// TODO: this is a shim for the currently existing calls to Creature::hit, // start phasing them out int Creature::hit(Creature *source, body_part bphurt, int side, int dam, int cut) { damage_instance d; d.add_damage(DT_BASH, dam); d.add_damage(DT_CUT, cut); dealt_damage_instance dealt_dams = deal_damage(source, bphurt, side, d); return dealt_dams.total_damage(); }
static void hit_target(struct ecs_entity *projectile, struct ecs_entity *target) { if (target->tag == ENTITY_FLARE) { // get distracted by flare projectile->components[ECS_COMPONENT_BEHAVIOR]->behavior.target = target; } else { deal_damage(target, 10); explode(projectile); } }
void Creature::deal_melee_hit(Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam) { damage_instance d = dam; // copy, since we will mutate in block_hit body_part bp_hit = select_body_part(source, hit_spread); block_hit(source, bp_hit, d); // Bashing crit if (critical_hit) { int turns_stunned = (d.type_damage(DT_BASH) + hit_spread) / 20; if (turns_stunned > 6) { turns_stunned = 6; } if (turns_stunned > 0) { add_effect("stunned", turns_stunned); } } // Stabbing effects int stab_moves = rng(d.type_damage(DT_STAB) / 2, d.type_damage(DT_STAB) * 1.5); if (critical_hit) { stab_moves *= 1.5; } if (stab_moves >= 150) { if (is_player() && (!g->u.has_trait("LEG_TENT_BRACE") || g->u.footwear_factor() == 1 || (g->u.footwear_factor() == .5 && one_in(2))) ) { // can the player force their self to the ground? probably not. source->add_msg_if_npc( m_bad, _("<npcname> forces you to the ground!")); } else { source->add_msg_player_or_npc( m_good, _("You force %s to the ground!"), _("<npcname> forces %s to the ground!"), disp_name().c_str() ); } if (!g->u.has_trait("LEG_TENT_BRACE") || g->u.footwear_factor() == 1 || (g->u.footwear_factor() == .5 && one_in(2))) { add_effect("downed", 1); mod_moves(-stab_moves / 2); } } else { mod_moves(-stab_moves); } on_gethit(source, bp_hit, d); // trigger on-gethit events dealt_dam = deal_damage(source, bp_hit, d); dealt_dam.bp_hit = bp_hit; }
void Creature::deal_melee_hit( Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam ) { damage_instance d = dam; // copy, since we will mutate in block_hit body_part bp_hit = select_body_part(source, hit_spread); block_hit(source, bp_hit, d); // Bashing critical if( critical_hit && !is_immune_effect( effect_stunned ) ) { if( d.type_damage(DT_BASH) * hit_spread > get_hp_max() ) { add_effect( effect_stunned, 1_turns ); // 1 turn is enough } } // Stabbing effects int stab_moves = rng( d.type_damage(DT_STAB) / 2, d.type_damage(DT_STAB) * 1.5 ); if (critical_hit) { stab_moves *= 1.5; } if( stab_moves >= 150 && !is_immune_effect( effect_downed ) ) { if( is_player() ) { source->add_msg_if_npc( m_bad, _("<npcname> forces you to the ground!")); } else { source->add_msg_player_or_npc( m_good, _("You force %s to the ground!"), _("<npcname> forces %s to the ground!"), disp_name().c_str() ); } add_effect( effect_downed, 1_turns ); mod_moves(-stab_moves / 2); } else { mod_moves(-stab_moves); } on_hit( source, bp_hit ); // trigger on-gethit events dealt_dam = deal_damage(source, bp_hit, d); dealt_dam.bp_hit = bp_hit; }
/** * Attempts to harm a creature with a projectile. * * @param source Pointer to the creature who shot the projectile. * @param attack A structure describing the attack and its results. */ void Creature::deal_projectile_attack( Creature *source, dealt_projectile_attack &attack ) { const double missed_by = attack.missed_by; if( missed_by >= 1.0 ) { // Total miss return; } const projectile &proj = attack.proj; dealt_damage_instance &dealt_dam = attack.dealt_dam; const auto &proj_effects = proj.proj_effects; const bool u_see_this = g->u.sees(*this); const int avoid_roll = dodge_roll(); // Do dice(10, speed) instead of dice(speed, 10) because speed could potentially be > 10000 const int diff_roll = dice( 10, proj.speed ); // Partial dodge, capped at [0.0, 1.0], added to missed_by const double dodge_rescaled = avoid_roll / static_cast<double>( diff_roll ); const double goodhit = missed_by + std::max( 0.0, std::min( 1.0, dodge_rescaled ) ) ; if( goodhit >= 1.0 ) { // "Avoid" rather than "dodge", because it includes removing self from the line of fire // rather than just Matrix-style bullet dodging if( source != nullptr && g->u.sees( *source ) ) { add_msg_player_or_npc( m_warning, _("You avoid %s projectile!"), _("<npcname> avoids %s projectile."), source->disp_name(true).c_str() ); } else { add_msg_player_or_npc( m_warning, _("You avoid an incoming projectile!"), _("<npcname> avoids an incoming projectile.") ); } attack.missed_by = 1.0; // Arbitrary value return; } // Bounce applies whether it does damage or not. if( proj.proj_effects.count( "BOUNCE" ) ) { add_effect( effect_bounced, 1_turns ); } body_part bp_hit; double hit_value = missed_by + rng_float(-0.5, 0.5); // Headshots considered elsewhere if( hit_value <= 0.4 ) { bp_hit = bp_torso; } else if (one_in(4)) { if( one_in(2)) { bp_hit = bp_leg_l; } else { bp_hit = bp_leg_r; } } else { if( one_in(2)) { bp_hit = bp_arm_l; } else { bp_hit = bp_arm_r; } } double damage_mult = 1.0; std::string message = ""; game_message_type gmtSCTcolor = m_neutral; if( goodhit < accuracy_headshot ) { message = _("Headshot!"); gmtSCTcolor = m_headshot; damage_mult *= rng_float(1.95, 2.05); bp_hit = bp_head; // headshot hits the head, of course } else if( goodhit < accuracy_critical ) { message = _("Critical!"); gmtSCTcolor = m_critical; damage_mult *= rng_float(1.5, 2.0); } else if( goodhit < accuracy_goodhit ) { message = _("Good hit!"); gmtSCTcolor = m_good; damage_mult *= rng_float(1, 1.5); } else if( goodhit < accuracy_standard ) { damage_mult *= rng_float(0.5, 1); } else if( goodhit < accuracy_grazing ) { message = _("Grazing hit."); gmtSCTcolor = m_grazing; damage_mult *= rng_float(0, .25); } if( source != nullptr && !message.empty() ) { source->add_msg_if_player(m_good, message.c_str()); } attack.missed_by = goodhit; // copy it, since we're mutating damage_instance impact = proj.impact; if( damage_mult > 0.0f && proj_effects.count( "NO_DAMAGE_SCALING" ) ) { damage_mult = 1.0f; } impact.mult_damage(damage_mult); if( proj_effects.count( "NOGIB" ) > 0 ) { float dmg_ratio = (float)impact.total_damage() / get_hp_max( player::bp_to_hp( bp_hit ) ); if( dmg_ratio > 1.25f ) { impact.mult_damage( 1.0f / dmg_ratio ); } } dealt_dam = deal_damage(source, bp_hit, impact); dealt_dam.bp_hit = bp_hit; // Apply ammo effects to target. if (proj.proj_effects.count("FLAME")) { if (made_of( material_id( "veggy" ) ) || made_of( material_id( "cotton" ) ) || made_of( material_id( "wool" ) ) || made_of( material_id( "paper" ) ) || made_of( material_id( "wood" ) ) ) { add_effect( effect_onfire, rng( 8_turns, 20_turns ), bp_hit ); } else if (made_of( material_id( "flesh" ) ) || made_of( material_id( "iflesh" ) ) ) { add_effect( effect_onfire, rng( 5_turns, 10_turns ), bp_hit ); } } else if (proj.proj_effects.count("INCENDIARY") ) { if (made_of( material_id( "veggy" ) ) || made_of( material_id( "cotton" ) ) || made_of( material_id( "wool" ) ) || made_of( material_id( "paper" ) ) || made_of( material_id( "wood" ) ) ) { add_effect( effect_onfire, rng( 2_turns, 6_turns ), bp_hit ); } else if ( (made_of( material_id( "flesh" ) ) || made_of( material_id( "iflesh" ) ) ) && one_in(4) ) { add_effect( effect_onfire, rng( 1_turns, 4_turns ), bp_hit ); } } else if (proj.proj_effects.count("IGNITE")) { if (made_of( material_id( "veggy" ) ) || made_of( material_id( "cotton" ) ) || made_of( material_id( "wool" ) ) || made_of( material_id( "paper" ) ) || made_of( material_id( "wood" ) ) ) { add_effect( effect_onfire, 6_turns, bp_hit ); } else if (made_of( material_id( "flesh" ) ) || made_of( material_id( "iflesh" ) ) ) { add_effect( effect_onfire, 10_turns, bp_hit ); } } if( bp_hit == bp_head && proj_effects.count( "BLINDS_EYES" ) ) { // TODO: Change this to require bp_eyes add_env_effect( effect_blind, bp_eyes, 5, rng( 3_turns, 10_turns ) ); } if( proj_effects.count( "APPLY_SAP" ) ) { add_effect( effect_sap, 1_turns * dealt_dam.total_damage() ); } int stun_strength = 0; if (proj.proj_effects.count("BEANBAG")) { stun_strength = 4; } if (proj.proj_effects.count("LARGE_BEANBAG")) { stun_strength = 16; } if( stun_strength > 0 ) { switch( get_size() ) { case MS_TINY: stun_strength *= 4; break; case MS_SMALL: stun_strength *= 2; break; case MS_MEDIUM: default: break; case MS_LARGE: stun_strength /= 2; break; case MS_HUGE: stun_strength /= 4; break; } add_effect( effect_stunned, 1_turns * rng( stun_strength / 2, stun_strength ) ); } if(u_see_this) { if( damage_mult == 0 ) { if( source != nullptr ) { add_msg( source->is_player() ? _("You miss!") : _("The shot misses!") ); } } else if( dealt_dam.total_damage() == 0 ) { //~ 1$ - monster name, 2$ - character's bodypart or monster's skin/armor add_msg( _("The shot reflects off %1$s %2$s!"), disp_name(true).c_str(), is_monster() ? skin_name().c_str() : body_part_name_accusative(bp_hit).c_str() ); } else if( is_player() ) { //monster hits player ranged //~ Hit message. 1$s is bodypart name in accusative. 2$d is damage value. add_msg_if_player(m_bad, _( "You were hit in the %1$s for %2$d damage." ), body_part_name_accusative(bp_hit).c_str(), dealt_dam.total_damage()); } else if( source != nullptr ) { if( source->is_player() ) { //player hits monster ranged SCT.add(posx(), posy(), direction_from(0, 0, posx() - source->posx(), posy() - source->posy()), get_hp_bar(dealt_dam.total_damage(), get_hp_max(), true).first, m_good, message, gmtSCTcolor); if (get_hp() > 0) { SCT.add(posx(), posy(), direction_from(0, 0, posx() - source->posx(), posy() - source->posy()), get_hp_bar(get_hp(), get_hp_max(), true).first, m_good, //~ "hit points", used in scrolling combat text _("hp"), m_neutral, "hp"); } else { SCT.removeCreatureHP(); } add_msg(m_good, _("You hit %s for %d damage."), disp_name().c_str(), dealt_dam.total_damage()); } else if( u_see_this ) { //~ 1$ - shooter, 2$ - target add_msg(_("%1$s shoots %2$s."), source->disp_name().c_str(), disp_name().c_str()); } } } check_dead_state(); attack.hit_critter = this; attack.missed_by = goodhit; }
int Creature::deal_projectile_attack(Creature *source, double missed_by, const projectile &proj, dealt_damage_instance &dealt_dam) { bool u_see_this = g->u_see(this); body_part bp_hit; int side = rng(0, 1); // do 10,speed because speed could potentially be > 10000 if (dodge_roll() >= dice(10, proj.speed)) { if (is_player()) g->add_msg(_("You dodge %s's projectile!"), skin_name().c_str()); else if (u_see_this) g->add_msg(_("%s dodges %s's projectile."), disp_name().c_str(), source->disp_name().c_str()); return 0; } double hit_value = missed_by + rng_float(-0.5, 0.5); // headshots considered elsewhere if (hit_value <= 0.4) { bp_hit = bp_torso; } else if (one_in(4)) { bp_hit = bp_legs; } else { bp_hit = bp_arms; } double monster_speed_penalty = std::max(double(get_speed()) / 80., 1.0); double goodhit = missed_by / monster_speed_penalty; double damage_mult = 1.0; if (goodhit <= .1) { g->add_msg_if_player(source, _("Headshot!")); damage_mult *= rng_float(5, 8); bp_hit = bp_head; // headshot hits the head, of course } else if (goodhit <= .2) { g->add_msg_if_player(source, _("Critical!")); damage_mult *= rng_float(2, 3); } else if (goodhit <= .4) { g->add_msg_if_player(source, _("Good hit!")); damage_mult *= rng_float(1, 2); } else if (goodhit <= .6) { damage_mult *= rng_float(0.5, 1); } else if (goodhit <= .8) { g->add_msg_if_player(source, _("Grazing hit.")); damage_mult *= rng_float(0, 1); } else { damage_mult *= 0; } // copy it, since we're mutating damage_instance impact = proj.impact; impact.mult_damage(damage_mult); dealt_dam = deal_damage(source, bp_hit, side, impact); dealt_dam.bp_hit = bp_hit; if(u_see_this) { if (damage_mult == 0) { if(source != NULL) { g->add_msg(source->is_player() ? _("You miss!") : _("The shot misses!")); } } else if (dealt_dam.total_damage() == 0) { g->add_msg(_("The shot reflects off the %s!"), skin_name().c_str()); } else if (source != NULL) { if (source->is_player()) { g->add_msg(_("You hit the %s for %d damage."), disp_name().c_str(), dealt_dam.total_damage()); } else if (u_see_this) { g->add_msg(_("%s shoots %s."), source->disp_name().c_str(), disp_name().c_str()); } } } return 0; }
int Creature::deal_melee_attack(Creature *source, int hitroll, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam) { int dodgeroll = dodge_roll(); int hit_spread = hitroll - dodgeroll; bool missed = hit_spread <= 0; damage_instance d = dam; // copy, since we will mutate in block_hit if (missed) { return hit_spread; } //bool critical_hit = hit_spread > 30; //scored_crit(dodgeroll); body_part bp_hit; int side = rng(0, 1); int hit_value = hit_spread + dice(10, 6) - 35; if (hit_value >= 40) { bp_hit = bp_eyes; } else if (hit_value >= 30) { bp_hit = bp_head; } else if (hit_value >= 5) { bp_hit = bp_torso; } else if (one_in(4)) { bp_hit = bp_legs; } else { bp_hit = bp_arms; } // Bashing crit if (critical_hit) { int turns_stunned = (d.type_damage(DT_BASH) + hit_spread) / 20; if (turns_stunned > 6) { turns_stunned = 6; } if (turns_stunned > 0) { add_effect("stunned", turns_stunned); } } // Stabbing effects int stab_moves = rng(d.type_damage(DT_STAB) / 2, d.type_damage(DT_STAB) * 1.5); if (critical_hit) { stab_moves *= 1.5; } if (stab_moves >= 150) { if (is_player()) { // can the player force their self to the ground? probably not. g->add_msg_if_npc(source, _("<npcname> forces you to the ground!")); } else { g->add_msg_player_or_npc(source, _("You force %s to the ground!"), _("<npcname> forces %s to the ground!"), disp_name().c_str() ); } add_effect("downed", 1); mod_moves(-stab_moves / 2); } else { mod_moves(-stab_moves); } block_hit(bp_hit, side, d); on_gethit(source, bp_hit, d); // trigger on-gethit events dealt_dam = deal_damage(source, bp_hit, side, d); dealt_dam.bp_hit = bp_hit; /* TODO: add grabs n shit back in if (allow_special && technique.grabs) { // TODO: make this depend on skill (through grab_resist stat) again if (t.get_grab_resist() > 0 && dice(t.get_dex() , 12) > dice(get_dex(), 10)) { g->add_msg_player_or_npc(&t, _("You break the grab!"), _("<npcname> breaks the grab!")); } else if (!unarmed_attack()) { // Move our weapon to a temp slot, if it's not unarmed item tmpweap = remove_weapon(); melee_attack(t, false); // False means a second grab isn't allowed weapon = tmpweap; } else melee_attack(t, false); // False means a second grab isn't allowed } */ return hit_spread; }
int Creature::deal_projectile_attack(Creature *source, double missed_by, const projectile &proj, dealt_damage_instance &dealt_dam) { bool u_see_this = g->u_see(this); body_part bp_hit; int side = rng(0, 1); // do 10,speed because speed could potentially be > 10000 if (dodge_roll() >= dice(10, proj.speed)) { if (is_player()) add_msg(_("You dodge %s projectile!"), source->disp_name(true).c_str()); else if (u_see_this) add_msg(_("%s dodges %s projectile."), disp_name().c_str(), source->disp_name(true).c_str()); return 0; } // Bounce applies whether it does damage or not. if (proj.proj_effects.count("BOUNCE")) { add_effect("bounced", 1); } double hit_value = missed_by + rng_float(-0.5, 0.5); // headshots considered elsewhere if (hit_value <= 0.4) { bp_hit = bp_torso; } else if (one_in(4)) { bp_hit = bp_legs; } else { bp_hit = bp_arms; } double monster_speed_penalty = std::max(double(get_speed()) / 80., 1.0); double goodhit = missed_by / monster_speed_penalty; double damage_mult = 1.0; std::string message = ""; game_message_type gmtSCTcolor = m_neutral; if (goodhit <= .1) { message = _("Headshot!"); source->add_msg_if_player(m_good, message.c_str()); gmtSCTcolor = m_headshot; damage_mult *= rng_float(2.45, 3.35); bp_hit = bp_head; // headshot hits the head, of course } else if (goodhit <= .2) { message = _("Critical!"); source->add_msg_if_player(m_good, message.c_str()); gmtSCTcolor = m_critical; damage_mult *= rng_float(1.75, 2.3); } else if (goodhit <= .4) { message = _("Good hit!"); source->add_msg_if_player(m_good, message.c_str()); gmtSCTcolor = m_good; damage_mult *= rng_float(1, 1.5); } else if (goodhit <= .6) { damage_mult *= rng_float(0.5, 1); } else if (goodhit <= .8) { message = _("Grazing hit."); source->add_msg_if_player(m_good, message.c_str()); gmtSCTcolor = m_grazing; damage_mult *= rng_float(0, .25); } else { damage_mult *= 0; } // copy it, since we're mutating damage_instance impact = proj.impact; if( item(proj.ammo->id, 0).has_flag("NOGIB") ) { impact.add_effect("NOGIB"); } impact.mult_damage(damage_mult); dealt_dam = deal_damage(source, bp_hit, side, impact); dealt_dam.bp_hit = bp_hit; // Apply ammo effects to target. const std::string target_material = get_material(); if (proj.proj_effects.count("FLAME")) { if (0 == target_material.compare("veggy") || 0 == target_material.compare("cotton") || 0 == target_material.compare("wool") || 0 == target_material.compare("paper") || 0 == target_material.compare("wood" ) ) { add_effect("onfire", rng(8, 20)); } else if (0 == target_material.compare("flesh") || 0 == target_material.compare("iflesh") ) { add_effect("onfire", rng(5, 10)); } } else if (proj.proj_effects.count("INCENDIARY") ) { if (0 == target_material.compare("veggy") || 0 == target_material.compare("cotton") || 0 == target_material.compare("wool") || 0 == target_material.compare("paper") || 0 == target_material.compare("wood") ) { add_effect("onfire", rng(2, 6)); } else if ( (0 == target_material.compare("flesh") || 0 == target_material.compare("iflesh") ) && one_in(4) ) { add_effect("onfire", rng(1, 4)); } } else if (proj.proj_effects.count("IGNITE")) { if (0 == target_material.compare("veggy") || 0 == target_material.compare("cotton") || 0 == target_material.compare("wool") || 0 == target_material.compare("paper") || 0 == target_material.compare("wood") ) { add_effect("onfire", rng(6, 6)); } else if (0 == target_material.compare("flesh") || 0 == target_material.compare("iflesh") ) { add_effect("onfire", rng(10, 10)); } } int stun_strength = 0; if (proj.proj_effects.count("BEANBAG")) { stun_strength = 4; } if(proj.proj_effects.count("WHIP")) { stun_strength = rng(4, 10); } if (proj.proj_effects.count("LARGE_BEANBAG")) { stun_strength = 16; } if( stun_strength > 0 ) { switch( get_size() ) { case MS_TINY: stun_strength *= 4; break; case MS_SMALL: stun_strength *= 2; break; case MS_MEDIUM: default: break; case MS_LARGE: stun_strength /= 2; break; case MS_HUGE: stun_strength /= 4; break; } add_effect( "stunned", rng(stun_strength / 2, stun_strength) ); } if(u_see_this) { if (damage_mult == 0) { if(source != NULL) { add_msg(source->is_player() ? _("You miss!") : _("The shot misses!")); } } else if (dealt_dam.total_damage() == 0) { add_msg(_("The shot reflects off %s %s!"), disp_name(true).c_str(), skin_name().c_str()); } else if (source != NULL) { if (source->is_player()) { //player hits monster ranged nc_color color; std::string health_bar = ""; get_HP_Bar(dealt_dam.total_damage(), this->get_hp_max(), color, health_bar, true); SCT.add(this->xpos(), this->ypos(), direction_from(0, 0, this->xpos() - source->xpos(), this->ypos() - source->ypos()), health_bar, m_good, message, gmtSCTcolor); if (this->get_hp() > 0) { get_HP_Bar(this->get_hp(), this->get_hp_max(), color, health_bar, true); SCT.add(this->xpos(), this->ypos(), direction_from(0, 0, this->xpos() - source->xpos(), this->ypos() - source->ypos()), health_bar, m_good, "hp", m_neutral, "hp"); } else { SCT.removeCreatureHP(); } add_msg(m_good, _("You hit the %s for %d damage."), disp_name().c_str(), dealt_dam.total_damage()); } else if(this->is_player()) { //monster hits player ranged add_msg_if_player( m_bad, _( "You were hit in the %s for %d damage." ), body_part_name( bp_hit, side ).c_str( ), dealt_dam.total_damage( ) ); } else if( u_see_this ) { add_msg(_("%s shoots %s."), source->disp_name().c_str(), disp_name().c_str()); } } } return 0; }