/// <summary> /// Default constructor /// </summary> public Character() { _destination = _dimensions = _isometricOffset = Vector2.Zero; _location = Point.Zero; _currentTile = _destinationTile = new CombatTile(); _movementNodes = new List <Point>(); _currentAction = Activity.None; }
//Function called from CombatActionPanelUI.cs. Returns all combat tiles within the given range of the starting tile public static List <CombatTile> FindTilesInActionRange(CombatTile startingTile_, int actionRange_, bool ignoreObstacles_ = true) { //The list of combat tiles that are returned List <CombatTile> allTilesInRange = new List <CombatTile>(); //The list of each group of tiles in every range incriment. The index is the range List <List <CombatTile> > tilesInEachIncriment = new List <List <CombatTile> >(); //Creating the first range incriment which always includes the starting tile List <CombatTile> range0 = new List <CombatTile>() { startingTile_ }; range0[0].ourPathPoint.hasBeenChecked = true; tilesInEachIncriment.Add(range0); for (int r = 1; r <= actionRange_; ++r) { //Creating a new list of tiles for this range incriment List <CombatTile> newRange = new List <CombatTile>(); //Looping through each tile in the previous range foreach (CombatTile tile in tilesInEachIncriment[r - 1]) { //Looping through each tile connected to the one we're checking foreach (PathPoint connection in tile.ourPathPoint.connectedPoints) { //If the connected tile hasn't already been checked if (!connection.hasBeenChecked) { //If we ignore obstacles OR if the the tile doesn't have obstacles on it if (ignoreObstacles_ || connection.GetComponent <CombatTile>().objectOnThisTile == null) { //Adding the connected tile to this new range and marking it as checked newRange.Add(connection.GetComponent <CombatTile>()); connection.hasBeenChecked = true; } } } } //Adding this range incriment to the list tilesInEachIncriment.Add(newRange); } //Grouping all of the tiles into the list that is returned foreach (List <CombatTile> rangeList in tilesInEachIncriment) { foreach (CombatTile tile in rangeList) { allTilesInRange.Add(tile); //Resetting the tile to say it hasn't been checked tile.ourPathPoint.hasBeenChecked = false; } } return(allTilesInRange); }
//Function inherited from AttackAction.cs and called from CombatManager.cs so we can attack a target public override void PerformAction(CombatTile targetTile_) { base.PerformAction(targetTile_); //Once the attack is performed, this spell needs to recharge Character actingChar = CombatManager.globalReference.actingCharacters[0]; actingChar.charActionList.StartSpellRecharge(this); }
public void CenterIsometric(CombatTile tile) { _currentTile = tile; // Center the duders on the tiles _isometricOffset.X = (_currentTile.SourceTile.Dimensions.X - _dimensions.X) / 2; //64 - 32 / 2 _isometricOffset.Y = -(_currentTile.SourceTile.Dimensions.Y - _dimensions.Y); _image.Position = _currentTile.SourceTile.Position + _isometricOffset; }
//Function called when the player's mouse starts hovering over this tile public void OnPointerEnter(PointerEventData eventData_) { //Hilighting this tile's image this.HighlightTile(true); mouseOverTile = this; //Highlighting any effect radius if there's a selected attack ability this.HighlightEffectRadius(true); }
//Function inherited from Action.cs public override void PerformAction(CombatTile targetTile_) { //Calling the base function to start the cooldown time base.PerformAction(targetTile_); //If the acting character is an enemy, we need to set the movement path since we're not mousing over tiles if (CombatManager.globalReference.enemyCharactersInCombat.Contains(this.actingCharacter)) { this.movementPath = PathfindingAlgorithms.BreadthFirstSearchCombat(this.movementPath[0], targetTile_, true, true); } //Makes it so that the Update function will now move the character through the movement path this.moveCharacter = true; this.currentNumTilesMoved = 0; }
//Function called from CombatTile.cs to see if a specific tile is in the current movement path public bool IsTileInMovementPath(CombatTile tileToCheck_) { //Looping through each tile in the current movement path foreach (CombatTile ct in this.movementPath) { //Returns true if the current tile is the one we're looking for if (ct == tileToCheck_) { return(true); } } //If we make it through the loop, the tile we're looking for isn't in the movement path return(false); }
//Function called when the player's mouse is no longer over this tile public void OnPointerExit(PointerEventData eventData_) { //If a character is moving right now and this tile is in the movement path, we don't stop highlighting if (CombatActionPanelUI.globalReference.selectedAction != null && CombatActionPanelUI.globalReference.selectedAction.GetComponent <MoveAction>()) { //If this tile isn't in the movement path, this tile isn't highlighted if (!CombatActionPanelUI.globalReference.selectedAction.GetComponent <MoveAction>().IsTileInMovementPath(this)) { this.HighlightTile(false); //If we have a character on this tile, we make sure they're hidden again if (this.inActionRange && this.objectOnThisTile != null && this.objectOnThisTile.GetComponent <Character>()) { //Making sure the character isn't the acting character if (CombatManager.globalReference.actingCharacters.Count > 0 && this.objectOnThisTile.GetComponent <Character>() != CombatManager.globalReference.actingCharacters[0]) { //Getting the sprite base for the character CharacterSpriteBase cSprite = CombatManager.globalReference.GetCharacterSprite(this.objectOnThisTile.GetComponent <Character>()); cSprite.MakeSpritesTransparent(); } } } } else { //Stops hilighting this tile's image this.HighlightTile(false); //Stops highlighting any effect radius if there's a selected attack ability this.HighlightEffectRadius(false); //If we have a character on this tile, we make sure they're hidden again if (this.inActionRange && this.objectOnThisTile != null && this.objectOnThisTile.GetComponent <Character>()) { //Making sure the character isn't the acting character if (this.objectOnThisTile.GetComponent <Character>() != CombatManager.globalReference.actingCharacters[0]) { //Getting the sprite base for the character CharacterSpriteBase cSprite = CombatManager.globalReference.GetCharacterSprite(this.objectOnThisTile.GetComponent <Character>()); cSprite.MakeSpritesTransparent(); } } } mouseOverTile = null; }
//Function called when the player's mouse starts hovering over this tile public void OnPointerEnter(PointerEventData eventData_) { //Hilighting this tile's image this.HighlightTile(true); mouseOverTile = this; //Highlighting any effect radius if there's a selected attack ability this.HighlightEffectRadius(true); //If we have a character on this tile, we make sure they're visible if (this.inActionRange && this.objectOnThisTile != null && this.objectOnThisTile.GetComponent <Character>()) { //Making sure the character isn't the acting character if (CombatManager.globalReference.actingCharacters.Count > 0 && this.objectOnThisTile.GetComponent <Character>() != CombatManager.globalReference.actingCharacters[0]) { //Getting the sprite base for the character CharacterSpriteBase cSprite = CombatManager.globalReference.GetCharacterSprite(this.objectOnThisTile.GetComponent <Character>()); cSprite.MakeSpritesVisible(); } } }
//Function called when the player's mouse is no longer over this tile public void OnPointerExit(PointerEventData eventData_) { //If a character is moving right now and this tile is in the movement path, we don't stop highlighting if (CombatActionPanelUI.globalReference.selectedAction != null && CombatActionPanelUI.globalReference.selectedAction.GetComponent <MoveAction>()) { //If this tile isn't in the movement path, this tile isn't highlighted /*if (!CombatActionPanelUI.globalReference.selectedAction.GetComponent<MoveAction>().IsTileInMovementPath(this)) * { * this.HighlightTile(false); * }*/ } else { //Stops hilighting this tile's image this.HighlightTile(false); //Stops highlighting any effect radius if there's a selected attack ability this.HighlightEffectRadius(false); } mouseOverTile = null; }
//Overrided function from Effect.cs to trigger this damage effect public override void TriggerEffect(Character usingCharacter_, Character targetCharacter_, float timeDelay_ = 0) { //Setting the character references of who is attacking and who is being attacked this.characterToEffect = targetCharacter_; this.characterWhoTriggered = usingCharacter_; //Int to hold all of the damage for the attack int totalDamage = 0; //Adding the base damage totalDamage += this.baseDamage; //Looping through each individual die rolled for (int d = 0; d < this.diceRolled; ++d) { //Finding the value rolled on the current die totalDamage += Random.Range(1, this.diceSides); } //Rolling to see if this effect crits float critRoll = Random.Range(0, 1); bool isCrit = false; if (critRoll < this.critChance) { totalDamage = totalDamage * this.critMultiplier; } //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in usingCharacter_.charPerks.allPerks) { //If the perk boosts a damage type that's the same as this damage type, we boost it if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && this.type == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { totalDamage += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(usingCharacter_, isCrit, false, this.type); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks SpellResistTypes magicResistType = SpellResistTypes.Normal; foreach (Perk defPerk in targetCharacter_.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current damage type is the same as this spell resist perk if (resistPerk.typeToResist == this.type) { //Checking to see if the damage is negated entirely if (resistPerk.negateAllDamage) { //If the resist type for this spell isn't on absorb, we can negate it. ALWAYS have preference to absorb because it heals if (magicResistType != SpellResistTypes.Absorb) { magicResistType = SpellResistTypes.Negate; } } //Checking to see if the damage is absorbed to heal the target else if (resistPerk.absorbDamage) { magicResistType = SpellResistTypes.Absorb; //Applying the damage reduction so the defender isn't healed as much totalDamage -= resistPerk.GetSpellResistAmount(this.characterToEffect, isCrit, false); } //Otherwise we just get the amount that it normally resists else { totalDamage -= resistPerk.GetSpellResistAmount(this.characterToEffect, isCrit, false); } } } } //Subtracting the target character's armor resist and magic resistances switch (this.type) { case CombatManager.DamageType.Slashing: if (targetCharacter_.charInventory.totalSlashingArmor > 0) { totalDamage -= targetCharacter_.charInventory.totalSlashingArmor; } break; case CombatManager.DamageType.Stabbing: if (targetCharacter_.charInventory.totalStabbingArmor > 0) { totalDamage -= targetCharacter_.charInventory.totalStabbingArmor; } break; case CombatManager.DamageType.Crushing: if (targetCharacter_.charInventory.totalCrushingArmor > 0) { totalDamage -= targetCharacter_.charInventory.totalCrushingArmor; } break; case CombatManager.DamageType.Fire: if (targetCharacter_.charInventory.totalFireResist > 0) { totalDamage -= targetCharacter_.charInventory.totalFireResist; } break; case CombatManager.DamageType.Water: if (targetCharacter_.charInventory.totalWaterResist > 0) { totalDamage -= targetCharacter_.charInventory.totalWaterResist; } break; case CombatManager.DamageType.Electric: if (targetCharacter_.charInventory.totalElectricResist > 0) { totalDamage -= targetCharacter_.charInventory.totalElectricResist; } break; case CombatManager.DamageType.Wind: if (targetCharacter_.charInventory.totalWindResist > 0) { totalDamage -= targetCharacter_.charInventory.totalWindResist; } break; case CombatManager.DamageType.Nature: if (targetCharacter_.charInventory.totalNatureResist > 0) { totalDamage -= targetCharacter_.charInventory.totalNatureResist; } break; case CombatManager.DamageType.Arcane: if (targetCharacter_.charInventory.totalArcaneResist > 0) { totalDamage -= targetCharacter_.charInventory.totalArcaneResist; } break; case CombatManager.DamageType.Holy: if (targetCharacter_.charInventory.totalHolyResist > 0) { totalDamage -= targetCharacter_.charInventory.totalHolyResist; } break; case CombatManager.DamageType.Dark: if (targetCharacter_.charInventory.totalDarkResist > 0) { totalDamage -= targetCharacter_.charInventory.totalDarkResist; } break; case CombatManager.DamageType.Bleed: if (targetCharacter_.charInventory.totalBleedResist > 0) { totalDamage -= targetCharacter_.charInventory.totalBleedResist; } break; } //Looping through the attacking character's perks to see if there's any bonus threat to add to this effect int bonusThreat = 0; foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { //If the perk is a threat boosting perk if (charPerk.GetType() == typeof(ThreatBoostPerk)) { ThreatBoostPerk threatPerk = charPerk.GetComponent <ThreatBoostPerk>(); //If the perk has the same damage type as this effect or it affects all damage types if (threatPerk.damageTypeToThreaten == this.type || threatPerk.threatenAllDamageTypes) { bonusThreat += threatPerk.GetAddedActionThreat(totalDamage, isCrit, false); } } } //Finding the combat tile that the target character is on CombatTile targetCharTile = CombatManager.globalReference.FindCharactersTile(targetCharacter_); //If the damage was dealt normally if (magicResistType == SpellResistTypes.Normal) { //Dealing damage to the target character and telling the combat manager to display how much was dealt targetCharacter_.charPhysState.DamageCharacter(totalDamage); CombatManager.globalReference.DisplayDamageDealt(timeDelay_, totalDamage, type, targetCharTile, isCrit); //If this character has the EnemyCombatAI component, we increase the threat for the character who put this effect on if (this.characterToEffect.GetComponent <EnemyCombatAI_Basic>()) { //If the character who cast this effect is a player character, we increase threat against the caster if (!this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //If the attack didn't crit if (!isCrit) { //Applying threat to the targeted character this.characterToEffect.GetComponent <EnemyCombatAI_Basic>().IncreaseThreat(this.characterWhoTriggered, totalDamage + bonusThreat); } //If the attack did crit, we boost threat against all enemies by 25% else { //Finding the bonus amount of threat that's applied to all enemies int boostedThreat = totalDamage + bonusThreat; boostedThreat = Mathf.RoundToInt(boostedThreat * 0.25f); CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, boostedThreat, true); //Applying the rest of the threat to the target character CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, this.characterToEffect, totalDamage + bonusThreat - boostedThreat, false); } } } } //If the damage was negated completely else if (magicResistType == SpellResistTypes.Negate) { //Telling the combat manager to display no damage dealt CombatManager.globalReference.DisplayDamageDealt(timeDelay_, 0, type, targetCharTile, isCrit); } //If the damage was abosrbed and healed the character else if (magicResistType == SpellResistTypes.Absorb) { //Telling the combat manager to display the damage healed targetCharacter_.charPhysState.HealCharacter(totalDamage); CombatManager.globalReference.DisplayDamageDealt(timeDelay_, totalDamage, type, targetCharTile, isCrit, true); //If the caster of this effect and the target are player characters, we increase the threat for the character who put this effect on them if (!this.characterToEffect.GetComponent <EnemyCombatAI_Basic>() && !this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //Applying threat to all enemies for the amount that's healed CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, totalDamage + bonusThreat, true); } } //Creating the visual effect for this effect CharacterSpriteBase targetCharSprite = CombatManager.globalReference.GetCharacterSprite(targetCharacter_); this.SpawnVisualAtLocation(targetCharSprite.transform.localPosition, targetCharSprite.transform); //Increasing the threat to the target based on damage dealt //If the attack is a crit, ALL enemies have their threat increased for 25% of the damage if (isCrit) { //Getting 25% of the damage to pass to all enemies int threatForAll = (totalDamage + bonusThreat) / 4; CombatManager.globalReference.ApplyActionThreat(usingCharacter_, null, threatForAll, true); //Applying the rest of the threat to the target character CombatManager.globalReference.ApplyActionThreat(usingCharacter_, targetCharacter_, (totalDamage + bonusThreat) - threatForAll, false); } //If the attack wasn't a crit, only the target character takes threat else { CombatManager.globalReference.ApplyActionThreat(usingCharacter_, targetCharacter_, totalDamage + bonusThreat, false); } //Destroying this effect once everything is finished up Destroy(this.gameObject); }
//Function called externally from the buttons on the action panel. Tells the combat manager to hilight an action's range public void SelectActionAtIndex(int actionIndex_) { //Clearing all tile highlights before we highlight different ones CombatManager.globalReference.ClearCombatTileHighlights(); //Getting a reference to the character that's currently acting Character actingCharacter = CombatManager.globalReference.actingCharacters[0]; //Finding out which tile the acting character is on CombatTile actingCharsTile = CombatManager.globalReference.FindCharactersTile(actingCharacter); //If the currently selected action is a move action, we need to clear tile highlights along its movement path if (this.selectedAction != null && this.selectedAction.GetComponent <MoveAction>()) { this.selectedAction.GetComponent <MoveAction>().ClearMovePathHighlights(); } //Destroying the game object that holds the currently selected action if (this.selectedAction != null) { Destroy(this.selectedAction.gameObject); } //Creating an instance of the newly selected action prefab object GameObject actionObj = null; //Finding the range of the action based on the button hit int actionRange = 0; switch (this.actionTypeShown) { case Action.ActionType.Major: actionRange = actingCharacter.charActionList.majorActions[actionIndex_].range; actionObj = GameObject.Instantiate(actingCharacter.charActionList.majorActions[actionIndex_].gameObject); //this.selectedAction = actingCharacter.charActionList.standardActions[actionIndex_]; break; case Action.ActionType.Minor: actionRange = actingCharacter.charActionList.minorActions[actionIndex_].range; actionObj = GameObject.Instantiate(actingCharacter.charActionList.minorActions[actionIndex_].gameObject); break; case Action.ActionType.Fast: actionRange = actingCharacter.charActionList.fastActions[actionIndex_].range; actionObj = GameObject.Instantiate(actingCharacter.charActionList.fastActions[actionIndex_].gameObject); break; case Action.ActionType.Massive: actionRange = actingCharacter.charActionList.massiveActions[actionIndex_].range; actionObj = GameObject.Instantiate(actingCharacter.charActionList.massiveActions[actionIndex_].gameObject); break; } //Getting the action component reference from the created action object this.selectedAction = actionObj.GetComponent <Action>(); //Finding out which tiles need to be hilighted if this action isn't a move action List <CombatTile> tilesToHighlight; List <CombatTile> tilesToCheckForCharacters = new List <CombatTile>(); if (!this.selectedAction.GetComponent <MoveAction>()) { tilesToHighlight = PathfindingAlgorithms.FindTilesInActionRange(actingCharsTile, actionRange); tilesToCheckForCharacters = tilesToHighlight; } //If this action is a move action, we have to find the selected tiles based on environment obstacles else { MoveAction ourMoveAct = this.selectedAction.GetComponent <MoveAction>(); //Looping through all of the acting character's perks to see if there are any movement boost perks int rangeModifier = 0; foreach (Perk charPerk in actingCharacter.charPerks.allPerks) { //If the current perk is a movement boost perk that applies to this movement's action type, we apply the number of added spaces if (charPerk.GetType() == typeof(MovementBoostPerk) && ourMoveAct.type == charPerk.GetComponent <MovementBoostPerk>().actionTypeToBoost) { rangeModifier += charPerk.GetComponent <MovementBoostPerk>().addedMovementSpaces; } } //Highlighting all tiles in range tilesToHighlight = PathfindingAlgorithms.FindTilesInActionRange(actingCharsTile, actionRange + rangeModifier, ourMoveAct.ignoreObstacles); tilesToCheckForCharacters = PathfindingAlgorithms.FindTilesInActionRange(actingCharsTile, actionRange + rangeModifier + 1); } //Looping through all tiles in range and hilighting them foreach (CombatTile tile in tilesToHighlight) { tile.inActionRange = true; tile.HighlightTile(false); } //Looping through all of the tiles around the action highlights to check for characters foreach (CombatTile checkedTile in tilesToCheckForCharacters) { //If there's a character sprite on this tile, we hide it a bit if (checkedTile.objectOnThisTile != null) { if (checkedTile.objectOnThisTile.GetComponent <Character>()) { //Getting the sprite base for the character CharacterSpriteBase cSprite = CombatManager.globalReference.GetCharacterSprite(checkedTile.objectOnThisTile.GetComponent <Character>()); //If the character on the tile isn't the one that's acting if (cSprite.ourCharacter != CombatManager.globalReference.actingCharacters[0]) { cSprite.MakeSpritesTransparent(); } } } } //Displays the action's details this.UpdateActionDetailsPanel(); }
//Function that is overrided by inheriting classes and called from the CombatManager to use this ability public virtual void PerformAction(CombatTile targetTile_) { //Nothing here because the inheriting classes act differently }
/// <summary> /// Handles player position during a move /// </summary> /// <param name="gameTime"></param> public void Move(GameTime gameTime) { // Get our new position and location, and update our current tile if our location has changed _image.Position += _velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; Point newLoc = _combatGrid.GetTileAtPosition(_image.Position + _dimensions / 2, _currentTile.Height).GridPosition; if (!_reachedNode && _location != newLoc) { _location = newLoc; _currentTile = _combatGrid.GetTileAtPosition(_image.Position + _dimensions / 2, _currentTile.Height); } // Check if we reaced a node if (_reachedNode || _currentTile == _destinationTile) { _reachedNode = true; // Now we need to make sure that our image is moving to align with the top left corner of the square // Left up if (_movingDirection == Direction.Northwest) { if (_image.Position.X <= _destinationTile.Position.X + _isometricOffset.X) { _image.Position = _destinationTile.Position + _isometricOffset; _aligned = true; } } // Right up else if (_movingDirection == Direction.Northeast) { if (_image.Position.X >= _destinationTile.Position.X + _isometricOffset.X) { _image.Position = _destinationTile.Position + _isometricOffset; _aligned = true; } } // Right down else if (_movingDirection == Direction.Southeast) { if (_image.Position.X >= _destinationTile.Position.X + _isometricOffset.X) { _image.Position = _destinationTile.Position + _isometricOffset; _aligned = true; } } // Left down else if (_movingDirection == Direction.Southwest) { if (_image.Position.X <= _destinationTile.Position.X + _isometricOffset.X) { _image.Position = _destinationTile.Position + _isometricOffset; _aligned = true; } } if (_aligned) { _movementNodes.RemoveAt(0); Console.WriteLine(">> Reached Node <<"); // Check if we reached the last node if (_movementNodes.Count == 0) { _velocity = Vector2.Zero; _moving = false; _busy = false; Console.WriteLine(">>> Movement complete <<<"); this.TurnIsOver(); } else { this.ExecuteMove(); } _aligned = false; _reachedNode = false; } } }
//Overrided function from Effect.cs to trigger this heal effect public override void TriggerEffect(Character usingCharacter_, Character targetCharacter_, float timeDelay_ = 0) { //Setting the character references of who is attacking and who is being attacked this.characterToEffect = targetCharacter_; this.characterWhoTriggered = usingCharacter_; //Int to hold the heal total for the effect int totalHeal = 0; //Adding the base heal totalHeal += this.baseHeal; //Looping through each individual die rolled for (int d = 0; d < this.diceRolled; ++d) { //Finding the value rolled on the current die totalHeal += Random.Range(1, this.diceSides); } //Rolling to see if this effect crits float critRoll = Random.Range(0, 1); bool isCrit = false; if (critRoll < this.critChance) { totalHeal = Mathf.RoundToInt(totalHeal * this.critMultiplier); } //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in usingCharacter_.charPerks.allPerks) { //If the perk boosts a damage type that's the same as this damage (heal) type, we boost it if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && this.type == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { totalHeal += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(usingCharacter_, isCrit, false, this.type); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks SpellResistTypes magicResistType = SpellResistTypes.Normal; foreach (Perk defPerk in this.characterToEffect.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current heal type is the same as this spell resist perk if (resistPerk.typeToResist == this.type) { //Checking to see if the heal is negated entirely if (resistPerk.negateAllDamage) { magicResistType = SpellResistTypes.Negate; } //Otherwise we just get the amount that it normally resists else { totalHeal -= resistPerk.GetSpellResistAmount(this.characterToEffect, isCrit, false); } } } } //Subtracting the target character's magic resistances switch (this.type) { case CombatManager.DamageType.Slashing: if (targetCharacter_.charInventory.totalSlashingArmor > 0) { totalHeal -= targetCharacter_.charInventory.totalSlashingArmor; } break; case CombatManager.DamageType.Stabbing: if (targetCharacter_.charInventory.totalStabbingArmor > 0) { totalHeal -= targetCharacter_.charInventory.totalStabbingArmor; } break; case CombatManager.DamageType.Crushing: if (targetCharacter_.charInventory.totalCrushingArmor > 0) { totalHeal -= targetCharacter_.charInventory.totalCrushingArmor; } break; case CombatManager.DamageType.Fire: if (targetCharacter_.charInventory.totalFireResist > 0) { totalHeal -= targetCharacter_.charInventory.totalFireResist; } break; case CombatManager.DamageType.Water: if (targetCharacter_.charInventory.totalWaterResist > 0) { totalHeal -= targetCharacter_.charInventory.totalWaterResist; } break; case CombatManager.DamageType.Electric: if (targetCharacter_.charInventory.totalElectricResist > 0) { totalHeal -= targetCharacter_.charInventory.totalElectricResist; } break; case CombatManager.DamageType.Wind: if (targetCharacter_.charInventory.totalWindResist > 0) { totalHeal -= targetCharacter_.charInventory.totalWindResist; } break; case CombatManager.DamageType.Nature: if (targetCharacter_.charInventory.totalNatureResist > 0) { totalHeal -= targetCharacter_.charInventory.totalNatureResist; } break; case CombatManager.DamageType.Arcane: if (targetCharacter_.charInventory.totalArcaneResist > 0) { totalHeal -= targetCharacter_.charInventory.totalArcaneResist; } break; case CombatManager.DamageType.Holy: if (targetCharacter_.charInventory.totalHolyResist > 0) { totalHeal -= targetCharacter_.charInventory.totalHolyResist; } break; case CombatManager.DamageType.Dark: if (targetCharacter_.charInventory.totalDarkResist > 0) { totalHeal -= targetCharacter_.charInventory.totalDarkResist; } break; case CombatManager.DamageType.Bleed: if (targetCharacter_.charInventory.totalBleedResist > 0) { totalHeal -= targetCharacter_.charInventory.totalBleedResist; } break; } //Looping through the attacking character's perks to see if there's any bonus threat to add to this effect int bonusThreat = 0; foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { //If the perk is a threat boosting perk if (charPerk.GetType() == typeof(ThreatBoostPerk)) { ThreatBoostPerk threatPerk = charPerk.GetComponent <ThreatBoostPerk>(); //If the perk has the same damage type as this effect or it affects all damage types if (threatPerk.damageTypeToThreaten == this.type || threatPerk.threatenAllDamageTypes) { bonusThreat += threatPerk.GetAddedActionThreat(totalHeal, isCrit, false); } } } //Finding the combat tile that the target character is on CombatTile targetCharTile = CombatManager.globalReference.FindCharactersTile(targetCharacter_); //If the heal was negated completely if (magicResistType == SpellResistTypes.Negate) { //Telling the combat manager to display that no damage was healed CombatTile healedCharTile = CombatManager.globalReference.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, 0, this.type, healedCharTile, isCrit, true); } //Otherwise, the heal happens normally else { //Healing the damage to the effected character this.characterToEffect.charPhysState.HealCharacter(totalHeal); //Telling the combat manager to display the damage healed CombatTile healedCharTile = CombatManager.globalReference.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, totalHeal, this.type, healedCharTile, isCrit, true); //If the acting character is a player character, we need to increase the threat against them if (!this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //If this character DOESN'T have the EnemyCombatAI component, we increase the threat for the character who put this effect on if (!this.characterToEffect.GetComponent <EnemyCombatAI_Basic>()) { //Applying threat to all enemies based on the amount healed CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, totalHeal + bonusThreat, true); } } } //Creating the visual effect for this effect CharacterSpriteBase targetCharSprite = CombatManager.globalReference.GetCharacterSprite(targetCharacter_); this.SpawnVisualAtLocation(targetCharSprite.transform.localPosition, targetCharSprite.transform); //Destroying this effect once everything is finished up Destroy(this.gameObject); }
//Pathfinding algorithm that uses Breadth First Search to check all directions equally. Returns the tile path taken to get to the target tile. public static List <CombatTile> BreadthFirstSearchCombat(CombatTile startingPoint_, CombatTile targetPoint_, bool avoidObjects_ = true, bool avoidCharacters_ = true) { //Creating the 2D list of tiles that will be returned List <CombatTile> tilePath = new List <CombatTile>(); //The list of path points that make up the frontier List <CombatTile> frontier = new List <CombatTile>(); //Adding the starting tile to the fronteir and making sure its previous point is cleared frontier.Add(startingPoint_); //The list of path points that have already been visited List <CombatTile> visitedPoints = new List <CombatTile>(); visitedPoints.Add(startingPoint_); startingPoint_.ourPathPoint.previousPoint = null; startingPoint_.ourPathPoint.hasBeenChecked = true; //Loop through each path point until the frontier is empty while (frontier.Count != 0) { //Getting the reference to the next path point to check CombatTile currentPoint = frontier[0]; //If the current point is the path point we're looking for if (currentPoint == targetPoint_) { //If the target tile has nothing on it if (currentPoint.typeOnTile == CombatTile.ObjectType.Nothing) { //Adding the current point's tile to the list of returned objects tilePath.Add(currentPoint); } //Creating a variable to hold the reference to the previous point CombatTile prev = currentPoint.ourPathPoint.previousPoint.GetComponent <CombatTile>(); //Looping through the trail of points back to the starting point while (true) { //Adding the point's game object to the list of returned objects tilePath.Add(prev); //If the point isn't the starting point if (prev != startingPoint_) { //Setting the previous point to the next point in the path prev = prev.ourPathPoint.previousPoint.GetComponent <CombatTile>(); } //If the point is the starting point else { //We break out of the loop break; } } //Reversing the list of path points since it's currently backward tilePath.Reverse(); //Exiting early since there's no reason to continue break; } //If the current point isn't the point we're looking for else { //Looping through each path point that's connected to the current point foreach (PathPoint connection in currentPoint.ourPathPoint.connectedPoints) { if (connection != null) { //If the connected point hasn't been visited yet if (!connection.hasBeenChecked) { //Telling the connected point came from the current point we're checking connection.previousPoint = currentPoint.ourPathPoint; CombatTile connectedCombatTile = connection.GetComponent <CombatTile>(); //If the connected tile isn't empty, we have to check it first if (connectedCombatTile.typeOnTile != CombatTile.ObjectType.Nothing) { //Making sure that this type of movement can safely travel across the type of object on the tile if (connectedCombatTile == targetPoint_ || (connectedCombatTile.typeOnTile == CombatTile.ObjectType.Object && !avoidObjects_) || (connectedCombatTile.typeOnTile == CombatTile.ObjectType.Enemy && !avoidCharacters_) || (connectedCombatTile.typeOnTile == CombatTile.ObjectType.Player && !avoidCharacters_)) { //Adding the connected point to the frontier and list of visited tiles frontier.Add(connectedCombatTile); } } else { //Adding the connected point to the frontier and list of visited tiles frontier.Add(connectedCombatTile); } visitedPoints.Add(connectedCombatTile); //Marking the tile as already checked so that it isn't added again connection.hasBeenChecked = true; } } } //Adding the current point to the list of visited points and removing it from the frontier frontier.Remove(currentPoint); } } //Looping through all path points in the list of visited points to clear their data foreach (CombatTile point in visitedPoints) { point.ourPathPoint.ClearPathfinding(); } //Returning the completed list of tiles return(tilePath); }
//Function called whenever this effect heals the target character private void HealCharacter() { //Making sure the character isn't dead before healing if (this.characterToEffect.charPhysState.currentHealth <= 0) { return; } //Seeing if this effect will trigger float triggerRoll = Random.Range(0, 1); if (triggerRoll > this.chanceToTrigger) { //If we roll over the trigger chance, nothing happens and we don't tick return; } //Finding out how much health we heal this tick int damagehealed = Mathf.RoundToInt(Random.Range(this.healPerTickRange.x, this.healPerTickRange.y)); //Finding out if we crit float critRoll = Random.Range(0, 1); bool didThisCrit = false; if (critRoll < this.critChance) { //If we crit this tick, the amount healed is multiplied damagehealed = damagehealed * this.critMultiplier; didThisCrit = true; } //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && this.healType == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { damagehealed += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(this.characterWhoTriggered, didThisCrit, true, this.healType); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks SpellResistTypes magicResistType = SpellResistTypes.Normal; foreach (Perk defPerk in this.characterToEffect.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current heal type is the same as this spell resist perk if (resistPerk.typeToResist == this.healType) { //Checking to see if the heal is negated entirely if (resistPerk.negateAllDamage) { magicResistType = SpellResistTypes.Negate; } //Otherwise we just get the amount that it normally resists else { damagehealed -= resistPerk.GetSpellResistAmount(this.characterToEffect, didThisCrit, false); } } } } //Subtracting any magic resistance from the amount that we're trying to heal switch (this.healType) { case CombatManager.DamageType.Arcane: damagehealed -= this.characterToEffect.charInventory.totalArcaneResist; break; case CombatManager.DamageType.Fire: damagehealed -= this.characterToEffect.charInventory.totalFireResist; break; case CombatManager.DamageType.Water: damagehealed -= this.characterToEffect.charInventory.totalWaterResist; break; case CombatManager.DamageType.Electric: damagehealed -= this.characterToEffect.charInventory.totalElectricResist; break; case CombatManager.DamageType.Wind: damagehealed -= this.characterToEffect.charInventory.totalWindResist; break; case CombatManager.DamageType.Nature: damagehealed -= this.characterToEffect.charInventory.totalNatureResist; break; case CombatManager.DamageType.Holy: damagehealed -= this.characterToEffect.charInventory.totalHolyResist; break; case CombatManager.DamageType.Dark: damagehealed -= this.characterToEffect.charInventory.totalDarkResist; break; //Pure damage type has no resist } //Looping through the attacking character's perks to see if there's any bonus threat to add to this effect int bonusThreat = 0; foreach (Perk charPerk in this.characterWhoTriggered.charPerks.allPerks) { //If the perk is a threat boosting perk if (charPerk.GetType() == typeof(ThreatBoostPerk)) { ThreatBoostPerk threatPerk = charPerk.GetComponent <ThreatBoostPerk>(); //If the perk has the same damage type as this HoT or it affects all damage types if (threatPerk.damageTypeToThreaten == this.healType || threatPerk.threatenAllDamageTypes) { bonusThreat += threatPerk.GetAddedActionThreat(damagehealed, didThisCrit, true); } } } //If the heal was negated completely if (magicResistType == SpellResistTypes.Negate) { //Telling the combat manager to display that no damage was healed CombatTile healedCharTile = CombatManager.globalReference.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, 0, this.healType, healedCharTile, didThisCrit, true); } //Otherwise, the heal happens normally else { //Healing the damage to the effected character this.characterToEffect.charPhysState.HealCharacter(damagehealed); //Telling the combat manager to display the damage healed CombatTile healedCharTile = CombatManager.globalReference.combatTileGrid[this.characterToEffect.charCombatStats.gridPositionCol][this.characterToEffect.charCombatStats.gridPositionRow]; CombatManager.globalReference.DisplayDamageDealt(0, damagehealed, this.healType, healedCharTile, didThisCrit, true); //If the target character and the character who cast this effect are player characters, we need to increase threat if (!this.characterToEffect.GetComponent <EnemyCombatAI_Basic>() && !this.characterWhoTriggered.GetComponent <EnemyCombatAI_Basic>()) { //Applying threat to all enemies for the amount that's healed CombatManager.globalReference.ApplyActionThreat(this.characterWhoTriggered, null, damagehealed + bonusThreat, true); } } //Creating the visual effect for this effect CharacterSpriteBase targetCharSprite = CombatManager.globalReference.GetCharacterSprite(this.characterToEffect); this.SpawnVisualAtLocation(targetCharSprite.transform.localPosition, targetCharSprite.transform); //If this effect isn't unlimited, we need to reduce the ticks remaining if (!this.unlimitedTicks) { this.ticksLeft -= 1; //If there are no more ticks left, this effect is over and the object is destroyed if (this.ticksLeft <= 0) { this.RemoveEffect(); } } }
//Function inherited from AttackAction.cs and called from CombatManager.cs so we can attack a target public override void PerformAction(CombatTile targetTile_) { //Calling the base function to start the cooldown time this.BeginActionCooldown(); //Reference to the character performing this attack Character actingChar = CombatManager.globalReference.actingCharacters[0]; //Reference to the character that's being attacked Character defendingChar; //Getting the tile that the acting character is on CombatTile actingCharTile = CombatManager.globalReference.FindCharactersTile(actingChar); CharacterSpriteBase cSprite = CombatManager.globalReference.GetCharacterSprite(actingChar); //Setting the direction the acting character faces this.SetDirectionFacing(targetTile_, actingCharTile, cSprite); //Looping through and triggering all combat effects on the acting character that happen on attack foreach (Effect e in actingChar.charCombatStats.combatEffects) { e.EffectOnAttack(); //Checking to see if the character has died due to some effect. If so, we break the loop if (actingChar.charPhysState.currentHealth <= 0) { break; } } //Looping through and creating each of the launched projectiles for this attack Vector3 casterTile = CombatManager.globalReference.FindCharactersTile(CombatManager.globalReference.actingCharacters[0]).transform.position; foreach (ProjectileLauncher projectile in this.projectilesToLaunch) { GameObject newProjectile = GameObject.Instantiate(projectile.gameObject, casterTile, new Quaternion()); //Parenting the projectile to the combat manager canvas newProjectile.transform.SetParent(CombatManager.globalReference.transform); //Telling the projectile to start moving newProjectile.GetComponent <ProjectileLauncher>().StartTravelPath(casterTile, targetTile_.transform.position); } //Making sure there's a character on the targeted tile if (targetTile_.objectOnThisTile != null && targetTile_.objectOnThisTile.GetComponent <Character>()) { defendingChar = targetTile_.objectOnThisTile.GetComponent <Character>(); } //If there isn't a character on the tile, nothing happens because it misses anything it could hit else { //If there are no attack damage rolls (like if the attack was just to inflict an effect) the "Miss" text isn't shown if (this.damageDealt.Count > 0) { CombatManager.globalReference.DisplayMissedAttack(this.timeToCompleteAction, targetTile_); } //If the visual effect doesn't require a hit to be spawned, we create it at the target tile if (this.spawnVisualOnMiss && this.visualEffectOnHit != null) { GameObject visual = GameObject.Instantiate(this.visualEffectOnHit.gameObject, targetTile_.transform.position, new Quaternion(), CombatManager.globalReference.transform); } //Looping through each effect that this attack can apply to see if any don't require the attack to land foreach (AttackEffect efc in this.effectsOnHit) { //If the effect doesn't require the attack to land, it's triggered if (!efc.requireHit) { this.TriggerEffect(efc, targetTile_, actingChar); } } return; } //Before calculating damage, we need to find out if this attack hit. We start by rolling 1d100 to hit and adding this attack's accuracy bonus int hitRoll = this.FindAttackRoll(actingChar, defendingChar); //If the hit roll is still above 20%, they hit. If not, the attack misses if (hitRoll <= CombatManager.baseHitDC) { //If there are no attack damage rolls (like if the attack was just to inflict an effect) the "Miss" text isn't shown if (this.damageDealt.Count > 0) { //Miss CombatManager.globalReference.DisplayMissedAttack(this.timeToCompleteAction, targetTile_); } //If the visual effect doesn't require a hit to be spawned, we create it at the target tile if (this.spawnVisualOnMiss && this.visualEffectOnHit != null) { GameObject visual = GameObject.Instantiate(this.visualEffectOnHit.gameObject, targetTile_.transform.position, new Quaternion(), CombatManager.globalReference.transform); } //Looping through each effect that this attack can apply to see if any don't require the attack to land foreach (AttackEffect efc in this.effectsOnHit) { //If the effect doesn't require the attack to land, it's triggered if (!efc.requireHit) { this.TriggerEffect(efc, targetTile_, actingChar); } } //Giving the attacking character skill EXP for a miss this.GrantSkillEXP(actingChar, this.weaponSkillUsed, true); return; } //Giving the attacking character skill EXP for a hit this.GrantSkillEXP(actingChar, this.weaponSkillUsed, false); //Looping through for each time this action hits for (int h = 0; h < this.numberOfHits; ++h) { //Checking to see if this attack crits float critMultiplier = 1; //Set to 1 in case we don't crit so it won't change anything float critRoll = Random.Range(0, 1); bool isCrit = false; //Float for the bonus damage multiplier from perks float critMultiplierBoost = 0; //Looping through all of the acting character's perks to see if they have perks for crit chance or multiplier foreach (Perk charPerk in actingChar.charPerks.allPerks) { //If the current perk increases crit chance, we need to see if it applies to this attack if (charPerk.GetType() == typeof(CritChanceBoostPerk)) { CritChanceBoostPerk critPerk = charPerk.GetComponent <CritChanceBoostPerk>(); //If the perk applies to this attack's required skill check if (critPerk.boostAllSkills || critPerk.skillCritToBoost == this.weaponSkillUsed) { //If the perk applies to any kind of weapon size or the size requirement matches this action's required size, we increase the crit chance if (critPerk.noSizeRequirement || critPerk.weaponSizeRequirement == this.requiredWeaponHand) { critRoll -= critPerk.critChanceBoost; } } } //If the current perk increases crit damage multipliers, we see if it applies to this attack else if (charPerk.GetType() == typeof(CritMultiplierPerk)) { CritMultiplierPerk critPerk = charPerk.GetComponent <CritMultiplierPerk>(); //If the perk applies to this attack's required skill check if (critPerk.boostAllSkills || critPerk.skillCritToBoost == this.weaponSkillUsed) { //If the perk applies to any kind of weapon size or the size requirement matches this action's required size, we increase the crit chance if (critPerk.noSizeRequirement || critPerk.weaponSizeRequirement == this.requiredWeaponHand) { critMultiplierBoost += critPerk.critMultiplierBoost; } } } } //If the crit roll is below the crit chance, the attack crits and we change the multiplier if (critRoll < this.critChance) { critMultiplier = this.critMultiplier + critMultiplierBoost; isCrit = true; } //Dictionary for the total amount of damage for each type that will be dealt with this attack Dictionary <CombatManager.DamageType, int> damageTypeTotalDamage = new Dictionary <CombatManager.DamageType, int>(); //Dictionary for if all of the spell damage types for if the damage is completely negated Dictionary <CombatManager.DamageType, SpellResistTypes> spellResistDictionary = new Dictionary <CombatManager.DamageType, SpellResistTypes>(); //Initializing the dictionaries correctly this.InitializeDamageDictionaries(damageTypeTotalDamage, spellResistDictionary); //Getting the damage from the used weapon this.GetWeaponDamage(actingChar, damageTypeTotalDamage, h); //Looping through each damage type for this attack foreach (AttackDamage atk in this.damageDealt) { //Int to hold all of the damage for the current attack int atkDamage = 0; //Adding the base damage atkDamage += atk.baseDamage; //Looping through each individual die rolled for (int d = 0; d < atk.diceRolled; ++d) { //Finding the value rolled on the current die atkDamage += Random.Range(1, atk.diceSides); } //Multiplying the damage by the crit multiplier atkDamage = Mathf.RoundToInt(atkDamage * critMultiplier); //Looping through the perks of the character that used this ability to see if they have any damage type boost perks foreach (Perk charPerk in actingChar.charPerks.allPerks) { //If the perk boosts a damage type that's the same as this damage type, we boost it if (charPerk.GetType() == typeof(DamageTypeBoostPerk) && atk.type == charPerk.GetComponent <DamageTypeBoostPerk>().damageTypeToBoost) { atkDamage += charPerk.GetComponent <DamageTypeBoostPerk>().GetDamageBoostAmount(actingChar, isCrit, false, atk.type); } } //Looping through the defending character's perks to see if they have any spell resist or absorb perks foreach (Perk defPerk in defendingChar.charPerks.allPerks) { if (defPerk.GetType() == typeof(SpellResistAbsorbPerk)) { SpellResistAbsorbPerk resistPerk = defPerk.GetComponent <SpellResistAbsorbPerk>(); //Checking to see if the current damage type is the same as this spell resist perk if (resistPerk.typeToResist == atk.type) { //Checking to see if the damage is negated entirely if (resistPerk.negateAllDamage) { //If the resist type for this spell isn't on absorb, we can negate it. ALWAYS have preference to absorb because it heals if (spellResistDictionary[atk.type] != SpellResistTypes.Absorb) { spellResistDictionary[atk.type] = SpellResistTypes.Negate; } } //Checking to see if the damage is absorbed to heal the target else if (resistPerk.absorbDamage) { spellResistDictionary[atk.type] = SpellResistTypes.Absorb; //Applying the damage reduction so the defender isn't healed as much damageTypeTotalDamage[atk.type] -= resistPerk.GetSpellResistAmount(defendingChar, isCrit, false); } //Otherwise we just get the amount that it normally resists else { damageTypeTotalDamage[atk.type] -= resistPerk.GetSpellResistAmount(defendingChar, isCrit, false); } } } } //Adding the current attack's damage to the correct type damageTypeTotalDamage[atk.type] += atkDamage; } //Looping through the attacking character's perks to see if there's any bonus damage to add to this attack foreach (Perk charPerk in actingChar.charPerks.allPerks) { //If the perk is a damage boosting perk, we get the bonus damage from it if (charPerk.GetType() == typeof(SkillDamageBoostPerk)) { int perkDamage = charPerk.GetComponent <SkillDamageBoostPerk>().GetDamageBoostAmount(actingChar, isCrit, false); //Applying the perk's added damage to the correct damage type damageTypeTotalDamage[charPerk.GetComponent <SkillDamageBoostPerk>().damageBoostType] += perkDamage; } } //Subtracting the target's melee and spell damage resistance from our attack damage this.SubtractResistances(damageTypeTotalDamage, defendingChar); //Dealing damage to the target this.DealDamage(damageTypeTotalDamage, spellResistDictionary, defendingChar, targetTile_, isCrit); //Dealing threat to the target this.DealThreat(damageTypeTotalDamage, actingChar, defendingChar, isCrit); //Creating the visual effect at the target tile if it isn't null if (this.visualEffectOnHit != null) { GameObject visual = GameObject.Instantiate(this.visualEffectOnHit.gameObject, targetTile_.transform.position, new Quaternion(), CombatManager.globalReference.transform); } //Looping through each effect that this attack can cause and triggering them foreach (AttackEffect effect in this.effectsOnHit) { this.TriggerEffect(effect, targetTile_, actingChar); } } }