forked from teamnwah/openmw-tes3coop
Move getEvasion to CreatureStats
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9e7d670745
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5 changed files with 19 additions and 23 deletions
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@ -331,18 +331,18 @@ namespace MWClass
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return;
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const MWWorld::Class &othercls = MWWorld::Class::get(victim);
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if(!othercls.isActor() || othercls.getCreatureStats(victim).isDead())
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{
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// Can't hit non-actors, or dead actors
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if(!othercls.isActor()) // Can't hit non-actors
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return;
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MWMechanics::CreatureStats &otherstats = getCreatureStats(victim);
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if(otherstats.isDead()) // Can't hit dead actors
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return;
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}
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if(ptr.getRefData().getHandle() == "player")
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MWBase::Environment::get().getWindowManager()->setEnemy(victim);
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int weapskill = ESM::Skill::HandToHand;
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if(!weapon.isEmpty())
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weapskill = MWWorld::Class::get(weapon).getEquipmentSkill(weapon);
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weapskill = get(weapon).getEquipmentSkill(weapon);
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MWMechanics::CreatureStats &crstats = getCreatureStats(ptr);
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MWMechanics::NpcStats &npcstats = getNpcStats(ptr);
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@ -353,7 +353,7 @@ namespace MWClass
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hitchance *= crstats.getFatigueTerm();
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hitchance += mageffects.get(MWMechanics::EffectKey(ESM::MagicEffect::FortifyAttack)).mMagnitude -
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mageffects.get(MWMechanics::EffectKey(ESM::MagicEffect::Blind)).mMagnitude;
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hitchance -= othercls.getEvasion(victim);
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hitchance -= otherstats.getEvasion();
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if((::rand()/(RAND_MAX+1.0)) > hitchance/100.0f)
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{
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@ -412,8 +412,7 @@ namespace MWClass
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MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
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}
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healthdmg = (othercls.getCreatureStats(victim).getFatigue().getCurrent() < 1.0f ||
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npcstats.isWerewolf());
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healthdmg = (otherstats.getFatigue().getCurrent() < 1.0f || npcstats.isWerewolf());
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if(healthdmg)
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damage *= gmst.find("fHandtoHandHealthPer")->getFloat();
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}
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@ -319,6 +319,16 @@ namespace MWMechanics
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return false;
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}
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float CreatureStats::getEvasion() const
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{
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float evasion = (getAttribute(ESM::Attribute::Agility).getModified() / 5.0f) +
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(getAttribute(ESM::Attribute::Luck).getModified() / 10.0f);
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evasion *= getFatigueTerm();
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evasion += mMagicEffects.get(EffectKey(ESM::MagicEffect::Sanctuary)).mMagnitude;
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return evasion;
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}
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void CreatureStats::setLastHitObject(const std::string& objectid)
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{
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mLastHitObject = objectid;
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@ -158,6 +158,8 @@ namespace MWMechanics
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bool getCreatureTargetted() const;
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float getEvasion() const;
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void setLastHitObject(const std::string &objectid);
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const std::string &getLastHitObject() const;
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};
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@ -79,18 +79,6 @@ namespace MWWorld
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throw std::runtime_error ("class does not have item health");
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}
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float Class::getEvasion(const Ptr& ptr) const
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{
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MWMechanics::CreatureStats &crstats = getCreatureStats(ptr);
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const MWMechanics::MagicEffects &mageffects = crstats.getMagicEffects();
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float evasion = (crstats.getAttribute(ESM::Attribute::Agility).getModified() / 5.0f) +
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(crstats.getAttribute(ESM::Attribute::Luck).getModified() / 10.0f);
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evasion *= crstats.getFatigueTerm();
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evasion += mageffects.get(MWMechanics::EffectKey(ESM::MagicEffect::Sanctuary)).mMagnitude;
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return evasion;
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}
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void Class::hit(const Ptr& ptr, int type) const
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{
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throw std::runtime_error("class cannot hit");
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@ -105,9 +105,6 @@ namespace MWWorld
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///< Return item max health or throw an exception, if class does not have item health
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/// (default implementation: throw an exceoption)
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virtual float getEvasion(const Ptr& ptr) const;
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///< Gets the chance the given object can evade an attack
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virtual void hit(const Ptr& ptr, int type=-1) const;
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///< Execute a melee hit, using the current weapon. This will check the relevant skills
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/// of the given attacker, and whoever is hit.
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