Elin Decompiled Documentation EA 23.130 Nightly
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ActMelee Class Reference
Inheritance diagram for ActMelee:
ActBaseAttack Act Element EClass ActMeleeBladeStorm ActMeleeSwarm ActRush

Public Member Functions

bool HideHint (Card c)
 
override string GetHintText (string str="")
 
override string GetTextSmall (Card c)
 
override CursorInfo GetCursorIcon (Card c)
 
override bool ShowMouseHint (Card c)
 
override bool CanPerform ()
 
override bool Perform ()
 
bool Attack (float dmgMulti=1f, bool maxRoll=false)
 
- Public Member Functions inherited from Act
virtual CursorInfo GetCursorIcon (Card c)
 
virtual MultiSprite GetStateIcon ()
 
override Sprite GetSprite ()
 
virtual bool ShowMouseHint (Card c)
 
virtual bool IsValidTC (Card c)
 
virtual string GetHintText (string str="")
 
virtual string GetText (string str="")
 
virtual string GetTextSmall (Card c)
 
bool IsTargetHostileParty ()
 
virtual Color GetActPlanColor ()
 
virtual bool Perform ()
 
virtual bool CanPerform ()
 
bool Perform (Chara _cc, Card _tc=null, Point _tp=null)
 
bool CanPerform (Chara _cc, Card _tc=null, Point _tp=null)
 
virtual bool IsToolValid ()
 
new void SetImage (Image image)
 
virtual void OnMarkMapHighlights ()
 
virtual bool ShouldMapHighlight (Point p)
 
- Public Member Functions inherited from Element
virtual SourceElement.Row GetSource ()
 
virtual int GetSourcePotential (int v)
 
virtual Sprite GetSprite ()
 
int GetMaterialSourceValue (Thing t, int v)
 
virtual int GetSourceValue (int v, int lv, SourceValueType type)
 
virtual Sprite GetIcon (string suffix="")
 
bool IsActive (Card c)
 
int SortVal (bool charaSheet=false)
 
virtual bool CanLink (ElementContainer owner)
 
bool HasTag (string tag)
 
void SetImage (Image i)
 
virtual string GetDetail ()
 
bool IsFactionElement (Chara c)
 
Element GetParent (Card c)
 
void WriteNote (UINote n, ElementContainer owner=null, Action< UINote > onWriteNote=null)
 
void WriteNoteWithRef (UINote n, ElementContainer owner, Action< UINote > onWriteNote, Element refEle)
 
void _WriteNote (UINote n, Chara c, Act act)
 
void AddHeaderAbility (UINote n)
 
void _WriteNote (UINote n, ElementContainer owner, Action< UINote > onWriteNote, bool isRef, bool addHeader=true)
 
void AddEncNote (UINote n, Card Card, ElementContainer.NoteMode mode=ElementContainer.NoteMode.Default, Func< Element, string, string > funcText=null, Action< UINote, Element > onAddNote=null)
 
virtual void OnWriteNote (UINote n, ElementContainer owner)
 
virtual void OnChangeValue ()
 
void CheckLevelBonus (ElementContainer owner, UINote n=null)
 
int GetSortVal (UIList.SortMode m)
 
virtual Act.Cost GetCost (Chara c)
 
virtual int GetPower (Card c)
 
virtual void SetTextValue (UIText text)
 
virtual bool IsPurchaseFeatReqMet (ElementContainer owner, int lv=-1)
 
virtual void WritePurchaseReq (UINote n, int lv=1)
 

Properties

virtual float BaseDmgMTP [get]
 
virtual bool UseWeaponDist [get]
 
override int PerformDistance [get]
 
override bool ResetAxis [get]
 
override bool CanPressRepeat [get]
 
- Properties inherited from Act
override bool ShowPotential [get]
 
override bool UsePotential [get]
 
override bool ShowRelativeAttribute [get]
 
virtual CursorInfo CursorIcon [get]
 
virtual string ID [get]
 
virtual bool IsAct [get]
 
virtual bool WillEndTurn [get]
 
virtual bool CloseLayers [get]
 
virtual int LeftHand [get]
 
virtual int RightHand [get]
 
virtual int ElementPowerMod [get]
 
virtual bool ShowMapHighlight [get]
 
virtual bool ShowMapHighlightBlock [get]
 
virtual bool PickHeldOnStart [get]
 
virtual bool DropHeldOnStart [get]
 
virtual bool CanPressRepeat [get]
 
virtual bool CanAutofire [get]
 
virtual bool ResetAxis [get]
 
virtual bool RequireTool [get]
 
virtual bool IsHostileAct [get]
 
virtual bool HideRightInfo [get]
 
virtual bool HaveLongPressAction [get]
 
virtual float Radius [get]
 
virtual int PerformDistance [get]
 
virtual int MaxRadius [get]
 
virtual TargetType TargetType [get]
 
virtual bool LocalAct [get]
 
virtual bool CanRapidFire [get]
 
virtual float RapidDelay [get]
 
virtual bool ShowAuto [get]
 
virtual bool IsCrime [get]
 
- Properties inherited from Element
SourceElement.Row source [get]
 
virtual int DisplayValue [get]
 
virtual int MinValue [get]
 
int Value [get]
 
int ValueWithoutLink [get]
 
virtual int MinPotential [get]
 
int Potential [get]
 
virtual bool CanGainExp [get]
 
bool IsFlag [get]
 
virtual string Name [get]
 
virtual string FullName [get]
 
virtual int ExpToNext [get]
 
virtual bool UseExpMod [get]
 
virtual int CostTrain [get]
 
virtual int CostLearn [get]
 
virtual bool ShowXP [get]
 
virtual bool ShowMsgOnValueChanged [get]
 
virtual bool ShowValue [get]
 
virtual bool ShowPotential [get]
 
virtual bool UsePotential [get]
 
virtual bool PotentialAsStock [get]
 
virtual bool ShowRelativeAttribute [get]
 
virtual bool ShowBonuses [get]
 
virtual string ShortName [get]
 
bool IsGlobalElement [get]
 
bool IsFactionWideElement [get]
 
bool IsPartyWideElement [get]
 
virtual bool ShowEncNumber [get]
 
bool IsTrait [get]
 
bool IsFoodTrait [get]
 
bool IsFoodTraitMain [get]
 
bool IsMainAttribute [get]
 
Act act [get]
 
- Properties inherited from EClass
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static FactionBranch Branch [get]
 
static FactionBranch BranchOrHomeBranch [get]
 
static Faction Home [get]
 
static Faction Wilds [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static GameSetting setting [get]
 
static GameData gamedata [get]
 
static ColorProfile Colors [get]
 
static World world [get]
 
static SourceManager sources [get]
 
static SourceManager editorSources [get]
 
static SoundManager Sound [get]
 
static CoreDebug debug [get]
 

Additional Inherited Members

- Public Types inherited from Act
enum  CostType { None , MP , SP }
 
- Static Public Member Functions inherited from Act
static void SetReference (Chara _cc, Card _tc=null, Point _tp=null)
 
static void SetTool (Thing t)
 
- Static Public Member Functions inherited from Element
static string GetName (string alias)
 
static SourceElement.Row Get (int id)
 
static Dictionary< int, int > GetElementMap (int[] list)
 
static Dictionary< int, int > GetElementMap (int[] list, Dictionary< int, int > map)
 
static SourceElement.Row GetRandomElement (int lv=1)
 
static Element Create (int id, int v=0)
 
static Element Create (string id, int v=1)
 
static int GetId (string alias)
 
static int GetResistLv (int v)
 
static int GetResistDamage (int dmg, int v, int power=0)
 
- Static Public Member Functions inherited from EClass
static int rndSeed (int a, int seed)
 
static int rnd (int a)
 
static int curve (int a, int start, int step, int rate=75)
 
static int rndHalf (int a)
 
static float rndf (float a)
 
static int rndSqrt (int a)
 
static void Wait (float a, Card c)
 
static void Wait (float a, Point p)
 
static int Bigger (int a, int b)
 
static int Smaller (int a, int b)
 
- Public Attributes inherited from Element
SourceElement.Row _source
 
int id
 
int vBase
 
int vExp
 
int vPotential
 
int vTempPotential
 
int vLink
 
int vSource
 
int vSourcePotential
 
ElementContainer owner
 
- Static Public Attributes inherited from Act
static Chara CC
 
static Card TC
 
static Point TP = new Point()
 
static Thing TOOL
 
static int powerMod = 100
 
static bool forcePt
 
- Static Public Attributes inherited from Element
const int Div = 5
 
static Element Void = new Element()
 
static int[] List_MainAttributes = new int[9] { 70, 72, 71, 77, 74, 75, 76, 73, 79 }
 
static int[] List_MainAttributesMajor = new int[8] { 70, 72, 71, 77, 74, 75, 76, 73 }
 
static int[] List_Body = new int[4] { 70, 72, 71, 77 }
 
static int[] List_Mind = new int[4] { 74, 75, 76, 73 }
 
static List< SourceElement.RowListElements = new List<SourceElement.Row>()
 
static List< SourceElement.RowListAttackElements = new List<SourceElement.Row>()
 
- Static Public Attributes inherited from EClass
static Core core
 

Detailed Description

Definition at line 4 of file ActMelee.cs.

Member Function Documentation

◆ Attack()

bool ActMelee.Attack ( float  dmgMulti = 1f,
bool  maxRoll = false 
)
inline

Definition at line 96 of file ActMelee.cs.

97 {
98 Act.CC.combatCount = 10;
101 if (Act.CC.HasCondition<ConFear>())
102 {
103 Act.CC.Say("fear", Act.CC, Act.TC);
104 if (Act.CC.IsPC)
105 {
106 EInput.Consume(consumeAxis: true);
107 }
108 return true;
109 }
111 Act.TC?.Chara?.RequestProtection(Act.CC, delegate(Chara c)
112 {
113 Act.TC = c;
114 });
115 CellEffect effect = Act.TP.cell.effect;
116 if (effect != null && effect.id == 6 && EClass.rnd(2) == 0)
117 {
118 Act.CC.PlaySound("miss");
119 Act.CC.Say("abMistOfDarkness_miss", Act.CC);
120 return true;
121 }
122 bool hasHit = false;
123 bool usedWeapon = false;
124 bool usedTalisman = false;
125 int count = 0;
126 int dist = Act.CC.Dist(Act.TC);
127 Point orgPos = Act.TC.pos.Copy();
128 Card orgTC = Act.TC;
130 foreach (BodySlot slot in Act.CC.body.slots)
131 {
132 _Attack(slot);
133 }
134 if (!usedWeapon)
135 {
136 _Attack(null);
137 }
139 {
140 EClass.Wait(0.25f, Act.CC);
141 }
142 if (!hasHit)
143 {
144 Act.CC.PlaySound("miss");
145 }
146 if (EClass.rnd(2) == 0)
147 {
148 Act.CC.RemoveCondition<ConInvisibility>();
149 }
150 return true;
151 void _Attack(BodySlot slot)
152 {
153 Act.TC = orgTC;
154 Act.TP = orgPos;
155 Thing w;
156 int splash;
157 int chaser;
158 int flurry;
159 int frustration;
160 int feint;
161 int mod_talisman;
162 if (Act.TC != null && Act.TC.IsAliveInCurrentZone)
163 {
164 w = null;
165 if (slot != null)
166 {
167 if (slot.thing == null || slot.elementId != 35 || slot.thing.source.offense.Length < 2)
168 {
169 return;
170 }
171 w = slot.thing;
172 }
173 int num = 1 + Mathf.Max(Act.CC.Evalue(666), (w != null) ? w.Evalue(666) : 0);
174 if (!UseWeaponDist || dist <= 1 || dist <= num)
175 {
176 int num2 = GetWeaponEnc(606, addSelfEnc: false);
177 int scatter = GetWeaponEnc(607, addSelfEnc: false);
178 splash = GetWeaponEnc(608, addSelfEnc: true);
179 chaser = GetWeaponEnc(620, addSelfEnc: true);
180 flurry = GetWeaponEnc(621, addSelfEnc: true);
181 frustration = GetWeaponEnc(624, addSelfEnc: true);
182 int num3 = GetWeaponEnc(622, addSelfEnc: true);
183 feint = GetWeaponEnc(623, addSelfEnc: true);
184 mod_talisman = GetWeaponEnc(609, addSelfEnc: true);
185 List<Point> list2 = EClass._map.ListPointsInLine(Act.CC.pos, Act.TC.pos, num2 / 10 + ((num2 % 10 > EClass.rnd(10)) ? 1 : 0) + 1);
186 if (w != null)
187 {
188 if (safety)
189 {
190 if (!w.HasElement(486))
191 {
192 return;
193 }
194 num2 = (scatter = (splash = (num3 = 0)));
195 }
196 usedWeapon = true;
197 if (w.IsMeleeWithAmmo && Act.CC.IsPC && w.c_ammo <= 0 && !Act.CC.HasCondition<ConReload>())
198 {
200 }
201 }
202 AttackWithFlurry(Act.TC, Act.TP, 1f, subAttack: false);
203 if (num2 > 0)
204 {
205 foreach (Point item in list2)
206 {
207 if (!item.Equals(orgPos))
208 {
209 Chara firstChara = item.FirstChara;
210 if (firstChara != null && firstChara.IsHostile(Act.CC))
211 {
212 AttackWithFlurry(firstChara, item, 1f, subAttack: false);
213 }
214 }
215 }
216 }
217 else if (scatter > 0)
218 {
219 Act.TP.ForeachNeighbor(delegate(Point p)
220 {
221 if (!p.Equals(orgPos))
222 {
223 Chara firstChara2 = p.FirstChara;
224 if (firstChara2 != null && firstChara2.IsHostile(Act.CC))
225 {
226 AttackWithFlurry(firstChara2, p, Mathf.Min(0.5f + 0.05f * Mathf.Sqrt(scatter), 1f + 0.01f * Mathf.Sqrt(scatter)), subAttack: true);
227 }
228 }
229 });
230 }
231 else if (num3 > 0)
232 {
233 List<Point> list = new List<Point>();
234 Act.TP.ForeachNeighbor(delegate(Point p)
235 {
236 list.Add(p.Copy());
237 });
238 list.Shuffle();
239 int num4 = 0;
240 for (int i = 0; i < 9 && num3 > EClass.rnd(10 + (int)Mathf.Pow(3f, i + 2)); i++)
241 {
242 num4++;
243 }
244 foreach (Point item2 in list)
245 {
246 foreach (Card item3 in item2.ListCards().Copy())
247 {
248 if (num4 <= 0 || !Act.CC.IsAliveInCurrentZone)
249 {
250 break;
251 }
252 if (item3.trait.CanBeAttacked || (item3.isChara && item3.Chara.IsHostile(Act.CC)))
253 {
254 AttackWithFlurry(item3, item2, 1f, subAttack: true);
255 num4--;
256 }
257 }
258 }
259 }
260 count++;
261 }
262 }
263 void Attack(Card _tc, Point _tp, float mtp, bool subAttack)
264 {
265 Act.TC = _tc;
266 Act.TP = _tp;
268 int num5 = 1;
269 if (chaser > 0)
270 {
271 for (int j = 0; j < 10; j++)
272 {
273 if (chaser > EClass.rnd(4 + (int)Mathf.Pow(4f, j + 2)))
274 {
275 num5++;
276 }
277 }
278 }
279 bool flag = false;
280 for (int k = 0; k < num5; k++)
281 {
282 if (k > 0)
283 {
284 Act.CC.Say("attack_chaser");
285 }
286 flag = AttackProcess.Current.Perform(count, hasHit, dmgMulti * mtp * BaseDmgMTP, maxRoll, subAttack);
287 if (!flag && frustration > 0 && 10f + 2f * Mathf.Sqrt(frustration) > (float)EClass.rnd(100))
288 {
289 AttackProcess.Current.critFury = true;
290 flag = AttackProcess.Current.Perform(count, hasHit, dmgMulti * mtp, maxRoll, subAttack);
291 AttackProcess.Current.critFury = false;
292 }
294 {
295 break;
296 }
297 }
298 Act.TC = _tc;
299 Act.TP = _tp;
300 if (w != null && w.c_ammo > 0 && !Act.CC.HasCondition<ConReload>() && !safety)
301 {
302 bool flag2 = true;
303 TraitAmmo traitAmmo = ((w.ammoData == null) ? null : (w.ammoData.trait as TraitAmmo));
304 if (traitAmmo != null && traitAmmo is TraitAmmoTalisman traitAmmoTalisman)
305 {
306 flag2 = false;
307 if (flag && !usedTalisman && Act.TC != null && Act.TC.IsAliveInCurrentZone)
308 {
309 Act act = Act.CC.elements.GetElement(traitAmmoTalisman.owner.refVal)?.act ?? ACT.Create(traitAmmoTalisman.owner.refVal);
310 Act.powerMod = traitAmmo.owner.encLV;
311 if (act.Perform(Act.CC, Act.TC, Act.TP))
312 {
313 usedTalisman = true;
314 flag2 = true;
315 if (mod_talisman > 0 && Mathf.Min(10f + Mathf.Sqrt(mod_talisman) * 5f, 90f) > (float)EClass.rnd(100))
316 {
317 flag2 = false;
318 }
319 int spellExp = Act.CC.elements.GetSpellExp(Act.CC, act, 200);
320 Act.CC.ModExp(act.id, spellExp);
321 }
322 Act.powerMod = 100;
323 }
324 }
325 if (flag2)
326 {
327 w.c_ammo--;
328 if (w.ammoData != null)
329 {
330 w.ammoData.Num = w.c_ammo;
331 }
332 if (w.c_ammo <= 0)
333 {
334 w.c_ammo = 0;
335 w.ammoData = null;
336 }
338 }
339 }
340 Act.TC = _tc;
342 {
344 if (feint > 0 && 10f + 4f * Mathf.Sqrt(feint) > (float)EClass.rnd(100))
345 {
346 Act.TC.Chara.AddCondition<ConSupress>(100 + 5 * (int)Mathf.Sqrt(feint));
347 }
348 }
349 if (splash > 0)
350 {
351 Act.TP.ForeachNeighbor(delegate(Point p)
352 {
353 if (p.Equals(Act.TP) || p.Equals(Act.CC.pos))
354 {
355 return;
356 }
357 if (!p.IsBlocked)
358 {
359 p.PlayEffect("smoke_shockwave");
360 p.Copy().Animate(AnimeID.QuakeMini, animeBlock: true);
361 }
362 foreach (Card item4 in p.ListCards())
363 {
364 if (item4.trait.CanBeAttacked || (item4.isChara && item4.Chara.IsHostile(Act.CC)))
365 {
366 int rawDamage = AttackProcess.Current.GetRawDamage(0.1f + 0.05f * Mathf.Sqrt(splash), crit: false, maxRoll: false);
367 rawDamage = item4.ApplyProtection(rawDamage);
368 item4.DamageHP(rawDamage, 0, 100, AttackSource.Shockwave, Act.CC);
369 }
370 }
371 });
372 }
373 }
374 void AttackWithFlurry(Card _tc, Point _tp, float mtp, bool subAttack)
375 {
376 int num6 = 1;
377 if (flurry > 0)
378 {
379 for (int l = 0; l < 10 && flurry > EClass.rnd(25 + (int)Mathf.Pow(5f, l + 2)); l++)
380 {
381 num6++;
382 }
383 }
384 for (int m = 0; m < num6; m++)
385 {
387 {
388 break;
389 }
390 if (!_tc.IsAliveInCurrentZone)
391 {
392 break;
393 }
394 if (m > 0)
395 {
396 Act.CC.Say("attack_flurry");
397 }
398 Attack(_tc, _tp, mtp, subAttack);
399 }
400 }
401 int GetWeaponEnc(int ele, bool addSelfEnc)
402 {
403 return AttackProcess.GetWeaponEnc(Act.CC, w, ele, addSelfEnc);
404 }
405 }
406 }
AnimeID
Definition: AnimeID.cs:2
AttackSource
Definition: AttackSource.cs:2
Definition: ACT.cs:6
static Act Create(int id)
Definition: ACT.cs:36
virtual float BaseDmgMTP
Definition: ActMelee.cs:6
virtual bool UseWeaponDist
Definition: ActMelee.cs:8
static bool TryReload(Thing weapon, Thing ammo=null)
Definition: ActRanged.cs:343
Definition: ACT.cs:62
virtual bool Perform()
Definition: ACT.cs:264
static Card TC
Definition: ACT.cs:79
static Point TP
Definition: ACT.cs:81
static Chara CC
Definition: ACT.cs:77
void Prepare(Chara _CC, Thing _weapon, Card _TC=null, Point _TP=null, int _attackIndex=0, bool _isThrow=false)
bool Perform(int count, bool hasHit, float dmgMulti=1f, bool maxRoll=false, bool subAttack=false)
static AttackProcess Current
Definition: AttackProcess.cs:8
int GetRawDamage(float dmgMulti, bool crit, bool maxRoll)
static int GetWeaponEnc(Chara CC, Thing w, int ele, bool addSelfEnc=false)
int elementId
Definition: BodySlot.cs:6
Thing thing
Definition: BodySlot.cs:8
void PlayAnime(AnimeID id, bool force)
virtual void NextFrame()
Definition: Card.cs:11
bool IsPCFactionOrMinion
Definition: Card.cs:2172
virtual Chara Chara
Definition: Card.cs:1970
ElementContainerCard elements
Definition: Card.cs:37
int c_ammo
Definition: Card.cs:1409
void DamageHP(int dmg, AttackSource attackSource=AttackSource.None, Card origin=null)
Definition: Card.cs:3810
bool HasElement(int ele, int req=1)
Definition: Card.cs:5395
SoundSource PlaySound(string id, float v=1f, bool spatial=true)
Definition: Card.cs:5585
Thing ammoData
Definition: Card.cs:1709
Point pos
Definition: Card.cs:55
virtual int ApplyProtection(int dmg, int mod=100)
Definition: Card.cs:3785
Trait trait
Definition: Card.cs:49
int encLV
Definition: Card.cs:310
virtual bool IsAliveInCurrentZone
Definition: Card.cs:2027
virtual bool isChara
Definition: Card.cs:1983
int Evalue(int ele)
Definition: Card.cs:2471
int Dist(Card c)
Definition: Card.cs:7025
void ModExp(string alias, int a)
Definition: Card.cs:2548
CardRenderer renderer
Definition: Card.cs:57
void Say(string lang, string ref1=null, string ref2=null)
Definition: Card.cs:6232
CellEffect effect
Definition: Cell.cs:94
List< BodySlot > slots
Definition: CharaBody.cs:8
Definition: Chara.cs:10
override bool IsAliveInCurrentZone
Definition: Chara.cs:551
CharaBody body
Definition: Chara.cs:94
Condition AddCondition(string id, int p=100, bool force=false)
Definition: Chara.cs:8513
override bool IsPC
Definition: Chara.cs:602
bool HasCondition(string alias)
Definition: Chara.cs:8666
void DoHostileAction(Card _tg, bool immediate=false)
Definition: Chara.cs:5765
void RequestProtection(Chara attacker, Action< Chara > action)
Definition: Chara.cs:7725
bool IsHostile()
Definition: Chara.cs:5942
override void LookAt(Card c)
Definition: Chara.cs:3238
new GameConfig game
Definition: CoreConfig.cs:598
CoreConfig config
Definition: Core.cs:70
Definition: EClass.cs:5
static int rnd(int a)
Definition: EClass.cs:58
static Core core
Definition: EClass.cs:6
static void Wait(float a, Card c)
Definition: EClass.cs:97
static Map _map
Definition: EClass.cs:18
Definition: EInput.cs:8
static void Consume(int _skipFrame)
Definition: EInput.cs:656
int GetSpellExp(Chara c, Element e, int costMod=100)
Element GetElement(string alias)
int id
Definition: ELEMENT.cs:246
Act act
Definition: ELEMENT.cs:390
static void SetDirty(Thing t)
List< Point > ListPointsInLine(Point center, Point to, int radius)
Definition: Map.cs:2304
Definition: Point.cs:9
List< Card > ListCards(bool includeMasked=false)
Definition: Point.cs:1027
Point Copy()
Definition: Point.cs:479
void ForeachNeighbor(Action< Point > action, bool diagonal=true)
Definition: Point.cs:1373
bool IsBlocked
Definition: Point.cs:351
bool Equals(int _x, int _z)
Definition: Point.cs:936
Effect PlayEffect(string id)
Definition: Point.cs:1224
Cell cell
Definition: Point.cs:51
void Animate(AnimeID id, bool animeBlock=false)
Definition: Point.cs:1278
Definition: Thing.cs:8
SourceThing.Row source
Definition: Thing.cs:11
bool IsMeleeWithAmmo
Definition: Thing.cs:20
virtual bool CanBeAttacked
Definition: Trait.cs:163
Card owner
Definition: Trait.cs:26

References EClass._map, Element.act, Chara.AddCondition(), Point.Animate(), Card.ApplyProtection(), Attack, BaseDmgMTP, Chara.body, Card.c_ammo, Trait.CanBeAttacked, Act.CC, Point.cell, Card.Chara, Core.config, EInput.Consume(), Point.Copy(), EClass.core, ACT.Create(), AttackProcess.Current, Card.DamageHP(), Card.Dist(), Chara.DoHostileAction(), Cell.effect, BodySlot.elementId, Card.elements, Card.encLV, Point.Equals(), Card.Evalue(), Point.ForeachNeighbor(), CoreConfig.game, ElementContainer.GetElement(), AttackProcess.GetRawDamage(), ElementContainer.GetSpellExp(), AttackProcess.GetWeaponEnc(), Chara.HasCondition(), Card.HasElement(), CellEffect.id, Element.id, Card.IsAliveInCurrentZone, Chara.IsAliveInCurrentZone, Point.IsBlocked, Card.isChara, Chara.IsHostile(), Thing.IsMeleeWithAmmo, Chara.IsPC, Card.IsPCFactionOrMinion, item, Point.ListCards(), Map.ListPointsInLine(), Chara.LookAt(), Card.ModExp(), CardRenderer.NextFrame(), Trait.owner, Act.Perform(), AttackProcess.Perform(), CardRenderer.PlayAnime(), Point.PlayEffect(), Card.PlaySound(), Card.pos, AttackProcess.Prepare(), Card.renderer, Chara.RequestProtection(), EClass.rnd(), safety, Card.Say(), LayerInventory.SetDirty(), CharaBody.slots, Thing.source, Act.TC, BodySlot.thing, Act.TP, Card.trait, ActRanged.TryReload(), UseWeaponDist, EClass.Wait(), and CoreConfig.GameConfig.waitOnMelee.

◆ CanPerform()

override bool ActMelee.CanPerform ( )
inlinevirtual

Reimplemented from Act.

Reimplemented in ActRush.

Definition at line 67 of file ActMelee.cs.

68 {
69 if (Act.TC == null || !Act.TC.IsAliveInCurrentZone)
70 {
71 return false;
72 }
74 {
75 return false;
76 }
77 if (PerformDistance == 1)
78 {
80 {
81 return false;
82 }
83 }
84 else if (!Act.CC.CanSeeLos(Act.TC))
85 {
86 return false;
87 }
88 return base.CanPerform();
89 }
override int PerformDistance
Definition: ActMelee.cs:11
bool CanSeeLos(Card c, int dist=-1)
Definition: Chara.cs:1064
bool CanInteractTo(Card c)
Definition: Chara.cs:2240

References Chara.CanInteractTo(), Chara.CanSeeLos(), Act.CC, Card.Dist(), Card.IsAliveInCurrentZone, PerformDistance, Act.TC, and UseWeaponDist.

◆ GetCursorIcon()

override CursorInfo ActMelee.GetCursorIcon ( Card  c)
inlinevirtual

Reimplemented from Act.

Definition at line 53 of file ActMelee.cs.

54 {
55 if (!HideHint(c))
56 {
58 }
59 return null;
60 }
bool HideHint(Card c)
Definition: ActMelee.cs:26
static CursorInfo IconMelee

References HideHint(), and CursorSystem.IconMelee.

◆ GetHintText()

override string ActMelee.GetHintText ( string  str = "")
inlinevirtual

Reimplemented from Act.

Definition at line 39 of file ActMelee.cs.

40 {
41 return "";
42 }

◆ GetTextSmall()

override string ActMelee.GetTextSmall ( Card  c)
inlinevirtual

Reimplemented from Act.

Definition at line 44 of file ActMelee.cs.

45 {
46 if (!HideHint(c))
47 {
48 return base.GetTextSmall(c);
49 }
50 return null;
51 }

References HideHint().

◆ HideHint()

bool ActMelee.HideHint ( Card  c)
inline

Definition at line 26 of file ActMelee.cs.

27 {
28 if (!EClass.pc.isBlind && c != null)
29 {
30 if (c.isChara)
31 {
32 return !EClass.pc.CanSee(c);
33 }
34 return false;
35 }
36 return true;
37 }
bool CanSee(Card c)
Definition: Chara.cs:1032
bool isBlind
Definition: Chara.cs:128
static Chara pc
Definition: EClass.cs:14

References Chara.CanSee(), Chara.isBlind, Card.isChara, and EClass.pc.

Referenced by GetCursorIcon(), GetTextSmall(), and ShowMouseHint().

◆ Perform()

override bool ActMelee.Perform ( )
inlinevirtual

Reimplemented from Act.

Reimplemented in ActRush.

Definition at line 91 of file ActMelee.cs.

92 {
93 return Attack();
94 }

References Attack.

Referenced by AI_PracticeDummy.CreateProgress(), TraitTrainingDummy.IdleUse(), ActMultihit.Perform(), and ActSwarm.Perform().

◆ ShowMouseHint()

override bool ActMelee.ShowMouseHint ( Card  c)
inlinevirtual

Reimplemented from Act.

Definition at line 62 of file ActMelee.cs.

63 {
64 return !HideHint(c);
65 }

References HideHint().

Property Documentation

◆ BaseDmgMTP

virtual float ActMelee.BaseDmgMTP
get

Definition at line 6 of file ActMelee.cs.

Referenced by Attack().

◆ CanPressRepeat

override bool ActMelee.CanPressRepeat
get

Definition at line 24 of file ActMelee.cs.

◆ PerformDistance

override int ActMelee.PerformDistance
get

Definition at line 10 of file ActMelee.cs.

11 {
12 get
13 {
14 if (Act.CC != null)
15 {
16 return Act.CC.body.GetMeleeDistance();
17 }
18 return 1;
19 }
20 }
int GetMeleeDistance()
Definition: CharaBody.cs:420

Referenced by CanPerform().

◆ ResetAxis

override bool ActMelee.ResetAxis
get

Definition at line 22 of file ActMelee.cs.

◆ UseWeaponDist

virtual bool ActMelee.UseWeaponDist
get

Definition at line 8 of file ActMelee.cs.

Referenced by Attack(), and CanPerform().


The documentation for this class was generated from the following file: