Rewrote the swing/attack handler for authenticity:

Fixed a lot of off-by-1 miscalculations
Fixed the void ranger bonus, which should be 20%
Fixed granite maul spec not giving xp and ignoring protection prayers
Fixed accuracy being too high
Fixed set bonuses that boost attack or defence being applied twice or to all attacks
Fixed ranged attacks not taking into account prayers that boost defence or defensive attack styles
Fixed red chinchompa having the same damage as normal chinchompas
Fixed some specs being boosted by offensive prayers
::calcmaxhit now has better formatting
::calc_accuracy renamed to ::calcaccuracy for consistency with other commands, and now also gives the actual hit chance
This commit is contained in:
Doggo
2024-10-06 12:23:24 +00:00
committed by Ryan
parent b2f7f86d6a
commit 9f61ffb153
40 changed files with 369 additions and 276 deletions
@@ -57,7 +57,7 @@ public final class AncientMaceSpecialHandler extends MeleeSwingHandler implement
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.1, 0.98)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1));
hit = RandomFunction.random(calculateHit(entity, victim, 1) + 1);
if (entity.getSkills().getPrayerPoints() < entity.getSkills().getStaticLevel(5)) {
entity.getSkills().setPrayerPoints(entity.getSkills().getPrayerPoints() + hit);
}
@@ -59,13 +59,10 @@ public final class BackstabSpecialHandler extends MeleeSwingHandler implements P
}
state.setStyle(CombatStyle.MELEE);
int hit = 0;
double accuracy = 1.0;
if (!victim.getProperties().getCombatPulse().isAttacking()) {
accuracy = 1.75;
}
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, accuracy, 0.98)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0));
victim.getSkills().updateLevel(Skills.DEFENCE, -hit / 10, 0);
if (!victim.getProperties().getCombatPulse().isAttacking() || isAccurateImpact(entity, victim, CombatStyle.MELEE)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
if (victim.getSkills().getStaticLevel(Skills.DEFENCE) >= victim.getSkills().getDynamicLevels()[Skills.DEFENCE])
victim.getSkills().updateLevel(Skills.DEFENCE, -hit, 0);
}
state.setEstimatedHit(hit);
return 1;
@@ -1,9 +1,7 @@
package content.global.handlers.item.equipment.special;
import core.game.node.entity.Entity;
import core.game.node.entity.combat.BattleState;
import core.game.node.entity.combat.CombatStyle;
import core.game.node.entity.combat.DeathTask;
import core.game.node.entity.combat.*;
import core.game.node.entity.combat.ImpactHandler.HitsplatType;
import core.game.node.entity.impl.Animator.Priority;
import core.game.node.entity.impl.Projectile;
@@ -17,7 +15,6 @@ import core.game.world.update.flag.context.Graphics;
import core.plugin.Initializable;
import core.plugin.Plugin;
import core.tools.RandomFunction;
import core.game.node.entity.combat.RangeSwingHandler;
import core.game.world.GameWorld;
import core.game.world.repository.Repository;
import org.rs09.consts.Sounds;
@@ -34,6 +31,13 @@ import static core.api.ContentAPIKt.playGlobalAudio;
@Initializable
public final class ChainhitSpecialHandler extends RangeSwingHandler implements Plugin<Object> {
/**
* Constructs a new {@code ChainhitSpecialHandler} {@code Object}.
*/
public ChainhitSpecialHandler() {
super(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_DAMAGE);
}
/**
* The sp::ecial energy required.
*/
@@ -159,7 +163,7 @@ public final class ChainhitSpecialHandler extends RangeSwingHandler implements P
public boolean pulse() {
BattleState bs = new BattleState(entity, e);
bs.setMaximumHit(calculateHit(player, e, 1.0));
bs.setEstimatedHit(RandomFunction.RANDOM.nextInt(bs.getMaximumHit()));
bs.setEstimatedHit(RandomFunction.random(bs.getMaximumHit() + 1));
handleHit(victim, e, player, bs);
ChainhitSpecialHandler.super.visualizeImpact(player, e, bs);
return true;
@@ -31,13 +31,6 @@ public final class ChinchompaSwingHandler extends RangeSwingHandler {
*/
private static final Graphics END_GRAPHIC = new Graphics(157, 96);
/**
* Constructs a new {@code ChinchompaSwingHandler} {@code Object}.
*/
public ChinchompaSwingHandler() {
super(SwingHandlerFlag.IGNORE_STAT_BOOSTS_DAMAGE);
}
@Override
public int swing(Entity entity, Entity victim, BattleState state) {
boolean multi = entity.getProperties().isMultiZone() && victim.getProperties().isMultiZone();
@@ -72,7 +65,7 @@ public final class ChinchompaSwingHandler extends RangeSwingHandler {
s.setStyle(CombatStyle.RANGE);
int hit = 0;
if (isAccurateImpact(entity, e, CombatStyle.RANGE)) {
hit = RandomFunction.random(calculateHit(entity, e, 1.0));
hit = RandomFunction.random(calculateHit(entity, e, 1.0) + 1);
}
s.setEstimatedHit(hit);
}
@@ -57,8 +57,8 @@ public final class CleaveSpecialHandler extends MeleeSwingHandler implements Plu
}
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.18, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.2203));
if (isAccurateImpact(entity, victim, CombatStyle.MELEE)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.25) + 1);
}
state.setEstimatedHit(hit);
return 1;
@@ -30,7 +30,7 @@ public final class DescentOfDarknessSpecialHandler extends RangeSwingHandler imp
/**
* The special energy required.
*/
private static final int SPECIAL_ENERGY = 65;
private static final int SPECIAL_ENERGY = 55;
/**
* The descent of dragons projectile.
@@ -102,13 +102,13 @@ public final class DescentOfDarknessSpecialHandler extends RangeSwingHandler imp
state.setMaximumHit(max);
int hit = minDamage;
if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.15, 1.0)) {
hit += RandomFunction.random(max - minDamage);
hit += RandomFunction.random(max - minDamage + 1);
}
state.setEstimatedHit(hit);
if (w.getType() == WeaponType.DOUBLE_SHOT) {
hit = minDamage;
if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.15, 1.0)) {
hit += RandomFunction.random(max - minDamage);
hit += RandomFunction.random(max - minDamage + 1);
}
state.setSecondaryHit(hit);
}
@@ -57,8 +57,8 @@ public final class EnergyDrainSpecialHandler extends MeleeSwingHandler implement
}
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.2, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1));
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.25, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1) + 1);
}
if (victim instanceof Player) {
((Player) victim).getSettings().updateRunEnergy(10);
@@ -52,8 +52,9 @@ public final class FeintSpecialHandler extends MeleeSwingHandler implements Plug
}
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.0, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, RandomFunction.random(1.0, 1.2)));
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.0, 0.25)) {
int minDamage = calculateHit(entity, victim, 0.2);
hit = minDamage + RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
}
state.setEstimatedHit(hit);
return 1;
@@ -46,7 +46,8 @@ public final class HamstringSpecialHandler extends RangeSwingHandler implements
state.setMaximumHit(max);
int hit = 0;
if (isAccurateImpact(entity, victim)) {
hit = RandomFunction.random(max);
int minDamage = calculateHit(entity, victim, 0.2);
hit = minDamage + RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
}
state.setEstimatedHit(hit);
Companion.useAmmo(entity, state, victim.getLocation());
@@ -57,20 +57,20 @@ public final class HealingBladeSpecialHandler extends MeleeSwingHandler implemen
}
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.12, 0.98)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.005));
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 2.0, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.1) + 1);
int healthRestore = hit / 2;
double prayerRestore = hit * 0.25;
if (healthRestore < 10) {
healthRestore = 10;
}
if (prayerRestore < 5) {
prayerRestore = 5;
}
entity.getSkills().heal(healthRestore);
entity.getSkills().incrementPrayerPoints(prayerRestore);
}
state.setEstimatedHit(hit);
int healthRestore = hit / 2;
double prayerRestore = hit * 0.25;
if (healthRestore < 10) {
healthRestore = 10;
}
if (prayerRestore < 5) {
prayerRestore = 5;
}
entity.getSkills().heal(healthRestore);
entity.getSkills().incrementPrayerPoints(prayerRestore);
return 1;
}
@@ -57,8 +57,8 @@ public final class IceCleaveSpecialHandler extends MeleeSwingHandler implements
}
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.075, 0.98)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.005));
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 2.0, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.1) + 1);
}
state.setEstimatedHit(hit);
return 1;
@@ -59,7 +59,7 @@ public final class ImpaleSpecialHandler extends MeleeSwingHandler implements Plu
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.1, 0.98)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.1));
hit = RandomFunction.random(calculateHit(entity, victim, 1.1) + 1);
}
state.setEstimatedHit(hit);
return 1;
@@ -57,8 +57,8 @@ public final class JudgementSpecialHandler extends MeleeSwingHandler implements
}
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.25, 0.98)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.25));
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 2.0, 1.0)) {
hit = RandomFunction.random((int) (calculateHit(entity, victim, 1.1) * 1.25) + 1);
}
state.setEstimatedHit(hit);
return 1;
@@ -49,7 +49,7 @@ public final class PhantomStrikeSpecialHandler extends RangeSwingHandler impleme
state.setMaximumHit(max);
int hit = 0;
if (isAccurateImpact(entity, victim)) {
hit = RandomFunction.random(max);
hit = RandomFunction.random(max + 1);
}
state.setEstimatedHit(hit);
Companion.useAmmo(entity, state, victim.getLocation());
@@ -56,10 +56,7 @@ public final class PowershotSpecialHandler extends RangeSwingHandler implements
return -1;
}
state.setStyle(CombatStyle.RANGE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.98, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0));
}
int hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
state.setEstimatedHit(hit);
Companion.useAmmo(entity, state, victim.getLocation());
return 1 + (int) Math.ceil(entity.getLocation().getDistance(victim.getLocation()) * 0.3);
@@ -85,7 +85,7 @@ public final class PowerstabSpecialHandler extends MeleeSwingHandler implements
BattleState s = targets[count++] = new BattleState(entity, e);
int hit = 0;
if (isAccurateImpact(entity, e)) {
hit = RandomFunction.random(calculateHit(entity, e, 1.0));
hit = RandomFunction.random(calculateHit(entity, e, 1.0) + 1);
}
s.setStyle(CombatStyle.MELEE);
s.setEstimatedHit(hit);
@@ -61,18 +61,13 @@ public final class PunctureSpecialHandler extends MeleeSwingHandler implements P
return -1;
}
state.setStyle(CombatStyle.MELEE);
// First hit
//double accuracyMod, double defenceMod
int hit = 0;
// accuracyMod defenceMod
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.05, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.1306));
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.15, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.15) + 1);
}
state.setEstimatedHit(hit);
// Second hit
// accuracyMod defenceMod
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.05, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.1306));
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.15, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.15) + 1);
} else {
hit = 0;
}
@@ -3,9 +3,11 @@ package content.global.handlers.item.equipment.special;
import core.game.node.entity.Entity;
import core.game.node.entity.combat.BattleState;
import core.game.node.entity.combat.CombatStyle;
import core.game.node.entity.combat.DeathTask;
import core.game.node.entity.combat.MeleeSwingHandler;
import core.game.node.entity.impl.Animator.Priority;
import core.game.node.entity.player.Player;
import core.game.node.entity.player.link.prayer.PrayerType;
import core.game.world.GameWorld;
import core.game.world.update.flag.context.Animation;
import core.game.world.update.flag.context.Graphics;
@@ -65,16 +67,22 @@ public final class QuickSmashSpecialHandler extends MeleeSwingHandler implements
return -1;
}
}
if (DeathTask.isDead(victim)) {
return -1;
}
if (!p.getSettings().drainSpecial(SPECIAL_ENERGY)) {
return -1;
}
// TODO: apply protection prayers/experience manually (since this is bypassing normal BattleState machinery)
visualize(entity, victim, null);
int hit = 0;
if (isAccurateImpact(entity, victim)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.));
hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
}
victim.getImpactHandler().handleImpact(entity, hit, CombatStyle.MELEE);
if (victim.hasProtectionPrayer(CombatStyle.MELEE))
hit *= (victim instanceof Player) ? 0.6 : 0;
BattleState b = new BattleState();
b.setEstimatedHit(victim.getImpactHandler().handleImpact(entity, hit, CombatStyle.MELEE).getAmount());
addExperience(entity, victim, b);
return 1;
}
@@ -65,15 +65,15 @@ public final class RampageSpecialHandler extends MeleeSwingHandler implements Pl
p.visualize(ANIMATION, GRAPHIC);
@SuppressWarnings("unused")
int boost = 0;
for (int i = 0; i < 6; i++) {
if (i == 2 || i == 3 || i == 5) {
continue;
for (int i = 0; i < 7; i++) {
if (i == Skills.ATTACK || i == Skills.DEFENCE || i == Skills.RANGE || i == Skills.MAGIC) {
int drain = (int) (p.getSkills().getLevel(i) * 0.1);
boost += drain;
p.getSkills().updateLevel(i, -drain, 0);
}
double drain = p.getSkills().getLevel(i) * 0.1;
boost += drain;
p.getSkills().updateLevel(i, (int) -drain, (int) (p.getSkills().getStaticLevel(i) - drain));
}
p.getSkills().updateLevel(Skills.STRENGTH, (int) (p.getSkills().getStaticLevel(Skills.STRENGTH) * 0.20));
boost = 10 + (boost / 4);
p.getSkills().updateLevel(Skills.STRENGTH, boost, Math.max(p.getSkills().getStaticLevel(Skills.STRENGTH) + boost, p.getSkills().getLevel(Skills.STRENGTH)));
return -1;
}
@@ -52,9 +52,9 @@ public final class SaradominsLightningHandler extends MeleeSwingHandler implemen
state.setStyle(CombatStyle.MAGIC);
int hit = 0;
int secondary = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.10, 0.98)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.1));
secondary = 5 + RandomFunction.RANDOM.nextInt(14);
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.10, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.1) + 1);
secondary = 1 + RandomFunction.random(16);
}
state.setEstimatedHit(hit);
state.setSecondaryHit(secondary);
@@ -1,5 +1,6 @@
package content.global.handlers.item.equipment.special;
import core.game.node.entity.combat.SwingHandlerFlag;
import core.game.node.entity.skill.Skills;
import core.game.node.entity.Entity;
import core.game.node.entity.combat.BattleState;
@@ -24,6 +25,13 @@ import static core.api.ContentAPIKt.playGlobalAudio;
@Initializable
public final class SeercullSpecialHandler extends RangeSwingHandler implements Plugin<Object> {
/**
* Constructs a new {@code SeercullSpecialHandler} {@code Object}.
*/
public SeercullSpecialHandler() {
super(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_DAMAGE);
}
/**
* The special energy required.
*/
@@ -57,11 +65,9 @@ public final class SeercullSpecialHandler extends RangeSwingHandler implements P
if (!((Player) entity).getSettings().drainSpecial(SPECIAL_ENERGY)) {
return -1;
}
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.05, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0));
int hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
if (victim.getSkills().getLevel(Skills.MAGIC) >= victim.getSkills().getStaticLevel(Skills.MAGIC))
victim.getSkills().updateLevel(Skills.MAGIC, -hit, 0);
}
Companion.useAmmo(entity, state, victim.getLocation());
state.setEstimatedHit(hit);
return 1;
@@ -56,8 +56,8 @@ public final class SeverSpecialHandler extends MeleeSwingHandler implements Plug
return -1;
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.124, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0));
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.25, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
if (victim instanceof Player) {
Player p = (Player) victim;
if (p.getPrayer().get(PrayerType.PROTECT_FROM_MAGIC)) {
@@ -56,8 +56,8 @@ public final class ShatterSpecialHandler extends MeleeSwingHandler implements Pl
}
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 0.87, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.3546));
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.25, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.5) + 1);
}
state.setEstimatedHit(hit);
return 1;
@@ -56,24 +56,25 @@ public final class SliceAndDiceSpecialHandler extends MeleeSwingHandler implemen
return -1;
}
int maximum = calculateHit(entity, victim, 1.0);
int[] hits = new int[] {0, 1};
int hit = getHit(entity, victim, maximum);
int[] hits;
int hit = getHit(entity, victim, maximum - 1, maximum / 2);
if (hit > 0) {
hits = new int[] {hit, hit / 2, (hit / 2) / 2, (hit / 2) - ((hit / 2) / 2)};
hits = new int[] {hit, hit / 2, (hit / 2) / 2, (hit / 2) / 2 + 1};
} else {
hit = getHit(entity, victim, maximum);
hit = getHit(entity, victim, maximum * 7 / 8, maximum * 3 / 8);
if (hit > 0) {
hits = new int[] {0, hit, hit / 2, hit - (hit / 2)};
hits = new int[] {0, hit, hit / 2, hit / 2 + 1};
} else {
hit = getHit(entity, victim, maximum);
hit = getHit(entity, victim, maximum * 3 / 4, maximum / 4);
if (hit > 0) {
hits = new int[] {0, 0, hit / 2, (hit / 2) + 10};
hits = new int[] {0, 0, hit, hit + 1};
} else {
hit = getHit(entity, victim, (int) (maximum * 1.5));
hit = getHit(entity, victim, maximum * 5 / 4, maximum / 4);
if (hit > 0) {
hits = new int[] {0, 0, 0, hit};
} else {
hits = new int[] {0, RandomFunction.random(2)};
hit = RandomFunction.random(2);
hits = new int[] {0, 0, hit, hit};
}
}
}
@@ -95,9 +96,9 @@ public final class SliceAndDiceSpecialHandler extends MeleeSwingHandler implemen
* @param maximum The maximum hit.
* @return The hit.
*/
private int getHit(Entity entity, Entity victim, int maximum) {
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.25, 0.98)) {
return RandomFunction.random(maximum);
private int getHit(Entity entity, Entity victim, int maximum, int minimum) {
if (isAccurateImpact(entity, victim, CombatStyle.MELEE)) {
return RandomFunction.random(minimum, maximum + 1);
}
return 0;
}
@@ -59,7 +59,8 @@ public final class SmashSpecialHandler extends MeleeSwingHandler implements Plug
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.0, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, RandomFunction.random(1.0, 1.5)));
int max = calculateHit(entity, victim, 1.0);
hit = max / 4 + RandomFunction.random(max + 1);
int lower = (int) (victim.getSkills().getLevel(Skills.DEFENCE) * 0.30);
victim.getSkills().updateLevel(Skills.DEFENCE, -lower, 0);
}
@@ -3,6 +3,7 @@ package content.global.handlers.item.equipment.special;
import core.game.node.entity.Entity;
import core.game.node.entity.combat.BattleState;
import core.game.node.entity.combat.CombatStyle;
import core.game.node.entity.combat.SwingHandlerFlag;
import core.game.node.entity.impl.Animator.Priority;
import core.game.node.entity.impl.Projectile;
import core.game.node.entity.player.Player;
@@ -25,6 +26,13 @@ import static core.api.ContentAPIKt.playGlobalAudio;
@Initializable
public final class SnapshotSpecialHandler extends RangeSwingHandler implements Plugin<Object> {
/**
* Constructs a new {@code SnapshotSpecialHandler} {@code Object}.
*/
public SnapshotSpecialHandler() {
super(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_DAMAGE);
}
/**
* The special energy required.
*/
@@ -67,13 +75,13 @@ public final class SnapshotSpecialHandler extends RangeSwingHandler implements P
int max = calculateHit(entity, victim, 1.0);
state.setMaximumHit(max);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 0.9, 1.0)) {
hit = RandomFunction.random(max);
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.43, 1.0)) {
hit = RandomFunction.random(max + 1);
}
state.setEstimatedHit(hit);
hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 0.9, 1.0)) {
hit = RandomFunction.random(max);
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.43, 1.0)) {
hit = RandomFunction.random(max + 1);
}
state.setSecondaryHit(hit);
Companion.useAmmo(entity, state, victim.getLocation());
@@ -60,9 +60,10 @@ public final class SnipeSpecialHandler extends RangeSwingHandler implements Plug
}
state.setStyle(CombatStyle.RANGE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.05, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0));
victim.getSkills().updateLevel(Skills.DEFENCE, -hit, 0);
if (!victim.getProperties().getCombatPulse().isAttacking() || isAccurateImpact(entity, victim, CombatStyle.RANGE)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
if (victim.getSkills().getStaticLevel(Skills.DEFENCE) >= victim.getSkills().getDynamicLevels()[Skills.DEFENCE])
victim.getSkills().updateLevel(Skills.DEFENCE, -hit, 0);
}
Companion.useAmmo(entity, state, victim.getLocation());
state.setEstimatedHit(hit);
@@ -85,7 +85,7 @@ public final class SpearWallSpecialHandler extends MeleeSwingHandler implements
if (CombatStyle.RANGE.getSwingHandler().canSwing(entity, e) != InteractionType.NO_INTERACT) {
BattleState s = targets[count++] = new BattleState(entity, e);
int hit = 0;
hit = RandomFunction.random(calculateHit(entity, e, 1.0));
hit = RandomFunction.random(calculateHit(entity, e, 1.0) + 1);
s.setStyle(CombatStyle.MELEE);
s.setEstimatedHit(hit);
}
@@ -66,14 +66,14 @@ public final class SweepSpecialHandler extends MeleeSwingHandler implements Plug
for (BattleState s : targets) {
s.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, s.getVictim(), CombatStyle.MELEE, 1, 0.94)) {
hit = RandomFunction.random(calculateHit(entity, s.getVictim(), 1.1));
if (isAccurateImpact(entity, s.getVictim(), CombatStyle.MELEE)) {
hit = RandomFunction.random(calculateHit(entity, s.getVictim(), 1.1) + 1);
}
s.setEstimatedHit(hit);
if (s.getVictim().size() > 1) {
hit = 0;
if (isAccurateImpact(entity, s.getVictim(), CombatStyle.MELEE, 1, 0.94)) {
hit = RandomFunction.random(calculateHit(entity, s.getVictim(), 1.1));
if (isAccurateImpact(entity, s.getVictim(), CombatStyle.MELEE, 0.75, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, s.getVictim(), 1.1) + 1);
}
s.setSecondaryHit(hit);
}
@@ -57,8 +57,8 @@ public final class WarstrikeSpecialHandler extends MeleeSwingHandler implements
}
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.049, 0.98)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.1));
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 2.0, 1.0)) {
hit = RandomFunction.random((int) (calculateHit(entity, victim, 1.1) * 1.1) + 1);
}
state.setEstimatedHit(hit);
if (victim instanceof Player) {
@@ -68,10 +68,10 @@ public final class WarstrikeSpecialHandler extends MeleeSwingHandler implements
if (left > 0) {
left = -victim.getSkills().updateLevel(Skills.STRENGTH, -left, 0);
if (left > 0) {
left = -victim.getSkills().updateLevel(Skills.ATTACK, -left, 0);
left = (int) -(victim.getSkills().getPrayerPoints() + left);
victim.getSkills().decrementPrayerPoints(left);
if (left > 0) {
left = (int) -(victim.getSkills().getPrayerPoints() + left);
victim.getSkills().decrementPrayerPoints(left);
left = -victim.getSkills().updateLevel(Skills.ATTACK, -left, 0);
if (left > 0) {
left = -victim.getSkills().updateLevel(Skills.MAGIC, -left, 0);
if (left > 0)
@@ -57,18 +57,19 @@ public final class WeakenSpecialHandler extends MeleeSwingHandler implements Plu
state.setStyle(CombatStyle.MELEE);
int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.0, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0));
hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
if (victim instanceof Player) {
((Player) victim).getPacketDispatch().sendMessage("You have been drained.");
}
// TODO 10% drain to demons
int lower = (int) (victim.getSkills().getStaticLevel(Skills.DEFENCE) * 0.05) + 1;
victim.getSkills().updateLevel(Skills.DEFENCE, -lower, 0);
lower = (int) (victim.getSkills().getStaticLevel(Skills.ATTACK) * 0.05) + 1;
victim.getSkills().updateLevel(Skills.ATTACK, -lower, 0);
lower = (int) (victim.getSkills().getStaticLevel(Skills.STRENGTH) * 0.05) + 1;
victim.getSkills().updateLevel(Skills.STRENGTH, -lower, 0);
}
state.setEstimatedHit(hit);
if (victim instanceof Player) {
((Player) victim).getPacketDispatch().sendMessage("You have been drained.");
}
int lower = (int) (victim.getSkills().getLevel(Skills.DEFENCE) * 0.05);
victim.getSkills().updateLevel(Skills.DEFENCE, -lower, 0);
int lower2 = (int) (victim.getSkills().getLevel(Skills.ATTACK) * 0.05);
victim.getSkills().updateLevel(Skills.ATTACK, -lower2, 0);
int lower3 = (int) (victim.getSkills().getLevel(Skills.STRENGTH) * 0.05);
victim.getSkills().updateLevel(Skills.STRENGTH, -lower3, 0);
return hit;
}
@@ -72,7 +72,7 @@ object SlayerEquipmentFlags {
val isCape = SlayerManager.getInstance(player).flags.equipmentFlags == 0x3F
val hasMask = hasBlackMask(player)
return if(hasMask) 1.15
return if(hasMask) 1.1667
else if(isCape) 1.075
else 1.0
}
@@ -323,9 +323,6 @@ public final class EquipmentContainer extends Container {
if (item != null) {
int[] bonus = item.getDefinition().getConfiguration(ItemConfigParser.BONUS, new int[15]);
for (int i = 0; i < bonus.length; i++) {
if (i == 14 && bonuses[i] != 0) {
continue;
}
bonuses[i] += bonus[i];
}
}
@@ -173,26 +173,21 @@ abstract class CombatSwingHandler(var type: CombatStyle?) {
* @return `True` if the hit is accurate.
*/
fun isAccurateImpact(entity: Entity?, victim: Entity?, style: CombatStyle?, accuracyMod: Double, defenceMod: Double): Boolean {
var mod = 1.33
var mod = 1.0
if (victim == null || style == null) {
return false
}
if (victim is Player && entity is Familiar && victim.prayer[PrayerType.PROTECT_FROM_SUMMONING]) {
mod = 0.0
}
val attack = calculateAccuracy(entity) * accuracyMod * mod * getSetMultiplier(entity, Skills.ATTACK)
val defence = calculateDefence(victim, entity) * defenceMod * getSetMultiplier(victim, Skills.DEFENCE)
val attack = calculateAccuracy(entity) * accuracyMod * mod
val defence = calculateDefence(victim, entity) * defenceMod
val chance: Double = if (attack > defence) {
1 - ((defence + 2) / ((2 * attack) + 1))
1 - ((defence + 2) / (2 * (attack + 1)))
} else {
attack / ((2 * defence) + 1)
attack / (2 * (defence + 1))
}
val ratio = chance * 100
val accuracy = floor(ratio)
val block = floor(101 - ratio)
val acc = Math.random() * accuracy
val def = Math.random() * block
return (acc > def).also { if(entity?.username?.toLowerCase() == "test10") log(this::class.java, Log.FINE, "Should hit: $it") }
return Math.random() < chance
}
/**
@@ -1,5 +1,6 @@
package core.game.node.entity.combat
import content.global.skill.skillcapeperks.SkillcapePerks
import core.game.node.entity.Entity
import core.game.node.entity.combat.equipment.ArmourSet
import core.game.node.entity.combat.spell.SpellType
@@ -61,7 +62,7 @@ open class MagicSwingHandler (vararg flags: SwingHandlerFlag)
for (s in state.targets) {
var hit = -1
s.spell = spell
if (isAccurateImpact(entity, s.victim, CombatStyle.MAGIC, 1.3, 1.0)) {
if (isAccurateImpact(entity, s.victim, CombatStyle.MAGIC)) {
s.maximumHit = max
hit = RandomFunction.random(max)
}
@@ -136,31 +137,31 @@ open class MagicSwingHandler (vararg flags: SwingHandlerFlag)
}
override fun calculateAccuracy(entity: Entity?): Int {
val baseLevel = entity!!.skills.getStaticLevel(Skills.MAGIC)
var spellRequirement = baseLevel
if (entity is Player) {
if (entity.getProperties().spell != null) {
spellRequirement = entity.getProperties().spell.level
} else if (entity.getProperties().autocastSpell != null) {
spellRequirement = entity.getProperties().autocastSpell.level
entity ?: return 0
val styleAttackBonus = entity.properties.bonuses[WeaponInterface.BONUS_MAGIC] + 64
when (entity) {
is Player -> {
var effectiveMagicLevel = entity.skills.getLevel(Skills.MAGIC, true).toDouble()
if(!flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_ACCURACY))
effectiveMagicLevel = floor(effectiveMagicLevel + (entity.prayer.getSkillBonus(Skills.MAGIC) * effectiveMagicLevel))
effectiveMagicLevel += 8
effectiveMagicLevel *= getSetMultiplier(entity, Skills.MAGIC)
effectiveMagicLevel = floor(effectiveMagicLevel)
if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_ACCURACY))
effectiveMagicLevel *= styleAttackBonus
else effectiveMagicLevel *= 64
return effectiveMagicLevel.toInt()
}
is NPC -> {
val magicLevel = entity.skills.getLevel(Skills.MAGIC) + 9
return magicLevel * styleAttackBonus
}
}
var spellBonus = 0.0
if (baseLevel > spellRequirement) {
spellBonus = (baseLevel - spellRequirement) * .3
}
val level = entity.skills.getLevel(Skills.MAGIC, true)
var prayer = 1.0
if (entity is Player && !flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_ACCURACY)) {
prayer += entity.prayer.getSkillBonus(Skills.MAGIC)
}
val additional = getSetMultiplier(entity, Skills.MAGIC)
val effective = floor(level * prayer * additional + spellBonus)
val bonus =
if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_ACCURACY))
entity.properties.bonuses[WeaponInterface.BONUS_MAGIC]
else 0
return floor((effective + 8) * (bonus + 64) / 10).toInt()
return 0
}
override fun calculateHit(entity: Entity?, victim: Entity?, modifier: Double): Int {
@@ -183,14 +184,31 @@ open class MagicSwingHandler (vararg flags: SwingHandlerFlag)
}
override fun calculateDefence(victim: Entity?, attacker: Entity?): Int {
val level = victim!!.skills.getLevel(Skills.DEFENCE, true)
var prayer = 1.0
if (victim is Player) {
prayer += victim.prayer.getSkillBonus(Skills.MAGIC)
victim ?: return 0
attacker ?: return 0
val styleDefenceBonus = victim.properties.bonuses[WeaponInterface.BONUS_MAGIC + 5] + 64
when (victim) {
is Player -> {
var effectiveDefenceLevel = victim.skills.getLevel(Skills.DEFENCE).toDouble()
effectiveDefenceLevel = floor(effectiveDefenceLevel + (victim.prayer.getSkillBonus(Skills.DEFENCE) * effectiveDefenceLevel))
if (victim.properties.attackStyle.style == WeaponInterface.STYLE_DEFENSIVE || victim.properties.attackStyle.style == WeaponInterface.STYLE_LONG_RANGE) effectiveDefenceLevel += 3
else if (victim.properties.attackStyle.style == WeaponInterface.STYLE_CONTROLLED) effectiveDefenceLevel += 1
effectiveDefenceLevel *= getSetMultiplier(victim, Skills.DEFENCE)
var effectiveMagicLevel = victim.skills.getLevel(Skills.MAGIC).toDouble()
effectiveMagicLevel = floor(effectiveMagicLevel + (victim.prayer.getSkillBonus(Skills.MAGIC) * effectiveMagicLevel))
effectiveDefenceLevel = effectiveDefenceLevel * 0.3 + effectiveMagicLevel * 0.7 + 8
return effectiveDefenceLevel.toInt() * styleDefenceBonus
}
is NPC -> {
val defLevel = victim.skills.getLevel(Skills.MAGIC) + 9
return defLevel * styleDefenceBonus
}
}
val effective = floor(level * prayer * 0.3) + victim.skills.getLevel(Skills.MAGIC, true) * 0.7
val equipment = victim.properties.bonuses[WeaponInterface.BONUS_MAGIC + 5]
return floor((effective + 8) * (equipment + 64) / 10).toInt()
return 0
}
override fun getSetMultiplier(e: Entity?, skillId: Int): Double {
@@ -64,13 +64,16 @@ open class MeleeSwingHandler (vararg flags: SwingHandlerFlag)
if (entity is Player) {
state.weapon = Weapon(entity.equipment[3])
}
if (entity!!.properties.armourSet === ArmourSet.VERAC && RandomFunction.random(100) < 21) {
if (entity!!.properties.armourSet === ArmourSet.VERAC && RandomFunction.random(100) < 25) {
state.armourEffect = ArmourSet.VERAC
}
if (state.armourEffect === ArmourSet.VERAC || isAccurateImpact(entity, victim, CombatStyle.MELEE)) {
val max = calculateHit(entity, victim, 1.0)
var max = calculateHit(entity, victim, 1.0)
if (victim != null) {
if (entity is NPC && state.armourEffect === ArmourSet.VERAC && victim.hasProtectionPrayer(CombatStyle.MELEE)) max = max * 2 / 3
}
state.maximumHit = max
hit = RandomFunction.random(max + 1)
hit = RandomFunction.random(max + 1) + (if (entity is Player && state.armourEffect === ArmourSet.VERAC) 1 else 0)
}
state.estimatedHit = hit
if(victim != null) {
@@ -128,68 +131,79 @@ open class MeleeSwingHandler (vararg flags: SwingHandlerFlag)
override fun calculateAccuracy(entity: Entity?): Int {
//formula taken from wiki: https://oldschool.runescape.wiki/w/Damage_per_second/Melee#Step_six:_Calculate_the_hit_chance Yes I know it's old school. It's the best resource we have for potentially authentic formulae.
entity ?: return 0
var effectiveAttackLevel = entity.skills.getLevel(Skills.ATTACK).toDouble()
if(entity is Player && !flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_ACCURACY))
effectiveAttackLevel = floor(effectiveAttackLevel + (entity.prayer.getSkillBonus(Skills.ATTACK) * effectiveAttackLevel))
if(entity.properties.attackStyle.style == WeaponInterface.STYLE_ACCURATE) effectiveAttackLevel += 3
else if(entity.properties.attackStyle.style == WeaponInterface.STYLE_CONTROLLED) effectiveAttackLevel += 1
effectiveAttackLevel += 8
if(entity is Player && SkillcapePerks.isActive(SkillcapePerks.PRECISION_STRIKES, entity)){ //Attack skillcape perk
effectiveAttackLevel += 6
}
effectiveAttackLevel *= getSetMultiplier(entity, Skills.ATTACK)
effectiveAttackLevel = floor(effectiveAttackLevel)
if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_ACCURACY))
effectiveAttackLevel *= (entity.properties.bonuses[entity.properties.attackStyle.bonusType] + 64)
else effectiveAttackLevel *= 64
val styleAttackBonus = entity.properties.bonuses[entity.properties.attackStyle.bonusType] + 64
when (entity) {
is Player -> {
var effectiveAttackLevel = entity.skills.getLevel(Skills.ATTACK).toDouble()
if(!flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_ACCURACY))
effectiveAttackLevel = floor(effectiveAttackLevel + (entity.prayer.getSkillBonus(Skills.ATTACK) * effectiveAttackLevel))
if(entity.properties.attackStyle.style == WeaponInterface.STYLE_ACCURATE) effectiveAttackLevel += 3
else if(entity.properties.attackStyle.style == WeaponInterface.STYLE_CONTROLLED) effectiveAttackLevel += 1
effectiveAttackLevel += 8
if(SkillcapePerks.isActive(SkillcapePerks.PRECISION_STRIKES, entity)){ //Attack skillcape perk
effectiveAttackLevel += 6
}
effectiveAttackLevel *= getSetMultiplier(entity, Skills.ATTACK)
effectiveAttackLevel = floor(effectiveAttackLevel)
if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_ACCURACY))
effectiveAttackLevel *= styleAttackBonus
else effectiveAttackLevel *= 64
val victimName = entity.properties.combatPulse.getVictim()?.name ?: "none"
val victimName = entity.properties.combatPulse.getVictim()?.name ?: "none"
// attack bonus for specialized equipments (salve amulets, slayer equips)
if (entity is Player) {
val amuletId = getItemFromEquipment(entity, EquipmentSlot.NECK)?.id ?: 0
if ((amuletId == Items.SALVE_AMULET_4081 || amuletId == Items.SALVE_AMULETE_10588) && checkUndead(victimName)) {
effectiveAttackLevel *= if (amuletId == Items.SALVE_AMULET_4081) 1.15 else 1.2
} else if (getSlayerTask(entity)?.ids?.contains((entity.properties.combatPulse?.getVictim()?.id ?: 0)) == true) {
effectiveAttackLevel *= SlayerEquipmentFlags.getDamAccBonus(entity) //Slayer Helm/ Black Mask/ Slayer cape
if (getSlayerTask(entity)?.dragon == true && inEquipment(entity, Items.DRAGON_SLAYER_GLOVES_12862))
effectiveAttackLevel *= 1.1
// attack bonus for specialized equipments (salve amulets, slayer equips)
val amuletId = getItemFromEquipment(entity, EquipmentSlot.NECK)?.id ?: 0
if ((amuletId == Items.SALVE_AMULET_4081 || amuletId == Items.SALVE_AMULETE_10588) && checkUndead(victimName)) {
effectiveAttackLevel *= if (amuletId == Items.SALVE_AMULET_4081) 1.15 else 1.2
} else if (getSlayerTask(entity)?.ids?.contains((entity.properties.combatPulse?.getVictim()?.id ?: 0)) == true) {
effectiveAttackLevel *= SlayerEquipmentFlags.getDamAccBonus(entity) //Slayer Helm/ Black Mask/ Slayer cape
if (getSlayerTask(entity)?.dragon == true && inEquipment(entity, Items.DRAGON_SLAYER_GLOVES_12862))
effectiveAttackLevel *= 1.1
}
return effectiveAttackLevel.toInt()
}
is NPC -> {
val attackLevel = entity.skills.getLevel(Skills.ATTACK) + 9
return attackLevel * styleAttackBonus
}
}
return floor(effectiveAttackLevel).toInt()
return 0
}
override fun calculateHit(entity: Entity?, victim: Entity?, modifier: Double): Int {
val level = entity!!.skills.getLevel(Skills.STRENGTH)
var bonus = entity.properties.bonuses[11]
var prayer = 1.0
if (entity is Player && !flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_DAMAGE)) {
prayer += entity.prayer.getSkillBonus(Skills.STRENGTH)
}
var cumulativeStr = floor(level * prayer)
if (entity.properties.attackStyle.style == WeaponInterface.STYLE_AGGRESSIVE) {
cumulativeStr += 3.0
} else if (entity.properties.attackStyle.style == WeaponInterface.STYLE_CONTROLLED) {
cumulativeStr += 1.0
entity ?: return 0
var styleStrengthBonus = entity.properties.bonuses[11] + 64
when (entity) {
is Player -> {
var effectiveStrengthLevel = entity.skills.getLevel(Skills.STRENGTH).toDouble()
if(!flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_DAMAGE))
effectiveStrengthLevel = floor(effectiveStrengthLevel + (entity.prayer.getSkillBonus(Skills.STRENGTH) * effectiveStrengthLevel))
if(entity.properties.attackStyle.style == WeaponInterface.STYLE_AGGRESSIVE) effectiveStrengthLevel += 3
else if (entity.properties.attackStyle.style == WeaponInterface.STYLE_CONTROLLED) effectiveStrengthLevel += 1
effectiveStrengthLevel += 8
effectiveStrengthLevel *= getSetMultiplier(entity, Skills.STRENGTH)
effectiveStrengthLevel = floor(effectiveStrengthLevel)
if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_DAMAGE))
effectiveStrengthLevel *= styleStrengthBonus
else effectiveStrengthLevel *= 64
if (getSlayerTask(entity)?.ids?.contains((entity.properties.combatPulse?.getVictim()?.id ?: 0)) == true)
effectiveStrengthLevel *= SlayerEquipmentFlags.getDamAccBonus(entity) //Slayer Helm/ Black Mask/ Slayer cape
return (floor((0.5 + (effectiveStrengthLevel / 640.0))) * modifier).toInt()
}
is NPC -> {
val strengthLevel = entity.skills.getLevel(Skills.STRENGTH) + 9
return (floor((0.5 + (strengthLevel * styleStrengthBonus / 640.0))) * modifier).toInt()
}
}
//Strength skillcape perk
if(entity is Player && SkillcapePerks.isActive(SkillcapePerks.FINE_ATTUNEMENT, entity) && getItemFromEquipment(entity, EquipmentSlot.WEAPON)?.definition?.getRequirement(Skills.STRENGTH) != 0)
bonus = ceil(bonus * 1.20).toInt()
if (flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_DAMAGE))
bonus = 0
cumulativeStr *= getSetMultiplier(entity, Skills.STRENGTH)
if(entity is Player && getSlayerTask(entity)?.ids?.contains((entity.properties.combatPulse?.getVictim()?.id ?: 0)) == true)
cumulativeStr *= SlayerEquipmentFlags.getDamAccBonus(entity) //Slayer helm/black mask/skillcape
/*val hit = (16 + cumulativeStr + bonus / 8 + cumulativeStr * bonus * 0.016865) * modifier
return (hit / 10).toInt() + 1*/
return ((1.3 + (cumulativeStr / 10) + (bonus / 80) + ((cumulativeStr * bonus) / 640)) * modifier).toInt()
return 0
}
override fun calculateDefence(victim: Entity?, attacker: Entity?): Int {
@@ -197,19 +211,19 @@ open class MeleeSwingHandler (vararg flags: SwingHandlerFlag)
victim ?: return 0
attacker ?: return 0
when(victim){
val styleDefenceBonus = victim.properties.bonuses[attacker.properties.attackStyle.bonusType + 5] + 64
when (victim) {
is Player -> {
var effectiveDefenceLevel = victim.skills.getLevel(Skills.DEFENCE).toDouble()
effectiveDefenceLevel = floor(effectiveDefenceLevel + (victim.prayer.getSkillBonus(Skills.DEFENCE) * effectiveDefenceLevel))
if(victim.properties.attackStyle.style == WeaponInterface.STYLE_DEFENSIVE) effectiveDefenceLevel += 3
else if(victim.properties.attackStyle.style == WeaponInterface.STYLE_CONTROLLED) effectiveDefenceLevel += 1
if (victim.properties.attackStyle.style == WeaponInterface.STYLE_DEFENSIVE || victim.properties.attackStyle.style == WeaponInterface.STYLE_LONG_RANGE) effectiveDefenceLevel += 3
else if (victim.properties.attackStyle.style == WeaponInterface.STYLE_CONTROLLED) effectiveDefenceLevel += 1
effectiveDefenceLevel += 8
effectiveDefenceLevel = floor(effectiveDefenceLevel)
return floor(effectiveDefenceLevel * (victim.properties.bonuses[attacker.properties.attackStyle.bonusType + 5] + 64)).toInt()
effectiveDefenceLevel *= getSetMultiplier(victim, Skills.DEFENCE)
return effectiveDefenceLevel.toInt() * styleDefenceBonus
}
is NPC -> {
val defLevel = victim.skills.getLevel(Skills.DEFENCE)
val styleDefenceBonus = victim.properties.bonuses[attacker.properties.attackStyle.bonusType + 5] + 64
val defLevel = victim.skills.getLevel(Skills.DEFENCE) + 9
return defLevel * styleDefenceBonus
}
}
@@ -13,14 +13,14 @@ import core.game.node.entity.skill.Skills
import core.game.node.item.GroundItem
import core.game.node.item.GroundItemManager
import core.game.node.item.Item
import core.game.system.config.ItemConfigParser
import core.game.system.task.Pulse
import core.game.world.GameWorld
import core.game.world.map.Location
import core.game.world.map.RegionManager
import core.game.world.update.flag.context.Graphics
import core.tools.RandomFunction
import core.tools.SystemLogger
import core.game.world.GameWorld
import core.tools.Log
import core.tools.RandomFunction
import java.util.*
import kotlin.math.ceil
import kotlin.math.floor
@@ -83,7 +83,7 @@ open class RangeSwingHandler (vararg flags: SwingHandlerFlag)
state.estimatedHit = hit
if (state.weapon.type == WeaponType.DOUBLE_SHOT) {
if (isAccurateImpact(entity, victim, CombatStyle.RANGE)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0))
hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1)
}
state.secondaryHit = hit
}
@@ -183,56 +183,92 @@ open class RangeSwingHandler (vararg flags: SwingHandlerFlag)
override fun calculateAccuracy(entity: Entity?): Int {
entity ?: return 0
var effectiveRangedLevel = entity.skills.getLevel(Skills.RANGE).toDouble()
if(entity is Player && !flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_ACCURACY))
effectiveRangedLevel = floor(effectiveRangedLevel + (entity.prayer.getSkillBonus(Skills.RANGE) * effectiveRangedLevel))
if(entity.properties.attackStyle.style == WeaponInterface.STYLE_RANGE_ACCURATE) effectiveRangedLevel += 3
effectiveRangedLevel += 8
effectiveRangedLevel *= getSetMultiplier(entity, Skills.RANGE)
if(entity is Player && SkillcapePerks.isActive(SkillcapePerks.ACCURATE_MARKSMAN,entity)) effectiveRangedLevel *= 1.1
effectiveRangedLevel = floor(effectiveRangedLevel)
if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_ACCURACY))
effectiveRangedLevel *= (entity.properties.bonuses[entity.properties.attackStyle.bonusType] + 64)
else effectiveRangedLevel *= 64
val styleAttackBonus = entity.properties.bonuses[entity.properties.attackStyle.bonusType] + 64
when (entity) {
is Player -> {
var effectiveRangedLevel = entity.skills.getLevel(Skills.RANGE).toDouble()
if(!flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_ACCURACY))
effectiveRangedLevel = floor(effectiveRangedLevel + (entity.prayer.getSkillBonus(Skills.RANGE) * effectiveRangedLevel))
if(entity.properties.attackStyle.style == WeaponInterface.STYLE_RANGE_ACCURATE) effectiveRangedLevel += 3
effectiveRangedLevel += 8
effectiveRangedLevel *= getSetMultiplier(entity, Skills.RANGE)
if(SkillcapePerks.isActive(SkillcapePerks.ACCURATE_MARKSMAN,entity)) effectiveRangedLevel *= 1.1
return floor(effectiveRangedLevel).toInt()
effectiveRangedLevel = floor(effectiveRangedLevel)
if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_ACCURACY))
effectiveRangedLevel *= styleAttackBonus
else effectiveRangedLevel *= 64
return effectiveRangedLevel.toInt()
}
is NPC -> {
val rangedLevel = entity.skills.getLevel(Skills.RANGE) + 9
return rangedLevel * styleAttackBonus
}
}
return 0
}
override fun calculateHit(entity: Entity?, victim: Entity?, modifier: Double): Int {
val level = entity!!.skills.getLevel(Skills.RANGE)
val bonus = entity.properties.bonuses[14]
var prayer = 1.0
if (entity is Player && !flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_DAMAGE)) {
prayer += entity.prayer.getSkillBonus(Skills.RANGE)
}
var cumulativeStr = floor(level * prayer)
if (entity.properties.attackStyle.style == WeaponInterface.STYLE_RANGE_ACCURATE) {
cumulativeStr += 3.0
}
cumulativeStr *= getSetMultiplier(entity, Skills.RANGE)
entity ?: return 0
if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_DAMAGE))
cumulativeStr *= (bonus + 64)
else cumulativeStr *= 64
var styleStrengthBonus = entity.properties.bonuses[14] + 64
when (entity) {
is Player -> {
if(entity.equipment[EquipmentContainer.SLOT_WEAPON] != null && RangeWeapon.get(entity.equipment[EquipmentContainer.SLOT_WEAPON].id).ammunitionSlot != EquipmentContainer.SLOT_ARROWS && entity.equipment[EquipmentContainer.SLOT_ARROWS] != null)
styleStrengthBonus -= entity.equipment[EquipmentContainer.SLOT_ARROWS].definition.getConfiguration<IntArray>(ItemConfigParser.BONUS)[14]
var effectiveStrengthLevel = entity.skills.getLevel(Skills.RANGE).toDouble()
if(!flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_DAMAGE))
effectiveStrengthLevel = floor(effectiveStrengthLevel + (entity.prayer.getSkillBonus(Skills.RANGE) * effectiveStrengthLevel))
if(entity.properties.attackStyle.style == WeaponInterface.STYLE_RANGE_ACCURATE) effectiveStrengthLevel += 3
effectiveStrengthLevel += 8
effectiveStrengthLevel *= getSetMultiplier(entity, Skills.RANGE)
effectiveStrengthLevel = floor(effectiveStrengthLevel)
if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_DAMAGE))
effectiveStrengthLevel *= styleStrengthBonus
else effectiveStrengthLevel *= 64
return floor((1.5 + (ceil(cumulativeStr) / 640.0)) * modifier).toInt()
//return ((14 + cumulativeStr + bonus / 8 + cumulativeStr * bonus * 0.016865) * modifier).toInt() / 10 + 1
return (floor((0.5 + (effectiveStrengthLevel / 640.0))) * modifier).toInt()
}
is NPC -> {
val rangedLevel = entity.skills.getLevel(Skills.RANGE) + 9
return (floor((0.5 + (rangedLevel * styleStrengthBonus / 640.0))) * modifier).toInt()
}
}
return 0
}
override fun calculateDefence(victim: Entity?, attacker: Entity?): Int {
victim ?: return 0
attacker ?: return 0
val defLevel = victim.skills.getLevel(Skills.DEFENCE)
val styleDefenceBonus = victim.properties.bonuses[attacker.properties.attackStyle.bonusType + 5] + 64
return defLevel * styleDefenceBonus
when (victim) {
is Player -> {
var effectiveDefLevel = victim.skills.getLevel(Skills.DEFENCE).toDouble()
effectiveDefLevel = floor(effectiveDefLevel + (victim.prayer.getSkillBonus(Skills.DEFENCE) * effectiveDefLevel))
if (victim.properties.attackStyle.style == WeaponInterface.STYLE_DEFENSIVE || victim.properties.attackStyle.style == WeaponInterface.STYLE_LONG_RANGE) effectiveDefLevel += 3
else if (victim.properties.attackStyle.style == WeaponInterface.STYLE_CONTROLLED) effectiveDefLevel += 1
effectiveDefLevel += 8
effectiveDefLevel *= getSetMultiplier(victim, Skills.DEFENCE)
return effectiveDefLevel.toInt() * styleDefenceBonus
}
is NPC -> {
val defLevel = victim.skills.getLevel(Skills.DEFENCE) + 9
return defLevel * styleDefenceBonus
}
}
return 0
}
override fun getSetMultiplier(e: Entity?, skillId: Int): Double {
if(skillId == Skills.RANGE) {
if(e is Player && e.isWearingVoid(CombatStyle.RANGE)) {
return 1.1
return 1.2
}
}
return 1.0
@@ -21,7 +21,7 @@ public enum ArmourSet {
AHRIM(new Graphics(401, 96), new int[][] { { 4708, 4856, 4857, 4858, 4859 }, { 4710, 4862, 4863, 4864, 4865 }, { 4712, 4868, 4869, 4870, 4871 }, { 4714, 4874, 4875, 4876, 4877 } }) {
@Override
public boolean effect(Entity e, Entity victim, BattleState state) {
if (RandomFunction.random(100) < 20) {
if (RandomFunction.random(100) < 25 && state.getEstimatedHit() > -1) {
victim.getSkills().updateLevel(Skills.STRENGTH, -5, 0);
return true;
}
@@ -78,8 +78,8 @@ public enum ArmourSet {
KARIL(new Graphics(400, 96), new int[][] { { 4732, 4928, 4929, 4930, 4931 }, { 4734, 4934, 4935, 4936, 4937 }, { 4736, 4940, 4941, 4942, 4943 }, { 4738, 4946, 4947, 4948, 4949 } }) {
@Override
public boolean effect(Entity e, Entity victim, BattleState state) {
if (state.getEstimatedHit() > 9 && RandomFunction.random(100) < 20) {
victim.getSkills().updateLevel(Skills.AGILITY, -(state.getEstimatedHit() / 10), 0);
if (state.getEstimatedHit() > 0 && RandomFunction.random(100) < 25) {
victim.getSkills().updateLevel(Skills.AGILITY, -(victim.getSkills().getDynamicLevels()[Skills.AGILITY] / 5), 0);
return true;
}
return false;
@@ -100,7 +100,7 @@ public enum ArmourSet {
TORAG(new Graphics(399, 96), new int[][] { { 4745, 4952, 4953, 4954, 4955 }, { 4747, 4958, 4959, 4960, 4961 }, { 4749, 4964, 4965, 4966, 4967 }, { 4751, 4970, 4971, 4972, 4973 } }) {
@Override
public boolean effect(Entity e, Entity victim, BattleState state) {
if (state.getEstimatedHit() > 0 && RandomFunction.random(100) < 20) {
if (state.getEstimatedHit() > 0 && RandomFunction.random(100) < 25) {
if (victim instanceof Player) {
((Player) victim).getSettings().updateRunEnergy(20);
}
@@ -46,10 +46,11 @@ class MiscCommandSet : CommandSet(Privilege.ADMIN){
player.toggleDebug()
}
define("calc_accuracy", Privilege.STANDARD, "::calc_accuracy <lt>NPC ID<gt>", "Calculates and prints your current chance to hit a given NPC."){ player, args ->
define("calcaccuracy", Privilege.STANDARD, "::calcaccuracy <lt>NPC ID<gt>", "Calculates and prints your current chance to hit a given NPC."){ player, args ->
val handler = player.getSwingHandler(false)
player.sendMessage("handler type: ${handler.type}")
player.sendMessage("calculateAccuracy: ${handler.calculateAccuracy(player)}")
val accuracy = handler.calculateAccuracy(player)
player.sendMessage("calculateAccuracy: ${accuracy}")
if (args.size > 1)
{
@@ -57,7 +58,14 @@ class MiscCommandSet : CommandSet(Privilege.ADMIN){
val npc = NPC(npcId)
npc.initConfig()
player.sendMessage("npc: ${npc.name}. npc defence: ${npc.skills.getLevel(Skills.DEFENCE)}")
player.sendMessage("calculateDefence: ${handler.calculateDefence(npc, player)}")
val defence = handler.calculateDefence(npc, player)
player.sendMessage("calculateDefence: ${defence}")
val chance: Double = if (accuracy > defence) {
1.0 - ((defence + 2.0) / (2.0 * (accuracy + 1.0)))
} else {
accuracy / (2.0 * (defence + 1.0))
}
player.sendMessage("chance to hit: ${chance}")
}
}
@@ -107,7 +115,7 @@ class MiscCommandSet : CommandSet(Privilege.ADMIN){
define("calcmaxhit", Privilege.STANDARD, "", "Calculates and shows you your current max hit.") { player, _ ->
val swingHandler = player.getSwingHandler(false)
val hit = swingHandler.calculateHit(player, player, 1.0)
notify(player, "max hit (${(swingHandler as Object).getClass().getName()}): ${hit}")
notify(player, "max hit: ${hit} (${(swingHandler as Object).getClass().getName()})")
}
/**
+13 -2
View File
@@ -2,6 +2,10 @@ package content
import TestUtils
import content.global.handlers.item.equipment.special.ChinchompaSwingHandler
import core.api.EquipmentSlot
import core.game.container.impl.EquipmentContainer.updateBonuses
import core.game.interaction.IntType
import core.game.interaction.InteractionListeners
import core.game.node.entity.combat.MagicSwingHandler
import core.game.node.entity.combat.MeleeSwingHandler
import core.game.node.entity.combat.RangeSwingHandler
@@ -9,8 +13,10 @@ import core.game.node.entity.combat.SwingHandlerFlag
import core.game.node.entity.combat.equipment.WeaponInterface
import core.game.node.entity.player.link.prayer.PrayerType
import core.game.node.entity.skill.Skills
import core.game.node.item.Item
import org.junit.jupiter.api.Assertions
import org.junit.jupiter.api.Test
import org.rs09.consts.Items
class CombatTests {
init {
@@ -115,12 +121,17 @@ class CombatTests {
}
}
@Test fun chinchompaSwingHandlerIgnoresStatsForDamage() {
@Test fun chinchompaSwingHandlerIgnoresAmmoSlotForDamage() {
val handler = ChinchompaSwingHandler()
TestUtils.getMockPlayer("chinchompaStatTest").use { p ->
p.skills.staticLevels[Skills.RANGE] = 99
p.skills.dynamicLevels[Skills.RANGE] = 99
p.equipment.replace(Item(Items.CHINCHOMPA_10033), EquipmentSlot.WEAPON.ordinal)
updateBonuses(p)
val damageBaseline = handler.calculateHit(p, p, 1.0)
p.properties.bonuses[14] = 250
p.equipment.replace(Item(Items.DRAGON_ARROW_11212), EquipmentSlot.AMMO.ordinal)
updateBonuses(p)
Assertions.assertEquals(damageBaseline, handler.calculateHit(p, p, 1.0))
}
}