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Example 11 with AnimPhase

use of main.system.graphics.AnimPhase 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 12 with AnimPhase

use of main.system.graphics.AnimPhase in project Eidolons by IDemiurge.

the class DefenseVsAttackRule method checkDodgedOrCrit.

public static Boolean checkDodgedOrCrit(Unit attacker, BattleFieldObject attacked, DC_ActiveObj action, Ref ref, boolean offhand, PhaseAnimation animation, boolean logged) {
    if (attacked.checkPassive(UnitEnums.STANDARD_PASSIVES.IMMATERIAL)) {
        if (!attacker.checkPassive(UnitEnums.STANDARD_PASSIVES.IMMATERIAL)) {
            if (!RollMaster.roll(GenericEnums.ROLL_TYPES.IMMATERIAL, ref)) {
                // TODO ANIM
                return true;
            }
        }
    }
    boolean crit = false;
    int attack = getAttackValue(offhand, attacker, attacked, action);
    int defense = getDefenseValue(attacker, attacked, action);
    float diff = defense - attack;
    if (diff < 0) {
        crit = true;
    }
    int chance = getChance(action, attacker, attacked, attack, defense, crit);
    if (logged) {
        main.system.auxiliary.log.LogMaster.log(1, "" + (crit ? "...chance for critical strike: " : "..." + attacked.getName() + "'s chance to dodge: ") + String.valueOf(chance) + "%");
    }
    boolean result = RandomWizard.chance(chance);
    if (isCRIT_TEST()) {
        result = true;
        crit = true;
    }
    if (result) {
        if (crit) {
            if (animation != null) {
                animation.addPhase(new AnimPhase(PHASE_TYPE.ATTACK_CRITICAL, chance));
            }
            return false;
        } else {
            if (animation != null) {
                animation.addPhase(new AnimPhase(PHASE_TYPE.ATTACK_DODGED, chance));
            }
            return true;
        }
    }
    chance = action.getIntParam(PARAMS.AUTO_CRIT_CHANCE);
    if (chance > 0) {
        if (!RandomWizard.chance(chance)) {
            return null;
        }
        animation.addPhase(new AnimPhase(PHASE_TYPE.ATTACK_CRITICAL, chance, true));
        return false;
    }
    return null;
}
Also used : AnimPhase(main.system.graphics.AnimPhase)

Example 13 with AnimPhase

use of main.system.graphics.AnimPhase in project Eidolons by IDemiurge.

the class AttackCalculator method addMainPhase.

public void addMainPhase() {
    if (anim == null) {
        anim = attack.getAnimation();
    }
    anim.addSubPhase(new AnimPhase(PHASE_TYPE.DAMAGE_FORMULA, attack, modMap, bonusMap));
    anim.addSubPhase(new AnimPhase(PHASE_TYPE.DAMAGE_FORMULA_MODS, attack, modMap));
}
Also used : AnimPhase(main.system.graphics.AnimPhase)

Example 14 with AnimPhase

use of main.system.graphics.AnimPhase in project Eidolons by IDemiurge.

the class AttackCalculator method getCriticalDamageBonus.

private Integer getCriticalDamageBonus(Attack attack, Integer amount, Unit attacker, BattleFieldObject attacked, DC_ActiveObj action, boolean offhand) {
    if (attacked.checkPassive(UnitEnums.STANDARD_PASSIVES.CRITICAL_IMMUNE)) {
        return 0;
    }
    int mod = CriticalAttackRule.getCriticalDamagePercentage(action, attacked);
    int bonus = MathMaster.applyMod(amount, mod);
    if (!precalc) {
        if (attack.getAnimation() != null) {
            attack.getAnimation().addPhase(new AnimPhase(PHASE_TYPE.ATTACK_CRITICAL, mod, bonus));
        }
    }
    bonusMap.put(MOD_IDENTIFIER.CRIT, bonus);
    return bonus;
}
Also used : AnimPhase(main.system.graphics.AnimPhase)

Example 15 with AnimPhase

use of main.system.graphics.AnimPhase in project Eidolons by IDemiurge.

the class RollMaster method rollLogged.

/**
 * @param logString  to be appended to the logged string; for success by default,
 *                   for failure if contains @
 * @param rollSource special descriptor for logging, e.g. if rolling vs Ensnare
 * @returns false if target has resisted ('wins roll')
 */
public static boolean rollLogged(ROLL_TYPES roll_type, String success, String fail, Ref ref, String logString, String rollSource) {
    boolean result = roll(roll_type, success, fail, ref, logString, rollSource, false);
    if (!checkRollLogged(roll_type, result)) {
        return result;
    }
    Object[] args = { roll_type.getName(), ref.getSourceObj().getName(), ref.getTargetObj().getName() };
    if (roll_type.isLogToTop()) {
        args = new Object[] { main.system.text.LogManager.WRITE_TO_TOP, roll_type.getName(), ref.getSourceObj().getName(), ref.getTargetObj().getName() };
    }
    LogEntryNode entry = ref.getGame().getLogManager().newLogEntryNode(result ? ENTRY_TYPE.ROLL_LOST : ENTRY_TYPE.ROLL_WON, args);
    ref.getGame().getLogManager().log(RollMaster.logString);
    ref.getGame().getLogManager().doneLogEntryNode();
    if (CoreEngine.isPhaseAnimsOn())
        if (ref.getActive() != null) {
            ANIM anim = new EffectAnimation((DC_ActiveObj) ref.getActive());
            anim.addPhase(new AnimPhase(PHASE_TYPE.ROLL, roll));
            entry.setLinkedAnimation(anim);
        }
    // PHASE_TYPE.ROLL));
    if (ref.getGame().isDummyMode()) {
        return true;
    }
    return result;
}
Also used : EffectAnimation(eidolons.system.graphics.EffectAnimation) AnimPhase(main.system.graphics.AnimPhase) DC_ActiveObj(eidolons.entity.active.DC_ActiveObj) LogEntryNode(main.system.text.LogEntryNode) ANIM(main.system.graphics.ANIM)

Aggregations

AnimPhase (main.system.graphics.AnimPhase)15 DC_ActiveObj (eidolons.entity.active.DC_ActiveObj)3 Unit (eidolons.entity.obj.unit.Unit)3 PhaseAnimation (eidolons.system.graphics.PhaseAnimation)3 ANIM (main.system.graphics.ANIM)3 BattleFieldObject (eidolons.entity.obj.BattleFieldObject)2 Damage (eidolons.game.battlecraft.rules.combat.damage.Damage)2 EffectAnimation (eidolons.system.graphics.EffectAnimation)2 Ref (main.entity.Ref)2 Event (main.game.logic.event.Event)2 LogEntryNode (main.system.text.LogEntryNode)2 DC_ArmorObj (eidolons.entity.item.DC_ArmorObj)1 DC_WeaponObj (eidolons.entity.item.DC_WeaponObj)1 MouseItem (eidolons.system.graphics.AnimationManager.MouseItem)1 AbilityObj (main.ability.AbilityObj)1 DAMAGE_TYPE (main.content.enums.GenericEnums.DAMAGE_TYPE)1 Attachment (main.entity.obj.Attachment)1 DequeImpl (main.system.datatypes.DequeImpl)1 PHASE_TYPE (main.system.graphics.AnimPhase.PHASE_TYPE)1