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local animation = require('openmw.animation')
local async = require('openmw.async')
local core = require('openmw.core')
local I = require('openmw.interfaces')
local self = require('openmw.self')
local storage = require('openmw.storage')
local types = require('openmw.types')
local util = require('openmw.util')
local Actor = types.Actor
local Weapon = types.Weapon
local Player = types.Player
local Creature = types.Creature
local Armor = types.Armor
local isPlayer = Player.objectIsInstance(self)
local godMode = function() return false end
if isPlayer then
-- openmw.debug is only allowed on player scripts
godMode = function() return require('openmw.debug').isGodMode() end
end
local onHitHandlers = {}
local settings = storage.globalSection('SettingsOMWCombat')
local function getSkill(actor, skillId)
if Creature.objectIsInstance(actor) then
local specialization = core.stats.Skill.record(skillId).specialization
local creatureRecord = Creature.record(actor)
return creatureRecord[specialization..'Skill']
else
return types.NPC.stats.skills[skillId](actor).modified
end
end
local armorTypeGmst = {
[Armor.TYPE.Boots] = core.getGMST('iBootsWeight'),
[Armor.TYPE.Cuirass] = core.getGMST('iCuirassWeight'),
[Armor.TYPE.Greaves] = core.getGMST('iGreavesWeight'),
[Armor.TYPE.Helmet] = core.getGMST('iHelmWeight'),
[Armor.TYPE.LBracer] = core.getGMST('iGauntletWeight'),
[Armor.TYPE.LGauntlet] = core.getGMST('iGauntletWeight'),
[Armor.TYPE.LPauldron] = core.getGMST('iPauldronWeight'),
[Armor.TYPE.RBracer] = core.getGMST('iGauntletWeight'),
[Armor.TYPE.RGauntlet] = core.getGMST('iGauntletWeight'),
[Armor.TYPE.RPauldron] = core.getGMST('iPauldronWeight'),
[Armor.TYPE.Shield] = core.getGMST('iShieldWeight'),
}
local armorSlots = {
Actor.EQUIPMENT_SLOT.Boots,
Actor.EQUIPMENT_SLOT.Cuirass,
Actor.EQUIPMENT_SLOT.Greaves,
Actor.EQUIPMENT_SLOT.Helmet,
Actor.EQUIPMENT_SLOT.LeftGauntlet,
Actor.EQUIPMENT_SLOT.LeftPauldron,
Actor.EQUIPMENT_SLOT.RightGauntlet,
Actor.EQUIPMENT_SLOT.RightPauldron,
Actor.EQUIPMENT_SLOT.CarriedLeft,
}
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 getArmorRating(actor)
local magicShield = Actor.activeEffects(actor):getEffect(core.magic.EFFECT_TYPE.Shield).magnitude
if Creature.objectIsInstance(actor) then
return magicShield
end
local equipment = Actor.getEquipment(actor)
local ratings = {}
local unarmored = getSkill(actor, 'unarmored')
local fUnarmoredBase1 = core.getGMST('fUnarmoredBase1')
local fUnarmoredBase2 = core.getGMST('fUnarmoredBase2')
for _, v in pairs(armorSlots) do
if equipment[v] and Armor.objectIsInstance(equipment[v]) then
ratings[v] = I.Combat.getEffectiveArmorRating(equipment[v], actor)
else
-- Unarmored
ratings[v] = (fUnarmoredBase1 * unarmored) * (fUnarmoredBase2 * unarmored)
end
end
return ratings[Actor.EQUIPMENT_SLOT.Cuirass] * 0.3
+ ratings[Actor.EQUIPMENT_SLOT.CarriedLeft] * 0.1
+ ratings[Actor.EQUIPMENT_SLOT.Helmet] * 0.1
+ ratings[Actor.EQUIPMENT_SLOT.Greaves] * 0.1
+ ratings[Actor.EQUIPMENT_SLOT.Boots] * 0.1
+ ratings[Actor.EQUIPMENT_SLOT.LeftPauldron] * 0.1
+ ratings[Actor.EQUIPMENT_SLOT.RightPauldron] * 0.1
+ ratings[Actor.EQUIPMENT_SLOT.LeftGauntlet] * 0.05
+ ratings[Actor.EQUIPMENT_SLOT.RightGauntlet] * 0.05
+ magicShield
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 pickRandomArmor(actor)
local slot = nil
local roll = math.random(0, 99) -- randIntUniform(0, 100)
if roll >= 90 then
slot = Actor.EQUIPMENT_SLOT.CarriedLeft
local item = Actor.getEquipment(actor, slot)
local haveShield = item and Armor.objectIsInstance(item)
if settings:get('redistributeShieldHitsWhenNotWearingShield') and not haveShield then
if roll >= 95 then
slot = Actor.EQUIPMENT_SLOT.Cuirass
else
slot = Actor.EQUIPMENT_SLOT.LeftPauldron
end
end
elseif roll >= 85 then
slot = Actor.EQUIPMENT_SLOT.RightGauntlet
elseif roll >= 80 then
slot = Actor.EQUIPMENT_SLOT.LeftGauntlet
elseif roll >= 70 then
slot = Actor.EQUIPMENT_SLOT.RightPauldron
elseif roll >= 60 then
slot = Actor.EQUIPMENT_SLOT.LeftPauldron
elseif roll >= 50 then
slot = Actor.EQUIPMENT_SLOT.Boots
elseif roll >= 40 then
slot = Actor.EQUIPMENT_SLOT.Greaves
elseif roll >= 30 then
slot = Actor.EQUIPMENT_SLOT.Helmet
else
slot = Actor.EQUIPMENT_SLOT.Cuirass
end
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)
for i = #onHitHandlers, 1, -1 do
if onHitHandlers[i](data) == false then
return -- skip other handlers
end
end
if data.successful and not godMode() then
I.Combat.applyArmor(data)
I.Combat.adjustDamageForDifficulty(data)
if getDamage(data, 'health') > 0 then
core.sound.playSound3d('Health Damage', self)
if data.hitPos then
spawnBloodEffect(data.hitPos)
end
end
elseif data.attacker and Player.objectIsInstance(data.attacker) then
core.sound.playSound3d('miss', self)
end
Actor._onHit(self, data)
end
---
-- Table of possible attack source types
-- @type AttackSourceType
-- @field #string Magic
-- @field #string Melee
-- @field #string Ranged
-- @field #string Unspecified
---
-- @type AttackInfo
-- @field [parent=#AttackInfo] #table damage A table mapping stat name (health, fatigue, or magicka) to number. For example, {health = 50, fatigue = 10} will cause 50 damage to health and 10 to fatigue (before adjusting for armor and difficulty). This field is ignored for failed attacks.
-- @field [parent=#AttackInfo] #number strength A number between 0 and 1 representing the attack strength. This field is ignored for failed attacks.
-- @field [parent=#AttackInfo] #boolean successful Whether the attack was successful or not.
-- @field [parent=#AttackInfo] #AttackSourceType sourceType What class of attack this is.
-- @field [parent=#AttackInfo] openmw.self#ATTACK_TYPE type (Optional) Attack variant if applicable. For melee attacks this represents chop vs thrust vs slash. For unarmed creatures this implies which of its 3 possible attacks were used. For other attacks this field can be ignored.
-- @field [parent=#AttackInfo] openmw.types#Actor attacker (Optional) Attacking actor
-- @field [parent=#AttackInfo] openmw.types#Weapon weapon (Optional) Attacking weapon
-- @field [parent=#AttackInfo] #string ammo (Optional) Ammo record ID
-- @field [parent=#AttackInfo] openmw.util#Vector3 hitPos (Optional) Where on the victim the attack is landing. Used to spawn blood effects. Blood effects are skipped if nil.
return {
--- Basic combat interface
-- @module Combat
-- @usage require('openmw.interfaces').Combat
--
--I.Combat.addOnHitHandler(function(attack)
-- -- Adds fatigue loss when hit by draining fatigue when taking health damage
-- if attack.damage.health and not attack.damage.fatigue then
-- local strengthFactor = Actor.stats.attributes.strength(self).modified / 100 * 0.66
-- local enduranceFactor = Actor.stats.attributes.endurance(self).modified / 100 * 0.34
-- local factor = 1 - math.min(strengthFactor + enduranceFactor, 1)
-- if factor > 0 then
-- attack.damage.fatigue = attack.damage.health * factor
-- end
-- end
--end)
interfaceName = 'Combat',
interface = {
--- Interface version
-- @field [parent=#Combat] #number version
version = 1,
--- Add new onHit handler for this actor
-- If `handler(attack)` returns false, other handlers for
-- the call will be skipped. where attack is the same @{#AttackInfo} passed to #Combat.onHit
-- @function [parent=#Combat] addOnHitHandler
-- @param #function handler The handler.
addOnHitHandler = function(handler)
onHitHandlers[#onHitHandlers + 1] = handler
end,
--- Calculates the character's armor rating and adjusts damage accordingly.
-- Note that this function only adjusts the number, use #Combat.applyArmor
-- to include other side effects.
-- @function [parent=#Combat] adjustDamageForArmor
-- @param #number Damage The numeric damage to adjust
-- @param openmw.core#GameObject actor (Optional) The actor to calculate the armor rating for. Defaults to self.
-- @return #number Damage adjusted for armor
adjustDamageForArmor = function(damage, actor) return adjustDamageForArmor(damage, actor or self) end,
--- Calculates a difficulty multiplier based on current difficulty settings
-- and adjusts damage accordingly. Has no effect if both this actor and the
-- attacker are NPCs, or if both are Players.
-- @function [parent=#Combat] adjustDamageForDifficulty
-- @param #Attack attack The attack to adjust
-- @param openmw.core#GameObject defendant (Optional) The defendant to make the difficulty adjustment for. Defaults to self.
adjustDamageForDifficulty = function(attack, defendant) return adjustDamageForDifficulty(attack, defendant or self) end,
--- Applies this character's armor to the attack. Adjusts damage, reduces item
-- condition accordingly, progresses armor skill, and plays the armor appropriate
-- hit sound.
-- @function [parent=#Combat] applyArmor
-- @param #Attack attack
applyArmor = applyArmor,
--- Computes this character's armor rating.
-- Note that this interface function is read by the engine to update the UI.
-- This function can still be overridden same as any other interface, but must not call any functions or interfaces that modify anything.
-- @function [parent=#Combat] getArmorRating
-- @param openmw.core#GameObject actor (Optional) The actor to calculate the armor rating for. Defaults to self.
-- @return #number
getArmorRating = function(actor) return getArmorRating(actor or self) end,
--- Computes this character's armor rating.
-- You can override this to return any skill you wish (including non-armor skills, if you so wish).
-- Note that this interface function is read by the engine to update the UI.
-- This function can still be overridden same as any other interface, but must not call any functions or interfaces that modify anything.
-- @function [parent=#Combat] getArmorSkill
-- @param openmw.core#GameObject item The item
-- @return #string The armor skill identifier, or unarmored if the item was nil or not an instace of @{openmw.types#Armor}
getArmorSkill = getArmorSkill,
--- Computes the armor rating of a single piece of @{openmw.types#Armor}, adjusted for skill
-- Note that this interface function is read by the engine to update the UI.
-- This function can still be overridden same as any other interface, but must not call any functions or interfaces that modify anything.
-- @function [parent=#Combat] getSkillAdjustedArmorRating
-- @param openmw.core#GameObject item The item
-- @param openmw.core#GameObject actor (Optional) The actor, defaults to self
-- @return #number
getSkillAdjustedArmorRating = function(item, actor) return getSkillAdjustedArmorRating(item, actor or self) end,
--- Computes the effective armor rating of a single piece of @{openmw.types#Armor}, adjusted for skill and item condition
-- @function [parent=#Combat] getEffectiveArmorRating
-- @param openmw.core#GameObject item The item
-- @param openmw.core#GameObject actor (Optional) The actor, defaults to self
-- @return #number
getEffectiveArmorRating = function(item, actor) return getEffectiveArmorRating(item, actor or self) end,
--- Spawns a random blood effect at the given position
-- @function [parent=#Combat] spawnBloodEffect
-- @param openmw.util#Vector3 position
spawnBloodEffect = spawnBloodEffect,
--- Hit this actor. Normally called as Hit event from the attacking actor, with the same parameters.
-- @function [parent=#Combat] onHit
-- @param #AttackInfo attackInfo
onHit = onHit,
--- Picks a random armor slot and returns the item equipped in that slot.
-- Used to pick which armor to damage / skill to increase when hit during combat.
-- @function [parent=#Combat] pickRandomArmor
-- @param openmw.core#GameObject actor (Optional) The actor to pick armor from, defaults to self
-- @return openmw.core#GameObject The armor equipped in the chosen slot. nil if nothing was equipped in that slot.
pickRandomArmor = function(actor) return pickRandomArmor(actor or self) end,
--- @{#AttackSourceType}
-- @field [parent=#Combat] #AttackSourceType ATTACK_SOURCE_TYPES Available attack source types
ATTACK_SOURCE_TYPES = {
Magic = 'magic',
Melee = 'melee',
Ranged = 'ranged',
Unspecified = 'unspecified',
},
},
eventHandlers = {
Hit = function(data) I.Combat.onHit(data) end,
},
}
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