local I = require('openmw.interfaces') local util = require('openmw.util') local auxUtil = require('openmw_aux.util') local onHitHandlers = {} --- -- Table of possible attack source types -- @type AttackSourceType -- @field #string Magic -- @field #string Melee -- @field #string Ranged -- @field #string Unspecified --- -- Table of possible attack types -- @type AttackType -- @field #number Chop -- @field #number Slash -- @field #number Thrust --- -- @type AttackInfo -- @field [parent=#AttackInfo] #table damage A table mapping a stat name (health, fatigue, or magicka) to a number. For example, {health = 50, fatigue = 10} will cause 50 damage to health and 10 to fatigue (before adjusting for armor and difficulty). This field is ignored for failed attacks. -- @field [parent=#AttackInfo] #number strength A number between 0 and 1 representing the attack strength. This field is ignored for failed attacks. -- @field [parent=#AttackInfo] #number windUp A number that is -1 when there is no wind-up animation, or between 0 and 1 representing how far along the attack was in its wind-up phase. -- @field [parent=#AttackInfo] #boolean successful Whether the attack was successful or not. -- @field [parent=#AttackInfo] #AttackSourceType sourceType What class of attack this is. -- @field [parent=#AttackInfo] #AttackType type (Optional) Attack variant if applicable. For melee attacks this represents chop vs thrust vs slash. For unarmed creatures this implies which of its 3 possible attacks were used. For other attacks this field can be ignored. -- @field [parent=#AttackInfo] openmw.types#Actor attacker (Optional) Attacking actor -- @field [parent=#AttackInfo] openmw.types#Weapon weapon (Optional) Attacking weapon -- @field [parent=#AttackInfo] #string ammo (Optional) Ammo record ID -- @field [parent=#AttackInfo] openmw.util#Vector3 hitPos (Optional) Where on the victim the attack is landing. Used to spawn blood effects. Blood effects are skipped if nil. -- @field [parent=#AttackInfo] #boolean ignoreArmor (Optional) Whether to ignore armor. -- @field [parent=#AttackInfo] #boolean ignoreDifficulty (Optional) Whether to ignore difficulty scaling. -- @field [parent=#AttackInfo] #boolean ignoreStagger (Optional) Whether to ignore stagger (knockdown and hit recovery). -- @field [parent=#AttackInfo] #boolean muteSound (Optional) If true, does not play miss or damage sounds. return { --- Basic combat interface -- @module Combat -- @usage local I = require('openmw.interfaces') -- --I.Combat.addOnHitHandler(function(attack) -- -- Adds fatigue loss when hit by draining fatigue when taking health damage -- if attack.damage.health and not attack.damage.fatigue then -- local strengthFactor = Actor.stats.attributes.strength(self).modified / 100 * 0.66 -- local enduranceFactor = Actor.stats.attributes.endurance(self).modified / 100 * 0.34 -- local factor = 1 - math.min(strengthFactor + enduranceFactor, 1) -- if factor > 0 then -- attack.damage.fatigue = attack.damage.health * factor -- end -- end --end) interfaceName = 'Combat', interface = { --- Interface version -- @field [parent=#Combat] #number version version = 4, --- (Local) Add new onHit handler for this actor -- If `handler(attack)` returns false, other handlers for -- the call will be skipped. Where attack is the same @{#AttackInfo} passed to #Combat.onHit -- @function [parent=#Combat] addOnHitHandler -- @param #function handler The handler. addOnHitHandler = function(handler) onHitHandlers[#onHitHandlers + 1] = handler end, --- (Local, Global) Calculates the character's armor rating and adjusts damage accordingly. -- Note that this function only adjusts the number, use #Combat.applyArmor -- to include other side effects. -- @function [parent=#Combat] adjustDamageForArmor -- @param #number Damage The numeric damage to adjust -- @param openmw.core#GameObject actor The actor to calculate the armor rating for. In local contexts, this parameter is optional and defaults to self -- @return #number Damage adjusted for armor adjustDamageForArmor = function(damage, actor) return damage end, --- (Local, Global) Calculates a difficulty multiplier based on the current difficulty settings -- and adjusts damage accordingly. Has no effect if both this actor and the -- attacker are NPCs, or if both are Players. -- @function [parent=#Combat] adjustDamageForDifficulty -- @param #Attack attack The attack to adjust -- @param openmw.core#GameObject defendant The defendant to make the difficulty adjustment for. In local contexts, this parameter is optional and defaults to self adjustDamageForDifficulty = function(attack, defendant) end, --- (Local) Applies this character's armor to the attack. Adjusts damage, reduces item -- condition accordingly, progresses armor skill, and plays the armor appropriate -- hit sound. -- @function [parent=#Combat] applyArmor -- @param #Attack attack applyArmor = function(attack) end, --- (Local) Applies stagger (knockdown or hit recovery) to the character. Depends on the actor's agility, --- the unmodified attack damage, and a random roll. -- @function [parent=#Combat] applyStagger -- @param #Attack attack -- @param #number rawHealthDamage The health damage caused by the attack before armor reduction. applyStagger = function(attack, rawHealthDamage) end, --- (Local, Global) Computes this character's armor rating. -- Note that this interface function is read by the engine to update the UI. -- This function can still be overridden same as any other interface, but must not call any functions or interfaces that modify anything. -- @function [parent=#Combat] getArmorRating -- @param openmw.core#GameObject actor The actor to calculate the armor rating for. In local contexts, this parameter is optional and defaults to self -- @return #number getArmorRating = function(actor) return 0 end, --- (Local, Global) Computes this item's armor skill. -- You can override this to return any skill you wish (including non-armor skills, if you so wish). -- Note that this interface function is read by the engine to update the UI. -- This function can still be overridden same as any other interface, but must not call any functions or interfaces that modify anything. -- @function [parent=#Combat] getArmorSkill -- @param openmw.core#GameObject item The item, Armor record, or Armor record ID -- @return #string The armor skill identifier, or unarmored if the item was nil or not an instance of @{openmw.types#Armor}. Can return nil if unimplemented. getArmorSkill = function(itemOrId) return nil end, --- (Local, Global) Computes the armor rating of a single piece of @{openmw.types#Armor}, adjusted for skill -- Note that this interface function is read by the engine to update the UI. -- This function can still be overridden same as any other interface, but must not call any functions or interfaces that modify anything. -- @function [parent=#Combat] getSkillAdjustedArmorRating -- @param openmw.core#GameObject item The item, Armor record, or Armor record ID -- @param openmw.core#GameObject actor The actor. In local contexts, this parameter is optional and defaults to self -- @return #number getSkillAdjustedArmorRating = function(itemOrId, actor) return 0 end, --- (Local, Global) Computes the effective armor rating of a single piece of @{openmw.types#Armor}, adjusted for skill and item condition -- @function [parent=#Combat] getEffectiveArmorRating -- @param openmw.core#GameObject item The item -- @param openmw.core#GameObject actor The actor. In local contexts, this parameter is optional and defaults to self -- @return #number getEffectiveArmorRating = function(item, actor) return 0 end, --- (Local) Spawns a random blood effect at the given position -- @function [parent=#Combat] spawnBloodEffect -- @param openmw.util#Vector3 position spawnBloodEffect = function(position) end, --- (Local) Hit this actor. Normally called as Hit event from the attacking actor, with the same parameters. -- @function [parent=#Combat] onHit -- @param #AttackInfo attackInfo onHit = function(attackInfo) auxUtil.callEventHandlers(onHitHandlers, attackInfo) end, --- (Local, Global) Picks a random armor slot and returns the item equipped in that slot. -- Used to pick which armor to damage / skill to increase when hit during combat. -- @function [parent=#Combat] pickRandomArmor -- @param openmw.core#GameObject actor The actor to pick armor from. In local contexts, this parameter is optional and defaults to self -- @return openmw.core#GameObject The armor equipped in the chosen slot. nil if nothing was equipped in that slot. pickRandomArmor = function(actor) return nil end, --- @{#AttackSourceType} -- @field [parent=#Combat] #AttackSourceType ATTACK_SOURCE_TYPES Available attack source types ATTACK_SOURCE_TYPES = util.makeStrictReadOnly({ Magic = 'magic', Melee = 'melee', Ranged = 'ranged', Unspecified = 'unspecified', }), --- @{#AttackType} -- @field [parent=#Combat] #AttackType ATTACK_TYPES Available attack types ATTACK_TYPES = util.makeStrictReadOnly({ Chop = 0, Slash = 1, Thrust = 2, }), }, eventHandlers = { Hit = function(data) I.Combat.onHit(data) end, }, }