private int ApplyDamageToNonPlayer(Items.DaggerfallUnityItem weapon, Vector3 direction, bool bowAttack = false) { if (senses.Target == null) { return(0); } // TODO: Merge with hit code in WeaponManager to eliminate duplicate code EnemyEntity entity = entityBehaviour.Entity as EnemyEntity; EnemyEntity targetEntity = senses.Target.Entity as EnemyEntity; EnemySounds targetSounds = senses.Target.GetComponent <EnemySounds>(); EnemyMotor targetMotor = senses.Target.transform.GetComponent <EnemyMotor>(); int enemyDamType = EnemyDamageTypeUsed(entity, weapon); // Returns an integer value that corresponds to a specific damage type that this type of enemy can use, will use later on in combat formula. // Calculate damage damage = FormulaHelper.CalculateAttackDamage(entity, targetEntity, -1, 0, weapon, out bool shieldBlockSuccess, out int mainDamType, out bool critStrikeSuccess, out bool armorPartAbsorbed, out bool armorCompleteAbsorbed, out Items.DaggerfallUnityItem addedAIWeapon, out bool hitSuccess, out bool metalShield, out bool metalArmor, enemyDamType); // Break any "normal power" concealment effects on enemy if (entity.IsMagicallyConcealedNormalPower && damage > 0) { EntityEffectManager.BreakNormalPowerConcealmentEffects(entityBehaviour); } // If the AI was given a weapon through the damage formula, this gives them that weapon for this part of the calling method for later use. if (weapon == null) { weapon = addedAIWeapon; } // Play associated sound when armor/shield was responsible for absorbing damage completely. if (damage <= 0) { if (hitSuccess && shieldBlockSuccess) { targetSounds.PlayShieldBlockSound(weapon, metalShield); } else if (hitSuccess && armorCompleteAbsorbed) { targetSounds.PlayArmorAbsorbSound(weapon, metalArmor); } else { WeaponTypes weaponType = WeaponTypes.Melee; if (weapon != null) { weaponType = DaggerfallUnity.Instance.ItemHelper.ConvertItemToAPIWeaponType(weapon); } if ((!bowAttack && !targetEntity.MobileEnemy.ParrySounds) || weaponType == WeaponTypes.Melee) { sounds.PlayMissSound(weapon); } else if (targetEntity.MobileEnemy.ParrySounds) { targetSounds.PlayParrySound(); } } } // Play hit sound and trigger blood splash at hit point if (damage > 0) { if (shieldBlockSuccess && armorPartAbsorbed) { sounds.PlayShieldBlockSound(weapon, metalShield); } targetSounds.PlayHitSound(weapon); EnemyBlood blood = senses.Target.transform.GetComponent <EnemyBlood>(); CharacterController targetController = senses.Target.transform.GetComponent <CharacterController>(); Vector3 bloodPos = senses.Target.transform.position + targetController.center; bloodPos.y += targetController.height / 8; if (blood) { blood.ShowBloodSplash(targetEntity.MobileEnemy.BloodIndex, bloodPos); } // Knock back enemy based on damage and enemy weight if (targetMotor && (targetMotor.KnockbackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) && (entityBehaviour.EntityType == EntityTypes.EnemyClass || targetEntity.MobileEnemy.Weight > 0))) { float enemyWeight = targetEntity.GetWeightInClassicUnits(); float tenTimesDamage = damage * 10; float twoTimesDamage = damage * 2; float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage; float KnockbackSpeed = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256)); KnockbackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10); if (KnockbackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10))) { KnockbackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)); } targetMotor.KnockbackSpeed = KnockbackSpeed; targetMotor.KnockbackDirection = direction; } if (DaggerfallUnity.Settings.CombatVoices && senses.Target.EntityType == EntityTypes.EnemyClass && Dice100.SuccessRoll(40)) { DaggerfallMobileUnit targetMobileUnit = senses.Target.GetComponentInChildren <DaggerfallMobileUnit>(); Genders gender; if (targetMobileUnit.Summary.Enemy.Gender == MobileGender.Male || targetEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch) { gender = Genders.Male; } else { gender = Genders.Female; } targetSounds.PlayCombatVoice(gender, false, damage >= targetEntity.MaxHealth / 4); } } // Handle Strikes payload from enemy to non-player target - this could change damage amount if (weapon != null && weapon.IsEnchanted) { EntityEffectManager effectManager = GetComponent <EntityEffectManager>(); if (effectManager) { damage = effectManager.DoItemEnchantmentPayloads(EnchantmentPayloadFlags.Strikes, weapon, entity.Items, targetEntity.EntityBehaviour, damage); } } targetEntity.DecreaseHealth(damage); if (targetMotor) { targetMotor.MakeEnemyHostileToAttacker(entityBehaviour); } return(damage); }
// Returns true if hit an enemy entity public bool WeaponDamage(DaggerfallUnityItem strikingWeapon, bool arrowHit, Transform hitTransform, Vector3 impactPosition, Vector3 direction) { DaggerfallEntityBehaviour entityBehaviour = hitTransform.GetComponent <DaggerfallEntityBehaviour>(); DaggerfallMobileUnit entityMobileUnit = hitTransform.GetComponentInChildren <DaggerfallMobileUnit>(); EnemyMotor enemyMotor = hitTransform.GetComponent <EnemyMotor>(); EnemySounds enemySounds = hitTransform.GetComponent <EnemySounds>(); // Check if hit a mobile NPC MobilePersonNPC mobileNpc = hitTransform.GetComponent <MobilePersonNPC>(); if (mobileNpc) { if (!mobileNpc.IsGuard) { EnemyBlood blood = hitTransform.GetComponent <EnemyBlood>(); if (blood) { blood.ShowBloodSplash(0, impactPosition); } mobileNpc.Motor.gameObject.SetActive(false); playerEntity.TallyCrimeGuildRequirements(false, 5); playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder; playerEntity.SpawnCityGuards(true); // Allow custom race handling of weapon hit against mobile NPCs, e.g. vampire feeding or lycanthrope killing if (entityBehaviour) { entityBehaviour.Entity.SetHealth(0); RacialOverrideEffect racialOverride = GameManager.Instance.PlayerEffectManager.GetRacialOverrideEffect(); if (racialOverride != null) { racialOverride.OnWeaponHitEntity(GameManager.Instance.PlayerEntity, entityBehaviour.Entity); } } } else { playerEntity.CrimeCommitted = PlayerEntity.Crimes.Assault; GameObject guard = playerEntity.SpawnCityGuard(mobileNpc.transform.position, mobileNpc.transform.forward); entityBehaviour = guard.GetComponent <DaggerfallEntityBehaviour>(); entityMobileUnit = guard.GetComponentInChildren <DaggerfallMobileUnit>(); enemyMotor = guard.GetComponent <EnemyMotor>(); enemySounds = guard.GetComponent <EnemySounds>(); } mobileNpc.Motor.gameObject.SetActive(false); } // Check if hit an entity and remove health if (entityBehaviour) { if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass) { EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity; // Calculate damage int animTime = (int)(ScreenWeapon.GetAnimTime() * 1000); // Get animation time, converted to ms. int damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, entityMobileUnit.Summary.AnimStateRecord, animTime, strikingWeapon, out bool shieldBlockSuccess, out int mainDamType, out bool critStrikeSuccess, out bool armorPartAbsorbed, out bool armorCompleteAbsorbed, out DaggerfallUnityItem addedAIWeapon, out bool hitSuccess, out bool metalShield, out bool metalArmor); // Break any "normal power" concealment effects on player if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0) { EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour); } // Play arrow sound and add arrow to target's inventory if (arrowHit) { DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow); enemyEntity.Items.AddItem(arrow); } // Play associated sound when armor/shield was responsible for absorbing damage completely. if (damage <= 0) { if (usingRightHand) { if (hitSuccess && shieldBlockSuccess) { enemySounds.PlayShieldBlockSound(currentRightHandWeapon, metalShield); } else if (hitSuccess && armorCompleteAbsorbed) { enemySounds.PlayArmorAbsorbSound(currentRightHandWeapon, metalArmor); } else { if ((!arrowHit && !enemyEntity.MobileEnemy.ParrySounds) || strikingWeapon == null) { ScreenWeapon.PlaySwingSound(); } else if (enemyEntity.MobileEnemy.ParrySounds) { enemySounds.PlayParrySound(); } } } else { if (hitSuccess && shieldBlockSuccess) { enemySounds.PlayShieldBlockSound(currentLeftHandWeapon, metalShield); } else if (hitSuccess && armorCompleteAbsorbed) { enemySounds.PlayArmorAbsorbSound(currentLeftHandWeapon, metalArmor); } else { if ((!arrowHit && !enemyEntity.MobileEnemy.ParrySounds) || strikingWeapon == null) { ScreenWeapon.PlaySwingSound(); } else if (enemyEntity.MobileEnemy.ParrySounds) { enemySounds.PlayParrySound(); } } } } // Play hit sound and trigger blood splash at hit point if (damage > 0) { if (usingRightHand) { if (shieldBlockSuccess && armorPartAbsorbed) { enemySounds.PlayShieldBlockSound(currentRightHandWeapon, metalShield); } enemySounds.PlayWeaponHitSound(currentRightHandWeapon, mainDamType, critStrikeSuccess); } else { if (shieldBlockSuccess && armorPartAbsorbed) { enemySounds.PlayShieldBlockSound(currentLeftHandWeapon, metalShield); } enemySounds.PlayWeaponHitSound(currentLeftHandWeapon, mainDamType, critStrikeSuccess); } EnemyBlood blood = hitTransform.GetComponent <EnemyBlood>(); if (blood) { blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, impactPosition); } // Knock back enemy based on damage and enemy weight if (enemyMotor) { if (enemyMotor.KnockbackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) && entityBehaviour.EntityType == EntityTypes.EnemyClass || enemyEntity.MobileEnemy.Weight > 0) { float enemyWeight = enemyEntity.GetWeightInClassicUnits(); float tenTimesDamage = damage * 10; float twoTimesDamage = damage * 2; float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage; float KnockbackSpeed = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256)); KnockbackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10); if (KnockbackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10))) { KnockbackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)); } enemyMotor.KnockbackSpeed = KnockbackSpeed; enemyMotor.KnockbackDirection = direction; } } if (DaggerfallUnity.Settings.CombatVoices && entityBehaviour.EntityType == EntityTypes.EnemyClass && Dice100.SuccessRoll(40)) { Genders gender; if (entityMobileUnit.Summary.Enemy.Gender == MobileGender.Male || enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch) { gender = Genders.Male; } else { gender = Genders.Female; } bool heavyDamage = damage >= enemyEntity.MaxHealth / 4; enemySounds.PlayCombatVoice(gender, false, heavyDamage); } } else // Handle weapon striking enchantments - this could change damage amount if (strikingWeapon != null && strikingWeapon.IsEnchanted) { EntityEffectManager effectManager = GetComponent <EntityEffectManager>(); if (effectManager) { damage = effectManager.DoItemEnchantmentPayloads(EnchantmentPayloadFlags.Strikes, strikingWeapon, GameManager.Instance.PlayerEntity.Items, enemyEntity.EntityBehaviour, damage); } strikingWeapon.RaiseOnWeaponStrikeEvent(entityBehaviour, damage); } // Remove health enemyEntity.DecreaseHealth(damage); // Handle attack from player enemyEntity.EntityBehaviour.HandleAttackFromSource(GameManager.Instance.PlayerEntityBehaviour); // Allow custom race handling of weapon hit against enemies, e.g. vampire feeding or lycanthrope killing RacialOverrideEffect racialOverride = GameManager.Instance.PlayerEffectManager.GetRacialOverrideEffect(); if (racialOverride != null) { racialOverride.OnWeaponHitEntity(GameManager.Instance.PlayerEntity, entityBehaviour.Entity); } return(true); } } return(false); }
private int ApplyDamageToPlayer(Items.DaggerfallUnityItem weapon) { const int doYouSurrenderToGuardsTextID = 15; EnemyEntity entity = entityBehaviour.Entity as EnemyEntity; PlayerEntity playerEntity = GameManager.Instance.PlayerEntity; int enemyDamType = EnemyDamageTypeUsed(entity, weapon); // Returns an integer value that corresponds to a specific damage type that this type of enemy can use, will use later on in combat formula. // Calculate damage damage = FormulaHelper.CalculateAttackDamage(entity, playerEntity, -1, 0, weapon, out bool shieldBlockSuccess, out int mainDamType, out bool critStrikeSuccess, out bool armorPartAbsorbed, out bool armorCompleteAbsorbed, out Items.DaggerfallUnityItem addedAIWeapon, out bool hitSuccess, out bool metalShield, out bool metalArmor, enemyDamType); // Break any "normal power" concealment effects on enemy if (entity.IsMagicallyConcealedNormalPower && damage > 0) { EntityEffectManager.BreakNormalPowerConcealmentEffects(entityBehaviour); } // Tally player's dodging skill playerEntity.TallySkill(DFCareer.Skills.Dodging, 1); // Handle Strikes payload from enemy to player target - this could change damage amount if (damage > 0 && weapon != null && weapon.IsEnchanted) { EntityEffectManager effectManager = GetComponent <EntityEffectManager>(); if (effectManager) { damage = effectManager.DoItemEnchantmentPayloads(EnchantmentPayloadFlags.Strikes, weapon, entity.Items, playerEntity.EntityBehaviour, damage); } } // If the AI was given a weapon through the damage formula, this gives them that weapon for this part of the calling method for later use. if (weapon == null) { weapon = addedAIWeapon; } // Play associated sound when armor/shield was responsible for absorbing damage completely. if (damage <= 0) { if (hitSuccess && shieldBlockSuccess) { sounds.PlayShieldBlockSound(weapon, metalShield); } else if (hitSuccess && armorCompleteAbsorbed) { sounds.PlayArmorAbsorbSound(weapon, metalArmor); } else { sounds.PlayMissSound(weapon); } } if (damage > 0) { if (entity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch) { // If hit by a guard, lower reputation and show the surrender dialogue if (!playerEntity.HaveShownSurrenderToGuardsDialogue && playerEntity.CrimeCommitted != PlayerEntity.Crimes.None) { playerEntity.LowerRepForCrime(); DaggerfallMessageBox messageBox = new DaggerfallMessageBox(DaggerfallUI.UIManager); messageBox.SetTextTokens(DaggerfallUnity.Instance.TextProvider.GetRSCTokens(doYouSurrenderToGuardsTextID)); messageBox.ParentPanel.BackgroundColor = Color.clear; messageBox.AddButton(DaggerfallMessageBox.MessageBoxButtons.Yes); messageBox.AddButton(DaggerfallMessageBox.MessageBoxButtons.No); messageBox.OnButtonClick += SurrenderToGuardsDialogue_OnButtonClick; messageBox.Show(); playerEntity.HaveShownSurrenderToGuardsDialogue = true; } // Surrender dialogue has been shown and player refused to surrender // Guard damages player if player can survive hit, or if hit is fatal but guard rejects player's forced surrender else if (playerEntity.CurrentHealth > damage || !playerEntity.SurrenderToCityGuards(false)) { if (shieldBlockSuccess && armorPartAbsorbed) { sounds.PlayShieldBlockSound(weapon, metalShield); } SendDamageToPlayer(); } } else { if (shieldBlockSuccess && armorPartAbsorbed) { sounds.PlayShieldBlockSound(weapon, metalShield); } SendDamageToPlayer(); } } return(damage); }