/// <summary>
/// Uses WM, attacking targets.
/// </summary>
/// <param name="attacker"></param>
/// <param name="skill"></param>
/// <param name="targetAreaId"></param>
/// <param name="unkInt1"></param>
/// <param name="unkInt2"></param>
public void Use(Creature attacker, Skill skill, long targetAreaId = 0, int unkInt1 = 0, int unkInt2 = 0)
{
bool wasKnockedDown = (attacker.IsKnockedDown || attacker.WasKnockedBack);
if ((attacker.Stun > 500 && wasKnockedDown || attacker.IsStunned && !wasKnockedDown || DateTime.Now.AddMilliseconds(2000) < attacker.AttackDelayTime && (wasKnockedDown)) && attacker.InterceptingSkillId == SkillId.None)
{
Send.SkillUseSilentCancel(attacker);
return;
}
var range = this.GetRange(attacker, skill);
ICollection<Creature> targets = attacker.GetTargetableCreaturesInRange(range, true).Where(t => !(DateTime.Now.AddMilliseconds(2000) < t.NotReadyToBeHitTime)).ToList(); //Able to be attacked at 1/3 of knock down time.
// Check targets
if (targets.Count == 0)
{
Send.Notice(attacker, Localization.Get("There isn't a target nearby to use that on."));
Send.SkillUseSilentCancel(attacker);
return;
}
// Create actions
var cap = new CombatActionPack(attacker, skill.Info.Id);
var aAction = new AttackerAction(CombatActionType.SpecialHit, attacker, skill.Info.Id, targetAreaId);
aAction.Set(AttackerOptions.Result);
cap.Add(aAction);
var survived = new List<Creature>();
var skipped = new List<Creature>();
var i = 0;
foreach (var target in targets)
{
i++;
target.StopMove();
Skill smash = target.Skills.Get(SkillId.Smash);
if (smash != null && target.Skills.IsReady(SkillId.Smash) && !attacker.IsPlayer)
attacker.InterceptingSkillId = SkillId.Smash;
TargetAction tAction;
if (attacker.InterceptingSkillId == SkillId.Smash && target.GetPosition().InRange(attacker.GetPosition(), target.AttackRangeFor(attacker)))
{
aAction.Options |= AttackerOptions.Result;
tAction = new TargetAction(CombatActionType.CounteredHit, target, attacker, SkillId.Smash);
tAction.Options |= TargetOptions.Result;
}
else
{
tAction = new TargetAction(CombatActionType.TakeHit, target, attacker, skill.Info.Id);
}
attacker.InterceptingSkillId = SkillId.None;
tAction.Delay = 300; // Usually 300, sometimes 350?
// Calculate damage
float damage = 0f;
if (attacker.RightHand != null && (
attacker.RightHand.Data.HasTag("/weapon/bow01/") ||
attacker.RightHand.Data.HasTag("/weapon/bow/") ||
attacker.RightHand.Data.HasTag("/weapon/crossbow/") ||
attacker.RightHand.Data.HasTag("/weapon/shuriken/") ||
attacker.RightHand.Data.HasTag("/weapon/atlatl/") ||
attacker.RightHand.Data.HasTag("/weapon/gun/dualgun/")))
{
damage = attacker.GetRndBareHandDamage();
}
else
{
damage = attacker.GetRndTotalDamage();
}
damage *= skill.RankData.Var1 / 100f;
// Handle skills and reductions
var allCrit = false;
var critSkill = target.Skills.Get(SkillId.CriticalHit);
if (allCrit)
{
// Add crit bonus
var bonus = critSkill.RankData.Var1 / 100f;
damage = damage + (damage * bonus);
// Set target option
tAction.Set(TargetOptions.Critical);
}
else if (i == 1)
{
CriticalHit.Handle(attacker, attacker.GetTotalCritChance(0), ref damage, tAction);
if (tAction.Has(TargetOptions.Critical))
allCrit = true;
}
var maxDamage = damage; //Damage without Defense and Protection
SkillHelper.HandleDefenseProtection(target, ref damage);
Defense.Handle(aAction, tAction, ref damage);
ManaShield.Handle(target, ref damage, tAction, maxDamage);
// Clean Hit if not defended nor critical
if (!tAction.Is(CombatActionType.Defended) && !tAction.Has(TargetOptions.Critical))
tAction.Set(TargetOptions.CleanHit);
// Take damage if any is left
if (damage > 0)
target.TakeDamage(tAction.Damage = damage, attacker);
// Finish if dead, knock down if not defended
if (target.IsDead)
tAction.Set(TargetOptions.KnockDownFinish);
else if (!tAction.Is(CombatActionType.Defended))
tAction.Set(TargetOptions.KnockDown);
// Anger Management
if (!target.IsDead)
survived.Add(target);
if (target.UseBattleStanceFromAOE)
target.IsInBattleStance = true;
// Stun & knock back
aAction.Stun = CombatMastery.GetAttackerStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
if (!tAction.Is(CombatActionType.Defended))
{
tAction.Stun = CombatMastery.GetTargetStun(attacker.AverageKnockCount, attacker.AverageAttackSpeed, true);
target.Stability = Creature.MinStability;
attacker.Shove(target, KnockbackDistance);
}
// Add action
cap.Add(tAction);
}
// Only select a random aggro if there is no aggro yet,
// WM only aggroes one target at a time.
if (survived.Count != 0 && attacker.Region.CountAggro(attacker) < 1)
{
var rnd = RandomProvider.Get();
var aggroTarget = survived.Random();
aggroTarget.Aggro(attacker);
}
// Reduce life in old combat system
if (!AuraData.FeaturesDb.IsEnabled("CombatSystemRenewal"))
{
var amount = (attacker.LifeMax < 10 ? 2 : attacker.LifeMax / 10);
attacker.ModifyLife(-amount);
attacker.InvincibilityTime = DateTime.Now.AddMilliseconds(2300);
}
// Spin it~
Send.UseMotion(attacker, 8, 4);
cap.Handle();
Send.SkillUse(attacker, skill.Info.Id, targetAreaId, unkInt1, unkInt2);
skill.Stacks = 0;
}