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sfall/artifacts/example_mods/ComputeDamage/gl_compute_damage.ssl
T
NovaRain 694b3995ef Added a compute damage example script.
Updated compiled scripts due to main.h changes.
2019-09-01 11:37:04 +08:00

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/*
Example algorithm of how the game engine calculates combat damage
*/
#include "..\headers\define.h"
#include "..\headers\command.h"
#include "..\headers\sfall\sfall.h"
#include "..\headers\sfall\define_extra.h"
procedure start;
procedure compute_damage_F2;
procedure item_w_damage_hook;
procedure item_w_subtype(variable weapon, variable hit_mode);
procedure get_ammo_value(variable weapon, variable param);
variable item_w_damage;
procedure start begin
if game_loaded then begin
register_hook_proc(HOOK_COMBATDAMAGE, compute_damage_F2);
register_hook_proc(HOOK_ITEMDAMAGE, item_w_damage_hook);
end
end
procedure compute_damage_F2 begin
variable dmg_type, weapon_perk, dmg_thresh, dmg_resist, weapon_subtype, bonus_ranged, difficulty, i, dmg_mult, dmg_div, damage;
variable target, flags, knockback, amount;
variable
ctdTarget := get_sfall_arg,
ctdSource := get_sfall_arg,
amountTarget := get_sfall_arg,
amountSource := get_sfall_arg,
flagsTarget := get_sfall_arg,
flagsSource := get_sfall_arg,
weapon := get_sfall_arg,
bodypart := get_sfall_arg,
damageMultiplier := get_sfall_arg,
rounds := get_sfall_arg,
amountKnockback := get_sfall_arg,
hit_mode := get_sfall_arg;
if (flagsSource bwand DAM_HIT) then begin
target := ctdTarget;
flags := flagsTarget;
knockback := 1;
end else begin
target := ctdSource;
flags := flagsSource;
knockback := 0;
end
//amount := 0;
if target and (obj_type(target) == OBJ_TYPE_CRITTER) then begin
if weapon then begin
dmg_type := weapon_dmg_type(weapon);
weapon_perk := get_proto_data(obj_pid(weapon), PROTO_WP_PERK);
end else begin
dmg_type := DMG_normal_dam;
weapon_perk := -1;
end
dmg_thresh := get_critter_stat(target, STAT_dmg_thresh + dmg_type);
dmg_resist := get_critter_stat(target, STAT_dmg_resist + dmg_type);
if (flags bwand DAM_BYPASS) and (dmg_type != DMG_emp) then begin
dmg_thresh := dmg_thresh * 20 / 100;
dmg_resist := dmg_resist * 20 / 100;
end else begin
if (weapon_perk == PERK_weapon_penetrate)
or (hit_mode == ATKTYPE_PALMSTRIKE or hit_mode == ATKTYPE_PIERCINGSTRIKE
or hit_mode == ATKTYPE_HOOKKICK or hit_mode == ATKTYPE_PIERCINGKICK) then
dmg_thresh := dmg_thresh * 20 / 100;
if ctdSource == dude_obj and has_trait(TRAIT_TRAIT, ctdSource, TRAIT_finesse) then
dmg_resist += 30;
end
weapon_subtype := item_w_subtype(weapon, hit_mode); // item_w_subtype_
if (ctdSource != dude_obj) or (weapon_subtype != WEAPON_TYPE_GUNS) then
bonus_ranged := 0;
else
bonus_ranged := has_trait(TRAIT_PERK, ctdSource, PERK_bonus_ranged_damage) * 2;
difficulty := 100;
if (has_trait(TRAIT_OBJECT, ctdSource, OBJECT_TEAM_NUM) != has_trait(TRAIT_OBJECT, dude_obj, OBJECT_TEAM_NUM)) then begin
if (combat_difficulty == 0) then
difficulty := 75;
else if (combat_difficulty == 2) then
difficulty := 125;
end
// F2 default start
// Damage = (1 - (DR_armor + DR_ammo_adjust) * (((raw_damage * (dmg_mult * damageMultiplier)) / dmg_div) - dmg_thresh)
dmg_resist += get_ammo_value(weapon, PROTO_AM_DR_MOD); // item_w_dr_adjust_ (DR Adjust %)
if (dmg_resist < 100) then begin
if (dmg_resist < 0) then dmg_resist := 0;
dmg_mult := damageMultiplier * get_ammo_value(weapon, PROTO_AM_DMG_MULT); // item_w_dam_mult_ (Dmg mod A)
dmg_div := get_ammo_value(weapon, PROTO_AM_DMG_DIV); // item_w_dam_div_ (Dmg mod B)
for (i := 1; i <= rounds; i++) begin
damage := (item_w_damage + bonus_ranged) * dmg_mult; // item_w_damage_ (raw_damage)
if dmg_div then damage /= dmg_div;
damage := (((damage / 2) * difficulty) / 100) - dmg_thresh;
if (damage > 0) then begin
damage := damage - ((damage * dmg_resist) / 100); // reduce damage by the percentage of DR_armor + DR_Ammo
if (damage > 0) then amount += damage;
end
end
end
// F2 default end
if (ctdSource == dude_obj) then begin
if has_trait(TRAIT_PERK, ctdSource, PERK_living_anatomy_perk) and (critter_kill_type(ctdTarget) != KILL_TYPE_robot_kills)
and (critter_kill_type(ctdTarget) != KILL_TYPE_alien_kills) then
amount += 5;
if has_trait(TRAIT_PERK, ctdSource, PERK_pyromaniac_perk) and (dmg_type == DMG_fire) then
amount += 5;
end
if knockback and ((get_flags(target) bwand FLAG_MULTIHEX) == 0)
and (dmg_type == DMG_explosion or weapon == 0 or weapon_subtype == WEAPON_TYPE_MELEE)
and ((get_proto_data(obj_pid(target), PROTO_CR_FLAGS) bwand CFLG_NOKNOCKDOWN) == 0) then begin // critter_flag_check_
damage := 0;
if (target == dude_obj) and has_trait(TRAIT_PERK, target, PERK_stonewall_perk) then begin
damage := 1;
if (random(0, 100) < 50) then knockback := 0;
end
if knockback then begin
if (weapon_perk == PERK_weapon_knockback) then
amountKnockback := amount / 5;
else
amountKnockback := amount / 10;
if damage then amountKnockback /= 2;
end
end
end
if (flagsSource bwand DAM_HIT) then begin
display_msg("amountTarget = " + amountTarget+ ", amount = " + amount);
amountTarget := amount;
flagsTarget := flags;
end else begin
display_msg("amountSource = " + amountSource+ ", amount = " + amount);
amountSource := amount;
flagsSource := flags;
end
set_sfall_return(amountTarget);
set_sfall_return(amountSource);
set_sfall_return(flagsTarget);
set_sfall_return(flagsSource);
set_sfall_return(amountKnockback);
end
procedure item_w_damage_hook begin
variable
item_w_damage_min := get_sfall_arg,
item_w_damage_max := get_sfall_arg;
//weapon := get_sfall_arg,
//source := get_sfall_arg,
//hit_mode := get_sfall_arg,
//isMelee := get_sfall_arg;
item_w_damage := (item_w_damage_min + (item_w_damage_max - item_w_damage_min) / 2);
display_msg("item_w_damage_ = " + item_w_damage);
set_sfall_return(item_w_damage);
end
procedure item_w_subtype(variable weapon, variable hit_mode) begin
variable attack_mode, type := WEAPON_TYPE_UNARMED;
if weapon and (hit_mode <= ATKTYPE_RWEP2) then begin
attack_mode := (get_proto_data(obj_pid(weapon), PROTO_IT_FLAGS));
if (hit_mode == ATKTYPE_LWEP2) or (hit_mode == ATKTYPE_RWEP2) then
attack_mode := (attack_mode bwand 0xF0) / 16; // shift 4 bits to the right
else
attack_mode := (attack_mode bwand 0x0F);
if (attack_mode > ATKMODE_PRI_THROW) then
type := WEAPON_TYPE_GUNS;
else if (attack_mode == ATKMODE_PRI_THROW) then
type := WEAPON_TYPE_THROWN;
else if (attack_mode > ATKMODE_PRI_KICK) then
type := WEAPON_TYPE_MELEE;
end
return type;
end
procedure get_ammo_value(variable weapon, variable param) begin
variable pid := -1, value := 0; // default DR value
if weapon then begin
pid := get_weapon_ammo_pid(weapon);
if (pid > -1) then value := get_proto_data(pid, param);
end
if (pid == -1 and param != PROTO_AM_DR_MOD) then value := 1; // default value for Mult/Div
return value;
end