コード例 #1
0
        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);
        }
コード例 #3
0
        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);
        }