private void MeleeDamage() { if (entityBehaviour) { EnemyEntity entity = entityBehaviour.Entity as EnemyEntity; EnemyEntity targetEntity = null; if (senses.Target != null && senses.Target != GameManager.Instance.PlayerEntityBehaviour) { targetEntity = senses.Target.Entity as EnemyEntity; } // Switch to hand-to-hand if enemy is immune to weapon Items.DaggerfallUnityItem weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.RightHand); if (weapon != null && targetEntity != null && targetEntity.MobileEnemy.MinMetalToHit > (Items.WeaponMaterialTypes)weapon.NativeMaterialValue) { weapon = null; } damage = 0; // Melee hit detection, matched to classic if (senses.Target != null && senses.TargetInSight && (senses.DistanceToTarget <= 0.25f || (senses.DistanceToTarget <= MeleeDistance && senses.TargetIsWithinYawAngle(35.156f, senses.Target.transform.position)))) { if (senses.Target == GameManager.Instance.PlayerEntityBehaviour) { damage = ApplyDamageToPlayer(weapon); } else { damage = ApplyDamageToNonPlayer(weapon, transform.forward); } } // Handle bashing door else if (motor.Bashing && senses.LastKnownDoor != null && senses.DistanceToDoor <= MeleeDistance && !senses.LastKnownDoor.IsOpen) { senses.LastKnownDoor.AttemptBash(false); } else { sounds.PlayMissSound(weapon); } if (DaggerfallUnity.Settings.CombatVoices && entity.EntityType == EntityTypes.EnemyClass && Dice100.SuccessRoll(20)) { Genders gender; if (mobile.Summary.Enemy.Gender == MobileGender.Male || entity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch) { gender = Genders.Male; } else { gender = Genders.Female; } sounds.PlayCombatVoice(gender, true); } } }
private void MeleeDamage() { if (entityBehaviour) { EnemyEntity entity = entityBehaviour.Entity as EnemyEntity; EnemyEntity targetEntity = null; if (entityBehaviour.Target != null && entityBehaviour.Target != GameManager.Instance.PlayerEntityBehaviour) { targetEntity = entityBehaviour.Target.Entity as EnemyEntity; } // Switch to hand-to-hand if enemy is immune to weapon Items.DaggerfallUnityItem weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.RightHand); if (weapon != null) { if (targetEntity != null && targetEntity.MobileEnemy.MinMetalToHit > (Items.WeaponMaterialTypes)weapon.NativeMaterialValue) { weapon = null; } } damage = 0; // Are we still in range and facing target? Then apply melee damage. if (entityBehaviour.Target != null && senses.DistanceToTarget < MeleeDistance && senses.TargetInSight) { if (entityBehaviour.Target == GameManager.Instance.PlayerEntityBehaviour) { damage = ApplyDamageToPlayer(weapon); } else { damage = ApplyDamageToNonPlayer(weapon); } } else { sounds.PlayMissSound(weapon); } if (DaggerfallUnity.Settings.CombatVoices && entity.EntityType == EntityTypes.EnemyClass && Random.Range(1, 101) <= 20) { Genders gender; if (mobile.Summary.Enemy.Gender == MobileGender.Male || entity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch) { gender = Genders.Male; } else { gender = Genders.Female; } sounds.PlayCombatVoice(gender, true); } } }
private void MeleeDamage() { if (entityBehaviour) { EnemyEntity entity = entityBehaviour.Entity as EnemyEntity; damage = 0; // Are we still in range and facing player? Then apply melee damage. if (senses.DistanceToPlayer < MeleeDistance && senses.PlayerInSight) { damage = ApplyDamageToPlayer(); } Items.DaggerfallUnityItem weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.RightHand); if (weapon == null) { weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.LeftHand); } if (damage <= 0) { sounds.PlayMissSound(weapon); } } }
private void MeleeDamage() { if (entityBehaviour) { EnemyEntity entity = entityBehaviour.Entity as EnemyEntity; MobileEnemy enemy = entity.MobileEnemy; // Are we still in range and facing player? Then apply melee damage. if (senses.DistanceToPlayer < MeleeDistance && senses.PlayerInSight) { // Calculate damage // TODO: Implement enemy use of weapons. Play hit or miss sounds. int damage = Game.Formulas.FormulaHelper.CalculateWeaponDamage(entity, GameManager.Instance.PlayerEntity, null); if (damage > 0) { GameManager.Instance.PlayerObject.SendMessage("RemoveHealth", damage); } else if (sounds) { sounds.PlayMissSound(); } // Tally player's dodging skill GameManager.Instance.PlayerEntity.TallySkill((short)Skills.Dodging, 1); } } }
private void MeleeDamage() { if (entityBehaviour) { EnemyEntity entity = entityBehaviour.Entity as EnemyEntity; MobileEnemy enemy = entity.MobileEnemy; int damage = 0; // Are we still in range and facing player? Then apply melee damage. if (senses.DistanceToPlayer < MeleeDistance && senses.PlayerInSight) { // Calculate damage damage = Game.Formulas.FormulaHelper.CalculateWeaponDamage(entity, GameManager.Instance.PlayerEntity, null); if (damage > 0) { GameManager.Instance.PlayerObject.SendMessage("RemoveHealth", damage); } // Tally player's dodging skill GameManager.Instance.PlayerEntity.TallySkill(DFCareer.Skills.Dodging, 1); } if (sounds) { Items.DaggerfallUnityItem weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.RightHand); if (weapon == null) { weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.LeftHand); } if (damage > 0) { // TODO: Play hit and parry sounds on other AI characters once attacks against other AI are possible DaggerfallAudioSource dfAudioSource = GetComponent <DaggerfallAudioSource>(); if (dfAudioSource) { if (weapon == null) { dfAudioSource.PlayOneShot((int)SoundClips.Hit1 + UnityEngine.Random.Range(2, 4), 0, 1.1f); } else { dfAudioSource.PlayOneShot((int)SoundClips.Hit1 + UnityEngine.Random.Range(0, 5), 0, 1.1f); } } } else { sounds.PlayMissSound(weapon); } } } }
private void MeleeDamage() { if (entityBehaviour) { EnemyEntity entity = entityBehaviour.Entity as EnemyEntity; int damage = 0; // Are we still in range and facing player? Then apply melee damage. if (senses.DistanceToPlayer < MeleeDistance && senses.PlayerInSight) { damage = ApplyDamageToPlayer(); } Items.DaggerfallUnityItem weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.RightHand); if (weapon == null) { weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.LeftHand); } if (damage > 0) { // TODO: Play hit and parry sounds on other AI characters once attacks against other AI are possible if (weapon != null) { GameManager.Instance.PlayerObject.SendMessage("PlayWeaponHitSound"); } else { GameManager.Instance.PlayerObject.SendMessage("PlayWeaponlessHitSound"); } } else if (sounds) { sounds.PlayMissSound(weapon); } } }