// Returns true if hit the environment
        public bool WeaponEnvDamage(DaggerfallUnityItem strikingWeapon, RaycastHit hit)
        {
            // Check if hit has an DaggerfallAction component
            DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();

            if (action)
            {
                action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
            }

            // Check if hit has an DaggerfallActionDoor component
            DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();

            if (actionDoor)
            {
                actionDoor.AttemptBash(true);
                return(true);
            }

            // Check if player hit a static exterior door
            if (GameManager.Instance.PlayerActivate.AttemptExteriorDoorBash(hit))
            {
                return(true);
            }

            // Make hitting walls do a thud or clinging sound (not in classic)
            if (GameObjectHelper.IsStaticGeometry(hit.transform.gameObject))
            {
                DaggerfallUI.Instance.PlayOneShot(strikingWeapon == null ? SoundClips.Hit2 : SoundClips.Parry6);
                return(true);
            }

            return(false);
        }
        private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Calculate damage
                        int damage = FormulaHelper.CalculateWeaponDamage(playerEntity, enemyEntity, weapon);

                        // Play hit sound and trigger blood splash at hit point
                        if (damage > 0)
                        {
                            weapon.PlayHitSound();
                            EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                            if (blood)
                            {
                                blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                            }
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                        hitEnemy = true;
                    }
                }
            }
        }
Exemple #3
0
        // Returns true if hit an enemy entity
        public bool WeaponDamage(RaycastHit hit, Vector3 direction, bool arrowHit = false)
        {
            DaggerfallUnityItem strikingWeapon = null;

            // Check if hit has an DaggerfallAction component
            DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();

            if (action)
            {
                action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
            }

            // Check if hit has an DaggerfallActionDoor component
            DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();

            if (actionDoor)
            {
                actionDoor.AttemptBash();
                return(false);
            }

            // Check if hit an entity and remove health
            DaggerfallEntityBehaviour entityBehaviour  = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
            DaggerfallMobileUnit      entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>();

            if (entityBehaviour)
            {
                if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                {
                    EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                    // Calculate damage
                    int damage;
                    if (!arrowHit)
                    {
                        if (usingRightHand)
                        {
                            strikingWeapon = currentRightHandWeapon;
                        }
                        else
                        {
                            strikingWeapon = currentLeftHandWeapon;
                        }
                    }
                    else
                    {
                        strikingWeapon = lastBowUsed;
                    }

                    damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, strikingWeapon, entityMobileUnit.Summary.AnimStateRecord);

                    // Break any "normal power" concealment effects on player
                    if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0)
                    {
                        EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour);
                    }

                    EnemyMotor  enemyMotor  = hit.transform.GetComponent <EnemyMotor>();
                    EnemySounds enemySounds = hit.transform.GetComponent <EnemySounds>();

                    // Play arrow sound and add arrow to target's inventory
                    if (arrowHit)
                    {
                        DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow);
                        enemyEntity.Items.AddItem(arrow);
                    }

                    // Play hit sound and trigger blood splash at hit point
                    if (damage > 0)
                    {
                        if (usingRightHand)
                        {
                            enemySounds.PlayHitSound(currentRightHandWeapon);
                        }
                        else
                        {
                            enemySounds.PlayHitSound(currentLeftHandWeapon);
                        }

                        EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                        if (blood)
                        {
                            blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                        }

                        // Knock back enemy based on damage and enemy weight
                        if (enemyMotor)
                        {
                            if (enemyMotor.KnockBackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) &&
                                entityBehaviour.EntityType == EntityTypes.EnemyClass ||
                                enemyEntity.MobileEnemy.Weight > 0)
                            {
                                float enemyWeight    = enemyEntity.GetWeightInClassicUnits();
                                float tenTimesDamage = damage * 10;
                                float twoTimesDamage = damage * 2;

                                float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                                float knockBackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                                knockBackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10);

                                if (knockBackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)))
                                {
                                    knockBackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10));
                                }
                                enemyMotor.KnockBackSpeed     = knockBackSpeed;
                                enemyMotor.KnockBackDirection = direction;
                            }
                        }

                        if (DaggerfallUnity.Settings.CombatVoices && entityBehaviour.EntityType == EntityTypes.EnemyClass && UnityEngine.Random.Range(1, 101) <= 40)
                        {
                            Genders gender;
                            if (entityMobileUnit.Summary.Enemy.Gender == MobileGender.Male || enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch)
                            {
                                gender = Genders.Male;
                            }
                            else
                            {
                                gender = Genders.Female;
                            }

                            bool heavyDamage = damage >= enemyEntity.MaxHealth / 4;
                            enemySounds.PlayCombatVoice(gender, false, heavyDamage);
                        }
                    }
                    else
                    {
                        if ((!arrowHit && !enemyEntity.MobileEnemy.ParrySounds) || strikingWeapon == null)
                        {
                            ScreenWeapon.PlaySwingSound();
                        }
                        else if (enemyEntity.MobileEnemy.ParrySounds)
                        {
                            enemySounds.PlayParrySound();
                        }
                    }

                    // Remove health
                    enemyEntity.DecreaseHealth(damage);

                    // Assign "cast when strikes" to target entity
                    if (strikingWeapon != null && strikingWeapon.IsEnchanted)
                    {
                        EntityEffectManager enemyEffectManager = enemyEntity.EntityBehaviour.GetComponent <EntityEffectManager>();
                        if (enemyEffectManager)
                        {
                            enemyEffectManager.StrikeWithItem(strikingWeapon, GameManager.Instance.PlayerEntityBehaviour);
                        }
                    }

                    // Make foe attack their aggressor
                    // Currently this is just player, but should be expanded later
                    // for a wider variety of behaviours
                    if (enemyMotor)
                    {
                        // Make enemies in an area aggressive if player attacked a non-hostile one.
                        if (!enemyMotor.IsHostile)
                        {
                            GameManager.Instance.MakeEnemiesHostile();
                        }
                        enemyMotor.MakeEnemyHostileToAttacker(GameManager.Instance.PlayerEntityBehaviour);
                    }

                    return(true);
                }
            }

            // Check if hit a mobile NPC
            MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();

            if (mobileNpc)
            {
                EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                if (blood)
                {
                    blood.ShowBloodSplash(0, hit.point);
                }
                mobileNpc.Motor.gameObject.SetActive(false);
                playerEntity.TallyCrimeGuildRequirements(false, 5);
                // TODO: LOS check from each townsperson. If seen, register crime and start spawning guards as below.
                playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                playerEntity.SpawnCityGuards(true);
            }

            return(false);
        }
        private void MeleeDamage(FPSWeapon weapon)
        {
            if (!mainCamera || !weapon)
                return;

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);
            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                //check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent<DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent<DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // TODO: Use correct damage based on weapon and swing type
                // Just using fudge values during development
                int damage = Random.Range(1, 25);

                // Check if hit has an EnemyHealth
                // This is part of the old Demo code and will eventually be removed
                // For now enemies should either use EnemyHealth (deprecated) or EnemyEntity (current) to track enemy health
                // Never use both components on same enemy
                EnemyHealth enemyHealth = hit.transform.gameObject.GetComponent<EnemyHealth>();
                if (enemyHealth)
                {
                    // Example: Play sound based on fake parry mechanics
                    if (Random.value < ChanceToBeParried)
                    {
                        // Parried
                        weapon.PlayParrySound();
                        return;
                    }
                    else
                    {
                        // Connected
                        weapon.PlayHitSound();
                        enemyHealth.RemoveHealth(player, damage, hit.point);
                    }
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent<DaggerfallEntityBehaviour>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Trigger blood splash at hit point
                        EnemyBlood blood = hit.transform.GetComponent<EnemyBlood>();
                        if (blood)
                        {
                            blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                        }

                        // Remove health and handle death
                        enemyEntity.DecreaseHealth(damage);
                        if (enemyEntity.CurrentHealth <= 0)
                        {
                            // Using SendMessage for now, will replace later
                            hit.transform.SendMessage("Die");
                        }
                    }
                }
            }
        }
Exemple #5
0
        private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Calculate damage
                        int damage = FormulaHelper.CalculateWeaponDamage(playerEntity, enemyEntity, weapon);

                        // Play hit sound and trigger blood splash at hit point
                        if (damage > 0)
                        {
                            weapon.PlayHitSound();
                            EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                            if (blood)
                            {
                                blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                            }
                        }
                        else
                        {
                            if (!enemyEntity.MobileEnemy.ParrySounds || weapon.WeaponType == WeaponTypes.Melee)
                            {
                                weapon.PlaySwingSound();
                            }
                            else
                            {
                                weapon.PlayParrySound();
                            }
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                        hitEnemy = true;

                        // Make foe attack their aggressor
                        // Currently this is just player, but should be expanded later
                        // for a wider variety of behaviours
                        EnemyMotor enemyMotor = hit.transform.GetComponent <EnemyMotor>();
                        if (enemyMotor)
                        {
                            // Make enemies in an area aggressive if player attacked a non-hostile one.
                            if (!enemyMotor.IsHostile)
                            {
                                GameManager.Instance.MakeEnemiesHostile();
                            }
                            enemyMotor.MakeEnemyHostileToPlayer(gameObject);
                        }
                    }
                }

                // Check if hit a mobile NPC
                MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();
                if (mobileNpc)
                {
                    // TODO: Create blood splash.
                    weapon.PlayHitSound();
                    mobileNpc.Motor.gameObject.SetActive(false);
                    //GameManager.Instance.PlayerEntity.TallyCrimeGuildRequirements(false, 5);
                }
            }
        }
        // Returns true if hit an enemy entity
        public bool WeaponDamage(RaycastHit hit, Vector3 direction, Collider arrowHitCollider = null, bool arrowHit = false)
        {
            DaggerfallUnityItem strikingWeapon = null;

            if (!arrowHit)
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash(true);
                    return(false);
                }

                // Check if player hit a static exterior door
                if (GameManager.Instance.PlayerActivate.AttemptExteriorDoorBash(hit))
                {
                    return(false);
                }
            }

            // Set up for use below
            DaggerfallEntityBehaviour entityBehaviour  = null;
            DaggerfallMobileUnit      entityMobileUnit = null;
            EnemyMotor  enemyMotor  = null;
            EnemySounds enemySounds = null;

            if (!arrowHit)
            {
                entityBehaviour  = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>();
                enemyMotor       = hit.transform.GetComponent <EnemyMotor>();
                enemySounds      = hit.transform.GetComponent <EnemySounds>();
            }
            else if (arrowHitCollider != null)
            {
                entityBehaviour  = arrowHitCollider.gameObject.transform.GetComponent <DaggerfallEntityBehaviour>();
                entityMobileUnit = arrowHitCollider.gameObject.transform.GetComponentInChildren <DaggerfallMobileUnit>();
                enemyMotor       = arrowHitCollider.gameObject.transform.GetComponent <EnemyMotor>();
                enemySounds      = arrowHitCollider.gameObject.transform.GetComponent <EnemySounds>();
            }

            // Check if hit a mobile NPC
            MobilePersonNPC mobileNpc = null;

            if (!arrowHit)
            {
                mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();
            }
            else if (arrowHitCollider != null)
            {
                mobileNpc = arrowHitCollider.gameObject.transform.GetComponent <MobilePersonNPC>();
            }

            if (mobileNpc)
            {
                if (!mobileNpc.Billboard.IsUsingGuardTexture)
                {
                    EnemyBlood blood = null;
                    if (!arrowHit)
                    {
                        blood = hit.transform.GetComponent <EnemyBlood>();
                    }
                    else if (arrowHitCollider != null)
                    {
                        blood = arrowHitCollider.gameObject.transform.GetComponent <EnemyBlood>();
                    }

                    if (blood)
                    {
                        if (!arrowHit)
                        {
                            blood.ShowBloodSplash(0, hit.point);
                        }
                        else
                        {
                            blood.ShowBloodSplash(0, arrowHitCollider.gameObject.transform.position);
                        }
                    }
                    mobileNpc.Motor.gameObject.SetActive(false);
                    playerEntity.TallyCrimeGuildRequirements(false, 5);
                    playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                    playerEntity.SpawnCityGuards(true);

                    // Allow custom race handling of weapon hit against mobile NPCs, e.g. vampire feeding or lycanthrope killing
                    if (entityBehaviour)
                    {
                        entityBehaviour.Entity.SetHealth(0);
                        RacialOverrideEffect racialOverride = GameManager.Instance.PlayerEffectManager.GetRacialOverrideEffect();
                        if (racialOverride != null)
                        {
                            racialOverride.OnWeaponHitEntity(GameManager.Instance.PlayerEntity, entityBehaviour.Entity);
                        }
                    }
                }
                else
                {
                    playerEntity.CrimeCommitted = PlayerEntity.Crimes.Assault;
                    GameObject guard = playerEntity.SpawnCityGuard(mobileNpc.transform.position, mobileNpc.transform.forward);
                    entityBehaviour  = guard.GetComponent <DaggerfallEntityBehaviour>();
                    entityMobileUnit = guard.GetComponentInChildren <DaggerfallMobileUnit>();
                    enemyMotor       = guard.GetComponent <EnemyMotor>();
                    enemySounds      = guard.GetComponent <EnemySounds>();
                }
                mobileNpc.Motor.gameObject.SetActive(false);
            }

            // Check if hit an entity and remove health
            if (entityBehaviour)
            {
                if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                {
                    EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                    // Calculate damage
                    int damage;
                    if (!arrowHit)
                    {
                        if (usingRightHand)
                        {
                            strikingWeapon = currentRightHandWeapon;
                        }
                        else
                        {
                            strikingWeapon = currentLeftHandWeapon;
                        }
                    }
                    else
                    {
                        strikingWeapon = lastBowUsed;
                    }

                    damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, strikingWeapon, entityMobileUnit.Summary.AnimStateRecord);

                    // Break any "normal power" concealment effects on player
                    if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0)
                    {
                        EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour);
                    }

                    // Play arrow sound and add arrow to target's inventory
                    if (arrowHit)
                    {
                        DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow);
                        enemyEntity.Items.AddItem(arrow);
                    }

                    // Play hit sound and trigger blood splash at hit point
                    if (damage > 0)
                    {
                        if (usingRightHand)
                        {
                            enemySounds.PlayHitSound(currentRightHandWeapon);
                        }
                        else
                        {
                            enemySounds.PlayHitSound(currentLeftHandWeapon);
                        }

                        EnemyBlood blood = null;
                        if (!arrowHit)
                        {
                            blood = hit.transform.GetComponent <EnemyBlood>();
                        }
                        else if (arrowHitCollider != null)
                        {
                            blood = arrowHitCollider.gameObject.transform.GetComponent <EnemyBlood>();
                        }

                        if (blood)
                        {
                            blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                        }

                        // Knock back enemy based on damage and enemy weight
                        if (enemyMotor)
                        {
                            if (enemyMotor.KnockbackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) &&
                                entityBehaviour.EntityType == EntityTypes.EnemyClass ||
                                enemyEntity.MobileEnemy.Weight > 0)
                            {
                                float enemyWeight    = enemyEntity.GetWeightInClassicUnits();
                                float tenTimesDamage = damage * 10;
                                float twoTimesDamage = damage * 2;

                                float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                                float KnockbackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                                KnockbackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10);

                                if (KnockbackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)))
                                {
                                    KnockbackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10));
                                }
                                enemyMotor.KnockbackSpeed     = KnockbackSpeed;
                                enemyMotor.KnockbackDirection = direction;
                            }
                        }

                        if (DaggerfallUnity.Settings.CombatVoices && entityBehaviour.EntityType == EntityTypes.EnemyClass && Dice100.SuccessRoll(40))
                        {
                            Genders gender;
                            if (entityMobileUnit.Summary.Enemy.Gender == MobileGender.Male || enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch)
                            {
                                gender = Genders.Male;
                            }
                            else
                            {
                                gender = Genders.Female;
                            }

                            bool heavyDamage = damage >= enemyEntity.MaxHealth / 4;
                            enemySounds.PlayCombatVoice(gender, false, heavyDamage);
                        }
                    }
                    else
                    {
                        if ((!arrowHit && !enemyEntity.MobileEnemy.ParrySounds) || strikingWeapon == null)
                        {
                            ScreenWeapon.PlaySwingSound();
                        }
                        else if (enemyEntity.MobileEnemy.ParrySounds)
                        {
                            enemySounds.PlayParrySound();
                        }
                    }

                    // Handle weapon striking enchantments - this could change damage amount
                    if (strikingWeapon != null && strikingWeapon.IsEnchanted)
                    {
                        EntityEffectManager effectManager = GetComponent <EntityEffectManager>();
                        if (effectManager)
                        {
                            damage = effectManager.DoItemEnchantmentPayloads(EnchantmentPayloadFlags.Strikes, strikingWeapon, GameManager.Instance.PlayerEntity.Items, enemyEntity.EntityBehaviour, damage);
                        }
                        strikingWeapon.RaiseOnWeaponStrikeEvent(entityBehaviour, damage);
                    }

                    // Remove health
                    enemyEntity.DecreaseHealth(damage);

                    // Make foe attack their aggressor
                    // Currently this is just player, but should be expanded later
                    // for a wider variety of behaviours
                    if (enemyMotor)
                    {
                        // Make enemies in an area aggressive if player attacked a non-hostile one.
                        if (!enemyMotor.IsHostile)
                        {
                            GameManager.Instance.MakeEnemiesHostile();
                        }
                        enemyMotor.MakeEnemyHostileToAttacker(GameManager.Instance.PlayerEntityBehaviour);
                    }

                    if (enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch && enemyEntity.CurrentHealth <= 0)
                    {
                        playerEntity.TallyCrimeGuildRequirements(false, 1);
                        playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                    }

                    // Allow custom race handling of weapon hit against enemies, e.g. vampire feeding or lycanthrope killing
                    RacialOverrideEffect racialOverride = GameManager.Instance.PlayerEffectManager.GetRacialOverrideEffect();
                    if (racialOverride != null)
                    {
                        racialOverride.OnWeaponHitEntity(GameManager.Instance.PlayerEntity, entityBehaviour.Entity);
                    }

                    return(true);
                }
            }

            return(false);
        }
        private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;
            DaggerfallUnityItem strikingWeapon = null;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            // Origin point of ray is set back slightly to fix issue where strikes against enemy capsules touching player capsule do not connect
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position + -mainCamera.transform.forward * 0.1f, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour  = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                DaggerfallMobileUnit      entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Calculate damage
                        int damage;
                        if (usingRightHand)
                        {
                            damage         = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.RightHand), entityMobileUnit.Summary.AnimStateRecord);
                            strikingWeapon = currentRightHandWeapon;
                        }
                        else
                        {
                            damage         = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.LeftHand), entityMobileUnit.Summary.AnimStateRecord);
                            strikingWeapon = currentLeftHandWeapon;
                        }

                        // Break any "normal power" concealment effects on player
                        if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0)
                        {
                            EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour);
                        }

                        EnemyMotor  enemyMotor  = hit.transform.GetComponent <EnemyMotor>();
                        EnemySounds enemySounds = hit.transform.GetComponent <EnemySounds>();

                        // Play arrow sound and add arrow to target's inventory
                        if (weapon.WeaponType == WeaponTypes.Bow)
                        {
                            enemySounds.PlayArrowSound();
                            DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow);
                            enemyEntity.Items.AddItem(arrow);
                        }

                        // Play hit sound and trigger blood splash at hit point
                        if (damage > 0)
                        {
                            if (usingRightHand)
                            {
                                enemySounds.PlayHitSound(currentRightHandWeapon);
                            }
                            else
                            {
                                enemySounds.PlayHitSound(currentLeftHandWeapon);
                            }

                            EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                            if (blood)
                            {
                                blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                            }

                            // Knock back enemy based on damage and enemy weight
                            if (enemyMotor)
                            {
                                if (enemyMotor.KnockBackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) &&
                                    entityBehaviour.EntityType == EntityTypes.EnemyClass ||
                                    enemyEntity.MobileEnemy.Weight > 0)
                                {
                                    float enemyWeight    = enemyEntity.GetWeightInClassicUnits();
                                    float tenTimesDamage = damage * 10;
                                    float twoTimesDamage = damage * 2;

                                    float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                                    float knockBackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                                    knockBackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10);

                                    if (knockBackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)))
                                    {
                                        knockBackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10));
                                    }
                                    enemyMotor.KnockBackSpeed     = knockBackSpeed;
                                    enemyMotor.KnockBackDirection = mainCamera.transform.forward;
                                }
                            }
                        }
                        else
                        {
                            if ((weapon.WeaponType != WeaponTypes.Bow && !enemyEntity.MobileEnemy.ParrySounds) || weapon.WeaponType == WeaponTypes.Melee)
                            {
                                weapon.PlaySwingSound();
                            }
                            else if (enemyEntity.MobileEnemy.ParrySounds)
                            {
                                enemySounds.PlayParrySound();
                            }
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                        hitEnemy = true;

                        // Assign "cast when strikes" to target entity
                        if (strikingWeapon != null && strikingWeapon.IsEnchanted)
                        {
                            EntityEffectManager enemyEffectManager = enemyEntity.EntityBehaviour.GetComponent <EntityEffectManager>();
                            if (enemyEffectManager)
                            {
                                enemyEffectManager.StrikeWithItem(strikingWeapon, GameManager.Instance.PlayerEntityBehaviour);
                            }
                        }

                        // Make foe attack their aggressor
                        // Currently this is just player, but should be expanded later
                        // for a wider variety of behaviours
                        if (enemyMotor)
                        {
                            // Make enemies in an area aggressive if player attacked a non-hostile one.
                            if (!enemyMotor.IsHostile)
                            {
                                GameManager.Instance.MakeEnemiesHostile();
                            }
                            enemyMotor.MakeEnemyHostileToPlayer(gameObject);
                        }
                    }
                }

                // Check if hit a mobile NPC
                MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();
                if (mobileNpc)
                {
                    EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                    if (blood)
                    {
                        blood.ShowBloodSplash(0, hit.point);
                    }
                    mobileNpc.Motor.gameObject.SetActive(false);
                    playerEntity.TallyCrimeGuildRequirements(false, 5);
                    // TODO: LOS check from each townsperson. If seen, register crime and start spawning guards as below.
                    playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                    playerEntity.SpawnCityGuards(true);
                }
            }
        }
Exemple #8
0
        private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour  = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                DaggerfallMobileUnit      entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Calculate damage
                        int damage;
                        if (usingRightHand)
                        {
                            damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.RightHand), entityMobileUnit.Summary.AnimStateRecord);
                        }
                        else
                        {
                            damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.LeftHand), entityMobileUnit.Summary.AnimStateRecord);
                        }

                        EnemyMotor  enemyMotor  = hit.transform.GetComponent <EnemyMotor>();
                        EnemySounds enemySounds = hit.transform.GetComponent <EnemySounds>();

                        // Play arrow sound and add arrow to target's inventory
                        if (weapon.WeaponType == WeaponTypes.Bow)
                        {
                            enemySounds.PlayArrowSound();
                            DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow);
                            enemyEntity.Items.AddItem(arrow);
                        }

                        // Play hit sound and trigger blood splash at hit point
                        if (damage > 0)
                        {
                            if (usingRightHand)
                            {
                                enemySounds.PlayHitSound(currentRightHandWeapon);
                            }
                            else
                            {
                                enemySounds.PlayHitSound(currentLeftHandWeapon);
                            }

                            EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                            if (blood)
                            {
                                blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                            }

                            // Knock back enemy based on damage and enemy weight
                            if (enemyMotor)
                            {
                                if (enemyMotor.KnockBackSpeed <= (5 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10)) &&
                                    entityBehaviour.EntityType == EntityTypes.EnemyClass ||
                                    enemyEntity.MobileEnemy.Weight > 0)
                                {
                                    float enemyWeight    = enemyEntity.GetWeightInClassicUnits();
                                    float tenTimesDamage = damage * 10;
                                    float twoTimesDamage = damage * 2;

                                    float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                                    float knockBackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                                    knockBackSpeed /= (PlayerMotor.classicToUnitySpeedUnitRatio / 10);

                                    if (knockBackSpeed < (15 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10)))
                                    {
                                        knockBackSpeed = (15 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10));
                                    }
                                    enemyMotor.KnockBackSpeed     = knockBackSpeed;
                                    enemyMotor.KnockBackDirection = mainCamera.transform.forward;
                                }
                            }
                        }
                        else
                        {
                            if ((weapon.WeaponType != WeaponTypes.Bow && !enemyEntity.MobileEnemy.ParrySounds) || weapon.WeaponType == WeaponTypes.Melee)
                            {
                                weapon.PlaySwingSound();
                            }
                            else if (enemyEntity.MobileEnemy.ParrySounds)
                            {
                                enemySounds.PlayParrySound();
                            }
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                        hitEnemy = true;

                        // Make foe attack their aggressor
                        // Currently this is just player, but should be expanded later
                        // for a wider variety of behaviours
                        if (enemyMotor)
                        {
                            // Make enemies in an area aggressive if player attacked a non-hostile one.
                            if (!enemyMotor.IsHostile)
                            {
                                GameManager.Instance.MakeEnemiesHostile();
                            }
                            enemyMotor.MakeEnemyHostileToPlayer(gameObject);
                        }
                    }
                }

                // Check if hit a mobile NPC
                MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();
                if (mobileNpc)
                {
                    // TODO: Create blood splash.
                    mobileNpc.Motor.gameObject.SetActive(false);
                    //GameManager.Instance.PlayerEntity.TallyCrimeGuildRequirements(false, 5);
                }
            }
        }