
                        if (character != null)
                        {
                            character.SetLookDirection(targetPos);
                        }
                    }
                    else
                    {
                        //move to target
                        controlledObj.Move(targetPos);
                    }

                    //weapons control
                    if (lineVisibility)
                    {
                        (ControlledObject as VBCharacter).BaseAttack(currentTask.Entity, null);
                        DoNextTask();

                        /*
                         *                          foreach( Weapon weapon in initialWeapons )
                         *                          {
                         *                                  Vec3 pos = targetPos;
                         *                                  Gun gun = weapon as Gun;
                         *                                  if( gun != null && currentTask.Entity != null )
                         *                                          gun.GetAdvanceAttackTargetPosition( false, currentTask.Entity, false, out pos );
                         *                                  weapon.SetForceFireRotationLookTo( pos );
                         *
                         *                                  if( weapon.Ready )
                         *                                  {
                         *                                          Range range;
                         *
                         *                                          range = weapon.Type.WeaponNormalMode.UseDistanceRange;
                         *                                          if( distance >= range.Minimum && distance <= range.Maximum )
                         *                                                  weapon.TryFire( false );
                         *
                         *                                          range = weapon.Type.WeaponAlternativeMode.UseDistanceRange;
                         *                                          if( distance >= range.Minimum && distance <= range.Maximum )
                         *                                                  weapon.TryFire( true );
                         *                                  }
                         *                          }*/
                    }
                }
            }
            break;
            }
        }
Beispiel #5
0
        public virtual void UpdateCurrentItem()
        {
            if (EntitySystemWorld.Instance.WorldSimulationType == WorldSimulationTypes.Editor)
            {
                return;
            }

            //handle my current object if any
            if (activeHeldItem != null)
            {
                if (activeHeldItemAttachedObject != null)
                {
                    Detach(activeHeldItemAttachedObject);
                    activeHeldItemAttachedObject = null;
                }

                activeHeldItem.SetForDeletion(false);
                activeHeldItem = null;

                /* TODO: ONLINE ITEM SUPPORT - TO DO WHEN PORTING
                 * if (EntitySystemWorld.Instance.IsServer())
                 *  Server_SendSetactiveHeldItemToClients(EntitySystemWorld.Instance.RemoteEntityWorlds);*/
            }

            if (GetCurItem != null)
            {
                CreateActiveItem(GetCurItem.ItemType.Name);

                //activeHeldItem.Server_EnableSynchronizationPositionsToClients = false;

                //transfer the info from the itm to the newly created gun
                ConsumableItem consItm = activeHeldItem as ConsumableItem;
                if (consItm != null)
                {
                    consItm.Juice      = GetCurItem.Juice;
                    consItm.ActionMode = GetCurItem.ActionMode;

                    VBWeaponItem wpnItm = consItm as VBWeaponItem;
                    if (wpnItm != null)
                    {
                        wpnItm.AmmoTypeLoaded = GetCurItem.AmmoType;
                    }
                }

                //TODO: PREVENT THE OBJECT ATTACHMENT BUG
                //CreateactiveHeldItemAttachedObject();

                /* ONLINE ITEM SUPPORT - TO DO WHEN PORTING
                 * if (EntitySystemWorld.Instance.IsServer())
                 *  Server_SendSetactiveHeldItemToClients(EntitySystemWorld.Instance.RemoteEntityWorlds);*/
            }
            else
            {
                if (Type.MeleeAttacks != null)
                {
                    if (primaryActive)
                    {
                        CreateActiveItem(Type.MeleeAttacks[0]);
                    }
                    else
                    {
                        CreateActiveItem(Type.MeleeAttacks[1]);
                    }
                }
            }
        }