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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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445 lines
13 KiB
C
445 lines
13 KiB
C
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_COMBAT_PHRASE_H
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#define RY_COMBAT_PHRASE_H
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// misc
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#include "nel/misc/types_nl.h"
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// game share
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#include "game_share/ai_event_report.h"
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//
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#include "s_phrase.h"
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#include "phrase_utilities_functions.h"
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#include "combat_attacker.h"
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#include "combat_defender.h"
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#include "combat_action.h"
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//------------------------------------------------------------
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/*
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Brick parameters
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cr_sta:int_value - stamina cost to attacker
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cr_hp:int_value - hp cost to attacker
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cr_t0:int_value - execution length modifier (in ticks)
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cr_t1:int_value - latency length modifier (in ticks)
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cr_open:str_name - constraint meaning action can only be performed when named condition is met
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dmgr:float_value - damage ratio on targets
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dmgm:int_value - damage modifier on targets
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aim:str_value - target specified slot
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skmat:int_value - attacker skill modifier (on attack)
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skmde:int_value - defender skill modifier (on defense)
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absstar:float_value - ratio of absorbed stamina on target(s) (relative to damage on hps)
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absstam:int_value - modifier on absorbed stamina on target(s)
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abssapr:float_value - ratio of absorbed sap on target(s) (relative to damage on hps)
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abssapm:int_value - modifier on absorbed sap on target(s)
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lapr:float_value - light armor protection ratio (after all computing) (1.0 = default; 1.2 = +20% ; 0.6 = -40%)
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mapr:float_value - medium armor protection ratio (after all computing) (1.0 = default; 1.2 = +20% ; 0.6 = -40%)
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hapr:float_value - heavy armor protection ratio (after all computing) (1.0 = default; 1.2 = +20% ; 0.6 = -40%)
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lawr:float_value - light armor wear ratio (1.0 = default; 1.2 = +20% ; 0.6 = -40%)
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mawr:float_value - medium armor wear ratio (1.0 = default; 1.2 = +20% ; 0.6 = -40%)
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hawr:float_value - heavy armor wear ratio (1.0 = default; 1.2 = +20% ; 0.6 = -40%)
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agrr:float_value - aggro ratio (default 1.0)
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rdpbr:float_value - range damage point blank ratio
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rdsrr:float_value - range damage short range ratio
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rdmrr:float_value - range damage medium range ratio
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rdlrr:float_value - range damage long range ratio
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bev_exec:int_value - value of the behaviour for execution
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bev_ok:int_value - value of the behaviour for success
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bev_crit:int_value - value of the behaviour for critical success
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bev_fail:int_value - value of the behaviour for failure
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bev_fumb:int_value - value of the behaviour for fumble
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// following are the special effecs
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ef:stun
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:int_value - duration of the stun
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:int_value - duration of the stun when resisted
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ef:slow
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:float_value - ratio of the slow effect (0.8 = -20%)
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:float_value - ratio of the slow effect when resisted (0.8 = -20%)
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:int_value - duration of the slow (in ticks)
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:int_value - duration of the slow when resisted (in ticks)
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ef:vamphp
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:float_value - ratio of the hp lost by the target that are given to the attacker (vampire effect)
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ef:vampsta
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:float_value - ratio of the stamina lost by the target that are given to the attacker (vampire effect)
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ef:vampsap
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:float_value - ratio of the sap lost by the target that are given to the attacker (vampire effect)
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ef:hrmde
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:int_value - Hit Rate Modifier for the defender (in ticks)
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:int_value - Hit Rate Modifier for the defender when resist (in ticks)
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:int_value - Duration of the Hit Rate modification for the defender (in ticks)
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:int_value - Duration of Hit Rate modification for the defender when resist (in ticks)
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ef:fear
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:int_value - duration of the fear effect
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:int_value - duration of the fear effect if resisted
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ef:bleed
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:int_value - duration of the bleed effect
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:int_value - duration of the bleed effect if resisted
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:int_value - nb of hp lost each repeat by the target
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:int_value - nb of hp lost each repeat by the target if resisted
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:int_value - repeat rate of the bleed effect (every x ticks)
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:int_value - repeat rate of the bleed effect when resisted (every x ticks)
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ef:poison
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:int_value - duration of the poison effect
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:int_value - duration of the poison effect if resisted
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:int_value - nb of hp lost each repeat by the target
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:int_value - nb of hp lost each repeat by the target if resisted
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:int_value - repeat rate of the poison effect (every x ticks)
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:int_value - repeat rate of the poison effect when resisted (every x ticks)
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ef:disease
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:int_value - duration of the disease effect
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:int_value - duration of the disease effect if resisted
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:int_value - nb of hp lost each repeat by the target
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:int_value - nb of hp lost each repeat by the target if resisted
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:int_value - repeat rate of the disease effect (every x ticks)
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:int_value - repeat rate of the disease effect when resisted (every x ticks)
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ef:firedmg
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:int_value - amount of fire damage added to the attack
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:int_value - amount of fire damage added to the attack if target resists
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ef:bcast - break target casting
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*/
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//------------------------------------------------------------
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/**
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* Specialized phrase for combat actions
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* \author David Fleury
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* \author Nevrax France
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* \date 2003
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*/
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class CCombatPhrase : public CSPhrase
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{
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public:
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/// default Constructor
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CCombatPhrase() { init(); }
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/// Constructor
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CCombatPhrase(const CStaticBrick &rootBrick);
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/// destructor
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virtual ~CCombatPhrase();
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/// init method
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void init();
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/// build the phrase
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virtual bool build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks );
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/**
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* set the actor
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*/
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virtual void setActor( const TDataSetRow &entityRowId )
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{
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}
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/**
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* set the primary item
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* \param itemPtr pointer on primary item
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*/
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//virtual void setPrimaryItem( CGameItemPtr itemPtr ) {}
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/**
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* set the secondary item
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* \param itemPtr pointer on secondary item
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*/
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//virtual void setSecondaryItem( CGameItemPtr itemPtr ){}
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/**
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* add a consumable ressource (object)
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* \param itemPtr pointer on the consumable item
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*/
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//virtual void addConsumableItem( CGameItemPtr itemPtr ){}
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/**
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* set the primary target
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* \param entityId id of the primary target
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*/
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virtual void setPrimaryTarget( const TDataSetRow &entityRowId )
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{
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// _TargetRowId = entityRowId;
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}
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/**
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* add a target entity
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* \param entityId id of the target
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*/
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virtual void addTargetEntity( const TDataSetRow &entityRowId )
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{}
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/**
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* evaluate phrase
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* \param evalReturnInfos struct that will receive evaluation results
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* \return true if eval has been made without errors
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*/
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virtual bool evaluate(CEvalReturnInfos *msg = NULL);
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/**
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* validate phrase
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* \return true of the phrase is valid
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*/
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virtual bool validate();
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/**
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* update method
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*/
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virtual bool update();
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/**
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* execute this phrase
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*/
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virtual void execute();
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/**
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* apply method, called at the end of the execution, starts latency
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*/
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virtual void apply();
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/**
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* called at the end of the latency time
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*/
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virtual void end();
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/**
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* set attacker
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* \param attacker
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*/
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inline void setAttacker( CCombatAttacker *attacker) { _Attacker = attacker; }
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/**
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* set primary defender
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* \param defender
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*/
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inline void setPrimaryDefender( CCombatDefender *defender) { _Defender = defender; }
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/// set the disengageOnEnd flag
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inline void disengageOnEnd(bool flag) { _DisengageOnEnd = flag; }
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/// get the disengageOnEnd flag
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inline bool disengageOnEnd() const { return _DisengageOnEnd; }
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protected:
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/**
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* add a brick to the phrase
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* \param brick the added brick
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*/
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void addBrick( const CStaticBrick &brick );
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/**
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* test attacker skill against opponent defense
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* \return true if the oppent dodged the attack
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*/
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bool testOpponentDefense(const TDataSetRow &targetRowId, const PHRASE_UTILITIES::TPairSlotShield &localisation);
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/**
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* test phrase success
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* \return true if success, false if failed (partially or totally)
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*/
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bool testPhraseSuccess();
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/**
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* check target validity
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* \param targetRowId rowid of the target to check
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* \param errorCode the string that will receive the error code if any
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* \return true if the target is valid
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*/
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bool checkTargetValidity( const TDataSetRow &targetRowId, std::string &errorCode );
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/**
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* check the attacker can pay phrase's costs
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*/
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bool checkPhraseCost( std::string &errorCode );
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/**
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* create the defender structure from given row id
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*/
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void createDefender( const TDataSetRow &targetRowId );
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/**
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* validate combat actions
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*/
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bool validateCombatActions(std::string &errorCode);
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/**
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* apply combat actions
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*/
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void applyCombatActions();
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protected:
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// total cost (sabrina system)
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uint16 _SabrinaCost;
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// total credit (sabrina system)
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uint16 _SabrinaCredit;
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/// stamina cost of the attack
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sint32 _StaminaCost;
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// hp cost
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sint32 _HPCost;
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/// execution length modifier (in ticks)
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sint32 _ExecutionLengthModifier;
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/// hit rate modifier (in ticks)
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sint32 _HitRateModifier;
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/// modifier on dealt damage
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sint32 _DamageModifier;
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/// factor on dealt damage
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float _DamageFactor;
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/// forced localisation if any
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SLOT_EQUIPMENT::TSlotEquipment _ForcedLocalisation;
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/// skill used by the root brick
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SKILLS::ESkills _RootSkill;
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/// skill modifier for attack
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sint32 _AttackSkillModifier;
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/// repeat mode on/off
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bool _CyclicPhrase;
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/// stamina loss factor
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float _StaminaLossFactor;
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/// stamina loss modifier
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uint32 _StaminaLossModifier;
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/// sap loss factor
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float _SapLossFactor;
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/// sap loss modifier
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uint32 _SapLossModifier;
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/// opening needed
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std::string _Opening;
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///
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bool _DisengageOnEnd;
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//\name the behaviours for the actor
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//@{
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MBEHAV::CBehaviour _ExecutionBehaviour;
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MBEHAV::CBehaviour _SuccessBehaviour;
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MBEHAV::CBehaviour _CriticalSuccessBehaviour;
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MBEHAV::CBehaviour _FailureBehaviour;
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MBEHAV::CBehaviour _FumbleBehaviour;
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MBEHAV::CBehaviour _EndBehaviour;
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MBEHAV::CBehaviour _StopBehaviour;
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//@}
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/// Multiplier on light armor damage absorption (after all computing)(1.0 = default; 1.2 = +20% ; 0.6 = -40%)
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float _LightArmorAbsorptionMultiplier;
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/// Modifier on light armor damage absorption
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sint32 _LightArmorAbsorptionModifier;
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/// Multiplier on light armor wear ( armor hp lost)
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float _LightArmorWearMultiplier;
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/// Multiplier on Medium armor damage absorption
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float _MediumArmorAbsorptionMultiplier;
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/// Modifier on medium armor damage absorption
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sint32 _MediumArmorAbsorptionModifier;
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/// Multiplier on Medium armor wear ( armor hp lost)
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float _MediumArmorWearMultiplier;
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/// Multiplier on Heavy armor damage absorption
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float _HeavyArmorAbsorptionMultiplier;
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/// Modifier on heavy armor damage absorption
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sint32 _HeavyArmorAbsorptionModifier;
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/// Multiplier on Heavy armor wear ( armor hp lost)
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float _HeavyArmorWearMultiplier;
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/// factor on target aggressivity (aggro) (1.0 = default; 1.2 = +20% ; 0.6 = -40%)
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float _AggroMultiplier;
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/// modifier on target aggressivity (aggro)
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sint32 _AggroModifier;
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//\name damage multipliers for ranged attacks
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//@{
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float _DamagePointBlank;
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float _DamageShortRange;
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float _DamageMediumRange;
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float _DamageLongRange;
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//@}
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/// vector of ai event report structures if target is managed by ai (ie. not a player)
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//std::vector<CAiEventReport*> _AiEventReports;
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CAiEventReport _AiEventReport;
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// following will be used later on
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// secondary targets
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// std::vector<NLMISC::CEntityId> _SecondaryTargets;
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/// \name temp vars
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//@{
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/// success damage factor (1.0 if real success, < 1 if partial success, 0 = total failure)
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float _PhraseSuccessDamageFactor;
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/// skill used to attack
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SKILLS::ESkills _AttackSkill;
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/// validated flag
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bool _Validated;
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/// already sent a target too far message since last strike
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bool _TargetTooFarMsg;
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///
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bool _NotEnoughHpMsg;
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///
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bool _NotEnoughStaminaMsg;
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/// is current target valid ?
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bool _CurrentTargetIsValid;
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/// melee or range combat
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bool _MeleeCombat;
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/// delta level between attacker and defender
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sint32 _DeltaLevel;
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//}@
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/// combat special actions (such as stun, bleed, slow etc)
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std::vector< CCombatAction * > _CombatActions;
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/// attacker
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CCombatAttacker *_Attacker;
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/// attacker
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CCombatDefender *_Defender;
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};
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#endif // RY_COMBAT_PHRASE_H
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/* End of combat_phrase.h */
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