private float DoCalculateDamage(Creature attacker, Creature defender, WorldObject damageSource) { var playerAttacker = attacker as Player; var playerDefender = defender as Player; Attacker = attacker; Defender = defender; CombatType = damageSource.ProjectileSource == null?attacker.GetCombatType() : CombatType.Missile; DamageSource = damageSource; Weapon = damageSource.ProjectileSource == null?attacker.GetEquippedWeapon() : damageSource.ProjectileLauncher; AttackType = attacker.GetAttackType(Weapon, CombatManeuver); AttackHeight = attacker.AttackHeight ?? AttackHeight.Medium; // check lifestone protection if (playerDefender != null && playerDefender.UnderLifestoneProtection) { LifestoneProtection = true; playerDefender.HandleLifestoneProtection(); return(0.0f); } if (defender.Invincible) { return(0.0f); } // evasion chance EvasionChance = GetEvadeChance(attacker, defender); if (EvasionChance > ThreadSafeRandom.Next(0.0f, 1.0f)) { Evaded = true; return(0.0f); } // get base damage if (playerAttacker != null) { GetBaseDamage(playerAttacker, CombatManeuver); } else { GetBaseDamage(attacker, CombatManeuver); } if (DamageType == DamageType.Undef) { log.Error($"DamageEvent.DoCalculateDamage({attacker?.Name} ({attacker?.Guid}), {defender?.Name} ({defender?.Guid}), {damageSource?.Name} ({damageSource?.Guid})) - DamageType == DamageType.Undef"); GeneralFailure = true; } if (GeneralFailure) { return(0.0f); } // get damage modifiers PowerMod = attacker.GetPowerMod(Weapon); AttributeMod = attacker.GetAttributeMod(Weapon); SlayerMod = WorldObject.GetWeaponCreatureSlayerModifier(attacker, defender); // ratings DamageRatingBaseMod = Creature.GetPositiveRatingMod(attacker.GetDamageRating()); RecklessnessMod = Creature.GetRecklessnessMod(attacker, defender); SneakAttackMod = attacker.GetSneakAttackMod(defender); HeritageMod = attacker.GetHeritageBonus(Weapon) ? 1.05f : 1.0f; DamageRatingMod = Creature.AdditiveCombine(DamageRatingBaseMod, RecklessnessMod, SneakAttackMod, HeritageMod); // damage before mitigation DamageBeforeMitigation = BaseDamage * AttributeMod * PowerMod * SlayerMod * DamageRatingMod; // critical hit? var attackSkill = attacker.GetCreatureSkill(attacker.GetCurrentWeaponSkill()); CriticalChance = WorldObject.GetWeaponCritChanceModifier(attacker, attackSkill, defender); if (CriticalChance > ThreadSafeRandom.Next(0.0f, 1.0f)) { if (playerDefender != null && playerDefender.AugmentationCriticalDefense > 0) { var criticalDefenseMod = playerAttacker != null ? 0.05f : 0.25f; var criticalDefenseChance = playerDefender.AugmentationCriticalDefense * criticalDefenseMod; if (criticalDefenseChance > ThreadSafeRandom.Next(0.0f, 1.0f)) { CriticalDefended = true; } } if (!CriticalDefended) { IsCritical = true; CriticalDamageMod = 1.0f + WorldObject.GetWeaponCritDamageMod(attacker, attackSkill, defender); // recklessness excluded from crits RecklessnessMod = 1.0f; DamageRatingMod = Creature.AdditiveCombine(DamageRatingBaseMod, SneakAttackMod, HeritageMod); DamageBeforeMitigation = BaseDamageMod.MaxDamage * AttributeMod * PowerMod * SlayerMod * DamageRatingMod * CriticalDamageMod; } } // Armor Rending reduces physical armor too? var armorRendingMod = 1.0f; if (Weapon != null && Weapon.HasImbuedEffect(ImbuedEffectType.ArmorRending)) { armorRendingMod = WorldObject.GetArmorRendingMod(attackSkill); } // get body part / armor pieces / armor modifier if (playerDefender != null) { // select random body part @ current attack height GetBodyPart(AttackHeight); // get player armor pieces Armor = attacker.GetArmorLayers(playerDefender, BodyPart); // get armor modifiers ArmorMod = attacker.GetArmorMod(DamageType, Armor, Weapon, armorRendingMod); } else { // select random body part @ current attack height GetBodyPart(AttackHeight, defender); if (Evaded) { return(0.0f); } Armor = CreaturePart.GetArmorLayers((CombatBodyPart)BiotaPropertiesBodyPart.Key); // get target armor ArmorMod = CreaturePart.GetArmorMod(DamageType, Armor, Weapon, armorRendingMod); } if (Weapon != null && Weapon.HasImbuedEffect(ImbuedEffectType.IgnoreAllArmor)) { ArmorMod = 1.0f; } // get resistance modifiers WeaponResistanceMod = WorldObject.GetWeaponResistanceModifier(attacker, attackSkill, DamageType); if (playerDefender != null) { ResistanceMod = playerDefender.GetResistanceMod(DamageType, Weapon, WeaponResistanceMod); } else { var resistanceType = Creature.GetResistanceType(DamageType); ResistanceMod = (float)defender.GetResistanceMod(resistanceType, Weapon, WeaponResistanceMod); } // damage resistance rating DamageResistanceRatingMod = Creature.GetNegativeRatingMod(defender.GetDamageResistRating(CombatType)); // get shield modifier ShieldMod = defender.GetShieldMod(attacker, DamageType, Weapon); // calculate final output damage Damage = DamageBeforeMitigation * ArmorMod * ShieldMod * ResistanceMod * DamageResistanceRatingMod; DamageMitigated = DamageBeforeMitigation - Damage; return(Damage); }
private float DoCalculateDamage(Creature attacker, Creature defender, WorldObject damageSource) { var playerAttacker = attacker as Player; var playerDefender = defender as Player; Attacker = attacker; Defender = defender; CombatType = attacker.GetCombatType(); DamageSource = damageSource; Weapon = attacker.GetEquippedWeapon(); AttackType = attacker.GetAttackType(Weapon, CombatManeuver); AttackHeight = attacker.AttackHeight ?? AttackHeight.Medium; // check lifestone protection if (playerDefender != null && playerDefender.UnderLifestoneProtection) { LifestoneProtection = true; playerDefender.HandleLifestoneProtection(); return(0.0f); } if (defender.Invincible ?? false) { return(0.0f); } // evasion chance EvasionChance = GetEvadeChance(attacker, defender); if (EvasionChance > ThreadSafeRandom.Next(0.0f, 1.0f)) { Evaded = true; return(0.0f); } // get base damage if (playerAttacker != null) { GetBaseDamage(playerAttacker, CombatManeuver); } else { GetBaseDamage(attacker, CombatManeuver); } if (GeneralFailure) { return(0.0f); } // get damage modifiers PowerMod = attacker.GetPowerMod(Weapon); AttributeMod = attacker.GetAttributeMod(Weapon); SlayerMod = WorldObject.GetWeaponCreatureSlayerModifier(attacker, defender); // additive? ElementalDamageBonus = WorldObject.GetMissileElementalDamageModifier(attacker, defender, DamageType); // ratings DamageRatingBaseMod = Creature.GetPositiveRating(attacker.GetProperty(PropertyInt.DamageRating) ?? 0); RecklessnessMod = Creature.GetRecklessnessMod(attacker, defender); SneakAttackMod = attacker.GetSneakAttackMod(defender); HeritageMod = attacker.GetHeritageBonus(Weapon) ? 1.05f : 1.0f; DamageRatingMod = Creature.AdditiveCombine(DamageRatingBaseMod, RecklessnessMod, SneakAttackMod, HeritageMod, Creature.GetRatingMod(attacker.EnchantmentManager.GetDamageRating())); // damage before mitigation DamageBeforeMitigation = BaseDamage * AttributeMod * PowerMod * SlayerMod * DamageRatingMod + ElementalDamageBonus; // additives on the end? // critical hit? var attackSkill = attacker.GetCreatureSkill(attacker.GetCurrentWeaponSkill()); CriticalChance = WorldObject.GetWeaponCritChanceModifier(attacker, attackSkill); if (CriticalChance > ThreadSafeRandom.Next(0.0f, 1.0f)) { IsCritical = true; CriticalDamageMod = 1.0f + WorldObject.GetWeaponCritDamageMod(attacker, attackSkill); // recklessness excluded from crits RecklessnessMod = 1.0f; DamageRatingMod = Creature.AdditiveCombine(DamageRatingBaseMod, SneakAttackMod, HeritageMod, Creature.GetRatingMod(attacker.EnchantmentManager.GetDamageRating())); DamageBeforeMitigation = BaseDamageRange.Max * AttributeMod * PowerMod * SlayerMod * DamageRatingMod * CriticalDamageMod + ElementalDamageBonus; } // get armor rending mod here? var armorRendingMod = 1.0f; if (Weapon != null && Weapon.HasImbuedEffect(ImbuedEffectType.ArmorRending)) { armorRendingMod = WorldObject.GetArmorRendingMod(attackSkill); } // get body part / armor pieces / armor modifier if (playerDefender != null) { // select random body part @ current attack height GetBodyPart(AttackHeight); // get armor pieces Armor = attacker.GetArmorLayers(BodyPart); // this uses attacker.AttackTarget // get armor modifiers ArmorMod = attacker.GetArmorMod(DamageType, Armor, DamageSource, armorRendingMod); } else { // select random body part @ current attack height GetBodyPart(AttackHeight, defender); if (Evaded) { return(0.0f); } Armor = CreaturePart.GetArmorLayers((CombatBodyPart)BiotaPropertiesBodyPart.Key); // get target armor ArmorMod = CreaturePart.GetArmorMod(DamageType, Armor, DamageSource, armorRendingMod); } // get resistance modifiers WeaponResistanceMod = WorldObject.GetWeaponResistanceModifier(attacker, attackSkill, DamageType); if (playerDefender != null) { ResistanceMod = playerDefender.GetResistanceMod(DamageType, DamageSource, WeaponResistanceMod); } else { // todo: move out of creature part, not part-related? ResistanceMod = CreaturePart.GetResistanceMod(DamageType, DamageSource, WeaponResistanceMod); } // damage resistance rating DamageResistanceRatingMod = Creature.GetNegativeRatingMod(defender.EnchantmentManager.GetDamageResistRating()); // get shield modifier ShieldMod = defender.GetShieldMod(attacker, DamageType); // calculate final output damage Damage = DamageBeforeMitigation * ArmorMod * ShieldMod * ResistanceMod * DamageResistanceRatingMod; DamageMitigated = DamageBeforeMitigation - Damage; HandleLogging(playerAttacker, playerDefender); return(Damage); }