mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-26 02:41:28 +00:00
Pull Mob mainhand/offhand attack rounds into their own functions
This commit is contained in:
parent
578bbf657a
commit
7c89ab3fec
@ -5103,3 +5103,61 @@ bool Client::CheckDualWield()
|
||||
|
||||
return zone->random.Int(1, 375) <= chance;
|
||||
}
|
||||
|
||||
void Mob::DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
|
||||
{
|
||||
if (IsNPC()) {
|
||||
int16 n_atk = CastToNPC()->GetNumberOfAttacks();
|
||||
if (n_atk <= 1) {
|
||||
Attack(target, MainPrimary, false, false, false, opts);
|
||||
} else {
|
||||
for (int i = 0; i < n_atk; ++i) {
|
||||
Attack(target, MainPrimary, false, false, false, opts);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
Attack(target, MainPrimary, false, false, false, opts);
|
||||
}
|
||||
|
||||
if (target) {
|
||||
// we use this random value in three comparisons with different
|
||||
// thresholds, and if its truely random, then this should work
|
||||
// out reasonably and will save us compute resources.
|
||||
int32 RandRoll = zone->random.Int(0, 99);
|
||||
if ((CanThisClassDoubleAttack() || GetSpecialAbility(SPECATK_TRIPLE) || GetSpecialAbility(SPECATK_QUAD))
|
||||
// check double attack, this is NOT the same rules that clients use...
|
||||
&&
|
||||
RandRoll < (GetLevel() + NPCDualAttackModifier)) {
|
||||
Attack(target, MainPrimary, false, false, false, opts);
|
||||
// lets see if we can do a triple attack with the main hand
|
||||
// pets are excluded from triple and quads...
|
||||
if ((GetSpecialAbility(SPECATK_TRIPLE) || GetSpecialAbility(SPECATK_QUAD)) && !IsPet() &&
|
||||
RandRoll < (GetLevel() + NPCTripleAttackModifier)) {
|
||||
Attack(target, MainPrimary, false, false, false, opts);
|
||||
// now lets check the quad attack
|
||||
if (GetSpecialAbility(SPECATK_QUAD) &&
|
||||
RandRoll < (GetLevel() + NPCQuadAttackModifier)) {
|
||||
Attack(target, MainPrimary, false, false, false, opts);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Mob::DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
|
||||
{
|
||||
if (!target)
|
||||
return;
|
||||
// Mobs will only dual wield w/ the flag or have a secondary weapon
|
||||
if (GetSpecialAbility(SPECATK_INNATE_DW) || GetEquipment(MaterialSecondary) != 0) {
|
||||
if (CheckDualWield()) {
|
||||
Attack(target, MainSecondary, false, false, false, opts);
|
||||
if (CanThisClassDoubleAttack()) {
|
||||
// This isn't correct yet
|
||||
if (zone->random.Roll(GetLevel() + 20)) {
|
||||
Attack(target, MainSecondary, false, false, false, opts);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -167,6 +167,8 @@ public:
|
||||
void CommonBreakInvisible();
|
||||
bool HasDied();
|
||||
virtual bool CheckDualWield();
|
||||
void DoMainHandAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr);
|
||||
void DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts = nullptr);
|
||||
|
||||
//Appearance
|
||||
void SendLevelAppearance();
|
||||
|
||||
@ -1101,42 +1101,7 @@ void Mob::AI_Process() {
|
||||
|
||||
//try main hand first
|
||||
if(attack_timer.Check()) {
|
||||
if(IsNPC()) {
|
||||
int16 n_atk = CastToNPC()->GetNumberOfAttacks();
|
||||
if(n_atk <= 1) {
|
||||
Attack(target, MainPrimary);
|
||||
} else {
|
||||
for(int i = 0; i < n_atk; ++i) {
|
||||
Attack(target, MainPrimary);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
Attack(target, MainPrimary);
|
||||
}
|
||||
|
||||
if (target) {
|
||||
//we use this random value in three comparisons with different
|
||||
//thresholds, and if its truely random, then this should work
|
||||
//out reasonably and will save us compute resources.
|
||||
int32 RandRoll = zone->random.Int(0, 99);
|
||||
if ((CanThisClassDoubleAttack() || GetSpecialAbility(SPECATK_TRIPLE)
|
||||
|| GetSpecialAbility(SPECATK_QUAD))
|
||||
//check double attack, this is NOT the same rules that clients use...
|
||||
&& RandRoll < (GetLevel() + NPCDualAttackModifier)) {
|
||||
Attack(target, MainPrimary);
|
||||
// lets see if we can do a triple attack with the main hand
|
||||
//pets are excluded from triple and quads...
|
||||
if ((GetSpecialAbility(SPECATK_TRIPLE) || GetSpecialAbility(SPECATK_QUAD))
|
||||
&& !IsPet() && RandRoll < (GetLevel() + NPCTripleAttackModifier)) {
|
||||
Attack(target, MainPrimary);
|
||||
// now lets check the quad attack
|
||||
if (GetSpecialAbility(SPECATK_QUAD)
|
||||
&& RandRoll < (GetLevel() + NPCQuadAttackModifier)) {
|
||||
Attack(target, MainPrimary);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
DoMainHandAttackRounds(target);
|
||||
|
||||
if (GetSpecialAbility(SPECATK_FLURRY)) {
|
||||
int flurry_chance = GetSpecialAbilityParam(SPECATK_FLURRY, 0);
|
||||
@ -1271,24 +1236,7 @@ void Mob::AI_Process() {
|
||||
|
||||
//now off hand
|
||||
if (attack_dw_timer.Check() && CanThisClassDualWield())
|
||||
{
|
||||
int myclass = GetClass();
|
||||
//can only dual wield without a weapon if your a monk
|
||||
if(GetSpecialAbility(SPECATK_INNATE_DW) || (GetEquipment(MaterialSecondary) != 0 && GetLevel() > 29) || myclass == MONK || myclass == MONKGM) {
|
||||
float DualWieldProbability = (GetSkill(SkillDualWield) + GetLevel()) / 400.0f;
|
||||
if(zone->random.Roll(DualWieldProbability))
|
||||
{
|
||||
Attack(target, MainSecondary);
|
||||
if (CanThisClassDoubleAttack())
|
||||
{
|
||||
if (zone->random.Roll(GetLevel() + 20))
|
||||
{
|
||||
Attack(target, MainSecondary);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
DoOffHandAttackRounds(target);
|
||||
|
||||
//now special attacks (kick, etc)
|
||||
if(IsNPC())
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user