[Bug Fix] Rampage Number of Hits Limit (#3929)

* [Bug Fix] Rampage Number of Hits Limit

Rampage should Hit 1-2 times (Primary / Secondary) should not be Triple/Quadable

* requested name convention changes
This commit is contained in:
Fryguy
2024-01-09 05:48:45 -05:00
committed by GitHub
parent 1b5b22eeca
commit d0e069f4f8
3 changed files with 38 additions and 26 deletions
+16 -8
View File
@@ -2098,16 +2098,22 @@ bool Mob::Rampage(ExtraAttackOptions *opts)
} else {
entity_list.MessageCloseString(this, true, 200, Chat::NPCRampage, NPC_RAMPAGE, GetCleanName());
}
int rampage_targets = GetSpecialAbilityParam(SPECATK_RAMPAGE, 1);
if (rampage_targets == 0) // if set to 0 or not set in the DB
if (rampage_targets == 0) { // if set to 0 or not set in the DB
rampage_targets = RuleI(Combat, DefaultRampageTargets);
if (rampage_targets > RuleI(Combat, MaxRampageTargets))
}
if (rampage_targets > RuleI(Combat, MaxRampageTargets)) {
rampage_targets = RuleI(Combat, MaxRampageTargets);
}
m_specialattacks = eSpecialAttacks::Rampage;
for (int i = 0; i < RampageArray.size(); i++) {
if (index_hit >= rampage_targets)
if (index_hit >= rampage_targets) {
break;
}
// range is important
Mob *m_target = entity_list.GetMob(RampageArray[i]);
if (m_target) {
@@ -2122,7 +2128,7 @@ bool Mob::Rampage(ExtraAttackOptions *opts)
}
if (DistanceSquaredNoZ(GetPosition(), m_target->GetPosition()) <= NPC_RAMPAGE_RANGE2) {
ProcessAttackRounds(m_target, opts);
ProcessAttackRounds(m_target, opts, true);
index_hit++;
}
}
@@ -2130,20 +2136,22 @@ bool Mob::Rampage(ExtraAttackOptions *opts)
if (RuleB(Combat, RampageHitsTarget)) {
if (index_hit < rampage_targets)
ProcessAttackRounds(GetTarget(), opts);
ProcessAttackRounds(GetTarget(), opts, true);
} else { // let's do correct behavior here, if they set above rule we can assume they want non-live like behavior
if (index_hit < rampage_targets) {
// so we go over in reverse order and skip range check
// lets do it this way to still support non-live-like >1 rampage targets
// likely live is just a fall through of the last valid mob
for (auto i = RampageArray.crbegin(); i != RampageArray.crend(); ++i) {
if (index_hit >= rampage_targets)
if (index_hit >= rampage_targets) {
break;
}
auto m_target = entity_list.GetMob(*i);
if (m_target) {
if (m_target == GetTarget())
if (m_target == GetTarget()) {
continue;
ProcessAttackRounds(m_target, opts);
}
ProcessAttackRounds(m_target, opts, true);
index_hit++;
}
}