private void add_attacks( Game_Unit battler_1, Combat_Map_Object battler_2, int i) { Game_Unit attacker = battler_1; Combat_Map_Object target = battler_2; if (i == 2) { if (!battler_2.is_unit()) { return; } attacker = battler_2 as Game_Unit; target = battler_1; } bool cont = false; while (!cont) { int attacker_index = 0; bool attack_occurs = attackable(attacker, target); if (attack_occurs) { attacker_index = i; if (Skip_Attack.Contains(attacker_index)) { attacker_index = 0; Skip_Attack.pop(); } } if (attacker_index > 0) { if (battler_2 == null) { add_solo_attack(battler_1, attacker_index); } else if (battler_2.is_unit()) { add_attack(battler_1, battler_2 as Game_Unit, attacker_index); } else { add_attack(battler_1, battler_2 as Combat_Map_Object, attacker_index); } } cont = true; // If an added attack is buffered if (Add_Attack.Count > 0) { attacker_index = Add_Attack.pop(); cont = false; } } }
private void add_attacks( Game_Unit battler_1, Combat_Map_Object battler_2, int i, Data_Weapon weapon) { #if DEBUG System.Diagnostics.Debug.Assert(i == 1 || i == 2); #endif Game_Unit attacker = i == 2 ? battler_2 as Game_Unit : battler_1; Combat_Map_Object target = i == 2 ? battler_1 : battler_2; int num_hits = 1; if (!attacker.is_brave_blocked()) { // If only single hits against terrain if (!(target != null && !target.is_unit() && Constants.Combat.BRAVE_BLOCKED_AGAINST_DESTROYABLE)) { num_hits = weapon.HitsPerAttack; } } for (int j = 0; j < num_hits; j++) { add_attacks(battler_1, battler_2, i); } }
protected void process_attacks(Game_Unit battler_1, Combat_Map_Object battler_2, int targetId) { battler_1.start_attack(-1, battler_2); if (battler_2 is Game_Unit) { (battler_2 as Game_Unit).start_attack(-1, battler_1); } bool ambush = battler_2 != null && battler_2.is_unit() && Global.game_map.units[targetId].counters_first(Global.game_map.units[Battler_1_Id]); int num_attacks1, num_attacks2; for (int i = 0; i < combat_attacks( battler_1, battler_2, out num_attacks1, out num_attacks2); i++) { if (ambush) { if (battler_2 != null && battler_2.is_unit() && i < num_attacks2 && this.weapon2 != null) { add_attacks(battler_1, battler_2, 2, this.weapon2); } } // Add hits for battler_1 in this attack if (i < num_attacks1) { if (i < num_attacks1) { add_attacks(battler_1, battler_2, 1, this.weapon1); } } if (!ambush) { if (battler_2 != null && battler_2.is_unit() && i < num_attacks2 && this.weapon2 != null) { add_attacks(battler_1, battler_2, 2, this.weapon2); } } } }
protected virtual int combat_attacks(Game_Unit battler_1, Combat_Map_Object battler_2, out int numAttacks1, out int numAttacks2) { numAttacks1 = battler_1.attacks_per_round(battler_2, Distance); numAttacks2 = 0; if (battler_2 != null && battler_2.is_unit()) { numAttacks2 = (battler_2 as Game_Unit).attacks_per_round(battler_1, Distance); } return(Math.Max(numAttacks1, numAttacks2)); }
protected override int combat_attacks(Game_Unit battler_1, Combat_Map_Object battler_2, out int numAttacks1, out int numAttacks2) { // No double casting numAttacks1 = 1; numAttacks2 = 0; if (battler_2 != null && battler_2.is_unit()) { numAttacks2 = 1; } return(Math.Max(numAttacks1, numAttacks2)); }
public int get_multi(Game_Unit unit, Combat_Map_Object target, TactileLibrary.Data_Weapon weapon, int distance) { int multi = 0; if (!target.is_unit()) { return(0); } if (weapon.Brave() && !unit.is_brave_blocked()) { multi += 4; } if (unit.can_double_attack(target, distance)) { multi += 2; } return(multi / 2); }
public static void SetWeaponTriangle( Weapon_Triangle_Arrow wta1, Weapon_Triangle_Arrow wta2, Game_Unit attacker, Combat_Map_Object target, TactileLibrary.Data_Weapon weapon1, TactileLibrary.Data_Weapon weapon2, int distance) { //@Yeti: use in all the places weapon triangle arrow is used Game_Unit targetUnit = null; if (target.is_unit()) { targetUnit = target as Game_Unit; } ResetWeaponTriangle(wta1, wta2); WeaponTriangle tri = WeaponTriangle.Nothing; if (targetUnit != null) { tri = Combat.weapon_triangle(attacker, targetUnit, weapon1, weapon2, distance); } if (tri != WeaponTriangle.Nothing) { wta1.value = tri; if (wta2 != null && weapon2 != null) { wta2.value = Combat.reverse_wta(tri); } } float effectiveness = weapon1.effective_multiplier(attacker, targetUnit, false); wta1.set_effectiveness((int)effectiveness, targetUnit != null && targetUnit.halve_effectiveness()); if (wta2 != null && weapon2 != null) { effectiveness = weapon2.effective_multiplier(targetUnit, attacker, false); wta2.set_effectiveness((int)effectiveness, attacker.halve_effectiveness()); } }
private void process_scripted_attacks(Game_Unit battler_1, Combat_Map_Object battler_2, Scripted_Combat_Script script) { battler_1.start_attack(-1, battler_2); if (battler_2 is Game_Unit) { (battler_2 as Game_Unit).start_attack(-1, battler_1); } for (int i = 0; i < script.Stats.Count; i++) { if (script.Stats[i].Result != Attack_Results.End) { bool cont = false; while (!cont) { cont = true; int attacker = script.Stats[i].Attacker; if (attacker > 0) { if (battler_2 == null) { add_solo_attack(battler_1, attacker); } else if (battler_2.is_unit()) { add_attack(battler_1, battler_2 as Game_Unit, script.Stats[i]); } else { add_attack(battler_1, battler_2 as Combat_Map_Object, attacker); } } } } } Kill = script.kill; }
protected virtual bool attackable(Game_Unit attacker, Combat_Map_Object target) { // If target doesn't exist because it's a flare use/etc if (target == null) { return(true); } // If attacker is dead return //@Debug: make sure units who are out of hp but technically aren't // dead for whatever reason will stop if (attacker.hp <= 0) //@Debug: .is_dead) { return(false); } bool is_target_unit = false; // If the target is already dead, stop attacking if (target.hp <= 0) { // Don't return if either battler wants the attacks to continue if (!attacker.continue_attacking() && !(target.is_unit() && (target as Game_Unit).continue_attacking())) { return(false); } } Game_Unit target_unit = null; if (target.is_unit()) { is_target_unit = true; target_unit = (Game_Unit)target; } var weapon = attacker.id == Battler_1_Id ? this.weapon1 : this.weapon2; if (weapon == null) { return(false); } // If target is berserk ally and attacker isn't berserk, don't hurt your friend >: if (is_target_unit && attacker.id != Battler_1_Id && !attacker.is_attackable_team(target_unit) && !can_counter_ally(attacker)) { return(false); } int hit, uses; if (attacker.id == Battler_1_Id) { List <int?> ary = Combat.combat_stats(attacker.id, target.id, Distance); hit = 100; uses = Weapon_1_Uses; if (ary[0] == null && !weapon.is_staff()) { return(false); // This is newly added to account for the attacker being put to sleep, did any other cases make hit null? } if (ary[0] != null) { hit = (int)ary[0]; } } else { List <int?> ary = Combat.combat_stats(target.id, attacker.id, Distance); if (ary[4] == null) { return(false); } hit = (int)ary[4]; uses = Weapon_2_Uses; } // Breaks if the attacker can't fight/broke their weapon if (hit < 0 || attacker.is_weapon_broke(uses)) { return(false); } return(true); }