Esempio n. 1
0
bool	ArtisanManager::getRadioactiveSample(PlayerObject* player, CurrentResource* resource, SurveyTool* tool)
{
    uint32					resType			= resource->getType()->getCategoryId();
    uint16					resPE			= resource->getAttribute(ResAttr_PE);
    
    //these are the radioactive types
    if(resType == 477 || resType == 476 /* || resType == 475*/)
    {
        //did we already warn the player on the wounds ???
        if(!player->getSampleData()->mPassRadioactive)
        {
            //UI Integration

            WindowAsyncContainerCommand* asyncContainer = new  WindowAsyncContainerCommand(Window_Query_Radioactive_Sample);
            asyncContainer->PlayerId		= player->getId();
            asyncContainer->ToolId			= tool->getId();
            asyncContainer->CurrentResource	= resource;

            gUIManager->createNewMessageBox(this,"radioactiveSample","@survey:radioactive_sample_t","@survey:radioactive_sample_d",player,SUI_Window_SmplRadioactive_MsgBox, SUI_MB_YESNO,asyncContainer);
            //Pause Sampling
            player->getSampleData()->mPendingSample = false;
            return true;
        }
        Ham* hamz = player->getHam();
        uint32 playerBF = hamz->getBattleFatigue();
        
        uint32 woundDmg = 50*(1 + (playerBF/100)) + (50*(1 + (resPE/1000)));
        uint32 bfDmg    = static_cast<uint32>(0.075*resPE);
        uint32 hamReduc = 100*(2+ (resPE/1000));

        if(resPE >= 500)
        {
            //wound and BF dmg
            hamz->updateBattleFatigue(bfDmg);
            hamz->updatePropertyValue(HamBar_Health,HamProperty_Wounds, woundDmg); 
            hamz->updatePropertyValue(HamBar_Action,HamProperty_Wounds, woundDmg);
            hamz->updatePropertyValue(HamBar_Mind,HamProperty_Wounds, woundDmg);
        }
        
        //this should be a timed debuff per instance -- Do not cause wounds unless potential energy >= 500
        // each time a radioactive is sampled, there is a 5 minute debuff
        // this currently doesn't work properly as when the debuff wears off, the buff class doesn't ensure 
        // we don't have more ham than we should.
        
        BuffAttribute* healthdebuffAttribute = new BuffAttribute(attr_health, -(int)hamReduc,0,hamReduc); 
        Buff* healthdebuff = Buff::SimpleBuff(player, player, 300000,0, gWorldManager->GetCurrentGlobalTick());
        healthdebuff->AddAttribute(healthdebuffAttribute);	
        player->AddBuff(healthdebuff,true);

        healthdebuffAttribute = new BuffAttribute(attr_action, -(int)hamReduc,0,hamReduc); 
        healthdebuff = Buff::SimpleBuff(player, player, 300000, 0, gWorldManager->GetCurrentGlobalTick());
        healthdebuff->AddAttribute(healthdebuffAttribute);	
        player->AddBuff(healthdebuff,true);
    }
    else
        return false;

    return true;
}
Esempio n. 2
0
void MissionManager::checkDancerMission(PlayerObject* player)
{
	Datapad* datapad = dynamic_cast<Datapad*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));

	if(datapad->hasMission()) //player has a mission
	{
		MissionList::iterator it = datapad->getMissions()->begin();
		while(it != datapad->getMissions()->end())
		{
			MissionObject* mission = dynamic_cast<MissionObject*>(*it);
			if(mission->getMissionType() == dancer)
			{
				if(mission->getInProgress()) { ++it; continue; }
                if(glm::distance(player->mPosition, mission->getDestination().Coordinates) < 20)
				{
					BuffAttribute* performance_timer = new BuffAttribute(Mission_Timer, 0,0,0);
					Buff* timer = Buff::SimpleBuff(player, player, 600000, 0, gWorldManager->GetCurrentGlobalTick());
					timer->AddAttribute(performance_timer);
					player->AddBuff(timer);
					mission->setInProgress(true);
				}
			}
			++it;
		}
	}

return;
}