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Example 46 with DC_ActiveObj

use of eidolons.entity.active.DC_ActiveObj in project Eidolons by IDemiurge.

the class InstantAttackRule method getInstantAttacks.

// could be a spell?..
public static List<DC_ActiveObj> getInstantAttacks(Unit unit) {
    List<DC_ActiveObj> list = new ArrayList<>();
    List<DC_UnitAction> attacks = new ArrayList<>(unit.getActionMap().get(ActionEnums.ACTION_TYPE.STANDARD_ATTACK));
    if (unit.getActionMap().get(ActionEnums.ACTION_TYPE.SPECIAL_ATTACK) != null) {
        attacks.addAll(unit.getActionMap().get(ActionEnums.ACTION_TYPE.SPECIAL_ATTACK));
    }
    for (DC_UnitAction attack : attacks) {
        if (checkAttackCanBeInstant(attack)) // if (attack
        // .checkProperty(G_PROPS.ACTION_TAGS,
        // ACTION_TAGS.INSTANT_ATTACK.toString()))
        {
            list.add(attack);
        }
    }
    return list;
}
Also used : ArrayList(java.util.ArrayList) DC_ActiveObj(eidolons.entity.active.DC_ActiveObj) DC_UnitAction(eidolons.entity.active.DC_UnitAction)

Example 47 with DC_ActiveObj

use of eidolons.entity.active.DC_ActiveObj in project Eidolons by IDemiurge.

the class DamageDealer method dealPureDamage.

private static int dealPureDamage(BattleFieldObject attacked, Unit attacker, Integer endurance_dmg, Integer toughness_dmg, Ref ref) {
    // apply Absorption here?
    boolean enduranceOnly = false;
    if (toughness_dmg == null) {
        enduranceOnly = true;
        toughness_dmg = 0;
    }
    if (isLogOn()) {
        attacked.getGame().getLogManager().newLogEntryNode(true, ENTRY_TYPE.DAMAGE);
        attacked.getGame().getLogManager().logDamageDealt(toughness_dmg, endurance_dmg, attacker, attacked);
    }
    LogMaster.log(1, toughness_dmg + " / " + endurance_dmg + " damage being dealt to " + attacked.toString());
    ref.setTarget(attacked.getId());
    ref.setSource(attacker.getId());
    Event event;
    boolean result;
    int actual_t_damage = 0;
    if (toughness_dmg > 0) {
        if (!enduranceOnly) {
            event = new Event(STANDARD_EVENT_TYPE.UNIT_IS_BEING_DEALT_TOUGHNESS_DAMAGE, ref);
            ref.setAmount(toughness_dmg);
            result = event.fire();
            if (DC_GameManager.checkInterrupted(ref)) {
                return 0;
            }
            // triggers may have changed the
            toughness_dmg = ref.getAmount();
            // amount!
            actual_t_damage = Math.min(attacked.getIntParam(PARAMS.C_TOUGHNESS) * (100 + UnconsciousRule.getDeathBarrier(attacked)) / 100, toughness_dmg);
            ref.setAmount(actual_t_damage);
            // - attacked.getIntParam(PARAMS.C_TOUGHNESS);
            if (result) {
                attacked.modifyParameter(PARAMS.C_TOUGHNESS, -toughness_dmg);
            }
            event = new Event(STANDARD_EVENT_TYPE.UNIT_IS_DEALT_TOUGHNESS_DAMAGE, ref);
            result = event.fire();
        }
    }
    int actual_e_damage = 0;
    if (endurance_dmg > 0) {
        ref.setAmount(endurance_dmg);
        event = new Event(STANDARD_EVENT_TYPE.UNIT_IS_BEING_DEALT_ENDURANCE_DAMAGE, ref);
        result = event.fire();
        if (DC_GameManager.checkInterrupted(ref)) {
            attacked.getGame().getLogManager().doneLogEntryNode();
            return 0;
        }
        endurance_dmg = ref.getAmount();
        actual_e_damage = Math.min(attacked.getIntParam(PARAMS.C_ENDURANCE), endurance_dmg);
        ref.setAmount(actual_e_damage);
        if (result) {
            attacked.modifyParameter(PARAMS.C_ENDURANCE, -endurance_dmg);
        }
        event = new Event(STANDARD_EVENT_TYPE.UNIT_IS_DEALT_ENDURANCE_DAMAGE, ref);
        result = event.fire();
    }
    int damageDealt = Math.max(actual_e_damage, actual_t_damage);
    boolean dead = DamageCalculator.isDead(attacked);
    boolean annihilated = attacked instanceof Unit && attacked.getGame().getRules().getUnconsciousRule().checkUnitAnnihilated((Unit) attacked);
    boolean unconscious = attacked instanceof Unit && attacked.getGame().getRules().getUnconsciousRule().checkStatusUpdate((Unit) attacked, (DC_ActiveObj) ref.getActive());
    if (dead) {
        // will start new entry... a good preCheck
        try {
            attacked.kill(attacker, !annihilated, false);
            if (annihilated) {
                attacked.getGame().getManager().getDeathMaster().unitAnnihilated(attacked, attacker);
            }
        } catch (Exception e) {
            main.system.ExceptionMaster.printStackTrace(e);
        }
        ref.setAmount(damageDealt);
    // if (DC_GameManager.checkInterrupted(ref))
    // return 0; ???
    } else {
        if (unconscious) {
            attacked.getGame().getRules().getUnconsciousRule().fallUnconscious((Unit) attacked);
        }
    }
    if (toughness_dmg < 0 || endurance_dmg < 0) {
        LogMaster.log(1, toughness_dmg + "rogue damage " + endurance_dmg);
    } else
        LogMaster.log(1, toughness_dmg + " / " + endurance_dmg + " damage has been dealt to " + attacked.toString());
    if (isLogOn()) {
        attacked.getGame().getLogManager().doneLogEntryNode(ENTRY_TYPE.DAMAGE, attacked, damageDealt);
    }
    processDamageEvent(null, ref, damageDealt, STANDARD_EVENT_TYPE.UNIT_HAS_BEEN_DEALT_PURE_DAMAGE);
    return damageDealt;
}
Also used : Event(main.game.logic.event.Event) Unit(eidolons.entity.obj.unit.Unit) DC_ActiveObj(eidolons.entity.active.DC_ActiveObj)

Example 48 with DC_ActiveObj

use of eidolons.entity.active.DC_ActiveObj in project Eidolons by IDemiurge.

the class DC_AttackMaster method attackNow.

/**
 * @return null  if attack has been delayed by target's first strike; false if target is killed; true otherwise
 */
private Boolean attackNow(Attack attack, Ref ref, boolean free, boolean canCounter, Effect onHit, Effect onKill, boolean offhand, boolean isCounter) {
    if (!(ref.getTargetObj() instanceof BattleFieldObject)) {
        return true;
    }
    // PhaseAnimation animation =
    // game.getAnimationManager().getAnimation(attack.getAction().getAnimationKey());
    DC_ActiveObj action = (DC_ActiveObj) ref.getObj(KEYS.ACTIVE);
    if (action.checkProperty(G_PROPS.ACTION_TAGS, "" + ActionEnums.ACTION_TAGS.OFF_HAND)) {
        offhand = true;
    }
    if (!offhand) {
        if (action.isRanged()) {
            if (!action.isThrow()) {
                if (getAttackWeapon(ref, true).isRanged()) {
                    offhand = true;
                }
            }
        }
    }
    BattleFieldObject attacked = (BattleFieldObject) ref.getTargetObj();
    Unit attacker = (Unit) ref.getSourceObj();
    if (attack.isSneak()) {
        if (attacked.checkPassive(UnitEnums.STANDARD_PASSIVES.SNEAK_IMMUNE)) {
            attack.setSneak(false);
            log(StringMaster.MESSAGE_PREFIX_INFO + attacked.getName() + " is immune to Sneak Attacks!");
        } else {
            log(StringMaster.MESSAGE_PREFIX_ALERT + attacker.getNameIfKnown() + " makes a Sneak Attack against " + attacked.getName());
        }
    }
    if (canCounter) {
        if (!attacked.canCounter(action, attack.isSneak())) {
            canCounter = false;
        }
    }
    LogMaster.log(LogMaster.ATTACKING_DEBUG, attacker.getNameIfKnown() + " attacks " + attacked.getName());
    // } ====> Need a common messaging interface for actions/costs
    String damage_mods = "";
    // if (sneak)
    // damage_mods+=DAMAGE_MODIFIER.SNEAK;
    ref.setValue(KEYS.DAMAGE_MODS, damage_mods);
    boolean countered = false;
    if (canCounter) {
        if (attacked.hasFirstStrike() && !attacker.hasFirstStrike()) {
            if (!attacker.hasNoRetaliation()) {
                // countered = tryCounter(attack);
                return null;
            }
        }
    }
    if (attacker.isDead()) {
        attack.getAnimation().addPhase(new AnimPhase(PHASE_TYPE.INTERRUPTED, ref));
        return false;
    }
    // TODO revamp
    DC_SoundMaster.playEffectSound(SOUNDS.ATTACK, attacker);
    if (action.isRanged()) {
        DC_SoundMaster.playRangedAttack(getAttackWeapon(ref, offhand));
    }
    int amount = attacker.getIntParam(PARAMS.BASE_DAMAGE);
    ref.setAmount(amount);
    Event event = new Event(STANDARD_EVENT_TYPE.UNIT_IS_BEING_ATTACKED, ref);
    if (!event.fire()) {
        attack.getAnimation().addPhase(new AnimPhase(PHASE_TYPE.INTERRUPTED, ref));
        return false;
    }
    // initializeFullModifiers(attack.isSneak(), offhand, action, ref);
    Boolean dodged = false;
    if (ref.getEffect().isInterrupted()) {
        event.getRef().getEffect().setInterrupted(false);
        dodged = true;
    }
    if (!attacked.isDead())
        if (!dodged) {
            boolean parried = parryRule.tryParry(attack);
            if (parried) {
                attack.setParried(true);
                // if (
                // EventMaster.fireStandard(STANDARD_EVENT_TYPE.ATTACK_DODGED, ref)) {
                attacked.applySpecialEffects(SPECIAL_EFFECTS_CASE.ON_PARRY, attacker, ref);
                attacker.applySpecialEffects(SPECIAL_EFFECTS_CASE.ON_PARRY_SELF, attacked, ref);
                // }
                return true;
            }
            dodged = DefenseVsAttackRule.checkDodgedOrCrit(attack);
        }
    // BEFORE_HIT
    if (!attacked.isDead())
        if (dodged == null) {
            if (!new Event(STANDARD_EVENT_TYPE.UNIT_HAS_BEEN_HIT, ref).fire()) {
                return false;
            }
            if (attacker.isDead()) {
                return true;
            }
        // if (attacked.isDead()) {  // now in unit.kill()
        // if (onKill != null) {
        // onKill.apply(ref);
        // }
        // attacked.applySpecialEffects(SPECIAL_EFFECTS_CASE.ON_DEATH, attacker, ref);
        // return true;
        // }
        } else {
            if (dodged) {
                attack.setDodged(true);
                log(attacked.getName() + " has dodged an attack from " + attacker.getNameIfKnown());
                DC_SoundMaster.playMissedSound(attacker, getAttackWeapon(ref, offhand));
                StackingRule.actionMissed(action);
                // ++ animation? *MISS* //TODO ++ true strike
                action.setFailedLast(true);
                if (checkEffectsInterrupt(attacked, attacker, SPECIAL_EFFECTS_CASE.ON_DODGE, ref, offhand)) {
                    return true;
                }
                if (canCounter) {
                    if ((!countered) || attacked.hasDoubleCounter()) {
                        // tryCounter(attack); TODO ?
                        return true;
                    }
                }
            } else {
                if (attacked.checkPassive(UnitEnums.STANDARD_PASSIVES.CRITICAL_IMMUNE)) {
                    log(StringMaster.MESSAGE_PREFIX_INFO + attacked.getName() + " is immune to Critical Hits!");
                } else {
                    log(StringMaster.MESSAGE_PREFIX_ALERT + attacker.getNameIfKnown() + " scores a critical hit on " + attacked.getName());
                    attack.setCritical(true);
                }
            }
        }
    attacked.applySpecialEffects(SPECIAL_EFFECTS_CASE.BEFORE_HIT, attacker, ref);
    attacker.applySpecialEffects(SPECIAL_EFFECTS_CASE.BEFORE_ATTACK, attacked, ref);
    Integer final_amount = attack.getDamage();
    // TODO REAL CALC How to calc damage w/o crit (for parry)?
    if (final_amount == Attack.DAMAGE_NOT_SET) {
        AttackCalculator calculator = new AttackCalculator(attack, false);
        final_amount = calculator.calculateFinalDamage();
    }
    // TODO different for multiDamageType
    if (CoreEngine.isPhaseAnimsOn())
        PhaseAnimator.getInstance().initAttackAnimRawDamage(attack);
    ref.setAmount(final_amount);
    if (final_amount < 0) {
        return true;
    }
    ref.setAmount(final_amount);
    DAMAGE_TYPE dmg_type = ref.getDamageType();
    if (attack.isCritical()) {
        if (attacker.checkPassive(UnitEnums.STANDARD_PASSIVES.CLEAVING_CRITICALS)) {
            // TODO add default cleave?
            CleaveRule.addCriticalCleave(attacker);
            dmg_type = GenericEnums.DAMAGE_TYPE.SLASHING;
        }
    }
    if (dmg_type == null) {
        dmg_type = action.getDamageType();
    }
    if (dmg_type == null) {
        if (!checkWeapon(ref)) {
            dmg_type = attacker.getDamageType();
        } else {
            dmg_type = getAttackWeapon(ref, offhand).getDamageType();
        }
    }
    attack.setDamageType(dmg_type);
    if (attack.getDamage() == Attack.DAMAGE_NOT_SET) {
        attack.setDamage(final_amount);
    }
    if (!new Event(STANDARD_EVENT_TYPE.UNIT_HAS_BEEN_ATTACKED, ref).fire()) {
        return false;
    }
    if (!new Event(STANDARD_EVENT_TYPE.UNIT_HAS_BEEN_HIT, ref).fire()) {
        return false;
    }
    Unit attackedUnit = null;
    if (attacked instanceof Unit) {
        attackedUnit = (Unit) attacked;
    }
    if (!attacked.isDead())
        if (attackedUnit != null)
            if (attackedUnit.getOffhandWeapon() != null) {
                if (attackedUnit.getOffhandWeapon().isShield()) {
                    if (!attack.isSneak()) {
                        // && !isCounter) {
                        int blocked = game.getArmorMaster().getShieldDamageBlocked(final_amount, attackedUnit, attacker, action, getAttackWeapon(ref, attack.isOffhand()), attack.getDamageType());
                        final_amount -= blocked;
                        if (blocked > 0) {
                            Ref REF = ref.getCopy();
                            REF.setAmount(blocked);
                            if (checkEffectsInterrupt(attackedUnit, attacker, SPECIAL_EFFECTS_CASE.ON_SHIELD_BLOCK, REF, offhand)) {
                                return true;
                            }
                            if (checkEffectsInterrupt(attacker, attackedUnit, SPECIAL_EFFECTS_CASE.ON_SHIELD_BLOCK_SELF, REF, offhand)) {
                                return true;
                            }
                        }
                    }
                }
            }
    // armor penetration?
    attack.setDamage(final_amount);
    if (checkAttackEventsInterrupt(attack, ref)) {
        return true;
    }
    // ForceRule.addForceEffects(action); now in executor.resolve() for all actions
    Damage damageObj = DamageFactory.getDamageForAttack(dmg_type, ref, final_amount);
    int damageDealt = DamageDealer.dealDamage(damageObj);
    attack.damageDealt(damageDealt);
    attack.reset();
    if (attacked.isDead()) {
        if (!attack.isTriggered()) {
            game.getRules().getCleaveRule().apply(ref, attack);
        }
    }
    if (onHit != null) {
        onHit.apply(ref);
    }
    if (!action.isRanged()) {
        // e.g.
        attacked.applySpecialEffects(SPECIAL_EFFECTS_CASE.ON_HIT, attacker, ref);
    }
    if (attackedUnit != null)
        // e.g.
        attacker.applySpecialEffects(SPECIAL_EFFECTS_CASE.ON_ATTACK, attackedUnit, ref, offhand);
    try {
        // map=
        CoatingRule.unitIsHit(attacked, attacker, offhand, action, attack, attack.getWeapon());
    } catch (Exception e) {
        main.system.ExceptionMaster.printStackTrace(e);
    }
    if (attackedUnit != null) {
        InjuryRule.applyInjuryRule(action);
        if (attack.isCritical()) {
            checkEffectsInterrupt(attackedUnit, attacker, SPECIAL_EFFECTS_CASE.ON_CRIT_SELF, ref, offhand);
            checkEffectsInterrupt(attacker, attackedUnit, SPECIAL_EFFECTS_CASE.ON_CRIT, ref, offhand);
        }
    }
    return true;
}
Also used : AnimPhase(main.system.graphics.AnimPhase) DAMAGE_TYPE(main.content.enums.GenericEnums.DAMAGE_TYPE) Unit(eidolons.entity.obj.unit.Unit) Ref(main.entity.Ref) BattleFieldObject(eidolons.entity.obj.BattleFieldObject) Event(main.game.logic.event.Event) DC_ActiveObj(eidolons.entity.active.DC_ActiveObj) Damage(eidolons.game.battlecraft.rules.combat.damage.Damage)

Example 49 with DC_ActiveObj

use of eidolons.entity.active.DC_ActiveObj in project Eidolons by IDemiurge.

the class AttackOfOpportunityRule method checkAttacksOfOpportunityInterrupt.

public static Boolean checkAttacksOfOpportunityInterrupt(DC_ActiveObj action) {
    List<Unit> set = getPotentialAttackersOfOpportunity(action);
    for (Unit unit : set) {
        DC_ActiveObj attack = getAttackOfOpportunity(action, unit);
        if (attack == null) {
            continue;
        }
        Boolean before_after_none = RollMaster.makeReactionRoll(unit, action, attack);
        if (before_after_none == null) {
            action.addPendingAttackOpportunity(attack);
        } else if (before_after_none) {
            boolean result = triggerAttackOfOpportunityAttack(unit, action, attack);
            if (result) {
                return true;
            }
        }
    }
    return false;
}
Also used : Unit(eidolons.entity.obj.unit.Unit) DC_ActiveObj(eidolons.entity.active.DC_ActiveObj)

Example 50 with DC_ActiveObj

use of eidolons.entity.active.DC_ActiveObj in project Eidolons by IDemiurge.

the class AttackOfOpportunityRule method getAttackOfOpportunity.

private static DC_ActiveObj getAttackOfOpportunity(DC_ActiveObj action, Unit unit) {
    if (unit.getPreferredAttackOfOpportunity() != null) {
        if (canMakeAttackOfOpportunityAgainst(action, unit.getPreferredAttackOfOpportunity(), unit)) {
            return unit.getPreferredAttackOfOpportunity();
        }
    }
    Unit target = action.getOwnerObj();
    int distance = (PositionMaster.getDistance(target.getCoordinates(), unit.getCoordinates()));
    for (DC_ActiveObj attack : getAttacksOfOpportunity(unit)) {
        if (distance > getMaxAttackRange(attack)) {
            continue;
        }
        if (!canMakeAttackOfOpportunityAgainst(action, attack, unit)) {
            continue;
        }
        if (FacingMaster.getSingleFacing(unit, target) == UnitEnums.FACING_SINGLE.TO_THE_SIDE) {
            if (!attack.checkPassive(UnitEnums.STANDARD_PASSIVES.BROAD_REACH)) {
                continue;
            }
        }
        if (FacingMaster.getSingleFacing(unit, target) == UnitEnums.FACING_SINGLE.BEHIND) {
            if (!attack.checkPassive(UnitEnums.STANDARD_PASSIVES.HIND_REACH)) {
                continue;
            }
        }
        if (attack.canBeTargeted(target.getId())) {
            if (attack.canBeActivatedAsAttackOfOpportunity(false, target)) // TODO PICK OPTIMAL? Consider roll's cost modifier...
            {
                return attack;
            }
        }
    }
    return null;
}
Also used : Unit(eidolons.entity.obj.unit.Unit) DC_ActiveObj(eidolons.entity.active.DC_ActiveObj)

Aggregations

DC_ActiveObj (eidolons.entity.active.DC_ActiveObj)73 Unit (eidolons.entity.obj.unit.Unit)22 ArrayList (java.util.ArrayList)17 Obj (main.entity.obj.Obj)15 DC_UnitAction (eidolons.entity.active.DC_UnitAction)12 DC_Obj (eidolons.entity.obj.DC_Obj)12 Ref (main.entity.Ref)9 Action (eidolons.game.battlecraft.ai.elements.actions.Action)8 BattleFieldObject (eidolons.entity.obj.BattleFieldObject)7 ActiveObj (main.entity.obj.ActiveObj)7 Effect (main.ability.effects.Effect)5 SelectiveTargeting (main.elements.targeting.SelectiveTargeting)5 Targeting (main.elements.targeting.Targeting)5 AddBuffEffect (eidolons.ability.effects.attachment.AddBuffEffect)4 DC_SpellObj (eidolons.entity.active.DC_SpellObj)4 ActionPath (eidolons.game.battlecraft.ai.tools.path.ActionPath)4 FixedTargeting (main.elements.targeting.FixedTargeting)4 Coordinates (main.game.bf.Coordinates)4 RollEffect (eidolons.ability.effects.oneshot.mechanic.RollEffect)3 ActionSequence (eidolons.game.battlecraft.ai.elements.actions.sequence.ActionSequence)3