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combat.gd
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581 lines (487 loc) · 17.2 KB
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class_name Combat
extends RefCounted
## Returns the damage after applying the damage reduction
static func _calculate_damage_reduction(
damage_type: Damage.Type, resistance: int, damage: int
) -> int:
if damage_type in [Damage.Type.POISON]:
# Things like poison aren't physical damage
return 0
else:
return max(0, damage - resistance)
class MeleeAttackResult:
extends RefCounted
var damage: int = 0
var damage_type: Damage.Type = Damage.Type.BLUNT
var killed: bool = false
var missed: bool = false
func _to_string() -> String:
return (
"MeleeAttackResult(damage=%d, killed=%s, missed=%s)"
% [
damage,
killed,
missed,
]
)
## Handles a melee interaction between an attacker and defender
## Returns a MeleeAttackResult containing damage dealt and any special effects
static func resolve_melee_attack(attacker: Monster, defender: Monster) -> MeleeAttackResult:
var attacker_name := attacker.get_name(Monster.NameFormat.THE)
var defender_name := defender.get_name(Monster.NameFormat.THE)
var item := attacker.equipment.get_equipped_item(Equipment.Slot.MELEE)
Log.i("Resolving melee attack from %s to %s with %s" % [attacker_name, defender_name, item])
var result := MeleeAttackResult.new()
# 1. Attack roll
var attack_roll := Dice.roll(1, 20)
var to_hit_bonus := 0
var attacker_strength := attacker.get_strength()
if attacker_strength <= 5:
to_hit_bonus = -2
elif attacker_strength <= 7:
to_hit_bonus = -1
elif attacker_strength <= 16:
to_hit_bonus = 0
elif attacker_strength <= 20:
to_hit_bonus = 1
elif attacker_strength <= 29:
to_hit_bonus = 2
else:
to_hit_bonus = 3
# Add skill bonus
var skill_bonus := 0
if item:
var skill_hit_bonus := attacker.get_skill_hit_bonus(item.skill_type)
skill_bonus = int(20.0 * skill_hit_bonus) # Convert percentage to bonus (e.g. 20% -> +4)
Log.d(" Skill bonus from %s: %d" % [Skills.Type.keys()[item.skill_type], skill_bonus])
# TODO: dexterity
# TODO: equipment enhancement bonuses
var target_ac := defender.get_armor_class()
var is_hit := attack_roll + to_hit_bonus + skill_bonus >= target_ac
var params := [
attack_roll,
to_hit_bonus,
skill_bonus,
target_ac,
is_hit,
]
Log.d(" 1. Attack roll: %d + %d + %d >= %d -> %s" % params)
if not is_hit:
Log.d(" Missed")
_show_popup(attacker, "Miss")
result.missed = true
return result
# 2. Calculate base damage
Log.d(" Equipped item: %s" % item)
var base_damage := Dice.roll(item.damage[0], item.damage[1]) if item else 1
var damage_type := item.damage_types.pick_random() as Damage.Type if item else Damage.Type.BLUNT
Log.d(" Damage type: %s" % Damage.Type.keys()[damage_type])
var modifier := 0
if attacker_strength <= 5:
modifier = -1
elif attacker_strength <= 15:
modifier = 0
elif attacker_strength <= 17:
modifier = 1
elif attacker_strength <= 20:
modifier = 2
elif attacker_strength <= 23:
modifier = 3
elif attacker_strength <= 26:
modifier = 5
elif attacker_strength <= 29:
modifier = 5
else:
modifier = 6
var damage := base_damage + modifier
params = [
Dice.format(item.damage[0], item.damage[1]) if item else "null",
base_damage,
modifier,
damage,
]
Log.d(" 2. Base damage: (%s -> %d) + %d = %d" % params)
# TODO: weapon enchantment
# TODO: role bonus
# TODO: monster class vulnerability
# 3. Critical hit
# TODO: items with immediate death, like vorpal blade
Log.d(" 3. Critical hits efects: TODO")
# 4. Damage reductions
Log.d(" 4. Damage reductions:")
# TODO: Shield absorption system
# Check resistances
if damage > 0:
var resistances := defender.get_resistances()
if damage_type in resistances:
var resistance: int = resistances[damage_type]
Log.d(" %s resistance: %d" % [Damage.Type.keys()[damage_type], resistance])
_show_popup(defender, "Resist")
damage = _calculate_damage_reduction(damage_type, resistance, damage)
Log.d(" Damage after reduction: %d" % damage)
# 5. Apply damage
result.damage = damage
Log.d(" 5. Damage applied: %d" % damage)
_show_popup(defender, damage)
# 6. Check for death
if defender.hp <= result.damage:
result.killed = true
Log.d(" 6. %s is killed" % defender)
Log.d(" Result: %s" % result)
return result
## Shows a popup for a monster
static func _show_popup(monster: Monster, damage: Variant) -> void:
var defender_pos := World.current_map.find_monster_position(monster)
var popup_text: String
if damage is int:
if damage != 0:
popup_text = str(damage as int)
elif damage:
popup_text = str(damage)
if popup_text:
var popup := StatusPopupEffect.new(monster, defender_pos, popup_text)
World.effect_occurred.emit(popup)
## Format combat message
static func format_melee_attack_message(
attacker: Monster, defender: Monster, result: MeleeAttackResult
) -> String:
var is_player_attacker := attacker == World.player
var is_player_defender := defender == World.player
var subject := "you" if is_player_attacker else attacker.get_name(Monster.NameFormat.THE)
var object := "you" if is_player_defender else defender.get_name(Monster.NameFormat.THE)
var verb := "hit" if is_player_attacker else "hits"
if result.missed:
if is_player_attacker:
return "You miss."
return "%s misses." % Utils.capitalize_first(subject)
var message := "%s %s %s." % [Utils.capitalize_first(subject), verb, object]
if result.killed:
if is_player_defender:
message += " You die."
else:
message += " %s is killed!" % Utils.capitalize_first(defender.get_name(Monster.NameFormat.THE))
return message
class RangedAttackResult:
extends RefCounted
var hit_pos: Vector2i = Utils.INVALID_POS
var hit_monster: Monster = null
var hit_obstacle: Obstacle = null
var hit_terrain: Terrain = null
var damage: int = 0
var damage_type: Damage.Type = Damage.Type.BLUNT
var killed: bool = false
## Handles a ranged attack between an attacker and target
## Returns a RangedAttackResult containing damage dealt and any special effects
static func resolve_ranged_attack(
map: Map, attacker: Monster, target_pos: Vector2i, weapon: Item, ammo: Item
) -> RangedAttackResult:
var source_pos := map.find_monster_position(attacker)
Log.i("Resolving ranged attack from %s to %s" % [source_pos, target_pos])
var result := RangedAttackResult.new()
# Calculate end position
# TODO: bullet drop
const MAX_DISTANCE := 20
var angle := Vector2(target_pos - source_pos).angle()
Log.i(" Angle: %.2f rad - %.2f deg " % [angle, angle * 180 / PI])
var end_pos := Vector2i(Vector2(source_pos) + Vector2.RIGHT.rotated(angle) * MAX_DISTANCE)
Log.i(" End position: %s" % end_pos)
# Calculate trajectory
var trajectory := Utils.calculate_trajectory(source_pos, end_pos)
if trajectory.is_empty():
Log.e("No trajectory from %s to %s" % [source_pos, end_pos])
return null
# Calculate damage
var damage_roll := 0
var bonus := weapon.enhancement
if weapon.ammo_type:
Log.i(" Calculating damage from ammo %s" % ammo)
if not ammo:
Log.e(" Weapon %s needs ammo but got null" % weapon)
return null
damage_roll = Dice.roll(ammo.damage[0], ammo.damage[1])
result.damage_type = ammo.damage_types.pick_random()
else:
Log.i(" Calculating damage from weapon %s" % weapon)
if ammo:
Log.e(" Weapon %s does not need ammo but got %s" % [weapon, ammo])
return null
damage_roll = Dice.roll(weapon.damage[0], weapon.damage[1])
result.damage_type = weapon.damage_types.pick_random()
result.damage = damage_roll + bonus
Log.i(
(
" Damage: %d + %d = %d %s"
% [damage_roll, bonus, result.damage, Damage.Type.keys()[result.damage_type]]
)
)
# Check for hits along trajectory
for pos in trajectory:
# Skip the source position
if pos == source_pos:
continue
# Check for monster hit
var monster := map.get_monster(pos)
if monster:
Log.i(" Monster %s found at %s" % [monster, pos])
# Calculate hit chance based on distance and skill
var distance := source_pos.distance_to(pos)
var base_hit_chance := 100.0
if distance <= 10:
base_hit_chance = 100.0 - (distance * 1.5) # 1.5% per tile up to 15% at 10 tiles
else:
var remaining_distance := distance - 10
var remaining_penalty := remaining_distance * (25.0 / (MAX_DISTANCE - 10)) # Scale remaining 25% over remaining distance
base_hit_chance = 85.0 - remaining_penalty # Start at 85% (after -15% from first 10 tiles)
# Apply skill bonus
var skill_bonus := attacker.get_skill_hit_bonus(weapon.skill_type)
var hit_chance := base_hit_chance * (1.0 + skill_bonus) # e.g. 80% * (1 + 0.2) = 96% for Expert
Log.i(
(
" Base hit chance: %.2f%% + skill bonus %.2f%% = %.2f%%"
% [base_hit_chance, skill_bonus * 100, hit_chance]
)
)
var is_hit := Dice.chance(hit_chance)
if is_hit:
Log.i(" Monster %s hit!" % monster)
result.hit_pos = pos
result.hit_monster = monster
break
else:
Log.i(" Monster %s missed!" % monster)
# Check for obstacle hit
var obstacle := map.get_obstacle(pos)
if obstacle:
Log.i(" Obstacle %s found at %s" % [obstacle, pos])
# Calculate hit chance based on obstacle height
var hit_chance := 0.0
match obstacle.get_height():
Obstacle.Height.NONE:
hit_chance = 0.0 # Can't hit something with no height
Obstacle.Height.LOW:
hit_chance = 25.0 # Low obstacles are harder to hit
Obstacle.Height.MEDIUM:
hit_chance = 50.0 # Medium obstacles have average hit chance
Obstacle.Height.HIGH:
hit_chance = 75.0 # High obstacles are easier to hit
Obstacle.Height.FULL:
hit_chance = 100.0 # Full height obstacles always get hit
Log.i(" Hit chance based on height: %.2f%%" % hit_chance)
var roll := randf() * 100.0
var is_hit := roll <= hit_chance
Log.i(" Rolled %.2f vs %.2f: %s" % [roll, hit_chance, "HIT" if is_hit else "MISS"])
if is_hit:
Log.i(" Obstacle %s hit!" % obstacle)
result.hit_pos = pos
result.hit_obstacle = obstacle
break
else:
Log.i(" Obstacle %s missed!" % obstacle)
# Check for wall hit
if not map.get_cell(pos).is_walkable():
Log.i(" Wall found at %s" % pos)
result.hit_pos = pos
result.hit_terrain = map.get_cell(pos).terrain
break
# Apply damage to whatever was hit
if result.hit_monster:
Log.d(" Monster %s hit!" % result.hit_monster)
# 1. Calculate base damage
var damage := result.damage
Log.d(" Base damage: %d" % damage)
# # 2. First check shield absorption
# var shield_result := _handle_shield_absorption(
# result.damage_type, damage, result.hit_monster
# )
# damage = shield_result.damage
# 3. Calculate damage reduction from resistances
var resistances := result.hit_monster.get_resistances()
if result.damage_type in resistances:
var resistance: int = resistances[result.damage_type]
(
Log
. d(
(
" %s resistance: %d"
% [
Damage.Type.keys()[result.damage_type],
resistance,
]
)
)
)
_show_popup(result.hit_monster, "Resist")
damage = _calculate_damage_reduction(result.damage_type, resistance, damage)
Log.d(" Damage after reduction: %d" % damage)
else:
Log.d(" No resistance for %s" % Damage.Type.keys()[result.damage_type])
# 4. Apply damage
Log.d(" Applying damage: %d" % damage)
result.hit_monster.hp = max(0, result.hit_monster.hp - damage)
if result.hit_monster.hp <= 0:
Log.d(" %s is killed" % result.hit_monster)
result.killed = true
elif result.hit_obstacle:
Log.d(" Obstacle %s hit!" % result.hit_obstacle)
# TODO: obstacle damage
pass
elif result.hit_terrain:
Log.d(" Terrain %s hit!" % result.hit_terrain)
# TODO: terrain damage
pass
return result
class ThrownItemResult:
extends RefCounted
var end_pos: Vector2i
var hit_monster: Monster
var hit_obstacle: Obstacle
var hit_terrain: Terrain
var item: Item
var aoe_type: Damage.Type # Type of area effect damage
var aoe_radius: int # Radius of effect in cells
var aoe_turns: int # How many turns effect persists
var aoe_damage: Array[int] # Damage dice (e.g. [1,10] for 1d10)
func _to_string() -> String:
return (
"ThrownItemResult(end_pos=%s, hit_monster=%s, hit_obstacle=%s, hit_terrain=%s, aoe=%s:%d:%d)"
% [
end_pos,
hit_monster,
hit_obstacle,
hit_terrain,
Damage.Type.keys()[aoe_type] if aoe_type != null else "none",
aoe_radius,
aoe_turns
]
)
## Handles a thrown item between a thrower and target
## Returns a ThrownItemResult containing the item and any special effects
static func resolve_thrown_item(
map: Map, thrower: Monster, target_pos: Vector2i, item: Item
) -> ThrownItemResult:
Log.i("Resolving thrown item from %s to %s" % [thrower, target_pos])
var result := ThrownItemResult.new()
result.item = item
# Calculate max throw distance based on strength and throwing skill
var base_distance := maxi(5, thrower.get_strength())
var skill_bonus := thrower.get_skill_hit_bonus(Skills.Type.THROWING)
var max_distance := int(base_distance * (1.0 + skill_bonus)) # e.g. distance 10 * (1 + 0.2) = 12 for Expert
Log.i(
(
" Max distance: %d (base: %d, skill bonus: %.1f%%)"
% [max_distance, base_distance, skill_bonus * 100]
)
)
var source_pos := map.find_monster_position(thrower)
if source_pos == Utils.INVALID_POS:
Log.e("Failed to find source position for thrower %s" % thrower)
return result
# Calculate trajectory points
var points := Utils.calculate_trajectory(source_pos, target_pos)
# Limit points to max distance
points = points.slice(0, max_distance + 1)
Log.i(" Trajectory points: %s" % [points])
# Chance to deviate based on throwing skill
var deviation_chance := 0.25 * (1.0 - skill_bonus) # e.g. 25% * (1 - 0.2) = 20% for Expert
if Dice.chance(deviation_chance):
var deviation := Dice.roll(1, 3) - 2
var target_idx := points.find(target_pos)
if target_idx != -1:
target_idx = clampi(target_idx + deviation, 0, points.size() - 1)
target_pos = points[target_idx]
Log.i(
(
" Adjusted target position: %s (deviation chance: %.1f%%)"
% [target_pos, deviation_chance * 100]
)
)
# Check each point along trajectory
for pos in points:
if pos == source_pos:
continue
# Chance to hit a monster based on throwing skill
var monster := map.get_monster(pos)
if monster and monster != thrower:
var hit_chance := 0.1 * (1.0 + skill_bonus) # e.g. 10% * (1 + 0.2) = 12% for Expert
if Dice.chance(hit_chance):
Log.i(
" Hit monster %s at %s (hit chance: %.1f%%)" % [monster, pos, hit_chance * 100]
)
result.hit_monster = monster
result.end_pos = pos
break
# Chance to hit an obstacle based on its size and throwing skill
var obstacle := map.get_obstacle(pos)
if obstacle:
var base_hit_chance := 0.15 # Base 15% chance
match obstacle.get_height():
Obstacle.Height.NONE:
base_hit_chance = 0.0
Obstacle.Height.LOW:
base_hit_chance = 0.1
Obstacle.Height.MEDIUM:
base_hit_chance = 0.4
Obstacle.Height.HIGH:
base_hit_chance = 0.8
Obstacle.Height.FULL:
base_hit_chance = 1.0
# Reduce chance to hit obstacles based on throwing skill
var hit_chance := base_hit_chance * (1.0 - (skill_bonus * 0.5)) # Skilled throwers are better at avoiding obstacles
if Dice.chance(hit_chance):
Log.i(
(
" Hit obstacle %s at %s (hit chance: %.1f%%)"
% [obstacle, pos, hit_chance * 100]
)
)
result.hit_obstacle = obstacle
result.end_pos = pos
break
# Stop at target position or if we hit something
if pos == target_pos or not map.get_cell(pos).is_walkable():
Log.i(" Final position %s at %s" % [map.get_cell(pos).terrain, pos])
result.end_pos = pos
result.hit_terrain = map.get_cell(pos).terrain
break
# Add area of effect data if item has it
if item.aoe_config:
# Only add AOE data if this isn't a delayed grenade
if not (item.type == Item.Type.GRENADE and item.turns_to_activate > 0):
result.aoe_type = item.aoe_config.type
result.aoe_radius = item.aoe_config.radius
result.aoe_turns = item.aoe_config.turns
result.aoe_damage = item.damage
Log.i(" Result: %s" % result)
return result
class AreaOfEffectDamageResult:
extends RefCounted
var hit_monster: Monster = null
var damage: int = 0
var damage_type: Damage.Type = Damage.Type.BLUNT
var killed: bool = false
## Resolves area effect damage for a single monster
static func resolve_aoe_damage(
monster: Monster, damage_tuple: Array[int], damage_type: Damage.Type
) -> AreaOfEffectDamageResult:
Log.i("Resolving area effect damage for %s" % monster)
var result := AreaOfEffectDamageResult.new()
result.hit_monster = monster
var damage := Dice.roll(damage_tuple[0], damage_tuple[1])
Log.d(" Damage: %d type %s" % [damage, Damage.type_to_string(damage_type)])
var resistances := monster.get_resistances()
if damage_type in resistances:
_show_popup(monster, "Resist")
var resistance: int = resistances[damage_type]
Log.d(" Resistance to %s: %d" % [Damage.type_to_string(damage_type), resistance])
damage = _calculate_damage_reduction(damage_type, resistance, damage)
Log.d(" Damage after reduction: %d" % damage)
if damage > 0:
result.damage = damage
result.damage_type = damage_type
monster.hp = max(0, monster.hp - damage)
_show_popup(monster, damage)
if monster.hp <= 0:
Log.d(" %s is killed" % monster)
result.killed = true
Log.d(" Result: %s" % result)
return result