示例#1
0
        void Start()
        {
            mobile          = GetComponentInChildren <DaggerfallMobileUnit>();
            entityBehaviour = GetComponent <DaggerfallEntityBehaviour>();
            enemyEntity     = entityBehaviour.Entity as EnemyEntity;
            motor           = GetComponent <EnemyMotor>();
            questBehaviour  = GetComponent <QuestResourceBehaviour>();

            short[] classicSpawnXZDistArray     = { 1024, 384, 640, 768, 768, 768, 768 };
            short[] classicSpawnYDistUpperArray = { 128, 128, 128, 384, 768, 128, 256 };
            short[] classicSpawnYDistLowerArray = { 0, 0, 0, 0, -128, -768, 0 };
            short[] classicDespawnXZDistArray   = { 1024, 1024, 1024, 1024, 768, 768, 768 };
            short[] classicDespawnYDistArray    = { 384, 384, 384, 384, 768, 768, 768 };

            byte index = mobile.Summary.ClassicSpawnDistanceType;

            classicSpawnXZDist     = classicSpawnXZDistArray[index] * MeshReader.GlobalScale;
            classicSpawnYDistUpper = classicSpawnYDistUpperArray[index] * MeshReader.GlobalScale;
            classicSpawnYDistLower = classicSpawnYDistLowerArray[index] * MeshReader.GlobalScale;
            classicDespawnXZDist   = classicDespawnXZDistArray[index] * MeshReader.GlobalScale;
            classicDespawnYDist    = classicDespawnYDistArray[index] * MeshReader.GlobalScale;

            // 180 degrees is classic's value. 190 degrees is actual human FOV according to online sources.
            if (DaggerfallUnity.Settings.EnhancedCombatAI)
            {
                FieldOfView = 190;
            }
        }
示例#2
0
 void Start()
 {
     motor           = GetComponent <EnemyMotor>();
     senses          = GetComponent <EnemySenses>();
     sounds          = GetComponent <EnemySounds>();
     mobile          = GetComponentInChildren <DaggerfallMobileUnit>();
     entityBehaviour = GetComponent <DaggerfallEntityBehaviour>();
 }
示例#3
0
 void Start()
 {
     motor           = GetComponent <EnemyMotor>();
     senses          = GetComponent <EnemySenses>();
     sounds          = GetComponent <EnemySounds>();
     mobile          = GetComponent <DaggerfallEnemy>().MobileUnit;
     dfMobile        = mobile as DaggerfallMobileUnit;
     entityBehaviour = GetComponent <DaggerfallEntityBehaviour>();
 }
示例#4
0
        void FixedUpdate()
        {
            if (Player != null)
            {
                Vector3 toPlayer = Player.transform.position - transform.position;
                directionToPlayer = toPlayer.normalized;
                distanceToPlayer  = toPlayer.magnitude;

                playerInSight = CanSeePlayer();

                if (playerInSight)
                {
                    detectedPlayer = true;
                }

                // Classic stealth mechanics would be interfered with by hearing, so only enable
                // hearing if the enemy has detected the player. If player has been seen we can omit hearing.
                if (detectedPlayer && !playerInSight)
                {
                    playerInEarshot = CanHearPlayer();
                }
                else
                {
                    playerInEarshot = false;
                }

                if ((playerInEarshot || playerInSight) && !hasEncounteredPlayer)
                {
                    hasEncounteredPlayer = true;

                    // Check appropriate language skill to see if player can pacify enemy
                    DaggerfallEntityBehaviour entityBehaviour = GetComponent <DaggerfallEntityBehaviour>();
                    EnemyMotor motor = GetComponent <EnemyMotor>();
                    if (entityBehaviour && motor &&
                        (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass))
                    {
                        EnemyEntity     enemyEntity   = entityBehaviour.Entity as EnemyEntity;
                        DFCareer.Skills languageSkill = enemyEntity.GetLanguageSkill();
                        if (languageSkill != DFCareer.Skills.None)
                        {
                            PlayerEntity player = GameManager.Instance.PlayerEntity;
                            if (FormulaHelper.CalculateEnemyPacification(player, languageSkill))
                            {
                                motor.IsHostile = false;
                                DaggerfallUI.AddHUDText(HardStrings.languagePacified.Replace("%e", enemyEntity.Name).Replace("%s", languageSkill.ToString()), 5);
                                player.TallySkill(languageSkill, 3);    // BCHG: increased skill uses from (assumed) 1 in classic on success to make raising language skills easier
                            }
                            else if (languageSkill != DFCareer.Skills.Etiquette && languageSkill != DFCareer.Skills.Streetwise)
                            {
                                player.TallySkill(languageSkill, 1);
                            }
                        }
                    }
                }
            }
        }
        /// <summary>
        /// Determines if enemies are nearby. Uses include whether player is able to rest or not.
        /// Based on distance to nearest monster, and if monster can actually sense player.
        /// </summary>
        /// <param name="resting">Is player initiating or continuing rest?</param>
        /// <param name="includingPacified">Include pacified enemies in this test?</param>
        /// <returns>True if enemies are nearby.</returns>
        public bool AreEnemiesNearby(bool resting = false, bool includingPacified = false)
        {
            const float spawnDistance   = 1024 * MeshReader.GlobalScale;
            const float restingDistance = 12f;

            bool areEnemiesNearby = false;

            DaggerfallEntityBehaviour[] entityBehaviours = FindObjectsOfType <DaggerfallEntityBehaviour>();
            for (int i = 0; i < entityBehaviours.Length; i++)
            {
                DaggerfallEntityBehaviour entityBehaviour = entityBehaviours[i];
                if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                {
                    EnemySenses enemySenses = entityBehaviour.GetComponent <EnemySenses>();
                    if (enemySenses)
                    {
                        // Check if enemy can actively target player
                        bool enemyCanSeePlayer = enemySenses.Target == Instance.PlayerEntityBehaviour && enemySenses.TargetInSight;

                        // Allow for a shorter test distance if enemy is unaware of player while resting
                        if (resting && !enemyCanSeePlayer && Vector3.Distance(entityBehaviour.transform.position, PlayerController.transform.position) > restingDistance)
                        {
                            continue;
                        }

                        // Can enemy see player or is close enough they would be spawned in classic?
                        if (enemyCanSeePlayer || enemySenses.WouldBeSpawnedInClassic)
                        {
                            // Is it hostile or pacified?
                            EnemyMotor  enemyMotor  = entityBehaviour.GetComponent <EnemyMotor>();
                            EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;
                            if (includingPacified || (enemyMotor.IsHostile && enemyEntity.MobileEnemy.Team != MobileTeams.PlayerAlly))
                            {
                                areEnemiesNearby = true;
                                break;
                            }
                        }
                    }
                }
            }

            // Also check for enemy spawners that might emit an enemy
            FoeSpawner[] spawners = FindObjectsOfType <FoeSpawner>();
            for (int i = 0; i < spawners.Length; i++)
            {
                // Is a spawner inside min distance?
                if (Vector3.Distance(spawners[i].transform.position, PlayerController.transform.position) < spawnDistance)
                {
                    areEnemiesNearby = true;
                    break;
                }
            }

            return(areEnemiesNearby);
        }
 /// <summary>
 /// Make all enemies in an area go hostile.
 /// </summary>
 public void MakeEnemiesHostile()
 {
     DaggerfallEntityBehaviour[] entityBehaviours = FindObjectsOfType <DaggerfallEntityBehaviour>();
     for (int i = 0; i < entityBehaviours.Length; i++)
     {
         DaggerfallEntityBehaviour entityBehaviour = entityBehaviours[i];
         if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
         {
             EnemyMotor enemyMotor = entityBehaviour.GetComponent <EnemyMotor>();
             if (enemyMotor)
             {
                 enemyMotor.IsHostile = true;
             }
         }
     }
 }
        /// <summary>
        /// Gets how many enemies of a given type exist.
        /// </summary>
        /// <param name="type">Enemy type to search for.</param>
        /// <param name="stopLookingIfFound">Return as soon as an enemy of given type is found.</param>
        /// <returns>Number of this enemy type.</returns>
        public int HowManyEnemiesOfType(MobileTypes type, bool stopLookingIfFound = false, bool includingPacified = false)
        {
            int numberOfEnemies = 0;

            DaggerfallEntityBehaviour[] entityBehaviours = FindObjectsOfType <DaggerfallEntityBehaviour>();
            for (int i = 0; i < entityBehaviours.Length; i++)
            {
                DaggerfallEntityBehaviour entityBehaviour = entityBehaviours[i];
                if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                {
                    EnemyEntity entity = entityBehaviour.Entity as EnemyEntity;
                    if (entity.MobileEnemy.ID == (int)type)
                    {
                        // Is it hostile or pacified?
                        EnemyMotor enemyMotor = entityBehaviour.GetComponent <EnemyMotor>();
                        if (includingPacified || (enemyMotor.IsHostile && entity.Team != MobileTeams.PlayerAlly))
                        {
                            numberOfEnemies++;
                            if (stopLookingIfFound)
                            {
                                return(numberOfEnemies);
                            }
                        }
                    }
                }
            }

            // Also check for enemy spawners that might emit an enemy
            FoeSpawner[] spawners = FindObjectsOfType <FoeSpawner>();
            for (int i = 0; i < spawners.Length; i++)
            {
                // Is a spawner inside min distance?
                if (spawners[i].FoeType == type)
                {
                    numberOfEnemies++;
                    if (stopLookingIfFound)
                    {
                        return(numberOfEnemies);
                    }
                }
            }

            return(numberOfEnemies);
        }
        // Handle charging into enemies.
        private void HandleCharge(GameObject hitGO, DaggerfallEntityBehaviour hitEntityBehaviour, Vector3 direction)
        {
            if (hitEntityBehaviour.Entity is EnemyEntity)
            {
                EnemyEntity hitEnemyEntity = (EnemyEntity)hitEntityBehaviour.Entity;
                if (!hitEnemyEntity.PickpocketByPlayerAttempted)
                {
                    // Play heavy hit sound.
                    EnemySounds          enemySounds      = hitGO.GetComponent <EnemySounds>();
                    DaggerfallMobileUnit entityMobileUnit = hitGO.GetComponentInChildren <DaggerfallMobileUnit>();
                    Genders gender;
                    if (entityMobileUnit.Summary.Enemy.Gender == MobileGender.Male || hitEnemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch)
                    {
                        gender = Genders.Male;
                    }
                    else
                    {
                        gender = Genders.Female;
                    }
                    enemySounds.PlayCombatVoice(gender, false, true);

                    // Knockback the enemy.
                    EnemyMotor enemyMotor = hitGO.GetComponent <EnemyMotor>();
                    enemyMotor.KnockbackSpeed     = 100;
                    enemyMotor.KnockbackDirection = direction;

                    // Handle charge hit damage and fatigue loss.
                    PlayerEntity playerEntity = GameManager.Instance.PlayerEntity;
                    hitEnemyEntity.PickpocketByPlayerAttempted = true;
                    playerEntity.DecreaseFatigue(PlayerEntity.DefaultFatigueLoss * 15);

                    int minBaseDamage = FormulaHelper.CalculateHandToHandMinDamage(playerEntity.Skills.GetLiveSkillValue(DFCareer.Skills.HandToHand));
                    int maxBaseDamage = FormulaHelper.CalculateHandToHandMaxDamage(playerEntity.Skills.GetLiveSkillValue(DFCareer.Skills.HandToHand));
                    int damage        = UnityEngine.Random.Range(minBaseDamage, maxBaseDamage + 1);
                    damage += playerEntity.Stats.GetLiveStatValue(DFCareer.Stats.Agility) / 10;
                    damage += playerEntity.Stats.GetLiveStatValue(DFCareer.Stats.Willpower) / 10;
                    DaggerfallEntityBehaviour playerEntityBehaviour = playerEntity.EntityBehaviour;
                    hitEntityBehaviour.DamageHealthFromSource(playerEntityBehaviour, damage, true, BloodPos());

                    Debug.LogFormat("Charged down a {0} for {1} damage!", hitEntityBehaviour.name, damage);
                }
            }
        }
示例#9
0
        /// <summary>
        /// Determines if enemies are nearby. Uses include whether player is able to rest or not.
        /// Based on distance to nearest monster, and if monster can actually sense player.
        /// </summary>
        /// <param name="minMonsterSpawnerDistance">Monster spawners must be at least this close.</param>
        /// <returns>True if enemies are nearby.</returns>
        public bool AreEnemiesNearby(float minMonsterSpawnerDistance = 12f, bool includingPacified = false)
        {
            bool areEnemiesNearby = false;

            DaggerfallEntityBehaviour[] entityBehaviours = FindObjectsOfType <DaggerfallEntityBehaviour>();
            for (int i = 0; i < entityBehaviours.Length; i++)
            {
                DaggerfallEntityBehaviour entityBehaviour = entityBehaviours[i];
                if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                {
                    EnemySenses enemySenses = entityBehaviour.GetComponent <EnemySenses>();
                    if (enemySenses)
                    {
                        // Can enemy see player or is close enough they would be spawned in classic?
                        if ((enemySenses.Target == Instance.PlayerEntityBehaviour && enemySenses.TargetInSight) || enemySenses.WouldBeSpawnedInClassic)
                        {
                            // Is it hostile or pacified?
                            EnemyMotor  enemyMotor  = entityBehaviour.GetComponent <EnemyMotor>();
                            EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;
                            if (includingPacified || (enemyMotor.IsHostile && enemyEntity.MobileEnemy.Team != MobileTeams.PlayerAlly))
                            {
                                areEnemiesNearby = true;
                                break;
                            }
                        }
                    }
                }
            }

            // Also check for enemy spawners that might emit an enemy
            FoeSpawner[] spawners = FindObjectsOfType <FoeSpawner>();
            for (int i = 0; i < spawners.Length; i++)
            {
                // Is a spawner inside min distance?
                if (Vector3.Distance(spawners[i].transform.position, PlayerController.transform.position) < minMonsterSpawnerDistance)
                {
                    areEnemiesNearby = true;
                    break;
                }
            }

            return(areEnemiesNearby);
        }
示例#10
0
        void Start()
        {
            mobile             = GetComponentInChildren <DaggerfallMobileUnit>();
            entityBehaviour    = GetComponent <DaggerfallEntityBehaviour>();
            enemyEntity        = entityBehaviour.Entity as EnemyEntity;
            motor              = GetComponent <EnemyMotor>();
            questBehaviour     = GetComponent <QuestResourceBehaviour>();
            lastKnownTargetPos = ResetPlayerPos;

            short[] classicSpawnXZDistArray     = { 1024, 384, 640, 768, 768, 768, 768 };
            short[] classicSpawnYDistUpperArray = { 128, 128, 128, 384, 768, 128, 256 };
            short[] classicSpawnYDistLowerArray = { 0, 0, 0, 0, -128, -768, 0 };
            short[] classicDespawnXZDistArray   = { 1024, 1024, 1024, 1024, 768, 768, 768 };
            short[] classicDespawnYDistArray    = { 384, 384, 384, 384, 768, 768, 768 };

            byte index = mobile.Summary.ClassicSpawnDistanceType;

            classicSpawnXZDist     = classicSpawnXZDistArray[index] * MeshReader.GlobalScale;
            classicSpawnYDistUpper = classicSpawnYDistUpperArray[index] * MeshReader.GlobalScale;
            classicSpawnYDistLower = classicSpawnYDistLowerArray[index] * MeshReader.GlobalScale;
            classicDespawnXZDist   = classicDespawnXZDistArray[index] * MeshReader.GlobalScale;
            classicDespawnYDist    = classicDespawnYDistArray[index] * MeshReader.GlobalScale;
        }
示例#11
0
        private int ApplyDamageToNonPlayer(Items.DaggerfallUnityItem weapon, Vector3 direction, bool bowAttack = false)
        {
            if (senses.Target == null)
            {
                return(0);
            }
            // TODO: Merge with hit code in WeaponManager to eliminate duplicate code
            EnemyEntity entity       = entityBehaviour.Entity as EnemyEntity;
            EnemyEntity targetEntity = senses.Target.Entity as EnemyEntity;
            EnemySounds targetSounds = senses.Target.GetComponent <EnemySounds>();
            EnemyMotor  targetMotor  = senses.Target.transform.GetComponent <EnemyMotor>();

            int enemyDamType = EnemyDamageTypeUsed(entity, weapon); // Returns an integer value that corresponds to a specific damage type that this type of enemy can use, will use later on in combat formula.

            // Calculate damage
            damage = FormulaHelper.CalculateAttackDamage(entity, targetEntity, -1, 0, weapon, out bool shieldBlockSuccess, out int mainDamType, out bool critStrikeSuccess, out bool armorPartAbsorbed, out bool armorCompleteAbsorbed, out Items.DaggerfallUnityItem addedAIWeapon, out bool hitSuccess, out bool metalShield, out bool metalArmor, enemyDamType);

            // Break any "normal power" concealment effects on enemy
            if (entity.IsMagicallyConcealedNormalPower && damage > 0)
            {
                EntityEffectManager.BreakNormalPowerConcealmentEffects(entityBehaviour);
            }

            // If the AI was given a weapon through the damage formula, this gives them that weapon for this part of the calling method for later use.
            if (weapon == null)
            {
                weapon = addedAIWeapon;
            }

            // Play associated sound when armor/shield was responsible for absorbing damage completely.
            if (damage <= 0)
            {
                if (hitSuccess && shieldBlockSuccess)
                {
                    targetSounds.PlayShieldBlockSound(weapon, metalShield);
                }
                else if (hitSuccess && armorCompleteAbsorbed)
                {
                    targetSounds.PlayArmorAbsorbSound(weapon, metalArmor);
                }
                else
                {
                    WeaponTypes weaponType = WeaponTypes.Melee;
                    if (weapon != null)
                    {
                        weaponType = DaggerfallUnity.Instance.ItemHelper.ConvertItemToAPIWeaponType(weapon);
                    }

                    if ((!bowAttack && !targetEntity.MobileEnemy.ParrySounds) || weaponType == WeaponTypes.Melee)
                    {
                        sounds.PlayMissSound(weapon);
                    }
                    else if (targetEntity.MobileEnemy.ParrySounds)
                    {
                        targetSounds.PlayParrySound();
                    }
                }
            }

            // Play hit sound and trigger blood splash at hit point
            if (damage > 0)
            {
                if (shieldBlockSuccess && armorPartAbsorbed)
                {
                    sounds.PlayShieldBlockSound(weapon, metalShield);
                }
                targetSounds.PlayHitSound(weapon);

                EnemyBlood          blood            = senses.Target.transform.GetComponent <EnemyBlood>();
                CharacterController targetController = senses.Target.transform.GetComponent <CharacterController>();
                Vector3             bloodPos         = senses.Target.transform.position + targetController.center;
                bloodPos.y += targetController.height / 8;

                if (blood)
                {
                    blood.ShowBloodSplash(targetEntity.MobileEnemy.BloodIndex, bloodPos);
                }

                // Knock back enemy based on damage and enemy weight
                if (targetMotor && (targetMotor.KnockbackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) &&
                                    (entityBehaviour.EntityType == EntityTypes.EnemyClass || targetEntity.MobileEnemy.Weight > 0)))
                {
                    float enemyWeight    = targetEntity.GetWeightInClassicUnits();
                    float tenTimesDamage = damage * 10;
                    float twoTimesDamage = damage * 2;

                    float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                    float KnockbackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                    KnockbackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10);

                    if (KnockbackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)))
                    {
                        KnockbackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10));
                    }
                    targetMotor.KnockbackSpeed     = KnockbackSpeed;
                    targetMotor.KnockbackDirection = direction;
                }

                if (DaggerfallUnity.Settings.CombatVoices && senses.Target.EntityType == EntityTypes.EnemyClass && Dice100.SuccessRoll(40))
                {
                    DaggerfallMobileUnit targetMobileUnit = senses.Target.GetComponentInChildren <DaggerfallMobileUnit>();
                    Genders gender;
                    if (targetMobileUnit.Summary.Enemy.Gender == MobileGender.Male || targetEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch)
                    {
                        gender = Genders.Male;
                    }
                    else
                    {
                        gender = Genders.Female;
                    }

                    targetSounds.PlayCombatVoice(gender, false, damage >= targetEntity.MaxHealth / 4);
                }
            }

            // Handle Strikes payload from enemy to non-player target - this could change damage amount
            if (weapon != null && weapon.IsEnchanted)
            {
                EntityEffectManager effectManager = GetComponent <EntityEffectManager>();
                if (effectManager)
                {
                    damage = effectManager.DoItemEnchantmentPayloads(EnchantmentPayloadFlags.Strikes, weapon, entity.Items, targetEntity.EntityBehaviour, damage);
                }
            }

            targetEntity.DecreaseHealth(damage);

            if (targetMotor)
            {
                targetMotor.MakeEnemyHostileToAttacker(entityBehaviour);
            }

            return(damage);
        }
示例#12
0
        // Returns true if hit an enemy entity
        public bool WeaponDamage(RaycastHit hit, Vector3 direction, bool arrowHit = false)
        {
            DaggerfallUnityItem strikingWeapon = null;

            // Check if hit has an DaggerfallAction component
            DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();

            if (action)
            {
                action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
            }

            // Check if hit has an DaggerfallActionDoor component
            DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();

            if (actionDoor)
            {
                actionDoor.AttemptBash();
                return(false);
            }

            // Check if hit an entity and remove health
            DaggerfallEntityBehaviour entityBehaviour  = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
            DaggerfallMobileUnit      entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>();

            if (entityBehaviour)
            {
                if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                {
                    EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                    // Calculate damage
                    int damage;
                    if (!arrowHit)
                    {
                        if (usingRightHand)
                        {
                            strikingWeapon = currentRightHandWeapon;
                        }
                        else
                        {
                            strikingWeapon = currentLeftHandWeapon;
                        }
                    }
                    else
                    {
                        strikingWeapon = lastBowUsed;
                    }

                    damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, strikingWeapon, entityMobileUnit.Summary.AnimStateRecord);

                    // Break any "normal power" concealment effects on player
                    if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0)
                    {
                        EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour);
                    }

                    EnemyMotor  enemyMotor  = hit.transform.GetComponent <EnemyMotor>();
                    EnemySounds enemySounds = hit.transform.GetComponent <EnemySounds>();

                    // Play arrow sound and add arrow to target's inventory
                    if (arrowHit)
                    {
                        DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow);
                        enemyEntity.Items.AddItem(arrow);
                    }

                    // Play hit sound and trigger blood splash at hit point
                    if (damage > 0)
                    {
                        if (usingRightHand)
                        {
                            enemySounds.PlayHitSound(currentRightHandWeapon);
                        }
                        else
                        {
                            enemySounds.PlayHitSound(currentLeftHandWeapon);
                        }

                        EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                        if (blood)
                        {
                            blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                        }

                        // Knock back enemy based on damage and enemy weight
                        if (enemyMotor)
                        {
                            if (enemyMotor.KnockBackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) &&
                                entityBehaviour.EntityType == EntityTypes.EnemyClass ||
                                enemyEntity.MobileEnemy.Weight > 0)
                            {
                                float enemyWeight    = enemyEntity.GetWeightInClassicUnits();
                                float tenTimesDamage = damage * 10;
                                float twoTimesDamage = damage * 2;

                                float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                                float knockBackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                                knockBackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10);

                                if (knockBackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)))
                                {
                                    knockBackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10));
                                }
                                enemyMotor.KnockBackSpeed     = knockBackSpeed;
                                enemyMotor.KnockBackDirection = direction;
                            }
                        }

                        if (DaggerfallUnity.Settings.CombatVoices && entityBehaviour.EntityType == EntityTypes.EnemyClass && UnityEngine.Random.Range(1, 101) <= 40)
                        {
                            Genders gender;
                            if (entityMobileUnit.Summary.Enemy.Gender == MobileGender.Male || enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch)
                            {
                                gender = Genders.Male;
                            }
                            else
                            {
                                gender = Genders.Female;
                            }

                            bool heavyDamage = damage >= enemyEntity.MaxHealth / 4;
                            enemySounds.PlayCombatVoice(gender, false, heavyDamage);
                        }
                    }
                    else
                    {
                        if ((!arrowHit && !enemyEntity.MobileEnemy.ParrySounds) || strikingWeapon == null)
                        {
                            ScreenWeapon.PlaySwingSound();
                        }
                        else if (enemyEntity.MobileEnemy.ParrySounds)
                        {
                            enemySounds.PlayParrySound();
                        }
                    }

                    // Remove health
                    enemyEntity.DecreaseHealth(damage);

                    // Assign "cast when strikes" to target entity
                    if (strikingWeapon != null && strikingWeapon.IsEnchanted)
                    {
                        EntityEffectManager enemyEffectManager = enemyEntity.EntityBehaviour.GetComponent <EntityEffectManager>();
                        if (enemyEffectManager)
                        {
                            enemyEffectManager.StrikeWithItem(strikingWeapon, GameManager.Instance.PlayerEntityBehaviour);
                        }
                    }

                    // Make foe attack their aggressor
                    // Currently this is just player, but should be expanded later
                    // for a wider variety of behaviours
                    if (enemyMotor)
                    {
                        // Make enemies in an area aggressive if player attacked a non-hostile one.
                        if (!enemyMotor.IsHostile)
                        {
                            GameManager.Instance.MakeEnemiesHostile();
                        }
                        enemyMotor.MakeEnemyHostileToAttacker(GameManager.Instance.PlayerEntityBehaviour);
                    }

                    return(true);
                }
            }

            // Check if hit a mobile NPC
            MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();

            if (mobileNpc)
            {
                EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                if (blood)
                {
                    blood.ShowBloodSplash(0, hit.point);
                }
                mobileNpc.Motor.gameObject.SetActive(false);
                playerEntity.TallyCrimeGuildRequirements(false, 5);
                // TODO: LOS check from each townsperson. If seen, register crime and start spawning guards as below.
                playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                playerEntity.SpawnCityGuards(true);
            }

            return(false);
        }
        // Returns true if hit an enemy entity
        public bool WeaponDamage(DaggerfallUnityItem strikingWeapon, bool arrowHit, bool arrowSummoned, Transform hitTransform, Vector3 impactPosition, Vector3 direction)
        {
            DaggerfallEntityBehaviour entityBehaviour = hitTransform.GetComponent <DaggerfallEntityBehaviour>();
            var         entityMobileUnit = hitTransform.GetComponentInChildren <MobileUnit>();
            EnemyMotor  enemyMotor       = hitTransform.GetComponent <EnemyMotor>();
            EnemySounds enemySounds      = hitTransform.GetComponent <EnemySounds>();

            // Check if hit a mobile NPC
            MobilePersonNPC mobileNpc = hitTransform.GetComponent <MobilePersonNPC>();

            if (mobileNpc)
            {
                if (!mobileNpc.IsGuard)
                {
                    EnemyBlood blood = hitTransform.GetComponent <EnemyBlood>();
                    if (blood)
                    {
                        blood.ShowBloodSplash(0, impactPosition);
                    }
                    mobileNpc.Motor.gameObject.SetActive(false);
                    playerEntity.TallyCrimeGuildRequirements(false, 5);
                    playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                    playerEntity.SpawnCityGuards(true);

                    // Allow custom race handling of weapon hit against mobile NPCs, e.g. vampire feeding or lycanthrope killing
                    if (entityBehaviour)
                    {
                        entityBehaviour.Entity.SetHealth(0);
                        RacialOverrideEffect racialOverride = GameManager.Instance.PlayerEffectManager.GetRacialOverrideEffect();
                        if (racialOverride != null)
                        {
                            racialOverride.OnWeaponHitEntity(GameManager.Instance.PlayerEntity, entityBehaviour.Entity);
                        }
                    }
                }
                else
                {
                    playerEntity.CrimeCommitted = PlayerEntity.Crimes.Assault;
                    GameObject guard = playerEntity.SpawnCityGuard(mobileNpc.transform.position, mobileNpc.transform.forward);
                    entityBehaviour  = guard.GetComponent <DaggerfallEntityBehaviour>();
                    entityMobileUnit = guard.GetComponentInChildren <MobileUnit>();
                    enemyMotor       = guard.GetComponent <EnemyMotor>();
                    enemySounds      = guard.GetComponent <EnemySounds>();
                }
                mobileNpc.Motor.gameObject.SetActive(false);
            }

            // Check if hit an entity and remove health
            if (entityBehaviour)
            {
                if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                {
                    EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                    // Calculate damage
                    int  animTime = (int)(ScreenWeapon.GetAnimTime() * 1000);   // Get animation time, converted to ms.
                    bool isEnemyFacingAwayFromPlayer = entityMobileUnit.IsBackFacing &&
                                                       entityMobileUnit.EnemyState != MobileStates.SeducerTransform1 &&
                                                       entityMobileUnit.EnemyState != MobileStates.SeducerTransform2;
                    int damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, isEnemyFacingAwayFromPlayer, animTime, strikingWeapon);

                    // Break any "normal power" concealment effects on player
                    if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0)
                    {
                        EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour);
                    }

                    // Add arrow to target's inventory
                    if (arrowHit && !arrowSummoned)
                    {
                        DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow);
                        enemyEntity.Items.AddItem(arrow);
                    }

                    // Play hit sound and trigger blood splash at hit point
                    if (damage > 0)
                    {
                        if (usingRightHand)
                        {
                            enemySounds.PlayHitSound(currentRightHandWeapon);
                        }
                        else
                        {
                            enemySounds.PlayHitSound(currentLeftHandWeapon);
                        }

                        EnemyBlood blood = hitTransform.GetComponent <EnemyBlood>();
                        if (blood)
                        {
                            blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, impactPosition);
                        }

                        // Knock back enemy based on damage and enemy weight
                        if (enemyMotor)
                        {
                            if (enemyMotor.KnockbackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) &&
                                entityBehaviour.EntityType == EntityTypes.EnemyClass ||
                                enemyEntity.MobileEnemy.Weight > 0)
                            {
                                float enemyWeight    = enemyEntity.GetWeightInClassicUnits();
                                float tenTimesDamage = damage * 10;
                                float twoTimesDamage = damage * 2;

                                float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                                float KnockbackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                                KnockbackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10);

                                if (KnockbackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)))
                                {
                                    KnockbackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10));
                                }
                                enemyMotor.KnockbackSpeed     = KnockbackSpeed;
                                enemyMotor.KnockbackDirection = direction;
                            }
                        }

                        if (DaggerfallUnity.Settings.CombatVoices && entityBehaviour.EntityType == EntityTypes.EnemyClass && Dice100.SuccessRoll(40))
                        {
                            Genders gender;
                            if (entityMobileUnit.Enemy.Gender == MobileGender.Male || enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch)
                            {
                                gender = Genders.Male;
                            }
                            else
                            {
                                gender = Genders.Female;
                            }

                            bool heavyDamage = damage >= enemyEntity.MaxHealth / 4;
                            enemySounds.PlayCombatVoice(gender, false, heavyDamage);
                        }
                    }
                    else
                    {
                        if ((!arrowHit && !enemyEntity.MobileEnemy.ParrySounds) || strikingWeapon == null)
                        {
                            ScreenWeapon.PlaySwingSound();
                        }
                        else if (enemyEntity.MobileEnemy.ParrySounds)
                        {
                            enemySounds.PlayParrySound();
                        }
                    }

                    // Handle weapon striking enchantments - this could change damage amount
                    if (strikingWeapon != null && strikingWeapon.IsEnchanted)
                    {
                        EntityEffectManager effectManager = GetComponent <EntityEffectManager>();
                        if (effectManager)
                        {
                            damage = effectManager.DoItemEnchantmentPayloads(EnchantmentPayloadFlags.Strikes, strikingWeapon, GameManager.Instance.PlayerEntity.Items, enemyEntity.EntityBehaviour, damage);
                        }
                        strikingWeapon.RaiseOnWeaponStrikeEvent(entityBehaviour, damage);
                    }

                    // Remove health
                    enemyEntity.DecreaseHealth(damage);

                    // Handle attack from player
                    enemyEntity.EntityBehaviour.HandleAttackFromSource(GameManager.Instance.PlayerEntityBehaviour);

                    // Allow custom race handling of weapon hit against enemies, e.g. vampire feeding or lycanthrope killing
                    RacialOverrideEffect racialOverride = GameManager.Instance.PlayerEffectManager.GetRacialOverrideEffect();
                    if (racialOverride != null)
                    {
                        racialOverride.OnWeaponHitEntity(GameManager.Instance.PlayerEntity, entityBehaviour.Entity);
                    }

                    return(true);
                }
            }

            return(false);
        }
示例#14
0
        private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour  = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                DaggerfallMobileUnit      entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Calculate damage
                        int damage;
                        if (usingRightHand)
                        {
                            damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.RightHand), entityMobileUnit.Summary.AnimStateRecord);
                        }
                        else
                        {
                            damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.LeftHand), entityMobileUnit.Summary.AnimStateRecord);
                        }

                        EnemyMotor  enemyMotor  = hit.transform.GetComponent <EnemyMotor>();
                        EnemySounds enemySounds = hit.transform.GetComponent <EnemySounds>();

                        // Play arrow sound and add arrow to target's inventory
                        if (weapon.WeaponType == WeaponTypes.Bow)
                        {
                            enemySounds.PlayArrowSound();
                            DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow);
                            enemyEntity.Items.AddItem(arrow);
                        }

                        // Play hit sound and trigger blood splash at hit point
                        if (damage > 0)
                        {
                            if (usingRightHand)
                            {
                                enemySounds.PlayHitSound(currentRightHandWeapon);
                            }
                            else
                            {
                                enemySounds.PlayHitSound(currentLeftHandWeapon);
                            }

                            EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                            if (blood)
                            {
                                blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                            }

                            // Knock back enemy based on damage and enemy weight
                            if (enemyMotor)
                            {
                                if (enemyMotor.KnockBackSpeed <= (5 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10)) &&
                                    entityBehaviour.EntityType == EntityTypes.EnemyClass ||
                                    enemyEntity.MobileEnemy.Weight > 0)
                                {
                                    float enemyWeight    = enemyEntity.GetWeightInClassicUnits();
                                    float tenTimesDamage = damage * 10;
                                    float twoTimesDamage = damage * 2;

                                    float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                                    float knockBackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                                    knockBackSpeed /= (PlayerMotor.classicToUnitySpeedUnitRatio / 10);

                                    if (knockBackSpeed < (15 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10)))
                                    {
                                        knockBackSpeed = (15 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10));
                                    }
                                    enemyMotor.KnockBackSpeed     = knockBackSpeed;
                                    enemyMotor.KnockBackDirection = mainCamera.transform.forward;
                                }
                            }
                        }
                        else
                        {
                            if ((weapon.WeaponType != WeaponTypes.Bow && !enemyEntity.MobileEnemy.ParrySounds) || weapon.WeaponType == WeaponTypes.Melee)
                            {
                                weapon.PlaySwingSound();
                            }
                            else if (enemyEntity.MobileEnemy.ParrySounds)
                            {
                                enemySounds.PlayParrySound();
                            }
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                        hitEnemy = true;

                        // Make foe attack their aggressor
                        // Currently this is just player, but should be expanded later
                        // for a wider variety of behaviours
                        if (enemyMotor)
                        {
                            // Make enemies in an area aggressive if player attacked a non-hostile one.
                            if (!enemyMotor.IsHostile)
                            {
                                GameManager.Instance.MakeEnemiesHostile();
                            }
                            enemyMotor.MakeEnemyHostileToPlayer(gameObject);
                        }
                    }
                }

                // Check if hit a mobile NPC
                MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();
                if (mobileNpc)
                {
                    // TODO: Create blood splash.
                    mobileNpc.Motor.gameObject.SetActive(false);
                    //GameManager.Instance.PlayerEntity.TallyCrimeGuildRequirements(false, 5);
                }
            }
        }
 void Start()
 {
     motor = GetComponent<EnemyMotor>();
     senses = GetComponent<EnemySenses>();
     sounds = GetComponent<EnemySounds>();
     mobile = GetComponentInChildren<DaggerfallMobileUnit>();
     entityBehaviour = GetComponent<DaggerfallEntityBehaviour>();
 }
示例#16
0
        private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Calculate damage
                        int damage = FormulaHelper.CalculateWeaponDamage(playerEntity, enemyEntity, weapon);

                        // Play hit sound and trigger blood splash at hit point
                        if (damage > 0)
                        {
                            weapon.PlayHitSound();
                            EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                            if (blood)
                            {
                                blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                            }
                        }
                        else
                        {
                            if (!enemyEntity.MobileEnemy.ParrySounds || weapon.WeaponType == WeaponTypes.Melee)
                            {
                                weapon.PlaySwingSound();
                            }
                            else
                            {
                                weapon.PlayParrySound();
                            }
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                        hitEnemy = true;

                        // Make foe attack their aggressor
                        // Currently this is just player, but should be expanded later
                        // for a wider variety of behaviours
                        EnemyMotor enemyMotor = hit.transform.GetComponent <EnemyMotor>();
                        if (enemyMotor)
                        {
                            // Make enemies in an area aggressive if player attacked a non-hostile one.
                            if (!enemyMotor.IsHostile)
                            {
                                GameManager.Instance.MakeEnemiesHostile();
                            }
                            enemyMotor.MakeEnemyHostileToPlayer(gameObject);
                        }
                    }
                }

                // Check if hit a mobile NPC
                MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();
                if (mobileNpc)
                {
                    // TODO: Create blood splash.
                    weapon.PlayHitSound();
                    mobileNpc.Motor.gameObject.SetActive(false);
                    //GameManager.Instance.PlayerEntity.TallyCrimeGuildRequirements(false, 5);
                }
            }
        }
示例#17
0
 void Start()
 {
     motor = GetComponent<EnemyMotor>();
     mobile = GetComponentInChildren<DaggerfallMobileUnit>();
     blood = GetComponent<EnemyBlood>();
 }
示例#18
0
        private int ApplyDamageToNonPlayer(Items.DaggerfallUnityItem weapon, Vector3 direction, bool bowAttack = false)
        {
            if (senses.Target == null)
            {
                return(0);
            }
            // TODO: Merge with hit code in WeaponManager to eliminate duplicate code
            EnemyEntity entity       = entityBehaviour.Entity as EnemyEntity;
            EnemyEntity targetEntity = senses.Target.Entity as EnemyEntity;
            EnemySounds targetSounds = senses.Target.GetComponent <EnemySounds>();
            EnemyMotor  targetMotor  = senses.Target.transform.GetComponent <EnemyMotor>();

            // Calculate damage
            damage = FormulaHelper.CalculateAttackDamage(entity, targetEntity, false, 0, weapon);

            // Break any "normal power" concealment effects on enemy
            if (entity.IsMagicallyConcealedNormalPower && damage > 0)
            {
                EntityEffectManager.BreakNormalPowerConcealmentEffects(entityBehaviour);
            }

            // Play hit sound and trigger blood splash at hit point
            if (damage > 0)
            {
                targetSounds.PlayHitSound(weapon);

                EnemyBlood          blood            = senses.Target.transform.GetComponent <EnemyBlood>();
                CharacterController targetController = senses.Target.transform.GetComponent <CharacterController>();
                Vector3             bloodPos         = senses.Target.transform.position + targetController.center;
                bloodPos.y += targetController.height / 8;

                if (blood)
                {
                    blood.ShowBloodSplash(targetEntity.MobileEnemy.BloodIndex, bloodPos);
                }

                // Knock back enemy based on damage and enemy weight
                if (targetMotor && (targetMotor.KnockbackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) &&
                                    (entityBehaviour.EntityType == EntityTypes.EnemyClass || targetEntity.MobileEnemy.Weight > 0)))
                {
                    float enemyWeight    = targetEntity.GetWeightInClassicUnits();
                    float tenTimesDamage = damage * 10;
                    float twoTimesDamage = damage * 2;

                    float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                    float KnockbackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                    KnockbackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10);

                    if (KnockbackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)))
                    {
                        KnockbackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10));
                    }
                    targetMotor.KnockbackSpeed     = KnockbackSpeed;
                    targetMotor.KnockbackDirection = direction;
                }

                if (DaggerfallUnity.Settings.CombatVoices && senses.Target.EntityType == EntityTypes.EnemyClass && Dice100.SuccessRoll(40))
                {
                    DaggerfallMobileUnit targetMobileUnit = senses.Target.GetComponentInChildren <DaggerfallMobileUnit>();
                    Genders gender;
                    if (targetMobileUnit.Summary.Enemy.Gender == MobileGender.Male || targetEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch)
                    {
                        gender = Genders.Male;
                    }
                    else
                    {
                        gender = Genders.Female;
                    }

                    targetSounds.PlayCombatVoice(gender, false, damage >= targetEntity.MaxHealth / 4);
                }
            }
            else
            {
                WeaponTypes weaponType = WeaponTypes.Melee;
                if (weapon != null)
                {
                    weaponType = DaggerfallUnity.Instance.ItemHelper.ConvertItemToAPIWeaponType(weapon);
                }

                if ((!bowAttack && !targetEntity.MobileEnemy.ParrySounds) || weaponType == WeaponTypes.Melee)
                {
                    sounds.PlayMissSound(weapon);
                }
                else if (targetEntity.MobileEnemy.ParrySounds)
                {
                    targetSounds.PlayParrySound();
                }
            }

            // Handle Strikes payload from enemy to non-player target - this could change damage amount
            if (weapon != null && weapon.IsEnchanted)
            {
                EntityEffectManager effectManager = GetComponent <EntityEffectManager>();
                if (effectManager)
                {
                    damage = effectManager.DoItemEnchantmentPayloads(EnchantmentPayloadFlags.Strikes, weapon, entity.Items, targetEntity.EntityBehaviour, damage);
                }
            }

            targetEntity.DecreaseHealth(damage);

            if (targetMotor)
            {
                targetMotor.MakeEnemyHostileToAttacker(entityBehaviour);
            }

            return(damage);
        }
        // Returns true if hit an enemy entity
        public bool WeaponDamage(RaycastHit hit, Vector3 direction, Collider arrowHitCollider = null, bool arrowHit = false)
        {
            DaggerfallUnityItem strikingWeapon = null;

            if (!arrowHit)
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash(true);
                    return(false);
                }

                // Check if player hit a static exterior door
                if (GameManager.Instance.PlayerActivate.AttemptExteriorDoorBash(hit))
                {
                    return(false);
                }
            }

            // Set up for use below
            DaggerfallEntityBehaviour entityBehaviour  = null;
            DaggerfallMobileUnit      entityMobileUnit = null;
            EnemyMotor  enemyMotor  = null;
            EnemySounds enemySounds = null;

            if (!arrowHit)
            {
                entityBehaviour  = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>();
                enemyMotor       = hit.transform.GetComponent <EnemyMotor>();
                enemySounds      = hit.transform.GetComponent <EnemySounds>();
            }
            else if (arrowHitCollider != null)
            {
                entityBehaviour  = arrowHitCollider.gameObject.transform.GetComponent <DaggerfallEntityBehaviour>();
                entityMobileUnit = arrowHitCollider.gameObject.transform.GetComponentInChildren <DaggerfallMobileUnit>();
                enemyMotor       = arrowHitCollider.gameObject.transform.GetComponent <EnemyMotor>();
                enemySounds      = arrowHitCollider.gameObject.transform.GetComponent <EnemySounds>();
            }

            // Check if hit a mobile NPC
            MobilePersonNPC mobileNpc = null;

            if (!arrowHit)
            {
                mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();
            }
            else if (arrowHitCollider != null)
            {
                mobileNpc = arrowHitCollider.gameObject.transform.GetComponent <MobilePersonNPC>();
            }

            if (mobileNpc)
            {
                if (!mobileNpc.Billboard.IsUsingGuardTexture)
                {
                    EnemyBlood blood = null;
                    if (!arrowHit)
                    {
                        blood = hit.transform.GetComponent <EnemyBlood>();
                    }
                    else if (arrowHitCollider != null)
                    {
                        blood = arrowHitCollider.gameObject.transform.GetComponent <EnemyBlood>();
                    }

                    if (blood)
                    {
                        if (!arrowHit)
                        {
                            blood.ShowBloodSplash(0, hit.point);
                        }
                        else
                        {
                            blood.ShowBloodSplash(0, arrowHitCollider.gameObject.transform.position);
                        }
                    }
                    mobileNpc.Motor.gameObject.SetActive(false);
                    playerEntity.TallyCrimeGuildRequirements(false, 5);
                    playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                    playerEntity.SpawnCityGuards(true);

                    // Allow custom race handling of weapon hit against mobile NPCs, e.g. vampire feeding or lycanthrope killing
                    if (entityBehaviour)
                    {
                        entityBehaviour.Entity.SetHealth(0);
                        RacialOverrideEffect racialOverride = GameManager.Instance.PlayerEffectManager.GetRacialOverrideEffect();
                        if (racialOverride != null)
                        {
                            racialOverride.OnWeaponHitEntity(GameManager.Instance.PlayerEntity, entityBehaviour.Entity);
                        }
                    }
                }
                else
                {
                    playerEntity.CrimeCommitted = PlayerEntity.Crimes.Assault;
                    GameObject guard = playerEntity.SpawnCityGuard(mobileNpc.transform.position, mobileNpc.transform.forward);
                    entityBehaviour  = guard.GetComponent <DaggerfallEntityBehaviour>();
                    entityMobileUnit = guard.GetComponentInChildren <DaggerfallMobileUnit>();
                    enemyMotor       = guard.GetComponent <EnemyMotor>();
                    enemySounds      = guard.GetComponent <EnemySounds>();
                }
                mobileNpc.Motor.gameObject.SetActive(false);
            }

            // Check if hit an entity and remove health
            if (entityBehaviour)
            {
                if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                {
                    EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                    // Calculate damage
                    int damage;
                    if (!arrowHit)
                    {
                        if (usingRightHand)
                        {
                            strikingWeapon = currentRightHandWeapon;
                        }
                        else
                        {
                            strikingWeapon = currentLeftHandWeapon;
                        }
                    }
                    else
                    {
                        strikingWeapon = lastBowUsed;
                    }

                    damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, strikingWeapon, entityMobileUnit.Summary.AnimStateRecord);

                    // Break any "normal power" concealment effects on player
                    if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0)
                    {
                        EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour);
                    }

                    // Play arrow sound and add arrow to target's inventory
                    if (arrowHit)
                    {
                        DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow);
                        enemyEntity.Items.AddItem(arrow);
                    }

                    // Play hit sound and trigger blood splash at hit point
                    if (damage > 0)
                    {
                        if (usingRightHand)
                        {
                            enemySounds.PlayHitSound(currentRightHandWeapon);
                        }
                        else
                        {
                            enemySounds.PlayHitSound(currentLeftHandWeapon);
                        }

                        EnemyBlood blood = null;
                        if (!arrowHit)
                        {
                            blood = hit.transform.GetComponent <EnemyBlood>();
                        }
                        else if (arrowHitCollider != null)
                        {
                            blood = arrowHitCollider.gameObject.transform.GetComponent <EnemyBlood>();
                        }

                        if (blood)
                        {
                            blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                        }

                        // Knock back enemy based on damage and enemy weight
                        if (enemyMotor)
                        {
                            if (enemyMotor.KnockbackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) &&
                                entityBehaviour.EntityType == EntityTypes.EnemyClass ||
                                enemyEntity.MobileEnemy.Weight > 0)
                            {
                                float enemyWeight    = enemyEntity.GetWeightInClassicUnits();
                                float tenTimesDamage = damage * 10;
                                float twoTimesDamage = damage * 2;

                                float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                                float KnockbackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                                KnockbackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10);

                                if (KnockbackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)))
                                {
                                    KnockbackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10));
                                }
                                enemyMotor.KnockbackSpeed     = KnockbackSpeed;
                                enemyMotor.KnockbackDirection = direction;
                            }
                        }

                        if (DaggerfallUnity.Settings.CombatVoices && entityBehaviour.EntityType == EntityTypes.EnemyClass && Dice100.SuccessRoll(40))
                        {
                            Genders gender;
                            if (entityMobileUnit.Summary.Enemy.Gender == MobileGender.Male || enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch)
                            {
                                gender = Genders.Male;
                            }
                            else
                            {
                                gender = Genders.Female;
                            }

                            bool heavyDamage = damage >= enemyEntity.MaxHealth / 4;
                            enemySounds.PlayCombatVoice(gender, false, heavyDamage);
                        }
                    }
                    else
                    {
                        if ((!arrowHit && !enemyEntity.MobileEnemy.ParrySounds) || strikingWeapon == null)
                        {
                            ScreenWeapon.PlaySwingSound();
                        }
                        else if (enemyEntity.MobileEnemy.ParrySounds)
                        {
                            enemySounds.PlayParrySound();
                        }
                    }

                    // Handle weapon striking enchantments - this could change damage amount
                    if (strikingWeapon != null && strikingWeapon.IsEnchanted)
                    {
                        EntityEffectManager effectManager = GetComponent <EntityEffectManager>();
                        if (effectManager)
                        {
                            damage = effectManager.DoItemEnchantmentPayloads(EnchantmentPayloadFlags.Strikes, strikingWeapon, GameManager.Instance.PlayerEntity.Items, enemyEntity.EntityBehaviour, damage);
                        }
                        strikingWeapon.RaiseOnWeaponStrikeEvent(entityBehaviour, damage);
                    }

                    // Remove health
                    enemyEntity.DecreaseHealth(damage);

                    // Make foe attack their aggressor
                    // Currently this is just player, but should be expanded later
                    // for a wider variety of behaviours
                    if (enemyMotor)
                    {
                        // Make enemies in an area aggressive if player attacked a non-hostile one.
                        if (!enemyMotor.IsHostile)
                        {
                            GameManager.Instance.MakeEnemiesHostile();
                        }
                        enemyMotor.MakeEnemyHostileToAttacker(GameManager.Instance.PlayerEntityBehaviour);
                    }

                    if (enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch && enemyEntity.CurrentHealth <= 0)
                    {
                        playerEntity.TallyCrimeGuildRequirements(false, 1);
                        playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                    }

                    // Allow custom race handling of weapon hit against enemies, e.g. vampire feeding or lycanthrope killing
                    RacialOverrideEffect racialOverride = GameManager.Instance.PlayerEffectManager.GetRacialOverrideEffect();
                    if (racialOverride != null)
                    {
                        racialOverride.OnWeaponHitEntity(GameManager.Instance.PlayerEntity, entityBehaviour.Entity);
                    }

                    return(true);
                }
            }

            return(false);
        }
示例#20
0
        void FixedUpdate()
        {
            classicUpdateTimer += Time.deltaTime;
            if (classicUpdateTimer >= PlayerEntity.ClassicUpdateInterval)
            {
                classicUpdateTimer = 0;
                classicUpdate      = true;
            }
            else
            {
                classicUpdate = false;
            }

            if (Player != null)
            {
                Vector3 toPlayer = Player.transform.position - transform.position;
                directionToPlayer = toPlayer.normalized;
                distanceToPlayer  = toPlayer.magnitude;

                playerInSight = CanSeePlayer();

                // Classic stealth mechanics would be interfered with by hearing, so only enable
                // hearing if the enemy has detected the player. If player has been seen we can omit hearing.
                if (detectedPlayer && !playerInSight)
                {
                    playerInEarshot = CanHearPlayer();
                }
                else
                {
                    playerInEarshot = false;
                }

                // Note: In classic an enemy can continue to track the player as long as their
                // giveUpTimer is > 0. Since the timer is reset to 200 on every detection this
                // would make chameleon and shade essentially useless, since the enemy is sure
                // to detect the player during one of the many AI updates. Here, the enemy has to
                // successfully see through the illusion spell each classic update to continue
                // to know where the player is.
                if (classicUpdate)
                {
                    blockedByIllusionEffect = BlockedByIllusionEffect();
                    if (lastHadLOSTimer > 0)
                    {
                        lastHadLOSTimer--;
                    }
                }

                if (!blockedByIllusionEffect && (playerInSight || playerInEarshot))
                {
                    detectedPlayer     = true;
                    lastKnownPlayerPos = Player.transform.position;
                    lastHadLOSTimer    = 200f;
                }
                else if (!blockedByIllusionEffect && StealthCheck())
                {
                    detectedPlayer = true;

                    // Only get the player's location from the stealth check if we haven't had
                    // actual LOS for a while. This gives better pursuit behavior since enemies
                    // will go to the last spot they saw the player instead of walking into walls.
                    if (lastHadLOSTimer <= 0)
                    {
                        lastKnownPlayerPos = Player.transform.position;
                    }
                }
                else
                {
                    detectedPlayer = false;
                }

                if (detectedPlayer && !hasEncounteredPlayer)
                {
                    hasEncounteredPlayer = true;

                    // Check appropriate language skill to see if player can pacify enemy
                    DaggerfallEntityBehaviour entityBehaviour = GetComponent <DaggerfallEntityBehaviour>();
                    EnemyMotor motor = GetComponent <EnemyMotor>();
                    if (entityBehaviour && motor &&
                        (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass))
                    {
                        EnemyEntity     enemyEntity   = entityBehaviour.Entity as EnemyEntity;
                        DFCareer.Skills languageSkill = enemyEntity.GetLanguageSkill();
                        if (languageSkill != DFCareer.Skills.None)
                        {
                            PlayerEntity player = GameManager.Instance.PlayerEntity;
                            if (FormulaHelper.CalculateEnemyPacification(player, languageSkill))
                            {
                                motor.IsHostile = false;
                                DaggerfallUI.AddHUDText(HardStrings.languagePacified.Replace("%e", enemyEntity.Name).Replace("%s", languageSkill.ToString()), 5);
                                player.TallySkill(languageSkill, 3);    // BCHG: increased skill uses from (assumed) 1 in classic on success to make raising language skills easier
                            }
                            else if (languageSkill != DFCareer.Skills.Etiquette && languageSkill != DFCareer.Skills.Streetwise)
                            {
                                player.TallySkill(languageSkill, 1);
                            }
                        }
                    }
                }
            }
        }
示例#21
0
 void Start()
 {
     motor  = GetComponent <EnemyMotor>();
     mobile = GetComponentInChildren <MobileUnit>();
     blood  = GetComponent <EnemyBlood>();
 }
        // Player has clicked on a pickpocket target in steal mode
        void Pickpocket(DaggerfallEntityBehaviour target = null)
        {
            const int foundNothingValuableTextId = 8999;

            PlayerEntity player      = GameManager.Instance.PlayerEntity;
            EnemyEntity  enemyEntity = null;

            if (target != null)
            {
                enemyEntity = target.Entity as EnemyEntity;
            }
            player.TallySkill(DFCareer.Skills.Pickpocket, 1);

            int chance = Formulas.FormulaHelper.CalculatePickpocketingChance(player, enemyEntity);

            if (UnityEngine.Random.Range(0, 101) <= chance)
            {
                if (UnityEngine.Random.Range(0, 101) >= 33)
                {
                    int pinchedGoldPieces = UnityEngine.Random.Range(0, 6) + 1;
                    player.GoldPieces += pinchedGoldPieces;
                    string gotGold;
                    if (pinchedGoldPieces == 1)
                    {
                        // Classic doesn't have this string, it only has the plural one
                        gotGold = HardStrings.youPinchedGoldPiece;
                    }
                    else
                    {
                        gotGold = HardStrings.youPinchedGoldPieces;
                        gotGold = gotGold.Replace("%d", pinchedGoldPieces.ToString());
                    }
                    DaggerfallUI.MessageBox(gotGold);
                    //player.TallyCrimeGuildRequirements(true, 1);
                }
                else
                {
                    string noGoldFound = DaggerfallUnity.Instance.TextProvider.GetRandomText(foundNothingValuableTextId);
                    DaggerfallUI.MessageBox(noGoldFound, true);
                }
            }
            else
            {
                string notSuccessfulMessage = HardStrings.youAreNotSuccessful;
                DaggerfallUI.Instance.PopupMessage(notSuccessfulMessage);

                // Make enemies in an area aggressive if player failed to pickpocket a non-hostile one.
                EnemyMotor enemyMotor = null;
                if (target != null)
                {
                    enemyMotor = target.GetComponent <EnemyMotor>();
                }
                if (enemyMotor)
                {
                    if (!enemyMotor.IsHostile)
                    {
                        GameManager.Instance.MakeEnemiesHostile();
                    }
                    enemyMotor.MakeEnemyHostileToPlayer(gameObject);
                }
            }
        }
        private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;
            DaggerfallUnityItem strikingWeapon = null;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            // Origin point of ray is set back slightly to fix issue where strikes against enemy capsules touching player capsule do not connect
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position + -mainCamera.transform.forward * 0.1f, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour  = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                DaggerfallMobileUnit      entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Calculate damage
                        int damage;
                        if (usingRightHand)
                        {
                            damage         = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.RightHand), entityMobileUnit.Summary.AnimStateRecord);
                            strikingWeapon = currentRightHandWeapon;
                        }
                        else
                        {
                            damage         = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.LeftHand), entityMobileUnit.Summary.AnimStateRecord);
                            strikingWeapon = currentLeftHandWeapon;
                        }

                        // Break any "normal power" concealment effects on player
                        if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0)
                        {
                            EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour);
                        }

                        EnemyMotor  enemyMotor  = hit.transform.GetComponent <EnemyMotor>();
                        EnemySounds enemySounds = hit.transform.GetComponent <EnemySounds>();

                        // Play arrow sound and add arrow to target's inventory
                        if (weapon.WeaponType == WeaponTypes.Bow)
                        {
                            enemySounds.PlayArrowSound();
                            DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow);
                            enemyEntity.Items.AddItem(arrow);
                        }

                        // Play hit sound and trigger blood splash at hit point
                        if (damage > 0)
                        {
                            if (usingRightHand)
                            {
                                enemySounds.PlayHitSound(currentRightHandWeapon);
                            }
                            else
                            {
                                enemySounds.PlayHitSound(currentLeftHandWeapon);
                            }

                            EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                            if (blood)
                            {
                                blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                            }

                            // Knock back enemy based on damage and enemy weight
                            if (enemyMotor)
                            {
                                if (enemyMotor.KnockBackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) &&
                                    entityBehaviour.EntityType == EntityTypes.EnemyClass ||
                                    enemyEntity.MobileEnemy.Weight > 0)
                                {
                                    float enemyWeight    = enemyEntity.GetWeightInClassicUnits();
                                    float tenTimesDamage = damage * 10;
                                    float twoTimesDamage = damage * 2;

                                    float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                                    float knockBackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                                    knockBackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10);

                                    if (knockBackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)))
                                    {
                                        knockBackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10));
                                    }
                                    enemyMotor.KnockBackSpeed     = knockBackSpeed;
                                    enemyMotor.KnockBackDirection = mainCamera.transform.forward;
                                }
                            }
                        }
                        else
                        {
                            if ((weapon.WeaponType != WeaponTypes.Bow && !enemyEntity.MobileEnemy.ParrySounds) || weapon.WeaponType == WeaponTypes.Melee)
                            {
                                weapon.PlaySwingSound();
                            }
                            else if (enemyEntity.MobileEnemy.ParrySounds)
                            {
                                enemySounds.PlayParrySound();
                            }
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                        hitEnemy = true;

                        // Assign "cast when strikes" to target entity
                        if (strikingWeapon != null && strikingWeapon.IsEnchanted)
                        {
                            EntityEffectManager enemyEffectManager = enemyEntity.EntityBehaviour.GetComponent <EntityEffectManager>();
                            if (enemyEffectManager)
                            {
                                enemyEffectManager.StrikeWithItem(strikingWeapon, GameManager.Instance.PlayerEntityBehaviour);
                            }
                        }

                        // Make foe attack their aggressor
                        // Currently this is just player, but should be expanded later
                        // for a wider variety of behaviours
                        if (enemyMotor)
                        {
                            // Make enemies in an area aggressive if player attacked a non-hostile one.
                            if (!enemyMotor.IsHostile)
                            {
                                GameManager.Instance.MakeEnemiesHostile();
                            }
                            enemyMotor.MakeEnemyHostileToPlayer(gameObject);
                        }
                    }
                }

                // Check if hit a mobile NPC
                MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();
                if (mobileNpc)
                {
                    EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                    if (blood)
                    {
                        blood.ShowBloodSplash(0, hit.point);
                    }
                    mobileNpc.Motor.gameObject.SetActive(false);
                    playerEntity.TallyCrimeGuildRequirements(false, 5);
                    // TODO: LOS check from each townsperson. If seen, register crime and start spawning guards as below.
                    playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                    playerEntity.SpawnCityGuards(true);
                }
            }
        }