v0.9.3: refactored Combo to tie into Char.attack
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05651b37fa
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@ -270,8 +270,12 @@ public abstract class Char extends Actor {
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}
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}
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}
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final public boolean attack( Char enemy ){
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return attack(enemy, 1f, 0f, 1f);
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}
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public boolean attack( Char enemy ) {
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public boolean attack( Char enemy, float dmgMulti, float dmgBonus, float accMulti ) {
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if (enemy == null) return false;
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@ -287,7 +291,7 @@ public abstract class Char extends Actor {
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return false;
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} else if (hit( this, enemy, false )) {
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} else if (hit( this, enemy, accMulti )) {
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int dr = enemy.drRoll();
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@ -316,6 +320,9 @@ public abstract class Char extends Actor {
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} else {
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dmg = damageRoll();
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}
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dmg = Math.round(dmg*dmgMulti);
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dmg += dmgBonus;
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int effectiveDamage = enemy.defenseProc( this, dmg );
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effectiveDamage = Math.max( effectiveDamage - dr, 0 );
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@ -392,7 +399,11 @@ public abstract class Char extends Actor {
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public static int INFINITE_ACCURACY = 1_000_000;
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public static int INFINITE_EVASION = 1_000_000;
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public static boolean hit( Char attacker, Char defender, boolean magic ) {
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final public static boolean hit( Char attacker, Char defender, boolean magic ) {
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return hit(attacker, defender, magic ? 2f : 1f);
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}
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public static boolean hit( Char attacker, Char defender, float accMulti ) {
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float acuStat = attacker.attackSkill( defender );
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float defStat = defender.defenseSkill( attacker );
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@ -418,7 +429,7 @@ public abstract class Char extends Actor {
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defRoll *= buff.evasionAndAccuracyFactor();
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}
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return (magic ? acuRoll * 2 : acuRoll) >= defRoll;
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return (acuRoll * accMulti) >= defRoll;
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}
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public int attackSkill( Char target ) {
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@ -282,63 +282,45 @@ public class Combo extends Buff implements ActionIndicator.Action {
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private static ComboMove moveBeingUsed;
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private void doAttack(final Char enemy){
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private void doAttack(final Char enemy) {
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AttackIndicator.target(enemy);
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boolean wasAlly = enemy.alignment == target.alignment;
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Hero hero = (Hero)target;
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Hero hero = (Hero) target;
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if (enemy.defenseSkill(target) >= Char.INFINITE_EVASION){
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enemy.sprite.showStatus( CharSprite.NEUTRAL, enemy.defenseVerb() );
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Sample.INSTANCE.play(Assets.Sounds.MISS);
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float dmgMulti = 1f;
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int dmgBonus = 0;
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} else if (enemy.isInvulnerable(target.getClass())){
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enemy.sprite.showStatus( CharSprite.POSITIVE, Messages.get(Char.class, "invulnerable") );
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Sample.INSTANCE.play(Assets.Sounds.MISS);
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//variance in damage dealt
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switch (moveBeingUsed) {
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case CLOBBER:
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dmgMulti = 0;
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break;
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case SLAM:
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dmgBonus = Math.round(target.drRoll() * count / 5f);
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break;
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case CRUSH:
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dmgMulti = 1f + (0.25f * count);
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break;
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case FURY:
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dmgMulti = 0.6f;
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break;
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}
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} else {
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int dmg = target.damageRoll();
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//variance in damage dealt
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if (hero.attack(enemy, dmgMulti, dmgBonus, Char.INFINITE_ACCURACY)){
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//special on-hit effects
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switch (moveBeingUsed) {
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case CLOBBER:
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dmg = 0;
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break;
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case SLAM:
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dmg += Math.round(target.drRoll() * count/5f);
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break;
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case CRUSH:
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dmg = Math.round(dmg * 0.25f*count);
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break;
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case FURY:
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dmg = Math.round(dmg * 0.6f);
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break;
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}
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dmg = enemy.defenseProc(target, dmg);
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dmg -= enemy.drRoll();
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if (enemy.buff(Vulnerable.class) != null) {
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dmg *= 1.33f;
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}
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dmg = target.attackProc(enemy, dmg);
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enemy.damage(dmg, target);
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//special effects
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switch (moveBeingUsed) {
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case CLOBBER:
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hit( enemy );
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hit(enemy);
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//trace a ballistica to our target (which will also extend past them
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Ballistica trajectory = new Ballistica(target.pos, enemy.pos, Ballistica.STOP_TARGET);
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//trim it to just be the part that goes past them
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trajectory = new Ballistica(trajectory.collisionPos, trajectory.path.get(trajectory.path.size() - 1), Ballistica.PROJECTILE);
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//knock them back along that ballistica, ensuring they don't fall into a pit
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int dist = 2;
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if (enemy.isAlive() && count >= 7 && hero.pointsInTalent(Talent.ENHANCED_COMBO) >= 1){
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dist ++;
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if (enemy.isAlive() && count >= 7 && hero.pointsInTalent(Talent.ENHANCED_COMBO) >= 1) {
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dist++;
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Buff.prolong(enemy, Vertigo.class, 3);
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} else if (!enemy.flying) {
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while (dist > trajectory.dist ||
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@ -349,26 +331,26 @@ public class Combo extends Buff implements ActionIndicator.Action {
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WandOfBlastWave.throwChar(enemy, trajectory, dist, true, false);
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break;
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case PARRY:
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hit( enemy );
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hit(enemy);
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break;
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case CRUSH:
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WandOfBlastWave.BlastWave.blast(enemy.pos);
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PathFinder.buildDistanceMap(target.pos, BArray.not(Dungeon.level.solid, null), 3);
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for (Char ch : Actor.chars()){
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for (Char ch : Actor.chars()) {
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if (ch != enemy && ch.alignment == Char.Alignment.ENEMY
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&& PathFinder.distance[ch.pos] < Integer.MAX_VALUE){
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int aoeHit = Math.round(target.damageRoll() * 0.25f*count);
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&& PathFinder.distance[ch.pos] < Integer.MAX_VALUE) {
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int aoeHit = Math.round(target.damageRoll() * 0.25f * count);
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aoeHit /= 2;
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aoeHit -= ch.drRoll();
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if (ch.buff(Vulnerable.class) != null) aoeHit *= 1.33f;
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ch.damage(aoeHit, target);
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ch.sprite.bloodBurstA(target.sprite.center(), dmg);
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ch.sprite.bloodBurstA(target.sprite.center(), aoeHit);
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ch.sprite.flash();
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if (!ch.isAlive()) {
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if (hero.hasTalent(Talent.LETHAL_DEFENSE) && hero.buff(BrokenSeal.WarriorShield.class) != null){
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if (hero.hasTalent(Talent.LETHAL_DEFENSE) && hero.buff(BrokenSeal.WarriorShield.class) != null) {
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BrokenSeal.WarriorShield shield = hero.buff(BrokenSeal.WarriorShield.class);
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shield.supercharge(Math.round(shield.maxShield() * hero.pointsInTalent(Talent.LETHAL_DEFENSE)/3f));
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shield.supercharge(Math.round(shield.maxShield() * hero.pointsInTalent(Talent.LETHAL_DEFENSE) / 3f));
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}
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}
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}
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@ -378,19 +360,6 @@ public class Combo extends Buff implements ActionIndicator.Action {
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//nothing
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break;
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}
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if (target.buff(FireImbue.class) != null) target.buff(FireImbue.class).proc(enemy);
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if (target.buff(FrostImbue.class) != null) target.buff(FrostImbue.class).proc(enemy);
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target.hitSound(Random.Float(0.87f, 1.15f));
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if (moveBeingUsed != ComboMove.FURY) Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
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enemy.sprite.bloodBurstA(target.sprite.center(), dmg);
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enemy.sprite.flash();
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if (!enemy.isAlive()) {
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GLog.i(Messages.capitalize(Messages.get(Char.class, "defeat", enemy.name())));
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}
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}
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Invisibility.dispel();
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@ -206,8 +206,8 @@ public class Goo extends Mob {
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}
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@Override
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public boolean attack( Char enemy ) {
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boolean result = super.attack( enemy );
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public boolean attack( Char enemy, float dmgMulti, float dmgBonus, float accMulti ) {
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boolean result = super.attack( enemy, dmgMulti, dmgBonus, accMulti );
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pumpedUp = 0;
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return result;
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}
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