require "engine.class" local DamageType = require "engine.DamageType" local Map = require "engine.Map" local Target = require "engine.Target" local Talents = require "engine.interface.ActorTalents" --- 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 -- TODO: implement! request the player to talk 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! --[[ The ToME combat system has the following attributes: - attack: increases chances to hit against high defence - 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) local speed = nil -- 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 -- 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 local s = self:attackTargetWith(target, o.combat, damtype, mult) speed = math.max(speed or 0, s) end end end -- All wpeaons in off hands -- Offhand atatcks are with a damage penality, taht can be reduced by talents 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 for i, o in ipairs(self:getInven(self.INVEN_OFFHAND)) do if o.combat then local s = self:attackTargetWith(target, o.combat, damtype, offmult) speed = math.max(speed or 0, s) end end end -- Barehanded ? if not speed then speed = self:attackTargetWith(target, self.combat, damtype, mult) end -- We use up our own energy if speed and not noenergy then self:useEnergy(game.energy_to_act * speed) self.did_energy = true end -- Cancel stealth! if self:isTalentActive(self.T_STEALTH) then self:useTalent(self.T_STEALTH) self.changed = true end end --- 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) print("checkHit", atk, def) if atk == 0 then atk = 1 end local hit = nil factor = factor or 5 if atk > def then local d = atk - def hit = math.log10(1 + 5 * d / 50) * 100 + 50 else local d = def - atk hit = -math.log10(1 + 5 * d / 50) * 100 + 50 end hit = util.bound(hit, min or 5, max or 95) print("=> chance to hit", hit) return rng.percent(hit), hit end --- Attacks with one weapon function _M:attackTargetWith(target, weapon, damtype, mult) damtype = damtype or DamageType.PHYSICAL mult = mult or 1 -- 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() print("[ATTACK] with", weapon.name, " to ", target.name, " :: ", dam, apr, armor, "::", mult) -- If hit is over 0 it connects, if it is 0 we still have 50% chance local hitted = false if self:checkHit(atk, def) then local dam = dam - math.max(0, armor - apr) local damrange = self:combatDamageRange(weapon) dam = rng.range(dam, dam * damrange) local crit dam = dam * mult dam, crit = self:physicalCrit(dam, weapon) if crit then game.logSeen(self, "%s performs a critical stike!", self.name:capitalize()) end DamageType:get(damtype).projector(self, target.x, target.y, damtype, math.max(0, dam)) hitted = true else game.logSeen(target, "%s misses %s.", self.name:capitalize(), target.name) end return self:combatSpeed(weapon), hitted end local weapon_talents = { sword = Talents.T_SWORD_MASTERY, axe = Talents.T_AXE_MASTERY, mace = Talents.T_MACE_MASTERY, knife = Talents.T_KNIFE_MASTERY, } --- 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]) end --- Gets the defense function _M:combatDefense() return self.combat_def + (self:getDex() - 10) * 0.35 end --- Gets the armor function _M:combatArmor() return self.combat_armor end --- Gets the attack function _M:combatAttack(weapon) weapon = weapon or self.combat return self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (self:getStr(50) - 5) + (self:getDex(50) - 5) end --- Gets the attack using only strength function _M:combatAttackStr(weapon) weapon = weapon or self.combat return self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (self:getStr(100) - 10) end --- Gets the attack using only dexterity function _M:combatAttackDex(weapon) weapon = weapon or self.combat return self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (self:getDex(100) - 10) end --- Gets the armor penetration function _M:combatAPR(weapon) weapon = weapon or self.combat return self.combat_apr + (weapon.apr or 0) 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 return self.combat_physcrit + (self:getCun() - 10) * 0.3 + (weapon.physcrit or 1) end --- Gets the damage range function _M:combatDamageRange(weapon) weapon = weapon or self.combat return (self.combat_damrange or 0) + (weapon.damrange or 1.3) end --- Gets the damage function _M:combatDamage(weapon) weapon = weapon or self.combat local add = 0 if weapon.dammod then for stat, mod in pairs(weapon.dammod) do add = add + (self:getStat(stat) - 10) * mod end end local talented_mod = self:combatCheckTraining(weapon) return self.combat_dam + (weapon.dam or 1) * (1 + talented_mod / 4) + add end --- Gets spellpower function _M:combatSpellpower(mod) mod = mod or 1 return (self.combat_spellpower + self:getMag()) * mod end --- Gets spellcrit function _M:combatSpellCrit() return self.combat_spellcrit + 1 end --- Gets spellspeed function _M:combatSpellSpeed() return self.combat_spellspeed + (self:getCun() - 10) * 0.3 + 1 end --- Computes physical crit for a damage function _M:physicalCrit(dam, weapon) if self:isTalentActive(self.T_STEALTH) and self:knowTalent(self.T_SHADOWSTRIKE) then return dam * (2 + self:getTalentLevel(self.T_SHADOWSTRIKE) / 5), true end local chance = self:combatCrit(weapon) local crit = false if rng.percent(chance) then dam = dam * 2 crit = true end return dam, crit end --- Computes spell crit for a damage function _M:spellCrit(dam) if self:isTalentActive(self.T_STEALTH) and self:knowTalent(self.T_SHADOWSTRIKE) then return dam * (2 + self:getTalentLevel(self.T_SHADOWSTRIKE) / 5), true end local chance = self:combatSpellCrit() local crit = false if rng.percent(chance) then dam = dam * 2 crit = true end return dam, crit end --- Computes physical resistance function _M:combatPhysicalResist() return self.combat_physresist + (self:getCon() + self:getStr()) * 0.25 end --- Computes spell resistance function _M:combatSpellResist() return self.combat_spellresist + (self:getMag() + self:getWil()) * 0.25 end