Ejemplo n.º 1
0
func (f *Fight) ExecuteEffects(attacker *Creature, defender *Creature, damage int64) (int64, int64) {

	dot, hot := int64(0), int64(0)
	curAttacker := f.FighterA
	curDefender := f.FighterA

	if f.FighterA.CId == attacker.CId {
		curAttacker = f.FighterA
		curDefender = f.FighterB
	} else {
		curAttacker = f.FighterB
		curDefender = f.FighterA
	}
	if curDefender.confusion[0] > 0 && rand.Intn(2) == 1 {
		rnd := float64(util.CRandInt(2, 5)) * 0.01
		dot = int64(rnd * float64(defender.hpmax))
	}
	if curDefender.dmge_ov_t[0] > 0 {
		rnd := float64(util.CRandInt(2, 5)) * 0.01
		dot = int64(rnd * float64(defender.hpmax))
	}
	if curAttacker.heal_ov_t[0] > 0 {
		rnd := float64(util.CRandInt(2, 5)) * 0.01
		hot = int64(rnd * float64(attacker.hpmax))
	}
	return dot, hot
}
Ejemplo n.º 2
0
func (pl *Player) RPC_PoiFight(poi *POI) (string, error) {
	cr := pl.GetCurrentCreature()
	if cr == nil {
		return "", errors.New("no_monster_equipped")
	}
	// create random creature
	element := rand.Intn(5)
	xp := cr.XP
	//xpFactor := util.CRandFloat(0.75, 1.1)
	//xp = int64(float64(xp) * util.CRandFloat(0.75, 1.1))
	random := util.CRandInt(0, 1000)
	// -----------------------> consts from file ?
	if random < 1 {
		xp = int64(float64(xp) * util.CRandFloat(1.1, 1.25))
	} else if random < 100 {
		xp = int64(float64(xp) * util.CRandFloat(0.9, 1.1))
	} else if random < 250 {
		xp = int64(float64(xp) * util.CRandFloat(0.85, 0.9))
	} else if random < 500 {
		xp = int64(float64(xp) * util.CRandFloat(0.8, 0.85))
	} else {
		xp = int64(float64(xp) * util.CRandFloat(0.75, 0.8))
	}
	mid := int64(rand.Intn(2))
	name := "Monster"
	if mid == 0 {
		name = "Fenris"
	} else {
		name = "Lucas" //TODO: other name ?
	}
	//TODO get name from file or something...
	enemy := &Creature{Name: name, Element: int64(element), XP: xp, ModelId: mid}
	enemy.ResolveTechTree()
	enemy.HP = enemy.hpmax
	enemy.Slots = make([]*CreatureSlot, 0)
	// TODO slot depends on level ???

	lvl := enemy.level
	enemy.RandSkill(lvl)
	for i := 0; i < len(enemy.Slots); i++ {
		enemy.Slots[i].EquipSlot(int64(rand.Intn(5)), 2)
	}
	f, err := CreateWildFight(pl, enemy, poi)
	if f == nil {
		return "", err
	}
	return "fight", nil
}
Ejemplo n.º 3
0
// ################################ ATTACK ################################
func (f *Fight) ExecuteAttack(attacker *Creature, defender *Creature, s0 int, s1 int, s2 int, s3 int) bool {
	if attacker.CId == defender.CId {
		log.Println("========== attack self !!!!!! ", attacker.CId)
		return true
	}
	f.TimeLastAttack = time.Now().Unix()
	curAttacker := f.FighterA
	curDefender := f.FighterA

	if f.FighterA.CId == attacker.CId {
		curAttacker = f.FighterA
		curDefender = f.FighterB
	} else {
		curAttacker = f.FighterB
		curDefender = f.FighterA
	}
	if curAttacker.skip {
		log.Println("========== attack skipped ==========")
		curAttacker.skip = false
		return true
	}
	// Effect round --
	//confusion
	if curAttacker.confusion[0] > 0 {
		curAttacker.confusion[0]--
	}
	if curAttacker.confusion[0] <= 0 {
		curAttacker.confusion[1] = 0
	}
	//damage over time
	if curAttacker.dmge_ov_t[0] <= 0 {
		curAttacker.dmge_ov_t[1] = 0
	}
	if curAttacker.dmge_ov_t[0] > 0 {
		curAttacker.dmge_ov_t[0]--
	}
	//heal over time
	if curAttacker.heal_ov_t[0] <= 0 {
		curAttacker.heal_ov_t[1] = 0
	}
	if curAttacker.heal_ov_t[0] > 0 {
		curAttacker.heal_ov_t[0]--
	}
	//extra defense
	if curAttacker.exdefense[0] <= 0 {
		curAttacker.exdefense[1] = 0
	}
	if curAttacker.exdefense[0] > 0 {
		curAttacker.exdefense[0]--
	}
	if curAttacker.evade > 0 {
		curAttacker.evade--
	}

	// some values
	combo := []int{}
	specComb := ""
	damage := int64(0)
	attackElement := int64(-1)
	elementbonus := float64(1)
	effects := []int{-1, -1}
	extradef := int64(0)
	imprint := int64(0)
	special := -1

	//TODO: get strength for calculation
	if curDefender.exdefense[0] > 0 {
		extradef = int64(rand.Intn(4) + 1) // * curDefender.exdefense[1]
		curDefender.exdefense[0]--
	}
	//check input
	if s0 >= 0 && s0 <= 3 && len(attacker.Slots) > s0 {
		combo = append(combo, s0)
	}
	if s1 >= 0 && s1 <= 3 && len(attacker.Slots) > s1 {
		combo = append(combo, s1)
		// select type of effect
		effects[0] = int(attacker.Slots[s1].EquipElement)
	}
	if s2 >= 0 && s2 <= 3 && len(attacker.Slots) > s2 {
		combo = append(combo, s2)
	}
	if s3 >= 0 && s3 <= 3 && len(attacker.Slots) > s3 {
		combo = append(combo, s3)
	}
	// check if driods are used multiple times
	for i := 0; i < len(combo); i++ {
		for j := 1; j < len(combo); j++ {
			if i != j && combo[i] == combo[j] {
				combo = []int{}
			}
		}
	}
	if len(combo) > 0 && len(attacker.Slots) > combo[0] {
		attackElement = attacker.Slots[combo[0]].EquipElement
		// element pentagram
		if (attackElement+1)%5 == defender.Element {
			elementbonus = MOD_E_ELEMENT_S
		} else if (attackElement+2)%5 == defender.Element {
			elementbonus = MOD_E_ELEMENT_L
		}
	}
	// write combo in string
	for i := 0; i < len(combo); i++ {
		if attacker.Slots[combo[i]].EquipElement >= 0 {
			specComb += RSC[attacker.Slots[combo[i]].EquipElement].Name
			if i+1 < len(combo) {
				specComb += ","
			}
		}
	}
	log.Println("--------> COMBO :  ", specComb)

	// special attacks
	for i := 1; i < len(comboInfo); i++ {
		if comboInfo[i].Comb == specComb && attacker.Element == attackElement {
			if crInfo[attacker.ModelId] != comboInfo[i].Monster && "All" != comboInfo[i].Monster {
				log.Println("Creature can't use this Skill !!")
				continue
			}
			for j := 0; j < len(effectInfo); j++ {
				for k := 0; k < len(comboInfo[i].Effects); k++ {
					if comboInfo[i].Effects[k] == effectInfo[j] {
						effects[k] = j
					}
				}
			}
			// driod using
			special = i
			break
		}
	}
	// ############################ DAMAGE ############################
	dfltdmg := float64(attacker.damage + rand.Int63n(attacker.dexterity))
	countdmg := 1.0 + MOD_COUNT_BON*float64(len(combo)-1)
	avoidstrngth := float64(rand.Int63n(defender.dexterity)) * 0.1
	cr_elmnt := 0.0
	driodbonus := 0.0
	defense := 0.0
	if attacker.Element == attackElement && curAttacker.weaken < 1 {
		cr_elmnt = MOD_BASIC_ELEMENT
	}
	for i := 0; i < len(combo); i++ {
		currentSl := attacker.Slots[combo[i]]
		switch currentSl.EquipElement {
		case 0:
			imprint += currentSl.Element0
		case 1:
			imprint += currentSl.Element1
		case 2:
			imprint += currentSl.Element2
		case 3:
			imprint += currentSl.Element3
		case 4:
			imprint += currentSl.Element4
		}
		driodbonus += float64(currentSl.EquipLevel)
		//driod using
		currentSl.EquipHealth -= (0.02 + 0.01*float64(currentSl.EquipLevel)) * (float64(len(combo)) / 2.0)
		currentSl.CheckState()
		tblCreature.MarkChildEntryMod(attacker, tblSlotsIdx, currentSl)
	}
	defense = (1.0 - float64(defender.defense+extradef)/100 + avoidstrngth)
	if defense < 0 {
		defense = 0
	}
	driodbonus = float64(driodbonus) * 0.5
	// greater damage if special combo
	if special > -1 {
		ok := false
		for i := 0; i < len(effects); i++ {
			if effects[i] == DAMAGE {
				countdmg *= 2
				ok = true
			}
		}
		if ok {
			damage = int64((dfltdmg*countdmg*(1+elementbonus+cr_elmnt) + float64(attacker.extradamage) + (driodbonus+float64(imprint))*0.1) * defense)
		} else {
			damage = 0
		}
		log.Println("------------SPECIAL------------", comboInfo[special].Name, damage, effects)
	} else {
		damage = int64((dfltdmg*countdmg*(1+elementbonus+cr_elmnt) + float64(attacker.extradamage) + (driodbonus+float64(imprint))*0.1) * defense)
		log.Println("------------DEFAULT------------", "Default", damage, effects)
	}
	// No slots selected
	if len(combo) <= 0 {
		damage = attacker.damage + rand.Int63n(attacker.dexterity)
		log.Println("------------NO-SLOTS-----------", damage)
	}
	confused := int64(0)
	if curAttacker.confusion[0] > 0 {
		confused = int64(float64(damage) * float64(util.CRandInt(2, 5)) * 0.01 * float64(curAttacker.confusion[1]))
	}
	if curAttacker.weaken > 0 {
		curAttacker.weaken--
	}

	// ############################ EFFECTS ############################
	for i := 0; i < len(effects); i++ {
		if effects[i] == RANDOM {
			effects[i] = rand.Intn(4)
		}
		//rnd := rand.Intn(4)
		switch effects[i] {
		case DOT:
			if curDefender.dmge_ov_t[0] > 0 {
				curDefender.dmge_ov_t[0]++
			} else {
				if special >= 0 {
					curDefender.dmge_ov_t[0] = comboInfo[special].Length
					curDefender.dmge_ov_t[1] = comboInfo[special].Strength
				} else {
					curDefender.dmge_ov_t[0] = EFFECT_LENGTH
					curDefender.dmge_ov_t[1] = 1
				}
			}
		case SELFDOT:
			if curAttacker.dmge_ov_t[0] > 0 {
				curAttacker.dmge_ov_t[0]++
			} else {
				if special >= 0 {
					curAttacker.dmge_ov_t[0] = comboInfo[special].Length
					curAttacker.dmge_ov_t[1] = comboInfo[special].Strength
				} else {
					curAttacker.dmge_ov_t[0] = EFFECT_LENGTH
					curAttacker.dmge_ov_t[1] = 1
				}
			}
		case CONFUSION:
			if curDefender.confusion[0] > 0 {
				curDefender.confusion[0]++
			} else {
				if special >= 0 {
					curDefender.confusion[0] = comboInfo[special].Length
					curDefender.confusion[1] = comboInfo[special].Strength
				} else {
					curDefender.confusion[0] = EFFECT_LENGTH
					curDefender.confusion[1] = 1
				}
			}
		case HEAL:
			if curAttacker.heal_ov_t[i] > 0 {
				curAttacker.heal_ov_t[i]++
			} else {
				if special >= 0 {
					curAttacker.heal_ov_t[0] = comboInfo[special].Length
					curAttacker.heal_ov_t[1] = comboInfo[special].Strength
				} else {
					curAttacker.heal_ov_t[0] = EFFECT_LENGTH
					curAttacker.heal_ov_t[1] = 1
				}
			}
		case DEF_BOOST:
			if curAttacker.exdefense[i] > 0 {
				curAttacker.exdefense[i]++
			} else {
				if special >= 0 {
					curAttacker.exdefense[0] = comboInfo[special].Length
					curAttacker.exdefense[1] = comboInfo[special].Strength
				} else {
					curAttacker.exdefense[0] = EFFECT_LENGTH
					curAttacker.exdefense[1] = 1
				}
			}
		case EVADE:
			if special >= 0 {
				curAttacker.evade = comboInfo[special].Strength
			} else {
				curAttacker.evade = 1
			}
		case SKIP:
			curAttacker.skip = true
		case WEAK:
			if curDefender.weaken > 0 {
				if special >= 0 {
					curDefender.weaken = comboInfo[special].Length
				} else {
					curDefender.weaken = EFFECT_LENGTH
				}
			} else {
				curDefender.weaken++
			}
		}
	}

	// hpRegen attacker
	attacker.FightRegen()

	// write effects from last round
	dmg, heal := f.ExecuteEffects(attacker, defender, damage)
	//stuff for client
	anim := -1
	if len(combo) < 1 {
		attackElement = attacker.Element
	}
	if len(combo) > 2 {
		anim = combo[1]
	} else {
		anim = int(attackElement)
	}
	// ---- EVADE ----
	curDefender.evaded = false
	evade := rand.Intn(2)
	if evade == 0 && curDefender.evade > 0 {
		curDefender.evaded = true
		damage = 0
	}
	if special < 0 {
		f.LastResult = fmt.Sprintf("Default %v %v %v %v %v", damage, dmg, heal, attackElement, anim)
	} else {
		f.LastResult = fmt.Sprintf("%v %v %v %v %v %v", comboInfo[special].Name, damage, dmg, heal, attackElement, anim)
	}
	// ---- SET DAMAGE ----
	defender.SetHP(defender.HP - (dmg + damage) + heal + confused)

	if defender.CId != 0 {
		if !defender.WriteChildren(nil, uint64(1)<<uint(tblSlotsIdx)) {
			log.Println("write fail ☺ defender", defender.CId, defender.Version)
			return false
		}
	}
	if attacker.CId != 0 {
		if !attacker.WriteChildren(nil, uint64(1)<<uint(tblSlotsIdx)) {
			log.Println("write fail ☺ attacker", attacker.CId, attacker.Version)
			return false
		}
	}
	return true
}
Ejemplo n.º 4
0
func (pl *Player) POI_Farm(resources []string, poi *POI) (string, error) {

	count := util.CRandInt(int32(FarmItemsMin), int32(FarmItemsMax))
	if count < 1 {
		return "", nil
	}
	if poi == nil || poi.info == nil {
		return "", errors.New("invalid_poi")
	}
	elements := make([]int, count)
	levels := make([]int, count)

	for i := 0; i < int(count); i++ {
		rscName := resources[int(util.CRandInt(0, int32(len(resources)-1)))]
		elements[i] = FindElement(rscName)
		random := util.CRandInt(0, 1000)
		level := poi.info.Level

		if random < 25 {
			level -= 2
		} else if random < 50 {
			level += 2
		} else if random < 100 {
			level -= 1
		} else if random < 150 {
			level += 1
		}
		if level < 0 {
			level = 0
		}
		if level > FarmLevelMax {
			level = FarmLevelMax
		}
		levels[i] = level
		//log.Println(">>>>>>>>>>>>>", i, elements[i], levels[i])
	}

	var result string
	DoRepeat(func() bool {
		result = ""

		for i := 0; i < int(count); i++ {
			element := elements[i]
			level := levels[i]
			if element < 0 {
				continue
			}
			rscNew := tblPlayer.GetChildEntryAdd(pl, tblResourceIdx, func(rsc db.EntryCached) bool { return rsc.(*Resource).Level == int64(level) }).(*Resource)
			rscNew.Level = int64(level)
			rscNew.SetCount(element, rscNew.GetCount(element)+1)

			result += fmt.Sprintf("%d %d", element, level)
			if (i + 1) < int(count) {
				result += ";"
			}
		}
		if !pl.WriteChildren(nil, uint64(1)<<uint(tblResourceIdx)) {
			return false
		}
		return true
	}, WRITE_REPEAT)

	return result, nil
	//log.Println(">>>>>>>>>>>>>", result)
}