custom hit chance formula

This commit is contained in:
2024-09-05 21:24:23 -05:00
parent dacdb2cf35
commit 3fb29f8e2b
3 changed files with 15 additions and 65 deletions
@@ -139,37 +139,22 @@ public class CombatUtilities {
}
public static boolean triggerDefense(Mob agent, AbstractWorldObject target) {
int defenseScore = 0;
int attackScore = agent.getAtrHandOne();
int defense = 0;
int atr = agent.getAtrHandOne();
switch (target.getObjectType()) {
case PlayerCharacter:
defenseScore = ((AbstractCharacter) target).getDefenseRating();
defense = ((AbstractCharacter) target).getDefenseRating();
break;
case Mob:
Mob mob = (Mob) target;
if (mob.isSiege())
defenseScore = attackScore;
defense = atr;
break;
case Building:
return false;
}
int hitChance;
if (attackScore > defenseScore || defenseScore == 0)
hitChance = 94;
else if (attackScore == defenseScore && target.getObjectType() == GameObjectType.Mob)
hitChance = 10;
else {
float dif = attackScore / defenseScore;
if (dif <= 0.8f)
hitChance = 4;
else
hitChance = ((int) (450 * (dif - 0.8f)) + 4);
if (target.getObjectType() == GameObjectType.Building)
hitChance = 100;
}
return ThreadLocalRandom.current().nextInt(100) > hitChance;
return CombatManager.LandHit(atr,defense);
}
public static boolean triggerBlock(Mob agent, AbstractWorldObject ac) {