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; }
void GeneticLabratory::setInitialCraftingValues(TangibleObject* prototype, ManufactureSchematic* manufactureSchematic, int assemblySuccess) { if(manufactureSchematic == NULL || manufactureSchematic->getDraftSchematic() == NULL) return; ManagedReference<DraftSchematic* > draftSchematic = manufactureSchematic->getDraftSchematic(); CraftingValues* craftingValues = manufactureSchematic->getCraftingValues(); float value, maxPercentage, currentPercentage, weightedSum; String itemName; // These 2 values are pretty standard, adding these itemName = "xp"; value = float(draftSchematic->getXpAmount()); craftingValues->addExperimentalProperty("", itemName, value, value, 0, true, CraftingManager::OVERRIDECOMBINE); itemName = "complexity"; value = manufactureSchematic->getComplexity(); craftingValues->addExperimentalProperty("", itemName, value, value, 0, true, CraftingManager::OVERRIDECOMBINE); float modifier = calculateAssemblyValueModifier(assemblySuccess); // Cast component to genetic if (!prototype->isComponent()) return; GeneticComponent* genetic = cast<GeneticComponent*>(prototype); HashTable<String, ManagedReference<DnaComponent*> > slots; for (int i = 0; i < manufactureSchematic->getSlotCount(); ++i) { // Dna Component Slots Reference<IngredientSlot* > iSlot = manufactureSchematic->getSlot(i); ComponentSlot* cSlot = cast<ComponentSlot*>(iSlot.get()); ManagedReference<TangibleObject*> tano = cSlot->getPrototype(); ManagedReference<DnaComponent*> component = cast<DnaComponent*>( tano.get()); slots.put(cSlot->getSlotName(),component); } // At this point we have all the DNA slots. Update the craftingvalue accordingly DnaComponent* phy = slots.get("physique_profile").get(); DnaComponent* pro = slots.get("prowess_profile").get(); DnaComponent* men = slots.get("mental_profile").get(); DnaComponent* psy = slots.get("psychological_profile").get(); DnaComponent* agr = slots.get("aggression_profile").get(); // REVAMP FROM HERE DOWN. // STEP 1. Determine Attributes uint32 harMax, fortMax, endMax,intMax, dexMax,cleMax,depMax,couMax,fieMax,powMax; // Calculate the max values i.e. the weighter resource avergae. fortMax = Genetics::physiqueFormula(phy->getForititude(),pro->getForititude(),men->getForititude(),psy->getForititude(),agr->getForititude()); harMax = Genetics::physiqueFormula(phy->getHardiness(),pro->getHardiness(),men->getHardiness(),psy->getHardiness(),agr->getHardiness()); dexMax = Genetics::prowessFormula(phy->getDexterity(),pro->getDexterity(),men->getDexterity(),psy->getDexterity(),agr->getDexterity()); endMax = Genetics::prowessFormula(phy->getEndurance(),pro->getEndurance(),men->getEndurance(),psy->getEndurance(),agr->getEndurance()); intMax = Genetics::mentalFormula(phy->getIntellect(),pro->getIntellect(),men->getIntellect(),psy->getIntellect(),agr->getIntellect()); cleMax = Genetics::mentalFormula(phy->getCleverness(),pro->getCleverness(),men->getCleverness(),psy->getCleverness(),agr->getCleverness()); depMax = Genetics::physchologicalFormula(phy->getDependency(),pro->getDependency(),men->getDependency(),psy->getDependency(),agr->getDependency()); couMax = Genetics::physchologicalFormula(phy->getCourage(),pro->getCourage(),men->getCourage(),psy->getCourage(),agr->getCourage()); fieMax = Genetics::aggressionFormula(phy->getFierceness(),pro->getFierceness(),men->getFierceness(),psy->getFierceness(),agr->getFierceness()); powMax = Genetics::aggressionFormula(phy->getPower(),pro->getPower(),men->getPower(),psy->getPower(),agr->getPower()); // acknowledge any specials found in the experimentation line. this means specials will not modify later by experimentaiton as its an overlay value. bool spBlast = Genetics::hasASpecial(phy,pro,men,psy,agr,WeaponObject::BLAST); bool spKinetic = Genetics::hasASpecial(phy,pro,men,psy,agr,WeaponObject::KINETIC); bool spEnergy = Genetics::hasASpecial(phy,pro,men,psy,agr,WeaponObject::ENERGY); bool spHeat = Genetics::hasASpecial(phy,pro,men,psy,agr,WeaponObject::HEAT); bool spCold = Genetics::hasASpecial(phy,pro,men,psy,agr,WeaponObject::COLD); bool spElectric = Genetics::hasASpecial(phy,pro,men,psy,agr,WeaponObject::ELECTRICITY); bool spAcid = Genetics::hasASpecial(phy,pro,men,psy,agr,WeaponObject::ACID); bool spStun = Genetics::hasASpecial(phy,pro,men,psy,agr,WeaponObject::STUN); bool spSaber = Genetics::hasASpecial(phy,pro,men,psy,agr,WeaponObject::LIGHTSABER); // Calculate resists // 1 percent: (1000 - 0) / 100.0f; float blastMax, energyMax, kineticMax,heatMax,coldMax,electricMax,acidMax,stunMax,saberMax; blastMax = Genetics::resistanceFormula(phy,pro,men,psy,agr,WeaponObject::BLAST,100.0f); kineticMax = Genetics::resistanceFormula(phy,pro,men,psy,agr,WeaponObject::KINETIC,60.0f); energyMax = Genetics::resistanceFormula(phy,pro,men,psy,agr,WeaponObject::ENERGY,60.0f); heatMax = Genetics::resistanceFormula(phy,pro,men,psy,agr,WeaponObject::HEAT,100.0f); coldMax = Genetics::resistanceFormula(phy,pro,men,psy,agr,WeaponObject::COLD,100.0f); electricMax = Genetics::resistanceFormula(phy,pro,men,psy,agr,WeaponObject::ELECTRICITY,100.0f); acidMax = Genetics::resistanceFormula(phy,pro,men,psy,agr,WeaponObject::ACID,100.0f); stunMax = Genetics::resistanceFormula(phy,pro,men,psy,agr,WeaponObject::STUN,100.0f); saberMax = Genetics::resistanceFormula(phy,pro,men,psy,agr,WeaponObject::LIGHTSABER,100.0f); // lets clear the special bit if it moved to effective range. if(saberMax == 0) { spSaber = false; saberMax = 100; } if (blastMax == 0) { spBlast = false; blastMax = 100; } if (kineticMax == 0) { spKinetic = false; kineticMax = 60; } if (energyMax == 0) { spEnergy = false; energyMax = 60; } if (heatMax == 0) { spHeat = false; heatMax = 100; } if (coldMax == 0) { spCold = false; coldMax = 100; } if (electricMax == 0) { spElectric = false; electricMax = 100; } if(acidMax == 0) { spAcid = false; acidMax = 100; } if(stunMax == 0) { spStun = false; stunMax = 100; } // Step 2. At this point we know the max values for all stats and we have calculated any armor specials needed // So now we need to setup the min and initial values of stats and define the experimental attributes. // Ranges are 0 to 100 for any one of these // set current value to be 70% less than max calculated as the experimentation range. i.e. craftingValues->addExperimentalProperty("expPhysiqueProfile","fortitude",0,fortMax,0,false,CraftingManager::LINEARCOMBINE); craftingValues->addExperimentalProperty("expPhysiqueProfile","hardiness",0,harMax,0,false,CraftingManager::LINEARCOMBINE); craftingValues->addExperimentalProperty("expProwessProfile","dexterity",0,dexMax,0,false,CraftingManager::LINEARCOMBINE); craftingValues->addExperimentalProperty("expProwessProfile","endurance",0,endMax,0,false,CraftingManager::LINEARCOMBINE); craftingValues->addExperimentalProperty("expMentalProfile","intellect",0,intMax,0,false,CraftingManager::LINEARCOMBINE); craftingValues->addExperimentalProperty("expMentalProfile","cleverness",0,cleMax,0,false,CraftingManager::LINEARCOMBINE); craftingValues->addExperimentalProperty("expPsychologicalProfile","dependability",0,depMax,0,false,CraftingManager::LINEARCOMBINE); craftingValues->addExperimentalProperty("expPsychologicalProfile","courage",0,couMax,0,false,CraftingManager::LINEARCOMBINE); craftingValues->addExperimentalProperty("expAggressionProfile","fierceness",0,fieMax,0,false,CraftingManager::LINEARCOMBINE); craftingValues->addExperimentalProperty("expAggressionProfile","power",0,powMax,0,false,CraftingManager::LINEARCOMBINE); String title; int armorBase = 0; int effectiveness = 0; for(int i=0;i<craftingValues->getExperimentalPropertySubtitleSize();i++) { title = craftingValues->getExperimentalPropertySubtitle(i); if (craftingValues->isHidden(title)) continue; // We need to accoutn for assembly percentage. do some swapping around as well. float maxValue = craftingValues->getMaxValue(title); float initialValue = Genetics::initialValue(craftingValues->getMaxValue(title)); // determine max percentage craftingValues->setMaxPercentage(title, maxValue/1000.0f); craftingValues->setMaxValue(title,1000); // using assembly to accoutn for a 1 +% increase currentPercentage = getAssemblyPercentage(initialValue) * modifier; //craftingValues->setMaxPercentage(title, maxPercentage); craftingValues->setCurrentPercentage(title, currentPercentage); if (title == "fortitude") { armorBase = craftingValues->getCurrentValue(title); } } int armorValue = armorBase/500; effectiveness = (int)(((armorBase - (armorValue * 500)) / 50) * 5); // Store off armor data craftingValues->addExperimentalProperty("resists","dna_comp_armor_kinetic",spKinetic ? kineticMax : kineticMax < 0 ? -1 : effectiveness,kineticMax,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("resists","dna_comp_armor_blast",spBlast ? blastMax : blastMax < 0 ? -1 : effectiveness, blastMax,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("resists","dna_comp_armor_energy",spEnergy ? energyMax : energyMax < 0 ? -1 : effectiveness, energyMax,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("resists","dna_comp_armor_heat",spHeat ? heatMax : heatMax < 0 ? -1 : effectiveness ,heatMax,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("resists","dna_comp_armor_cold",spCold ? coldMax : coldMax < 0 ? -1 : effectiveness ,coldMax,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("resists","dna_comp_armor_electric",spElectric ? electricMax : electricMax < 0 ? -1 : effectiveness ,electricMax,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("resists","dna_comp_armor_acid",spAcid ? acidMax : acidMax < 0 ? -1 : effectiveness ,acidMax,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("resists","dna_comp_armor_stun",spStun ? stunMax : stunMax < 0 ? -1 : effectiveness ,stunMax,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("resists","dna_comp_armor_saber",spSaber ? saberMax : saberMax < 0 ? -1 : effectiveness ,saberMax,0,true,CraftingManager::OVERRIDECOMBINE); // Store off special information craftingValues->addExperimentalProperty("specials","kineticeffectiveness",spKinetic ? 1: 0,1,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("specials","blasteffectiveness",spBlast ? 1: 0,1,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("specials","energyeffectiveness",spEnergy ? 1: 0,1,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("specials","heateffectiveness",spHeat ? 1: 0,1,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("specials","coldeffectiveness",spCold ? 1: 0,1,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("specials","electricityeffectiveness",spElectric ? 1: 0,1,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("specials","acideffectiveness",spAcid ? 1: 0,1,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("specials","stuneffectiveness",spStun ? 1: 0,1,0,true,CraftingManager::OVERRIDECOMBINE); craftingValues->addExperimentalProperty("specials","lightsabereffectiveness",spSaber ? 1: 0,1,0,true,CraftingManager::OVERRIDECOMBINE); int quality = ( ((float)phy->getQuality() * 0.2)+ ((float)pro->getQuality()*0.2) + ((float)men->getQuality()*0.2) + ((float)psy->getQuality()*0.2) + ((float)agr->getQuality()*0.2)); bool ranged = false; int odds = 0; float menQual = men->getQuality() - 1; float psyQual = psy->getQuality() - 1; if (men->isRanged() || psy->isRanged()) { int chance = System::random(100-(assemblySuccess * 10)); // so amazing success 100, critical falure is 20 // did you roll exceed (7 - Quality) * 10 (VHQ is 0) so always works if (chance >= (menQual * 10) || chance >= (psyQual * 10)) ranged = true; } odds = quality * 100; // check for specials here, then we have base assemble work completed. // update crafting values, and/or experimentRow should handle resist calc changes. update crafting values should determine armor setup String sp1 = pickSpecialAttack(agr->getSpecialAttackOne(),psy->getSpecialAttackOne(),phy->getSpecialAttackOne(),men->getSpecialAttackOne(),pro->getSpecialAttackOne(),odds,"defaultattack"); String sp2 = pickSpecialAttack(psy->getSpecialAttackTwo(),pro->getSpecialAttackTwo(),agr->getSpecialAttackTwo(),men->getSpecialAttackTwo(),phy->getSpecialAttackTwo(),odds,sp1); genetic->setSpecialAttackOne(sp1); genetic->setSpecialAttackTwo(sp2); genetic->setRanged(ranged); genetic->setQuality(quality); // determine avg sample levels to choose a level of this template for output generation int level = Genetics::physchologicalFormula(phy->getLevel(),pro->getLevel(),men->getLevel(), psy->getLevel() ,agr->getLevel()); genetic->setLevel(level); craftingValues->recalculateValues(true); }