Пример #1
0
 public StatusEffects()
 {
     _onExpire = new ModifierEffect();
     _onRemove = new ModifierEffect();
     _onTick   = new ModifierEffect();
     _onApply  = new ModifierEffect();
 }
Пример #2
0
        /// <summary>
        /// Calculate the damage for a status tick.
        /// </summary>
        /// <param name="castable">Castable responsible for the status</param>
        /// <param name="effect">ModifierEffect structure for the status</param>
        /// <param name="target">Target for the damage (e.g. the player or creature with the status)</param>
        /// <param name="source">Original source of the status</param>
        /// <param name="statusName">The name of the status</param>
        /// <returns></returns>
        public static DamageOutput CalculateDamage(Xml.Castable castable, Xml.ModifierEffect effect, Creature target, Creature source, string statusName)
        {
            // Defaults
            double dmg  = 0;
            var    type = effect.Damage?.Type ?? Xml.DamageType.Magical;

            if (effect?.Damage == null)
            {
                return new DamageOutput()
                       {
                           Amount = dmg, Type = type, Flags = Xml.DamageFlags.None, Element = castable.Element
                       }
            }
            ;

            var statusAdd = castable?.Effects?.Statuses?.Add?.Where(e => e.Value == statusName)?.ToList();
            var intensity = statusAdd != null ? statusAdd[0].Intensity : 1;

            if (effect.Damage.IsSimple)
            {
                dmg = _evalSimple(effect.Damage.Simple);
            }
            else
            {
                dmg = _evalFormula(effect.Damage.Formula, castable, target, source);
            }

            return(new DamageOutput()
            {
                Amount = (dmg * intensity * target.Stats.DamageModifier), Type = type, Flags = effect.Damage.Flags, Element = castable.Element
            });
        }
Пример #3
0
 private void ProcessFullEffects(Xml.ModifierEffect effect, bool RemoveStatBonuses = false, bool displaySfx = true)
 {
     // Stat modifiers and condition changes are only processed during start/remove
     ProcessConditions(effect);
     ProcessStatModifiers(XmlStatus.Effects?.OnApply?.StatModifiers, RemoveStatBonuses);
     if (displaySfx)
     {
         ProcessSfx(effect);
     }
 }
Пример #4
0
 private void ProcessConditions(Xml.ModifierEffect effect)
 {
     if (effect.Conditions?.Set != null)
     {
         Target.Condition.Conditions |= effect.Conditions.Set;
     }
     if (effect.Conditions?.Unset != null)
     {
         Target.Condition.Conditions &= ~effect.Conditions.Unset;
     }
 }
Пример #5
0
 private void ProcessSfx(Xml.ModifierEffect effect)
 {
     if (effect.Sound?.Id != 0)
     {
         User?.PlaySound(effect.Sound.Id);
     }
     if (effect.Animations != null)
     {
         if (effect.Animations?.Target?.Id != 0)
         {
             var animation = effect.Animations.Target;
             if (Target is Monster || !Target.Condition.Comatose || (Target.Condition.Comatose && animation.Id == (Game.Config.Handlers?.Death?.Coma?.Effect ?? 24)))
             {
                 Target.Effect(effect.Animations.Target.Id, effect.Animations.Target.Speed);
             }
         }
         if (effect.Animations?.SpellEffect?.Id != 0)
         {
             Source?.Effect(effect.Animations.SpellEffect.Id, effect.Animations.SpellEffect.Speed);
         }
     }
     // Message handling
     if (effect.Messages != null)
     {
         if (User != null)
         {
             if (effect.Messages?.Target != null)
             {
                 User.SendSystemMessage(string.Format(effect.Messages.Target, User.Name));
             }
             if (effect.Messages?.Group != null)
             {
                 User.Group?.SendMessage(string.Format(effect.Messages.Group, User.Name));
             }
         }
         if (effect.Messages?.Source != null)
         {
             (Source as User)?.SendSystemMessage(string.Format(effect.Messages.Source, User?.Name ?? string.Empty));
         }
         if (effect.Messages?.Say != null)
         {
             Target.Say(string.Format(effect.Messages.Say, User?.Name ?? string.Empty));
         }
         if (effect.Messages?.Shout != null)
         {
             Target.Shout(string.Format(effect.Messages.Shout, User?.Name ?? string.Empty));
         }
     }
 }
Пример #6
0
 /// <summary>
 /// Deserializes xml markup from file into an ModifierEffect object
 /// </summary>
 /// <param name="fileName">string xml file to load and deserialize</param>
 /// <param name="obj">Output ModifierEffect object</param>
 /// <param name="exception">output Exception value if deserialize failed</param>
 /// <returns>true if this Serializer can deserialize the object; otherwise, false</returns>
 public static bool LoadFromFile(string fileName, out ModifierEffect obj, out Exception exception)
 {
     exception = null;
     obj       = default(ModifierEffect);
     try
     {
         obj = LoadFromFile(fileName);
         return(true);
     }
     catch (Exception ex)
     {
         exception = ex;
         return(false);
     }
 }
Пример #7
0
 /// <summary>
 /// Deserializes ModifierEffect object
 /// </summary>
 /// <param name="input">string workflow markup to deserialize</param>
 /// <param name="obj">Output ModifierEffect object</param>
 /// <param name="exception">output Exception value if deserialize failed</param>
 /// <returns>true if this Serializer can deserialize the object; otherwise, false</returns>
 public static bool Deserialize(string input, out ModifierEffect obj, out Exception exception)
 {
     exception = null;
     obj       = default(ModifierEffect);
     try
     {
         obj = Deserialize(input);
         return(true);
     }
     catch (Exception ex)
     {
         exception = ex;
         return(false);
     }
 }
Пример #8
0
        /// <summary>
        /// Calculate the healing for a status tick.
        /// </summary>
        /// <param name="castable">Castable responsible for the status</param>
        /// <param name="effect">ModifierEffect structure for the status</param>
        /// <param name="target">Target for the healing (e.g. the player or creature with the status)</param>
        /// <param name="source">Original source of the status</param>
        /// <param name="statusName">The name of the status</param>
        /// <returns></returns>
        public static double CalculateHeal(Xml.Castable castable, Xml.ModifierEffect effect, Creature target, Creature source, string statusName)
        {
            // Defaults
            double heal = 0;

            if (effect?.Heal == null)
            {
                return(heal);
            }

            var statusAdd = castable?.Effects?.Statuses?.Add?.Where(e => e.Value == statusName)?.ToList();
            var intensity = statusAdd != null ? statusAdd[0].Intensity : 1;

            if (effect.Heal.IsSimple)
            {
                heal = _evalSimple(effect.Heal.Simple);
            }
            else
            {
                heal = _evalFormula(effect.Heal.Formula, castable, target, source);
            }

            return(heal * intensity * target.Stats.HealModifier);
        }
Пример #9
0
        public static bool LoadFromFile(string fileName, out ModifierEffect obj)
        {
            Exception exception = null;

            return(LoadFromFile(fileName, out obj, out exception));
        }
Пример #10
0
        public static bool Deserialize(string input, out ModifierEffect obj)
        {
            Exception exception = null;

            return(Deserialize(input, out obj, out exception));
        }
Пример #11
0
 private void ProcessEffects(Xml.ModifierEffect effect)
 {
     ProcessSfx(effect);
 }
Пример #12
0
        private (double Heal, DamageOutput Damage) CalculateNumericEffects(Xml.Castable castable, Xml.ModifierEffect effect, Creature source)
        {
            double       heal = 0;
            DamageOutput dmg  = new DamageOutput();

            if (!effect.Heal.IsEmpty)
            {
                heal = NumberCruncher.CalculateHeal(castable, effect, Target, source, Name);
            }
            if (!effect.Damage.IsEmpty)
            {
                dmg = NumberCruncher.CalculateDamage(castable, effect, Target, source, Name);
            }
            return(heal, dmg);
        }