Ejemplo n.º 1
0
        /// <summary>
        /// Called for a spell projectile to damage its target
        /// </summary>
        public void DamageTarget(Creature target, float damage, bool critical, bool critDefended, bool overpower)
        {
            var targetPlayer = target as Player;

            if (targetPlayer != null && targetPlayer.Invincible || target.IsDead)
            {
                return;
            }

            var sourceCreature = ProjectileSource as Creature;
            var sourcePlayer   = ProjectileSource as Player;

            var amount                = 0u;
            var percent               = 0.0f;
            var heritageMod           = 1.0f;
            var sneakAttackMod        = 1.0f;
            var damageRatingMod       = 1.0f;
            var damageResistRatingMod = 1.0f;

            WorldObject equippedCloak = null;

            // handle life projectiles for stamina / mana
            if (Spell.Category == SpellCategory.StaminaLowering)
            {
                percent = damage / target.Stamina.MaxValue;
                amount  = (uint)-target.UpdateVitalDelta(target.Stamina, (int)-Math.Round(damage));
            }
            else if (Spell.Category == SpellCategory.ManaLowering)
            {
                percent = damage / target.Mana.MaxValue;
                amount  = (uint)-target.UpdateVitalDelta(target.Mana, (int)-Math.Round(damage));
            }
            else
            {
                // for possibly applying sneak attack to magic projectiles,
                // only do this for health-damaging projectiles?
                if (sourcePlayer != null)
                {
                    // TODO: use target direction vs. projectile position, instead of player position
                    // could sneak attack be applied to void DoTs?
                    sneakAttackMod = sourcePlayer.GetSneakAttackMod(target);
                    //Console.WriteLine("Magic sneak attack:  + sneakAttackMod);
                    heritageMod = sourcePlayer.GetHeritageBonus(sourcePlayer.GetEquippedWand()) ? 1.05f : 1.0f;
                }

                // DR / DRR applies for magic too?
                var damageRating = sourceCreature?.GetDamageRating() ?? 0;
                damageRatingMod       = Creature.AdditiveCombine(Creature.GetPositiveRatingMod(damageRating), heritageMod, sneakAttackMod);
                damageResistRatingMod = target.GetDamageResistRatingMod(CombatType.Magic);
                damage *= damageRatingMod * damageResistRatingMod;

                percent = damage / target.Health.MaxValue;

                //Console.WriteLine($"Damage rating: " + Creature.ModToRating(damageRatingMod));

                equippedCloak = target.EquippedCloak;

                if (equippedCloak != null && Cloak.HasDamageProc(equippedCloak) && Cloak.RollProc(equippedCloak, percent))
                {
                    var reducedDamage = Cloak.GetReducedAmount(ProjectileSource, damage);

                    Cloak.ShowMessage(target, ProjectileSource, damage, reducedDamage);

                    damage  = reducedDamage;
                    percent = damage / target.Health.MaxValue;
                }

                amount = (uint)-target.UpdateVitalDelta(target.Health, (int)-Math.Round(damage));
                target.DamageHistory.Add(ProjectileSource, Spell.DamageType, amount);

                //if (targetPlayer != null && targetPlayer.Fellowship != null)
                //targetPlayer.Fellowship.OnVitalUpdate(targetPlayer);
            }

            amount = (uint)Math.Round(damage);    // full amount for debugging

            if (target.IsAlive)
            {
                string verb = null, plural = null;
                Strings.GetAttackVerb(Spell.DamageType, percent, ref verb, ref plural);
                var type = Spell.DamageType.GetName().ToLower();

                var critMsg      = critical ? "Critical hit! " : "";
                var sneakMsg     = sneakAttackMod > 1.0f ? "Sneak Attack! " : "";
                var overpowerMsg = overpower ? "Overpower! " : "";

                var nonHealth = Spell.Category == SpellCategory.StaminaLowering || Spell.Category == SpellCategory.ManaLowering;

                if (sourcePlayer != null)
                {
                    var critProt = critDefended ? " Your critical hit was avoided with their augmentation!" : "";

                    var attackerMsg = $"{critMsg}{overpowerMsg}{sneakMsg}You {verb} {target.Name} for {amount} points with {Spell.Name}.{critProt}";

                    // could these crit / sneak attack?
                    if (nonHealth)
                    {
                        var vital = Spell.Category == SpellCategory.StaminaLowering ? "stamina" : "mana";
                        attackerMsg = $"With {Spell.Name} you drain {amount} points of {vital} from {target.Name}.";
                    }

                    if (!sourcePlayer.SquelchManager.Squelches.Contains(target, ChatMessageType.Magic))
                    {
                        sourcePlayer.Session.Network.EnqueueSend(new GameMessageSystemChat(attackerMsg, ChatMessageType.Magic));
                    }
                }

                if (targetPlayer != null)
                {
                    var critProt = critDefended ? " Your augmentation allows you to avoid a critical hit!" : "";

                    var defenderMsg = $"{critMsg}{overpowerMsg}{sneakMsg}{ProjectileSource.Name} {plural} you for {amount} points with {Spell.Name}.{critProt}";

                    if (nonHealth)
                    {
                        var vital = Spell.Category == SpellCategory.StaminaLowering ? "stamina" : "mana";
                        defenderMsg = $"{ProjectileSource.Name} casts {Spell.Name} and drains {amount} points of your {vital}.";
                    }

                    if (!targetPlayer.SquelchManager.Squelches.Contains(ProjectileSource, ChatMessageType.Magic))
                    {
                        targetPlayer.Session.Network.EnqueueSend(new GameMessageSystemChat(defenderMsg, ChatMessageType.Magic));
                    }

                    if (sourceCreature != null)
                    {
                        targetPlayer.SetCurrentAttacker(sourceCreature);
                    }
                }

                if (!nonHealth)
                {
                    if (equippedCloak != null && Cloak.HasProcSpell(equippedCloak))
                    {
                        Cloak.TryProcSpell(target, ProjectileSource, equippedCloak, percent);
                    }

                    target.EmoteManager.OnDamage(sourcePlayer);

                    if (critical)
                    {
                        target.EmoteManager.OnReceiveCritical(sourcePlayer);
                    }
                }
            }
            else
            {
                var lastDamager = ProjectileSource != null ? new DamageHistoryInfo(ProjectileSource) : null;
                target.OnDeath(lastDamager, Spell.DamageType, critical);
                target.Die();
            }

            // show debug info
            if (sourceCreature != null && sourceCreature.DebugDamage.HasFlag(Creature.DebugDamageType.Attacker))
            {
                ShowInfo(sourceCreature, heritageMod, sneakAttackMod, damageRatingMod, damageResistRatingMod, damage);
            }
            if (target.DebugDamage.HasFlag(Creature.DebugDamageType.Defender))
            {
                ShowInfo(target, heritageMod, sneakAttackMod, damageRatingMod, damageResistRatingMod, damage);
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Method used for handling player targeted spell casts
        /// </summary>
        public void CreatePlayerSpell(ObjectGuid guidTarget, uint spellId)
        {
            Player         player         = CurrentLandblock.GetObject(Guid) as Player;
            WorldObject    target         = CurrentLandblock.GetObject(guidTarget);
            TargetCategory targetCategory = TargetCategory.WorldObject;

            if (target == null)
            {
                target         = GetWieldedItem(guidTarget);
                targetCategory = TargetCategory.Wielded;
            }
            if (target == null)
            {
                target         = GetInventoryItem(guidTarget);
                targetCategory = TargetCategory.Inventory;
            }
            if (target == null)
            {
                player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, errorType: WeenieError.TargetNotAcquired));
                targetCategory = TargetCategory.UnDef;
                return;
            }

            SpellTable spellTable = DatManager.PortalDat.SpellTable;

            if (!spellTable.Spells.ContainsKey(spellId))
            {
                player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, errorType: WeenieError.MagicInvalidSpellType));
                return;
            }

            SpellBase spell = spellTable.Spells[spellId];

            if (IsInvalidTarget(spell, target))
            {
                player.Session.Network.EnqueueSend(new GameEventCommunicationTransientString(player.Session, $"{spell.Name} cannot be cast on {target.Name}."));
                player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, errorType: WeenieError.None));
                return;
            }

            Database.Models.World.Spell spellStatMod = DatabaseManager.World.GetCachedSpell(spellId);
            if (spellStatMod == null)
            {
                player.Session.Network.EnqueueSend(new GameMessageSystemChat($"{spell.Name} spell not implemented, yet!", ChatMessageType.System));
                player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, errorType: WeenieError.MagicInvalidSpellType));
                return;
            }

            if (player.IsBusy == true)
            {
                player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, errorType: WeenieError.YoureTooBusy));
                return;
            }
            else
            {
                player.IsBusy = true;
            }

            uint targetEffect = spell.TargetEffect;

            // Grab player's skill level in the spell's Magic School
            var magicSkill = player.GetCreatureSkill(spell.School).Current;

            if (targetCategory == TargetCategory.WorldObject)
            {
                if (guidTarget != Guid)
                {
                    float distanceTo = Location.Distance2D(target.Location);

                    if (distanceTo > spell.BaseRangeConstant + magicSkill * spell.BaseRangeMod)
                    {
                        player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, errorType: WeenieError.MagicTargetOutOfRange),
                                                           new GameMessageSystemChat($"{target.Name} is out of range!", ChatMessageType.Magic));
                        player.IsBusy = false;
                        return;
                    }
                }
            }

            // Ensure that a harmful spell isn't being cast on a player target that doesn't have the same PK status
            if (target.WeenieClassId == 1 && player.PlayerKillerStatus != ACE.Entity.Enum.PlayerKillerStatus.NPK)
            {
                bool isSpellHarmful = IsSpellHarmful(spell);
                if (player.PlayerKillerStatus != target.PlayerKillerStatus && isSpellHarmful)
                {
                    player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, errorType: WeenieError.InvalidPkStatus));
                    player.IsBusy = false;
                    return;
                }
            }

            float scale   = SpellAttributes(player.Session.Account, spellId, out float castingDelay, out MotionCommand windUpMotion, out MotionCommand spellGesture);
            var   formula = SpellTable.GetSpellFormula(spellTable, spellId, player.Session.Account);

            bool spellCastSuccess = false || ((Physics.Common.Random.RollDice(0.0f, 1.0f) > (1.0f - SkillCheck.GetMagicSkillChance((int)magicSkill, (int)spell.Power))) &&
                                              (magicSkill >= (int)spell.Power - 50) && (magicSkill > 0));

            // Calculating mana usage
            #region
            CreatureSkill mc = player.GetCreatureSkill(Skill.ManaConversion);
            double        z  = mc.Current;
            double        baseManaPercent = 1;
            if (z > spell.Power)
            {
                baseManaPercent = spell.Power / z;
            }
            double preCost;
            uint   manaUsed;
            if ((int)Math.Floor(baseManaPercent) == 1)
            {
                preCost  = spell.BaseMana;
                manaUsed = (uint)preCost;
            }
            else
            {
                preCost = spell.BaseMana * baseManaPercent;
                if (preCost < 1)
                {
                    preCost = 1;
                }
                manaUsed = (uint)Physics.Common.Random.RollDice(1, (int)preCost);
            }
            if (spell.MetaSpellType == SpellType.Transfer)
            {
                uint vitalChange, casterVitalChange;
                vitalChange = (uint)(player.GetCurrentCreatureVital((PropertyAttribute2nd)spellStatMod.Source) * spellStatMod.Proportion);
                if (spellStatMod.TransferCap != 0)
                {
                    if (vitalChange > spellStatMod.TransferCap)
                    {
                        vitalChange = (uint)spellStatMod.TransferCap;
                    }
                }
                casterVitalChange = (uint)(vitalChange * (1.0f - spellStatMod.LossPercent));
                vitalChange       = (uint)(casterVitalChange / (1.0f - spellStatMod.LossPercent));

                if (spellStatMod.Source == (int)PropertyAttribute2nd.Mana && (vitalChange + 10 + manaUsed) > player.Mana.Current)
                {
                    ActionChain resourceCheckChain = new ActionChain();

                    resourceCheckChain.AddAction(this, () =>
                    {
                        CurrentLandblock.EnqueueBroadcast(Location, new GameMessageScript(Guid, ACE.Entity.Enum.PlayScript.Fizzle, 0.5f));
                    });

                    resourceCheckChain.AddDelaySeconds(2.0f);
                    resourceCheckChain.AddAction(this, () =>
                    {
                        player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, errorType: WeenieError.YouDontHaveEnoughManaToCast));
                        player.IsBusy = false;
                    });

                    resourceCheckChain.EnqueueChain();

                    return;
                }
                else if ((vitalChange + 10) > player.GetCurrentCreatureVital((PropertyAttribute2nd)spellStatMod.Source))
                {
                    ActionChain resourceCheckChain = new ActionChain();

                    resourceCheckChain.AddAction(this, () =>
                    {
                        CurrentLandblock.EnqueueBroadcast(Location, new GameMessageScript(Guid, ACE.Entity.Enum.PlayScript.Fizzle, 0.5f));
                    });

                    resourceCheckChain.AddDelaySeconds(2.0f);
                    resourceCheckChain.AddAction(this, () => player.IsBusy = false);
                    resourceCheckChain.EnqueueChain();

                    return;
                }
            }
            else if (manaUsed > player.Mana.Current)
            {
                ActionChain resourceCheckChain = new ActionChain();

                resourceCheckChain.AddAction(this, () =>
                {
                    CurrentLandblock.EnqueueBroadcast(Location, new GameMessageScript(Guid, ACE.Entity.Enum.PlayScript.Fizzle, 0.5f));
                });

                resourceCheckChain.AddDelaySeconds(2.0f);
                resourceCheckChain.AddAction(this, () =>
                {
                    player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, errorType: WeenieError.YouDontHaveEnoughManaToCast));
                    player.IsBusy = false;
                });

                resourceCheckChain.EnqueueChain();

                return;
            }
            else
            {
                player.UpdateVital(player.Mana, player.Mana.Current - manaUsed);
            }
            #endregion

            ActionChain spellChain = new ActionChain();

            uint fastCast = (spell.Bitfield >> 14) & 0x1u;
            if (fastCast != 1)
            {
                spellChain.AddAction(this, () =>
                {
                    var motionWindUp = new UniversalMotion(MotionStance.Spellcasting);
                    motionWindUp.MovementData.CurrentStyle   = (ushort)((uint)MotionStance.Spellcasting & 0xFFFF);
                    motionWindUp.MovementData.ForwardCommand = (uint)windUpMotion;
                    motionWindUp.MovementData.ForwardSpeed   = 2;
                    DoMotion(motionWindUp);
                });
            }

            spellChain.AddAction(this, () =>
            {
                CurrentLandblock.EnqueueBroadcast(Location, new GameMessageCreatureMessage(SpellComponentsTable.GetSpellWords(DatManager.PortalDat.SpellComponentsTable,
                                                                                                                              formula), Name, Guid.Full, ChatMessageType.Magic));
            });

            spellChain.AddAction(this, () =>
            {
                var motionCastSpell = new UniversalMotion(MotionStance.Spellcasting);
                motionCastSpell.MovementData.CurrentStyle   = (ushort)((uint)MotionStance.Spellcasting & 0xFFFF);
                motionCastSpell.MovementData.ForwardCommand = (uint)spellGesture;
                motionCastSpell.MovementData.ForwardSpeed   = 2;
                DoMotion(motionCastSpell);
            });

            if (fastCast == 1)
            {
                spellChain.AddDelaySeconds(castingDelay * 0.26f);
            }
            else
            {
                spellChain.AddDelaySeconds(castingDelay);
            }

            if (spellCastSuccess == false)
            {
                spellChain.AddAction(this, () => CurrentLandblock.EnqueueBroadcast(Location, new GameMessageScript(Guid, ACE.Entity.Enum.PlayScript.Fizzle, 0.5f)));
            }
            else
            {
                spellChain.AddAction(this, () =>
                {
                    bool targetDeath;
                    string message;

                    switch (spell.School)
                    {
                    case MagicSchool.WarMagic:
                        WarMagic(target, spell, spellStatMod);
                        break;

                    case MagicSchool.VoidMagic:
                        VoidMagic(target, spell, spellStatMod);
                        break;

                    case MagicSchool.CreatureEnchantment:
                        if (IsSpellHarmful(spell))
                        {
                            // Retrieve player's skill level in the Magic School
                            var playerMagicSkill = player.GetCreatureSkill(spell.School).Current;

                            // Retrieve target's Magic Defense Skill
                            Creature creature           = (Creature)target;
                            var targetMagicDefenseSkill = creature.GetCreatureSkill(Skill.MagicDefense).Current;

                            if (MagicDefenseCheck(playerMagicSkill, targetMagicDefenseSkill))
                            {
                                CurrentLandblock.EnqueueBroadcastSound(player, Sound.ResistSpell);
                                player.Session.Network.EnqueueSend(new GameMessageSystemChat($"{creature.Name} resists {spell.Name}", ChatMessageType.Magic));
                                break;
                            }
                        }
                        CurrentLandblock.EnqueueBroadcast(Location, new GameMessageScript(target.Guid, (PlayScript)spell.TargetEffect, scale));
                        message = CreatureMagic(target, spell, spellStatMod);
                        if (message != "")
                        {
                            player.Session.Network.EnqueueSend(new GameMessageSystemChat(message, ChatMessageType.Magic));
                        }
                        break;

                    case MagicSchool.LifeMagic:
                        if (spell.MetaSpellType != SpellType.LifeProjectile)
                        {
                            if (IsSpellHarmful(spell))
                            {
                                // Retrieve player's skill level in the Magic School
                                var playerMagicSkill = player.GetCreatureSkill(spell.School).Current;

                                // Retrieve target's Magic Defense Skill
                                Creature creature           = (Creature)target;
                                var targetMagicDefenseSkill = creature.GetCreatureSkill(Skill.MagicDefense).Current;

                                if (MagicDefenseCheck(playerMagicSkill, targetMagicDefenseSkill))
                                {
                                    CurrentLandblock.EnqueueBroadcastSound(player, Sound.ResistSpell);
                                    player.Session.Network.EnqueueSend(new GameMessageSystemChat($"{creature.Name} resists {spell.Name}", ChatMessageType.Magic));
                                    break;
                                }
                            }
                        }
                        CurrentLandblock.EnqueueBroadcast(Location, new GameMessageScript(target.Guid, (PlayScript)spell.TargetEffect, scale));
                        targetDeath = LifeMagic(target, spell, spellStatMod, out message);
                        if (message != null)
                        {
                            player.Session.Network.EnqueueSend(new GameMessageSystemChat(message, ChatMessageType.Magic));
                        }
                        if (targetDeath == true)
                        {
                            Creature creatureTarget = (Creature)target;
                            creatureTarget.Die();
                            Strings.DeathMessages.TryGetValue(DamageType.Base, out var messages);
                            player.Session.Network.EnqueueSend(new GameMessageSystemChat(string.Format(messages[0], target.Name), ChatMessageType.Broadcast));
                            player.EarnXP((long)target.XpOverride);
                        }
                        break;

                    case MagicSchool.ItemEnchantment:
                        if (guidTarget == Guid)
                        {
                            CurrentLandblock.EnqueueBroadcast(Location, new GameMessageScript(Guid, (PlayScript)spell.CasterEffect, scale));
                        }
                        else
                        {
                            CurrentLandblock.EnqueueBroadcast(Location, new GameMessageScript(target.Guid, (PlayScript)spell.TargetEffect, scale));
                        }
                        message = ItemMagic(target, spell, spellStatMod);
                        if (message != "")
                        {
                            player.Session.Network.EnqueueSend(new GameMessageSystemChat(message, ChatMessageType.Magic));
                        }
                        break;

                    default:
                        break;
                    }
                });
            }

            spellChain.AddAction(this, () =>
            {
                var motionReturnToCastStance = new UniversalMotion(MotionStance.Spellcasting);
                motionReturnToCastStance.MovementData.CurrentStyle   = (ushort)((uint)MotionStance.Spellcasting & 0xFFFF);
                motionReturnToCastStance.MovementData.ForwardCommand = (uint)MotionCommand.Invalid;
                DoMotion(motionReturnToCastStance);
            });

            spellChain.AddDelaySeconds(1.0f);

            spellChain.AddAction(this, () =>
            {
                player.Session.Network.EnqueueSend(new GameEventUseDone(player.Session, errorType: WeenieError.None));
                player.IsBusy = false;
            });

            spellChain.EnqueueChain();

            return;
        }