Exemple #1
0
        public void mod_AdjustDamageDealt(GameObject enemy, DamageInfo damage, bool testing)
        {
            float statDamageHealMultiplier = this.StatDamageHealMultiplier;

            damage.DamageMult(statDamageHealMultiplier);
            if (!testing && this.OnPreDamageDealt != null)
            {
                this.OnPreDamageDealt(base.gameObject, new CombatEventArgs(damage, base.gameObject, enemy));
            }
            if (!testing && this.OnAddDamage != null)
            {
                this.OnAddDamage(base.gameObject, new CombatEventArgs(damage, base.gameObject, enemy));
            }
            int            attackerToHitRollOverride = OEIRandom.DieRoll(100);
            CharacterStats component = enemy.GetComponent <CharacterStats>();

            if (component == null)
            {
                return;
            }
            attackerToHitRollOverride = component.GetAttackerToHitRollOverride(attackerToHitRollOverride);
            int  num  = this.CalculateAccuracy(damage.Attack, enemy);
            bool flag = component.CalculateIsImmune(damage.DefendedBy, damage.Attack, base.gameObject);
            int  num1 = component.CalculateDefense(damage.DefendedBy, damage.Attack, base.gameObject);

            if (damage.DefendedBy != CharacterStats.DefenseType.None)
            {
                this.ComputeHitAdjustment(attackerToHitRollOverride + num - num1, component, damage);

                //!+ ADDED CODE
                if (IEModOptions.DisableFriendlyFire)
                {
                    var faction = enemy.Component <Faction>();
                    if (mod_AttackBase.FriendlyRightNowAndAlsoWhenConfused(enemy, this.gameObject))
                    {
                        damage.IsCriticalHit = false;
                        damage.Interrupts    = false;
                        damage.IsGraze       = false;
                        damage.IsKillingBlow = false;
                        damage.IsMiss        = true;
                    }
                }
                //!+ END ADD


                if (!testing && this.OnAttackRollCalculated != null)
                {
                    this.OnAttackRollCalculated(base.gameObject, new CombatEventArgs(damage, base.gameObject, enemy));
                }
                if (damage.IsCriticalHit)
                {
                    float  criticalHitMultiplier = this.CriticalHitMultiplier;
                    Health health = enemy.GetComponent <Health>();
                    if (health != null && health.StaminaPercentage < 0.1f)
                    {
                        criticalHitMultiplier = criticalHitMultiplier + this.CritHitDamageMultiplierBonusEnemyBelow10Percent;
                    }
                    damage.DamageMult(criticalHitMultiplier);
                }
                else if (damage.IsGraze)
                {
                    damage.DamageMult(CharacterStats.GrazeMultiplier);
                }
                else if (damage.IsMiss)
                {
                    damage.DamageMult(0f);
                }
            }
            WeaponSpecializationData.AddWeaponSpecialization(this, damage);
            damage.AccuracyRating = num;
            damage.DefenseRating  = num1;
            damage.Immune         = flag;
            damage.RawRoll        = attackerToHitRollOverride;
            if (!testing && damage.Immune)
            {
                UIHealthstringManager.Instance.ShowNotice(GUIUtils.GetText(2188), enemy, 1f);
            }
            if (!testing && this.OnAdjustCritGrazeMiss != null)
            {
                this.OnAdjustCritGrazeMiss(base.gameObject, new CombatEventArgs(damage, base.gameObject, enemy));
            }
            if (!damage.IsMiss)
            {
                for (int i = 0; i < this.ActiveStatusEffects.Count; i++)
                {
                    if (this.ActiveStatusEffects[i].Applied)
                    {
                        damage.DamageAdd(this.ActiveStatusEffects[i].AdjustDamage(base.gameObject, enemy, damage.Attack) * statDamageHealMultiplier);
                        damage.DamageMult(this.ActiveStatusEffects[i].AdjustDamageMultiplier(base.gameObject, enemy, damage.Attack));
                    }
                }
                for (int j = 0; j < (int)this.BonusDamage.Length; j++)
                {
                    if (this.BonusDamage[j] != 0f)
                    {
                        DamagePacket.DamageProcType damageProcType = new DamagePacket.DamageProcType((DamagePacket.DamageType)j, this.BonusDamage[j]);
                        damage.Damage.DamageProc.Add(damageProcType);
                    }
                }
                this.AddBonusDamagePerType(damage);
                this.AddBonusDamagePerRace(damage, component);
                if (damage.Attack != null)
                {
                    Equippable equippable = damage.Attack.GetComponent <Equippable>();
                    if (equippable)
                    {
                        if (equippable is Weapon && !(damage.Attack is AttackMelee) && enemy != null && !this.IsEnemyDistant(enemy))
                        {
                            damage.DamageMult(this.BonusRangedWeaponCloseEnemyDamageMult);
                        }
                        equippable.ApplyItemModDamageProcs(damage);
                    }
                }
            }
            this.ComputeInterrupt(component, damage);
            if (!testing && this.IsPartyMember)
            {
                if (component)
                {
                    component.RevealDefense(damage.DefendedBy);
                    component.RevealDT(damage.Damage.Type);
                    foreach (DamagePacket.DamageProcType damageProc in damage.Damage.DamageProc)
                    {
                        component.RevealDT(damageProc.Type);
                    }
                }
                if (damage.DefenseRating >= damage.AccuracyRating + 50 || damage.Immune)
                {
                    GameState.AutoPause(AutoPauseOptions.PauseEvent.ExtraordinaryDefence, base.gameObject, enemy, null);
                    TutorialManager.STriggerTutorialsOfTypeFast(TutorialManager.ExclusiveTriggerType.PARTYMEM_GETS_DEFENSE_TOO_HIGH);
                }
            }
            if (!testing && this.OnPostDamageDealt != null)
            {
                this.OnPostDamageDealt(base.gameObject, new CombatEventArgs(damage, base.gameObject, enemy));
            }
        }
Exemple #2
0
 private void UpdateNew()
 {
     if (this.m_bestiaryReference)
     {
         return;
     }
     this.NoiseUpdate(Time.deltaTime);
     this.DetectUpdate(Time.deltaTime);
     this.TrapCooldownTimerUpdate(Time.deltaTime);
     if (this.m_weaponSwitchingTimer >= 0f)
     {
         CharacterStats mWeaponSwitchingTimer = this;
         mWeaponSwitchingTimer.m_weaponSwitchingTimer = mWeaponSwitchingTimer.m_weaponSwitchingTimer - Time.deltaTime;
     }
     if (this.m_interruptTimer >= 0f)
     {
         CharacterStats mInterruptTimer = this;
         mInterruptTimer.m_interruptTimer = mInterruptTimer.m_interruptTimer - Time.deltaTime;
     }
     if (this.CurrentGrimoireCooldown > 0f)
     {
         CharacterStats currentGrimoireCooldown = this;
         currentGrimoireCooldown.CurrentGrimoireCooldown = currentGrimoireCooldown.CurrentGrimoireCooldown - Time.deltaTime;
         if (this.CurrentGrimoireCooldown < 0f)
         {
             this.CurrentGrimoireCooldown = 0f;
         }
     }
     if (!this.HasStatusEffectThatPausesRecoveryTimer())
     {
         float movingRecoveryMult = 1f;
         if (this.IsMoving && !IEModOptions.RemoveMovingRecovery) //IEMOD - Modded line
         {
             movingRecoveryMult = AttackData.Instance.MovingRecoveryMult;
             if (this.m_equipment != null && this.m_equipment.PrimaryAttack != null && this.m_equipment.PrimaryAttack is AttackRanged)
             {
                 movingRecoveryMult = movingRecoveryMult + this.RangedMovingRecoveryReductionPct;
             }
         }
         float single = Time.deltaTime * movingRecoveryMult;
         if (this.m_recoveryTimer > 0f)
         {
             CharacterStats mRecoveryTimer = this;
             mRecoveryTimer.m_recoveryTimer = mRecoveryTimer.m_recoveryTimer - single;
         }
         for (GenericAbility.ActivationGroup i = GenericAbility.ActivationGroup.None; i < GenericAbility.ActivationGroup.Count; i = (GenericAbility.ActivationGroup)((int)i + (int)GenericAbility.ActivationGroup.A))
         {
             if (this.m_modalCooldownTimer[(int)i] > 0f)
             {
                 this.m_modalCooldownTimer[(int)i] = this.m_modalCooldownTimer[(int)i] - single;
             }
         }
     }
     for (int j = this.m_statusEffects.Count - 1; j >= 0; j--)
     {
         if (this.m_statusEffects[j].Expired)
         {
             StatusEffect item = this.m_statusEffects[j];
             this.m_statusEffects.RemoveAt(j);
             this.m_updateTracker = true;
             if (this.OnClearStatusEffect != null)
             {
                 this.OnClearStatusEffect(base.gameObject, item);
             }
             item.Reset();
         }
     }
     for (int k = this.m_abilities.Count - 1; k >= 0; k--)
     {
         if (this.m_abilities[k] != null)
         {
             GenericAbility genericAbility = this.m_abilities[k];
             if (genericAbility.Passive && !genericAbility.Activated && genericAbility.Ready && genericAbility.IsLoaded)
             {
                 genericAbility.Activate();
                 this.m_updateTracker = true;
             }
         }
         else
         {
             this.m_abilities.RemoveAt(k);
         }
     }
     if (this.m_updateTracker)
     {
         this.m_updateTracker = false;
         this.ClearStackTracker();
         for (int l = 0; l < this.m_statusEffects.Count; l++)
         {
             StatusEffect statusEffect = this.m_statusEffects[l];
             if (!statusEffect.IsSuspended)
             {
                 bool isSuppressed = statusEffect.IsSuppressed;
                 bool flag         = false;
                 for (int m = 0; m < this.m_statusEffects.Count; m++)
                 {
                     if (l != m)
                     {
                         StatusEffect item1 = this.m_statusEffects[m];
                         if (!item1.IsSuspended)
                         {
                             if (item1.Suppresses(statusEffect, l > m))
                             {
                                 flag = true;
                                 break;
                             }
                         }
                     }
                 }
                 if (isSuppressed && !flag)
                 {
                     statusEffect.Unsuppress();
                 }
                 else if (!isSuppressed && flag)
                 {
                     statusEffect.Suppress();
                 }
             }
         }
     }
     for (int n = 0; n < this.m_statusEffects.Count; n++)
     {
         StatusEffect statusEffect1 = this.m_statusEffects[n];
         if (statusEffect1.Stackable)
         {
             if (!statusEffect1.HasBeenApplied)
             {
                 statusEffect1.ApplyEffect(base.gameObject);
             }
         }
         else if (!statusEffect1.IsSuspended && !statusEffect1.IsSuppressed)
         {
             StatusEffect trackedEffect = this.GetTrackedEffect(statusEffect1.NonstackingEffectType, statusEffect1.GetStackingKey());
             int          num           = this.m_statusEffects.IndexOf(trackedEffect);
             if (trackedEffect == null || trackedEffect.IsSuspended || statusEffect1.Suppresses(trackedEffect, num > n))
             {
                 if (trackedEffect != null && trackedEffect.Applied)
                 {
                     trackedEffect.Suppress();
                 }
                 this.AddTrackedEffect(statusEffect1);
             }
         }
     }
     if (CharacterStats.s_PlayFatigueSoundWhenNotLoading && UIInterstitialManager.Instance != null && !UIInterstitialManager.Instance.WindowActive() && !GameState.IsLoading)
     {
         IEnumerable <PartyMemberAI> onlyPrimaryPartyMembers = PartyMemberAI.OnlyPrimaryPartyMembers;
         if (onlyPrimaryPartyMembers != null)
         {
             List <PartyMemberAI>        partyMemberAIs = new List <PartyMemberAI>();
             CharacterStats              component      = null;
             IEnumerator <PartyMemberAI> enumerator     = onlyPrimaryPartyMembers.GetEnumerator();
             try
             {
                 while (enumerator.MoveNext())
                 {
                     PartyMemberAI current = enumerator.Current;
                     if (current != null)
                     {
                         component = current.GetComponent <CharacterStats>();
                         if (!(component != null) || component.CurrentFatigueLevel == CharacterStats.FatigueLevel.None)
                         {
                             continue;
                         }
                         partyMemberAIs.Add(current);
                     }
                 }
             }
             finally
             {
                 if (enumerator == null)
                 {
                 }
                 enumerator.Dispose();
             }
             while (partyMemberAIs.Count > 0 && AfflictionData.Instance.TravelFatigueSoundTimer <= 0f)
             {
                 PartyMemberAI partyMemberAI = partyMemberAIs[OEIRandom.Index(partyMemberAIs.Count)];
                 this.PlayPartyMemberFatigueSound(partyMemberAI);
                 partyMemberAIs.Remove(partyMemberAI);
             }
             if (partyMemberAIs != null)
             {
                 partyMemberAIs.Clear();
                 partyMemberAIs = null;
             }
         }
         CharacterStats.s_PlayFatigueSoundWhenNotLoading = false;
     }
     if (this.m_stackTracker != null)
     {
         foreach (KeyValuePair <int, Dictionary <int, StatusEffect> > mStackTracker in this.m_stackTracker)
         {
             foreach (KeyValuePair <int, StatusEffect> value in mStackTracker.Value)
             {
                 StatusEffect value1 = value.Value;
                 if (value1 == null || value1.HasBeenApplied)
                 {
                     continue;
                 }
                 value1.Unsuppress();
                 value1.ApplyEffect(base.gameObject);
             }
         }
     }
     for (int o = 0; o < this.m_statusEffects.Count; o++)
     {
         this.m_statusEffects[o].Update();
     }
     if (this.IsPartyMember && GameCursor.CharacterUnderCursor && this.m_equipment)
     {
         PartyMemberAI component1 = base.GetComponent <PartyMemberAI>();
         if (component1 && component1.Selected)
         {
             int num1 = 0;
             while (num1 < this.m_abilities.Count)
             {
                 FlankingAbility flankingAbility = this.m_abilities[num1] as FlankingAbility;
                 if (!flankingAbility || !flankingAbility.CanSneakAttackEnemy(GameCursor.CharacterUnderCursor, this.m_equipment.PrimaryAttack))
                 {
                     num1++;
                 }
                 else
                 {
                     if (GameCursor.DesiredCursor == GameCursor.CursorType.Attack)
                     {
                         GameCursor.DesiredCursor = GameCursor.CursorType.AttackAdvantage;
                     }
                     GameState.s_playerCharacter.WantsAttackAdvantageCursor = true;
                     break;
                 }
             }
         }
     }
     if (this.IsPartyMember && !GameState.InCombat && !TimeController.Instance.Paused)
     {
         int maxLevelCanLevelUpTo = this.GetMaxLevelCanLevelUpTo();
         if (maxLevelCanLevelUpTo > this.Level && maxLevelCanLevelUpTo > this.m_NotifiedLevel)
         {
             GameUtilities.LaunchEffect(InGameHUD.Instance.LevelUpVfx, 1f, base.transform, null);
             UIHealthstringManager.Instance.ShowNotice(GUIUtils.GetText(807), base.gameObject, 2.5f);
             this.m_NotifiedLevel = this.GetMaxLevelCanLevelUpTo();
         }
     }
     if (CharacterStats.DebugStats)
     {
         Faction faction = base.GetComponent <Faction>();
         if (faction != null && faction.MousedOver)
         {
             UIDebug.Instance.SetText("Character Stats Debug", this.GetCharacterStatsDebugOutput(), Color.cyan);
             UIDebug.Instance.SetTextPosition("Character Stats Debug", 0.95f, 0.95f, UIWidget.Pivot.TopRight);
         }
     }
 }