public async Task<bool> Attack(int attack_idx, Actor a) { //returns true if attack hit if (await StunnedThisTurn()) { return false; } //pos pos_of_target = new pos(a.row,a.col); AttackInfo info = AttackList.Attack(atype, attack_idx); if (weapons[0] != WeaponType.NO_WEAPON) { info.damage = Weapon.Damage(weapons[0]); } info.damage.source = this; int plus_to_hit = TotalSkill(SkillType.COMBAT); bool sneak_attack = false; if (this.IsHiddenFrom(a) || !a.CanSee(this) || (this == player && HasAttr(AttrType.SHADOW_CLOAK) && !tile().IsLit() && !a.HasAttr(AttrType.BLINDSIGHT))) { sneak_attack = true; } if (sneak_attack) { //sneak attacks get +25% accuracy. this usually totals 100% vs. unarmored targets. plus_to_hit += 25; } if (HasAttr(AttrType.BLESSED)) { plus_to_hit += 10; } plus_to_hit -= a.ArmorClass() * 2; bool hit = a.IsHit(plus_to_hit); if (HasFeat(FeatType.DRIVE_BACK)) { bool nowhere_to_run = true; int dir = DirectionOf(a); if (a.TileInDirection(dir).passable && a.ActorInDirection(dir) == null) { nowhere_to_run = false; } if (a.TileInDirection(RotateDirection(dir, true)).passable && a.ActorInDirection(RotateDirection(dir, true)) == null) { nowhere_to_run = false; } if (a.TileInDirection(RotateDirection(dir, false)).passable && a.ActorInDirection(RotateDirection(dir, false)) == null) { nowhere_to_run = false; } if (a.HasAttr(AttrType.FROZEN) || a.HasAttr(AttrType.NEVER_MOVES)) { nowhere_to_run = true; } if (nowhere_to_run) { hit = true; } } bool no_armor_message = false; //no_armor_message means "don't print 'your armor blocks the attack' for misses" if (a.HasAttr(AttrType.DEFENSIVE_STANCE) && Global.CoinFlip()) { hit = false; no_armor_message = true; } if ((this.tile().Is(FeatureType.FOG) || a.tile().Is(FeatureType.FOG)) && Global.CoinFlip()) { hit = false; no_armor_message = true; } if (a.IsHiddenFrom(this) || !CanSee(a) || (a == player && a.HasAttr(AttrType.SHADOW_CLOAK) && !a.tile().IsLit() && !HasAttr(AttrType.BLINDSIGHT))) { if (Global.CoinFlip()) { hit = false; no_armor_message = true; } } bool player_in_combat = false; if (this == player || a == player) { player_in_combat = true; } if (attack_idx == 2 && (atype == ActorType.FROSTLING || atype == ActorType.FIRE_DRAKE)) { hit = true; //hack! these are the 2 'area' attacks that always hit player_in_combat = false; } if (a == player && atype == ActorType.DREAM_CLONE) { player_in_combat = false; } if (player_in_combat) { player.attrs[Forays.AttrType.IN_COMBAT]++; } string s = info.desc + ". "; if (hit) { if (HasFeat(FeatType.NECK_SNAP) && a.HasAttr(AttrType.MEDIUM_HUMANOID) && IsHiddenFrom(a)) { if (!HasAttr(AttrType.RESIST_NECK_SNAP)) { B.Add(You("silently snap") + " " + a.Your() + " neck. "); await a.TakeDamage(DamageType.NORMAL, DamageClass.NO_TYPE, 9001, this); Q1(); return true; } else { B.Add(You("silently snap") + " " + a.Your() + " neck. "); B.Add("It doesn't seem to affect " + a.the_name + ". "); } } int dice = info.damage.dice; bool crit = false; int pos = s.IndexOf("&"); if (pos != -1) { s = s.Substring(0, pos) + TheVisible() + s.Substring(pos + 1); } pos = s.IndexOf("^"); if (pos != -1) { string sc = ""; int critical_target = 20; if (weapons[0] == WeaponType.DAGGER) { critical_target -= 2; } if (HasFeat(FeatType.LETHALITY)) { //10% crit plus 5% for each 20% health the target is missing critical_target -= 2; int fifth = a.maxhp / 5; //uses int because it assumes everything has a multiple of 5hp int totaldamage = a.maxhp - a.curhp; if (fifth > 0) { int missing_fifths = totaldamage / fifth; critical_target -= missing_fifths; } } if ((info.damage.type == DamageType.NORMAL || info.damage.type == DamageType.PIERCING || info.damage.type == DamageType.BASHING || info.damage.type == DamageType.SLASHING) && Global.Roll(1, 20) >= critical_target) { //maybe this should become a check for physical damage - todo? crit = true; sc = "critically "; } s = s.Substring(0, pos) + sc + s.Substring(pos + 1); } pos = s.IndexOf("*"); if (pos != -1) { s = s.Substring(0, pos) + a.TheVisible() + s.Substring(pos + 1); } if (sneak_attack && crit) { if (!a.HasAttr(AttrType.UNDEAD) && !a.HasAttr(AttrType.CONSTRUCT) && !a.HasAttr(AttrType.PLANTLIKE) && !a.HasAttr(AttrType.BOSS_MONSTER)) { if (a.atype != ActorType.PLAYER) { //being nice to the player here... switch (weapons[0]) { case WeaponType.SWORD: case WeaponType.FLAMEBRAND: B.Add("You run " + a.TheVisible() + " through! "); break; case WeaponType.MACE: case WeaponType.MACE_OF_FORCE: B.Add("You bash " + a.YourVisible() + " head in! "); break; case WeaponType.DAGGER: case WeaponType.VENOMOUS_DAGGER: B.Add("You pierce one of " + a.YourVisible() + " vital organs! "); break; case WeaponType.STAFF: case WeaponType.STAFF_OF_MAGIC: B.Add("You bring your staff down on " + a.YourVisible() + " head with a loud crack! "); break; case WeaponType.BOW: case WeaponType.HOLY_LONGBOW: B.Add("You choke " + a.TheVisible() + " with your bowstring! "); break; default: break; } MakeNoise(); await a.TakeDamage(DamageType.NORMAL, DamageClass.NO_TYPE, 1337, this); Q1(); return true; } else { //...but not too nice B.Add(AVisible() + " strikes from hiding! "); B.Add("The deadly attack leaves you stunned! "); int lotsofdamage = Math.Max(dice * 6, a.curhp / 2); a.attrs[AttrType.STUNNED]++; Q.Add(new Event(a, Global.Roll(2, 5) * 100, AttrType.STUNNED, "You are no longer stunned. ")); await a.TakeDamage(DamageType.NORMAL, DamageClass.PHYSICAL, lotsofdamage, this, a_name); } } } if (sneak_attack) { B.Add(YouVisible("strike") + " from hiding! "); if (atype != ActorType.PLAYER) { attrs[AttrType.TURNS_VISIBLE] = -1; attrs[Forays.AttrType.NOTICED]++; } else { a.player_visibility_duration = -1; a.attrs[Forays.AttrType.PLAYER_NOTICED]++; } } B.Add(s, this, a); int dmg; if (crit) { dmg = dice * 6; } else { dmg = Global.Roll(dice, 6); } dmg += TotalSkill(SkillType.COMBAT); int r = a.row; int c = a.col; bool troll = (a.atype == ActorType.TROLL || a.atype == ActorType.TROLL_SEER); bool mech_shield = a.HasAttr(AttrType.MECHANICAL_SHIELD); if (crit && mech_shield) { a.attrs[Forays.AttrType.MECHANICAL_SHIELD] = 0; } await a.TakeDamage(info.damage.type, info.damage.damclass, dmg, this, a_name); if (crit && mech_shield) { a.attrs[Forays.AttrType.MECHANICAL_SHIELD]++; } if (M.actor[r, c] != null) { if (HasAttr(AttrType.FIRE_HIT) || attrs[AttrType.ON_FIRE] >= 3) { //todo: a frostling's ranged attack shouldn't apply this if (!a.HasAttr(AttrType.INVULNERABLE)) { //to prevent the message int amount = Global.Roll(6); if (!a.HasAttr(AttrType.RESIST_FIRE) || amount / a.attrs[AttrType.RESIST_FIRE] > 0) { //todo i think resistance is wrong here B.Add(a.YouAre() + " burned. ", a); } await a.TakeDamage(DamageType.FIRE, DamageClass.PHYSICAL, amount, this, a_name); } } } if (troll && HasAttr(AttrType.FIRE_HIT) && M.tile[r, c].Is(FeatureType.TROLL_CORPSE)) { M.tile[r, c].features.Remove(FeatureType.TROLL_CORPSE); B.Add("The troll corpse burns to ashes! ", M.tile[r, c]); } if (troll && HasAttr(AttrType.FIRE_HIT) && M.tile[r, c].Is(FeatureType.TROLL_SEER_CORPSE)) { M.tile[r, c].features.Remove(FeatureType.TROLL_SEER_CORPSE); B.Add("The troll seer corpse burns to ashes! ", M.tile[r, c]); } if (HasAttr(AttrType.COLD_HIT) && attack_idx == 0 && M.actor[r, c] != null) { //hack: only applies to attack 0 if (!a.HasAttr(AttrType.INVULNERABLE)) { //to prevent the message B.Add(a.YouAre() + " chilled. ", a); await a.TakeDamage(DamageType.COLD, DamageClass.PHYSICAL, Global.Roll(1, 6), this, a_name); } } if (HasAttr(AttrType.POISON_HIT) && M.actor[r, c] != null) { if (!a.HasAttr(AttrType.UNDEAD) && !a.HasAttr(AttrType.CONSTRUCT) && !a.HasAttr(AttrType.POISON_HIT) && !a.HasAttr(AttrType.IMMUNE_TOXINS)) { if (a.HasAttr(AttrType.POISONED)) { B.Add(a.YouAre() + " more poisoned. ", a); } else { B.Add(a.YouAre() + " poisoned. ", a); } a.attrs[AttrType.POISONED]++; Q.Add(new Event(a, (Global.Roll(6) + 6) * 100, AttrType.POISONED)); } } if (HasAttr(AttrType.PARALYSIS_HIT) && attack_idx == 1 && atype == ActorType.CARRION_CRAWLER && M.actor[r, c] != null) { if (!a.HasAttr(AttrType.IMMUNE_TOXINS)) { //hack: carrion crawler only B.Add(a.YouAre() + " paralyzed. ", a); a.attrs[AttrType.PARALYZED] = Global.Roll(1, 3) + 3; } } if (HasAttr(AttrType.FORCE_HIT) && M.actor[r, c] != null) { if (Global.OneIn(3)) { if (Global.CoinFlip()) { await a.GetKnockedBack(this); } else { if (!a.HasAttr(AttrType.STUNNED)) { B.Add(a.YouAre() + " stunned. ", a); a.attrs[AttrType.STUNNED]++; int duration = (Global.Roll(4) + 3) * 100; if (crit) { duration += 250; crit = false; //note this - don't try to use crit again after this on-hit stuff. } Q.Add(new Event(a, duration, AttrType.STUNNED, a.YouAre() + " no longer stunned. ", new PhysicalObject[] { a })); } } } } if (HasAttr(AttrType.DIM_VISION_HIT) && M.actor[r, c] != null) { string str = ""; if (a.atype == ActorType.PLAYER) { B.Add("Your vision grows weak. "); str = "Your vision returns to normal. "; } //a.attrs[AttrType.DIM_VISION]++; //Q.Add(new Event(a,a.DurationOfMagicalEffect(Global.Roll(2,20)+20)*100,AttrType.DIM_VISION,str)); a.GainAttrRefreshDuration(AttrType.DIM_VISION, a.DurationOfMagicalEffect(Global.Roll(2, 20) + 20) * 100, str); } if (HasAttr(AttrType.STALAGMITE_HIT)) { List<Tile> tiles = new List<Tile>(); foreach (Tile t in M.tile[r, c].TilesWithinDistance(1)) { if (t.actor() == null && (t.ttype == TileType.FLOOR || t.ttype == TileType.STALAGMITE)) { if (Global.CoinFlip()) { //50% for each... tiles.Add(t); } } } foreach (Tile t in tiles) { if (t.ttype == TileType.STALAGMITE) { Q.KillEvents(t, EventType.STALAGMITE); } else { t.Toggle(this, TileType.STALAGMITE); } } Q.Add(new Event(tiles, 150, EventType.STALAGMITE)); } if (HasAttr(AttrType.GRAB_HIT) && M.actor[r, c] != null && !HasAttr(AttrType.GRABBING) && DistanceFrom(a) == 1) { a.attrs[Forays.AttrType.GRABBED]++; attrs[Forays.AttrType.GRABBING] = DirectionOf(a); B.Add(the_name + " grabs " + a.the_name + ". ", this, a); } if (HasAttr(AttrType.LIFE_DRAIN_HIT) && curhp < maxhp) { curhp += 10; if (curhp > maxhp) { curhp = maxhp; } B.Add(YouFeel() + " restored. ", this); } if (HasAttr(AttrType.STUN_HIT) && M.actor[r, c] != null) { B.Add(a.YouAre() + " stunned. ", a); int duration = 550; if (crit) { duration += 250; crit = false; } a.GainAttrRefreshDuration(AttrType.STUNNED, duration, a.YouAre() + " no longer stunned. ", a); } if (crit && M.actor[r, c] != null) { B.Add(a.YouAre() + " stunned. ", a); a.GainAttrRefreshDuration(AttrType.STUNNED, 250, a.YouAre() + " no longer stunned. ", a); } if (M.actor[r, c] != null && a.atype == ActorType.SWORDSMAN) { if (a.attrs[AttrType.BONUS_COMBAT] > 0) { B.Add(a.the_name + " returns to a defensive stance. ", a); a.attrs[AttrType.BONUS_COMBAT] = 0; } a.attrs[AttrType.COOLDOWN_1]++; Q.Add(new Event(a, 100, AttrType.COOLDOWN_1)); } } else { if (a.HasAttr(AttrType.DEFENSIVE_STANCE) || (a.HasFeat(FeatType.FULL_DEFENSE) && Global.CoinFlip())) { //make an attack against a random enemy next to a List<Actor> list = a.ActorsWithinDistance(1, true); list.Remove(this); //don't consider yourself or the original target if (list.Count > 0) { B.Add(a.You("deflect") + " the attack. ", this, a); return await Attack(attack_idx, list[Global.Roll(1, list.Count) - 1]); } //this would currently enter an infinite loop if two adjacent things used it at the same time } if (this == player || a == player || player.CanSee(this) || player.CanSee(a)) { //didn't change this yet if (s == "& lunges forward and ^hits *. ") { B.Add(the_name + " lunges forward and misses " + a.the_name + ". "); } else { if (s == "& hits * with a blast of cold. ") { B.Add(the_name + " nearly hits " + a.the_name + " with a blast of cold. "); } else { if (s.Length >= 20 && s.Substring(0, 20) == "& extends a tentacle") { B.Add(the_name + " misses " + a.the_name + " with a tentacle. "); } else { if (HasFeat(FeatType.DRIVE_BACK)) { B.Add(You("drive") + " " + a.TheVisible() + " back. "); } else { if (a.ArmorClass() > 0 && !no_armor_message) { if (a.atype != ActorType.PLAYER) { B.Add(a.YourVisible() + " armor blocks " + YourVisible() + " attack. "); } else { int miss_chance = 25 - plus_to_hit; if (Global.Roll(miss_chance) <= Armor.Protection(a.armors[0]) * 2) { B.Add(a.YourVisible() + " armor blocks " + YourVisible() + " attack. "); } else { B.Add(YouVisible("miss", true) + " " + a.TheVisible() + ". "); } } } else { B.Add(YouVisible("miss", true) + " " + a.TheVisible() + ". "); } } } } } } if (HasFeat(FeatType.DRIVE_BACK)) { if (!a.HasAttr(AttrType.FROZEN) && !HasAttr(AttrType.FROZEN)) { await a.AI_Step(this, true); await AI_Step(a); } } if (a.atype == ActorType.SWORDSMAN) { if (a.attrs[AttrType.BONUS_COMBAT] > 0) { B.Add(a.the_name + " returns to a defensive stance. ", a); a.attrs[AttrType.BONUS_COMBAT] = 0; } a.attrs[AttrType.COOLDOWN_1]++; Q.Add(new Event(a, 100, AttrType.COOLDOWN_1)); } } MakeNoise(); Q.Add(new Event(this, info.cost)); return hit; }