public GetSplashDamage ( Item item ) : float | ||
item | Item | |
Résultat | float |
/// <summary> /// Handles attack. /// </summary> /// <param name="attacker">The creature attacking.</param> /// <param name="skill">The skill being used.</param> /// <param name="targetEntityId">The entity id of the target.</param> /// <returns></returns> public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId) { if (attacker.IsStunned) return CombatSkillResult.Okay; var mainTarget = attacker.Region.GetCreature(targetEntityId); if (mainTarget == null) return CombatSkillResult.Okay; if (!attacker.GetPosition().InRange(mainTarget.GetPosition(), attacker.AttackRangeFor(mainTarget))) return CombatSkillResult.OutOfRange; attacker.StopMove(); // Get targets, incl. splash. var targets = new HashSet<Creature>() { mainTarget }; targets.UnionWith(attacker.GetTargetableCreaturesInCone(mainTarget.GetPosition(), attacker.GetTotalSplashRadius(), attacker.GetTotalSplashAngle())); // Counter if (Counterattack.Handle(targets, attacker)) return CombatSkillResult.Okay; var rightWeapon = attacker.Inventory.RightHand; var leftWeapon = attacker.Inventory.LeftHand; var magazine = attacker.Inventory.Magazine; var maxHits = (byte)(attacker.IsDualWielding ? 2 : 1); int prevId = 0; for (byte i = 1; i <= maxHits; ++i) { var weapon = (i == 1 ? rightWeapon : leftWeapon); var weaponIsKnuckle = (weapon != null && weapon.Data.HasTag("/knuckle/")); var aAction = new AttackerAction(CombatActionType.Attacker, attacker, targetEntityId); aAction.Set(AttackerOptions.Result); if (attacker.IsDualWielding) { aAction.Set(AttackerOptions.DualWield); aAction.WeaponParameterType = (byte)(i == 1 ? 2 : 1); } var cap = new CombatActionPack(attacker, skill.Info.Id, aAction); cap.Hit = i; cap.Type = (attacker.IsDualWielding ? CombatActionPackType.TwinSwordAttack : CombatActionPackType.NormalAttack); cap.PrevId = prevId; prevId = cap.Id; var mainDamage = (i == 1 ? attacker.GetRndRightHandDamage() : attacker.GetRndLeftHandDamage()); foreach (var target in targets) { if (target.IsDead) continue; target.StopMove(); var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id); tAction.Set(TargetOptions.Result); cap.Add(tAction); // Base damage var damage = mainDamage; // Elementals damage *= attacker.CalculateElementalDamageMultiplier(target); // Splash modifier if (target != mainTarget) damage *= attacker.GetSplashDamage(weapon); // Critical Hit var critChance = (i == 1 ? attacker.GetRightCritChance(target.Protection) : attacker.GetLeftCritChance(target.Protection)); CriticalHit.Handle(attacker, critChance, ref damage, tAction); // Subtract target def/prot SkillHelper.HandleDefenseProtection(target, ref damage); // Defense Defense.Handle(aAction, tAction, ref damage); // Mana Shield ManaShield.Handle(target, ref damage, tAction); // Heavy Stander // Can only happen on the first hit var pinged = (cap.Hit == 1 && HeavyStander.Handle(attacker, target, ref damage, tAction)); // Deal with it! if (damage > 0) { target.TakeDamage(tAction.Damage = damage, attacker); SkillHelper.HandleInjury(attacker, target, damage); } // Knock down on deadly if (target.Conditions.Has(ConditionsA.Deadly)) { tAction.Set(TargetOptions.KnockDown); tAction.Stun = GetTargetStun(attacker, weapon, tAction.IsKnockBack); } // Aggro if (target == mainTarget) target.Aggro(attacker); // Evaluate caused damage if (!target.IsDead) { if (tAction.SkillId != SkillId.Defense) { target.Stability -= this.GetStabilityReduction(attacker, weapon) / maxHits; // React normal for CombatMastery, knock down if // FH and not dual wield, don't knock at all if dual. if (skill.Info.Id != SkillId.FinalHit) { // Originally we thought you knock enemies back, unless it's a critical // hit, but apparently you knock *down* under normal circumstances. // More research to be done. if (target.IsUnstable && target.Is(RaceStands.KnockBackable)) //tAction.Set(tAction.Has(TargetOptions.Critical) ? TargetOptions.KnockDown : TargetOptions.KnockBack); tAction.Set(TargetOptions.KnockDown); } else if (!attacker.IsDualWielding && !weaponIsKnuckle && target.Is(RaceStands.KnockBackable)) { target.Stability = Creature.MinStability; tAction.Set(TargetOptions.KnockDown); } } } else { tAction.Set(TargetOptions.FinishingKnockDown); } // React to knock back if (tAction.IsKnockBack) { attacker.Shove(target, KnockBackDistance); if (target == mainTarget) aAction.Set(AttackerOptions.KnockBackHit2); } // Set stun time if not defended, Defense handles the stun // in case the target used it. if (tAction.SkillId != SkillId.Defense) { if (target == mainTarget) aAction.Stun = GetAttackerStun(attacker, weapon, tAction.IsKnockBack && skill.Info.Id != SkillId.FinalHit); tAction.Stun = GetTargetStun(attacker, weapon, tAction.IsKnockBack); } if (target == mainTarget) { // Set increased stun if target pinged if (pinged) aAction.Stun = GetAttackerStun(attacker, weapon, true); // Second hit doubles stun time for normal hits if (cap.Hit == 2 && !tAction.IsKnockBack && !pinged) aAction.Stun *= 2; // Update current weapon SkillHelper.UpdateWeapon(attacker, target, ProficiencyGainType.Melee, weapon); // Consume stamina for weapon var staminaUsage = (weapon != null ? weapon.Data.StaminaUsage : Creature.BareHandStaminaUsage); if (attacker.Stamina < staminaUsage) Send.Notice(attacker, Localization.Get("Your stamina is too low to fight properly!")); attacker.Stamina -= staminaUsage; // No second hit if defended, pinged, or knocked back if (tAction.IsKnockBack || tAction.SkillId == SkillId.Defense || pinged) { // Set to 1 to prevent second run maxHits = 1; // Remove dual wield option if last hit doesn't come from // the second weapon. If this isn't done, the client shows // the second hit. if (cap.Hit != 2) aAction.Options &= ~AttackerOptions.DualWield; } } } // Handle cap.Handle(); } return CombatSkillResult.Okay; }