/
EnemyEntity.cs
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/
EnemyEntity.cs
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// Project: Daggerfall Tools For Unity
// Copyright: Copyright (C) 2009-2016 Daggerfall Workshop
// Web Site: http://www.dfworkshop.net
// License: MIT License (http://www.opensource.org/licenses/mit-license.php)
// Source Code: https://github.com/Interkarma/daggerfall-unity
// Original Author: Gavin Clayton (interkarma@dfworkshop.net)
// Contributors:
//
// Notes:
//
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using DaggerfallConnect;
using DaggerfallConnect.Arena2;
using DaggerfallWorkshop.Game.Formulas;
using DaggerfallWorkshop.Game.Player;
namespace DaggerfallWorkshop.Game.Entity
{
/// <summary>
/// Implements DaggerfallEntity with properties specific to enemies.
/// Currently enemy setup is bridging between old "demo" components and newer "game" systems.
/// TODO: Migrate completely to "game" methods and simplify enemy instantiation and setup.
/// </summary>
public class EnemyEntity : DaggerfallEntity
{
#region Fields
int careerIndex = -1;
EntityTypes entityType = EntityTypes.None;
MobileEnemy mobileEnemy;
bool pickpocketByPlayerAttempted = false;
#endregion
#region Properties
public EntityTypes EntityType
{
get { return entityType; }
}
public int CareerIndex
{
get { return careerIndex; }
}
public MobileEnemy MobileEnemy
{
get { return mobileEnemy; }
}
public bool PickpocketByPlayerAttempted
{
get { return (pickpocketByPlayerAttempted); }
set { pickpocketByPlayerAttempted = value; }
}
#endregion
#region Public Methods
/// <summary>
/// Assigns default entity settings.
/// </summary>
public override void SetEntityDefaults()
{
}
/// <summary>
/// Sets enemy career and prepares entity settings.
/// </summary>
public void SetEnemyCareer(MobileEnemy mobileEnemy, EntityTypes entityType)
{
if (entityType == EntityTypes.EnemyMonster)
{
careerIndex = (int)mobileEnemy.ID;
career = GetMonsterCareerTemplate((MonsterCareers)careerIndex);
stats.SetFromCareer(career);
// Enemy monster has predefined level, health and armor values.
// Armor values can be modified below by equipment.
level = mobileEnemy.Level;
maxHealth = UnityEngine.Random.Range(mobileEnemy.MinHealth, mobileEnemy.MaxHealth + 1);
for (int i = 0; i < ArmorValues.Length; i++)
{
ArmorValues[i] = (sbyte)(mobileEnemy.ArmorValue * 5);
}
}
else if (entityType == EntityTypes.EnemyClass)
{
careerIndex = (int)mobileEnemy.ID - 128;
career = GetClassCareerTemplate((ClassCareers)careerIndex);
stats.SetFromCareer(career);
// Enemy class is levelled to player and uses similar health rules
level = GameManager.Instance.PlayerEntity.Level;
maxHealth = FormulaHelper.RollEnemyClassMaxHealth(level, career.HitPointsPerLevel);
}
else
{
career = new DFCareer();
careerIndex = -1;
return;
}
this.mobileEnemy = mobileEnemy;
this.entityType = entityType;
name = career.Name;
short skillsLevel = (short)((level * 5) + 30);
if (skillsLevel > 100)
{
skillsLevel = 100;
}
for (int i = 0; i <= DaggerfallSkills.Count; i++)
{
skills.SetSkillValue(i, skillsLevel);
}
// Enemy classes and some monsters use equipment
if (careerIndex == (int)MonsterCareers.Orc || careerIndex == (int)MonsterCareers.OrcShaman)
{
SetEnemyEquipment(0);
}
else if (careerIndex == (int)MonsterCareers.Centaur || careerIndex == (int)MonsterCareers.OrcSergeant)
{
SetEnemyEquipment(1);
}
else if (careerIndex == (int)MonsterCareers.OrcWarlord)
{
SetEnemyEquipment(2);
}
else if (entityType == EntityTypes.EnemyClass)
{
SetEnemyEquipment(UnityEngine.Random.Range(0, 2)); // 0 or 1
}
FillVitalSigns();
}
public void SetEnemyEquipment(int variant)
{
PlayerEntity player = GameManager.Instance.PlayerEntity;
int itemLevel = player.Level;
Genders gender = player.Gender;
Races race = player.Race;
int chance = 0;
if (variant == 0)
{
// right-hand weapon
int item = UnityEngine.Random.Range((int)Game.Items.Weapons.Broadsword, (int)(Game.Items.Weapons.Longsword) + 1);
Items.DaggerfallUnityItem weapon = Game.Items.ItemBuilder.CreateWeapon((Items.Weapons)item, Game.Items.ItemBuilder.RandomMaterial(itemLevel));
ItemEquipTable.EquipItem(weapon, true, false);
chance = 50;
// left-hand shield
item = UnityEngine.Random.Range((int)Game.Items.Armor.Buckler, (int)(Game.Items.Armor.Round_Shield) + 1);
if (UnityEngine.Random.Range(1, 101) <= chance)
{
Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, (Items.Armor)item, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel));
ItemEquipTable.EquipItem(armor, true, false);
}
// left-hand weapon
else if (UnityEngine.Random.Range(1, 101) <= chance)
{
item = UnityEngine.Random.Range((int)Game.Items.Weapons.Dagger, (int)(Game.Items.Weapons.Shortsword) + 1);
weapon = Game.Items.ItemBuilder.CreateWeapon((Items.Weapons)item, Game.Items.ItemBuilder.RandomMaterial(itemLevel));
ItemEquipTable.EquipItem(weapon, true, false);
}
}
else
{
// right-hand weapon
int item = UnityEngine.Random.Range((int)Game.Items.Weapons.Claymore, (int)(Game.Items.Weapons.Battle_Axe) + 1);
Items.DaggerfallUnityItem weapon = Game.Items.ItemBuilder.CreateWeapon((Items.Weapons)item, Game.Items.ItemBuilder.RandomMaterial(itemLevel));
ItemEquipTable.EquipItem(weapon, true, false);
if (variant == 1)
chance = 75;
else if (variant == 2)
chance = 90;
}
// helm
if (UnityEngine.Random.Range(1, 101) <= chance)
{
Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Helm, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel));
ItemEquipTable.EquipItem(armor, true, false);
}
// right pauldron
if (UnityEngine.Random.Range(1, 101) <= chance)
{
Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Right_Pauldron, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel));
ItemEquipTable.EquipItem(armor, true, false);
}
// left pauldron
if (UnityEngine.Random.Range(1, 101) <= chance)
{
Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Left_Pauldron, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel));
ItemEquipTable.EquipItem(armor, true, false);
}
// cuirass
if (UnityEngine.Random.Range(1, 101) <= chance)
{
Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Cuirass, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel));
ItemEquipTable.EquipItem(armor, true, false);
}
// greaves
if (UnityEngine.Random.Range(1, 101) <= chance)
{
Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Greaves, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel));
ItemEquipTable.EquipItem(armor, true, false);
}
// boots
if (UnityEngine.Random.Range(1, 101) <= chance)
{
Items.DaggerfallUnityItem armor = Game.Items.ItemBuilder.CreateArmor(gender, race, Game.Items.Armor.Boots, Game.Items.ItemBuilder.RandomArmorMaterial(itemLevel));
ItemEquipTable.EquipItem(armor, true, false);
}
// Initialize armor values to 100 (no armor)
for (int i = 0; i < ArmorValues.Length; i++)
{
ArmorValues[i] = 100;
}
// Calculate armor values from equipment
for (int i = (int)Game.Items.EquipSlots.Head; i < (int)Game.Items.EquipSlots.Feet; i++)
{
Items.DaggerfallUnityItem item = ItemEquipTable.GetItem((Items.EquipSlots)i);
if (item != null && item.ItemGroup == Game.Items.ItemGroups.Armor)
{
UpdateEquippedArmorValues(item, true);
}
}
if (entityType == EntityTypes.EnemyClass)
{
// Clamp to maximum armor value of 60. In classic this also applies for monsters.
// Note: Classic sets the value to 60 if it is > 50, which seems like an oversight.
for (int i = 0; i < ArmorValues.Length; i++)
{
if (ArmorValues[i] > 60)
{
ArmorValues[i] = 60;
}
}
}
else
{
// Note: In classic, the above applies for equipment-using monsters as well as enemy classes.
// The resulting armor values are often 60. Due to the +40 to hit against monsters this makes
// monsters with equipment very easy to hit, and 60 is a worse value than any value monsters
// have in their definition. To avoid this, in DF Unity the equipment valuesare only used if
// they are better than the value in the definition.
for (int i = 0; i < ArmorValues.Length; i++)
{
if (ArmorValues[i] > (sbyte)(mobileEnemy.ArmorValue * 5))
{
ArmorValues[i] = (sbyte)(mobileEnemy.ArmorValue * 5);
}
}
}
}
public DFCareer.EnemyGroups GetEnemyGroup()
{
switch (careerIndex)
{
case (int)MonsterCareers.Rat:
case (int)MonsterCareers.GiantBat:
case (int)MonsterCareers.GrizzlyBear:
case (int)MonsterCareers.SabertoothTiger:
case (int)MonsterCareers.Spider:
case (int)MonsterCareers.Slaughterfish:
case (int)MonsterCareers.GiantScorpion:
case (int)MonsterCareers.Dragonling:
case (int)MonsterCareers.Horse_Invalid: // (grouped as undead in classic)
case (int)MonsterCareers.Dragonling_Alternate: // (grouped as undead in classic)
return DFCareer.EnemyGroups.Animals;
case (int)MonsterCareers.Imp:
case (int)MonsterCareers.Spriggan:
case (int)MonsterCareers.Orc:
case (int)MonsterCareers.Centaur:
case (int)MonsterCareers.Werewolf:
case (int)MonsterCareers.Nymph:
case (int)MonsterCareers.OrcSergeant:
case (int)MonsterCareers.Harpy:
case (int)MonsterCareers.Wereboar:
case (int)MonsterCareers.Giant:
case (int)MonsterCareers.OrcShaman:
case (int)MonsterCareers.Gargoyle:
case (int)MonsterCareers.OrcWarlord:
case (int)MonsterCareers.Dreugh: // (grouped as undead in classic)
case (int)MonsterCareers.Lamia: // (grouped as undead in classic)
return DFCareer.EnemyGroups.Humanoid;
case (int)MonsterCareers.SkeletalWarrior:
case (int)MonsterCareers.Zombie: // (grouped as animal in classic)
case (int)MonsterCareers.Ghost:
case (int)MonsterCareers.Mummy:
case (int)MonsterCareers.Wraith:
case (int)MonsterCareers.Vampire:
case (int)MonsterCareers.VampireAncient:
case (int)MonsterCareers.Lich:
case (int)MonsterCareers.AncientLich:
return DFCareer.EnemyGroups.Undead;
case (int)MonsterCareers.FrostDaedra:
case (int)MonsterCareers.FireDaedra:
case (int)MonsterCareers.Daedroth:
case (int)MonsterCareers.DaedraSeducer:
case (int)MonsterCareers.DaedraLord:
return DFCareer.EnemyGroups.Daedra;
case (int)MonsterCareers.FireAtronach:
case (int)MonsterCareers.IronAtronach:
case (int)MonsterCareers.FleshAtronach:
case (int)MonsterCareers.IceAtronach:
return DFCareer.EnemyGroups.None;
default:
return DFCareer.EnemyGroups.None;
}
}
#endregion
}
}