Exemple #1
0
        /// <summary>
        /// Is called whenever this Unit receives any kind of damage
        ///
        /// TODO: There is a small chance with each hit by your weapon that it will lose 1 durability point.
        /// TODO: There is a small chance with each spell cast that you will lose 1 durability point to your weapon.
        /// TODO: There is a small chance with each hit absorbed by your armor that it will lose 1 durability point.
        /// </summary>
        protected internal virtual void OnDamageAction(IDamageAction action)
        {
            if (action is DamageAction && action.Attacker != null)
            {
                var aaction = (DamageAction)action;

                if (IsAlive)
                {
                    // aura states
                    if (aaction.VictimState == VictimState.Parry)
                    {
                        AuraState |= AuraStateMask.Parry | AuraStateMask.DodgeOrBlockOrParry;
                        if (aaction.Victim.PowerType == PowerType.Rage)
                        {
                            RageGenerator.GenerateTargetRage(aaction);
                        }
                    }
                    else if (aaction.VictimState == VictimState.Block ||
                             aaction.VictimState == VictimState.Dodge)
                    {
                        // set
                        AuraState |= AuraStateMask.DodgeOrBlockOrParry;
                    }
                    else
                    {
                        // Unset
                        AuraState &= ~AuraStateMask.Parry | AuraStateMask.DodgeOrBlockOrParry;
                    }
                }
                else
                {
                    AuraState = AuraStateMask.None;
                }

                if (action.ActualDamage <= 0)
                {
                    return;
                }

                if (!action.IsDot)
                {
                    var attacker     = action.Attacker;
                    var weapon       = action.Weapon;
                    var weaponAttack = weapon != null && !attacker.IsPvPing;

                    // Remove damage-sensitive Auras
                    m_auras.RemoveByFlag(AuraInterruptFlags.OnDamage);
                    attacker.m_lastCombatTime = attacker.m_lastUpdateTime;

                    if (attacker is Character && weaponAttack)
                    {
                        ((Character)attacker).Skills.GainWeaponSkill(action.Victim.Level, weapon);
                    }

                    // stand up when hit
                    StandState = StandState.Stand;

                    // Generate Rage
                    if (attacker.IsAlive && attacker.PowerType == PowerType.Rage)
                    {
                        RageGenerator.GenerateAttackerRage(aaction);
                    }

                    if (IsAlive)
                    {
                        if (PowerType == PowerType.Rage)
                        {
                            RageGenerator.GenerateTargetRage(aaction);
                        }

                        // aggro'd -> Enter combat mode and update combat-time
                        IsInCombat       = true;
                        m_lastCombatTime = m_lastUpdateTime;

                        // during pvp one does not gain any weapon skill
                        if (this is Character)
                        {
                            if (weaponAttack)
                            {
                                ((Character)this).Skills.GainDefenseSkill(action.Attacker.Level);
                            }
                        }
                    }

                    // Pushback SpellCast
                    if (IsUsingSpell)
                    {
                        if (SpellCast.Spell.InterruptFlags.HasFlag(InterruptFlags.OnTakeDamage))
                        {
                            SpellCast.Cancel();
                        }
                        else
                        {
                            SpellCast.Pushback();
                        }
                    }
                }

                TriggerProcOnDamageReceived(action);
            }
        }