/// <summary>
/// Handles attack.
/// </summary>
/// <param name="attacker">The creature attacking.</param>
/// <param name="skill">The skill being used.</param>
/// <param name="targetEntityId">The entity id of the target.</param>
/// <returns></returns>
public CombatSkillResult Use(Creature attacker, Skill skill, long targetEntityId)
{
if (attacker.IsStunned)
return CombatSkillResult.Okay;
var target = attacker.Region.GetCreature(targetEntityId);
if (target == null)
return CombatSkillResult.Okay;
if (!attacker.GetPosition().InRange(target.GetPosition(), attacker.AttackRangeFor(target)))
return CombatSkillResult.OutOfRange;
attacker.StopMove();
var targetPosition = target.StopMove();
// Counter
if (Counterattack.Handle(target, attacker))
return CombatSkillResult.Okay;
var rightWeapon = attacker.Inventory.RightHand;
var leftWeapon = attacker.Inventory.LeftHand;
var magazine = attacker.Inventory.Magazine;
var dualWield = (rightWeapon != null && leftWeapon != null && leftWeapon.Data.WeaponType != 0);
var maxHits = (byte)(dualWield ? 2 : 1);
int prevId = 0;
for (byte i = 1; i <= maxHits; ++i)
{
var weapon = (i == 1 ? rightWeapon : leftWeapon);
var weaponIsKnuckle = (weapon != null && weapon.Data.HasTag("/knuckle/"));
var aAction = new AttackerAction(CombatActionType.Attacker, attacker, skill.Info.Id, targetEntityId);
aAction.Set(AttackerOptions.Result);
var tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
tAction.Set(TargetOptions.Result);
var cap = new CombatActionPack(attacker, skill.Info.Id, aAction, tAction);
cap.Hit = i;
cap.Type = (dualWield ? CombatActionPackType.TwinSwordAttack : CombatActionPackType.NormalAttack);
cap.PrevId = prevId;
prevId = cap.Id;
// Default attacker options
aAction.Set(AttackerOptions.Result);
if (dualWield)
{
aAction.Set(AttackerOptions.DualWield);
aAction.WeaponParameterType = (byte)(i == 1 ? 2 : 1);
}
// Base damage
var damage = (i == 1 ? attacker.GetRndRightHandDamage() : attacker.GetRndLeftHandDamage());
// Critical Hit
var critChance = (i == 1 ? attacker.GetRightCritChance(target.Protection) : attacker.GetLeftCritChance(target.Protection));
CriticalHit.Handle(attacker, critChance, ref damage, tAction);
// Subtract target def/prot
SkillHelper.HandleDefenseProtection(target, ref damage);
// Defense
Defense.Handle(aAction, tAction, ref damage);
// Mana Shield
ManaShield.Handle(target, ref damage, tAction);
// Deal with it!
if (damage > 0)
target.TakeDamage(tAction.Damage = damage, attacker);
// Aggro
target.Aggro(attacker);
// Evaluate caused damage
if (!target.IsDead)
{
if (tAction.SkillId != SkillId.Defense)
{
target.Stability -= this.GetStabilityReduction(attacker, weapon) / maxHits;
// React normal for CombatMastery, knock down if
// FH and not dual wield, don't knock at all if dual.
if (skill.Info.Id != SkillId.FinalHit)
{
// Originally we thought you knock enemies back, unless it's a critical
// hit, but apparently you knock *down* under normal circumstances.
// More research to be done.
if (target.IsUnstable && target.Is(RaceStands.KnockBackable))
//tAction.Set(tAction.Has(TargetOptions.Critical) ? TargetOptions.KnockDown : TargetOptions.KnockBack);
tAction.Set(TargetOptions.KnockDown);
}
else if (!dualWield && !weaponIsKnuckle)
{
target.Stability = Creature.MinStability;
tAction.Set(TargetOptions.KnockDown);
}
}
}
else
{
tAction.Set(TargetOptions.FinishingKnockDown);
}
// React to knock back
if (tAction.IsKnockBack)
{
attacker.Shove(target, KnockBackDistance);
aAction.Set(AttackerOptions.KnockBackHit2);
// Remove dual wield option if last hit doesn't come from
// the second weapon.
if (cap.Hit != 2)
aAction.Options &= ~AttackerOptions.DualWield;
}
// Set stun time
if (tAction.SkillId != SkillId.Defense)
{
aAction.Stun = GetAttackerStun(attacker, weapon, tAction.IsKnockBack && skill.Info.Id != SkillId.FinalHit);
tAction.Stun = GetTargetStun(attacker, weapon, tAction.IsKnockBack);
}
// Second hit doubles stun time for normal hits
if (cap.Hit == 2 && !tAction.IsKnockBack)
aAction.Stun *= 2;
// Update current weapon
SkillHelper.UpdateWeapon(attacker, target, weapon);
cap.Handle();
// No second hit if target was knocked back
if (tAction.IsKnockBack)
break;
}
return CombatSkillResult.Okay;
}