Elin Decompiled Documentation EA 23.221 Nightly
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ActMelee Class Reference
Inheritance diagram for ActMelee:
ActBaseAttack Act Element EClass ActMeleeBladeStorm ActMeleeCounter ActMeleeParry ActMeleeSwarm ActMeleeWhilrwind 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)
 
- 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 bool AllowCounter [get]
 
virtual bool AllowParry [get]
 
virtual bool ShouldRollMax [get]
 
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, bool useWeight=true)
 
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 (long a)
 
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 Act CurrentAct
 
- 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)
inline

Definition at line 105 of file ActMelee.cs.

106 {
107 Act.CC.combatCount = 10;
108 Act.CC.LookAt(Act.TC);
110 if (Act.CC.HasCondition<ConFear>())
111 {
112 Act.CC.Say("fear", Act.CC, Act.TC);
113 if (Act.CC.IsPC)
114 {
115 EInput.Consume(consumeAxis: true);
116 }
117 return true;
118 }
120 bool intercepted = (Act.TC?.Chara?.RequestProtection(Act.CC, delegate(Chara c)
121 {
122 Act.TC = c;
123 })).GetValueOrDefault();
124 Act.TP.Set(Act.TC.pos);
125 CellEffect effect = Act.TP.cell.effect;
126 if (effect != null && effect.id == 6 && EClass.rnd(2) == 0)
127 {
128 Act.CC.PlaySound("miss");
129 Act.CC.Say("abMistOfDarkness_miss", Act.CC);
130 return true;
131 }
132 bool hasHit = false;
133 bool hasMissed = false;
134 bool usedWeapon = false;
135 bool usedTalisman = false;
136 bool maxRoll = ShouldRollMax;
137 int count = 0;
138 int dist = Act.CC.Dist(Act.TC);
139 Point orgPos = Act.TC.pos.Copy();
140 Chara cC = Act.CC;
141 Card orgTC = Act.TC;
143 bool parried = false;
144 foreach (BodySlot slot in Act.CC.body.slots)
145 {
146 _Attack(slot);
147 if (parried)
148 {
149 break;
150 }
151 }
152 if (!usedWeapon)
153 {
154 _Attack(null);
155 }
157 {
158 EClass.Wait(0.25f, Act.CC);
159 }
160 if (EClass.rnd(2) == 0)
161 {
162 Act.CC.RemoveCondition<ConInvisibility>();
163 }
164 if (orgTC.isChara && orgTC.ExistsOnMap && orgTC != cC && !orgTC.IsRestrainedResident && !orgTC.IsDisabled && ACT.Melee.CanPerform(orgTC.Chara, cC) && (!orgTC.IsPCFactionOrMinion || !EClass._zone.isPeace))
165 {
166 if (parried)
167 {
168 new ActMeleeParry().Perform(orgTC.Chara, cC);
169 }
170 else if (AllowCounter && hasMissed && !cC.HasElement(439) && orgTC.HasElement(380))
171 {
172 orgTC.Say((orgTC.isChara && orgTC.Chara.IsHostile()) ? "counter_enemy" : "counter");
173 new ActMeleeCounter().Perform(orgTC.Chara, cC);
174 }
175 }
176 Act.TC = orgTC;
177 Act.CC = cC;
178 if (!hasHit)
179 {
180 Act.CC.PlaySound("miss");
181 }
182 return true;
183 void _Attack(BodySlot slot)
184 {
185 Act.TC = orgTC;
186 Act.TP = orgPos;
187 Thing w;
188 int splash;
189 int chaser;
190 int flurry;
191 int frustration;
192 int feint;
193 int knockback;
194 int mod_talisman;
195 if (Act.TC != null && Act.TC.IsAliveInCurrentZone)
196 {
197 w = null;
198 if (slot != null)
199 {
200 if (slot.thing == null || slot.elementId != 35 || slot.thing.source.offense.Length < 2)
201 {
202 return;
203 }
204 w = slot.thing;
205 }
206 int num = 1 + Mathf.Max(Act.CC.Evalue(666), (w != null) ? w.Evalue(666) : 0);
207 if (!UseWeaponDist || dist <= 1 || dist <= num || intercepted)
208 {
209 int num2 = GetWeaponEnc(606, addSelfEnc: false);
210 int scatter = GetWeaponEnc(607, addSelfEnc: false);
211 splash = GetWeaponEnc(608, addSelfEnc: true);
212 chaser = GetWeaponEnc(620, addSelfEnc: true);
213 flurry = GetWeaponEnc(621, addSelfEnc: true);
214 frustration = GetWeaponEnc(624, addSelfEnc: true);
215 int num3 = GetWeaponEnc(622, addSelfEnc: true);
216 feint = GetWeaponEnc(623, addSelfEnc: true);
217 knockback = Act.CC.Evalue(603);
218 mod_talisman = GetWeaponEnc(609, addSelfEnc: true);
219 List<Point> list2 = EClass._map.ListPointsInLine(Act.CC.pos, Act.TC.pos, num2 / 10 + ((num2 % 10 > EClass.rnd(10)) ? 1 : 0) + 1);
220 if (w != null)
221 {
222 if (safety)
223 {
224 if (!w.HasElement(486))
225 {
226 return;
227 }
228 num2 = (scatter = (splash = (num3 = 0)));
229 }
230 usedWeapon = true;
231 if (w.IsMeleeWithAmmo && Act.CC.IsPC && w.c_ammo <= 0 && !Act.CC.HasCondition<ConReload>())
232 {
234 }
235 }
236 AttackWithFlurry(Act.TC, Act.TP, 1f, subAttack: false);
237 if (!parried)
238 {
239 if (num2 > 0)
240 {
241 foreach (Point item in list2)
242 {
243 if (!item.Equals(orgPos))
244 {
245 Chara firstChara = item.FirstChara;
246 if (firstChara != null && firstChara.IsHostile(Act.CC))
247 {
248 AttackWithFlurry(firstChara, item, 1f, subAttack: false);
249 }
250 }
251 }
252 }
253 else if (scatter > 0)
254 {
255 Act.TP.ForeachNeighbor(delegate(Point p)
256 {
257 if (!p.Equals(orgPos))
258 {
259 Chara firstChara2 = p.FirstChara;
260 if (firstChara2 != null && firstChara2.IsHostile(Act.CC))
261 {
262 AttackWithFlurry(firstChara2, p, Mathf.Min(0.5f + 0.05f * Mathf.Sqrt(scatter), 1f + 0.01f * Mathf.Sqrt(scatter)), subAttack: true);
263 }
264 }
265 });
266 }
267 else if (num3 > 0)
268 {
269 List<Point> list = new List<Point>();
270 Act.TP.ForeachNeighbor(delegate(Point p)
271 {
272 if (!p.Equals(Act.TP))
273 {
274 list.Add(p.Copy());
275 }
276 });
277 list.Shuffle();
278 int num4 = 0;
279 for (int i = 0; i < 9 && num3 > EClass.rnd(10 + (int)Mathf.Pow(3f, i + 2)); i++)
280 {
281 num4++;
282 }
283 foreach (Point item2 in list)
284 {
285 foreach (Card item3 in item2.ListCards().Copy())
286 {
287 if (num4 <= 0 || !Act.CC.IsAliveInCurrentZone)
288 {
289 break;
290 }
291 if (item3.trait.CanBeAttacked || (item3.isChara && item3.Chara.IsHostile(Act.CC)))
292 {
293 AttackWithFlurry(item3, item2, 1f, subAttack: true);
294 if (parried)
295 {
296 break;
297 }
298 num4--;
299 }
300 }
301 }
302 }
303 }
304 count++;
305 }
306 }
307 void Attack(Card _tc, Point _tp, float mtp, bool subAttack)
308 {
309 Act.TC = _tc;
310 Act.TP = _tp;
313 {
314 int num5 = Act.TC.Evalue(437);
315 if (num5 > 0 && !Act.CC.HasElement(439))
316 {
317 int num6 = EClass.curve(5 + num5 / 3, 10, 3, 70);
318 int ele2 = 123;
319 int num7 = Act.TC.Evalue(ele2);
320 if (Act.TC.isChara)
321 {
322 foreach (BodySlot slot2 in Act.TC.Chara.body.slots)
323 {
324 if (slot2.thing != null && slot2.thing.HasElement(437) && Act.TC.Evalue(slot2.thing.category.skill) > num7)
325 {
326 ele2 = slot2.thing.category.skill;
327 num7 = Act.TC.Evalue(ele2);
328 }
329 }
330 }
331 num6 = num6 * 100 / (int)Mathf.Clamp((float)AttackProcess.Current.weaponSkill.Value / (float)num7 * 100f, 50f, 150f);
332 if (EClass.rnd(100) < num6)
333 {
334 Act.TC.Say((Act.TC.isChara && Act.TC.Chara.IsHostile()) ? "parry_enemy" : "parry");
335 Act.TC.PlaySound("parry");
336 Act.TC.ModExp(ele2, 20);
337 parried = true;
338 return;
339 }
340 }
341 }
342 int num8 = 1;
343 if (chaser > 0)
344 {
345 for (int j = 0; j < 10; j++)
346 {
347 if (chaser > EClass.rnd(4 + (int)Mathf.Pow(4f, j + 2)))
348 {
349 num8++;
350 }
351 }
352 }
353 bool flag = false;
354 for (int k = 0; k < num8; k++)
355 {
357 {
358 break;
359 }
361 {
362 break;
363 }
364 if (k > 0)
365 {
366 Act.CC.Say(Act.CC.IsHostile() ? "attack_chaser_enemy" : "attack_chaser");
367 }
368 flag = AttackProcess.Current.Perform(count, hasHit, dmgMulti * mtp * BaseDmgMTP, maxRoll, subAttack);
369 if (!flag && frustration > 0 && !Act.TC.HasElement(439) && 10f + 2f * Mathf.Sqrt(frustration) > (float)EClass.rnd(100))
370 {
371 AttackProcess.Current.critFury = true;
372 flag = AttackProcess.Current.Perform(count, hasHit, dmgMulti * mtp, maxRoll, subAttack);
373 AttackProcess.Current.critFury = false;
374 }
376 {
377 break;
378 }
379 }
380 if (flag)
381 {
382 hasHit = true;
383 }
384 else
385 {
386 hasMissed = true;
387 }
388 Act.TC = _tc;
389 Act.TP = _tp;
390 if (w != null && w.c_ammo > 0 && !Act.CC.HasCondition<ConReload>() && !safety)
391 {
392 bool flag2 = true;
393 TraitAmmo traitAmmo = ((w.ammoData == null) ? null : (w.ammoData.trait as TraitAmmo));
394 if (traitAmmo != null && traitAmmo is TraitAmmoTalisman traitAmmoTalisman)
395 {
396 flag2 = false;
397 if (flag && !usedTalisman && Act.TC != null && Act.TC.IsAliveInCurrentZone)
398 {
399 Act act = Act.CC.elements.GetElement(traitAmmoTalisman.owner.refVal)?.act ?? ACT.Create(traitAmmoTalisman.owner.refVal);
400 Act.powerMod = traitAmmo.owner.encLV;
401 if (act.Perform(Act.CC, Act.TC, Act.TP))
402 {
403 usedTalisman = true;
404 flag2 = true;
405 if (mod_talisman > 0 && Mathf.Min(10f + Mathf.Sqrt(mod_talisman) * 5f, 90f) > (float)EClass.rnd(100))
406 {
407 flag2 = false;
408 }
409 int spellExp = Act.CC.elements.GetSpellExp(Act.CC, act, 200);
410 Act.CC.ModExp(act.id, spellExp);
411 }
412 Act.powerMod = 100;
413 }
414 }
415 if (flag2)
416 {
417 w.c_ammo--;
418 if (w.ammoData != null)
419 {
420 w.ammoData.Num = w.c_ammo;
421 }
422 if (w.c_ammo <= 0)
423 {
424 w.c_ammo = 0;
425 w.ammoData = null;
426 }
428 }
429 }
430 Act.TC = _tc;
432 {
434 if (feint > 0 && 10f + 4f * Mathf.Sqrt(feint) > (float)EClass.rnd(100))
435 {
436 Act.TC.Chara.AddCondition<ConSupress>(100 + 5 * (int)Mathf.Sqrt(feint));
437 }
438 }
439 if (splash > 0)
440 {
441 Act.TP.ForeachNeighbor(delegate(Point p)
442 {
443 if (p.Equals(Act.TP) || p.Equals(Act.CC.pos))
444 {
445 return;
446 }
447 if (!p.IsBlocked)
448 {
449 p.PlayEffect("smoke_shockwave");
450 p.Copy().Animate(AnimeID.QuakeMini, animeBlock: true);
451 }
452 foreach (Card item4 in p.ListCards().Copy())
453 {
454 if ((item4.trait.CanBeAttacked || (item4.isChara && item4.Chara.IsHostile(Act.CC))) && !item4.HasElement(430))
455 {
456 long rawDamage2 = AttackProcess.Current.GetRawDamage(0.1f + 0.05f * Mathf.Sqrt(splash), crit: false, maxRoll: false);
457 rawDamage2 = item4.ApplyProtection(rawDamage2);
458 item4.DamageHP(rawDamage2, 0, 100, AttackSource.Shockwave, Act.CC);
459 }
460 }
461 });
462 }
463 if (Act.TC.isChara && !Act.TC.HasCondition<ConGravity>() && Act.TC.ExistsOnMap && knockback > 0 && knockback * 2 + 15 > EClass.rnd(100) && !Act.TC.isRestrained)
464 {
466 bool flag3 = Act.CC.id == "tsunami";
467 if (num9 == Card.MoveResult.Success)
468 {
469 Act.TC.renderer.SetFirst(first: true);
470 Act.TC.PlaySound("wave_hit_small");
471 if (flag3)
472 {
473 Act.TC.Chara.AddCondition<ConParalyze>(20, force: true);
474 Act.TC.Chara.AddCondition<ConSuffocation>(100, force: true);
475 }
476 }
477 else if (flag3)
478 {
479 Act.TC.PlaySound("wave_hit");
480 Act.TC.pos.PlayEffect("wave_hit");
481 Act.TC.Chara.AddCondition<ConSuffocation>(200, force: true);
482 if (!Act.TC.HasElement(430))
483 {
484 long rawDamage = AttackProcess.Current.GetRawDamage(1f, crit: false, maxRoll: false);
485 rawDamage = Act.TC.ApplyProtection(rawDamage);
486 Act.TC.DamageHP(rawDamage, 0, 100, AttackSource.Shockwave, Act.CC);
487 }
488 Act.CC.Die();
489 }
490 }
491 }
492 void AttackWithFlurry(Card _tc, Point _tp, float mtp, bool subAttack)
493 {
494 int num10 = 1;
495 if (flurry > 0)
496 {
497 for (int l = 0; l < 10 && flurry > EClass.rnd(25 + (int)Mathf.Pow(5f, l + 2)); l++)
498 {
499 num10++;
500 }
501 }
502 for (int m = 0; m < num10; m++)
503 {
505 {
506 break;
507 }
508 if (!_tc.IsAliveInCurrentZone)
509 {
510 break;
511 }
512 if (m > 0)
513 {
514 Act.CC.Say(Act.CC.IsHostile() ? "attack_flurry_enemy" : "attack_flurry");
515 }
516 Attack(_tc, _tp, mtp, subAttack);
517 if (parried)
518 {
519 break;
520 }
521 }
522 }
523 int GetWeaponEnc(int ele, bool addSelfEnc)
524 {
525 return AttackProcess.GetWeaponEnc(Act.CC, w, ele, addSelfEnc);
526 }
527 }
528 }
AnimeID
Definition: AnimeID.cs:2
AttackSource
Definition: AttackSource.cs:2
Definition: ACT.cs:6
static Act Create(int id)
Definition: ACT.cs:36
static ActMelee Melee
Definition: ACT.cs:15
virtual bool ShouldRollMax
Definition: ActMelee.cs:10
override bool CanPerform()
Definition: ActMelee.cs:73
virtual bool AllowCounter
Definition: ActMelee.cs:6
override bool Perform()
Definition: ActMelee.cs:97
virtual float BaseDmgMTP
Definition: ActMelee.cs:12
virtual bool AllowParry
Definition: ActMelee.cs:8
virtual bool UseWeaponDist
Definition: ActMelee.cs:14
static bool TryReload(Thing weapon, Thing ammo=null)
Definition: ActRanged.cs:400
Definition: ACT.cs:62
virtual bool Perform()
Definition: ACT.cs:266
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
long 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()
virtual void SetFirst(bool first, Vector3 pos)
Definition: Card.cs:11
bool IsPCFactionOrMinion
Definition: Card.cs:2260
virtual Chara Chara
Definition: Card.cs:2058
ElementContainerCard elements
Definition: Card.cs:41
int c_ammo
Definition: Card.cs:1461
bool IsRestrainedResident
Definition: Card.cs:2246
bool HasElement(int ele, int req=1)
Definition: Card.cs:5787
bool isRestrained
Definition: Card.cs:566
virtual bool IsDisabled
Definition: Card.cs:2099
SoundSource PlaySound(string id, float v=1f, bool spatial=true)
Definition: Card.cs:6009
Thing ammoData
Definition: Card.cs:1785
bool ExistsOnMap
Definition: Card.cs:2073
Point pos
Definition: Card.cs:59
virtual long ApplyProtection(long dmg, int mod=100)
Definition: Card.cs:3968
Trait trait
Definition: Card.cs:53
int encLV
Definition: Card.cs:326
virtual bool IsAliveInCurrentZone
Definition: Card.cs:2115
void DamageHP(long dmg, AttackSource attackSource=AttackSource.None, Card origin=null)
Definition: Card.cs:3993
MoveResult
Definition: Card.cs:13
virtual bool isChara
Definition: Card.cs:2071
int Evalue(int ele)
Definition: Card.cs:2559
int Dist(Card c)
Definition: Card.cs:7504
void ModExp(string alias, int a)
Definition: Card.cs:2636
SourceCategory.Row category
Definition: Card.cs:2037
CardRenderer renderer
Definition: Card.cs:61
void Say(string lang, string ref1=null, string ref2=null)
Definition: Card.cs:6661
CellEffect effect
Definition: Cell.cs:94
List< BodySlot > slots
Definition: CharaBody.cs:8
Definition: Chara.cs:10
override bool IsAliveInCurrentZone
Definition: Chara.cs:559
CharaBody body
Definition: Chara.cs:94
MoveResult TryMoveFrom(Point p)
Definition: Chara.cs:2652
Condition AddCondition(string id, int p=100, bool force=false)
Definition: Chara.cs:8986
override bool IsPC
Definition: Chara.cs:610
bool RequestProtection(Chara attacker, Action< Chara > action)
Definition: Chara.cs:8166
bool HasCondition(string alias)
Definition: Chara.cs:9143
override void Die(Element e=null, Card origin=null, AttackSource attackSource=AttackSource.None, Chara originalTarget=null)
Definition: Chara.cs:5187
void DoHostileAction(Card _tg, bool immediate=false)
Definition: Chara.cs:6210
bool IsHostile()
Definition: Chara.cs:6387
override void LookAt(Card c)
Definition: Chara.cs:3501
new GameConfig game
Definition: CoreConfig.cs:605
CoreConfig config
Definition: Core.cs:70
Definition: EClass.cs:5
static int curve(int a, int start, int step, int rate=75)
Definition: EClass.cs:68
static Core core
Definition: EClass.cs:6
static void Wait(float a, Card c)
Definition: EClass.cs:102
static Zone _zone
Definition: EClass.cs:20
static Map _map
Definition: EClass.cs:18
static int rnd(long a)
Definition: EClass.cs:58
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:250
Act act
Definition: ELEMENT.cs:394
static void SetDirty(Thing t)
List< Point > ListPointsInLine(Point center, Point to, int radius)
Definition: Map.cs:2326
Definition: Point.cs:9
List< Card > ListCards(bool includeMasked=false)
Definition: Point.cs:1039
Point Copy()
Definition: Point.cs:479
Point Set(int _x, int _z)
Definition: Point.cs:491
void ForeachNeighbor(Action< Point > action, bool diagonal=true)
Definition: Point.cs:1385
bool IsBlocked
Definition: Point.cs:351
bool Equals(int _x, int _z)
Definition: Point.cs:948
Effect PlayEffect(string id)
Definition: Point.cs:1236
Cell cell
Definition: Point.cs:51
void Animate(AnimeID id, bool animeBlock=false)
Definition: Point.cs:1290
bool isPeace
Definition: Spatial.cs:406
Definition: Thing.cs:8
SourceThing.Row source
Definition: Thing.cs:11
bool IsMeleeWithAmmo
Definition: Thing.cs:20
virtual bool CanBeAttacked
Definition: Trait.cs:164
Card owner
Definition: Trait.cs:27

References EClass._map, EClass._zone, Element.act, Chara.AddCondition(), AllowCounter, AllowParry, Point.Animate(), Card.ApplyProtection(), Attack, BaseDmgMTP, Chara.body, Card.c_ammo, Trait.CanBeAttacked, CanPerform(), Card.category, Act.CC, Point.cell, Card.Chara, Core.config, EInput.Consume(), Point.Copy(), EClass.core, ACT.Create(), AttackProcess.Current, EClass.curve(), Card.DamageHP(), Chara.Die(), 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, Card.IsDisabled, Chara.IsHostile(), Thing.IsMeleeWithAmmo, Chara.IsPC, Card.IsPCFactionOrMinion, Spatial.isPeace, Card.isRestrained, Card.IsRestrainedResident, item, Point.ListCards(), Map.ListPointsInLine(), Chara.LookAt(), ACT.Melee, Card.ModExp(), CardRenderer.NextFrame(), Trait.owner, Act.Perform(), Perform(), AttackProcess.Perform(), CardRenderer.PlayAnime(), Point.PlayEffect(), Card.PlaySound(), Card.pos, AttackProcess.Prepare(), Card.renderer, Chara.RequestProtection(), EClass.rnd(), safety, Card.Say(), Point.Set(), LayerInventory.SetDirty(), CardRenderer.SetFirst(), ShouldRollMax, CharaBody.slots, Thing.source, Act.TC, BodySlot.thing, Act.TP, Card.trait, Chara.TryMoveFrom(), ActRanged.TryReload(), UseWeaponDist, EClass.Wait(), and CoreConfig.GameConfig.waitOnMelee.

◆ CanPerform()

override bool ActMelee.CanPerform ( )
inlinevirtual

Reimplemented from Act.

Reimplemented in ActRush.

Definition at line 73 of file ActMelee.cs.

74 {
75 if (Act.TC == null || !Act.TC.IsAliveInCurrentZone)
76 {
77 return false;
78 }
80 {
81 return false;
82 }
83 if (PerformDistance == 1)
84 {
86 {
87 return false;
88 }
89 }
90 else if (!Act.CC.CanSeeLos(Act.TC))
91 {
92 return false;
93 }
94 return base.CanPerform();
95 }
override int PerformDistance
Definition: ActMelee.cs:17
bool CanSeeLos(Card c, int dist=-1)
Definition: Chara.cs:1244
bool CanInteractTo(Card c)
Definition: Chara.cs:2491

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

Referenced by Attack(), ActMultihit.CanPerform(), and ActWhirlwind.CanPerform().

◆ GetCursorIcon()

override CursorInfo ActMelee.GetCursorIcon ( Card  c)
inlinevirtual

Reimplemented from Act.

Definition at line 59 of file ActMelee.cs.

60 {
61 if (!HideHint(c))
62 {
64 }
65 return null;
66 }
bool HideHint(Card c)
Definition: ActMelee.cs:32
static CursorInfo IconMelee

References HideHint(), and CursorSystem.IconMelee.

◆ GetHintText()

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

Reimplemented from Act.

Definition at line 45 of file ActMelee.cs.

46 {
47 return "";
48 }

◆ GetTextSmall()

override string ActMelee.GetTextSmall ( Card  c)
inlinevirtual

Reimplemented from Act.

Definition at line 50 of file ActMelee.cs.

51 {
52 if (!HideHint(c))
53 {
54 return base.GetTextSmall(c);
55 }
56 return null;
57 }

References HideHint().

◆ HideHint()

bool ActMelee.HideHint ( Card  c)
inline

Definition at line 32 of file ActMelee.cs.

33 {
34 if (!EClass.pc.isBlind && c != null)
35 {
36 if (c.isChara)
37 {
38 return !EClass.pc.CanSee(c);
39 }
40 return false;
41 }
42 return true;
43 }
bool CanSee(Card c)
Definition: Chara.cs:1212
bool isBlind
Definition: Chara.cs:130
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 97 of file ActMelee.cs.

98 {
99 Act.CurrentAct = this;
100 bool result = Attack();
101 Act.CurrentAct = null;
102 return result;
103 }

References Attack.

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

◆ ShowMouseHint()

override bool ActMelee.ShowMouseHint ( Card  c)
inlinevirtual

Reimplemented from Act.

Definition at line 68 of file ActMelee.cs.

69 {
70 return !HideHint(c);
71 }

References HideHint().

Property Documentation

◆ AllowCounter

virtual bool ActMelee.AllowCounter
get

Definition at line 6 of file ActMelee.cs.

Referenced by Attack().

◆ AllowParry

virtual bool ActMelee.AllowParry
get

Definition at line 8 of file ActMelee.cs.

Referenced by Attack().

◆ BaseDmgMTP

virtual float ActMelee.BaseDmgMTP
get

Definition at line 12 of file ActMelee.cs.

Referenced by Attack().

◆ CanPressRepeat

override bool ActMelee.CanPressRepeat
get

Definition at line 30 of file ActMelee.cs.

◆ PerformDistance

override int ActMelee.PerformDistance
get

Definition at line 16 of file ActMelee.cs.

17 {
18 get
19 {
20 if (Act.CC != null)
21 {
22 return Act.CC.body.GetMeleeDistance();
23 }
24 return 1;
25 }
26 }
int GetMeleeDistance()
Definition: CharaBody.cs:420

Referenced by CanPerform().

◆ ResetAxis

override bool ActMelee.ResetAxis
get

Definition at line 28 of file ActMelee.cs.

◆ ShouldRollMax

virtual bool ActMelee.ShouldRollMax
get

Definition at line 10 of file ActMelee.cs.

Referenced by Attack().

◆ UseWeaponDist

virtual bool ActMelee.UseWeaponDist
get

Definition at line 14 of file ActMelee.cs.

Referenced by Attack(), and CanPerform().


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