Пример #1
0
        public bool Event_GetSkillDescr(ComponentEvent e)
        {
            var skillDescr = (EGetSkillDescription)e;

            // calculate the damage increase based on attributes so its reflected in description
            float modifier = CombatEngine.GetEntitySkillStrength(null, owner);
            int   val      = (int)(modifier * baseDamage);

            skillDescr.description += "Does Damage %2+" + val + "%. ";
            return(true);
        }
Пример #2
0
        public bool Event_OnAttack(ComponentEvent e)
        {
            var baseAttack = (EOnPerformAttack)e;

            // if there was a skill waiting to be used as an attack modifier, pass along this attack event to be modified
            if (pendingAttackSkill != null)
            {
                float attributeModifier = CombatEngine.GetEntitySkillStrength(owner, pendingAttackSkill);

                // add the fact that it was a skill being used to the original combat
                baseAttack.damageEvent.combat.Set("skill", pendingAttackSkill);

                ECompileSkillEffects compileSkillEvent = new ECompileSkillEffects()
                {
                    user          = owner,
                    skillStrength = attributeModifier,
                    baseLocation  = baseAttack.damageEvent.combat.defender.position,
                };
                compileSkillEvent.combats.Add(baseAttack.damageEvent.combat);

                pendingAttackSkill.FireEvent(compileSkillEvent);

                foreach (var combat in compileSkillEvent.combats)
                {
                    CombatEngine.ProcessCombat(combat);
                }

                // check if the skill is done
                var skillCompleted = (EGetSkillCompleted)pendingAttackSkill.FireEvent(new EGetSkillCompleted()
                {
                    isCompleted = true
                });

                // and reset the skill
                if (skillCompleted.isCompleted)
                {
                    pendingAttackSkill = null;
                }

                // set the base attack state to not apply damage, because the skill handles it
                baseAttack.canPerform = false;
            }

            return(true);
        }
Пример #3
0
        /// <summary>
        /// When a skill recieves an activation event, it will come back here, where it can be handled by the correct system.
        /// This is done because some skills use targeting UI / AI and some use attack events and some are immediate
        /// </summary>
        public bool Event_HandleSkillActivation(ComponentEvent e)
        {
            var    activationEvent = (EOnSkillActivated)e;
            Entity skill           = activationEvent.skill;

            // check how much energy the skill uses, and dont let it be used if its too much
            var checkSkillReq = (EGetEnergy)skill.FireEvent(new EGetEnergy());

            if (checkSkillReq.requiredEnergy > currentEnergy)
            {
                return(true);
            }

            bool skillActivated = false;

            // Handle different use mode cases.
            switch (activationEvent.useMode)
            {
            case SkillUseMode.EType.NextAttack:
                // for now, only one pending attack skill can be active at a time
                if (pendingAttackSkill == null)
                {
                    pendingAttackSkill = skill;
                    skillActivated     = true;
                }
                else if (pendingAttackSkill == skill)
                {
                    // if the same skill is re-activated, cancel it
                    pendingAttackSkill = null;
                }

                break;

            case SkillUseMode.EType.Targeted:
                // TODO: delegate this somehow to UI or AI to select the target location / entity
                break;

            case SkillUseMode.EType.Self:
                // use immediatly on self
                skillActivated = true;
                float attributeModifier = CombatEngine.GetEntitySkillStrength(owner, skill);

                var skillEffects = new ECompileSkillEffects()
                {
                    user          = owner,
                    skillStrength = attributeModifier,
                    baseLocation  = owner.position,
                };

                skillEffects.combats.Add(new CombatInstance(owner, owner)
                {
                    { "skill", skill }
                });
                skill.FireEvent(skillEffects);

                // process the events
                foreach (var combat in skillEffects.combats)
                {
                    CombatEngine.ProcessCombat(combat);
                }

                break;
            }

            // if the skill was activated, reduce the energy level
            if (skillActivated)
            {
                currentEnergy  -= checkSkillReq.requiredEnergy;
                nextEnergyPoint = 0;
            }

            return(true);
        }