Esempio n. 1
0
        private void MeleeDamage()
        {
            if (entityBehaviour)
            {
                EnemyEntity entity       = entityBehaviour.Entity as EnemyEntity;
                EnemyEntity targetEntity = null;

                if (senses.Target != null && senses.Target != GameManager.Instance.PlayerEntityBehaviour)
                {
                    targetEntity = senses.Target.Entity as EnemyEntity;
                }

                // Switch to hand-to-hand if enemy is immune to weapon
                Items.DaggerfallUnityItem weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.RightHand);
                if (weapon != null && targetEntity != null && targetEntity.MobileEnemy.MinMetalToHit > (Items.WeaponMaterialTypes)weapon.NativeMaterialValue)
                {
                    weapon = null;
                }

                damage = 0;

                // Melee hit detection, matched to classic
                if (senses.Target != null && senses.TargetInSight && (senses.DistanceToTarget <= 0.25f ||
                                                                      (senses.DistanceToTarget <= MeleeDistance && senses.TargetIsWithinYawAngle(35.156f, senses.Target.transform.position))))
                {
                    if (senses.Target == GameManager.Instance.PlayerEntityBehaviour)
                    {
                        damage = ApplyDamageToPlayer(weapon);
                    }
                    else
                    {
                        damage = ApplyDamageToNonPlayer(weapon, transform.forward);
                    }
                }
                // Handle bashing door
                else if (motor.Bashing && senses.LastKnownDoor != null && senses.DistanceToDoor <= MeleeDistance && !senses.LastKnownDoor.IsOpen)
                {
                    senses.LastKnownDoor.AttemptBash(false);
                }
                else
                {
                    sounds.PlayMissSound(weapon);
                }

                if (DaggerfallUnity.Settings.CombatVoices && entity.EntityType == EntityTypes.EnemyClass && Dice100.SuccessRoll(20))
                {
                    Genders gender;
                    if (mobile.Summary.Enemy.Gender == MobileGender.Male || entity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch)
                    {
                        gender = Genders.Male;
                    }
                    else
                    {
                        gender = Genders.Female;
                    }

                    sounds.PlayCombatVoice(gender, true);
                }
            }
        }
Esempio n. 2
0
        private void MeleeDamage()
        {
            if (entityBehaviour)
            {
                EnemyEntity entity       = entityBehaviour.Entity as EnemyEntity;
                EnemyEntity targetEntity = null;

                if (entityBehaviour.Target != null && entityBehaviour.Target != GameManager.Instance.PlayerEntityBehaviour)
                {
                    targetEntity = entityBehaviour.Target.Entity as EnemyEntity;
                }

                // Switch to hand-to-hand if enemy is immune to weapon
                Items.DaggerfallUnityItem weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.RightHand);
                if (weapon != null)
                {
                    if (targetEntity != null && targetEntity.MobileEnemy.MinMetalToHit > (Items.WeaponMaterialTypes)weapon.NativeMaterialValue)
                    {
                        weapon = null;
                    }
                }

                damage = 0;

                // Are we still in range and facing target? Then apply melee damage.
                if (entityBehaviour.Target != null && senses.DistanceToTarget < MeleeDistance && senses.TargetInSight)
                {
                    if (entityBehaviour.Target == GameManager.Instance.PlayerEntityBehaviour)
                    {
                        damage = ApplyDamageToPlayer(weapon);
                    }
                    else
                    {
                        damage = ApplyDamageToNonPlayer(weapon);
                    }
                }
                else
                {
                    sounds.PlayMissSound(weapon);
                }

                if (DaggerfallUnity.Settings.CombatVoices && entity.EntityType == EntityTypes.EnemyClass && Random.Range(1, 101) <= 20)
                {
                    Genders gender;
                    if (mobile.Summary.Enemy.Gender == MobileGender.Male || entity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch)
                    {
                        gender = Genders.Male;
                    }
                    else
                    {
                        gender = Genders.Female;
                    }

                    sounds.PlayCombatVoice(gender, true);
                }
            }
        }
Esempio n. 3
0
        private void MeleeDamage()
        {
            if (entityBehaviour)
            {
                EnemyEntity entity = entityBehaviour.Entity as EnemyEntity;

                damage = 0;

                // Are we still in range and facing player? Then apply melee damage.
                if (senses.DistanceToPlayer < MeleeDistance && senses.PlayerInSight)
                {
                    damage = ApplyDamageToPlayer();
                }

                Items.DaggerfallUnityItem weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.RightHand);
                if (weapon == null)
                {
                    weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.LeftHand);
                }

                if (damage <= 0)
                {
                    sounds.PlayMissSound(weapon);
                }
            }
        }
Esempio n. 4
0
        private void MeleeDamage()
        {
            if (entityBehaviour)
            {
                EnemyEntity entity = entityBehaviour.Entity as EnemyEntity;
                MobileEnemy enemy  = entity.MobileEnemy;

                // Are we still in range and facing player? Then apply melee damage.
                if (senses.DistanceToPlayer < MeleeDistance && senses.PlayerInSight)
                {
                    // Calculate damage
                    // TODO: Implement enemy use of weapons. Play hit or miss sounds.
                    int damage = Game.Formulas.FormulaHelper.CalculateWeaponDamage(entity, GameManager.Instance.PlayerEntity, null);
                    if (damage > 0)
                    {
                        GameManager.Instance.PlayerObject.SendMessage("RemoveHealth", damage);
                    }
                    else if (sounds)
                    {
                        sounds.PlayMissSound();
                    }

                    // Tally player's dodging skill
                    GameManager.Instance.PlayerEntity.TallySkill((short)Skills.Dodging, 1);
                }
            }
        }
Esempio n. 5
0
        private void MeleeDamage()
        {
            if (entityBehaviour)
            {
                EnemyEntity entity = entityBehaviour.Entity as EnemyEntity;
                MobileEnemy enemy  = entity.MobileEnemy;

                int damage = 0;

                // Are we still in range and facing player? Then apply melee damage.
                if (senses.DistanceToPlayer < MeleeDistance && senses.PlayerInSight)
                {
                    // Calculate damage
                    damage = Game.Formulas.FormulaHelper.CalculateWeaponDamage(entity, GameManager.Instance.PlayerEntity, null);
                    if (damage > 0)
                    {
                        GameManager.Instance.PlayerObject.SendMessage("RemoveHealth", damage);
                    }

                    // Tally player's dodging skill
                    GameManager.Instance.PlayerEntity.TallySkill(DFCareer.Skills.Dodging, 1);
                }

                if (sounds)
                {
                    Items.DaggerfallUnityItem weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.RightHand);
                    if (weapon == null)
                    {
                        weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.LeftHand);
                    }
                    if (damage > 0)
                    {
                        // TODO: Play hit and parry sounds on other AI characters once attacks against other AI are possible
                        DaggerfallAudioSource dfAudioSource = GetComponent <DaggerfallAudioSource>();
                        if (dfAudioSource)
                        {
                            if (weapon == null)
                            {
                                dfAudioSource.PlayOneShot((int)SoundClips.Hit1 + UnityEngine.Random.Range(2, 4), 0, 1.1f);
                            }
                            else
                            {
                                dfAudioSource.PlayOneShot((int)SoundClips.Hit1 + UnityEngine.Random.Range(0, 5), 0, 1.1f);
                            }
                        }
                    }
                    else
                    {
                        sounds.PlayMissSound(weapon);
                    }
                }
            }
        }
Esempio n. 6
0
        private void MeleeDamage()
        {
            if (entityBehaviour)
            {
                EnemyEntity entity = entityBehaviour.Entity as EnemyEntity;

                int damage = 0;

                // Are we still in range and facing player? Then apply melee damage.
                if (senses.DistanceToPlayer < MeleeDistance && senses.PlayerInSight)
                {
                    damage = ApplyDamageToPlayer();
                }

                Items.DaggerfallUnityItem weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.RightHand);
                if (weapon == null)
                {
                    weapon = entity.ItemEquipTable.GetItem(Items.EquipSlots.LeftHand);
                }

                if (damage > 0)
                {
                    // TODO: Play hit and parry sounds on other AI characters once attacks against other AI are possible
                    if (weapon != null)
                    {
                        GameManager.Instance.PlayerObject.SendMessage("PlayWeaponHitSound");
                    }
                    else
                    {
                        GameManager.Instance.PlayerObject.SendMessage("PlayWeaponlessHitSound");
                    }
                }
                else if (sounds)
                {
                    sounds.PlayMissSound(weapon);
                }
            }
        }