Skip to content
Snippets Groups Projects
Combat.lua 8.83 KiB
Newer Older
  • Learn to ignore specific revisions
  • dg's avatar
    dg committed
    require "engine.class"
    
    dg's avatar
    dg committed
    local DamageType = require "engine.DamageType"
    
    local Map = require "engine.Map"
    
    dg's avatar
    dg committed
    local Target = require "engine.Target"
    
    dg's avatar
    dg committed
    local Talents = require "engine.interface.ActorTalents"
    
    dg's avatar
    dg committed
    
    --- Interface to add ToME combat system
    module(..., package.seeall, class.make)
    
    
    --- Checks what to do with the target
    -- Talk ? attack ? displace ?
    function _M:bumpInto(target)
    	local reaction = self:reactionToward(target)
    	if reaction < 0 then
    		return self:attackTarget(target)
    	elseif reaction >= 0 then
    		-- Talk ?
    		if self.player and target.can_talk then
    			-- TODO: implement !
    		elseif target.player and self.can_talk then
    
    dg's avatar
    dg committed
    			-- TODO: implement! request the player to talk
    
    dg's avatar
    dg committed
    		elseif self.move_others then
    
    			-- Displace
    			game.level.map:remove(self.x, self.y, Map.ACTOR)
    			game.level.map:remove(target.x, target.y, Map.ACTOR)
    			game.level.map(self.x, self.y, Map.ACTOR, target)
    			game.level.map(target.x, target.y, Map.ACTOR, self)
    			self.x, self.y, target.x, target.y = target.x, target.y, self.x, self.y
    		end
    	end
    end
    
    --- Makes the death happen!
    
    dg's avatar
    dg committed
    --[[
    The ToME combat system has the following attributes:
    
    dg's avatar
    dg committed
    - attack: increases chances to hit against high defence
    
    dg's avatar
    dg committed
    - defence: increases chances to miss against high attack power
    - armor: direct reduction of damage done
    - armor penetration: reduction of target's armor
    - damage: raw damage done
    ]]
    
    function _M:attackTarget(target, damtype, mult, noenergy)
    
    dg's avatar
    dg committed
    	local speed, hit = nil, false
    
    dg's avatar
    dg committed
    
    
    dg's avatar
    dg committed
    	-- Cancel stealth early if we are noticed
    	if self:isTalentActive(self.T_STEALTH) and target:canSee(self) then
    		self:useTalent(self.T_STEALTH)
    		self.changed = true
    		game.logPlayer(self, "%s notices you at the last moment!", target.name:capitalize())
    	end
    
    
    dg's avatar
    dg committed
    	-- All weaponsin main hands
    	if self:getInven(self.INVEN_MAINHAND) then
    		for i, o in ipairs(self:getInven(self.INVEN_MAINHAND)) do
    			if o.combat then
    
    dg's avatar
    dg committed
    				local s, h = self:attackTargetWith(target, o.combat, damtype, mult)
    
    dg's avatar
    dg committed
    				speed = math.max(speed or 0, s)
    
    dg's avatar
    dg committed
    				hit = hit or h
    
    dg's avatar
    dg committed
    			end
    		end
    	end
    	-- All wpeaons in off hands
    
    	-- Offhand atatcks are with a damage penality, taht can be reduced by talents
    
    dg's avatar
    dg committed
    	if self:getInven(self.INVEN_OFFHAND) then
    
    		local offmult = (mult or 1) / 2
    		if self:knowTalent(Talents.T_DUAL_WEAPON_TRAINING) then
    			offmult = (mult or 1) / (2 - (self:getTalentLevel(Talents.T_DUAL_WEAPON_TRAINING) / 6))
    		end
    
    dg's avatar
    dg committed
    		for i, o in ipairs(self:getInven(self.INVEN_OFFHAND)) do
    			if o.combat then
    
    dg's avatar
    dg committed
    				local s, h = self:attackTargetWith(target, o.combat, damtype, offmult)
    
    dg's avatar
    dg committed
    				speed = math.max(speed or 0, s)
    
    dg's avatar
    dg committed
    				hit = hit or h
    
    dg's avatar
    dg committed
    			end
    		end
    	end
    
    	-- Barehanded ?
    	if not speed then
    
    dg's avatar
    dg committed
    		local s, h = self:attackTargetWith(target, self.combat, damtype, mult)
    		speed = math.max(speed or 0, s)
    		hit = hit or h
    
    dg's avatar
    dg committed
    	end
    
    	-- We use up our own energy
    
    	if speed and not noenergy then
    
    dg's avatar
    dg committed
    		self:useEnergy(game.energy_to_act * speed)
    		self.did_energy = true
    	end
    
    dg's avatar
    dg committed
    
    	-- Cancel stealth!
    	if self:isTalentActive(self.T_STEALTH) then
    		self:useTalent(self.T_STEALTH)
    		self.changed = true
    	end
    
    dg's avatar
    dg committed
    	return hit
    
    dg's avatar
    dg committed
    end
    
    
    dg's avatar
    dg committed
    --- Computes a logarithmic chance to hit, opposing chance to hit to chance to miss
    -- This will be used for melee attacks, physical and spell resistance
    
    function _M:checkHit(atk, def, min, max, factor)
    
    dg's avatar
    dg committed
    print("checkHit", atk, def)
    	if atk == 0 then atk = 1 end
    	local hit = nil
    	factor = factor or 5
    	if atk > def then
    
    dg's avatar
    dg committed
    		local d = atk - def
    		hit = math.log10(1 + 5 * d / 50) * 100 + 50
    
    dg's avatar
    dg committed
    	else
    
    dg's avatar
    dg committed
    		local d = def - atk
    		hit = -math.log10(1 + 5 * d / 50) * 100 + 50
    
    dg's avatar
    dg committed
    	end
    	hit = util.bound(hit, min or 5, max or 95)
    print("=> chance to hit", hit)
    
    	return rng.percent(hit), hit
    
    dg's avatar
    dg committed
    end
    
    
    dg's avatar
    dg committed
    --- Attacks with one weapon
    
    dg's avatar
    dg committed
    function _M:attackTargetWith(target, weapon, damtype, mult)
    
    dg's avatar
    dg committed
    	damtype = damtype or DamageType.PHYSICAL
    	mult = mult or 1
    
    
    dg's avatar
    dg committed
    	-- Does the blow connect? yes .. complex :/
    	local atk, def = self:combatAttack(weapon), target:combatDefense()
    	local dam, apr, armor = self:combatDamage(weapon), self:combatAPR(weapon), target:combatArmor()
    
    dg's avatar
    dg committed
    	print("[ATTACK] with", weapon.name, " to ", target.name, " :: ", dam, apr, armor, "::", mult)
    
    dg's avatar
    dg committed
    
    	-- If hit is over 0 it connects, if it is 0 we still have 50% chance
    
    dg's avatar
    dg committed
    	local hitted = false
    
    dg's avatar
    dg committed
    	if self:checkHit(atk, def) then
    
    dg's avatar
    dg committed
    		local dam = math.max(0, dam - math.max(0, armor - apr))
    
    dg's avatar
    dg committed
    		local damrange = self:combatDamageRange(weapon)
    		dam = rng.range(dam, dam * damrange)
    
    dg's avatar
    dg committed
    		print("[ATTACK] after range", dam)
    
    dg's avatar
    dg committed
    		local crit
    
    dg's avatar
    dg committed
    		dam = dam * mult
    
    dg's avatar
    dg committed
    		dam, crit = self:physicalCrit(dam, weapon)
    
    dg's avatar
    dg committed
    		print("[ATTACK] after crit", dam)
    
    dg's avatar
    dg committed
    		if crit then game.logSeen(self, "%s performs a critical stike!", self.name:capitalize()) end
    
    dg's avatar
    dg committed
    		DamageType:get(damtype).projector(self, target.x, target.y, damtype, math.max(0, dam))
    
    dg's avatar
    dg committed
    		hitted = true
    
    dg's avatar
    dg committed
    	else
    		game.logSeen(target, "%s misses %s.", self.name:capitalize(), target.name)
    	end
    
    dg's avatar
    dg committed
    
    
    dg's avatar
    dg committed
    	-- Reactive target on hit damage
    	if hitted then for typ, dam in pairs(target.on_melee_hit) do
    		DamageType:get(typ).projector(target, self.x, self.y, typ, dam)
    	end end
    
    
    dg's avatar
    dg committed
    	return self:combatSpeed(weapon), hitted
    
    dg's avatar
    dg committed
    end
    
    
    dg's avatar
    dg committed
    local weapon_talents = {
    
    	sword = Talents.T_SWORD_MASTERY,
    	axe =   Talents.T_AXE_MASTERY,
    	mace =  Talents.T_MACE_MASTERY,
    	knife = Talents.T_KNIFE_MASTERY,
    
    dg's avatar
    dg committed
    }
    
    --- Checks weapon training
    function _M:combatCheckTraining(weapon)
    	if not weapon.talented then return 0 end
    
    	if not weapon_talents[weapon.talented] then return 0 end
    	return self:getTalentLevel(weapon_talents[weapon.talented])
    
    dg's avatar
    dg committed
    end
    
    
    dg's avatar
    dg committed
    --- Gets the defense
    function _M:combatDefense()
    
    dg's avatar
    dg committed
    	return self.combat_def + (self:getDex() - 10) * 0.35
    
    dg's avatar
    dg committed
    end
    
    --- Gets the armor
    function _M:combatArmor()
    	return self.combat_armor
    end
    
    --- Gets the attack
    function _M:combatAttack(weapon)
    	weapon = weapon or self.combat
    
    dg's avatar
    dg committed
    	return self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (self:getStr(50) - 5) + (self:getDex(50) - 5)
    
    dg's avatar
    dg committed
    end
    
    --- Gets the attack using only strength
    function _M:combatAttackStr(weapon)
    	weapon = weapon or self.combat
    
    dg's avatar
    dg committed
    	return self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (self:getStr(100) - 10)
    
    dg's avatar
    dg committed
    end
    
    --- Gets the attack using only dexterity
    function _M:combatAttackDex(weapon)
    	weapon = weapon or self.combat
    
    dg's avatar
    dg committed
    	return self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (self:getDex(100) - 10)
    
    dg's avatar
    dg committed
    end
    
    --- Gets the armor penetration
    function _M:combatAPR(weapon)
    	weapon = weapon or self.combat
    
    dg's avatar
    dg committed
    	return self.combat_apr + (weapon.apr or 0)
    
    dg's avatar
    dg committed
    end
    
    --- Gets the weapon speed
    function _M:combatSpeed(weapon)
    	weapon = weapon or self.combat
    	return self.combat_physspeed + (weapon.physspeed or 1)
    end
    
    --- Gets the crit rate
    function _M:combatCrit(weapon)
    	weapon = weapon or self.combat
    
    dg's avatar
    dg committed
    	local addcrit = 0
    	if weapon.talented and weapon.talented == "knife" and self:knowTalent(Talents.T_LETHALITY) then
    		addcrit = 1 + self:getTalentLevel(Talents.T_LETHALITY) * 1.3
    	end
    	return self.combat_physcrit + (self:getCun() - 10) * 0.3 + (weapon.physcrit or 1) + addcrit
    
    dg's avatar
    dg committed
    end
    
    
    dg's avatar
    dg committed
    --- Gets the damage range
    function _M:combatDamageRange(weapon)
    	weapon = weapon or self.combat
    
    dg's avatar
    dg committed
    	return (self.combat_damrange or 0) + (weapon.damrange or 1.1)
    
    dg's avatar
    dg committed
    end
    
    
    dg's avatar
    dg committed
    --- Gets the damage
    function _M:combatDamage(weapon)
    	weapon = weapon or self.combat
    
    dg's avatar
    dg committed
    
    	local sub_con_to_str = false
    	if weapon.talented and weapon.talented == "knife" and self:knowTalent(Talents.T_LETHALITY) then sub_con_to_str = true end
    
    
    dg's avatar
    dg committed
    	local add = 0
    	if weapon.dammod then
    		for stat, mod in pairs(weapon.dammod) do
    
    dg's avatar
    dg committed
    			if sub_con_to_str and stat == "str" then stat = "cun" end
    
    dg's avatar
    dg committed
    			add = add + (self:getStat(stat) - 10) * mod
    		end
    	end
    
    dg's avatar
    dg committed
    	local talented_mod = self:combatCheckTraining(weapon)
    
    dg's avatar
    dg committed
    	return self.combat_dam + (weapon.dam or 1) * (1 + talented_mod / 4) + add
    
    dg's avatar
    dg committed
    end
    
    --- Gets spellpower
    function _M:combatSpellpower(mod)
    	mod = mod or 1
    	return (self.combat_spellpower + self:getMag()) * mod
    end
    
    --- Gets spellcrit
    function _M:combatSpellCrit()
    
    dg's avatar
    dg committed
    	return self.combat_spellcrit + (self:getCun() - 10) * 0.3 + 1
    
    dg's avatar
    dg committed
    end
    
    --- Gets spellspeed
    function _M:combatSpellSpeed()
    
    dg's avatar
    dg committed
    	return self.combat_spellspeed + 1
    
    dg's avatar
    dg committed
    end
    
    dg's avatar
    dg committed
    
    --- Computes physical crit for a damage
    function _M:physicalCrit(dam, weapon)
    
    dg's avatar
    dg committed
    	if self:isTalentActive(self.T_STEALTH) and self:knowTalent(self.T_SHADOWSTRIKE) then
    		return dam * (2 + self:getTalentLevel(self.T_SHADOWSTRIKE) / 5), true
    	end
    
    
    dg's avatar
    dg committed
    	local chance = self:combatCrit(weapon)
    
    dg's avatar
    dg committed
    	local crit = false
    
    dg's avatar
    dg committed
    	if rng.percent(chance) then
    		dam = dam * 2
    
    dg's avatar
    dg committed
    		crit = true
    
    dg's avatar
    dg committed
    	end
    
    dg's avatar
    dg committed
    	return dam, crit
    
    dg's avatar
    dg committed
    end
    
    --- Computes spell crit for a damage
    function _M:spellCrit(dam)
    
    dg's avatar
    dg committed
    	if self:isTalentActive(self.T_STEALTH) and self:knowTalent(self.T_SHADOWSTRIKE) then
    		return dam * (2 + self:getTalentLevel(self.T_SHADOWSTRIKE) / 5), true
    	end
    
    
    dg's avatar
    dg committed
    	local chance = self:combatSpellCrit()
    
    dg's avatar
    dg committed
    	local crit = false
    
    dg's avatar
    dg committed
    	if rng.percent(chance) then
    		dam = dam * 2
    
    dg's avatar
    dg committed
    		crit = true
    
    dg's avatar
    dg committed
    	end
    
    dg's avatar
    dg committed
    	return dam, crit
    
    dg's avatar
    dg committed
    end
    
    dg's avatar
    dg committed
    
    --- Computes physical resistance
    function _M:combatPhysicalResist()
    
    dg's avatar
    dg committed
    	return self.combat_physresist + (self:getCon() + self:getStr()) * 0.25
    
    dg's avatar
    dg committed
    end
    
    --- Computes spell resistance
    function _M:combatSpellResist()
    
    dg's avatar
    dg committed
    	return self.combat_spellresist + (self:getMag() + self:getWil()) * 0.25
    
    dg's avatar
    dg committed
    end