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); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.1, 0.98)) { 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)) { if (entity.getSkills().getPrayerPoints() < entity.getSkills().getStaticLevel(5)) {
entity.getSkills().setPrayerPoints(entity.getSkills().getPrayerPoints() + hit); entity.getSkills().setPrayerPoints(entity.getSkills().getPrayerPoints() + hit);
} }
@@ -59,13 +59,10 @@ public final class BackstabSpecialHandler extends MeleeSwingHandler implements P
} }
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
double accuracy = 1.0; if (!victim.getProperties().getCombatPulse().isAttacking() || isAccurateImpact(entity, victim, CombatStyle.MELEE)) {
if (!victim.getProperties().getCombatPulse().isAttacking()) { hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
accuracy = 1.75; if (victim.getSkills().getStaticLevel(Skills.DEFENCE) >= victim.getSkills().getDynamicLevels()[Skills.DEFENCE])
} victim.getSkills().updateLevel(Skills.DEFENCE, -hit, 0);
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);
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
return 1; return 1;
@@ -1,9 +1,7 @@
package content.global.handlers.item.equipment.special; package content.global.handlers.item.equipment.special;
import core.game.node.entity.Entity; import core.game.node.entity.Entity;
import core.game.node.entity.combat.BattleState; import core.game.node.entity.combat.*;
import core.game.node.entity.combat.CombatStyle;
import core.game.node.entity.combat.DeathTask;
import core.game.node.entity.combat.ImpactHandler.HitsplatType; import core.game.node.entity.combat.ImpactHandler.HitsplatType;
import core.game.node.entity.impl.Animator.Priority; import core.game.node.entity.impl.Animator.Priority;
import core.game.node.entity.impl.Projectile; 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.Initializable;
import core.plugin.Plugin; import core.plugin.Plugin;
import core.tools.RandomFunction; import core.tools.RandomFunction;
import core.game.node.entity.combat.RangeSwingHandler;
import core.game.world.GameWorld; import core.game.world.GameWorld;
import core.game.world.repository.Repository; import core.game.world.repository.Repository;
import org.rs09.consts.Sounds; import org.rs09.consts.Sounds;
@@ -34,6 +31,13 @@ import static core.api.ContentAPIKt.playGlobalAudio;
@Initializable @Initializable
public final class ChainhitSpecialHandler extends RangeSwingHandler implements Plugin<Object> { 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. * The sp::ecial energy required.
*/ */
@@ -159,7 +163,7 @@ public final class ChainhitSpecialHandler extends RangeSwingHandler implements P
public boolean pulse() { public boolean pulse() {
BattleState bs = new BattleState(entity, e); BattleState bs = new BattleState(entity, e);
bs.setMaximumHit(calculateHit(player, e, 1.0)); 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); handleHit(victim, e, player, bs);
ChainhitSpecialHandler.super.visualizeImpact(player, e, bs); ChainhitSpecialHandler.super.visualizeImpact(player, e, bs);
return true; return true;
@@ -31,13 +31,6 @@ public final class ChinchompaSwingHandler extends RangeSwingHandler {
*/ */
private static final Graphics END_GRAPHIC = new Graphics(157, 96); 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 @Override
public int swing(Entity entity, Entity victim, BattleState state) { public int swing(Entity entity, Entity victim, BattleState state) {
boolean multi = entity.getProperties().isMultiZone() && victim.getProperties().isMultiZone(); boolean multi = entity.getProperties().isMultiZone() && victim.getProperties().isMultiZone();
@@ -72,7 +65,7 @@ public final class ChinchompaSwingHandler extends RangeSwingHandler {
s.setStyle(CombatStyle.RANGE); s.setStyle(CombatStyle.RANGE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, e, CombatStyle.RANGE)) { 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); s.setEstimatedHit(hit);
} }
@@ -57,8 +57,8 @@ public final class CleaveSpecialHandler extends MeleeSwingHandler implements Plu
} }
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.18, 1.0)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.2203)); hit = RandomFunction.random(calculateHit(entity, victim, 1.25) + 1);
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
return 1; return 1;
@@ -30,7 +30,7 @@ public final class DescentOfDarknessSpecialHandler extends RangeSwingHandler imp
/** /**
* The special energy required. * The special energy required.
*/ */
private static final int SPECIAL_ENERGY = 65; private static final int SPECIAL_ENERGY = 55;
/** /**
* The descent of dragons projectile. * The descent of dragons projectile.
@@ -102,13 +102,13 @@ public final class DescentOfDarknessSpecialHandler extends RangeSwingHandler imp
state.setMaximumHit(max); state.setMaximumHit(max);
int hit = minDamage; int hit = minDamage;
if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.15, 1.0)) { if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.15, 1.0)) {
hit += RandomFunction.random(max - minDamage); hit += RandomFunction.random(max - minDamage + 1);
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
if (w.getType() == WeaponType.DOUBLE_SHOT) { if (w.getType() == WeaponType.DOUBLE_SHOT) {
hit = minDamage; hit = minDamage;
if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.15, 1.0)) { if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.15, 1.0)) {
hit += RandomFunction.random(max - minDamage); hit += RandomFunction.random(max - minDamage + 1);
} }
state.setSecondaryHit(hit); state.setSecondaryHit(hit);
} }
@@ -57,8 +57,8 @@ public final class EnergyDrainSpecialHandler extends MeleeSwingHandler implement
} }
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.2, 1.0)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.25, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1)); hit = RandomFunction.random(calculateHit(entity, victim, 1) + 1);
} }
if (victim instanceof Player) { if (victim instanceof Player) {
((Player) victim).getSettings().updateRunEnergy(10); ((Player) victim).getSettings().updateRunEnergy(10);
@@ -52,8 +52,9 @@ public final class FeintSpecialHandler extends MeleeSwingHandler implements Plug
} }
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.0, 1.0)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.0, 0.25)) {
hit = RandomFunction.random(calculateHit(entity, victim, RandomFunction.random(1.0, 1.2))); int minDamage = calculateHit(entity, victim, 0.2);
hit = minDamage + RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
return 1; return 1;
@@ -46,7 +46,8 @@ public final class HamstringSpecialHandler extends RangeSwingHandler implements
state.setMaximumHit(max); state.setMaximumHit(max);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim)) { 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); state.setEstimatedHit(hit);
Companion.useAmmo(entity, state, victim.getLocation()); Companion.useAmmo(entity, state, victim.getLocation());
@@ -57,10 +57,8 @@ public final class HealingBladeSpecialHandler extends MeleeSwingHandler implemen
} }
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.12, 0.98)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 2.0, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.005)); hit = RandomFunction.random(calculateHit(entity, victim, 1.1) + 1);
}
state.setEstimatedHit(hit);
int healthRestore = hit / 2; int healthRestore = hit / 2;
double prayerRestore = hit * 0.25; double prayerRestore = hit * 0.25;
if (healthRestore < 10) { if (healthRestore < 10) {
@@ -71,6 +69,8 @@ public final class HealingBladeSpecialHandler extends MeleeSwingHandler implemen
} }
entity.getSkills().heal(healthRestore); entity.getSkills().heal(healthRestore);
entity.getSkills().incrementPrayerPoints(prayerRestore); entity.getSkills().incrementPrayerPoints(prayerRestore);
}
state.setEstimatedHit(hit);
return 1; return 1;
} }
@@ -57,8 +57,8 @@ public final class IceCleaveSpecialHandler extends MeleeSwingHandler implements
} }
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.075, 0.98)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 2.0, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.005)); hit = RandomFunction.random(calculateHit(entity, victim, 1.1) + 1);
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
return 1; return 1;
@@ -59,7 +59,7 @@ public final class ImpaleSpecialHandler extends MeleeSwingHandler implements Plu
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.1, 0.98)) { 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); state.setEstimatedHit(hit);
return 1; return 1;
@@ -57,8 +57,8 @@ public final class JudgementSpecialHandler extends MeleeSwingHandler implements
} }
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.25, 0.98)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 2.0, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.25)); hit = RandomFunction.random((int) (calculateHit(entity, victim, 1.1) * 1.25) + 1);
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
return 1; return 1;
@@ -49,7 +49,7 @@ public final class PhantomStrikeSpecialHandler extends RangeSwingHandler impleme
state.setMaximumHit(max); state.setMaximumHit(max);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim)) { if (isAccurateImpact(entity, victim)) {
hit = RandomFunction.random(max); hit = RandomFunction.random(max + 1);
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
Companion.useAmmo(entity, state, victim.getLocation()); Companion.useAmmo(entity, state, victim.getLocation());
@@ -56,10 +56,7 @@ public final class PowershotSpecialHandler extends RangeSwingHandler implements
return -1; return -1;
} }
state.setStyle(CombatStyle.RANGE); state.setStyle(CombatStyle.RANGE);
int hit = 0; int hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.98, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0));
}
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
Companion.useAmmo(entity, state, victim.getLocation()); Companion.useAmmo(entity, state, victim.getLocation());
return 1 + (int) Math.ceil(entity.getLocation().getDistance(victim.getLocation()) * 0.3); 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); BattleState s = targets[count++] = new BattleState(entity, e);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, e)) { 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.setStyle(CombatStyle.MELEE);
s.setEstimatedHit(hit); s.setEstimatedHit(hit);
@@ -61,18 +61,13 @@ public final class PunctureSpecialHandler extends MeleeSwingHandler implements P
return -1; return -1;
} }
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
// First hit
//double accuracyMod, double defenceMod
int hit = 0; int hit = 0;
// accuracyMod defenceMod if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.15, 1.0)) {
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.05, 1.0)) { hit = RandomFunction.random(calculateHit(entity, victim, 1.15) + 1);
hit = RandomFunction.random(calculateHit(entity, victim, 1.1306));
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
// Second hit if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.15, 1.0)) {
// accuracyMod defenceMod hit = RandomFunction.random(calculateHit(entity, victim, 1.15) + 1);
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.05, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.1306));
} else { } else {
hit = 0; hit = 0;
} }
@@ -3,9 +3,11 @@ package content.global.handlers.item.equipment.special;
import core.game.node.entity.Entity; import core.game.node.entity.Entity;
import core.game.node.entity.combat.BattleState; import core.game.node.entity.combat.BattleState;
import core.game.node.entity.combat.CombatStyle; 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.combat.MeleeSwingHandler;
import core.game.node.entity.impl.Animator.Priority; import core.game.node.entity.impl.Animator.Priority;
import core.game.node.entity.player.Player; 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.GameWorld;
import core.game.world.update.flag.context.Animation; import core.game.world.update.flag.context.Animation;
import core.game.world.update.flag.context.Graphics; import core.game.world.update.flag.context.Graphics;
@@ -65,16 +67,22 @@ public final class QuickSmashSpecialHandler extends MeleeSwingHandler implements
return -1; return -1;
} }
} }
if (DeathTask.isDead(victim)) {
return -1;
}
if (!p.getSettings().drainSpecial(SPECIAL_ENERGY)) { if (!p.getSettings().drainSpecial(SPECIAL_ENERGY)) {
return -1; return -1;
} }
// TODO: apply protection prayers/experience manually (since this is bypassing normal BattleState machinery)
visualize(entity, victim, null); visualize(entity, victim, null);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim)) { 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; return 1;
} }
@@ -65,15 +65,15 @@ public final class RampageSpecialHandler extends MeleeSwingHandler implements Pl
p.visualize(ANIMATION, GRAPHIC); p.visualize(ANIMATION, GRAPHIC);
@SuppressWarnings("unused") @SuppressWarnings("unused")
int boost = 0; int boost = 0;
for (int i = 0; i < 6; i++) { for (int i = 0; i < 7; i++) {
if (i == 2 || i == 3 || i == 5) { if (i == Skills.ATTACK || i == Skills.DEFENCE || i == Skills.RANGE || i == Skills.MAGIC) {
continue; int drain = (int) (p.getSkills().getLevel(i) * 0.1);
}
double drain = p.getSkills().getLevel(i) * 0.1;
boost += drain; boost += drain;
p.getSkills().updateLevel(i, (int) -drain, (int) (p.getSkills().getStaticLevel(i) - drain)); p.getSkills().updateLevel(i, -drain, 0);
} }
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; return -1;
} }
@@ -52,9 +52,9 @@ public final class SaradominsLightningHandler extends MeleeSwingHandler implemen
state.setStyle(CombatStyle.MAGIC); state.setStyle(CombatStyle.MAGIC);
int hit = 0; int hit = 0;
int secondary = 0; int secondary = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.10, 0.98)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.10, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.1)); hit = RandomFunction.random(calculateHit(entity, victim, 1.1) + 1);
secondary = 5 + RandomFunction.RANDOM.nextInt(14); secondary = 1 + RandomFunction.random(16);
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
state.setSecondaryHit(secondary); state.setSecondaryHit(secondary);
@@ -1,5 +1,6 @@
package content.global.handlers.item.equipment.special; 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.skill.Skills;
import core.game.node.entity.Entity; import core.game.node.entity.Entity;
import core.game.node.entity.combat.BattleState; import core.game.node.entity.combat.BattleState;
@@ -24,6 +25,13 @@ import static core.api.ContentAPIKt.playGlobalAudio;
@Initializable @Initializable
public final class SeercullSpecialHandler extends RangeSwingHandler implements Plugin<Object> { 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. * The special energy required.
*/ */
@@ -57,11 +65,9 @@ public final class SeercullSpecialHandler extends RangeSwingHandler implements P
if (!((Player) entity).getSettings().drainSpecial(SPECIAL_ENERGY)) { if (!((Player) entity).getSettings().drainSpecial(SPECIAL_ENERGY)) {
return -1; return -1;
} }
int hit = 0; int hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.05, 1.0)) { if (victim.getSkills().getLevel(Skills.MAGIC) >= victim.getSkills().getStaticLevel(Skills.MAGIC))
hit = RandomFunction.random(calculateHit(entity, victim, 1.0));
victim.getSkills().updateLevel(Skills.MAGIC, -hit, 0); victim.getSkills().updateLevel(Skills.MAGIC, -hit, 0);
}
Companion.useAmmo(entity, state, victim.getLocation()); Companion.useAmmo(entity, state, victim.getLocation());
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
return 1; return 1;
@@ -56,8 +56,8 @@ public final class SeverSpecialHandler extends MeleeSwingHandler implements Plug
return -1; return -1;
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.124, 1.0)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.25, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0)); hit = RandomFunction.random(calculateHit(entity, victim, 1.0) + 1);
if (victim instanceof Player) { if (victim instanceof Player) {
Player p = (Player) victim; Player p = (Player) victim;
if (p.getPrayer().get(PrayerType.PROTECT_FROM_MAGIC)) { if (p.getPrayer().get(PrayerType.PROTECT_FROM_MAGIC)) {
@@ -56,8 +56,8 @@ public final class ShatterSpecialHandler extends MeleeSwingHandler implements Pl
} }
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 0.87, 1.0)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.25, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.3546)); hit = RandomFunction.random(calculateHit(entity, victim, 1.5) + 1);
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
return 1; return 1;
@@ -56,24 +56,25 @@ public final class SliceAndDiceSpecialHandler extends MeleeSwingHandler implemen
return -1; return -1;
} }
int maximum = calculateHit(entity, victim, 1.0); int maximum = calculateHit(entity, victim, 1.0);
int[] hits = new int[] {0, 1}; int[] hits;
int hit = getHit(entity, victim, maximum); int hit = getHit(entity, victim, maximum - 1, maximum / 2);
if (hit > 0) { 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 { } else {
hit = getHit(entity, victim, maximum); hit = getHit(entity, victim, maximum * 7 / 8, maximum * 3 / 8);
if (hit > 0) { if (hit > 0) {
hits = new int[] {0, hit, hit / 2, hit - (hit / 2)}; hits = new int[] {0, hit, hit / 2, hit / 2 + 1};
} else { } else {
hit = getHit(entity, victim, maximum); hit = getHit(entity, victim, maximum * 3 / 4, maximum / 4);
if (hit > 0) { if (hit > 0) {
hits = new int[] {0, 0, hit / 2, (hit / 2) + 10}; hits = new int[] {0, 0, hit, hit + 1};
} else { } else {
hit = getHit(entity, victim, (int) (maximum * 1.5)); hit = getHit(entity, victim, maximum * 5 / 4, maximum / 4);
if (hit > 0) { if (hit > 0) {
hits = new int[] {0, 0, 0, hit}; hits = new int[] {0, 0, 0, hit};
} else { } 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. * @param maximum The maximum hit.
* @return The hit. * @return The hit.
*/ */
private int getHit(Entity entity, Entity victim, int maximum) { private int getHit(Entity entity, Entity victim, int maximum, int minimum) {
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.25, 0.98)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE)) {
return RandomFunction.random(maximum); return RandomFunction.random(minimum, maximum + 1);
} }
return 0; return 0;
} }
@@ -59,7 +59,8 @@ public final class SmashSpecialHandler extends MeleeSwingHandler implements Plug
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.0, 1.0)) { 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); int lower = (int) (victim.getSkills().getLevel(Skills.DEFENCE) * 0.30);
victim.getSkills().updateLevel(Skills.DEFENCE, -lower, 0); 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.Entity;
import core.game.node.entity.combat.BattleState; import core.game.node.entity.combat.BattleState;
import core.game.node.entity.combat.CombatStyle; 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.Animator.Priority;
import core.game.node.entity.impl.Projectile; import core.game.node.entity.impl.Projectile;
import core.game.node.entity.player.Player; import core.game.node.entity.player.Player;
@@ -25,6 +26,13 @@ import static core.api.ContentAPIKt.playGlobalAudio;
@Initializable @Initializable
public final class SnapshotSpecialHandler extends RangeSwingHandler implements Plugin<Object> { 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. * The special energy required.
*/ */
@@ -67,13 +75,13 @@ public final class SnapshotSpecialHandler extends RangeSwingHandler implements P
int max = calculateHit(entity, victim, 1.0); int max = calculateHit(entity, victim, 1.0);
state.setMaximumHit(max); state.setMaximumHit(max);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 0.9, 1.0)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.43, 1.0)) {
hit = RandomFunction.random(max); hit = RandomFunction.random(max + 1);
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
hit = 0; hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 0.9, 1.0)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.43, 1.0)) {
hit = RandomFunction.random(max); hit = RandomFunction.random(max + 1);
} }
state.setSecondaryHit(hit); state.setSecondaryHit(hit);
Companion.useAmmo(entity, state, victim.getLocation()); Companion.useAmmo(entity, state, victim.getLocation());
@@ -60,8 +60,9 @@ public final class SnipeSpecialHandler extends RangeSwingHandler implements Plug
} }
state.setStyle(CombatStyle.RANGE); state.setStyle(CombatStyle.RANGE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.RANGE, 1.05, 1.0)) { if (!victim.getProperties().getCombatPulse().isAttacking() || isAccurateImpact(entity, victim, CombatStyle.RANGE)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.0)); 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); victim.getSkills().updateLevel(Skills.DEFENCE, -hit, 0);
} }
Companion.useAmmo(entity, state, victim.getLocation()); Companion.useAmmo(entity, state, victim.getLocation());
@@ -85,7 +85,7 @@ public final class SpearWallSpecialHandler extends MeleeSwingHandler implements
if (CombatStyle.RANGE.getSwingHandler().canSwing(entity, e) != InteractionType.NO_INTERACT) { if (CombatStyle.RANGE.getSwingHandler().canSwing(entity, e) != InteractionType.NO_INTERACT) {
BattleState s = targets[count++] = new BattleState(entity, e); BattleState s = targets[count++] = new BattleState(entity, e);
int hit = 0; 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.setStyle(CombatStyle.MELEE);
s.setEstimatedHit(hit); s.setEstimatedHit(hit);
} }
@@ -66,14 +66,14 @@ public final class SweepSpecialHandler extends MeleeSwingHandler implements Plug
for (BattleState s : targets) { for (BattleState s : targets) {
s.setStyle(CombatStyle.MELEE); s.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, s.getVictim(), CombatStyle.MELEE, 1, 0.94)) { if (isAccurateImpact(entity, s.getVictim(), CombatStyle.MELEE)) {
hit = RandomFunction.random(calculateHit(entity, s.getVictim(), 1.1)); hit = RandomFunction.random(calculateHit(entity, s.getVictim(), 1.1) + 1);
} }
s.setEstimatedHit(hit); s.setEstimatedHit(hit);
if (s.getVictim().size() > 1) { if (s.getVictim().size() > 1) {
hit = 0; hit = 0;
if (isAccurateImpact(entity, s.getVictim(), CombatStyle.MELEE, 1, 0.94)) { if (isAccurateImpact(entity, s.getVictim(), CombatStyle.MELEE, 0.75, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, s.getVictim(), 1.1)); hit = RandomFunction.random(calculateHit(entity, s.getVictim(), 1.1) + 1);
} }
s.setSecondaryHit(hit); s.setSecondaryHit(hit);
} }
@@ -57,8 +57,8 @@ public final class WarstrikeSpecialHandler extends MeleeSwingHandler implements
} }
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.049, 0.98)) { if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 2.0, 1.0)) {
hit = RandomFunction.random(calculateHit(entity, victim, 1.1)); hit = RandomFunction.random((int) (calculateHit(entity, victim, 1.1) * 1.1) + 1);
} }
state.setEstimatedHit(hit); state.setEstimatedHit(hit);
if (victim instanceof Player) { if (victim instanceof Player) {
@@ -67,11 +67,11 @@ public final class WarstrikeSpecialHandler extends MeleeSwingHandler implements
int left = -victim.getSkills().updateLevel(Skills.DEFENCE, -hit, 0); int left = -victim.getSkills().updateLevel(Skills.DEFENCE, -hit, 0);
if (left > 0) { if (left > 0) {
left = -victim.getSkills().updateLevel(Skills.STRENGTH, -left, 0); left = -victim.getSkills().updateLevel(Skills.STRENGTH, -left, 0);
if (left > 0) {
left = -victim.getSkills().updateLevel(Skills.ATTACK, -left, 0);
if (left > 0) { if (left > 0) {
left = (int) -(victim.getSkills().getPrayerPoints() + left); left = (int) -(victim.getSkills().getPrayerPoints() + left);
victim.getSkills().decrementPrayerPoints(left); victim.getSkills().decrementPrayerPoints(left);
if (left > 0) {
left = -victim.getSkills().updateLevel(Skills.ATTACK, -left, 0);
if (left > 0) { if (left > 0) {
left = -victim.getSkills().updateLevel(Skills.MAGIC, -left, 0); left = -victim.getSkills().updateLevel(Skills.MAGIC, -left, 0);
if (left > 0) if (left > 0)
@@ -57,18 +57,19 @@ public final class WeakenSpecialHandler extends MeleeSwingHandler implements Plu
state.setStyle(CombatStyle.MELEE); state.setStyle(CombatStyle.MELEE);
int hit = 0; int hit = 0;
if (isAccurateImpact(entity, victim, CombatStyle.MELEE, 1.0, 1.0)) { 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);
}
state.setEstimatedHit(hit);
if (victim instanceof Player) { if (victim instanceof Player) {
((Player) victim).getPacketDispatch().sendMessage("You have been drained."); ((Player) victim).getPacketDispatch().sendMessage("You have been drained.");
} }
int lower = (int) (victim.getSkills().getLevel(Skills.DEFENCE) * 0.05); // TODO 10% drain to demons
int lower = (int) (victim.getSkills().getStaticLevel(Skills.DEFENCE) * 0.05) + 1;
victim.getSkills().updateLevel(Skills.DEFENCE, -lower, 0); victim.getSkills().updateLevel(Skills.DEFENCE, -lower, 0);
int lower2 = (int) (victim.getSkills().getLevel(Skills.ATTACK) * 0.05); lower = (int) (victim.getSkills().getStaticLevel(Skills.ATTACK) * 0.05) + 1;
victim.getSkills().updateLevel(Skills.ATTACK, -lower2, 0); victim.getSkills().updateLevel(Skills.ATTACK, -lower, 0);
int lower3 = (int) (victim.getSkills().getLevel(Skills.STRENGTH) * 0.05); lower = (int) (victim.getSkills().getStaticLevel(Skills.STRENGTH) * 0.05) + 1;
victim.getSkills().updateLevel(Skills.STRENGTH, -lower3, 0); victim.getSkills().updateLevel(Skills.STRENGTH, -lower, 0);
}
state.setEstimatedHit(hit);
return hit; return hit;
} }
@@ -72,7 +72,7 @@ object SlayerEquipmentFlags {
val isCape = SlayerManager.getInstance(player).flags.equipmentFlags == 0x3F val isCape = SlayerManager.getInstance(player).flags.equipmentFlags == 0x3F
val hasMask = hasBlackMask(player) val hasMask = hasBlackMask(player)
return if(hasMask) 1.15 return if(hasMask) 1.1667
else if(isCape) 1.075 else if(isCape) 1.075
else 1.0 else 1.0
} }
@@ -323,9 +323,6 @@ public final class EquipmentContainer extends Container {
if (item != null) { if (item != null) {
int[] bonus = item.getDefinition().getConfiguration(ItemConfigParser.BONUS, new int[15]); int[] bonus = item.getDefinition().getConfiguration(ItemConfigParser.BONUS, new int[15]);
for (int i = 0; i < bonus.length; i++) { for (int i = 0; i < bonus.length; i++) {
if (i == 14 && bonuses[i] != 0) {
continue;
}
bonuses[i] += bonus[i]; bonuses[i] += bonus[i];
} }
} }
@@ -173,26 +173,21 @@ abstract class CombatSwingHandler(var type: CombatStyle?) {
* @return `True` if the hit is accurate. * @return `True` if the hit is accurate.
*/ */
fun isAccurateImpact(entity: Entity?, victim: Entity?, style: CombatStyle?, accuracyMod: Double, defenceMod: Double): Boolean { 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) { if (victim == null || style == null) {
return false return false
} }
if (victim is Player && entity is Familiar && victim.prayer[PrayerType.PROTECT_FROM_SUMMONING]) { if (victim is Player && entity is Familiar && victim.prayer[PrayerType.PROTECT_FROM_SUMMONING]) {
mod = 0.0 mod = 0.0
} }
val attack = calculateAccuracy(entity) * accuracyMod * mod * getSetMultiplier(entity, Skills.ATTACK) val attack = calculateAccuracy(entity) * accuracyMod * mod
val defence = calculateDefence(victim, entity) * defenceMod * getSetMultiplier(victim, Skills.DEFENCE) val defence = calculateDefence(victim, entity) * defenceMod
val chance: Double = if (attack > defence) { val chance: Double = if (attack > defence) {
1 - ((defence + 2) / ((2 * attack) + 1)) 1 - ((defence + 2) / (2 * (attack + 1)))
} else { } else {
attack / ((2 * defence) + 1) attack / (2 * (defence + 1))
} }
val ratio = chance * 100 return Math.random() < chance
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") }
} }
/** /**
@@ -1,5 +1,6 @@
package core.game.node.entity.combat package core.game.node.entity.combat
import content.global.skill.skillcapeperks.SkillcapePerks
import core.game.node.entity.Entity import core.game.node.entity.Entity
import core.game.node.entity.combat.equipment.ArmourSet import core.game.node.entity.combat.equipment.ArmourSet
import core.game.node.entity.combat.spell.SpellType import core.game.node.entity.combat.spell.SpellType
@@ -61,7 +62,7 @@ open class MagicSwingHandler (vararg flags: SwingHandlerFlag)
for (s in state.targets) { for (s in state.targets) {
var hit = -1 var hit = -1
s.spell = spell s.spell = spell
if (isAccurateImpact(entity, s.victim, CombatStyle.MAGIC, 1.3, 1.0)) { if (isAccurateImpact(entity, s.victim, CombatStyle.MAGIC)) {
s.maximumHit = max s.maximumHit = max
hit = RandomFunction.random(max) hit = RandomFunction.random(max)
} }
@@ -136,31 +137,31 @@ open class MagicSwingHandler (vararg flags: SwingHandlerFlag)
} }
override fun calculateAccuracy(entity: Entity?): Int { override fun calculateAccuracy(entity: Entity?): Int {
val baseLevel = entity!!.skills.getStaticLevel(Skills.MAGIC) entity ?: return 0
var spellRequirement = baseLevel
if (entity is Player) { val styleAttackBonus = entity.properties.bonuses[WeaponInterface.BONUS_MAGIC] + 64
if (entity.getProperties().spell != null) { when (entity) {
spellRequirement = entity.getProperties().spell.level is Player -> {
} else if (entity.getProperties().autocastSpell != null) { var effectiveMagicLevel = entity.skills.getLevel(Skills.MAGIC, true).toDouble()
spellRequirement = entity.getProperties().autocastSpell.level if(!flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_ACCURACY))
} effectiveMagicLevel = floor(effectiveMagicLevel + (entity.prayer.getSkillBonus(Skills.MAGIC) * effectiveMagicLevel))
} effectiveMagicLevel += 8
var spellBonus = 0.0 effectiveMagicLevel *= getSetMultiplier(entity, Skills.MAGIC)
if (baseLevel > spellRequirement) { effectiveMagicLevel = floor(effectiveMagicLevel)
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)) if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_ACCURACY))
entity.properties.bonuses[WeaponInterface.BONUS_MAGIC] effectiveMagicLevel *= styleAttackBonus
else 0 else effectiveMagicLevel *= 64
return floor((effective + 8) * (bonus + 64) / 10).toInt()
return effectiveMagicLevel.toInt()
}
is NPC -> {
val magicLevel = entity.skills.getLevel(Skills.MAGIC) + 9
return magicLevel * styleAttackBonus
}
}
return 0
} }
override fun calculateHit(entity: Entity?, victim: Entity?, modifier: Double): Int { 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 { override fun calculateDefence(victim: Entity?, attacker: Entity?): Int {
val level = victim!!.skills.getLevel(Skills.DEFENCE, true) victim ?: return 0
var prayer = 1.0 attacker ?: return 0
if (victim is Player) {
prayer += victim.prayer.getSkillBonus(Skills.MAGIC) 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
} }
val effective = floor(level * prayer * 0.3) + victim.skills.getLevel(Skills.MAGIC, true) * 0.7 is NPC -> {
val equipment = victim.properties.bonuses[WeaponInterface.BONUS_MAGIC + 5] val defLevel = victim.skills.getLevel(Skills.MAGIC) + 9
return floor((effective + 8) * (equipment + 64) / 10).toInt() return defLevel * styleDefenceBonus
}
}
return 0
} }
override fun getSetMultiplier(e: Entity?, skillId: Int): Double { override fun getSetMultiplier(e: Entity?, skillId: Int): Double {
@@ -64,13 +64,16 @@ open class MeleeSwingHandler (vararg flags: SwingHandlerFlag)
if (entity is Player) { if (entity is Player) {
state.weapon = Weapon(entity.equipment[3]) 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 state.armourEffect = ArmourSet.VERAC
} }
if (state.armourEffect === ArmourSet.VERAC || isAccurateImpact(entity, victim, CombatStyle.MELEE)) { 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 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 state.estimatedHit = hit
if(victim != null) { if(victim != null) {
@@ -128,26 +131,28 @@ open class MeleeSwingHandler (vararg flags: SwingHandlerFlag)
override fun calculateAccuracy(entity: Entity?): Int { 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. //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 entity ?: return 0
val styleAttackBonus = entity.properties.bonuses[entity.properties.attackStyle.bonusType] + 64
when (entity) {
is Player -> {
var effectiveAttackLevel = entity.skills.getLevel(Skills.ATTACK).toDouble() var effectiveAttackLevel = entity.skills.getLevel(Skills.ATTACK).toDouble()
if(entity is Player && !flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_ACCURACY)) if(!flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_ACCURACY))
effectiveAttackLevel = floor(effectiveAttackLevel + (entity.prayer.getSkillBonus(Skills.ATTACK) * effectiveAttackLevel)) effectiveAttackLevel = floor(effectiveAttackLevel + (entity.prayer.getSkillBonus(Skills.ATTACK) * effectiveAttackLevel))
if(entity.properties.attackStyle.style == WeaponInterface.STYLE_ACCURATE) effectiveAttackLevel += 3 if(entity.properties.attackStyle.style == WeaponInterface.STYLE_ACCURATE) effectiveAttackLevel += 3
else if(entity.properties.attackStyle.style == WeaponInterface.STYLE_CONTROLLED) effectiveAttackLevel += 1 else if(entity.properties.attackStyle.style == WeaponInterface.STYLE_CONTROLLED) effectiveAttackLevel += 1
effectiveAttackLevel += 8 effectiveAttackLevel += 8
if(entity is Player && SkillcapePerks.isActive(SkillcapePerks.PRECISION_STRIKES, entity)){ //Attack skillcape perk if(SkillcapePerks.isActive(SkillcapePerks.PRECISION_STRIKES, entity)){ //Attack skillcape perk
effectiveAttackLevel += 6 effectiveAttackLevel += 6
} }
effectiveAttackLevel *= getSetMultiplier(entity, Skills.ATTACK) effectiveAttackLevel *= getSetMultiplier(entity, Skills.ATTACK)
effectiveAttackLevel = floor(effectiveAttackLevel) effectiveAttackLevel = floor(effectiveAttackLevel)
if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_ACCURACY)) if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_ACCURACY))
effectiveAttackLevel *= (entity.properties.bonuses[entity.properties.attackStyle.bonusType] + 64) effectiveAttackLevel *= styleAttackBonus
else effectiveAttackLevel *= 64 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) // attack bonus for specialized equipments (salve amulets, slayer equips)
if (entity is Player) {
val amuletId = getItemFromEquipment(entity, EquipmentSlot.NECK)?.id ?: 0 val amuletId = getItemFromEquipment(entity, EquipmentSlot.NECK)?.id ?: 0
if ((amuletId == Items.SALVE_AMULET_4081 || amuletId == Items.SALVE_AMULETE_10588) && checkUndead(victimName)) { 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 effectiveAttackLevel *= if (amuletId == Items.SALVE_AMULET_4081) 1.15 else 1.2
@@ -156,40 +161,49 @@ open class MeleeSwingHandler (vararg flags: SwingHandlerFlag)
if (getSlayerTask(entity)?.dragon == true && inEquipment(entity, Items.DRAGON_SLAYER_GLOVES_12862)) if (getSlayerTask(entity)?.dragon == true && inEquipment(entity, Items.DRAGON_SLAYER_GLOVES_12862))
effectiveAttackLevel *= 1.1 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 { override fun calculateHit(entity: Entity?, victim: Entity?, modifier: Double): Int {
val level = entity!!.skills.getLevel(Skills.STRENGTH) entity ?: return 0
var bonus = entity.properties.bonuses[11]
var prayer = 1.0 var styleStrengthBonus = entity.properties.bonuses[11] + 64
if (entity is Player && !flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_DAMAGE)) { when (entity) {
prayer += entity.prayer.getSkillBonus(Skills.STRENGTH) 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()
} }
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
} }
//Strength skillcape perk return 0
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()
} }
override fun calculateDefence(victim: Entity?, attacker: Entity?): Int { override fun calculateDefence(victim: Entity?, attacker: Entity?): Int {
@@ -197,19 +211,19 @@ open class MeleeSwingHandler (vararg flags: SwingHandlerFlag)
victim ?: return 0 victim ?: return 0
attacker ?: return 0 attacker ?: return 0
val styleDefenceBonus = victim.properties.bonuses[attacker.properties.attackStyle.bonusType + 5] + 64
when (victim) { when (victim) {
is Player -> { is Player -> {
var effectiveDefenceLevel = victim.skills.getLevel(Skills.DEFENCE).toDouble() var effectiveDefenceLevel = victim.skills.getLevel(Skills.DEFENCE).toDouble()
effectiveDefenceLevel = floor(effectiveDefenceLevel + (victim.prayer.getSkillBonus(Skills.DEFENCE) * effectiveDefenceLevel)) effectiveDefenceLevel = floor(effectiveDefenceLevel + (victim.prayer.getSkillBonus(Skills.DEFENCE) * effectiveDefenceLevel))
if(victim.properties.attackStyle.style == WeaponInterface.STYLE_DEFENSIVE) effectiveDefenceLevel += 3 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 else if (victim.properties.attackStyle.style == WeaponInterface.STYLE_CONTROLLED) effectiveDefenceLevel += 1
effectiveDefenceLevel += 8 effectiveDefenceLevel += 8
effectiveDefenceLevel = floor(effectiveDefenceLevel) effectiveDefenceLevel *= getSetMultiplier(victim, Skills.DEFENCE)
return floor(effectiveDefenceLevel * (victim.properties.bonuses[attacker.properties.attackStyle.bonusType + 5] + 64)).toInt() return effectiveDefenceLevel.toInt() * styleDefenceBonus
} }
is NPC -> { is NPC -> {
val defLevel = victim.skills.getLevel(Skills.DEFENCE) val defLevel = victim.skills.getLevel(Skills.DEFENCE) + 9
val styleDefenceBonus = victim.properties.bonuses[attacker.properties.attackStyle.bonusType + 5] + 64
return defLevel * styleDefenceBonus 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.GroundItem
import core.game.node.item.GroundItemManager import core.game.node.item.GroundItemManager
import core.game.node.item.Item import core.game.node.item.Item
import core.game.system.config.ItemConfigParser
import core.game.system.task.Pulse import core.game.system.task.Pulse
import core.game.world.GameWorld
import core.game.world.map.Location import core.game.world.map.Location
import core.game.world.map.RegionManager import core.game.world.map.RegionManager
import core.game.world.update.flag.context.Graphics 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.Log
import core.tools.RandomFunction
import java.util.* import java.util.*
import kotlin.math.ceil import kotlin.math.ceil
import kotlin.math.floor import kotlin.math.floor
@@ -83,7 +83,7 @@ open class RangeSwingHandler (vararg flags: SwingHandlerFlag)
state.estimatedHit = hit state.estimatedHit = hit
if (state.weapon.type == WeaponType.DOUBLE_SHOT) { if (state.weapon.type == WeaponType.DOUBLE_SHOT) {
if (isAccurateImpact(entity, victim, CombatStyle.RANGE)) { 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 state.secondaryHit = hit
} }
@@ -183,56 +183,92 @@ open class RangeSwingHandler (vararg flags: SwingHandlerFlag)
override fun calculateAccuracy(entity: Entity?): Int { override fun calculateAccuracy(entity: Entity?): Int {
entity ?: return 0 entity ?: return 0
val styleAttackBonus = entity.properties.bonuses[entity.properties.attackStyle.bonusType] + 64
when (entity) {
is Player -> {
var effectiveRangedLevel = entity.skills.getLevel(Skills.RANGE).toDouble() var effectiveRangedLevel = entity.skills.getLevel(Skills.RANGE).toDouble()
if(entity is Player && !flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_ACCURACY)) if(!flags.contains(SwingHandlerFlag.IGNORE_PRAYER_BOOSTS_ACCURACY))
effectiveRangedLevel = floor(effectiveRangedLevel + (entity.prayer.getSkillBonus(Skills.RANGE) * effectiveRangedLevel)) effectiveRangedLevel = floor(effectiveRangedLevel + (entity.prayer.getSkillBonus(Skills.RANGE) * effectiveRangedLevel))
if(entity.properties.attackStyle.style == WeaponInterface.STYLE_RANGE_ACCURATE) effectiveRangedLevel += 3 if(entity.properties.attackStyle.style == WeaponInterface.STYLE_RANGE_ACCURATE) effectiveRangedLevel += 3
effectiveRangedLevel += 8 effectiveRangedLevel += 8
effectiveRangedLevel *= getSetMultiplier(entity, Skills.RANGE) effectiveRangedLevel *= getSetMultiplier(entity, Skills.RANGE)
if(entity is Player && SkillcapePerks.isActive(SkillcapePerks.ACCURATE_MARKSMAN,entity)) effectiveRangedLevel *= 1.1 if(SkillcapePerks.isActive(SkillcapePerks.ACCURATE_MARKSMAN,entity)) effectiveRangedLevel *= 1.1
effectiveRangedLevel = floor(effectiveRangedLevel) effectiveRangedLevel = floor(effectiveRangedLevel)
if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_ACCURACY)) if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_ACCURACY))
effectiveRangedLevel *= (entity.properties.bonuses[entity.properties.attackStyle.bonusType] + 64) effectiveRangedLevel *= styleAttackBonus
else effectiveRangedLevel *= 64 else effectiveRangedLevel *= 64
return floor(effectiveRangedLevel).toInt() 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 { override fun calculateHit(entity: Entity?, victim: Entity?, modifier: Double): Int {
val level = entity!!.skills.getLevel(Skills.RANGE) entity ?: return 0
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)
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)) if (!flags.contains(SwingHandlerFlag.IGNORE_STAT_BOOSTS_DAMAGE))
cumulativeStr *= (bonus + 64) effectiveStrengthLevel *= styleStrengthBonus
else cumulativeStr *= 64 else effectiveStrengthLevel *= 64
return floor((1.5 + (ceil(cumulativeStr) / 640.0)) * modifier).toInt() return (floor((0.5 + (effectiveStrengthLevel / 640.0))) * modifier).toInt()
//return ((14 + cumulativeStr + bonus / 8 + cumulativeStr * bonus * 0.016865) * modifier).toInt() / 10 + 1 }
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 { override fun calculateDefence(victim: Entity?, attacker: Entity?): Int {
victim ?: return 0 victim ?: return 0
attacker ?: return 0 attacker ?: return 0
val defLevel = victim.skills.getLevel(Skills.DEFENCE)
val styleDefenceBonus = victim.properties.bonuses[attacker.properties.attackStyle.bonusType + 5] + 64 val styleDefenceBonus = victim.properties.bonuses[attacker.properties.attackStyle.bonusType + 5] + 64
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 defLevel * styleDefenceBonus
} }
}
return 0
}
override fun getSetMultiplier(e: Entity?, skillId: Int): Double { override fun getSetMultiplier(e: Entity?, skillId: Int): Double {
if(skillId == Skills.RANGE) { if(skillId == Skills.RANGE) {
if(e is Player && e.isWearingVoid(CombatStyle.RANGE)) { if(e is Player && e.isWearingVoid(CombatStyle.RANGE)) {
return 1.1 return 1.2
} }
} }
return 1.0 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 } }) { 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 @Override
public boolean effect(Entity e, Entity victim, BattleState state) { 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); victim.getSkills().updateLevel(Skills.STRENGTH, -5, 0);
return true; 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 } }) { 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 @Override
public boolean effect(Entity e, Entity victim, BattleState state) { public boolean effect(Entity e, Entity victim, BattleState state) {
if (state.getEstimatedHit() > 9 && RandomFunction.random(100) < 20) { if (state.getEstimatedHit() > 0 && RandomFunction.random(100) < 25) {
victim.getSkills().updateLevel(Skills.AGILITY, -(state.getEstimatedHit() / 10), 0); victim.getSkills().updateLevel(Skills.AGILITY, -(victim.getSkills().getDynamicLevels()[Skills.AGILITY] / 5), 0);
return true; return true;
} }
return false; 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 } }) { 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 @Override
public boolean effect(Entity e, Entity victim, BattleState state) { 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) { if (victim instanceof Player) {
((Player) victim).getSettings().updateRunEnergy(20); ((Player) victim).getSettings().updateRunEnergy(20);
} }
@@ -46,10 +46,11 @@ class MiscCommandSet : CommandSet(Privilege.ADMIN){
player.toggleDebug() 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) val handler = player.getSwingHandler(false)
player.sendMessage("handler type: ${handler.type}") 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) if (args.size > 1)
{ {
@@ -57,7 +58,14 @@ class MiscCommandSet : CommandSet(Privilege.ADMIN){
val npc = NPC(npcId) val npc = NPC(npcId)
npc.initConfig() npc.initConfig()
player.sendMessage("npc: ${npc.name}. npc defence: ${npc.skills.getLevel(Skills.DEFENCE)}") 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: ${chance}")
} }
} }
@@ -107,7 +115,7 @@ class MiscCommandSet : CommandSet(Privilege.ADMIN){
define("calcmaxhit", Privilege.STANDARD, "", "Calculates and shows you your current max hit.") { player, _ -> define("calcmaxhit", Privilege.STANDARD, "", "Calculates and shows you your current max hit.") { player, _ ->
val swingHandler = player.getSwingHandler(false) val swingHandler = player.getSwingHandler(false)
val hit = swingHandler.calculateHit(player, player, 1.0) val hit = swingHandler.calculateHit(player, player, 1.0)
notify(player, "max hit (${(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 TestUtils
import content.global.handlers.item.equipment.special.ChinchompaSwingHandler 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.MagicSwingHandler
import core.game.node.entity.combat.MeleeSwingHandler import core.game.node.entity.combat.MeleeSwingHandler
import core.game.node.entity.combat.RangeSwingHandler 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.combat.equipment.WeaponInterface
import core.game.node.entity.player.link.prayer.PrayerType import core.game.node.entity.player.link.prayer.PrayerType
import core.game.node.entity.skill.Skills import core.game.node.entity.skill.Skills
import core.game.node.item.Item
import org.junit.jupiter.api.Assertions import org.junit.jupiter.api.Assertions
import org.junit.jupiter.api.Test import org.junit.jupiter.api.Test
import org.rs09.consts.Items
class CombatTests { class CombatTests {
init { init {
@@ -115,12 +121,17 @@ class CombatTests {
} }
} }
@Test fun chinchompaSwingHandlerIgnoresStatsForDamage() { @Test fun chinchompaSwingHandlerIgnoresAmmoSlotForDamage() {
val handler = ChinchompaSwingHandler() val handler = ChinchompaSwingHandler()
TestUtils.getMockPlayer("chinchompaStatTest").use { p -> 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) 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)) Assertions.assertEquals(damageBaseline, handler.calculateHit(p, p, 1.0))
} }
} }