コード例 #1
0
bool ResourceLabratory::applyComponentStats(TangibleObject* prototype, ManufactureSchematic* manufactureSchematic) {

	if(manufactureSchematic == NULL || manufactureSchematic->getDraftSchematic() == NULL)
		return false;

	float max, min, currentvalue, propertyvalue;
	int precision;
	bool modified = false;
	bool hidden;
	String experimentalTitle, property;

	CraftingValues* craftingValues = manufactureSchematic->getCraftingValues();
	ManagedReference<DraftSchematic* > draftSchematic = manufactureSchematic->getDraftSchematic();

	for (int i = 0; i < manufactureSchematic->getSlotCount(); ++i) {

		Reference<IngredientSlot* > ingredientSlot = manufactureSchematic->getSlot(i);
		Reference<DraftSlot* > draftSlot = draftSchematic->getDraftSlot(i);

		if(ingredientSlot == NULL || !ingredientSlot->isComponentSlot() || !ingredientSlot->isFull())
			continue;

		ComponentSlot* compSlot = cast<ComponentSlot*>(ingredientSlot.get());

		if(compSlot == NULL)
			continue;

		ManagedReference<TangibleObject*> tano = compSlot->getPrototype();

		if (tano == NULL || !tano->isComponent())
			continue;

		ManagedReference<Component*> component = cast<Component*>( tano.get());

		if (prototype->isWearableObject() && !prototype->isArmorObject()) {

			if (component->getObjectTemplate()->getObjectName() == "@craft_clothing_ingredients_n:reinforced_fiber_panels" || component->getObjectTemplate()->getObjectName() == "@craft_clothing_ingredients_n:synthetic_cloth"){

				for (int k = 0; k < component->getPropertyCount(); ++k) {
					const String property = component->getProperty(k);

					if (property == "" || property == "null") {
						continue;
					}

					String key = checkBioSkillMods(property);

					if (key == "") {
						continue;
					} else {
						currentvalue = component->getAttributeValue(property);
						precision = component->getAttributePrecision(property);
						int preciseValue = Math::getPrecision(currentvalue, precision);
						WearableObject* clothing = cast<WearableObject*>(prototype);
						VectorMap<String, int>* clothingMods = clothing->getWearableSkillMods();

						int existingValue = 0;
						if(clothingMods->contains(key)) {
							existingValue = clothingMods->get(key);
						}
						preciseValue += existingValue;
						if (preciseValue > 25)
							preciseValue = 25;
						clothing->addSkillMod(SkillModManager::WEARABLE, key, preciseValue);
					}
				}
			}
		} else {

			for (int j = 0; j < component->getPropertyCount(); ++j) {

				property = component->getProperty(j); // charges
				modified = true;
				if (craftingValues->hasProperty(property)) {
					max = craftingValues->getMaxValue(property);
					min = craftingValues->getMinValue(property);
					hidden = craftingValues->isHidden(property);
					currentvalue = craftingValues->getCurrentValue(property);
					propertyvalue = component->getAttributeValue(property) * draftSlot->getContribution();
					short combineType = craftingValues->getCombineType(property);

					switch(combineType) {
					case CraftingManager::LINEARCOMBINE:
						currentvalue += propertyvalue;
						min += propertyvalue;
						max += propertyvalue;

						craftingValues->setMinValue(property, min);
						craftingValues->setMaxValue(property, max);

						craftingValues->setCurrentValue(property, currentvalue);
						break;
					case CraftingManager::PERCENTAGECOMBINE:
						currentvalue += propertyvalue;
						min += propertyvalue;
						max += propertyvalue;

						craftingValues->setMinValue(property, min);
						craftingValues->setMaxValue(property, max);

						craftingValues->setCurrentPercentage(property, currentvalue);
						break;
					case CraftingManager::BITSETCOMBINE:
						currentvalue = (int)currentvalue | (int)propertyvalue;

						craftingValues->setCurrentValue(property , currentvalue);
						break;
					case CraftingManager::OVERRIDECOMBINE:
						// Do nothing because the values should override whatever is
						// on the component
						break;
					default:
						break;
					}

				} else {

					currentvalue = component->getAttributeValue(property);
					precision = component->getAttributePrecision(property);
					experimentalTitle = component->getAttributeTitle(property);

					craftingValues->addExperimentalProperty(experimentalTitle, property,
						currentvalue, currentvalue, precision, component->getAttributeHidden(property), CraftingManager::LINEARCOMBINE);
					craftingValues->setCurrentPercentage(property, 0);
					craftingValues->setMaxPercentage(property, 0);
					craftingValues->setCurrentValue(property, currentvalue);
				}
			}
		}
	}
	return modified;
}
コード例 #2
0
TangibleObject* LootManagerImplementation::createLootObject(LootItemTemplate* templateObject, int level, bool maxCondition) {

	if(level < 1)
		level = 1;

	if(level > 300)
		level = 300;

	String directTemplateObject = templateObject->getDirectObjectTemplate();

	ManagedReference<TangibleObject*> prototype = zoneServer->createObject(directTemplateObject.hashCode(), 2).castTo<TangibleObject*>();

	if (prototype == NULL) {
		error("could not create loot object: " + directTemplateObject);
		return NULL;
	}

	prototype->createChildObjects();

	String serial = craftingManager->generateSerial();
	prototype->setSerialNumber(serial);
	prototype->setJunkDealerNeeded(templateObject->getJunkDealerTypeNeeded());
	float junkMinValue = templateObject->getJunkMinValue() * junkValueModifier;
	float junkMaxValue = templateObject->getJunkMaxValue() * junkValueModifier;
	float fJunkValue = junkMinValue+System::random(junkMaxValue-junkMinValue);

	if (level>0 && templateObject->getJunkDealerTypeNeeded()>1){
		fJunkValue=fJunkValue + (fJunkValue * ((float)level / 100)); // This is the loot value calculation if the item has a level
	}
	CraftingValues craftingValues = templateObject->getCraftingValuesCopy();

	setInitialObjectStats(templateObject, &craftingValues, prototype);

	setCustomObjectName(prototype, templateObject);

	float excMod = 1.0;

	if (System::random(legendaryChance) == legendaryChance) {
			uint32 bitmask = prototype->getOptionsBitmask() | OptionBitmask::YELLOW;

			UnicodeString newName = prototype->getDisplayedName() + " (Legendary)";
			prototype->setCustomObjectName(newName, false);

			excMod = legendaryModifier;

			prototype->setOptionsBitmask(bitmask, false);
	} else if (System::random(exceptionalChance) == exceptionalChance) {
		uint32 bitmask = prototype->getOptionsBitmask() | OptionBitmask::YELLOW;

		UnicodeString newName = prototype->getDisplayedName() + " (Exceptional)";
		prototype->setCustomObjectName(newName, false);

		excMod = exceptionalModifier;

		prototype->setOptionsBitmask(bitmask, false);
	}
	String subtitle;
	bool yellow = false;

	for (int i = 0; i < craftingValues.getExperimentalPropertySubtitleSize(); ++i) {
		subtitle = craftingValues.getExperimentalPropertySubtitle(i);

		if (subtitle == "hitpoints" || subtitle == "maxrange") {
			if(!(prototype->isComponent())) {
				continue;
			}
		}

		float min = craftingValues.getMinValue(subtitle);
		float max = craftingValues.getMaxValue(subtitle);

		if (min == max)
			continue;

		if (subtitle != "useCount" &&
				subtitle != "quantity" &&
				subtitle != "charges" &&
				subtitle != "uses" &&
				subtitle != "charge") {

			float minMod = (max > min) ? 2000.f : -2000.f;
			float maxMod = (max > min) ? 500.f : -500.f;

			if (max > min && min >= 0) { // Both max and min non-negative, max is higher
				min = ((min * level / minMod) + min) * excMod;
				max = ((max * level / maxMod) + max) * excMod;

			} else if (max > min && max <= 0) { // Both max and min are non-positive, max is higher
				minMod *= -1;
				maxMod *= -1;
				min = ((min * level / minMod) + min) / excMod;
				max = ((max * level / maxMod) + max) / excMod;

			} else if (max > min) { // max is positive, min is negative
				minMod *= -1;
				min = ((min * level / minMod) + min) / excMod;
				max = ((max * level / maxMod) + max) * excMod;

			} else if (max < min && max >= 0) { // Both max and min are non-negative, min is higher
				min = ((min * level / minMod) + min) / excMod;
				max = ((max * level / maxMod) + max) / excMod;

			} else if (max < min && min <= 0) { // Both max and min are non-positive, min is higher
				minMod *= -1;
				maxMod *= -1;
				min = ((min * level / minMod) + min) * excMod;
				max = ((max * level / maxMod) + max) * excMod;

			} else { // max is negative, min is positive
				maxMod *= -1;
				min = ((min * level / minMod) + min) / excMod;
				max = ((max * level / maxMod) + max) * excMod;
			}
		} else {
			if (excMod != 1.0) {
				min *= yellowModifier;
				max *= yellowModifier;
			}
		}

		if (excMod == 1.0 && (yellowChance == 0 || System::random(yellowChance) == 0)) {
			if (max > min && min >= 0) {
				min *= yellowModifier;
				max *= yellowModifier;
			} else if (max > min && max <= 0) {
				min /= yellowModifier;
				max /= yellowModifier;
			} else if (max > min) {
				min /= yellowModifier;
				max *= yellowModifier;
			} else if (max < min && max >= 0) {
				min /= yellowModifier;
				max /= yellowModifier;
			} else if (max < min && min <= 0) {
				min *= yellowModifier;
				max *= yellowModifier;
			} else {
				min /= yellowModifier;
				max *= yellowModifier;
			}

			yellow = true;
		}

		craftingValues.setMinValue(subtitle, min);
		craftingValues.setMaxValue(subtitle, max);

		float percentage = System::random(10000) / 10000.f;

		craftingValues.setCurrentPercentage(subtitle, percentage);
	}

	if (yellow) {
		uint32 bitmask = prototype->getOptionsBitmask() | OptionBitmask::YELLOW;
		prototype->setOptionsBitmask(bitmask, false);
		prototype->setJunkValue((int)(fJunkValue * 1.25));
	}else{
		if (excMod==1){
			prototype->setJunkValue((int)(fJunkValue));
		}else{
			prototype->setJunkValue((int)(fJunkValue * (excMod/2)));
		}
	}

	// Use percentages to recalculate the values
	craftingValues.recalculateValues(false);

	craftingValues.addExperimentalProperty("creatureLevel", "creatureLevel", level, level, 0, false, CraftingManager::LINEARCOMBINE);
	craftingValues.setHidden("creatureLevel");

	//check weapons and weapon components for min damage > max damage
	if (prototype->isComponent() || prototype->isWeaponObject()) {
		if (craftingValues.hasProperty("mindamage") && craftingValues.hasProperty("maxdamage")) {
			float oldMin = craftingValues.getCurrentValue("mindamage");
			float oldMax = craftingValues.getCurrentValue("maxdamage");

			if (oldMin > oldMax) {
				craftingValues.setCurrentValue("mindamage", oldMax);
				craftingValues.setCurrentValue("maxdamage", oldMin);
			}
		}
	}

	// Add Dots to weapon objects.
	addStaticDots(prototype, templateObject, level);
	addRandomDots(prototype, templateObject, level, excMod);

	setSkillMods(prototype, templateObject, level, excMod);

	setSockets(prototype, &craftingValues);

	// Update the Tano with new values
	prototype->updateCraftingValues(&craftingValues, true);

	//add some condition damage where appropriate
	if (!maxCondition)
		addConditionDamage(prototype, &craftingValues);

	return prototype;
}