public override void CheckNextLevel(AttackInformation atinf)
    {
        if (CurrentExperience >= NextLevelExperience)
        {
            //サウンドを鳴らす
            atinf.AddSound(SoundInformation.SoundType.Levelup);
            atinf.AddVoice(VoiceInformation.VoiceType.Levelup);

            atinf.AddMessage(
                string.Format(CommonConst.Message.LevelUpPlayer, DisplayNameInMessage));
            Level++;
            atinf.AddEffect(EffectFlareCore.CreateObject(this));
            TablePlayerLebel.SetLevel(this, Level);
        }
    }
Ejemplo n.º 2
0
    public virtual AttackState Attack(ManageDungeon dun, BaseCharacter target, BaseCharacter attacker, int power, AttackInformation atinf)
    {
        int damage = 0;

        atinf.AddTarget(target);

        //声を鳴らす
        atinf.AddVoice(attacker.VoiceAttack());

        //攻撃の命中判定
        if (CommonFunction.IsRandom(WeaponDexterity) == true)
        {
            //行動タイプを設定
            atinf.SetBehType(BehaviorType.Attack);

            //命中したら
            atinf.AddHit(target, true);

            //声を鳴らす
            atinf.AddVoice(target.VoiceDefence());

            //サウンドを鳴らす
            atinf.AddSound(GetAttackHitSound());

            BaseOption[] atoptions = attacker.Options;
            BaseOption[] tgoptions = target.Options;

            //与ダメージを計算
            damage = CalcDamage(dun, attacker, target, power, atoptions, tgoptions, 1);

            //スコア関連値の更新
            if (target.Type == ObjectType.Enemy)
            {
                TotalDamage += damage;
                if (ScoreInformation.Info.MostUseWeaponDamage < TotalDamage)
                {
                    ScoreInformation.Info.MostUseWeaponDamage = TotalDamage;
                    ScoreInformation.Info.MostUseWeaponName   = DisplayNameNormal;
                }

                ScoreInformation.Info.AddScore(damage);
            }

            //atinf.AddDamage(target.Name, damage);

            ////ヒットメッセージ
            //atinf.AddMessage(
            //    target.GetMessageAttackHit(this.DisplayNameInMessage, damage));

            ////ダメージ判定
            //AttackState atState = target.AddDamage(damage);
            //ダメージ追加
            AttackState atState = CommonFunction.AddDamage(atinf, attacker, target, damage);

            //ガラスアイテム判定
            WeaponBase atw = attacker.EquipWeapon;
            foreach (BaseOption op in atw.Options)
            {
                if (op.IsBreak() == true)
                {
                    atinf.AddSound(SoundInformation.SoundType.Break);

                    atinf.AddMessage(
                        string.Format(CommonConst.Message.BreakItem, atw.DisplayNameInMessage));

                    atw.ForceRemoveEquip(attacker);
                    PlayerCharacter.RemoveItem(atw);
                }
            }
            ShieldBase tgs = target.EquipShield;
            foreach (BaseOption op in tgs.Options)
            {
                if (op.IsBreak() == true)
                {
                    atinf.AddSound(SoundInformation.SoundType.Break);

                    atinf.AddMessage(
                        string.Format(CommonConst.Message.BreakItem, tgs.DisplayNameInMessage));

                    tgs.ForceRemoveEquip(target);
                    PlayerCharacter.RemoveItem(tgs);
                }
            }


            //対象が死亡したら
            if (atState == AttackState.Death)
            {
                atinf.AddKillList(target);

                atinf.AddMessage(
                    target.GetMessageDeath(target.HaveExperience));
            }
            else
            {
                //atinf.IsDeath.Add(target.Name, false);

                addabnormal.Clear();
                prevents.Clear();
                foreach (StateAbnormal val in CommonFunction.StateAbnormals)
                {
                    prevents.Add(val, 0);
                    addabnormal.Add(val, AddAbnormalProb[val]);
                }

                int opab = 0;
                //オプションの付加値設定
                foreach (BaseOption o in atoptions)
                {
                    int ab = o.SetAbnormalAttack(addabnormal);
                    opab = opab | ab;
                }

                int tarabn = AddAbnormal | opab;

                if (tarabn != 0)
                {
                    //オプションによる状態異常の取得
                    //foreach (StateAbnormal val in CommonFunction.StateAbnormals)
                    //{
                    //    addabnormal.Add(val, 0);
                    //}

                    //オプションの抵抗値設定
                    foreach (BaseOption o in tgoptions)
                    {
                        o.SetAbnormalPrevent(prevents);
                    }

                    int abn = 0;
                    //状態異常の付与
                    foreach (StateAbnormal val in CommonFunction.StateAbnormals)
                    {
                        int abnormal = (int)val & tarabn;

                        //対象の状態異常を処理
                        if (abnormal != 0)
                        {
                            //float prob = prevents[val] > AddAbnormalProb[val] ? prevents[val] : AddAbnormalProb[val];
                            //状態異常付与が成功したとき
                            if (CommonFunction.IsRandom(addabnormal[val]) == true)
                            {
                                //抵抗に成功したとき
                                if (CommonFunction.IsRandom(prevents[val]) == true)
                                {
                                }
                                else
                                {
                                    int addstate = target.AddStateAbnormal(abnormal);
                                    if (addstate != 0)
                                    {
                                        abn += abnormal;
                                        //atinf.AddAbnormal(target, abnormal);

                                        atinf.AddMessage(
                                            CommonFunction.GetAbnormalMessage(val, target));
                                    }
                                }
                            }
                        }
                    }
                    if (abn != 0)
                    {
                        atinf.AddEffect(EffectBadSmoke.CreateObject(target));
                        atinf.AddAbnormal(target, abn);
                    }
                }
            }

            //エフェクトをかける
            this.AttackEffect(target, attacker, damage.ToString(), AttackState.Hit, atinf);

            return(atState);
        }
        else
        {
            //外れた場合
            atinf.AddHit(target, false);

            EffectDamage d = EffectDamage.CreateObject(target);
            d.SetText("Miss", AttackState.Miss);
            atinf.AddEffect(d);

            atinf.AddSound(GetAttackMissSound());

            atinf.AddMessage(
                target.GetMessageAttackMiss());
            return(AttackState.Miss);
        }
    }