removes monster to-hit bonus from player

This commit is contained in:
Llywelwyn 2023-08-22 13:11:21 +01:00
parent f55f4504db
commit bd90c3f760
8 changed files with 41 additions and 12 deletions

View file

@ -3,7 +3,8 @@ use super::{
gamelog, gamesystem,
gui::renderable_colour,
ArmourClassBonus, Attributes, EquipmentSlot, Equipped, HungerClock, HungerState, MeleeWeapon, MultiAttack, Name,
NaturalAttacks, ParticleBuilder, Pools, Position, Renderable, Skill, Skills, WantsToMelee, WeaponAttribute,
NaturalAttacks, ParticleBuilder, Pools, Position, Renderable, Skill, Skills, ToHitBonus, WantsToMelee,
WeaponAttribute,
};
use rltk::prelude::*;
use specs::prelude::*;
@ -26,6 +27,7 @@ impl<'a> System<'a> for MeleeCombatSystem {
ReadStorage<'a, MeleeWeapon>,
ReadStorage<'a, NaturalAttacks>,
ReadStorage<'a, ArmourClassBonus>,
ReadStorage<'a, ToHitBonus>,
ReadStorage<'a, HungerClock>,
ReadStorage<'a, MultiAttack>,
WriteExpect<'a, rltk::RandomNumberGenerator>,
@ -47,6 +49,7 @@ impl<'a> System<'a> for MeleeCombatSystem {
melee_weapons,
natural_attacks,
ac,
to_hit,
hunger_clock,
multi_attackers,
mut rng,
@ -96,10 +99,10 @@ impl<'a> System<'a> for MeleeCombatSystem {
attacks.push((
MeleeWeapon {
attribute: WeaponAttribute::Strength,
hit_bonus: 0,
damage_n_dice: 1,
damage_die_type: 4,
damage_bonus: 0,
hit_bonus: 0,
},
"punches".to_string(),
));
@ -124,7 +127,12 @@ impl<'a> System<'a> for MeleeCombatSystem {
let d20 = rng.roll_dice(1, 20);
let attribute_hit_bonus = attacker_attributes.dexterity.bonus;
let skill_hit_bonus = gamesystem::skill_bonus(Skill::Melee, &*attacker_skills);
let weapon_hit_bonus = weapon_info.hit_bonus;
let mut equipment_hit_bonus = weapon_info.hit_bonus;
for (wielded, to_hit) in (&equipped, &to_hit).join() {
if wielded.owner == entity {
equipment_hit_bonus += to_hit.amount;
}
}
let mut status_hit_bonus = 0;
let hc = hunger_clock.get(entity);
if let Some(hc) = hc {
@ -141,8 +149,13 @@ impl<'a> System<'a> for MeleeCombatSystem {
_ => {}
}
}
let attacker_bonuses =
attacker_pools.level + attribute_hit_bonus + skill_hit_bonus + weapon_hit_bonus + status_hit_bonus;
// Total to-hit bonus
let attacker_bonuses = 1 // +1 for being in melee combat
+ attacker_pools.level // + level
+ attribute_hit_bonus // +- str/dex bonus depending on weapon used
+ skill_hit_bonus // +- relevant skill modifier
+ equipment_hit_bonus // +- any other to-hit modifiers from equipment
+ status_hit_bonus; // +- any to-hit modifiers from status effects
// Get armour class
let bac = target_pools.bac;
@ -164,17 +177,21 @@ impl<'a> System<'a> for MeleeCombatSystem {
armour_class_roll = -armour_class_roll;
}
let target_number = 10 + armour_class_roll + attacker_bonuses;
// Monster attacks receive a +10 to-hit bonus against the player.
let monster_v_player_bonus = if wants_melee.target == *player_entity { 10 } else { 0 };
let target_number = monster_v_player_bonus + armour_class_roll + attacker_bonuses;
let target_name = names.get(wants_melee.target).unwrap();
if COMBAT_LOGGING {
rltk::console::log(format!(
"ATTACKLOG: {} *{}* {}: rolled ({}) 1d20 vs. {} (10 + {}AC + {}to-hit)",
"ATTACKLOG: {} *{}* {}: rolled ({}) 1d20 vs. {} ({} + {}AC + {}to-hit)",
&name.name,
attack_verb,
&target_name.name,
d20,
target_number,
monster_v_player_bonus,
armour_class_roll,
attacker_bonuses
));