示例#1
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    public static DamageRange operator+(DamageRange lhs, float rhs)
    {
        DamageRange result = new DamageRange(lhs);

        result.range += rhs;
        return(result);
    }
示例#2
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    public static DamageRange operator-(DamageRange obj)
    {
        DamageRange result = new DamageRange(obj);

        result.range = -result.range;
        return(result);
    }
示例#3
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    /// <summary>
    /// Adds two damage ranges. Returns the left hand side value if the damage types don't match.
    /// </summary>
    public static DamageRange operator+(DamageRange lhs, DamageRange rhs)
    {
        DamageRange result = new DamageRange(lhs);

        if (lhs.Type == rhs.Type)
        {
            lhs.range += rhs.range;
        }

        return(result);
    }
示例#4
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文件: Attack.cs 项目: jeansberg/Rogue
        public ActionResult Perform(Actor actor, bool defaultAction = false)
        {
            Locator.Audio.PlaySound("attack", actor.Name());

            var damage = new DamageRange(target, actor, missile).GetDamage();

            target.TakeDamage(damage);

            if (!target.IsAlive && actor is Player p)
            {
                p.SetExperience(p.GetExperience() + Monster.ExperienceReward(((Monster)target).MonsterType));
            }

            return(ActionResult.Succeed($"{actor.Name()} attacked {target.Name()} for {damage} damage", false));
        }
 public Weapon(
     string name,
     ItemIdentifier identifier,
     PrimaryAttributes primaryAttributes,
     SecondaryAttributes secondaryAttributes,
     WeaponType type,
     DamageRange damageRange,
     double speed,
     WeaponProc proc)
     : base(
         name,
         identifier,
         primaryAttributes,
         secondaryAttributes)
 {
     Type        = type;
     DamageRange = damageRange;
     Speed       = speed;
     Proc        = proc;
 }
示例#6
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 public Damage(int min, int max)
 {
     DamageRange = new DamageRange(min, max);
 }
示例#7
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 /// <summary>
 /// Creates a new DamageRange object by copying a different one
 /// </summary>
 /// <param name="src">The source to be copied from</param>
 public DamageRange(DamageRange src)
 {
     range = src.range;
     Type  = src.Type;
 }
示例#8
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		private static double GetActionDamage(Action action, Configuration configuration, DamageRange range, bool offHand = false, bool forcedOffhand = false)
		{
			var hand = offHand ? configuration.OffHand : configuration.MainHand;
			double damage = 0;

			if (action.Type == ActionType.WeaponDamage)
			{
				damage += (1 + action.AmountModifierPercent) * hand.Multiplier
					* (range == DamageRange.Minimum
						? hand.DamageMin : 
						(range == DamageRange.Maximum
							? hand.DamageMax
							: hand.DamageAvg));
			}
			if (!forcedOffhand)
			{
				damage += action.Coefficient * (action.Type == ActionType.WeaponDamage ? configuration.BonusDamage : configuration.SpellBonusDamage)
					+ (range == DamageRange.Minimum
						? action.StandardHealthPercentMin : 
						(range == DamageRange.Maximum
							? action.StandardHealthPercentMax
							: action.StandardHealthPercentAvg))
					* configuration.StandardDamage;
			}
			return damage;
		}
示例#9
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		private static List<TokenDamage> GetAbilityTokenDamageList(this Ability ability, Configuration configuration, DamageRange range, bool forceOffhand = false)
		{
			lock (Lock)
			{
				if (ability == null)
					return null;

				var damage = new List<TokenDamage>();

				foreach (var token in ability.Tokens.Where(t => t.Type == TokenType.Damage && t.Coefficients.Count > 0))
				{
					// Main hand
					var mainHandActions = token.Coefficients.Where(a => a.IgnoreDualWieldModifier).ToList();
					if (mainHandActions.Count == 0)
						mainHandActions = token.Coefficients;

					var tokenDamage = new TokenDamage { Multiplier = token.Multiplier };
					tokenDamage.AddRange(mainHandActions.Select(action => new ActionDamage(false, GetActionDamage(action, configuration, range),
						action.DamageType == DamageType.Weapon ? configuration.MainHand.DamageType : action.DamageType)));

					// Offhand (only for weapon damage type)
					if (configuration.DualWield)
					{
						var offHandActions = token.Coefficients.Where(a => !a.IgnoreDualWieldModifier && a.Type == ActionType.WeaponDamage).ToList();

						if (offHandActions.Count > 0)
							tokenDamage.AddRange(offHandActions.Select(action => new ActionDamage(true, GetActionDamage(action, configuration, range, true),
								action.DamageType == DamageType.Weapon ? configuration.OffHand.DamageType : action.DamageType)));
						else if (forceOffhand)
						{
							tokenDamage.AddRange(mainHandActions.Where(a => a.Type == ActionType.WeaponDamage).Select(action => 
								new ActionDamage(true, GetActionDamage(action, configuration, range, true, true),
								action.DamageType == DamageType.Weapon ? configuration.OffHand.DamageType : action.DamageType)));
						}
					}

					damage.Add(tokenDamage);
				}

				return damage;
			}
		}