Esempio n. 1
0
        public static readonly float DefaultMaxVelocity = 20.0f;                 // ?

        public float GetMaxMissileRange()
        {
            var weapon      = GetEquippedWeapon();
            var maxVelocity = weapon != null?weapon.GetProperty(PropertyFloat.MaximumVelocity) ?? DefaultMaxVelocity : DefaultMaxVelocity;

            //var missileRange = (float)Math.Pow(maxVelocity, 2.0f) * 0.1020408163265306f;
            var missileRange = (float)Math.Pow(maxVelocity, 2.0f) * 0.0682547266398198f;

            var strengthMod = SkillFormula.GetAttributeMod(PropertyAttribute.Strength, (int)Strength.Current);
            var maxRange    = Math.Min(missileRange * strengthMod, MissileRangeCap);

            // any kind of other caps for monsters specifically?
            // throwing lugian rocks @ 85 yards seems a bit far...

            //Console.WriteLine($"{Name}.GetMaxMissileRange(): maxVelocity={maxVelocity}, strengthMod={strengthMod}, maxRange={maxRange}");

            // for client display

            /*var maxRangeYards = maxRange * MetersToYards;
             * if (maxRangeYards >= 10.0f)
             *  maxRangeYards -= maxRangeYards % 5.0f;
             * else
             *  maxRangeYards = (float)Math.Ceiling(maxRangeYards);*/

            return(maxRange);
        }
Esempio n. 2
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        /// <summary>
        /// Returns the attribute damage bonus for a physical attack
        /// </summary>
        /// <param name="attackType">Uses strength for melee, coordination for missile</param>
        public float GetAttributeMod(WorldObject weapon)
        {
            var isBow = weapon != null && weapon.IsBow;

            //var attribute = isBow || GetCurrentWeaponSkill() == Skill.FinesseWeapons ? Coordination : Strength;
            var attribute = isBow || weapon?.WeaponSkill == Skill.FinesseWeapons ? Coordination : Strength;

            return(SkillFormula.GetAttributeMod((int)attribute.Current, isBow));
        }
Esempio n. 3
0
 /// <summary>
 /// Returns the attribute damage bonus for a physical attack
 /// </summary>
 /// <param name="attackType">Uses strength for melee, coordination for missile</param>
 public float GetAttributeMod(WorldObject weapon)
 {
     if (weapon != null && weapon.IsBow)
     {
         return(SkillFormula.GetAttributeMod(PropertyAttribute.Coordination, (int)Coordination.Current));
     }
     else
     {
         return(SkillFormula.GetAttributeMod(PropertyAttribute.Strength, (int)Strength.Current));
     }
 }
Esempio n. 4
0
 /// <summary>
 /// Returns the attribute damage bonus for a physical attack
 /// </summary>
 /// <param name="attackType">Uses strength for melee, coordination for missile</param>
 public float GetAttributeMod(AttackType attackType)
 {
     if (attackType == AttackType.Melee)
     {
         return(SkillFormula.GetAttributeMod(PropertyAttribute.Strength, (int)Strength.Current));
     }
     else if (attackType == AttackType.Missile)
     {
         return(SkillFormula.GetAttributeMod(PropertyAttribute.Coordination, (int)Coordination.Current));
     }
     else
     {
         return(1.0f);
     }
 }