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utility.cpp
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425 lines (392 loc) · 15.3 KB
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#include "utility.h"
GEInt getPowerLevel(Entity& p_entity) {
Entity player = Entity::GetPlayer();
GEInt level = p_entity.NPC.GetProperty<PSNpc::PropertyLevel>() + player.NPC.GetProperty<PSNpc::PropertyLevel>();
if (level > p_entity.NPC.GetProperty<PSNpc::PropertyLevelMax>())
level = p_entity.NPC.GetProperty<PSNpc::PropertyLevelMax>();
return level;
}
bCString getProjectile(Entity& p_entity, gEUseType p_rangedWeaponType) {
GEInt powerLevel = getPowerLevel(p_entity);
gEPoliticalAlignment aligmnent = p_entity.NPC.GetProperty<PSNpc::PropertyPoliticalAlignment>();
gESpecies targetSpecies = p_entity.NPC.GetCurrentTarget().NPC.GetProperty<PSNpc::PropertySpecies>();
GEInt random = Entity::GetRandomNumber(100);
if (p_rangedWeaponType == gEUseType_CrossBow) {
if (powerLevel >= 25) {
return "Bolt_Sharp";
}
return "Bolt";
}
else if (p_rangedWeaponType == gEUseType_Bow) {
if (p_entity.GetName() == "Jorn") // And add after quest!
return "ExplosiveArrow";
if (targetSpecies == gESpecies_FireGolem || targetSpecies == gESpecies_Golem || targetSpecies == gESpecies_IceGolem || targetSpecies == gESpecies_Skeleton)
return "BluntArrow";
if (aligmnent == gEPoliticalAlignment_Ass || aligmnent == gEPoliticalAlignment_Nom)
return "PoisonArrow";
if (aligmnent == gEPoliticalAlignment_Nrd)
return "Arrow_ore";
if (powerLevel >= 30) {
if (aligmnent == gEPoliticalAlignment_Orc) {
if (random <= 20)
return "SharpArrow";
return "GoldArrow";
}
if (random <= 20) {
return "BluntArrow";
}
return "FireArrow";
}
return "Arrow";
}
}
GEBool isBigMonster(Entity& p_monster) {
gCScriptAdmin& ScriptAdmin = GetScriptAdmin();
if (p_monster == None) {
return GEFalse;
}
if (ScriptAdmin.CallScriptFromScript("IsHumanoid", &p_monster, &None, 0)) {
return GEFalse;
}
switch (p_monster.NPC.GetProperty<PSNpc::PropertySpecies>()) {
case gESpecies_Demon:
case gESpecies_Ogre:
case gESpecies_Troll:
case gESpecies_Trex:
case gESpecies_Shadowbeast:
case gESpecies_Dragon:
case gESpecies_Gargoyle:
case gESpecies_ScorpionKing:
case gESpecies_FireGolem:
case gESpecies_IceGolem:
case gESpecies_Golem:
return GETrue;
default:
return GEFalse;
}
}
GEBool CanBurn(Entity& p_victim, Entity& p_damager) {
gESpecies victimSpecies = p_victim.NPC.GetProperty<PSNpc::PropertySpecies>();
switch (victimSpecies) {
case gESpecies_Golem:
case gESpecies_Demon:
case gESpecies_Troll:
case gESpecies_FireGolem:
case gESpecies_IceGolem:
case gESpecies_Dragon:
return GEFalse;
}
if (p_victim == Entity::GetPlayer() && p_victim.Inventory.IsSkillActive(Template("Perk_ResistHeat")))
return GEFalse;
if (p_damager == None) return GEFalse;
// If an Item hit the Victim
gEDamageType damageType = p_damager.Damage.GetProperty<PSDamage::PropertyDamageType>();
GEInt random = Entity::GetRandomNumber(100);
GEU32 itemQuality = p_damager.Item.GetQuality();
//std::cout << "In CanBurn:\tDamageType: " << damageType << "\trandom: " << random
//<< "\nProjectile.IsValid: " << p_damager.Projectile.IsValid () << "\titemQuality: " << itemQuality << "\n";
if (!p_damager.Projectile.IsValid()) {
if (((BYTE)itemQuality & gEItemQuality_Burning) == gEItemQuality_Burning && random < 20) {
return GETrue;
}
if (damageType == gEDamageType_Fire) {
return GETrue;
}
}
// Missile Here
else {
if (damageType == gEDamageType_Fire
&& p_damager.Projectile.GetProperty<PSProjectile::PropertyPathStyle>() == gEProjectilePath::gEProjectilePath_Missile)
return GETrue;
if (((BYTE)itemQuality & gEItemQuality_Burning) == gEItemQuality_Burning
&& p_damager.Damage.GetProperty<PSDamage::PropertyDamageHitMultiplier>() >= 0.5f) // Bow Tension...
return GETrue;
}
return GEFalse;
}
GEBool CanFreeze(Entity& p_victim, Entity& p_damager) {
gESpecies victimSpecies = p_victim.NPC.GetProperty<PSNpc::PropertySpecies>();
//std::cout << "Projectilename: " << p_damager.GetName ( ) << std::endl;
if (p_damager.GetName() == "Mis_IceBlock")
return GETrue;
switch (victimSpecies) {
case gESpecies_Golem:
case gESpecies_Demon:
case gESpecies_Troll:
case gESpecies_FireGolem:
case gESpecies_IceGolem:
case gESpecies_Dragon:
return GEFalse;
}
if (p_victim == Entity::GetPlayer() && p_victim.Inventory.IsSkillActive(Template("Perk_ResistCold")))
return GEFalse;
if (p_damager == None) return GEFalse;
// If an Item hit the Victim
gEDamageType damageType = p_damager.Damage.GetProperty<PSDamage::PropertyDamageType>();
GEInt random = Entity::GetRandomNumber(100);
GEU32 itemQuality = p_damager.Item.GetQuality();
if (!p_damager.Projectile.IsValid()) {
if (((BYTE)itemQuality & gEItemQuality_Frozen) == gEItemQuality_Frozen && random < 20) {
return GETrue;
}
if (damageType == gEDamageType_Ice) {
return GETrue;
}
}
// Missile Here
else {
if (damageType == gEDamageType_Ice
&& p_damager.Projectile.GetProperty<PSProjectile::PropertyPathStyle>() == gEProjectilePath::gEProjectilePath_Missile)
return GETrue;
if (((BYTE)itemQuality & gEItemQuality_Frozen) == gEItemQuality_Frozen
&& p_damager.Damage.GetProperty<PSDamage::PropertyDamageHitMultiplier>() >= 0.5f) // Bow Tension...
return GETrue;
}
return GEFalse;
}
GEBool IsNormalProjectile(Entity& p_damager) {
//std::cout << "Projectilename: " << p_damager.GetName ( ) << std::endl;
//std::cout << "Projectile?: " << p_damager.Projectile.IsValid() << std::endl;
return p_damager.Projectile.IsValid() &&
p_damager.Interaction.GetSpell() == None;
}
GEBool IsSpellContainer(Entity& p_damager) {
//std::cout << "Spell?: " << p_damager.Interaction.GetSpell ( ).GetName ( )
// << "\n" << p_damager.Interaction.GetOwner ( ).GetName() << std::endl;
return p_damager.Interaction.GetSpell() != None;
}
GEBool IsMagicProjectile(Entity& p_damager) {
//std::cout << "Projectilename: " << p_damager.GetName ( ) << std::endl;
//std::cout << "Projectile?: " << p_damager.Projectile.IsValid ( ) << std::endl;
return p_damager.Projectile.IsValid() &&
p_damager.Interaction.GetSpell() != None;
}
GEBool CheckHandUseTypes(gEUseType p_lHand, gEUseType p_rHand, Entity& entity) {
//std::cout << "Left: " << p_lHand << "Right: " << p_rHand
// << "\nItem Left: " << entity.Inventory.GetItemFromSlot ( gESlot_LeftHand ).GetName ( )
// << "\nItem Right" << entity.Inventory.GetItemFromSlot ( gESlot_RightHand ).GetName ( ) << std::endl;
return (entity.Inventory.GetItemFromSlot(gESlot_LeftHand)
.Interaction.GetUseType() == p_lHand &&
entity.Inventory.GetItemFromSlot(gESlot_RightHand)
.Interaction.GetUseType() == p_rHand);
}
GEInt GetSkillLevels(Entity& p_entity) {
if (p_entity != Entity::GetPlayer()) {
GEU32 npcLevel = p_entity.NPC.GetProperty<PSNpc::PropertyLevel>();
//std::cout << "Entity: " << p_entity.GetName ( ) << "\tLevel: " << npcLevel << std::endl;
if (npcLevel > 44)
return 3;
if (npcLevel > 29)
return 2;
if (npcLevel > 14)
return 1;
return 0;
}
GEInt level = 0;
GEInt playerRightHandStack = p_entity.Inventory.FindStackIndex(gESlot_RightHand);
gEUseType playerUseType = p_entity.Inventory.GetUseType(playerRightHandStack);
//std::cout << "Player in GetSkillLevels" << std::endl;
// maybe even use a switch case here...
switch (playerUseType) {
case gEUseType_1H:
if (p_entity.Inventory.IsSkillActive(Template("Perk_1H_3")))
level = 2;
else if (p_entity.Inventory.IsSkillActive(Template("Perk_1H_2")))
level = 1;
if (CheckHandUseTypes(gEUseType_1H, gEUseType_1H, p_entity)
&& p_entity.Inventory.IsSkillActive(Template("Perk_1H1H_2")))
level += 1;
break;
case gEUseType_2H:
case gEUseType_Axe:
case gEUseType_Halberd:
if (p_entity.Inventory.IsSkillActive(Template("Perk_Axe_3")))
level = 2;
else if (p_entity.Inventory.IsSkillActive(Template("Perk_Axe_2")))
level = 1;
break;
case gEUseType_Staff:
if (p_entity.Inventory.IsSkillActive(Template("Perk_Staff_3")))
level = 2;
if (p_entity.Inventory.IsSkillActive(Template("Perk_Staff_2")))
level = 1;
break;
case gEUseType_Cast:
GEInt playerInt = p_entity.PlayerMemory.GetIntelligence();
if (playerInt > 199)
level = 2;
else if (playerInt > 99)
level = 1;
break;
}
if (GetScriptAdmin().CallScriptFromScript("GetStrength", &p_entity, &None, 0) >= 250) {
level += 1;
}
/*
if ( playerUseType == gEUseType_1H ) {
if ( p_entity.Inventory.IsSkillActive ( Template ( "Perk_1H_3" ) ) )
level = 2;
else if ( p_entity.Inventory.IsSkillActive ( Template ( "Perk_1H_2" ) ) )
level = 1;
if ( CheckHandUseTypes ( gEUseType_1H , gEUseType_1H , p_entity )
&& p_entity.Inventory.IsSkillActive ( Template ( "Perk_1H1H_2" ) ) )
level += 1;
return level;
}
else if ( playerUseType == gEUseType_2H || playerUseType == gEUseType_Axe || playerUseType == gEUseType_Halberd ) {
if ( p_entity.Inventory.IsSkillActive ( Template ( "Perk_Axe_3" ) ) )
level = 2;
else if ( p_entity.Inventory.IsSkillActive ( Template ( "Perk_Axe_2" ) ) )
level = 1;
return level;
}
else if ( playerUseType == gEUseType_Staff ) {
if ( p_entity.Inventory.IsSkillActive ( Template ( "Perk_Staff_3" ) ) )
level = 2;
if ( p_entity.Inventory.IsSkillActive ( Template ( "Perk_Staff_2" ) ) )
level = 1;
return level;
}
// Addition
else if ( playerUseType == gEUseType_Cast ) {
GEInt playerInt = p_entity.PlayerMemory.GetIntelligence();
if ( playerInt > 199 ) {
return 2;
}
if ( playerInt > 99 ) {
return 1;
}
}*/
return level; // or level
}
GEInt GetActionWeaponLevel(Entity& p_damager, gEAction p_action) {
GEInt level = 0;
switch (p_action) {
case gEAction_Attack:
case gEAction_SimpleWhirl:
case gEAction_WhirlAttack:
case gEAction_PierceAttack:
case gEAction_GetUpAttack:
level = 2;
break;
case gEAction_PowerAttack:
case gEAction_SprintAttack:
if (CheckHandUseTypes(gEUseType_1H, gEUseType_1H, p_damager)) {
level = 3 - (GEU32)p_damager.Routine.GetProperty<PSRoutine::PropertyStatePosition>();
break;
}
case gEAction_HackAttack:
level = 4;
break;
case gEAction_QuickAttack:
case gEAction_QuickAttackR:
case gEAction_QuickAttackL:
level = 0;
break;
}
return level + GetSkillLevels(p_damager);
}
GEInt GetShieldLevelBonus(Entity& p_entity) {
//std::cout << "Name in GetShieldLevelBonus: " << p_entity.GetName ( ) << std::endl;
if (p_entity.Routine.GetProperty<PSRoutine::PropertyAction>() == gEAction::gEAction_GetUpParade) {
return 2;
}
GEInt level = GetSkillLevels(p_entity);
GEInt stackIndex = p_entity.Inventory.FindStackIndex(gESlot::gESlot_LeftHand);
gEUseType useType = p_entity.Inventory.GetUseType(stackIndex);
if (useType == gEUseType_Shield) {
if (p_entity == Entity::GetPlayer()) {
if (p_entity.Inventory.IsSkillActive(Template("Perk_Shield_2")))
level += 1;
}
}
return level;
}
// return an Enum of vulnaribility
VulnerabilityStatus DamageTypeEntityTest(Entity& p_victim, Entity& p_damager) { // 0: Immunity, 1: Regular Damage, 2: Double Damage 3 Half Damage
if (p_victim == None || p_damager == None)
return VulnerabilityStatus::VulnerabilityStatus_IMMUNE;
gEDamageType damageType = p_damager.Damage.GetProperty<PSDamage::PropertyDamageType>();
gESpecies victimSpecies = p_victim.NPC.GetProperty<PSNpc::PropertySpecies>();
//std::cout << "Damager in DamageTypeEntityTest: " << p_damager.GetName ( ) << "\tvictimspecies: " << victimSpecies
//<< "\tDamageType: " << damageType << std::endl;
switch (damageType) {
case gEDamageType_None:
break;
case gEDamageType_Impact:
if (victimSpecies == gESpecies::gESpecies_Skeleton || victimSpecies == gESpecies::gESpecies_Golem)
return VulnerabilityStatus_WEAK;
return VulnerabilityStatus_REGULAR;
case gEDamageType_Blade:
if (victimSpecies == gESpecies::gESpecies_Golem)
return VulnerabilityStatus_STRONG;
return VulnerabilityStatus_REGULAR;
case gEDamageType_Missile:
switch (victimSpecies) {
case gESpecies_Skeleton:
case gESpecies_IceGolem:
case gESpecies_Troll:
if (p_damager.GetName().Contains("Fire", 0) || p_damager.GetName().Contains("Explosive", 0))
return VulnerabilityStatus_REGULAR;
if (victimSpecies == gESpecies_Troll) {
return VulnerabilityStatus_STRONG;
}
return VulnerabilityStatus_IMMUNE;
case gESpecies_Golem:
case gESpecies_FireGolem:
return VulnerabilityStatus_IMMUNE;
default:
return VulnerabilityStatus_REGULAR;
}
case gEDamageType_Fire:
switch (victimSpecies) {
case gESpecies_FireVaran:
case gESpecies_FireGolem:
case gESpecies_Dragon:
return VulnerabilityStatus_IMMUNE;
case gESpecies_IceGolem:
case gESpecies_Zombie:
return VulnerabilityStatus_WEAK;
case gESpecies_Demon:
return VulnerabilityStatus_STRONG;
default:
return VulnerabilityStatus_REGULAR;
}
case gEDamageType_Ice:
if (p_victim.NPC.HasStatusEffects(gEStatusEffect::gEStatusEffect_Frozen))
return VulnerabilityStatus_IMMUNE;
switch (victimSpecies) {
case gESpecies_FireGolem:
return VulnerabilityStatus_WEAK;
case gESpecies_Zombie:
return VulnerabilityStatus_STRONG;
case gESpecies_IceGolem:
return VulnerabilityStatus_IMMUNE;
default:
return VulnerabilityStatus_REGULAR;
}
case gEDamageType_Lightning:
if (victimSpecies == gESpecies_Golem)
return VulnerabilityStatus_WEAK;
return VulnerabilityStatus_REGULAR;
default:
return VulnerabilityStatus_REGULAR;
}
return VulnerabilityStatus_IMMUNE;
}
GEInt GetHyperActionBonus(gEAction p_action)
{
switch (p_action) {
case gEAction_Summon:
case gEAction_FlameSword:
return 2;
case gEAction_PowerAttack:
case gEAction_SprintAttack:
case gEAction_HackAttack:
return 0; // Change someday
case gEAction_Heal:
return 0;
default:
return 0;
}
}