Ejemplo n.º 1
0
        // Helper that applies normal damage and shield leech (affected by leechFactor).
        static public object Act_ShieldLeech_Helper(NetBattlefield bf, NetQueueItem q, FInt leechFactor)
        {
            NetSkill ns    = q.GetNetSkill(bf);
            NetCard  owner = bf.GetCardByID(ns.OwnerCardID);

            NetCard target = null;

            if (NetType.IsNullOrEmpty(q.Targets))
            {
                return(null);
            }

            FInt damage        = owner.GetSkillCastingStrength(ns);
            int  shieldLeeched = 0;

            // Primary targets.
            foreach (var v in q.Targets.value)
            {
                target = bf.ConvertPositionIDToCard(v);
                if (target != null)
                {
                    target.ReciveNormalDamage(damage, bf, q, v);
                    shieldLeeched += (damage * leechFactor).ToInt();
                }
            }

            // Secondary targets.
            if (!NetType.IsNullOrEmpty(q.SecondaryTargets))
            {
                damage *= 0.5f;

                foreach (var v in q.SecondaryTargets.value)
                {
                    target = bf.ConvertPositionIDToCard(v);
                    if (target != null)
                    {
                        target.ReciveNormalDamage(damage, bf, q, v);
                        shieldLeeched += (damage * leechFactor).ToInt();
                    }
                }
            }

            if (shieldLeeched > 0)
            {
                FInt currentShields = owner.GetCA_SHIELD();
                owner.SetCA_SHIELD(currentShields + shieldLeeched);
            }

            return(null);
        }
Ejemplo n.º 2
0
        // Ancient version of the built-in script Act_DrainHealthEssence, which leeches 80% instead.
        // Note: Built-in script Act_DrainHealthAncient does not appear to do this.
        static public object Act_LifeLeech_Ancient(NetBattlefield bf, NetQueueItem q, List <NetQueueItem> stack, List <NetQueueItem> previousItems, MHRandom random)
        {
            NetSkill ns    = q.GetNetSkill(bf);
            NetCard  owner = bf.GetCardByID(ns.OwnerCardID);

            NetCard target = null;

            if (NetType.IsNullOrEmpty(q.Targets))
            {
                return(null);
            }

            FInt damage      = owner.GetSkillCastingStrength(ns);
            int  lifeLeeched = 0;

            // Primary targets.
            foreach (var v in q.Targets.value)
            {
                target = bf.ConvertPositionIDToCard(v);
                if (target != null)
                {
                    target.ReciveNormalDamage(damage, bf, q, v);
                    lifeLeeched += (damage * 0.8f).ToInt();
                }
            }

            // Secondary targets.
            if (!NetType.IsNullOrEmpty(q.SecondaryTargets))
            {
                damage *= 0.5f;

                foreach (var v in q.SecondaryTargets.value)
                {
                    target = bf.ConvertPositionIDToCard(v);
                    if (target != null)
                    {
                        target.ReciveNormalDamage(damage, bf, q, v);
                        lifeLeeched += (damage * 0.8f).ToInt();
                    }
                }
            }

            if (lifeLeeched > 0)
            {
                owner.ReciveHealthNormal(lifeLeeched, bf, q, t);
            }

            return(null);
        }
Ejemplo n.º 3
0
        static CardAIPlanData CastSkillOnece(CardAI ai, NetSkill ns, NetCard nc, CardAIPlanData data, NetBattlefield bf, IEnumerator <List <int> > targetEnumerator)
        {
            //structure makes a new copy
            CardAIPlanData result = data;
            //using previous bf allows to utilize already cached data, as well as share caching with following casts.
            //later we will use new bf to ensure we do not override the same bf.
            NetBattlefield prevBf = data.bf;

            IList <int> targets = GetPlayCardTargets(ai.FriendlyTurn, ns, nc, prevBf);

            if (targets == null || targets.Count < 1)
            {
                return(new CardAIPlanData());
            }

            if (targetEnumerator == null)
            {
                targetEnumerator = GetTargetEnumerator(ns, nc, targets, ai);
                if (targetEnumerator == null)
                {
                    return(new CardAIPlanData());
                }
            }

            targetEnumerator.MoveNext();
            List <int> selectedTargets = targetEnumerator.Current;

            if (selectedTargets == null || selectedTargets.Count == 0)
            {
                return(new CardAIPlanData());
            }

            List <int> secTargets = GetSecondaryPlayTargets(ns, nc, prevBf, selectedTargets, ai.r);
            FInt       skillDelay = ns.GetSkillDelay(prevBf);
            int        cost       = prevBf.GetCardCastingCostFast(ns.GetOwner(prevBf).CardID);
            //add cost if something need to be casted next turn by AI
            var ncp = bf.GetPlayerByPlayerID(ai.playerID);

            if (cost > ncp.ApLeft)
            {
                skillDelay += 2;
            }

            //operate from now on its own bf
            result.bf = bf;
            NetQueueItem q;

            if (ns.IsCastingSpell())
            {
                q = new NetQueueItem(bf, ns, new NetListInt(selectedTargets), new NetListInt(secTargets), skillDelay, -1);
            }
            else
            {
                q = new NetQueueItem(bf, ns, null, null, skillDelay, selectedTargets[0]);
            }



            //if ap cost were larger than current ap then we will result in negative ap.
            //because its just simulation we do not care for that now, as the sum of this and next turn ap
            //for estimating cost would be identical
            ncp.ApLeft -= nc.GetCastingCost();

            bf.PlayCard(q, ai.r);
            float value = bf.GetValueByCloneSimulation(ai.iterations, ai.r);

            result.value = value;
            result.AddCardPlay(nc.CardID, ns.SkillInBattleID, q);
            result.SetEnumerator(targetEnumerator);
            result.valid = true;

            return(result);
        }
Ejemplo n.º 4
0
 static public object Act_ShieldLeech_Ancient(NetBattlefield bf, NetQueueItem q, List <NetQueueItem> stack, List <NetQueueItem> previousItems, MHRandom random)
 {
     return(Act_ShieldLeech_Helper(bf, q, 1.0f));
 }
Ejemplo n.º 5
0
 static public object Act_LifeAndShieldLeech_Ancient(NetBattlefield bf, NetQueueItem q, List <NetQueueItem> stack, List <NetQueueItem> previousItems, MHRandom random)
 {
     Act_LifeLeech_Ancient(bf, q, stack, previousItems, random);
     return(Act_ShieldLeech_Ancient(bf, q, stack, previousItems, random));
 }
Ejemplo n.º 6
0
 // TODO: I'm not sure if this needs a special import to reference the built-in script.
 static public object Act_LifeAndShieldLeech_Essence(NetBattlefield bf, NetQueueItem q, List <NetQueueItem> stack, List <NetQueueItem> previousItems, MHRandom random)
 {
     // Act_DrainHealthEssence(bf, q, stack, previousItems, random);
     return(Act_ShieldLeech_Essence(bf, q, stack, previousItems, random));
 }
        static public object Act_AddShieldingImproved(
            NetBattlefield bf,
            NetQueueItem q,
            List <NetQueueItem> stack,
            List <NetQueueItem> previousItems,
            MHRandom random)
        {
            NetSkill ns    = q.GetNetSkill(bf);
            NetCard  owner = bf.GetCardByID(ns.OwnerCardID);

            //skill needs target(-s)
            if (!NetTypeAtomic.IsValid(q.Targets))
            {
                return(null);
            }
            FInt extra = FInt.ZERO;

            if (ns.MainAtt != null)
            {
                extra = owner.GetSkillCastingStrength(ns);
            }

            FInt   value = ns.GetFloatAttribute("TAG-CA_SHIELD");
            string sign  = ns.GetStringAttribute("TAG-CA_SHIELD");

            if (value == FInt.ZERO)
            {
                if (bf.ChallengeType == EChallengeType.TypePhysical)
                {
                    value = ns.GetFloatAttribute("TAG-SHIELDING_PHYSICAL");
                }
                else if (bf.ChallengeType == EChallengeType.TypeMental)
                {
                    value = ns.GetFloatAttribute("TAG-SHIELDING_MENTAL");
                }
                else if (bf.ChallengeType == EChallengeType.TypeSpirit)
                {
                    value = ns.GetFloatAttribute("TAG-SHIELDING_SPIRIT");
                }
            }
            if (string.IsNullOrEmpty(sign))
            {
                if (bf.ChallengeType == EChallengeType.TypePhysical)
                {
                    sign = ns.GetStringAttribute("TAG-SHIELDING_PHYSICAL");
                }
                else if (bf.ChallengeType == EChallengeType.TypeMental)
                {
                    sign = ns.GetStringAttribute("TAG-SHIELDING_MENTAL");
                }
                else if (bf.ChallengeType == EChallengeType.TypeSpirit)
                {
                    sign = ns.GetStringAttribute("TAG-SHIELDING_SPIRIT");
                }
            }
            value += extra;

            value.CutToInt();
            if (sign == "*")
            {
                value = value * 0.01f;
            }

            foreach (var v in q.Targets.value)
            {
                NetCard target = bf.ConvertPositionIDToCard(v);
                if (target == null)
                {
                    continue;
                }
                FInt prev = target.GetCA_SHIELD();

                if (sign == "+")
                {
                    target.SetCA_SHIELD(value + prev);
                }
                else if (sign == "*")
                {
                    target.SetCA_SHIELD(value * prev);
                }
            }

            if (NetType.IsNullOrEmpty(q.SecondaryTargets))
            {
                return(null);
            }

            foreach (var v in q.SecondaryTargets.value)
            {
                NetCard target = bf.ConvertPositionIDToCard(v);
                if (target == null)
                {
                    continue;
                }
                FInt prev = target.GetCA_SHIELD();

                if (sign == "+")
                {
                    target.SetCA_SHIELD(value + prev);
                }
                else if (sign == "*")
                {
                    target.SetCA_SHIELD(value * prev);
                }
            }

            return(null);
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="bf">general battlefield information</param>
        /// <param name="q">queue element which is already executed which trigers this skill</param>
        /// <param name="stack">Items which are still in stack including "q", which most likely is first element</param>
        /// <param name="previousItems">Queue items which were already executed in order they were executed</param>
        /// <param name="random">random generator specific to this thread</param>
        /// <returns></returns>
        /// <summary>
        /// Basic damage
        /// </summary>
        static public object Act_Damage_Procedural(
            NetBattlefield bf,
            NetQueueItem q,
            List <NetQueueItem> stack,
            List <NetQueueItem> previousItems,
            MHRandom random)
        {
            NetSkill ns    = q.GetNetSkill(bf);
            NetCard  owner = bf.GetCardByID(ns.OwnerCardID);

            NetCard target = null;

            if (NetType.IsNullOrEmpty(q.Targets))
            {
                return(null);
            }

            int  flags   = ns.Flags;
            bool essence = (flags & (int)EActivatorBlocks.Essence) > 0;
            bool ancient = (flags & (int)EActivatorBlocks.Ancient) > 0;
            bool gray    = !ancient && !essence;

            FInt damage = GameplayUtils.GetDamageFor(ns, owner);
//             if ((flags & (int)SkillGenerator.EActivatorBlocks.Additive) > 0)
//             {
//
//                 if (essence)
//                 {
//                     //essence is estimated to be equal between additive and multiplicative at
//                     // value of 10  (A x 0.2 + 8) ~ (A = 10)
//                     damage = owner.GetSkillCastingAdditiveStrength(ns, SkillGenerator.ESSENCE_ADDITIVE_BASE);
//                 }
//                 else if(ancient)
//                 {
//                     //essence is estimated to be equal between additive and multiplicative at
//                     // value of 15  (A x 0.2 + 12) ~ (A = 15)
//                     damage = owner.GetSkillCastingAdditiveStrength(ns, SkillGenerator.ANCIENT_ADDITIVE_BASE);
//                 }
//                 else
//                 {
//                     //essence is estimated to be equal between additive and multiplicative at
//                     // value of 6  (A x 0.2 + 5) ~ (A = 6)
//                     damage = owner.GetSkillCastingAdditiveStrength(ns, SkillGenerator.GRAY_ADDITIVE_BASE);
//                 }
//             }
//             else
//             {
//                 damage = owner.GetSkillCastingStrength(ns);
//             }

            bool trueDamage   = (flags & (int)EActivatorBlocks.TrueDamage) > 0;
            bool poisonDamage = (flags & (int)EActivatorBlocks.PoisonDamage) > 0;
            bool lifeLeech    = (flags & (int)EActivatorBlocks.LifeLeech) > 0;
            bool shieldLeech  = (flags & (int)EActivatorBlocks.ShieldLeech) > 0;
            bool additive     = (flags & (int)EActivatorBlocks.Additive) > 0;

            int lifeLeeched   = 0;
            int shieldLeeched = 0;

            #region Primary targets
            foreach (var v in q.Targets.value)
            {
                target = bf.ConvertPositionIDToCard(v);
                if (target != null)
                {
                    FInt dmg = damage;
                    if (poisonDamage && target.IsWounded())
                    {
                        if (essence)
                        {
                            dmg *= 1.35f;
                        }
                        else
                        {
                            dmg *= 1.6f;
                        }
                    }

                    if (trueDamage)
                    {
                        if (essence)
                        {
                            target.ReciveTrueDamageEssence(dmg, bf, q, v);
                        }
                        else //no test for ancient
                        {
                            target.ReciveTrueDamageAncient(dmg, bf, q, v);
                        }
                    }
                    else
                    {
                        target.ReciveNormalDamage(dmg, bf, q, v);
                    }

                    if (lifeLeech)
                    {
                        if (essence)
                        {
                            lifeLeeched += (dmg * 0.4f).ToInt();
                        }
                        else
                        {
                            lifeLeeched += (dmg * 0.8f).ToInt();
                        }
                    }
                    if (shieldLeech)
                    {
                        if (essence)
                        {
                            shieldLeeched += (dmg * 0.5f).ToInt();
                        }
                        else
                        {
                            shieldLeeched += (dmg * 1.0f).ToInt();
                        }
                    }
                }
            }
            #endregion
            #region Secondary targets
            ////do splash if needed
            if (!NetType.IsNullOrEmpty(q.SecondaryTargets))
            {
                bool splashBonus = (flags & (int)EActivatorBlocks.AOE) > 0;

                if (gray || !splashBonus)
                {
                    damage *= 0.5f;
                }
                else
                {
                    //this is !gray && AOE
                    if (essence)
                    {
                        damage *= 0.75f;
                    }
                    if (ancient)
                    {
                        damage *= 1f;
                    }
                }

                //ancient damage is 100% splash

                foreach (var v in q.SecondaryTargets.value)
                {
                    target = bf.ConvertPositionIDToCard(v);
                    if (target != null)
                    {
                        FInt dmg = damage;
                        if (poisonDamage && target.IsWounded())
                        {
                            if (essence)
                            {
                                dmg *= 1.35f;
                            }
                            else
                            {
                                dmg *= 1.6f;
                            }
                        }

                        if (trueDamage)
                        {
                            if (essence)
                            {
                                target.ReciveTrueDamageEssence(dmg, bf, q, v);
                            }
                            else //no test for ancient
                            {
                                target.ReciveTrueDamageAncient(dmg, bf, q, v);
                            }
                        }
                        else
                        {
                            target.ReciveNormalDamage(dmg, bf, q, v);
                        }

                        if (lifeLeech)
                        {
                            if (essence)
                            {
                                lifeLeeched += (dmg * 0.4f).ToInt();
                            }
                            else
                            {
                                lifeLeeched += (dmg * 0.8f).ToInt();
                            }
                        }
                        if (shieldLeech)
                        {
                            if (essence)
                            {
                                shieldLeeched += (dmg * 0.5f).ToInt();
                            }
                            else
                            {
                                shieldLeeched += (dmg * 1.0f).ToInt();
                            }
                        }
                    }
                }
            }
            #endregion

            #region Leech
            if (lifeLeeched > 0)
            {
                FInt max = owner.GetCA_MAX_HEALTH();
                FInt cur = owner.GetCA_HEALTH();
                if (cur < max)
                {
                    if (lifeLeeched > max - cur)
                    {
                        owner.SetCA_HEALTH(max);
                    }
                    else
                    {
                        owner.SetCA_HEALTH(cur + lifeLeeched);
                    }
                }
            }
            if (shieldLeeched > 0)
            {
                FInt cur = owner.GetCA_SHIELD();
                owner.SetCA_SHIELD(cur + shieldLeeched);
            }
            #endregion


            return(null);
        }