Example #1
0
bool ma_requirements::is_valid_player( const player &u ) const
{
    for( const auto &buff_id : req_buffs ) {
        if (!u.has_mabuff(buff_id)) {
            return false;
        }
    }

    //A technique is valid if it applies to unarmed strikes, if it applies generally
    //to all weapons (such as Ninjutsu sneak attacks or innate weapon techniques like RAPID)
    //or if the weapon is flagged as being compatible with the style. Some techniques have
    //further restrictions on required weapon properties (is_valid_weapon).
    bool cqb = u.has_active_bionic( bionic_id( "bio_cqb" ) );
    // There are 4 different cases of "armedness":
    // Truly unarmed, unarmed weapon, style-allowed weapon, generic weapon
    bool valid_weapon =
        ( unarmed_allowed && u.unarmed_attack() &&
            ( !strictly_unarmed || !u.is_armed() ) ) ||
        ( is_valid_weapon( u.weapon ) &&
            ( melee_allowed || u.style_selected.obj().has_weapon( u.weapon.typeId() ) ) );
    if( !valid_weapon ) {
        return false;
    }

    for( const auto &pr : min_skill ) {
        if( ( cqb ? 5 : (int)u.get_skill_level( pr.first ) ) < pr.second ) {
            return false;
        }
    }

    return true;
}
Example #2
0
bool ma_requirements::is_valid_player(player &u)
{
    for( auto buff_id : req_buffs ) {

        if (!u.has_mabuff(buff_id)) {
            return false;
        }
    }

    //A technique is valid if it applies to unarmed strikes, if it applies generally
    //to all weapons (such as Ninjutsu sneak attacks or innate weapon techniques like RAPID)
    //or if the weapon is flagged as being compatible with the style. Some techniques have
    //further restrictions on required weapon properties (is_valid_weapon).
    bool cqb = u.has_active_bionic("bio_cqb");
    bool valid = ((unarmed_allowed && u.unarmed_attack()) ||
                  (melee_allowed && !u.unarmed_attack() && is_valid_weapon(u.weapon)) ||
                  (u.has_weapon() && martialarts[u.style_selected].has_weapon(u.weapon.type->id) &&
                   is_valid_weapon(u.weapon))) &&
                 ((u.skillLevel("melee") >= min_melee &&
                   u.skillLevel("unarmed") >= min_unarmed &&
                   u.skillLevel("bashing") >= min_bashing &&
                   u.skillLevel("cutting") >= min_cutting &&
                   u.skillLevel("stabbing") >= min_stabbing) || cqb);

    return valid;
}
Example #3
0
bool ma_requirements::is_valid_player(player& u) {
  for (std::set<mabuff_id>::iterator it = req_buffs.begin();
      it != req_buffs.end(); ++it) {
    mabuff_id buff_id = *it;
    if (!u.has_mabuff(*it)) return false;
  }
  bool valid = ((unarmed_allowed && u.unarmed_attack()) || (melee_allowed && !u.unarmed_attack()))
    && u.skillLevel("melee") >= min_melee
    && u.skillLevel("unarmed") >= min_unarmed
    && u.skillLevel("bashing") >= min_bashing
    && u.skillLevel("cutting") >= min_cutting
    && u.skillLevel("stabbing") >= min_stabbing;
  return valid;
}