56 lines
2.5 KiB
Lua
56 lines
2.5 KiB
Lua
-- Deterministic combat: damage is effective attack minus effective defense,
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-- floored at 1. Effective stats fold in temporary status modifiers, plus
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-- conditional skill bonuses (berserk/mana shield - see skills.lua, a no-op
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-- for any entity without a `skills` table, i.e. monsters) and any completed
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-- runeword on the wielder's own weapon/armor (see runewords.lua, a no-op for
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-- any item without a matching rune chain), plus any item-set threshold the
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-- wielder's current gear happens to meet (see sets.lua, a no-op below its
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-- lowest 2-piece threshold).
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-- The attack-minus-defense minimum-1 floor happens before elemental
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-- resistance (resistances.lua) gets a say, so a defender immune to the
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-- attack's damage type can still shrug off a hit that combat itself
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-- guaranteed would land.
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local Skills = require("skills")
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local Resistances = require("resistances")
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local Runewords = require("runewords")
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local Sets = require("sets")
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local Combat = {}
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local function attackOf(entity)
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local base = entity.effectiveAttack and entity:effectiveAttack() or entity.attack
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return base + Skills.attackBonus(entity) + Runewords.attackBonus(entity) + Sets.attackBonus(entity)
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end
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local function defenseOf(entity)
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local base = entity.effectiveDefense and entity:effectiveDefense() or entity.defense
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return base + Skills.defenseBonus(entity) + Runewords.defenseBonus(entity) + Sets.defenseBonus(entity)
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end
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-- The type of an attacker's raw damage: a weapon retagged by an elemental
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-- affix (flaming/venomed - see affixes.lua) fights with that element instead
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-- of a bare fist or claw's plain physical.
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local function damageTypeOf(attacker)
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return (attacker.weapon and attacker.weapon.damageType) or Resistances.PHYSICAL
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end
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-- `multiplier` scales the raw attack-minus-defense difference before the
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-- floor-at-1 minimum is applied, so a backstab still guarantees at least 1
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-- rather than 2x-ing an already-clamped hit. `damageType` defaults to the
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-- attacker's own weapon typing when omitted.
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function Combat.damage(attacker, defender, multiplier, damageType)
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local dealt = (attackOf(attacker) - defenseOf(defender)) * (multiplier or 1)
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if dealt < 1 then dealt = 1 end
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dealt = math.floor(dealt)
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return Resistances.apply(defender, dealt, damageType or damageTypeOf(attacker))
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end
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function Combat.attack(attacker, defender, multiplier, damageType)
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local dealt = Combat.damage(attacker, defender, multiplier, damageType)
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defender.hp = defender.hp - dealt
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return { damage = dealt, killed = defender.hp <= 0 }
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end
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return Combat
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