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Combat.lua 58.5 KiB
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		add = add + 5 * self:getTalentLevel(Talents.T_STAFF_MASTERY)
	end
	if self:knowTalent(Talents.T_BOW_MASTERY) then
		add = add + 5 * self:getTalentLevel(Talents.T_BOW_MASTERY)
	end
	if self:knowTalent(Talents.T_SLING_MASTERY) then
		add = add + 5 * self:getTalentLevel(Talents.T_SLING_MASTERY)
	end

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	return self:rescaleCombatStats((self.combat_dam > 0 and self.combat_dam or 0) + add + self:getStr()) * 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)
	mod = mod or 1
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	local add = 0
	if self:knowTalent(self.T_ARCANE_DEXTERITY) then
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		add = add + (15 + self:getTalentLevel(self.T_ARCANE_DEXTERITY) * 5) * self:getDex() / 100
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	end
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	if self:knowTalent(self.T_SHADOW_CUNNING) then
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		add = add + (15 + self:getTalentLevel(self.T_SHADOW_CUNNING) * 5) * self:getCun() / 100
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	end
	if self:hasEffect(self.EFF_BLOODLUST) then
		add = add + self:hasEffect(self.EFF_BLOODLUST).dur
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	local am = 1
	if self:attr("spellpower_reduction") then am = 1 / (1 + self:attr("spellpower_reduction")) end

	return self:rescaleCombatStats((self.combat_spellpower > 0 and self.combat_spellpower or 0) + add + self:getMag()) * 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)
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	local offmult = (mult or 1) / 2
	if self:knowTalent(Talents.T_DUAL_WEAPON_TRAINING) then
		offmult = (mult or 1) / (2 - (math.min(self:getTalentLevel(Talents.T_DUAL_WEAPON_TRAINING), 8) / 6))
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	elseif self:knowTalent(Talents.T_CORRUPTED_STRENGTH) then
		offmult = (mult or 1) / (2 - (math.min(self:getTalentLevel(Talents.T_CORRUPTED_STRENGTH), 8) / 9))
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	end
	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
	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()
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end
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--- 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
		crit_reduction = crit_reduction + self:getTalentLevel(self.T_ARMOUR_TRAINING) * 1.9
	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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	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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	local crit = false
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	if self:knowTalent(self.T_BACKSTAB) and target:attr("stunned") then chance = chance + self:getTalentLevel(self.T_BACKSTAB) * 10 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()
	if target:hasEffect(target.EFF_DISMAYED) then
		chance = 100
	end
	if self:isTalentActive(self.T_STEALTH) and self:knowTalent(self.T_SHADOWSTRIKE) then
		chance = 100
		crit_power_add = crit_power_add + self:getTalentLevel(self.T_SHADOWSTRIKE) / 7
	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
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		dam = dam * (1.5 + crit_power_add + (self.combat_critical_power or 0) / 100)
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		crit = true
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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)
	crit_power_add = crit_power_add or 0
	local chance = self:combatSpellCrit() + (add_chance or 0)
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	local crit = false
	if self:isTalentActive(self.T_STEALTH) and self:knowTalent(self.T_SHADOWSTRIKE) then
		chance = 100
		crit_power_add = crit_power_add + self:getTalentLevel(self.T_SHADOWSTRIKE) / 7
	end

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	print("[SPELL CRIT %]", chance)
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	if rng.percent(chance) then
		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("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)
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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)
	crit_power_add = crit_power_add or 0
	local chance = self:combatMindCrit() + (add_chance or 0)
	local crit = false

	if self:isTalentActive(self.T_STEALTH) and self:knowTalent(self.T_SHADOWSTRIKE) then
		chance = 100
		crit_power_add = crit_power_add + self:getTalentLevel(self.T_SHADOWSTRIKE) / 7
	end

	print("[MIND CRIT %]", chance)
	if rng.percent(chance) then
		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:incMana(self:attr("psi_on_crit")) end
		if self:attr("equilibrium_on_crit") then self:incVim(self:attr("equilibrium_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
	chance = 100 - chance
	print("[SPELL] friendly fire chance", chance)
	return chance
end

--- Gets mindpower
	mod = mod or 1
	if self:knowTalent(self.T_GESTURE_OF_POWER) then
		local t = self:getTalentFromId(self.T_GESTURE_OF_POWER)
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	return self:rescaleCombatStats((self.combat_mindpower > 0 and self.combat_mindpower or 0) + add + self:getWil() * 0.7 + self:getCun() * 0.4) * 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
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	if self:knowTalent(self.T_POWER_IS_MONEY) then
		add = add + util.bound(self.money / (90 - self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 5), 0, self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 7)
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	end
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	return self:rescaleCombatStats(self.combat_physresist + (self:getCon() + self:getStr() + (self:getLck() - 50) * 0.5) * 0.35 + add)
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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
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	if self:knowTalent(self.T_POWER_IS_MONEY) then
		add = add + util.bound(self.money / (90 - self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 5), 0, self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 7)
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	end
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	return self:rescaleCombatStats(self.combat_spellresist + (self:getMag() + self:getWil() + (self:getLck() - 50) * 0.5) * 0.35 + add)
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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
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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 + util.bound(self.money / (90 - self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 5), 0, self:getTalentLevelRaw(self.T_POWER_IS_MONEY) * 7)
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	end
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	return self:rescaleCombatStats(self.combat_mentalresist + (self:getCun() + self:getWil() + (self:getLck() - 50) * 0.5) * 0.35 + add)
-- 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 a = (self.resists.all or 0) / 100
	local b = (self.resists[type] or 0) / 100
	local r = math.min(100 * (1 - (1 - a) * (1 - b)), (self.resists_cap.all or 0) + (self.resists_cap[type] or 0))
	return r
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
	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 + 5 + self:getTalentLevel(self.T_PIERCING_SIGHT) * self:getCun(15, true) end
	return self.level / 2 + self:getCun(25, true) + (self:attr("see_stealth") or 0) + bonus
end

--- Computes see invisible
function _M:combatSeeInvisible()
	local bonus = 0
	if self:knowTalent(self.T_PIERCING_SIGHT) then bonus = bonus + 5 + self:getTalentLevel(self.T_PIERCING_SIGHT) * self:getCun(15, true) 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

--- Check if the actor has a cursed weapon
function _M:hasCursedWeapon()
	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 not weapon.curse then
	local t = self:getTalentFromId(self.T_DEFILING_TOUCH)
	if not t.canCurseItem(self, t, weapon) then return nil end
--- Check if the actor has a cursed weapon
function _M:hasCursedOffhandWeapon()
	if self:attr("disarmed") then
		return nil, "disarmed"
	end

	if not self:getInven("OFFHAND") then return end
	local weapon = self:getInven("OFFHAND")[1]
	if not weapon or not weapon.combat or not weapon.curse then
		return nil
	end
	local t = self:getTalentFromId(self.T_DEFILING_TOUCH)
	if not t.canCurseItem(self, t, weapon) then return nil end
	return weapon
end

--- Check if the actor has a two handed weapon
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function _M:hasTwoHandedWeapon()
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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
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	local weapon = self:getInven("MAINHAND")[1]
	if not weapon or not weapon.twohanded then
		return nil
	end
	return weapon
end

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

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	if not self:getInven("MAINHAND") or not self:getInven("OFFHAND") then return end
	local shield = self:getInven("OFFHAND")[1]
	if not shield or not shield.special_combat then
		return nil
	end
	return shield
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end

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-- Check if actor is unarmed
function _M:isUnarmed()
	local unarmed = true
	if not self:getInven("MAINHAND") or not self:getInven("OFFHAND") then return end
	local weapon = self:getInven("MAINHAND")[1]
	local offweapon = self:getInven("OFFHAND")[1]
	if weapon or offweapon then
		unarmed = false
	end
	return unarmed
end

-- Get the number of free hands the actor has
function _M:getFreeHands()
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	if not self:getInven("MAINHAND") or not self:getInven("OFFHAND") then return 0 end
	local weapon = self:getInven("MAINHAND")[1]
	local offweapon = self:getInven("OFFHAND")[1]
	if weapon and offweapon then return 0 end
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	if weapon and weapon.twohanded then return 0 end
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--- Check if the actor dual wields
function _M:hasDualWeapon()
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	if self:attr("disarmed") then
		return nil, "disarmed"
	end

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	if not self:getInven("MAINHAND") or not self:getInven("OFFHAND") then return end
	local weapon = self:getInven("MAINHAND")[1]
	local offweapon = self:getInven("OFFHAND")[1]
	if not weapon or not offweapon or not weapon.combat or not offweapon.combat then
		return nil
	end
	return weapon, offweapon
end
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--- Check if the actor uses psiblades
function _M:hasPsiblades(main, off)
	if self:attr("disarmed") then
		return nil, "disarmed"
	end

	local weapon, offweapon = nil, nil
	if main then
		if not self:getInven("MAINHAND") then return end
		weapon = self:getInven("MAINHAND")[1]
		if not weapon or not weapon.combat or not weapon.psiblade_active then return nil, "unactivated psiblade" end
	end
	if off then
		if not self:getInven("OFFHAND") then return end
		offweapon = self:getInven("OFFHAND")[1]
		if not offweapon or not offweapon.combat or not offweapon.psiblade_active then return nil, "unactivated psiblade" end
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--- Check if the actor has a light armor
function _M:hasLightArmor()
	if not self:getInven("BODY") then return end
	local armor = self:getInven("BODY")[1]
	if not armor or (armor.subtype ~= "cloth" and armor.subtype ~= "light") then
		return nil
	end
	return armor
end

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--- Check if the actor has a heavy armor
function _M:hasHeavyArmor()
	if not self:getInven("BODY") then return end
	local armor = self:getInven("BODY")[1]
	if not armor or (armor.subtype ~= "heavy" and armor.subtype ~= "massive") then
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		return nil
	end
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	return armor
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end

--- Check if the actor has a massive armor
function _M:hasMassiveArmor()
	if not self:getInven("BODY") then return end
	local armor = self:getInven("BODY")[1]
	if not armor or armor.subtype ~= "massive" then
		return nil
	end
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	return armor
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end
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-- Unarmed Combat; this handles grapple checks and building combo points
-- Builds Comob; reduces the cooldown on all unarmed abilities on cooldown by one
function _M:buildCombo()
	local duration = 3
	local power = 1
	-- Combo String bonuses
	if self:knowTalent(self.T_COMBO_STRING) then
		local t = self:getTalentFromId(self.T_COMBO_STRING)
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		if rng.percent(t.getChance(self, t)) then
			power = 2
		end
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		duration = 3 + t.getDuration(self, t)
	end
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	if self:knowTalent(self.T_RELENTLESS_STRIKES) then
		local t = self:getTalentFromId(self.T_RELENTLESS_STRIKES)
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		self:incStamina(t.getStamina(self, t))
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	end
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	self:setEffect(self.EFF_COMBO, duration, {power=power})
end

function _M:getCombo(combo)
	local combo = 0
	local p = self:hasEffect(self.EFF_COMBO)
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		combo = p.cur_power
	end
		return combo
end

function _M:clearCombo()
	if self:hasEffect(self.EFF_COMBO) then
		self:removeEffect(self.EFF_COMBO)
	end
end

-- Check to see if the target is already being grappled; many talents have extra effects on grappled targets
function _M:isGrappled(source)
	local p = self:hasEffect(self.EFF_GRAPPLED)
	if p and p.src == source then
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		return true
	else
		return false
	end
end

-- Breaks active grapples; called by a few talents that involve a lot of movement
function _M:breakGrapples()
	if self:hasEffect(self.EFF_GRAPPLING) then
		local p = self:hasEffect(self.EFF_GRAPPLING)
		if p.trgt then
			p.trgt:removeEffect(p.trgt.EFF_GRAPPLED)
		end
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		self:removeEffect(self.EFF_GRAPPLING)
	end
end

-- grapple size check; compares attackers size and targets size
function _M:grappleSizeCheck(target)
	size = target.size_category - self.size_category
	if size > 1 then
		game.logSeen(target, "%s fails because %s is too big!", self.name:capitalize(), target.name:capitalize())
		return true
	else
		return false
	end
end

-- Starts the grapple
function _M:startGrapple(target)
	-- pulls boosted grapple effect from the clinch talent if known
	if self:knowTalent(self.T_CLINCH) then
		local t = self:getTalentFromId(self.T_CLINCH)
		power = t.getPower(self, t)
		duration = t.getDuration(self, t)
		hitbonus = self:getTalentLevel(t)/2
	else
		power = 5
		duration = 4
		hitbonus = 0
	end
	-- Breaks the grapple before reapplying
	if self:hasEffect(self.EFF_GRAPPLING) then
		self:removeEffect(self.EFF_GRAPPLING, true)
		target:setEffect(target.EFF_GRAPPLED, duration, {src=self, power=power}, true)
		self:setEffect(self.EFF_GRAPPLING, duration, {trgt=target}, true)
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		return true
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		target:setEffect(target.EFF_GRAPPLED, duration, {src=self, power=power, apply_power=self:combatPhysicalpower()})
		target:crossTierEffect(target.EFF_GRAPPLED, self:combatPhysicalpower())
		self:setEffect(self.EFF_GRAPPLING, duration, {trgt=target})
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		return true
	else
		game.logSeen(target, "%s resists the grapple!", target.name:capitalize())
		return false
	end