GetRndDamage() protected method

Calculates random damage with the given min/max and balance values. Adds attack mods and stat bonuses automatically and randomizes the balance.
protected GetRndDamage ( float min, float max, int balance ) : float
min float
max float
balance int
return float
示例#1
0
        public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
        {
            if (attacker.IsStunned)
                return CombatSkillResult.Okay;

            var target = attacker.Region.GetCreature(targetEntityId);
            if (target == null)
                return CombatSkillResult.Okay;

            if (!attacker.GetPosition().InRange(target.GetPosition(), attacker.AttackRangeFor(target)))
                return CombatSkillResult.OutOfRange;

            attacker.StopMove();
            var targetPosition = target.StopMove();

            var rightWeapon = attacker.Inventory.RightHand;
            var leftWeapon = attacker.Inventory.LeftHand;
            var magazine = attacker.Inventory.Magazine;
            var dualWield = (rightWeapon != null && leftWeapon != null);
            var maxHits = (byte)(dualWield ? 2 : 1);
            int prevId = 0;

            for (byte i = 1; i <= maxHits; ++i)
            {
                var weapon = (i == 1 ? rightWeapon : leftWeapon);

                var cap = new CombatActionPack(attacker, skill.Info.Id);
                var aAction = new AttackerAction(CombatActionType.Hit, attacker, skill.Info.Id, targetEntityId);
                var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
                cap.Add(aAction, tAction);

                cap.Hit = i;
                cap.MaxHits = maxHits;
                cap.PrevId = prevId;
                prevId = cap.Id;

                aAction.Set(AttackerOptions.Result);
                if (dualWield)
                    aAction.Set(AttackerOptions.DualWield);

                var damage = attacker.GetRndDamage(weapon);
                tAction.Damage = damage;

                target.TakeDamage(tAction.Damage, attacker);

                if (!target.IsDead)
                {
                    target.KnockBack += this.GetKnockBack(weapon) / maxHits;
                    if (target.KnockBack >= 100 && target.Is(RaceStands.KnockBackable))
                        tAction.Set(tAction.Has(TargetOptions.Critical) ? TargetOptions.KnockDown : TargetOptions.KnockBack);
                }
                else
                {
                    tAction.Set(TargetOptions.FinishingKnockDown);
                }

                if (tAction.IsKnockBack)
                {
                    var newPos = attacker.GetPosition().GetRelative(targetPosition, KnockBackDistance);

                    Position intersection;
                    if (target.Region.Collissions.Find(targetPosition, newPos, out intersection))
                        newPos = targetPosition.GetRelative(intersection, -50);

                    target.SetPosition(newPos.X, newPos.Y);

                    aAction.Set(AttackerOptions.KnockBackHit2);

                    cap.MaxHits = cap.Hit;
                }

                aAction.Stun = this.GetAttackerStun(weapon, tAction.IsKnockBack);
                tAction.Stun = this.GetTargetStun(weapon, tAction.IsKnockBack);

                cap.Handle();

                if (tAction.IsKnockBack)
                    break;
            }

            return CombatSkillResult.Okay;
        }