Esempio n. 1
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        public Miss CalculateMissChange(ICanAttack attacker)
        {
            var missChance      = 0d;
            var skillDifference = Defense.Value - attacker.MainHandWeaponSkill.Value;

            // If the target is a mob and defense minus attack rating is 11 or more:
            // MissChance = 5 % +(TargetLevel * 5 - AttackerSkill) * 0.2 %
            if (skillDifference >= 11)
            {
                missChance = 5 + (Level.Value * 5 - attacker.MainHandWeaponSkill.Value) * 0.2;
            }

            //If the target is a mob and defense minus attack rating is 10 or less:
            // MissChance = 5 % +(TargetLevel * 5 - AttackerSkill) * 0.1 %
            if (skillDifference <= 10)
            {
                missChance = 5 + (Level.Value * 5 - attacker.MainHandWeaponSkill.Value) * 0.1;
            }

            // If the target is a mob below level 10:
            // MissChance = NormalMissChance * (TargetLevel / 10)
            if (skillDifference < 10)
            {
                missChance = 5 * (Level.Value / 10);
            }

            // If the target is a player:
            // MissChance = 5 % +(PlayerDefense - AttackerSkill) * 0.04 %

            return(new Miss(missChance));
        }
Esempio n. 2
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 private void Start()
 {
     //_movement = GetComponentInParent<PlayerMovement>();
     _attacker   = GetComponentInParent <ICanAttack>();
     _visualizer = GetComponentInParent <ICanVisualizeCooldown>();
     _mana       = GetComponentInParent <Mana>();
 }
Esempio n. 3
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 public bool TakeAttack(float Attack, ICanAttack damager)
 {
     Health.Health -= damager.Damage;
     if (Health.alive && Health.Health <= 0)
     {
         ActDeath();
     }
     return(true);
 }
Esempio n. 4
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    public virtual void BeAttacked(ICanAttack attacker)
    {
        if (attacker == null)
        {
            return;
        }
        var bullet = attacker as Bullet;

        if (bullet)
        {
            BeDamaged(attacker.Damage);
        }
    }
Esempio n. 5
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        /// <summary>
        /// Calculates the chance a target has to dodge an attackers attack.
        /// TODO Currently ONLY supports melee classes and mob targets.
        /// (source: https://github.com/magey/classic-warrior/wiki/Attack-table#dodge)
        /// </summary>
        public Dodge CalculateDodgeChance(ICanAttack attacker)
        {
            // Each point of Defense over the attacker's Attack skill
            // adds 0.04% Dodge against players and 0.1% against mobs.
            // On the other hand, each point of Defense below the attacker's
            // Attack skill cuts Dodge by 0.04 % against players and 0.1 % against mobs.

            // If the target is a mob:
            // DodgeChance = 5 % +(TargetLevel * 5 - AttackerSkill) * 0.1 %
            var dodgeChance = 5 + (Level.Value * 5 - attacker.MainHandWeaponSkill.Value) * 0.1;

            return(new Dodge(dodgeChance));
        }
Esempio n. 6
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        /// <summary>
        /// Calculates the chance a target has to block an attackers attack.
        /// TODO Currently ONLY supports melee classes and mob targets.
        /// (source: https://github.com/magey/classic-warrior/wiki/Attack-table#block)
        /// </summary>
        public Block CalculateBlockChance(ICanAttack attacker)
        {
            // The base chance to block an attack is 5% and this is modified by a factor of the
            // rating difference between the attacker's weapon skill and the defender's defense.
            // Each point of difference adjusts the base chance by 0.1%
            // if the target is a mob and 0.04% if the target is a player.
            // Mobs level 9 and lower do not block as frequently,
            // just as they are not missed as frequently as they should be.
            // Also, mobs cannot block more than 5% of attacks regardless of rating difference.

            var skillDifference = Defense.Value - attacker.MainHandWeaponSkill.Value;
            var blockChance     = 5.00d + (skillDifference * 0.1);

            blockChance = Math.Clamp(blockChance, 0, 5);

            return(new Block(blockChance));
        }
Esempio n. 7
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        /// <summary>
        /// Calculates the chance a target has to parry an attackers attack.
        /// TODO Currently ONLY supports melee classes and mob targets.
        /// (source: https://vanilla-wow.fandom.com/wiki/Parry)
        /// </summary>
        public Parry CalculateParryChance(ICanAttack attacker, bool isBehindTarget)
        {
            var targetLevelDifference = Level.Value - attacker.Level.Value;
            var parryChance           = Parry.Value;

            if (targetLevelDifference == 3 && isBehindTarget == false)
            {
                // Creatures 3 levels higher than you have a 14% chance to Parry your attacks.
                parryChance = 14;
            }
            else if (targetLevelDifference > 0 && isBehindTarget == false)
            {
                // Creatures at your level have a 5% chance to Parry your attacks.
                parryChance = 5;
            }

            return(new Parry(parryChance));
        }
Esempio n. 8
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        public override bool ReceiveDamage(float damage, IHasHealth target)
        {
            if (this.isDead)
            {
                return(true);
            }

            ICanAttack unit        = target as ICanAttack;
            float      finalDamage = damage;

            if (unit.attackType == this.resistanceType)
            {
                finalDamage *= (this.resistancePercentage / 100.0f);
            }
            else if (unit.attackType == this.weaknessType)
            {
                finalDamage += (damage * (this.weaknessPercentage / 100.0f));
            }

            this.currentHealth -= finalDamage;
            this.uiComponent.UpdateUI();

            if (this.currentHealth <= 0.0f)
            {
                if (this.controller != null)
                {
                    this.controller.units.Remove(this);
                }

                UnitPoolManager.instance.Return(this);
                // NOTE: play any death animations, or add in any death effects onto the scene.

                return(true);
            }
            else
            {
                // NOTE: play hit anbimation.
            }
            return(false);
        }
Esempio n. 9
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        /// <summary>
        /// Calculates the chance for an attacker to critically strike the target.
        /// TODO Currently ONLY supports melee classes and mob targets.
        /// (source: https://github.com/magey/classic-warrior/wiki/Attack-table#critical-strike)
        /// </summary>
        public CriticalStrike CalculateCriticalStrikeChance(ICanAttack attacker)
        {
            var criticalStrikeChance = 0d;

            var baseAttackRating = Math.Min(attacker.Level.Value * 5, attacker.MainHandWeaponSkill.Value);
            var baseAttackRatingMinusTargeDefense = Defense.Value - baseAttackRating;

            // When the target is a mob you cannot apply more than [level * 5] points
            // of weapon skill toward your chance to get a critial hit.
            // This means at level 60 that level 61 and higher mobs are not
            // critically hit more often even if you increase your weapon skill above 300.
            baseAttackRating = Math.Clamp(baseAttackRating, 0, 300);

            // When the target is a mob and attack rating minus defense is less than 0,
            // the change is critical hit chance is 0.2 % per point of difference.

            // Beaza's crit chance formula:
            // If the target is a mob and BaseAttackRating minus TargetDefense is less than 0:
            // CritChance = AttackerCrit + (BaseAttackRating - TargetDefense) * 0.2 %
            if (baseAttackRatingMinusTargeDefense < 0)
            {
                criticalStrikeChance = attacker.CriticalStrike.Value + (baseAttackRating - Defense.Value) * 0.2;
            }

            // If the target is not a mob or the rating difference is above 0 then
            // the critical hit chance is adjusted 0.04 % per point of difference.

            // Beaza's crit chance formula:
            // If the target is a mob and BaseAttackRating minus TargetDefense is above or equal to 0:
            // CritChance = AttackerCrit + (BaseAttackRating - TargetDefense) * 0.04 %
            if (baseAttackRatingMinusTargeDefense >= 0)
            {
                criticalStrikeChance = attacker.CriticalStrike.Value + (baseAttackRating - Defense.Value) * 0.04;
            }

            return(new CriticalStrike(criticalStrikeChance));
        }
Esempio n. 10
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        /// <summary>
        /// Calculates the chance the attackers attack will glance off the target.
        /// TODO Currently ONLY supports melee classes and mob targets.
        /// (source: https://github.com/magey/classic-warrior/wiki/Attack-table#glancing-blows)
        /// </summary>
        public GlancingBlow CalculateGlancingBlowChance(ICanAttack attacker)
        {
            // Players have a chance to perform a glancing blow against mobs
            // equal to 10 % plus 2 % per point of difference between attack rating and defense.

            // Beaza's formula for calculating Glancing Blow chance:
            // GlancingChance = 10% + (TargetLevel*5 - MIN(AttackerLevel*5 , AttackerSkill)) * 2%
            var baseGlancingBlowChance = 10.00;
            var skillDifference        = (Level.Value * 5) - Math.Min(attacker.Level.Value * 5, attacker.MainHandWeaponSkill.Value);
            var glancingBlowChance     = baseGlancingBlowChance + (skillDifference * 2);

            // Calculate the amount of damaged reduced by a Glancing Blow.
            // | ΔLevel | Chance to occur | Base damage penalty |
            // |   0    |       10%       |         5%          |
            // |   1    |       20%       |         5%          |
            // |   2    |       30%       |         15%         |
            // |   3    |       40%       |         35%         |

            // Beaza's Glacing Blow damage reduction formula:
            // Low end: 1.3 - 0.05*(defense-skill) capped at 0.91
            // High end: 1.2 - 0.03 * (defense - skill) min of 0.2 and capped at 0.99
            // Average Reduction: (high + low) / 2

            var lowEnd = 1.3 - (0.05 * skillDifference);

            lowEnd = Math.Clamp(lowEnd, 0.01, 0.91);

            var highEnd = 1.2 - (0.03 * skillDifference);

            highEnd = Math.Clamp(highEnd, 0.2, 0.99);

            var averageDamageReduction = (highEnd + lowEnd) / 2;
            var damageReductionPercent = (1 - averageDamageReduction) * 100;

            return(new GlancingBlow(glancingBlowChance, damageReductionPercent));
        }
Esempio n. 11
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 private void Awake()
 {
     rotation = GetComponent <RotationToTarget>();
     attack   = GetComponent <ICanAttack>();
 }
Esempio n. 12
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 public void LogFight(ICanAttack attacker, ICanBeAttacked victim)
 {
     _logWindow.WriteLine(string.Format("{0} attacked {1}. {1} is now angry at {2} hp.", attacker.Name, victim.Name, victim.Hitpoints));
 }
Esempio n. 13
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    ICanAttack iAttack;                                //Интерфейс атаки родительского класса

    private void Awake()
    {
        iAttack = _characterObj.GetComponent <ICanAttack>();
    }