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Reduce the diff

This commit is contained in:
Evil Eye 2025-10-07 19:20:58 +02:00
parent 10c96ff68d
commit e66d43c083

View file

@ -54,82 +54,39 @@ local armorSlots = {
Actor.EQUIPMENT_SLOT.CarriedLeft,
}
local function getDamage(attack, what)
if attack.damage then
return attack.damage[what] or 0
local function getArmorSkill(item)
if not item or not Armor.objectIsInstance(item) then
return 'unarmored'
end
local record = Armor.record(item)
local weightGmst = armorTypeGmst[record.type]
local epsilon = 0.0005
if record.weight <= weightGmst * core.getGMST('fLightMaxMod') + epsilon then
return 'lightarmor'
elseif record.weight <= weightGmst * core.getGMST('fMedMaxMod') + epsilon then
return 'mediumarmor'
else
return 'heavyarmor'
end
end
local function setDamage(attack, what, damage)
attack.damage = attack.damage or {}
attack.damage[what] = damage
end
local function adjustDamageForArmor(damage, actor)
local armor = I.Combat.getArmorRating(actor)
local x = damage / (damage + armor)
return damage * math.max(x, core.getGMST('fCombatArmorMinMult'))
end
local function adjustDamageForDifficulty(attack, defendant)
local attackerIsPlayer = attack.attacker and Player.objectIsInstance(attack.attacker)
-- The interface guarantees defendant is never nil
local defendantIsPlayer = Player.objectIsInstance(defendant)
-- If both characters are NPCs or both characters are players then
-- difficulty settings do not apply
if attackerIsPlayer == defendantIsPlayer then return end
local fDifficultyMult = core.getGMST('fDifficultyMult')
local difficultyTerm = core.getGameDifficulty() * 0.01
local x = 0
if defendantIsPlayer then
-- Defending actor is a player
if difficultyTerm > 0 then
x = difficultyTerm * fDifficultyMult
else
x = difficultyTerm / fDifficultyMult
end
elseif attackerIsPlayer then
-- Attacking actor is a player
if difficultyTerm > 0 then
x = -difficultyTerm / fDifficultyMult
else
x = -difficultyTerm * fDifficultyMult
end
local function getSkillAdjustedArmorRating(item, actor)
local record = Armor.record(item)
local skillid = I.Combat.getArmorSkill(item)
local skill = getSkill(actor, skillid)
if record.weight == 0 then
return record.baseArmor
end
setDamage(attack, 'health', getDamage(attack, 'health') * (1 + x))
return record.baseArmor * skill / core.getGMST('iBaseArmorSkill')
end
local function applyArmor(attack)
local healthDamage = getDamage(attack, 'health')
if healthDamage > 0 then
local healthDamageAdjusted = I.Combat.adjustDamageForArmor(healthDamage)
local diff = math.floor(healthDamageAdjusted - healthDamage)
setDamage(attack, 'health', math.max(healthDamageAdjusted, 1))
local item = I.Combat.pickRandomArmor()
local skillid = I.Combat.getArmorSkill(item)
if I.SkillProgression then
I.SkillProgression.skillUsed(skillid, {useType = I.SkillProgression.SKILL_USE_TYPES.Armor_HitByOpponent})
end
if item and Armor.objectIsInstance(item) then
local attackerIsUnarmedCreature = attack.attacker and not attack.weapon and not attack.ammo and Creature.objectIsInstance(attack.attacker)
if settings:get('unarmedCreatureAttacksDamageArmor') or not attackerIsUnarmedCreature then
core.sendGlobalEvent('ModifyItemCondition', { actor = self, item = item, amount = diff })
end
if skillid == 'lightarmor' then
core.sound.playSound3d('Light Armor Hit', self)
elseif skillid == 'mediumarmor' then
core.sound.playSound3d('Medium Armor Hit', self)
elseif skillid == 'heavyarmor' then
core.sound.playSound3d('Heavy Armor Hit', self)
else
core.sound.playSound3d('Hand To Hand Hit', self)
end
end
local function getEffectiveArmorRating(item, actor)
local record = Armor.record(item)
local rating = getSkillAdjustedArmorRating(item, actor)
if record.health and record.health ~= 0 then
rating = rating * (types.Item.itemData(item).condition / record.health)
end
return rating
end
local function getArmorRating(actor)
@ -166,67 +123,10 @@ local function getArmorRating(actor)
+ magicShield
end
local function getArmorSkill(item)
if not item or not Armor.objectIsInstance(item) then
return 'unarmored'
end
local record = Armor.record(item)
local weightGmst = armorTypeGmst[record.type]
local epsilon = 0.0005
if record.weight <= weightGmst * core.getGMST('fLightMaxMod') + epsilon then
return 'lightarmor'
elseif record.weight <= weightGmst * core.getGMST('fMedMaxMod') + epsilon then
return 'mediumarmor'
else
return 'heavyarmor'
end
end
local function getSkillAdjustedArmorRating(item, actor)
local record = Armor.record(item)
local skillid = I.Combat.getArmorSkill(item)
local skill = getSkill(actor, skillid)
if record.weight == 0 then
return record.baseArmor
end
return record.baseArmor * skill / core.getGMST('iBaseArmorSkill')
end
local function getEffectiveArmorRating(item, actor)
local record = Armor.record(item)
local rating = getSkillAdjustedArmorRating(item, actor)
if record.health and record.health ~= 0 then
rating = rating * (types.Item.itemData(item).condition / record.health)
end
return rating
end
local function spawnBloodEffect(position)
if isPlayer and not settings:get('spawnBloodEffectsOnPlayer') then
return
end
local bloodEffectModel = string.format('Blood_Model_%d', math.random(0, 2)) -- randIntUniformClosed(0, 2)
-- TODO: implement a Misc::correctMeshPath equivalent instead?
-- All it ever does it append 'meshes\\' though
bloodEffectModel = 'meshes/'..core.getGMST(bloodEffectModel)
local record = self.object.type.record(self.object)
local bloodTexture = string.format('Blood_Texture_%d', record.bloodType)
bloodTexture = core.getGMST(bloodTexture)
if not bloodTexture or bloodTexture == '' then
bloodTexture = core.getGMST('Blood_Texture_0')
end
core.sendGlobalEvent('SpawnVfx', {
model = bloodEffectModel,
position = position,
options = {
mwMagicVfx = false,
particleTextureOverride = bloodTexture,
useAmbientLight = false,
},
})
local function adjustDamageForArmor(damage, actor)
local armor = I.Combat.getArmorRating(actor)
local x = damage / (damage + armor)
return damage * math.max(x, core.getGMST('fCombatArmorMinMult'))
end
local function pickRandomArmor(actor)
@ -264,6 +164,106 @@ local function pickRandomArmor(actor)
return Actor.getEquipment(actor, slot)
end
local function getDamage(attack, what)
if attack.damage then
return attack.damage[what] or 0
end
end
local function setDamage(attack, what, damage)
attack.damage = attack.damage or {}
attack.damage[what] = damage
end
local function applyArmor(attack)
local healthDamage = getDamage(attack, 'health')
if healthDamage > 0 then
local healthDamageAdjusted = I.Combat.adjustDamageForArmor(healthDamage)
local diff = math.floor(healthDamageAdjusted - healthDamage)
setDamage(attack, 'health', math.max(healthDamageAdjusted, 1))
local item = I.Combat.pickRandomArmor()
local skillid = I.Combat.getArmorSkill(item)
if I.SkillProgression then
I.SkillProgression.skillUsed(skillid, {useType = I.SkillProgression.SKILL_USE_TYPES.Armor_HitByOpponent})
end
if item and Armor.objectIsInstance(item) then
local attackerIsUnarmedCreature = attack.attacker and not attack.weapon and not attack.ammo and Creature.objectIsInstance(attack.attacker)
if settings:get('unarmedCreatureAttacksDamageArmor') or not attackerIsUnarmedCreature then
core.sendGlobalEvent('ModifyItemCondition', { actor = self, item = item, amount = diff })
end
if skillid == 'lightarmor' then
core.sound.playSound3d('Light Armor Hit', self)
elseif skillid == 'mediumarmor' then
core.sound.playSound3d('Medium Armor Hit', self)
elseif skillid == 'heavyarmor' then
core.sound.playSound3d('Heavy Armor Hit', self)
else
core.sound.playSound3d('Hand To Hand Hit', self)
end
end
end
end
local function adjustDamageForDifficulty(attack, defendant)
local attackerIsPlayer = attack.attacker and Player.objectIsInstance(attack.attacker)
-- The interface guarantees defendant is never nil
local defendantIsPlayer = Player.objectIsInstance(defendant)
-- If both characters are NPCs or both characters are players then
-- difficulty settings do not apply
if attackerIsPlayer == defendantIsPlayer then return end
local fDifficultyMult = core.getGMST('fDifficultyMult')
local difficultyTerm = core.getGameDifficulty() * 0.01
local x = 0
if defendantIsPlayer then
-- Defending actor is a player
if difficultyTerm > 0 then
x = difficultyTerm * fDifficultyMult
else
x = difficultyTerm / fDifficultyMult
end
elseif attackerIsPlayer then
-- Attacking actor is a player
if difficultyTerm > 0 then
x = -difficultyTerm / fDifficultyMult
else
x = -difficultyTerm * fDifficultyMult
end
end
setDamage(attack, 'health', getDamage(attack, 'health') * (1 + x))
end
local function spawnBloodEffect(position)
if isPlayer and not settings:get('spawnBloodEffectsOnPlayer') then
return
end
local bloodEffectModel = string.format('Blood_Model_%d', math.random(0, 2)) -- randIntUniformClosed(0, 2)
-- TODO: implement a Misc::correctMeshPath equivalent instead?
-- All it ever does it append 'meshes\\' though
bloodEffectModel = 'meshes/'..core.getGMST(bloodEffectModel)
local record = self.object.type.record(self.object)
local bloodTexture = string.format('Blood_Texture_%d', record.bloodType)
bloodTexture = core.getGMST(bloodTexture)
if not bloodTexture or bloodTexture == '' then
bloodTexture = core.getGMST('Blood_Texture_0')
end
core.sendGlobalEvent('SpawnVfx', {
model = bloodEffectModel,
position = position,
options = {
mwMagicVfx = false,
particleTextureOverride = bloodTexture,
useAmbientLight = false,
},
})
end
local function onHit(data)
if data.successful and not godMode() then
I.Combat.applyArmor(data)