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Example 1 with AddTriggerEffect

use of eidolons.ability.effects.attachment.AddTriggerEffect in project Eidolons by IDemiurge.

the class AuraEffect method init.

private void init() {
    event_type = (continuous) ? STANDARD_EVENT_TYPE.UNIT_MOVED : STANDARD_EVENT_TYPE.UNIT_TURN_STARTED;
    Targeting t = new FixedTargeting(KEYS.SOURCE);
    Conditions conditions = new Conditions();
    if (additionalConditions != null) {
        conditions.add(additionalConditions);
    }
    if (!continuous) {
        conditions.add(ConditionMaster.getSelfTriggerCondition());
    } else {
    // Condition retainCondition = ConditionMaster
    // .getDistanceCondition("TARGET", "SOURCE", radius);
    // effect = new AddBuffEffect(retainCondition, null, effect);
    // conditions.add(ConditionMaster
    // .getDistanceCondition("EVENT_SOURCE", "SOURCE", radius));
    }
    ZoneEffect zone_effect = new ZoneEffect(effect, radius, onlyEnemiesOrAllies, notSelf);
    ActiveAbility ability = new ActiveAbility(t, zone_effect);
    trigger = new AddTriggerEffect(event_type, conditions, ability);
}
Also used : ActiveAbility(main.ability.ActiveAbility) FixedTargeting(main.elements.targeting.FixedTargeting) Targeting(main.elements.targeting.Targeting) AutoTargeting(main.elements.targeting.AutoTargeting) FixedTargeting(main.elements.targeting.FixedTargeting) ZoneEffect(eidolons.ability.effects.containers.customtarget.ZoneEffect) AddTriggerEffect(eidolons.ability.effects.attachment.AddTriggerEffect)

Example 2 with AddTriggerEffect

use of eidolons.ability.effects.attachment.AddTriggerEffect in project Eidolons by IDemiurge.

the class SleepEffect method applyThis.

@Override
public boolean applyThis() {
    // makes another throw each time when hit?
    // statically parsed Spellpower/Mastery?
    // add roll on hit - dmg vs max toughness
    RollEffect rollEffect = new RollEffect(GenericEnums.ROLL_TYPES.MIND_AFFECTING, new RemoveBuffEffect(getBuffName()));
    Conditions conditions = new Conditions(new RefCondition(KEYS.EVENT_TARGET, KEYS.TARGET));
    return new AddBuffEffect(getBuffName(), new Effects(new AddStatusEffect(UnitEnums.STATUS.ASLEEP), new AddTriggerEffect(STANDARD_EVENT_TYPE.UNIT_IS_DEALT_TOUGHNESS_DAMAGE, conditions, KEYS.EVENT_TARGET, rollEffect))).apply(ref);
// roll ref needs to be tested!
}
Also used : AddBuffEffect(eidolons.ability.effects.attachment.AddBuffEffect) RollEffect(eidolons.ability.effects.oneshot.mechanic.RollEffect) RefCondition(main.elements.conditions.RefCondition) Effects(main.ability.effects.Effects) AddStatusEffect(main.ability.effects.common.AddStatusEffect) Conditions(main.elements.conditions.Conditions) AddTriggerEffect(eidolons.ability.effects.attachment.AddTriggerEffect)

Example 3 with AddTriggerEffect

use of eidolons.ability.effects.attachment.AddTriggerEffect in project Eidolons by IDemiurge.

the class ActiveAuraEffect method applyThis.

@Override
public boolean applyThis() {
    AutoTargeting targeting = new AutoTargeting(new Conditions(new ObjTypeComparison(C_OBJ_TYPE.BF_OBJ), new DistanceCondition("" + radius.getInt(ref))));
    targeting.getConditions().add(ConditionMaster.getAliveCondition(KEYS.MATCH));
    if (onlyEnemiesOrAllies != null) {
        if (onlyEnemiesOrAllies) {
            targeting.getConditions().add(ConditionMaster.getEnemyCondition());
        } else {
            targeting.getConditions().add(ConditionMaster.getAllyCondition());
        }
    }
    targeting.getConditions().add(new NotCondition(new RefCondition(KEYS.MATCH, KEYS.SOURCE)));
    Ability ability = new ActiveAbility(targeting, effects);
    new AddTriggerEffect(event_type, conditions, ability).apply(ref);
    return true;
}
Also used : ActiveAbility(main.ability.ActiveAbility) Ability(main.ability.Ability) ActiveAbility(main.ability.ActiveAbility) AutoTargeting(main.elements.targeting.AutoTargeting) AddTriggerEffect(eidolons.ability.effects.attachment.AddTriggerEffect)

Example 4 with AddTriggerEffect

use of eidolons.ability.effects.attachment.AddTriggerEffect in project Eidolons by IDemiurge.

the class CadenceRule method checkDualAttackCadence.

public static void checkDualAttackCadence(DC_UnitAction action, Unit unit) {
    if (action.getActionGroup() != ActionEnums.ACTION_TYPE_GROUPS.ATTACK) {
        return;
    }
    boolean singleCadence = checkSingleWeaponCadence(unit, action);
    if (!UnitAnalyzer.checkDualWielding(unit) && !UnitAnalyzer.checkDualNaturalWeapons(unit) && !singleCadence) // || checkSingleCadence(action)
    {
        return;
    }
    Boolean offhand = null;
    if (action.checkProperty(PROP, MAIN_HAND)) {
        offhand = false;
    } else if (action.checkProperty(PROP, OFF_HAND)) {
        offhand = true;
    } else if (singleCadence) // offhand = !action.isOffhand();
    {
        offhand = false;
    }
    if (offhand == null) {
        return;
    }
    Ref ref = new Ref(unit.getGame(), unit.getId());
    DC_WeaponObj weapon = unit.getActiveWeapon(offhand);
    List<Obj> targets = new ArrayList<>();
    if (unit.getWeapon(!offhand) != null) {
        targets.add(unit.getWeapon(!offhand));
    }
    if (unit.getNaturalWeapon(!offhand) != null) {
        targets.add(unit.getNaturalWeapon(!offhand));
    }
    GroupImpl group = new GroupImpl(targets);
    LogMaster.log(LogMaster.RULES_DEBUG, "Cadence Rule applies to " + group);
    ref.setGroup(group);
    if (checkFocusBonusApplies(unit, action, singleCadence)) {
        Integer amount = action.getOwnerObj().getIntParam(PARAMS.CADENCE_FOCUS_BOOST);
        amount += action.getIntParam(PARAMS.CADENCE_FOCUS_BOOST);
        amount += action.getOwnerObj().getActiveWeapon(!offhand).getIntParam(PARAMS.CADENCE_FOCUS_BOOST);
        action.getOwnerObj().modifyParameter(PARAMS.C_FOCUS, amount, 100);
    }
    // INIT COST CADENCE EFFECTS
    Effects effects = new Effects();
    String cadence = unit.getParam(PARAMS.CADENCE_AP_MOD);
    if (cadence.isEmpty()) {
        cadence = DC_Formulas.DEFAULT_CADENCE_AP_MOD + "";
    }
    ModifyValueEffect valueEffect = new ModifyValueEffect(PARAMS.ATTACK_AP_PENALTY, MOD.MODIFY_BY_CONST, cadence);
    valueEffect.appendFormulaByMod(100 + weapon.getIntParam(PARAMS.CADENCE_BONUS));
    effects.add(valueEffect);
    cadence = unit.getParam(PARAMS.CADENCE_STA_MOD);
    if (cadence.isEmpty()) {
        cadence = DC_Formulas.DEFAULT_CADENCE_STA_MOD + "";
    }
    valueEffect = new ModifyValueEffect(PARAMS.ATTACK_STA_PENALTY, MOD.MODIFY_BY_CONST, cadence);
    valueEffect.appendFormulaByMod(100 + weapon.getIntParam(PARAMS.CADENCE_BONUS));
    effects.add(valueEffect);
    if (unit.getIntParam(PARAMS.CADENCE_DAMAGE_MOD) > 0) {
        effects.add(new ModifyValueEffect(PARAMS.DAMAGE_MOD, MOD.MODIFY_BY_CONST, unit.getParam(PARAMS.CADENCE_DAMAGE_MOD)));
    }
    if (unit.getIntParam(PARAMS.CADENCE_ATTACK_MOD) > 0) {
        effects.add(new ModifyValueEffect(PARAMS.ATTACK_MOD, MOD.MODIFY_BY_CONST, unit.getParam(PARAMS.CADENCE_ATTACK_MOD)));
    }
    String buffTypeName = (!offhand) ? buffTypeNameOffHand : buffTypeNameMainHand;
    // ADD REMOVE TRIGGER
    int percentage = 100 - unit.getIntParam(PARAMS.CADENCE_RETAINMENT_CHANCE) - action.getIntParam(PARAMS.CADENCE_RETAINMENT_CHANCE) - weapon.getIntParam(PARAMS.CADENCE_RETAINMENT_CHANCE);
    Conditions conditions = new Conditions(new RefCondition(KEYS.EVENT_SOURCE, KEYS.SOURCE));
    if (percentage != 100) {
        conditions.add(new ChanceCondition(new Formula("" + percentage)));
    }
    effects.add(new AddTriggerEffect(STANDARD_EVENT_TYPE.UNIT_ACTION_COMPLETE, conditions, new ActiveAbility(new FixedTargeting(KEYS.BASIS), new RemoveBuffEffect(buffTypeName))));
    // effect = new AddBuffEffect(buffTypeName, effects, DURATION);
    // Condition condition = new StringComparison(StringMaster.getValueRef(KEYS.MATCH, PROP),
    // (offhand) ? MAIN_HAND : OFF_HAND, false);
    // retain condition - hero hasBuff()
    // add remove trigger on attack? either off/main hand, so there is no
    // stacking...
    // linked buffs?
    // effect.setIrresistible(false);
    AddBuffEffect addBuffEffect = new AddBuffEffect(buffTypeName, // new TemplateAutoTargeting(AUTO_TARGETING_TEMPLATES.ACTIONS, condition),
    effects, DURATION);
    // preCheck perk
    addBuffEffect.addEffect(new // what about
    AddTriggerEffect(// counters/AoO?
    STANDARD_EVENT_TYPE.UNIT_ACTION_COMPLETE, new RefCondition(KEYS.EVENT_SOURCE, KEYS.SOURCE), new ActiveAbility(new FixedTargeting(KEYS.SOURCE), new RemoveBuffEffect(buffTypeName))));
    Integer param = unit.getIntParam(PARAMS.CADENCE_DEFENSE_MOD);
    if (param != 0) {
        addBuffEffect.addEffect(new ModifyValueEffect(PARAMS.DEFENSE_MOD, MOD.MODIFY_BY_CONST, "" + param));
    }
    addBuffEffect.setIrresistible(true);
    addBuffEffect.apply(ref);
// TODO defense mod effect
}
Also used : ChanceCondition(main.elements.conditions.standard.ChanceCondition) ActiveAbility(main.ability.ActiveAbility) ArrayList(java.util.ArrayList) RefCondition(main.elements.conditions.RefCondition) ModifyValueEffect(eidolons.ability.effects.common.ModifyValueEffect) Effects(main.ability.effects.Effects) Conditions(main.elements.conditions.Conditions) AddTriggerEffect(eidolons.ability.effects.attachment.AddTriggerEffect) Formula(main.system.math.Formula) AddBuffEffect(eidolons.ability.effects.attachment.AddBuffEffect) Ref(main.entity.Ref) RemoveBuffEffect(eidolons.ability.effects.oneshot.buff.RemoveBuffEffect) DC_WeaponObj(eidolons.entity.item.DC_WeaponObj) FixedTargeting(main.elements.targeting.FixedTargeting) DC_WeaponObj(eidolons.entity.item.DC_WeaponObj) BuffObj(main.entity.obj.BuffObj) Obj(main.entity.obj.Obj) GroupImpl(main.entity.group.GroupImpl)

Example 5 with AddTriggerEffect

use of eidolons.ability.effects.attachment.AddTriggerEffect in project Eidolons by IDemiurge.

the class BindingDamageEffect method applyThis.

@Override
public boolean applyThis() {
    // Can be initialized() just once
    GroupImpl group = ref.getGroup();
    Effects effects = new Effects();
    STANDARD_EVENT_TYPE event_type;
    if (shareOrRedirect) {
        // TODO splitMode!
        event_type = STANDARD_EVENT_TYPE.UNIT_IS_DEALT_TOUGHNESS_DAMAGE;
        if (spellDmgOnly != null) {
            if (spellDmgOnly) {
                event_type = STANDARD_EVENT_TYPE.UNIT_HAS_BEEN_DEALT_SPELL_DAMAGE;
            }
        }
        if (physicalDmgOnly != null) {
            if (physicalDmgOnly) {
                event_type = STANDARD_EVENT_TYPE.UNIT_HAS_BEEN_DEALT_PHYSICAL_DAMAGE;
            }
        }
    } else {
        effects.add(new AlteringEffect(false, formula.getNegative().toString()));
        event_type = Event.STANDARD_EVENT_TYPE.UNIT_IS_BEING_DEALT_DAMAGE;
        if (spellDmgOnly != null) {
            if (spellDmgOnly) {
                event_type = STANDARD_EVENT_TYPE.UNIT_IS_BEING_DEALT_SPELL_DAMAGE;
            }
        }
        if (physicalDmgOnly != null) {
            if (physicalDmgOnly) {
                event_type = STANDARD_EVENT_TYPE.UNIT_IS_BEING_DEALT_PHYSICAL_DAMAGE;
            }
        }
    }
    Targeting targeting_other_units = new AutoTargeting(new Conditions(new GroupCondition(Ref.KEYS.MATCH.name(), group), // negative
    new RefCondition(KEYS.EVENT_TARGET, KEYS.MATCH, true)));
    effects.add(new CustomTargetEffect(targeting_other_units, new DealDamageEffect(getDamageFormula(), GenericEnums.DAMAGE_TYPE.PURE)));
    /*
         * ensure there is no deadlock
		 */
    conditions = new Conditions();
    conditions.add(new NonTriggeredEventCondition());
    KEYS OBJ_REF = Ref.KEYS.EVENT_TARGET;
    conditions.add(new GroupCondition(OBJ_REF, group));
    // has the group...
    Ref REF = Ref.getCopy(ref);
    // REF.setTarget(null); // ???
    new AddTriggerEffect(event_type, conditions, OBJ_REF, effects).apply(REF);
    return true;
}
Also used : AutoTargeting(main.elements.targeting.AutoTargeting) Targeting(main.elements.targeting.Targeting) AutoTargeting(main.elements.targeting.AutoTargeting) NonTriggeredEventCondition(main.elements.conditions.standard.NonTriggeredEventCondition) STANDARD_EVENT_TYPE(main.game.logic.event.Event.STANDARD_EVENT_TYPE) RefCondition(main.elements.conditions.RefCondition) CustomTargetEffect(main.ability.effects.continuous.CustomTargetEffect) DealDamageEffect(eidolons.ability.effects.oneshot.DealDamageEffect) Effects(main.ability.effects.Effects) Conditions(main.elements.conditions.Conditions) AddTriggerEffect(eidolons.ability.effects.attachment.AddTriggerEffect) Ref(main.entity.Ref) GroupImpl(main.entity.group.GroupImpl) KEYS(main.entity.Ref.KEYS) AlteringEffect(eidolons.ability.effects.oneshot.misc.AlteringEffect) GroupCondition(main.elements.conditions.standard.GroupCondition)

Aggregations

AddTriggerEffect (eidolons.ability.effects.attachment.AddTriggerEffect)8 ActiveAbility (main.ability.ActiveAbility)6 Effects (main.ability.effects.Effects)4 RefCondition (main.elements.conditions.RefCondition)4 FixedTargeting (main.elements.targeting.FixedTargeting)4 Conditions (main.elements.conditions.Conditions)3 AutoTargeting (main.elements.targeting.AutoTargeting)3 Targeting (main.elements.targeting.Targeting)3 AddBuffEffect (eidolons.ability.effects.attachment.AddBuffEffect)2 ModifyValueEffect (eidolons.ability.effects.common.ModifyValueEffect)2 Ref (main.entity.Ref)2 GroupImpl (main.entity.group.GroupImpl)2 ZoneEffect (eidolons.ability.effects.containers.customtarget.ZoneEffect)1 DealDamageEffect (eidolons.ability.effects.oneshot.DealDamageEffect)1 RemoveBuffEffect (eidolons.ability.effects.oneshot.buff.RemoveBuffEffect)1 RollEffect (eidolons.ability.effects.oneshot.mechanic.RollEffect)1 AlteringEffect (eidolons.ability.effects.oneshot.misc.AlteringEffect)1 DC_WeaponObj (eidolons.entity.item.DC_WeaponObj)1 ArrayList (java.util.ArrayList)1 Ability (main.ability.Ability)1