Example #1
0
        private byte GetDamageColor(DamageAttributes attributes)
        {
            var colorResult = DamageColor.NormalRed;

            if (attributes.HasFlag(DamageAttributes.IgnoreDefense))
            {
                colorResult = DamageColor.IgnoreDefenseCyan;
            }
            else if (attributes.HasFlag(DamageAttributes.Excellent))
            {
                colorResult = DamageColor.ExcellentLightGreen;
            }
            else if (attributes.HasFlag(DamageAttributes.Critical))
            {
                colorResult = DamageColor.CriticalBlue;
            }

            byte result = (byte)colorResult;

            if (attributes.HasFlag(DamageAttributes.Double))
            {
                result |= (byte)SpecialDamage.Double;
            }

            if (attributes.HasFlag(DamageAttributes.Triple))
            {
                result |= (byte)SpecialDamage.Triple;
            }

            return(result);
        }
Example #2
0
        private ObjectHit.DamageKind GetDamageKind(DamageAttributes attributes)
        {
            if (attributes.HasFlag(DamageAttributes.IgnoreDefense))
            {
                return(ObjectHit.DamageKind.IgnoreDefenseCyan);
            }

            if (attributes.HasFlag(DamageAttributes.Excellent))
            {
                return(ObjectHit.DamageKind.ExcellentLightGreen);
            }

            if (attributes.HasFlag(DamageAttributes.Critical))
            {
                return(ObjectHit.DamageKind.CriticalBlue);
            }

            if (attributes.HasFlag(DamageAttributes.Reflected))
            {
                return(ObjectHit.DamageKind.ReflectedDarkPink);
            }

            if (attributes.HasFlag(DamageAttributes.Poison))
            {
                return(ObjectHit.DamageKind.PoisonDarkGreen);
            }

            return(ObjectHit.DamageKind.NormalRed);
        }
Example #3
0
        /// <summary>
        /// Gets the hit information, calculates which part of the damage damages the shield and which the health.
        /// </summary>
        /// <param name="defender">The defender.</param>
        /// <param name="damage">The damage.</param>
        /// <param name="attributes">The attributes.</param>
        /// <param name="attacker">The attacker.</param>
        /// <returns>The calculated hit info.</returns>
        public static HitInfo GetHitInfo(this IAttackable defender, uint damage, DamageAttributes attributes, IAttackable attacker)
        {
            var shieldBypass = Rand.NextRandomBool(attacker.Attributes[Stats.ShieldBypassChance]);

            if (shieldBypass || defender.Attributes[Stats.CurrentShield] < 1)
            {
                return(new HitInfo(damage, 0, attributes));
            }

            var shieldRatio = 0.90;

            shieldRatio -= attacker.Attributes[Stats.ShieldDecreaseRateIncrease];
            shieldRatio += defender.Attributes[Stats.ShieldRateIncrease];
            shieldRatio  = Math.Max(0, shieldRatio);
            shieldRatio  = Math.Min(1, shieldRatio);
            return(new HitInfo((uint)(damage * (1 - shieldRatio)), (uint)(damage * shieldRatio), attributes));
        }
Example #4
0
        /// <summary>
        /// Calculates the damage, using a skill.
        /// </summary>
        /// <param name="attacker">The object which is attacking.</param>
        /// <param name="defender">The object which is defending.</param>
        /// <param name="skill">The skill which is used.</param>
        /// <returns>The hit information.</returns>
        public static HitInfo CalculateDamage(this IAttackable attacker, IAttackable defender, SkillEntry skill)
        {
            if (!attacker.IsAttackSuccessfulTo(defender))
            {
                return(new HitInfo(0, 0, DamageAttributes.Undefined));
            }

            DamageAttributes attributes        = DamageAttributes.Undefined;
            bool             isCriticalHit     = Rand.NextRandomBool(attacker.Attributes[Stats.CriticalDamageChance]);
            bool             isExcellentHit    = Rand.NextRandomBool(attacker.Attributes[Stats.ExcellentDamageChance]);
            bool             isIgnoringDefense = Rand.NextRandomBool(attacker.Attributes[Stats.DefenseIgnoreChance]);

            attacker.GetBaseDmg(skill, out int baseMinDamage, out int baseMaxDamage);
            int dmg;

            if (isExcellentHit)
            {
                dmg         = (int)(baseMaxDamage * 1.2);
                attributes |= DamageAttributes.Excellent;
            }
            else if (isCriticalHit)
            {
                dmg         = baseMaxDamage;
                attributes |= DamageAttributes.Critical;
            }
            else if (baseMaxDamage <= baseMinDamage)
            {
                dmg = baseMinDamage;
            }
            else
            {
                dmg = Rand.NextInt(baseMinDamage, baseMaxDamage);
            }

            if (!isIgnoringDefense)
            {
                var defenseAttribute = GetDefenseAttribute(attacker);
                dmg        -= (int)defender.Attributes[defenseAttribute];
                attributes |= DamageAttributes.IgnoreDefense;
            }

            dmg = Math.Max(dmg, 0);

            dmg = (int)(dmg * defender.Attributes[Stats.DamageReceiveDecrement]);
            dmg = (int)(dmg * attacker.Attributes[Stats.AttackDamageIncrease]);

            if (skill != null)
            {
                dmg = (int)(dmg * attacker.Attributes[Stats.SkillMultiplier]);
            }

            bool isDoubleDamage = Rand.NextRandomBool(attacker.Attributes[Stats.DoubleDamageChance]);

            if (isDoubleDamage)
            {
                dmg        *= 2;
                attributes |= DamageAttributes.Double;
            }

            // now we have the final damage calculated. We have to calculate which part of the damage damages the shield and which the health.
            HitInfo hi;
            var     shieldBypass = Rand.NextRandomBool(attacker.Attributes[Stats.ShieldBypassChance]);

            if (shieldBypass || defender.Attributes[Stats.CurrentShield] < 1)
            {
                hi = new HitInfo((uint)dmg, 0, 0);
            }
            else
            {
                var shieldRatio = 0.90;
                shieldRatio -= attacker.Attributes[Stats.ShieldDecreaseRateIncrease];
                shieldRatio += defender.Attributes[Stats.ShieldRateIncrease];
                shieldRatio  = Math.Max(0, shieldRatio);
                shieldRatio  = Math.Min(1, shieldRatio);
                hi           = new HitInfo((uint)(dmg * (1 - shieldRatio)), (uint)(dmg * shieldRatio), attributes);
            }

            return(hi);
        }
Example #5
0
        /// <summary>
        /// Calculates the damage, using a skill.
        /// </summary>
        /// <param name="attacker">The object which is attacking.</param>
        /// <param name="defender">The object which is defending.</param>
        /// <param name="skill">The skill which is used.</param>
        /// <returns>The hit information.</returns>
        public static HitInfo CalculateDamage(this IAttackable attacker, IAttackable defender, SkillEntry skill)
        {
            if (!attacker.IsAttackSuccessfulTo(defender))
            {
                return(new HitInfo(0, 0, DamageAttributes.Undefined));
            }

            DamageAttributes attributes        = DamageAttributes.Undefined;
            bool             isCriticalHit     = Rand.NextRandomBool(attacker.Attributes[Stats.CriticalDamageChance]);
            bool             isExcellentHit    = Rand.NextRandomBool(attacker.Attributes[Stats.ExcellentDamageChance]);
            bool             isIgnoringDefense = Rand.NextRandomBool(attacker.Attributes[Stats.DefenseIgnoreChance]);

            attacker.GetBaseDmg(skill, out int baseMinDamage, out int baseMaxDamage);
            int dmg;

            if (isExcellentHit)
            {
                dmg         = (int)(baseMaxDamage * 1.2);
                attributes |= DamageAttributes.Excellent;
            }
            else if (isCriticalHit)
            {
                dmg         = baseMaxDamage;
                attributes |= DamageAttributes.Critical;
            }
            else if (baseMaxDamage <= baseMinDamage)
            {
                dmg = baseMinDamage;
            }
            else
            {
                dmg = Rand.NextInt(baseMinDamage, baseMaxDamage);
            }

            if (!isIgnoringDefense)
            {
                var defenseAttribute = defender.GetDefenseAttribute(attacker);
                var defense          = (int)defender.Attributes[defenseAttribute];
                if (defender.Attributes[Stats.IsShieldEquipped] > 0)
                {
                    defense += (int)(defense * defender.Attributes[Stats.DefenseIncreaseWithEquippedShield]);
                }

                dmg -= defense;
            }
            else
            {
                attributes |= DamageAttributes.IgnoreDefense;
            }

            dmg = Math.Max(dmg, 0);

            dmg = (int)(dmg * defender.Attributes[Stats.DamageReceiveDecrement]);
            dmg = (int)(dmg * attacker.Attributes[Stats.AttackDamageIncrease]);

            if (skill != null)
            {
                dmg = dmg + (int)attacker.Attributes[Stats.SkillDamageBonus];
                dmg = (int)(dmg * attacker.Attributes[Stats.SkillMultiplier]);
            }

            if (attacker.Attributes[Stats.IsTwoHandedWeaponEquipped] > 0)
            {
                dmg = (int)(dmg * attacker.Attributes[Stats.TwoHandedWeaponDamageIncrease]);
            }

            if (attacker is Player && defender is Player)
            {
                dmg += (int)attacker.Attributes[Stats.FinalDamageIncreasePvp];
            }

            bool isDoubleDamage = Rand.NextRandomBool(attacker.Attributes[Stats.DoubleDamageChance]);

            if (isDoubleDamage)
            {
                dmg        *= 2;
                attributes |= DamageAttributes.Double;
            }

            var minimumDamage = attacker.Attributes[Stats.Level] / 10;

            return(defender.GetHitInfo(Math.Max((uint)dmg, (uint)minimumDamage), attributes, attacker));
        }
Example #6
0
 /// <summary>
 /// Initializes a new instance of the <see cref="HitInfo"/> struct.
 /// </summary>
 /// <param name="healthDamage">The damage which reduces the health points.</param>
 /// <param name="shieldDamage"> The damage which reduces the shield points.</param>
 /// <param name="attributes">The attributes.</param>
 public HitInfo(uint healthDamage, uint shieldDamage, DamageAttributes attributes)
 {
     this.HealthDamage = healthDamage;
     this.ShieldDamage = shieldDamage;
     this.Attributes   = attributes;
 }
Example #7
0
 /// <summary>
 /// Initializes a new instance of the <see cref="HitInfo"/> struct.
 /// </summary>
 /// <param name="damageHP">The damage which reduces the health points.</param>
 /// <param name="damageSD"> The damage which reduces the shield points.</param>
 /// <param name="attributes">The attributes.</param>
 public HitInfo(uint damageHP, uint damageSD, DamageAttributes attributes)
 {
     this.DamageHP   = damageHP;
     this.DamageSD   = damageSD;
     this.Attributes = attributes;
 }