make small changes to design. Implement crits.

This commit is contained in:
2026-07-08 19:32:12 +02:00
parent 9617f8aaf0
commit 61030d84b7
7 changed files with 521 additions and 137 deletions
+24 -12
View File
@@ -31,14 +31,24 @@ namespace KernelPanic.Combat
public readonly struct DamageResult
{
public DamageResult(int finalAmount, bool targetDefeated)
public DamageResult(int finalAmount, bool targetDefeated, bool wasCritical = false, int absorbedAmount = 0, int shieldDamage = 0, int uptimeDamage = 0, int incomingAmount = 0)
{
FinalAmount = finalAmount;
TargetDefeated = targetDefeated;
WasCritical = wasCritical;
AbsorbedAmount = absorbedAmount;
ShieldDamage = shieldDamage;
UptimeDamage = uptimeDamage;
IncomingAmount = incomingAmount;
}
public int FinalAmount { get; }
public bool TargetDefeated { get; }
public bool WasCritical { get; }
public int AbsorbedAmount { get; }
public int ShieldDamage { get; }
public int UptimeDamage { get; }
public int IncomingAmount { get; }
}
/// <summary>
@@ -55,11 +65,11 @@ namespace KernelPanic.Combat
int amount = Mathf.Max(0, request.Amount);
amount = ApplyMultipliers(amount, request);
amount = ApplyCrit(amount, request);
amount = ApplyCrit(amount, request, out bool wasCritical);
amount = ApplyResistancesAndWeaknesses(amount, request);
int finalAmount = ApplyShieldAndUptime(amount, request);
GameEvents.RaiseDamageDealt(new DamageDealtEvent(request.Source, request.Target, finalAmount, request.Language));
int finalAmount = ApplyShieldAndUptime(amount, request, out int absorbedAmount, out int shieldDamage, out int uptimeDamage);
GameEvents.RaiseDamageDealt(new DamageDealtEvent(request.Source, request.Target, finalAmount, request.Language, amount, absorbedAmount, wasCritical, shieldDamage, uptimeDamage));
bool defeated = false;
if (request.Target.CurrentUptime <= 0 && !request.Target.IsDefeated)
@@ -69,7 +79,7 @@ namespace KernelPanic.Combat
GameEvents.RaiseCombatantDefeated(new CombatantDefeatedEvent(request.Target));
}
return new DamageResult(finalAmount, defeated);
return new DamageResult(finalAmount, defeated, wasCritical, absorbedAmount, shieldDamage, uptimeDamage, amount);
}
private static int ApplyMultipliers(int amount, DamageRequest request)
@@ -85,15 +95,16 @@ namespace KernelPanic.Combat
return Mathf.RoundToInt(amount * (multiplier / 100f));
}
private static int ApplyCrit(int amount, DamageRequest request)
private static int ApplyCrit(int amount, DamageRequest request, out bool wasCritical)
{
if (request.Source != null && request.Source.forceMaxRolls)
wasCritical = false;
if (!request.CanCrit || amount <= 0 || request.Source != null && request.Source.forceMaxRolls)
{
return amount;
}
// TODO: Add crit calculation and crit modifiers.
return amount;
wasCritical = RandomRoll.RollRange(1, 100, new RollContext(request.Source)) <= 25;
return wasCritical ? Mathf.CeilToInt(amount * 1.5f) : amount;
}
private static int ApplyResistancesAndWeaknesses(int amount, DamageRequest request)
@@ -104,11 +115,11 @@ namespace KernelPanic.Combat
return amount;
}
private static int ApplyShieldAndUptime(int amount, DamageRequest request)
private static int ApplyShieldAndUptime(int amount, DamageRequest request, out int absorbedAmount, out int shieldDamage, out int uptimeDamage)
{
CombatantState target = request.Target;
int remaining = amount;
int shieldDamage = 0;
shieldDamage = 0;
if (!request.TrueDamage && target.Shield > 0)
{
@@ -117,8 +128,9 @@ namespace KernelPanic.Combat
remaining -= shieldDamage;
}
int uptimeDamage = Mathf.Min(target.CurrentUptime, remaining);
uptimeDamage = Mathf.Min(target.CurrentUptime, remaining);
target.CurrentUptime = Mathf.Max(0, target.CurrentUptime - uptimeDamage);
absorbedAmount = Mathf.Max(0, amount - shieldDamage - uptimeDamage);
return shieldDamage + uptimeDamage;
}
}