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Combat.lua 81.9 KiB
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			max = math.max(max, self:getTalentLevel(tid))
		end
		return max
	else
		return self:getTalentLevel(_M.weapon_talents[weapon.talented])
	end
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end

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--- Gets the defense
--- Fake denotes a check not actually being made, used by character sheets etc.
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function _M:combatDefenseBase(fake)
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	local add = 0
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	if not self:attr("encased_in_ice") then
		if self:hasDualWeapon() and self:knowTalent(self.T_DUAL_WEAPON_DEFENSE) then
			add = add + self:callTalent(self.T_DUAL_WEAPON_DEFENSE,"getDefense")
		end
		if not fake then
			add = add + (self:checkOnDefenseCall("defense") or 0)
		end
		if self:knowTalent(self.T_TACTICAL_EXPERT) then
			local t = self:getTalentFromId(self.T_TACTICAL_EXPERT)
			add = add + t.do_tact_update(self, t)
		end
		if self:knowTalent(self.T_CORRUPTED_SHELL) then
			add = add + self:getCon() / 3
		end
		if self:knowTalent(self.T_STEADY_MIND) then
			local t = self:getTalentFromId(self.T_STEADY_MIND)
			add = add + t.getDefense(self, t)
		end
		if self:isTalentActive(Talents.T_SURGE) then
			local t = self:getTalentFromId(self.T_SURGE)
			add = add + t.getDefenseChange(self, t)
		end
	local d = math.max(0, self.combat_def + (self:getDex() - 10) * 0.35 + (self:getLck() - 50) * 0.4)
	local mult = 1
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	if self:hasLightArmor() and self:knowTalent(self.T_MOBILE_DEFENCE) then
		mult = mult + self:callTalent(self.T_MOBILE_DEFENCE,"getDef")
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	end

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	if self:knowTalent(self.T_MISDIRECTION) then
		mult = mult + self:callTalent(self.T_MISDIRECTION,"getDefense")/100
	return math.max(0, d * mult + add) -- Add bonuses last to avoid compounding defense multipliers from talents
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end

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--- Gets the defense ranged
function _M:combatDefense(fake, add)
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	local base_defense = self:combatDefenseBase(true)
	if not fake then base_defense = self:combatDefenseBase() end
	local d = math.max(0, base_defense + (add or 0))
	if self:attr("dazed") then d = d / 2 end
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	return self:rescaleCombatStats(d)
end

--- Gets the defense ranged
function _M:combatDefenseRanged(fake, add)
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	local base_defense = self:combatDefenseBase(true)
	if not fake then base_defense = self:combatDefenseBase() end
	local d = math.max(0, base_defense + (self.combat_def_ranged or 0) + (add or 0))
	if self:attr("dazed") then d = d / 2 end
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	return self:rescaleCombatStats(d)
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end

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--- Gets the armor
function _M:combatArmor()
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	local add = 0
	if self:hasHeavyArmor() and self:knowTalent(self.T_ARMOUR_TRAINING) then
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		local at = Talents:getTalentFromId(Talents.T_ARMOUR_TRAINING)
		add = add + at.getArmor(self, at)
		if self:knowTalent(self.T_GOLEM_ARMOUR) then
			local ga = Talents:getTalentFromId(Talents.T_GOLEM_ARMOUR)
			add = add + ga.getArmor(self, ga)
		end
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	end
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	if self:knowTalent(self.T_CARBON_SPIKES) and self:isTalentActive(self.T_CARBON_SPIKES) then
		add = add + self.carbon_armor
	end
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	if self:knowTalent(self.T_ARMOUR_OF_SHADOWS) and not game.level.map.lites(self.x, self.y) then
		add = add + self:callTalent(self.T_ARMOUR_OF_SHADOWS,"ArmourBonus")
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	end
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	return self.combat_armor + add
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end

--- Gets armor hardiness
-- This is how much % of a blow we can reduce with armor
function _M:combatArmorHardiness()
	local add = 0
	if self:hasHeavyArmor() and self:knowTalent(self.T_ARMOUR_TRAINING) then
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		local at = Talents:getTalentFromId(Talents.T_ARMOUR_TRAINING)
		add = add + at.getArmorHardiness(self, at)
		if self:knowTalent(self.T_GOLEM_ARMOUR) then
			local ga = Talents:getTalentFromId(Talents.T_GOLEM_ARMOUR)
			add = add + ga.getArmorHardiness(self, ga)
		end
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	if self:hasLightArmor() and self:knowTalent(self.T_MOBILE_DEFENCE) then
		add = add + self:callTalent(self.T_MOBILE_DEFENCE, "getHardiness")
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	end
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	if self:knowTalent(self.T_ARMOUR_OF_SHADOWS) and not game.level.map.lites(self.x, self.y) then
		add = add + 50
	end
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	return util.bound(30 + self.combat_armor_hardiness + add, 0, 100)
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--- Gets the attack
function _M:combatAttackBase(weapon, ammo)
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	weapon = weapon or self.combat or {}
	return 4 + self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 10 + (weapon.atk or 0) + (ammo and ammo.atk or 0) + (self:getLck() - 50) * 0.4
end
function _M:combatAttack(weapon, ammo)
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	local stats
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	if self.use_psi_combat then stats = self:getCun(100, true) - 10
	elseif weapon and weapon.wil_attack then stats = self:getWil(100, true) - 10
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	else stats = self:getDex(100, true) - 10
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	end
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	local d = self:combatAttackBase(weapon, ammo) + stats
	if self:attr("dazed") then d = d / 2 end
	return self:rescaleCombatStats(d)
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end

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function _M:combatAttackRanged(weapon, ammo)
	local stats
	if self.use_psi_combat then stats = self:getCun(100, true) - 10
	elseif weapon and weapon.wil_attack then stats = self:getWil(100, true) - 10
	else stats = self:getDex(100, true) - 10
	end
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	local d = self:combatAttackBase(weapon, ammo) + stats + (self.combat_atk_ranged or 0)
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	if self:attr("dazed") then d = d / 2 end
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	return self:rescaleCombatStats(d)
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end

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--- Gets the attack using only strength
function _M:combatAttackStr(weapon, ammo)
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	local d = self:combatAttackBase(weapon, ammo) + (self:getStr(100, true) - 10)
	if self:attr("dazed") then d = d / 2 end
	return self:rescaleCombatStats(d)
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end

--- Gets the attack using only dexterity
function _M:combatAttackDex(weapon, ammo)
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	local d = self:combatAttackBase(weapon, ammo) + (self:getDex(100, true) - 10)
	if self:attr("dazed") then d = d / 2 end
	return self:rescaleCombatStats(d)
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end

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--- Gets the attack using only magic
function _M:combatAttackMag(weapon, ammo)
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	local d = self:combatAttackBase(weapon, ammo) + (self:getMag(100, true) - 10)
	if self:attr("dazed") then d = d / 2 end
	return self:rescaleCombatStats(d)
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end

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--- Gets the armor penetration
function _M:combatAPR(weapon)
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	weapon = weapon or self.combat or {}
	local addapr = 0
	return self.combat_apr + (weapon.apr or 0) + addapr
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end

--- Gets the weapon speed
function _M:combatSpeed(weapon)
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	weapon = weapon or self.combat or {}
	return (weapon.physspeed or 1) / math.max(self.combat_physspeed, 0.1)
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end

--- Gets the crit rate
function _M:combatCrit(weapon)
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	weapon = weapon or self.combat or {}
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	local addcrit = 0
	if weapon.talented and self:knowTalent(Talents.T_LETHALITY) then
		addcrit = 1 + self:callTalent(Talents.T_LETHALITY, "getCriticalChance")
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	end
	local crit = self.combat_physcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + (weapon.physcrit or 1) + addcrit
	return math.max(crit, 0) -- note: crit > 100% may be offset by crit reduction elsewhere
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end

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--- Gets the damage range
function _M:combatDamageRange(weapon)
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	weapon = weapon or self.combat or {}
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	return (self.combat_damrange or 0) + (weapon.damrange or 1.1)
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end

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--- Scale damage values
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-- This currently beefs up high-end damage values to make up for the combat stat rescale nerf.
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function _M:rescaleDamage(dam)
	if dam <= 0 then return dam end
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--	return dam * (1 - math.log10(dam * 2) / 7) --this is the old version, pre-combat-stat-rescale
	return dam ^ 1.04
end
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--Diminishing-returns method of scaling combat stats, observing this rule: the first twenty ranks cost 1 point each, the second twenty cost two each, and so on. This is much, much better for players than some logarithmic mess, since they always know exactly what's going on, and there are nice breakpoints to strive for.
function _M:rescaleCombatStats(raw_combat_stat_value)
	local x = raw_combat_stat_value
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	local tiers = 50 -- Just increase this if you want to add high-level content that allows for combat stat scores over 100.
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	--return math.floor(math.min(x, 20) + math.min(math.max((x-20), 0)/2, 20) + math.min(math.max((x-60), 0)/3, 20) + math.min(math.max((x-120), 0)/4, 20) + math.min(math.max((x-200), 0)/5, 20)) --Five terms of the summation below.
	local total = 0
	for i = 1, tiers do
		local sub = 20*(i*(i-1)/2)
		total = total + math.min(math.max(x-sub, 0)/i, 20)
	end
	return total
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end

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-- Scale a value up or down by a power
-- x = a numeric value
-- y_low = value to match at x_low
-- y_high = value to match at x_high
-- power = scaling factor (default 0.5)
-- add = amount to add the result (default 0)
-- shift = amount to add to the input value before computation (default 0)
function _M:combatScale(x, y_low, x_low, y_high, x_high, power, add, shift)
	power, add, shift = power or 0.5, add or 0, shift or 0
	local x_low_adj, x_high_adj = (x_low+shift)^power, (x_high+shift)^power
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	local m = (y_high - y_low)/(x_high_adj - x_low_adj)
	local b = y_low - m*x_low_adj
	return m * (x + shift)^power + b + add
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end

-- Scale a value up or down subject to a limit
-- x = a numeric value
-- limit = value approached as x increases
-- y_high = value to match at when x = x_high
-- y_low (optional) = value to match when x = x_low
--	returns (limit - add)*x/(x + halfpoint) + add (= add when x = 0 and limit when x = infinity), halfpoint, add
-- halfpoint and add are internally computed to match the desired high/low values
-- note that the progression low->high->limit must be monotone, consistently increasing or decreasing
function _M:combatLimit(x, limit, y_low, x_low, y_high, x_high)
--	local x_low, x_high = 1,5 -- Implied talent levels for low and high values respectively
--	local tl = type(t) == "table" and (raw and self:getTalentLevelRaw(t) or self:getTalentLevel(t)) or t
	if y_low and x_low then
		local p = limit*(x_high-x_low)
		local m = x_high*y_high - x_low*y_low
		local halfpoint = (p-m)/(y_high - y_low)
		local add = (limit*(x_high*y_low-x_low*y_high) + y_high*y_low*(x_low-x_high))/(p-m)
		return (limit-add)*x/(x + halfpoint) + add
--		return (limit-add)*x/(x + halfpoint) + add, halfpoint, add
	else
		local add = 0
		local halfpoint = limit*x_high/(y_high-add)-x_high
		return (limit-add)*x/(x + halfpoint) + add
--		return (limit-add)*x/(x + halfpoint) + add, halfpoint, add
	end
end

-- Compute a diminishing returns value based on talent level that scales with a power
-- t = talent def table or a numeric value
-- low = value to match at talent level 1
-- high = value to match at talent level 5
-- power = scaling factor (default 0.5) or "log" for log10
-- add = amount to add the result (default 0)
-- shift = amount to add to the talent level before computation (default 0)
-- raw if true specifies use of raw talent level
function _M:combatTalentScale(t, low, high, power, add, shift, raw)
	local tl = type(t) == "table" and (raw and self:getTalentLevelRaw(t) or self:getTalentLevel(t)) or t
	power, add, shift = power or 0.5, add or 0, shift or 0
	local x_low, x_high = 1, 5 -- Implied talent levels to fit
	local x_low_adj, x_high_adj
	if power == "log" then
		x_low_adj, x_high_adj = math.log10(x_low+shift), math.log10(x_high+shift)
		tl = math.max(1, tl)
	else
		x_low_adj, x_high_adj = (x_low+shift)^power, (x_high+shift)^power
	end
	local m = (high - low)/(x_high_adj - x_low_adj)
	local b = low - m*x_low_adj
	if power == "log" then -- always >= 0
		return math.max(0, m * math.log10(tl + shift) + b + add)
--		return math.max(0, m * math.log10(tl + shift) + b + add), m, b
	else 
		return math.max(0, m * (tl + shift)^power + b + add)
--		return math.max(0, m * (tl + shift)^power + b + add), m, b
	end
end

-- Compute a diminishing returns value based on a stat value that scales with a power
-- stat == "str", "con",.... or a numeric value
-- low = value to match when stat = 10
-- high = value to match when stat = 100
-- power = scaling factor (default 0.5) or "log" for log10
-- add = amount to add the result (default 0)
-- shift = amount to add to the stat value before computation (default 0)
function _M:combatStatScale(stat, low, high, power, add, shift)
	stat = type(stat) == "string" and self:getStat(stat,nil,true) or stat
	power, add, shift = power or 0.5, add or 0, shift or 0
	local x_low, x_high = 10, 100 -- Implied stat values to match
	local x_low_adj, x_high_adj
	if power == "log" then
		x_low_adj, x_high_adj = math.log10(x_low+shift), math.log10(x_high+shift)
		stat = math.max(1, stat)
	else
		x_low_adj, x_high_adj = (x_low+shift)^power, (x_high+shift)^power
	end
	local m = (high - low)/(x_high_adj - x_low_adj)
	local b = low -m*x_low_adj
	if power == "log" then -- always >= 0
		return math.max(0, m * math.log10(stat + shift) + b + add)
--		return math.max(0, m * math.log10(stat + shift) + b + add), m, b
	else 
		return math.max(0, m * (stat + shift)^power + b + add)
--		return math.max(0, m * (stat + shift)^power + b + add), m, b
	end
end

-- Compute a diminishing returns value based on talent level that cannot go beyond a limit
-- t = talent def table or a numeric value
-- limit = value approached as talent levels increase
-- high = value at talent level 5
-- low = value at talent level 1 (optional)
-- raw if true specifies use of raw talent level
--	returns (limit - add)*TL/(TL + halfpoint) + add == add when TL = 0 and limit when TL = infinity
-- TL = talent level, halfpoint and add are internally computed to match the desired high/low values
-- note that the progression low->high->limit must be monotone, consistently increasing or decreasing
function _M:combatTalentLimit(t, limit, low, high, raw)
	local x_low, x_high = 1,5 -- Implied talent levels for low and high values respectively
	local tl = type(t) == "table" and (raw and self:getTalentLevelRaw(t) or self:getTalentLevel(t)) or t
	if low then
		local p = limit*(x_high-x_low)
		local m = x_high*high - x_low*low
		local halfpoint = (p-m)/(high - low)
		local add = (limit*(x_high*low-x_low*high) + high*low*(x_low-x_high))/(p-m)
		return (limit-add)*tl/(tl + halfpoint) + add
--		return (limit-add)*tl/(tl + halfpoint) + add, halfpoint, add
	else
		local add = 0
		local halfpoint = limit*x_high/(high-add)-x_high
		return (limit-add)*tl/(tl + halfpoint) + add
--		return (limit-add)*tl/(tl + halfpoint) + add, halfpoint, add
	end
end

-- Compute a diminishing returns value based on a stat value that cannot go beyond a limit
-- stat == "str", "con",.... or a numeric value
-- limit = value approached as talent levels increase
-- high = value to match when stat = 100
-- low = value to match when stat = 10 (optional)
--	returns (limit - add)*stat/(stat + halfpoint) + add == add when STAT = 0 and limit when stat = infinity
-- halfpoint and add are internally computed to match the desired high/low values
-- note that the progression low->high->limit must be monotone, consistently increasing or decreasing
function _M:combatStatLimit(stat, limit, low, high)
	local x_low, x_high = 10,100 -- Implied talent levels for low and high values respectively
	stat = type(stat) == "string" and self:getStat(stat,nil,true) or stat
	if low then
		local p = limit*(x_high-x_low)
		local m = x_high*high - x_low*low
		local halfpoint = (p-m)/(high - low)
		local add = (limit*(x_high*low-x_low*high) + high*low*(x_low-x_high))/(p-m)
		return (limit-add)*stat/(stat + halfpoint) + add
--		return (limit-add)*stat/(stat + halfpoint) + add, halfpoint, add
	else
		local add = 0
		local halfpoint = limit*x_high/(high-add)-x_high
		return (limit-add)*stat/(stat + halfpoint) + add
--		return (limit-add)*stat/(stat + halfpoint) + add, halfpoint, add
	end
end

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--- Gets the damage
function _M:combatDamage(weapon)
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	weapon = weapon or self.combat or {}
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	local sub_cun_to_str = false
	if weapon.talented and weapon.talented == "knife" and self:knowTalent(Talents.T_LETHALITY) then sub_cun_to_str = true end
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	local dammod = weapon.dammod or {str=0.6}
	for stat, mod in pairs(dammod) do
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		if sub_cun_to_str and stat == "str" then stat = "cun" end
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		if self.use_psi_combat and stat == "str" then stat = "wil" end
		if self.use_psi_combat and stat == "dex" then stat = "cun" end
		totstat = totstat + self:getStat(stat) * mod
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	end
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	if self.use_psi_combat then
		if self:knowTalent(self.T_GREATER_TELEKINETIC_GRASP) then
			local g = self:getTalentFromId(self.T_GREATER_TELEKINETIC_GRASP)
			totstat = totstat * g.stat_sub(self, g)
		else
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			totstat = totstat * 0.6
	if self:knowTalent(self.T_SUPERPOWER) then
		totstat = totstat + self:getStat("wil") * 0.3
	end

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	if self:knowTalent(self.T_ARCANE_MIGHT) then
		totstat = totstat + self:getStat("mag") * 0.5
	end

	local talented_mod = math.sqrt(self:combatCheckTraining(weapon) / 5) / 2 + 1
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	local power = math.max((weapon.dam or 1), 1)
	power = (math.sqrt(power / 10) - 1) * 0.5 + 1
	--print(("[COMBAT DAMAGE] power(%f) totstat(%f) talent_mod(%f)"):format(power, totstat, talented_mod))
	return self:rescaleDamage(0.3*(self:combatPhysicalpower(nil, weapon) + totstat) * power * talented_mod)
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end

function _M:combatPhysicalpower(mod, weapon, add)
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	mod = mod or 1
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	if self:knowTalent(Talents.T_ARCANE_DESTRUCTION) then
		add = add + self:combatSpellpower() * self:callTalent(Talents.T_ARCANE_DESTRUCTION, "getSPMult")
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	end
	if self:isTalentActive(Talents.T_BLOOD_FRENZY) then
		add = add + self.blood_frenzy
	end
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	if self:knowTalent(self.T_EMPTY_HAND) and self:isUnarmed() then
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		local t = self:getTalentFromId(self.T_EMPTY_HAND)
		add = add + t.getDamage(self, t)
	end
	if self:attr("psychometry_power") then
		add = add + self:attr("psychometry_power")
	end

	if not weapon then
		local inven = self:getInven(self.INVEN_MAINHAND)
		if inven and inven[1] then weapon = self:getObjectCombat(inven[1], "mainhand") else weapon = self.combat end
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	end

	add = add + 10 * self:combatCheckTraining(weapon)
	local d = math.max(0, self.combat_dam + add) + self:getStr() -- allows strong debuffs to offset strength
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	if self:attr("dazed") then d = d / 2 end
	return self:rescaleCombatStats(d) * mod
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end

--- Gets damage based on talent
function _M:combatTalentPhysicalDamage(t, base, max)
	-- Compute at "max"
	local mod = max / ((base + 100) * ((math.sqrt(5) - 1) * 0.8 + 1))
	-- Compute real
	return self:rescaleDamage((base + (self:combatPhysicalpower())) * ((math.sqrt(self:getTalentLevel(t)) - 1) * 0.8 + 1) * mod)
end

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--- Gets spellpower
function _M:combatSpellpower(mod, add)
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	mod = mod or 1
	if self:knowTalent(self.T_ARCANE_CUNNING) then
		add = add + self:callTalent(self.T_ARCANE_CUNNING,"getSpellpower") * self:getCun() / 100
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	end
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	if self:knowTalent(self.T_SHADOW_CUNNING) then
		add = add + self:callTalent(self.T_SHADOW_CUNNING,"getSpellpower") * self:getCun() / 100
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	end
	if self:hasEffect(self.EFF_BLOODLUST) then
		add = add + self:hasEffect(self.EFF_BLOODLUST).power
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	local am = 1
	if self:attr("spellpower_reduction") then am = 1 / (1 + self:attr("spellpower_reduction")) end

	local d = (self.combat_spellpower > 0 and self.combat_spellpower or 0) + add + self:getMag()
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	if self:attr("dazed") then d = d / 2 end
	return self:rescaleCombatStats(d) * mod * am
end

--- Gets damage based on talent
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function _M:combatTalentSpellDamage(t, base, max, spellpower_override)
	-- Compute at "max"
	local mod = max / ((base + 100) * ((math.sqrt(5) - 1) * 0.8 + 1))
	-- Compute real
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	return self:rescaleDamage((base + (spellpower_override or self:combatSpellpower())) * ((math.sqrt(self:getTalentLevel(t)) - 1) * 0.8 + 1) * mod)
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end

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--- Gets weapon damage mult based on talent
function _M:combatTalentWeaponDamage(t, base, max, t2)
	if t2 then t2 = t2 / 2 else t2 = 0 end
	local diff = max - base
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	local mult = base + diff * math.sqrt((self:getTalentLevel(t) + t2) / 5)
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--	print("[TALENT WEAPON MULT]", self:getTalentLevel(t), base, max, t2, mult)
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	return mult
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end

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--- Gets the off hand multiplier
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function _M:getOffHandMult(combat, mult)
	local offmult = 1/2
	-- Take the bigger multiplier from Dual weapon training and Corrupted Strength
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	if self:knowTalent(Talents.T_DUAL_WEAPON_TRAINING) then
		offmult = math.max(offmult,self:callTalent(Talents.T_DUAL_WEAPON_TRAINING,"getoffmult"))
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	end
	if self:knowTalent(Talents.T_CORRUPTED_STRENGTH) then
		offmult = math.max(offmult,self:callTalent(Talents.T_CORRUPTED_STRENGTH,"getoffmult"))
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	end
	offmult = (mult or 1)*offmult
	if self:hasEffect(self.EFF_CURSE_OF_MADNESS) then
		local eff = self:hasEffect(self.EFF_CURSE_OF_MADNESS)
		if eff.level >= 1 and eff.unlockLevel >= 1 then
			local def = self.tempeffect_def[self.EFF_CURSE_OF_MADNESS]
			offmult = offmult + ((mult or 1) * def.getOffHandMultChange(eff.level) / 100)
		end
	end
	if combat and combat.no_offhand_penalty then
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		return math.max(1, offmult)
	else
		return offmult
	end
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--- Gets fatigue
function _M:combatFatigue()
	if self.fatigue < 0 then return 0 end
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	if self:knowTalent(self.T_NO_FATIGUE) then return 0 end
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	return self.fatigue
end

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--- Gets spellcrit
function _M:combatSpellCrit()
	local crit = self.combat_spellcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + 1
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	return util.bound(crit, 0, 100)
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end

function _M:combatMindCrit(add)
	local add = add or 0
	if self:knowTalent(self.T_GESTURE_OF_POWER) then
		local t = self:getTalentFromId(self.T_GESTURE_OF_POWER)
		add = t.getMindCritChange(self, t)
	end

	local crit = self.combat_mindcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + 1 + add
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	return util.bound(crit, 0, 100)
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--- Gets spellspeed
function _M:combatSpellSpeed()
	return 1 / math.max(self.combat_spellspeed, 0.1)
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end
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-- Gets mental speed
function _M:combatMindSpeed()
	return 1 / math.max(self.combat_mindspeed, 0.1)
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end

--- Gets summon speed
function _M:combatSummonSpeed()
	return math.max(1 - ((self:attr("fast_summons") or 0) / 100), 0.1)
end

--- Computes physical crit chance reduction
function _M:combatCritReduction()
	local crit_reduction = 0
	if self:hasHeavyArmor() and self:knowTalent(self.T_ARMOUR_TRAINING) then
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		local at = Talents:getTalentFromId(Talents.T_ARMOUR_TRAINING)
		crit_reduction = crit_reduction + at.getCriticalChanceReduction(self, at)
		if self:knowTalent(self.T_GOLEM_ARMOUR) then
			local ga = Talents:getTalentFromId(Talents.T_GOLEM_ARMOUR)
			crit_reduction = crit_reduction + ga.getCriticalChanceReduction(self, ga)
		end
	end
	if self:attr("combat_crit_reduction") then
		crit_reduction = crit_reduction + self:attr("combat_crit_reduction")
	end
	return crit_reduction
end

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--- Computes physical crit for a damage
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function _M:physicalCrit(dam, weapon, target, atk, def, add_chance, crit_power_add)
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	self.turn_procs.is_crit = nil

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	local tier_diff = self:getTierDiff(atk, def)
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	local chance = self:combatCrit(weapon) + (add_chance or 0)
	crit_power_add = crit_power_add or 0
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	if target:hasEffect(target.EFF_DISMAYED) then
		chance = 100
	end

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	local crit = false
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	if self:knowTalent(self.T_BACKSTAB) and target:attr("stunned") then chance = chance + self:callTalent(self.T_BACKSTAB,"getCriticalChance") end
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	if target:attr("combat_crit_vulnerable") then
		chance = chance + target:attr("combat_crit_vulnerable")
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	end
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	if target:hasEffect(target.EFF_SET_UP) then
		local p = target:hasEffect(target.EFF_SET_UP)
		if p and p.src == self then
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			chance = chance + p.power
		end
	end
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	chance = chance - target:combatCritReduction()
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	-- Scoundrel's Strategies
	if self:attr("cut") and target:knowTalent(self.T_SCOUNDREL) then
		chance = chance - target:callTalent(target.T_SCOUNDREL,"getCritPenalty")
	if self:attr("stealth") and self:knowTalent(self.T_SHADOWSTRIKE) and not target:canSee(self) then -- bug fix
		crit_power_add = crit_power_add + self:callTalent(self.T_SHADOWSTRIKE,"getMultiplier")
	if self:isAccuracyEffect(weapon, "axe") then
		local bonus = self:getAccuracyEffect(weapon, atk, def, 0.2, 10)
		print("[PHYS CRIT %] axe accuracy bonus", atk, def, "=", bonus)
		chance = chance + bonus
	end

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	chance = util.bound(chance, 0, 100)

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	print("[PHYS CRIT %]", chance)
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	if rng.percent(chance) then
		if target:hasEffect(target.EFF_OFFGUARD) then
			crit_power_add = crit_power_add + 0.1
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		end

		if self:isAccuracyEffect(weapon, "sword") then
			local bonus = self:getAccuracyEffect(weapon, atk, def, 0.004, 0.25)
			print("[PHYS CRIT %] sword accuracy bonus", atk, def, "=", bonus)
			crit_power_add = crit_power_add + bonus
		end

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		self.turn_procs.is_crit = "physical"
		self.turn_procs.crit_power = (1.5 + crit_power_add + (self.combat_critical_power or 0) / 100)
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		dam = dam * (1.5 + crit_power_add + (self.combat_critical_power or 0) / 100)
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		crit = true
		if self:knowTalent(self.T_EYE_OF_THE_TIGER) then self:triggerTalent(self.T_EYE_OF_THE_TIGER, nil, "physical") end
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	end
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	return dam, crit
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end

--- Computes spell crit for a damage
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function _M:spellCrit(dam, add_chance, crit_power_add)
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	self.turn_procs.is_crit = nil

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	crit_power_add = crit_power_add or 0
	local chance = self:combatSpellCrit() + (add_chance or 0)
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	local crit = false
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--	if self:attr("stealth") and self:knowTalent(self.T_SHADOWSTRIKE) and not target:canSee(self) then -- bug fix
	if self:attr("stealth") and self:knowTalent(self.T_SHADOWSTRIKE) then -- bug fix
		crit_power_add = crit_power_add + self:callTalent(self.T_SHADOWSTRIKE,"getMultiplier")
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	print("[SPELL CRIT %]", chance)
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	if rng.percent(chance) then
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		self.turn_procs.is_crit = "spell"
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		self.turn_procs.crit_power = (1.5 + crit_power_add + (self.combat_critical_power or 0) / 100)
		dam = dam * (1.5 + crit_power_add + (self.combat_critical_power or 0) / 100)
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		crit = true
		game.logSeen(self, "#{bold}#%s's spell attains critical power!#{normal}#", self.name:capitalize())
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		if self:attr("mana_on_crit") then self:incMana(self:attr("mana_on_crit")) end
		if self:attr("vim_on_crit") then self:incVim(self:attr("vim_on_crit")) end
		if self:attr("paradox_on_crit") then self:incParadox(self:attr("paradox_on_crit")) end
		if self:attr("positive_on_crit") then self:incPositive(self:attr("positive_on_crit")) end
		if self:attr("negative_on_crit") then self:incNegative(self:attr("negative_on_crit")) end
		if self:attr("spellsurge_on_crit") then
			local power = self:attr("spellsurge_on_crit")
			self:setEffect(self.EFF_SPELLSURGE, 10, {power=power, max=power*3})
		end
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		if self:isTalentActive(self.T_BLOOD_FURY) then
			local t = self:getTalentFromId(self.T_BLOOD_FURY)
			t.on_crit(self, t)
		end
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		if self:isTalentActive(self.T_CORONA) then
			local t = self:getTalentFromId(self.T_CORONA)
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			t.on_crit(self, t)

		if self:knowTalent(self.T_EYE_OF_THE_TIGER) then self:triggerTalent(self.T_EYE_OF_THE_TIGER, nil, "spell") end
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	end
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	return dam, crit
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end
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--- Computes mind crit for a damage
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function _M:mindCrit(dam, add_chance, crit_power_add)
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	self.turn_procs.is_crit = nil

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	crit_power_add = crit_power_add or 0
	local chance = self:combatMindCrit() + (add_chance or 0)
	local crit = false

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--	if self:attr("stealth") and self:knowTalent(self.T_SHADOWSTRIKE) and not target:canSee(self) then -- bug fix
	if self:attr("stealth") and self:knowTalent(self.T_SHADOWSTRIKE) then -- bug fix
		crit_power_add = crit_power_add + self:callTalent(self.T_SHADOWSTRIKE,"getMultiplier")
	print("[MIND CRIT %]", chance)
	if rng.percent(chance) then
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		self.turn_procs.is_crit = "mind"
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		self.turn_procs.crit_power = (1.5 + crit_power_add + (self.combat_critical_power or 0) / 100)
		dam = dam * (1.5 + crit_power_add + (self.combat_critical_power or 0) / 100)
		crit = true
		game.logSeen(self, "#{bold}#%s's mind surges with critical power!#{normal}#", self.name:capitalize())
		if self:attr("hate_on_crit") then self:incHate(self:attr("hate_on_crit")) end
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		if self:attr("psi_on_crit") then self:incPsi(self:attr("psi_on_crit")) end
		if self:attr("equilibrium_on_crit") then self:incEquilibrium(self:attr("equilibrium_on_crit")) end
		if self:knowTalent(self.T_EYE_OF_THE_TIGER) then self:triggerTalent(self.T_EYE_OF_THE_TIGER, nil, "mind") end
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		if self:knowTalent(self.T_LIVING_MUCUS) then self:callTalent(self.T_LIVING_MUCUS, "on_crit") end
	end
	return dam, crit
end

--- Do we get hit by our own AOE ?
function _M:spellFriendlyFire()
	local chance = (self:getLck() - 50) * 0.2
	if self:isTalentActive(self.T_SPELLCRAFT) then chance = chance + self:getTalentLevelRaw(self.T_SPELLCRAFT) * 20 end
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	chance = chance + (self.combat_spell_friendlyfire or 0)

	chance = 100 - chance
	print("[SPELL] friendly fire chance", chance)
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	return util.bound(chance, 0, 100)
--- Gets mindpower
	mod = mod or 1
	if self:knowTalent(self.T_SUPERPOWER) then
		add = add + 50 * self:getStr() / 100
	if self:knowTalent(self.T_GESTURE_OF_POWER) then
		local t = self:getTalentFromId(self.T_GESTURE_OF_POWER)
	if self:attr("psychometry_power") then
		add = add + self:attr("psychometry_power")
	end
	local d = (self.combat_mindpower > 0 and self.combat_mindpower or 0) + add + self:getWil() * 0.7 + self:getCun() * 0.4
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	if self:attr("dazed") then d = d / 2 end
	return self:rescaleCombatStats(d) * mod
end

--- Gets damage based on talent
function _M:combatTalentMindDamage(t, base, max)
	-- Compute at "max"
	local mod = max / ((base + 100) * ((math.sqrt(5) - 1) * 0.8 + 1))
	-- Compute real
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	return self:rescaleDamage((base + (self:combatMindpower())) * ((math.sqrt(self:getTalentLevel(t)) - 1) * 0.8 + 1) * mod)
--- Gets damage based on talent
function _M:combatTalentStatDamage(t, stat, base, max)
	-- Compute at "max"
	local mod = max / ((base + 100) * ((math.sqrt(5) - 1) * 0.8 + 1))
	-- Compute real
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	local dam = (base + (self:getStat(stat))) * ((math.sqrt(self:getTalentLevel(t)) - 1) * 0.8 + 1) * mod
	dam =  dam * (1 - math.log10(dam * 2) / 7)
	dam = dam ^ (1 / 1.04)
	return self:rescaleDamage(dam)
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--- Gets damage based on talent, basic stat, and interval
function _M:combatTalentIntervalDamage(t, stat, min, max, stat_weight)
	local stat_weight = stat_weight or 0.5
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	local dam = min + (max - min)*((stat_weight * self:getStat(stat)/100) + (1 - stat_weight) * self:getTalentLevel(t)/6.5)
	dam =  dam * (1 - math.log10(dam * 2) / 7)
	dam = dam ^ (1 / 1.04)
	return self:rescaleDamage(dam)
end

--- Gets damage based on talent, stat, and interval
function _M:combatStatTalentIntervalDamage(t, stat, min, max, stat_weight)
	local stat_weight = stat_weight or 0.5
	scaled_stat = self[stat](self)
	return self:rescaleDamage(min + (max - min)*((stat_weight * self[stat](self)/100) + (1 - stat_weight) * self:getTalentLevel(t)/6.5))
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end

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--- Computes physical resistance
--- Fake denotes a check not actually being made, used by character sheets etc.
function _M:combatPhysicalResist(fake)
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	local add = 0
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	if not fake then
		add = add + (self:checkOnDefenseCall("physical") or 0)
	end
	if self:knowTalent(self.T_CORRUPTED_SHELL) then
		add = add + self:getCon() / 3
	end
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	if self:knowTalent(self.T_POWER_IS_MONEY) then
		add = add + self:callTalent(self.T_POWER_IS_MONEY, "getSaves")
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	end
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	-- To return later
	local d = self.combat_physresist + (self:getCon() + self:getStr() + (self:getLck() - 50) * 0.5) * 0.35 + add
	if self:attr("dazed") then d = d / 2 end
	local total = self:rescaleCombatStats(d)
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	-- Psionic Balance
	if self:knowTalent(self.T_BALANCE) then
		local t = self:getTalentFromId(self.T_BALANCE)
		local ratio = t.getBalanceRatio(self, t)
		total = (1 - ratio)*total + self:combatMentalResist(fake)*ratio
	end
	return total
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end

--- Computes spell resistance
--- Fake denotes a check not actually being made, used by character sheets etc.
function _M:combatSpellResist(fake)
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	local add = 0
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	if not fake then
		add = add + (self:checkOnDefenseCall("spell") or 0)
	end
	if self:knowTalent(self.T_CORRUPTED_SHELL) then
		add = add + self:getCon() / 3
	end
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	if self:knowTalent(self.T_POWER_IS_MONEY) then
		add = add + self:callTalent(self.T_POWER_IS_MONEY, "getSaves")
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	end
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	-- To return later
	local d = self.combat_spellresist + (self:getMag() + self:getWil() + (self:getLck() - 50) * 0.5) * 0.35 + add
	if self:attr("dazed") then d = d / 2 end
	local total = self:rescaleCombatStats(d)
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	-- Psionic Balance
	if self:knowTalent(self.T_BALANCE) then
		local t = self:getTalentFromId(self.T_BALANCE)
		local ratio = t.getBalanceRatio(self, t)
		total = (1 - ratio)*total + self:combatMentalResist(fake)*ratio
	end
	return total
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end
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--- Computes mental resistance
--- Fake denotes a check not actually being made, used by character sheets etc.
function _M:combatMentalResist(fake)
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	local add = 0
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	if not fake then
		add = add + (self:checkOnDefenseCall("mental") or 0)
	end
	if self:knowTalent(self.T_CORRUPTED_SHELL) then
		add = add + self:getCon() / 3
	end
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	if self:knowTalent(self.T_STEADY_MIND) then
		local t = self:getTalentFromId(self.T_STEADY_MIND)
		add = add + t.getMental(self, t)
	end
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	if self:knowTalent(self.T_POWER_IS_MONEY) then
		add = add + self:callTalent(self.T_POWER_IS_MONEY, "getSaves")
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	end

	local d = self.combat_mentalresist + (self:getCun() + self:getWil() + (self:getLck() - 50) * 0.5) * 0.35 + add
	if self:attr("dazed") then d = d / 2 end
	
	local nm = self:hasEffect(self.EFF_CURSE_OF_NIGHTMARES)
	if nm and rng.percent(20) then
		d = d * (1-self.tempeffect_def.EFF_CURSE_OF_NIGHTMARES.getVisionsReduction(nm, nm.level)/100)
	end	
	return self:rescaleCombatStats(d)
-- Called when a Save or Defense is checked
function _M:checkOnDefenseCall(type)
	local add = 0
	if self:knowTalent(self.T_SPIN_FATE) then
		print("Spin Fate", type)
		local t = self:getTalentFromId(self.T_SPIN_FATE)
		t.do_spin_fate(self, t, type)
	end
	return add
end

--- Returns the resistance
function _M:combatGetResist(type)
	local power = 100
	if self.force_use_resist and self.force_use_resist ~= type then 
		type = self.force_use_resist 
		power = self.force_use_resist_percent or 100
	end
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	local a = math.min((self.resists.all or 0) / 100,1) -- Prevent large numbers from inverting the resist formulas
	local b = math.min((self.resists[type] or 0) / 100,1)
	local r = math.min(100 * (1 - (1 - a) * (1 - b)), (self.resists_cap.all or 0) + (self.resists_cap[type] or 0))
--- Returns the damage increase
function _M:combatHasDamageIncrease(type)
	if self.inc_damage[type] and self.inc_damage[type] ~= 0 then return true else return false end
end

--- Returns the damage increase
function _M:combatGetDamageIncrease(type, straight)
	local a = self.inc_damage.all or 0
	local b = self.inc_damage[type] or 0
	local inc = a + b
	if straight then return inc end

	if self.auto_highest_inc_damage and self.auto_highest_inc_damage[type] then
		local highest = self.inc_damage.all or 0
		for kind, v in pairs(self.inc_damage) do
			if kind ~= "all" then
				local inc = self:combatGetDamageIncrease(kind, true)
				highest = math.max(highest, inc)
			end
		end
		return highest + self.auto_highest_inc_damage[type]
	end

	return inc
end

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--- Computes movement speed
function _M:combatMovementSpeed(x, y)
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	local mult = 1
	if game.level and game.level.data.zero_gravity then
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		mult = 3
	end
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	local movement_speed = self.movement_speed
	if x and y and game.level.map:checkAllEntities(x, y, "creepingDark") and self:knowTalent(self.T_DARK_VISION) then
		local t = self:getTalentFromId(self.T_DARK_VISION)
		movement_speed = movement_speed + t.getMovementSpeedChange(self, t)
	end
	movement_speed = math.max(movement_speed, 0.1)
	return mult * (self.base_movement_speed or 1) / movement_speed
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end

--- Computes see stealth
function _M:combatSeeStealth()
	local bonus = 0
	if self:knowTalent(self.T_PIERCING_SIGHT) then bonus = bonus + self:callTalent(self.T_PIERCING_SIGHT,"seePower") end
	if self:knowTalent(self.T_PRETERNATURAL_SENSES) then bonus = bonus + self:callTalent(self.T_PRETERNATURAL_SENSES, "sensePower") end
	-- level 50 with 100 cun ==> 50
	return self:combatScale(self.level/2 + self:getCun()/4 + (self:attr("see_stealth") or 0), 0, 0, 50, 50) + bonus -- Note bonus scaled separately from talents
end

--- Computes see invisible
function _M:combatSeeInvisible()
	local bonus = 0
	if self:knowTalent(self.T_PIERCING_SIGHT) then bonus = bonus + self:callTalent(self.T_PIERCING_SIGHT,"seePower") end
	if self:knowTalent(self.T_PRETERNATURAL_SENSES) then bonus = bonus + self:callTalent(self.T_PRETERNATURAL_SENSES, "sensePower") end
	return (self:attr("see_invisible") or 0) + bonus
end

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--- Check if the actor has a gem bomb in quiver
function _M:hasAlchemistWeapon()
	if not self:getInven("QUIVER") then return nil, "no ammo" end
	local ammo = self:getInven("QUIVER")[1]
	if not ammo or not ammo.alchemist_power then
		return nil, "bad or no ammo"
	end
	return ammo
end

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--- Check if the actor has a staff weapon
function _M:hasStaffWeapon()
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	if self:attr("disarmed") then
		return nil, "disarmed"
	end

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	if not self:getInven("MAINHAND") then return end
	local weapon = self:getInven("MAINHAND")[1]
	if not weapon or weapon.subtype ~= "staff" then
		return nil
	end
	return weapon
end

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--- Check if the actor has an axe weapon
function _M:hasAxeWeapon()
	if self:attr("disarmed") then
		return nil, "disarmed"
	end

	if not self:getInven("MAINHAND") then return end
	local weapon = self:getInven("MAINHAND")[1]
	if not weapon or (weapon.subtype ~= "battleaxe" and weapon.subtype ~= "waraxe") then
		return nil
	end
	return weapon
end

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--- Check if the actor has a weapon
function _M:hasWeaponType(type)
	if self:attr("disarmed") then
		return nil, "disarmed"
	end

	if not self:getInven("MAINHAND") then return end
	local weapon = self:getInven("MAINHAND")[1]
	if not weapon then return nil end
	if type and weapon.combat.talented ~= type then return nil end
	return weapon
end

--- Check if the actor has a cursed weapon
function _M:hasCursedWeapon()
	if self:attr("disarmed") then