示例#1
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        /// <summary>
        /// Performs a cast of a spell from the caster onto the target Actor instance.
        /// </summary>
        /// <param name="spell">The spell being cast.</param>
        /// <param name="caster">The avatar casting the spell.</param>
        /// <param name="target">The target Actor instance, avatar or item.</param>
        /// <returns>The results of the casting.</returns>
        public static CastResults PerformCast(
            ISpell spell,
            IAvatar caster,
            IActor target)
        {
            CastResults results = new CastResults();

            // Used for sending messages to the defender's Context.
            IAvatar defender = target as IAvatar;

            // Ensure that the spell can be cast on the target.
            if (Object.ReferenceEquals(caster, target))
            {
                if (spell.IsDamageSpell)
                {
                    caster.Context.Add(new RdlErrorMessage(SR.CastNotSelf));
                    return(results);
                }
            }

            // To determine the effect’s difficulty rating, all foci scores are added together.
            int difficulty = spell.Foci.GetDifficulty();

            //The sphere or discipline skill test is then made vs. Intelligence, opposed by the opposing successes of the difficulty
            //rating roll (see Section 1.2.1). If no successes are remain, then the effect fails and the character burns no mind.
            //If a disastrous failure is rolled, the character takes the effect himself (if it’s offensive), it has its opposite effect, or
            //whatever the GM decides; the character also burns extra mind equal to the extent of the critical failure (if two 10s
            //were rolled on 2d10, the character would eat the effect and burn 2 extra mind).
            //Note that offensive effects with no area foci require a successful combat roll to strike the target, on the sphere or
            //discipline skill in the case of ranged attacks, or on an unarmed combat (or similar) skill in the case of touch effects.
            //Called shots can be made as in normal combat.
            //The defender may be allowed a Dodge roll for defense against being hit by some effects. Generally, if the attacker
            //must make a perception or dexterity roll to hit, the defender will probably be allowed a Dodge roll.
            int casterSuccessCount;

            SkillManager.PerformSkillTest(caster, spell.Skill, AttributeType.Intelligence, difficulty, spell.SkillLevelRequiredToEquip, true, out casterSuccessCount);

            // Raise the OnCastSkillRoll event to determine if the success roll should be overwritten.
            caster.OnCastSkillRoll(spell, ref casterSuccessCount);

            results.CastSuccessCount = casterSuccessCount;

            //Producing an effect, if successful, burns Mind. The amount of Mind burned is equal to the effect’s difficulty
            //minus the number of effective successes rolled (that is, what successes are left after the opposing successes are taken
            //into account), for a minimum of zero.
            int mindValueUsed = (difficulty - casterSuccessCount);

            if (mindValueUsed <= 0)
            {
                mindValueUsed = 1;
            }

            // Caster needs to the required amount of mind value.
            if (caster.Mind < mindValueUsed)
            {
                caster.Context.Add(new RdlErrorMessage("You do not have the required Willpower to cast this spell."));
                return(results);
            }

            if (casterSuccessCount < 0 && spell.IsDamageSpell)
            {
                // Disatrous failure, spell backfires!
                caster.SetMind(caster.Mind - mindValueUsed);
                caster.SetMind(caster.Mind + casterSuccessCount);

                // Apply damage to the caster.
                caster.SetBody(caster.Body - spell.Foci.Power);

                caster.Context.Add(new RdlErrorMessage(SR.CastBackfired));

                if (caster.IsDead)
                {
                    results.CasterDied = true;
                    caster.Context.Add(new RdlErrorMessage(SR.CastBackfiredKilledCaster));
                }
                else if (caster.IsUnconscious)
                {
                    results.CasterUnconscious = true;
                    caster.Context.Add(new RdlErrorMessage(SR.CastBackfiredUnconsciousCaster));
                }
            }
            else if (casterSuccessCount > 0)
            {
                results.CastSuccessful = true;

                // Spell successful.
                caster.SetMind(caster.Mind - mindValueUsed);

                // Inform the caster of the successful cast.
                //caster.Context.Add(new RdlSystemMessage(RdlSystemMessage.PriorityType.Positive,
                //    SR.CastSuccess(spell.Name, target.A())));

                spell.Cast(caster, target, results);

                caster.OnCastSuccess(spell);

                // Handle death messages.
                if (defender.IsDead)
                {
                    caster.Context.Add(new RdlSystemMessage(RdlSystemMessage.PriorityType.Cast,
                                                            SR.AttackYouKilledDefender(defender.The())));
                    defender.Context.Add(new RdlSystemMessage(RdlSystemMessage.PriorityType.Negative,
                                                              SR.AttackYouWereKilledByAttacker(caster.The())));
                }
                else if (defender.IsUnconscious)
                {
                    caster.Context.Add(new RdlSystemMessage(RdlSystemMessage.PriorityType.Cast,
                                                            SR.AttackUnconsciousDefender(defender.TheUpper())));
                    defender.Context.Add(new RdlSystemMessage(RdlSystemMessage.PriorityType.Negative,
                                                              SR.AttackYouAreUnconscious));
                }

                // Send down both the body and mind values of both the caster and the target to both the
                // caster and the target.
                RdlTag[] casterTags   = caster.GetRdlProperties(Avatar.BodyProperty, Avatar.MindProperty);
                RdlTag[] defenderTags = null;
                if (defender != null)
                {
                    defenderTags = defender.GetRdlProperties(Avatar.BodyProperty, Avatar.MindProperty);
                }

                caster.Context.AddRange(casterTags);
                if (defenderTags != null)
                {
                    caster.Context.AddRange(defenderTags);
                }

                if (defender != null)
                {
                    defender.Context.AddRange(defenderTags);
                    defender.Context.AddRange(casterTags);
                }
            }
            else
            {
                // Missed.
                caster.Context.Add(new RdlErrorMessage(SR.CastFailed));
                if (defender != null)
                {
                    defender.Context.Add(new RdlErrorMessage(SR.CasterCastFailed(caster.A())));
                }
            }

            //If an effect burns more mind than the character has available, then any overflow causes wounds. This is called
            //channeling, and can be done even when the caster has zero mind. If a character channels to below 0 body, his life
            //begins seeping away (treat it as any other wound below zero), and he must be magically or psionically healed or he
            //will die when he passes his negative physical endurance.
            if (caster.Mind < 0)
            {
                int channelingDamage = caster.Mind;
                caster.SetMind(0);
                caster.SetBody(caster.Body - channelingDamage);
                caster.Context.Add(new RdlSystemMessage(RdlSystemMessage.PriorityType.Negative, SR.CastChanneling));
            }

            // Regardless of outcome advance both the caster and target skills.
            SkillManager.AdvanceSkill(caster, spell.Skill, spell.SkillLevelRequiredToEquip, caster.Context);

            // NOTE: Do not have resist skills...
            //if (defender != null)
            //{
            //    // Use attackerWeapon as the required skill level so the defender can not elevate beyond the skill used
            //    // for the attack.
            //    SkillManager.AdvanceSkill(defender, defensiveSkill, spell.SkillLevelRequiredToEquip, defender.Context);
            //}

            return(results);
        }