private static void doModifyAction(ActionPackage aPack) { switch (aPack.ActionDef.ModifyType) { case ModifyType.ATTRIBUTE: break; case ModifyType.ITEM: break; case ModifyType.KNOWLEDGE: break; case ModifyType.MECHANIC: break; case ModifyType.NONE: break; case ModifyType.SKILL: break; default: return; } }
private static void doWeaponDamage(ActionPackage aPack) { Item aWeapon = ActionUtils.getWeapon(aPack.Owner); Item dArmor = ActionUtils.getArmor(aPack.Target); float aSkill = ActionUtils.getSkill(aPack.Owner, aPack.ActionDef.DamageDef.SkillName); float dSkill = ActionUtils.getSkill(aPack.Target, SkillName.AVOIDANCE); float aStat = ActionUtils.getStat(aPack.Owner, aPack.ActionDef.DamageDef.StatType); float dStat = ActionUtils.getStat(aPack.Target, ActionUtils.getOppositeStat(aPack.ActionDef.DamageDef.StatType)); float aKnow = ActionUtils.getKnowledge(aPack.Owner, aPack.Target); float dKnow = ActionUtils.getKnowledge(aPack.Target, aPack.Owner); float aProb = ActionUtils.getStatProbability((float)aSkill, (float)aStat, aKnow, (float)aWeapon.Speed); float dProb = ActionUtils.getStatProbability((float)dSkill, (float)dStat, dKnow, (float)dArmor.Mobility); float hitProb = ActionUtils.getHitProbability(dProb, aProb, 1.75f, 0.15f); int damage = ActionUtils.getDamage(hitProb, aSkill, aStat, aWeapon.Lethality, dArmor.Mitigation, ActionUtils.getStat(aPack.Target, StatType.ENDURANCE)); Position pos = ComponentMapper.get <Position> (aPack.Target); UtilFactory.createDirectDamage(damage, aPack.ActionDef.DamageDef.DamageType, aPack.Target, pos); Position newPos = new Position(pos.Pos + new Vector2(rand.Next(16) + 8, 0), Vector2.Zero); if (damage == 0) { UIFactory.createFloatingText("MISS", "DAMAGE", Color.White, 500, newPos); } else { UIFactory.createFloatingText("" + damage, "DAMAGE", DamageUtils.getDamageColor(aPack.ActionDef.DamageDef.DamageType), 500, newPos); } AwardUtils.attemptSkillAward(aPack.Owner, aPack.Target, aSkill, dSkill, aPack.ActionDef.DamageDef.SkillName, 1); AwardUtils.attemptStatAward(aPack.Owner, aPack.Target, aStat, dStat, aPack.ActionDef.DamageDef.StatType, 1); AwardUtils.attemptStatAward(aPack.Target, aPack.Owner, ActionUtils.getStat(aPack.Target, StatType.ENDURANCE), aStat, StatType.ENDURANCE, 1); }
private static void doStaticDamage(ActionPackage aPack) { int dmg = rand.Next(aPack.ActionDef.DamageDef.Min, aPack.ActionDef.DamageDef.Max); Position pos = ComponentMapper.get <Position> (aPack.Target); UtilFactory.createDirectDamage(dmg, aPack.ActionDef.DamageDef.DamageType, aPack.Target, pos); Position newPos = new Position(pos.Pos + new Vector2(rand.Next(16) + 8, 0), Vector2.Zero); UIFactory.createFloatingText("" + dmg, "DAMAGE", DamageUtils.getDamageColor(aPack.ActionDef.DamageDef.DamageType), 500, newPos); }
private static void doDamageAction(ActionPackage aPack) { Aggrivation aggro = ComponentMapper.get <Aggrivation> (aPack.Target); //check aggro and add if not present if (aggro != null) { if (!aggro.HateList.Contains(aPack.Owner)) { aggro.HateList.Add(aPack.Owner); } } switch (aPack.ActionDef.DamageDef.DamageBasis) { case DamageBasis.ATTRIBUTE: break; case DamageBasis.ITEM: break; case DamageBasis.NONE: break; case DamageBasis.SKILL: break; case DamageBasis.STATIC: doStaticDamage(aPack); break; case DamageBasis.WEAPON: doWeaponDamage(aPack); break; default: return; } }
private static void doInteractionAction(ActionPackage aPack) { }
private static void doDestroyAction(ActionPackage aPack) { }
private static void doCreateAction(ActionPackage aPack) { }