示例#1
0
    override public void SetTarget(Targetable target)
    {
        if (!target)
        {
            Debug.Log($"Spell {name} has no target. Target probably has been destroyed.");

            return;
        }

        base.SetTarget(target);

        HP hp = target.GetComponent <HP>( );

        hp.DoDamage(effectAmount, transform.position, targetFreezTime > 0);

        if (targetShockTime > 0 || targetFreezTime > 0)
        {
            Unit unit = target.GetComponent <Unit>( );
            unit.Freez(targetShockTime, targetFreezTime);

            UnitVisuals unitVis = target.GetComponent <UnitVisuals>( );
            unitVis.Shocked(targetShockTime);
        }

        if (shakeStrength > 0)
        {
            ScreenshakeManager.Instance.DoShake(shakeStrength);
        }
    }
    void Hit(NodeBehaviour targetNode, Targetable pTarget)
    {
        Debug.Log("Target Node " + targetNode);
        Debug.Log("Targetable " + pTarget);
        if (pTarget.GetComponent <Pawn>() != null)
        {
            double hitChance = 1 - (1 - 0.5) * (Vector3.Distance(owner.transform.position, targetNode.transform.position) - 1) / (range - 1);

            if (RNG.NextDouble() < hitChance)
            {
                double accuracy     = Vector3.Distance(targetNode.transform.position, pTarget.GetComponent <Pawn>().transform.position) / 200d;
                double tmpDamageMod = (1 - accuracy) * RNG.NextDouble() + accuracy;
                if (tmpDamageMod > 1d)
                {
                    tmpDamageMod = 1d;
                }
                int tmpDamage = (int)System.Math.Round((double)damage * tmpDamageMod);
                if (tmpDamage < 1)
                {
                    tmpDamage = 1;
                }
                Debug.Log(owner + " hit " + (pTarget.GetComponent <Pawn>()) + " and dealt " + tmpDamage + " damage.");
                pTarget.GetComponent <Health>().Damage(owner, tmpDamage);
            }
        }
        else if (pTarget.GetComponent <DestroyableProp>() != null)
        {
            pTarget.GetComponent <Health>().Damage(owner, 1);
        }
    }
示例#3
0
    public double getProbabilityOfWin(Targetable target)
    {
        NodeData otherNode = target.GetComponent <NodeData>();
        NodeData thisNode  = getNode();

        bool isStrong = (otherNode.type == strongAgainst);

        // Find attacker attack score and defender defense score
        int defense = otherNode.power;
        int attack  = thisNode.power;

        int minAttack = attack / 2;
        int maxAttack = attack * (isStrong ? 3 : 2);

        // Determine if node is captured
        double probability = 0;

        if (defense <= minAttack)
        {
            probability = 1;
        }
        else if (defense >= maxAttack)
        {
            probability = 0;
        }
        else
        {
            probability = ((double)(maxAttack - defense)) / ((double)(maxAttack - minAttack));
        }

        return(probability);
    }
示例#4
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            if (Physics.Raycast(ray.origin, ray.direction, out hit, Mathf.Infinity, -1, QueryTriggerInteraction.Ignore))
            {
                if (targetable != null)
                {
                    targetable.ClearTarget();
                }
                targetable = hit.collider.gameObject.transform.root.GetComponent <Targetable>();
                if (targetable != null)
                {
                    targetable.SetTarget();

                    Attack attack = GetComponent <Attack>();
                    if (attack != null)
                    {
                        Attackable attackable = targetable.GetComponent <Attackable>();
                        if (attackable != null)
                        {
                            //this object can attack, and the target is attackable
                            attack.target = targetable.gameObject;
                        }
                    }
                }
            }
        }
    }
示例#5
0
    override protected void doActivate(Targetable target)
    {
        NodeData otherNode = target.GetComponent <NodeData>();
        NodeData thisNode  = getNode();

        EdgeData edge = graphUtility.getConnectingEdge(thisNode, otherNode);

        if (edge.direction == EdgeData.EdgeDirection.Unusable)
        {
            return;
        }

        bool isWin = gen.NextDouble() <= getProbabilityOfWin(target);

        // Take node
        if (isWin)
        {
            graphUtility.CaptureNode(otherNode, thisNode);
        }

        if (effect != null)
        {
            effect.additionalEffect(thisNode, target, isWin);
        }
        effect = null;
    }
 public static AttackTask Create(Targetable ship)
 {
     AttackTask task = CreateInstance<AttackTask>();
     task.attackTarget = ship;
     task.attackShip = ship.GetComponent<Ship>();
     return task;
 }
    public static bool DefaultAttackIsValidTarget(Targetable t, Pawn owner)
    {
        Pawn            p = t.GetComponent <Pawn>();
        DestroyableProp d = t.GetComponent <DestroyableProp>();

        if (p != null)
        {
            return((!p.isDead) && (p.owner != owner.owner) && (Vector3.Distance(owner.transform.position, p.transform.position) < owner.weapon.range));
        }
        else if (d != null)
        {
            return(Vector3.Distance(owner.transform.position, d.transform.position) < owner.weapon.range);
        }
        else
        {
            return(false);
        }
    }
    public override bool Execute()
    {
        if (!CheckTarget() || !CheckCost(actionCost))
        {
            return(false);
        }

        LinkPositions direction = owner.currentNode.GetRelativePosition(target.GetComponent <NodeBehaviour>());

        NodeBehaviour n = owner.currentNode;

        for (int i = 0; i < range; i++)
        {
            if (n.GetLinkInDirection(direction) != null)
            {
                n = n.GetLinkInDirection(direction);
                if (n.currentObject != null && n.currentObject.GetComponent <DestroyableProp>() != null)
                {
                    n.currentObject.GetComponent <Health>().Damage(owner, 1);
                }
                foreach (LinkPositions d in LinkPositions.GetValues(typeof(LinkPositions)))
                {
                    if (n.GetLinkInDirection(d) != null)
                    {
                        Targetable c = n.GetLinkInDirection(d).currentObject;
                        if (c != null && c.GetComponent <DestroyableProp>() != null)
                        {
                            c.GetComponent <Health>().Damage(owner, 1);
                        }
                    }
                }
            }
        }

        List <NodeBehaviour> path = Pathfinder.GetPath(owner.currentNode, n);

        owner.GetComponent <GridNavMeshWrapper>().SetPath(path);

        Debug.Log(owner + " Executes " + name);

        return(true);
    }
示例#9
0
 public void AddTarget(Targetable target)
 {
     if (maxTracked == -1 || targets.Count < maxTracked)
     {
         HealthSystem hs = target.GetComponent <HealthSystem>();
         if (hs != null)
         {
             hs.OnKilled += RemoveTarget;
         }
         targets.Add(target);
     }
 }
    override public void SetTarget(Targetable target)
    {
        if (!target)
        {
            Debug.Log($"Spell {name} has no target. Target probably has been destroyed.");
        }

        base.SetTarget(target);

        HP hp = target.GetComponent <HP>( );

        hp.Heal(effectAmount);
    }
    public void SetShooting(Targetable p)
    {
        if (debug)
        {
            Debug.Log("Set Shooting Called");
        }
        animator.SetBool("Shooting", true);

        SoundManager.instance.PlaySound(_ShootSound, _audioSource);

        animator.gameObject.transform.LookAt(new Vector3(p.transform.position.x, animator.transform.position.y, p.transform.position.z));
        if (p.GetComponent <Pawn> () != null)
        {
            //animator.SetBool ("HighCoverInWay", GetComponent<Pawn> ().GetCoverState (p.GetComponent<Pawn>()) == CoverState.Full);
        }

        isAnimating = true;
        skipFrame   = true;
    }
示例#12
0
    public override bool IsValidTarget(Targetable t)
    {
        NodeBehaviour n = t.GetComponent <NodeBehaviour>();

        return((n != null) && (Pathfinder.NodesWithinSteps(owner.currentNode, owner.Movement).Contains(n)));
    }
示例#13
0
    public override bool IsValidTarget(Targetable t)
    {
        Pawn p = t.GetComponent <Pawn>();

        return((p != null) && (owner.owner == p.owner));
    }
示例#14
0
    public override bool IsValidTarget(Targetable t)
    {
        Pawn p = t.GetComponent <Pawn>();

        return((p != null) && (p.owner != owner.owner) && (Vector3.Distance(owner.transform.position, p.transform.position) < owner.weapon.range) && (p.GetComponent <Health>().health < p.GetComponent <Health>().maxHealth / 3));
    }
    public static void Attack(Pawn owner, Targetable target)
    {
        if (target.GetComponent <DestroyableProp>() != null)
        {
            Weapon weapon = owner.weapon;

            int effectiveRange = weapon.range;
            if (owner.transform.position.y - target.transform.position.y > 0)
            {
                effectiveRange += (int)((owner.transform.position.y - target.transform.position.y) / 2f);
            }
            double hitChance = 1 - (1 - 0.5) * (Vector3.Distance(owner.transform.position, target.transform.position) - 1) / (effectiveRange - 1);
            if (owner.hitMulti != 0)
            {
                hitChance *= owner.hitMulti;
            }
            Debug.Log(System.Math.Round(hitChance * 100) + "% chance to hit");
            if (RNG.NextDouble() < hitChance)
            {
                Debug.Log(owner + " hit " + target);
                target.GetComponent <Health>().Damage(owner, 1);
            }
            else
            {
                Debug.Log(owner + " missed " + target);
            }
            for (int i = owner.EffectList.Count - 1; i >= 0; i--)
            {
                owner.EffectList[i].OnRemove();
            }
        }
        else if (target.GetComponent <Pawn>() != null)
        {
            Weapon weapon = owner.weapon;

            int effectiveRange = weapon.range;
            if (owner.transform.position.y - target.transform.position.y > 0)
            {
                effectiveRange += (int)((owner.transform.position.y - target.transform.position.y) / 2f);
            }
            double     hitChance  = 1 - (1 - 0.5) * (Vector3.Distance(owner.transform.position, target.transform.position) - 1) / (effectiveRange - 1);
            CoverState coverState = target.GetComponent <Pawn>().GetCoverState(owner);
            switch (coverState)
            {
            case CoverState.Half:
                owner.EffectList.Add(new HalfCoverDebuff(owner));
                break;

            case CoverState.Full:
                owner.EffectList.Add(new FullCoverDebuff(owner));
                break;
            }
            if (owner.hitMulti != 0)
            {
                hitChance *= owner.hitMulti;
            }
            Debug.Log(System.Math.Round(hitChance * 100) + "% chance to hit");
            if (RNG.NextDouble() < hitChance)
            {
                int    damage   = weapon.damage;
                double accuracy = owner.Accuracy;
                if (owner.accuracyMulti != 0)
                {
                    accuracy *= owner.accuracyMulti;
                }
                accuracy = (accuracy + owner.accuracyMod) / 100d;
                if (1 - accuracy <= 0)
                {
                    accuracy = 1d;
                }
                double tmpDamageMod = (1 - accuracy) * RNG.NextDouble() + accuracy;
                if (tmpDamageMod > 1d)
                {
                    tmpDamageMod = 1d;
                }
                if (owner.damageMulti != 0)
                {
                    tmpDamageMod *= owner.damageMulti;
                }
                if (RNG.NextDouble() < weapon.criticalChance + owner.critChanceMod)
                {
                    damage = (int)System.Math.Round((double)weapon.damage * 1.5d * tmpDamageMod);
                    if (damage < 1)
                    {
                        damage = 1;
                    }
                    Debug.Log(owner + " critically hit " + target + " and dealt " + damage + " damage.");
                    target.GetComponent <Health>().Damage(owner, damage);
                }
                else
                {
                    damage = (int)System.Math.Round((double)weapon.damage * tmpDamageMod);
                    if (damage < 1)
                    {
                        damage = 1;
                    }
                    Debug.Log(owner + " hit " + target + " and dealt " + damage + " damage.");
                    target.GetComponent <Health>().Damage(owner, damage);
                }
                if (weapon.weaponEffects != null)
                {
                    for (int i = weapon.weaponEffects.Count - 1; i >= 0; i--)
                    {
                        Factory.GetWeaponEffect(weapon.weaponEffects[i]).Execute(owner, weapon, target.GetComponent <Pawn>());
                    }
                }
                for (int i = target.GetComponent <Pawn>().EffectList.Count - 1; i >= 0; i--)
                {
                    target.GetComponent <Pawn>().EffectList[i].OnHit(owner, damage);
                }
            }
            else
            {
                Debug.Log(owner + " missed " + target);
            }
            for (int i = owner.EffectList.Count - 1; i >= 0; i--)
            {
                owner.EffectList[i].OnRemove();
            }
        }
    }
    public override Vector3? PredictTarget(Ship activator, int slot, Targetable target)
    {
        Vector3 speedDiff;
        var targetBody = target.GetComponent<Rigidbody>();
        var activatorBody = activator.GetComponent<Rigidbody>();

        if (bulletType.applyBaseVelocity)
        {
            if (targetBody && activatorBody)
            {
                speedDiff = targetBody.velocity - activatorBody.velocity;
            }
            else if (activatorBody)
            {
                speedDiff = -activatorBody.velocity;
            }
            else
            {
                speedDiff = Vector3.zero;
            }
        }
        else
        {
            if (targetBody)
            {
                speedDiff = targetBody.velocity;
            }
            else
            {
                speedDiff = Vector3.zero;
            }
        }

        float distToTarget = (target.transform.position - activator.transform.position).magnitude;
        float timeToHit = distToTarget / bulletType.velocity;

        speedDiff *= timeToHit;

        var targetPos = target.transform.position;
        targetPos += speedDiff;

        return targetPos;
    }
示例#17
0
    public override bool IsValidTarget(Targetable t)
    {
        Pawn p = t.GetComponent <Pawn>();

        return((p != null) && (p.owner == owner.owner) && (Vector3.Distance(owner.transform.position, p.transform.position) < firstAidRange));
    }
    public override bool IsValidTarget(Targetable t)
    {
        NodeBehaviour n = t.GetComponent <NodeBehaviour>();

        return((n != null) && (CheckLines().Contains(n)));
    }
示例#19
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 public static bool IsAllyWithCastle(Targetable caster, Targetable castle)
 {
     return(caster.GetComponent <Shop>() && caster.Allegiance == castle.Allegiance);
 }
    public override bool IsValidTarget(Targetable t)
    {
        Pawn p = t.GetComponent <Pawn>();

        return(p == owner);
    }