Пример #1
0
        private PartyAttackComposition MakeSingleAttack(float consumption)
        {
            if (!SubModule.Settings.Battle_SendAllTroops_DetailedCombatModel)
            {
                PartyAttackComposition attack = new PartyAttackComposition();
                attack.Infantry.Melee = Strength;
                return(attack);
            }

            var preparedAttack = PrepareWeapon();

            if (!ChosenWeapon.IsTwohanded && Shield != null)
            {
                IsUsingShield = true;
            }
            else
            {
                IsUsingShield = false;
            }
            IsUsingRanged = ChosenWeapon.IsRanged;
            if (ChosenWeapon.HasLimitedAmmo && !partyState.mapEventState.IsSiege)
            {
                ChosenWeapon.RemainingAmmo -= consumption;
            }

            return(preparedAttack);
        }
Пример #2
0
        public bool ApplyDamageToTroop(PartyAttackComposition attack, CharacterObject troop, out float damage)
        {
            TroopState troopState      = GetTroopState(troop);
            bool       isFinishingBlow = troopState.TakeHit(attack, out damage);

            return(isFinishingBlow);
        }
Пример #3
0
        public PartyAttackComposition MakePartyAttack(float consumption)
        {
            PartyAttackComposition attack = new PartyAttackComposition();

            foreach (var troopState in TroopStates.Values)
            {
                attack += troopState.MakeTotalAttack(consumption);
            }
            return(attack);
        }
        // MapEventSide.ApplySimulationDamageToSelectedTroop
        public static bool ApplySimulationDamageToSelectedTroop(MapEventSide side,
                                                                CharacterObject strikedTroop,
                                                                PartyBase strikedTroopParty,
                                                                UniqueTroopDescriptor strikedTroopDescriptor,
                                                                int selectedSimulationTroopIndex,
                                                                List <UniqueTroopDescriptor> strikedTroopList,
                                                                PartyAttackComposition attack,
                                                                DamageTypes damageType,
                                                                PartyBase strikerParty,
                                                                MapEventState mapEventState,
                                                                IBattleObserver battleObserver,
                                                                out float damage)
        {
            bool IsFinishingStrike = mapEventState.ApplyDamageToPartyTroop(attack, strikedTroopParty, strikedTroop, out damage);

            if (IsFinishingStrike)
            {
                if (strikedTroop.IsHero)
                {
                    battleObserver?.TroopNumberChanged(side.MissionSide, (IBattleCombatant)strikedTroopParty, (BasicCharacterObject)strikedTroop, -1, 0, 1, 0, 0, 0);
                }
                else
                {
                    float survivalChance = Campaign.Current.Models.PartyHealingModel.GetSurvivalChance(strikedTroopParty, strikedTroop, damageType, strikerParty);
                    if (MBRandom.RandomFloat < survivalChance)
                    {
                        side.OnTroopWounded(strikedTroopDescriptor);
                        battleObserver?.TroopNumberChanged(side.MissionSide, (IBattleCombatant)strikedTroopParty, (BasicCharacterObject)strikedTroop, -1, 0, 1, 0, 0, 0);
                        if (strikedTroopParty.MobileParty != null)
                        {
                            SkillLevelingManager.OnSurgeryApplied(strikedTroopParty.MobileParty, 1f);
                        }
                    }
                    else
                    {
                        side.OnTroopKilled(strikedTroopDescriptor);
                        battleObserver?.TroopNumberChanged(side.MissionSide, (IBattleCombatant)strikedTroopParty, (BasicCharacterObject)strikedTroop, -1, 1, 0, 0, 0, 0);
                        if (strikedTroopParty.MobileParty != null)
                        {
                            SkillLevelingManager.OnSurgeryApplied(strikedTroopParty.MobileParty, 0.5f);
                        }
                    }
                }

                // side.RemoveSelectedTroopFromSimulationList();
                RemoveSelectedTroopFromSimulationList(side, selectedSimulationTroopIndex, strikedTroopList);
            }
            return(IsFinishingStrike);
        }
Пример #5
0
        public bool TakeHit(PartyAttackComposition attack, out float totalDamage)
        {
            if (IsHero)
            {
                // Uses the vanilla hero health system
                totalDamage        = Math.Min(CalculateRecievedDamage(attack), MaxHitPoints);
                AccumulatedDamage += totalDamage;
                int actualDamage = (int)Math.Floor(AccumulatedDamage);
                AccumulatedDamage          -= actualDamage;
                troop.HeroObject.HitPoints -= actualDamage;
                return(troop.HeroObject.IsWounded);
            }
            else
            {
                if (Alive <= 0)
                {
                    totalDamage = 0;
                    return(true);
                }
                if (_expectedHits > 0)
                {
                    totalDamage    = 0;
                    _expectedHits -= 1;
                    if (ExpectedDeathCount > CurrentDeathCount)
                    {
                        CurrentDeathCount += 1;
                        return(true);
                    }
                    else
                    {
                        return(false);
                    }
                }

                float singleDamage = CalculateRecievedDamage(attack);
                // Apply the damage to all alive members at once, and ignore the next Alive - 1 attacks
                totalDamage = Math.Min(singleDamage, MaxHitPoints) * Alive;
                if (SubModule.Settings.Battle_SendAllTroops_RandomDeath)
                {
                    for (int i = 0; i < Alive; i++)
                    {
                        if (MBRandom.RandomFloat * MaxHitPoints < singleDamage)
                        {
                            ExpectedDeathCount += 1;
                        }
                    }
                }
                else
                {
                    AccumulatedDamage += totalDamage;
                    ExpectedDeathCount = (int)Math.Round(AccumulatedDamage / MaxHitPoints);
                    if (ExpectedDeathCount > TotalCount)
                    {
                        ExpectedDeathCount = TotalCount;
                    }
                }
                _expectedHits = Alive - 1;

                if (ExpectedDeathCount > CurrentDeathCount)
                {
                    CurrentDeathCount += 1;
                    return(true);
                }

                return(false);
            }
        }
Пример #6
0
        private float CalculateRecievedDamage(PartyAttackComposition attack)
        {
            float damage;

            if (SubModule.Settings.Battle_SendAllTroops_DetailedCombatModel)
            {
                float infantryMeleeDefense   = ArmorPoints;
                float infantryMissileDefense = ArmorPoints;
                float infantryPolearmDefense = ArmorPoints;

                float mountedMeleeDefense   = ArmorPoints;
                float mountedMissileDefense = ArmorPoints;
                float mountedPolearmDefense = ArmorPoints;
                if (IsUsingShield && Shield != null)
                {
                    infantryMeleeDefense   += Shield.Strength;
                    infantryMissileDefense += 6 * Shield.Strength;
                    infantryPolearmDefense += Shield.Strength;

                    mountedMeleeDefense   += Shield.Strength;
                    mountedMissileDefense += 6 * Shield.Strength;
                    mountedPolearmDefense += Shield.Strength;
                }
                if (IsMounted)
                {
                    if (IsUsingRanged)
                    {
                        infantryMeleeDefense   *= (1 + 3 * Horse.Strength);
                        infantryMissileDefense *= (1 + Horse.Strength);
                        infantryPolearmDefense *= (1 + 3 * Horse.Strength);
                    }
                    else
                    {
                        infantryMeleeDefense   *= (1 + Horse.Strength);
                        infantryMissileDefense *= (1 + Horse.Strength);
                    }
                    mountedMeleeDefense   *= (1 + Horse.Strength);
                    mountedMissileDefense *= (1 + Horse.Strength);
                    mountedPolearmDefense *= (1 + Horse.Strength);
                }
                else
                {
                    if (IsUsingRanged)
                    {
                        infantryMeleeDefense   *= (1 + 6 * Atheletics);
                        infantryPolearmDefense *= (1 + 6 * Atheletics);
                    }
                    else
                    {
                        infantryMeleeDefense   *= (1 + Atheletics);
                        infantryPolearmDefense *= (1 + Atheletics);
                    }
                    mountedMeleeDefense   *= (1 + Atheletics);
                    mountedPolearmDefense *= (1 + Atheletics);
                }

                damage = attack.Infantry.Melee / infantryMeleeDefense + attack.Infantry.Missile / infantryMissileDefense
                         + attack.Infantry.Polearm / infantryPolearmDefense + attack.Mounted.Melee / mountedMeleeDefense
                         + attack.Mounted.Missile / mountedMissileDefense + attack.Mounted.Polearm / mountedPolearmDefense;
            }
            else
            {
                damage = attack.Infantry.Melee / Strength;
            }

            if (SubModule.Settings.Battle_SendAllTroops_RandomDamage)
            {
                damage *= MBRandom.RandomFloat * MBRandom.RandomFloat * 4f;
            }

            return(damage);
        }
Пример #7
0
        public bool ApplyDamageToPartyTroop(PartyAttackComposition attack, PartyBase party, CharacterObject troop, out float damage)
        {
            PartyState partyState = GetPartyState(party);

            return(partyState.ApplyDamageToTroop(attack, troop, out damage));
        }