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dsrc/sku.0/sys.server/compiled/game/script/library/reverse_engineering.scriptlib
T
2013-09-10 23:17:15 -07:00

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/***** INCLUDES ********************************************************/
include library.utils;
include library.buff;
include library.static_item;
/***** CONSTANTS *******************************************************/
const string[] POWERUP_TYPES = { "armor",
"clothing",
"weapon"
};
const string[] POWERUP_SLOTS = { "chest2",
"chest1",
"hold_r"
};
const string[] POWERUP_ITEMS = { "item_reverse_engineering_powerup_armor_02_01",
"item_reverse_engineering_powerup_clothing_02_01",
"item_reverse_engineering_powerup_weapon_02_01"
};
const string POWERUP_WEAPON = "powerup_weapon";
const string POWERUP_CHEST = "powerup_chest_armor";
const string POWERUP_SHIRT = "powerup_shirt";
const string POWERUP_SCRIPT = "item.tool.reverse_engineering_poweredup_item";
const string ENGINEERING_MODIFIER = "reverse_engineering.reverse_engineering_modifier";
const string ENGINEERING_RATIO = "reverse_engineering.reverse_engineering_ratio";
const string ENGINEERING_POWER = "reverse_engineering.reverse_engineering_power";
const string ENGINEERING_TIMESTAMP = "reverse_engineering.reverse_engineering_timestamp";
const string POWERUP_PID_NAME = "powerUp";
const string SPECIAL_MOD_TABLE = "datatables/crafting/reverse_engineering_special_mods.iff";
const string MODS_TABLE = "datatables/crafting/reverse_engineering_mods.iff";
const string STATIC_ITEM_TABLE = "datatables/item/master_item/master_item.iff";
const string JUNK_TABLE = "datatables/crafting/reverse_engineering_junk.iff";
const string_id POWERUP_PID_TITLE = new string_id("spam", "powerup_override_title");
const string_id POWERUP_PID_PROMPT = new string_id("spam", "powerup_override");
const float EXPIRATION_TIME = 1800.0f;
/***** FUNCTIONS *******************************************************/
//we use this after you are cloned to possibly reapply buffs
void checkPowerUpReApply(obj_id player)
{
if(isIdValid(player))
{
string[] possiblePowerUps = POWERUP_SLOTS;
for(int i = 0; i < possiblePowerUps.length; i++)
{
obj_id thingInPlayersSlot = getObjectInSlot(player, possiblePowerUps[i]);
if(isPoweredUpItem(thingInPlayersSlot))
{
applyPowerupItemEquipped(player, thingInPlayersSlot);
}
}
}
}
//use this when applying a powerup the first time to an object
void applyPowerupItem(obj_id player, obj_id powerup, int powerupType)
{
if(powerupType < 0)
{
sendSystemMessage(player, new string_id("spam", "powerup_must_equip_item"));
return;
}
obj_id item = getObjectInSlot(player, POWERUP_SLOTS[powerupType]);
if(isIdValid(item) && exists(item) && !isIdNull(item))
{
if(isPoweredUpItem(item))
{
string title = utils.packStringId(POWERUP_PID_TITLE);
string prompt = utils.packStringId(POWERUP_PID_PROMPT);
utils.setScriptVar(item, POWERUP_PID_NAME, powerup);
int pid = sui.msgbox(item, player, prompt, sui.OK_CANCEL, title, "handleOverrideExistingPowerUp");
sui.setPid(player, pid, POWERUP_PID_NAME);
return;
}
addModsAndScript(player, powerup, item);
}
else
{
sendSystemMessage(player, new string_id("spam", "powerup_must_equip_item"));
}
return;
}
//use this when re applying a powerup on an object already equipped
void applyPowerupItemEquipped(obj_id player, obj_id itemWithPowerUp)
{
float dieTime = getDieTime(EXPIRATION_TIME, itemWithPowerUp);
if(dieTime < 1)
{
dieTime = 1.0f;
}
trial.bumpSession(itemWithPowerUp, "cleanUp");
messageTo(itemWithPowerUp, "cleanUp", trial.getSessionDict(itemWithPowerUp, "cleanUp") , dieTime, false);
string slotName = getMyEquippedSlot(itemWithPowerUp);
if(slotName.equals("none"))
return;
int power = getIntObjVar(itemWithPowerUp, ENGINEERING_POWER);
string mod = getStringObjVar(itemWithPowerUp, ENGINEERING_MODIFIER);
int ratio = getIntObjVar(itemWithPowerUp, ENGINEERING_RATIO);
int finalPower = power/ratio;
if(finalPower < 1)
finalPower = 1;
addSkillModModifier(player, slotName + "_powerup", mod, (int)finalPower, -1, false, false);
applyBuffIcon(player, itemWithPowerUp);
recalcPoolsIfNeeded(player, mod);
return;
}
//check to see if I am a powered up item
boolean isPoweredUpItem(obj_id item)
{
return hasScript(item, POWERUP_SCRIPT);
}
//get the powerup type
int getPowerupType(obj_id item)
{
int powerupType = -1;
for(int i = 0; i < POWERUP_ITEMS.length; i++)
{
string staticName = getStaticItemName(item);
if(staticName.equals(POWERUP_ITEMS[i]))
{
powerupType = i;
}
}
return powerupType;
}
//check to see how long a powerup has left
float getDieTime(float lifeSpan, obj_id tempObject)
{
float timeStamp = getFloatObjVar(tempObject, ENGINEERING_TIMESTAMP);
float deathStamp = timeStamp + reverse_engineering.EXPIRATION_TIME;
float rightNow = getGameTime();
float dieTime = deathStamp - rightNow;
return dieTime;
}
string getMyEquippedSlot(obj_id itemWithPowerUp)
{
string slotName = "none";
obj_id containingMe = utils.getContainingPlayer(itemWithPowerUp);
if(isIdValid(containingMe))
{
string[] possibleSlots = POWERUP_SLOTS;
for(int i = 0; i < possibleSlots.length; i++)
{
obj_id thingInPlayersSlot = getObjectInSlot(containingMe, possibleSlots[i]);
if(thingInPlayersSlot == itemWithPowerUp)
{
return possibleSlots[i];
}
}
}
return slotName;
}
//Provides mapping for slot to Buff if you have base Power Up object still
string getMyBuffIconInt(obj_id powerUp)
{
int powerupType = getPowerupType(powerUp);
string buffName = "";
switch(powerupType)
{
case 0:
buffName = POWERUP_CHEST;
break;
case 1:
buffName = POWERUP_SHIRT;
break;
case 2:
buffName = POWERUP_WEAPON;
break;
default:
return null;
}
return buffName;
}
//Provides mapping for slot to Buff if you only have the Powered Up Object
string getMyBuffIconString(obj_id itemWithPowerUp)
{
string buffName = "";
string slotName = getMyEquippedSlot(itemWithPowerUp);
if(slotName.equals("chest2"))
buffName = POWERUP_CHEST;
if(slotName.equals("chest1"))
buffName = POWERUP_SHIRT;
if(slotName.equals("hold_r"))
buffName = POWERUP_WEAPON;
return buffName;
}
void applyBuffIcon(obj_id player, obj_id itemWithPowerUp)
{
applyBuffIcon(player, obj_id.NULL_ID, itemWithPowerUp);
}
//Apply proper buff based on powerup slot
void applyBuffIcon(obj_id player, obj_id powerUp, obj_id itemWithPowerUp)
{
string buffName = "";
float expiration = 0f;
if(!isIdValid(powerUp))
{
buffName = getMyBuffIconString(itemWithPowerUp);
}
else
{
buffName = getMyBuffIconInt(powerUp);
}
expiration = getDieTime(reverse_engineering.EXPIRATION_TIME, itemWithPowerUp);
if(expiration < 0)
return;
if(buffName != null && buffName != "")
buff.applyBuff(player, buffName, expiration);
//TODO: We need a method from programing to apply a decayed buff that will reflect in the whirlygig timer
//the correct duration left
return;
}
//Remove buff based on powerup slot
void removeBuffIcon(obj_id player, obj_id itemWithPowerUp)
{
string buffName = getMyBuffIconString(itemWithPowerUp);
if(buffName != null && buffName != "")
buff.removeBuff(player, buffName);
return;
}
//check for stat changes
void recalcPoolsIfNeeded(obj_id player, string mod)
{
if((mod.startsWith("constitution"))||(mod.startsWith("stamina")))
{
messageTo(player, "recalcPools", null, .25f, false);
}
combat.cacheCombatData(player);
trial.bumpSession(player, "displayDefensiveMods");
messageTo(player, "setDisplayOnlyDefensiveMods", trial.getSessionDict(player, "displayDefensiveMods") , 5, false);
return;
}
//overload!
void addModsAndScript(obj_id player, obj_id powerUp, obj_id itemToPowerUp)
{
addModsAndScript(player, powerUp, itemToPowerUp, 0f);
}
//apply stats from powerup
//remainingTime is a key value for if the powerup is a new application or transfering the stats from an old object to a new
void addModsAndScript(obj_id player, obj_id powerUp, obj_id itemToPowerUp, float remainingTime)
{
string mod = getStringObjVar(powerUp, ENGINEERING_MODIFIER);
int ratio = getIntObjVar(powerUp, ENGINEERING_RATIO);
int power = getIntObjVar(powerUp, ENGINEERING_POWER);
float timeStamp = getGameTime();
//if we pass in a time use it, if not use 30 minutes
if(remainingTime > 0f)
timeStamp = remainingTime;
setObjVar(itemToPowerUp, ENGINEERING_MODIFIER, mod);
setObjVar(itemToPowerUp, ENGINEERING_RATIO, ratio);
setObjVar(itemToPowerUp, ENGINEERING_POWER, power);
setObjVar(itemToPowerUp, ENGINEERING_TIMESTAMP, timeStamp);
if(!isPoweredUpItem(itemToPowerUp))
attachScript(itemToPowerUp, POWERUP_SCRIPT);
powerUpAttached(player,itemToPowerUp);
applyBuffIcon(player, powerUp, itemToPowerUp);
static_item.decrementStaticItem(powerUp);
}
//completely cleans the object and removes the buff icon from the player
void removeModsAndScript(obj_id player, obj_id itemWithPowerUp)
{
removeObjVar(itemWithPowerUp, ENGINEERING_POWER);
removeObjVar(itemWithPowerUp, ENGINEERING_RATIO);
removeObjVar(itemWithPowerUp, ENGINEERING_TIMESTAMP);
removeObjVar(itemWithPowerUp, ENGINEERING_MODIFIER);
detachScript(itemWithPowerUp, POWERUP_SCRIPT);
if(utils.isEquipped(itemWithPowerUp))
removeBuffIcon(player, itemWithPowerUp);
trial.bumpSession(itemWithPowerUp, "displayDefensiveMods");
messageTo(itemWithPowerUp, "setDisplayOnlyDefensiveMods", trial.getSessionDict(itemWithPowerUp, "displayDefensiveMods") , 5, false);
return;
}
//strips the mod from player with the keyname as the slot where the powerup was
void removePlayerPowerUpMods(obj_id player, obj_id itemWithPowerUp)
{
string slotName = getMyEquippedSlot(itemWithPowerUp);
string mod = getStringObjVar(itemWithPowerUp, ENGINEERING_MODIFIER);
removeAttribOrSkillModModifier(player, slotName + "_powerup");
recalcPoolsIfNeeded(player, mod);
return;
}
//this applies the powerup stats to the player
void powerUpAttached(obj_id player, obj_id itemWithPowerUp)
{
float dieTime = getDieTime(reverse_engineering.EXPIRATION_TIME, itemWithPowerUp);
if(dieTime < 1)
dieTime = 1.0f;
trial.bumpSession(itemWithPowerUp, "cleanUp");
messageTo(itemWithPowerUp, "cleanUp", trial.getSessionDict(itemWithPowerUp, "cleanUp") , dieTime, false);
string slotName = reverse_engineering.getMyEquippedSlot(itemWithPowerUp);
if(slotName.equals("none"))
return;
int power = getIntObjVar(itemWithPowerUp, ENGINEERING_POWER);
string mod = getStringObjVar(itemWithPowerUp, ENGINEERING_MODIFIER);
int ratio = getIntObjVar(itemWithPowerUp, ENGINEERING_RATIO);
int finalPower = power/ratio;
if(finalPower < 1)
finalPower = 1;
addSkillModModifier(player, slotName + "_powerup", mod, (int)finalPower, -1, false, false);
recalcPoolsIfNeeded(player, mod);
return;
}
boolean canMakePowerUp(string mod)
{
if(dataTableGetInt(SPECIAL_MOD_TABLE, mod, "no_pup") > 0)
{
return false;
}
return true;
}
boolean canStaticItemBeReversedEngineered(obj_id item)
{
if(!exists(item) || !isIdValid(item))
return false;
if(!static_item.isStaticItem(item))
return false;
string staticItemName = getStaticItemName(item);
if(staticItemName == null || staticItemName.equals(""))
return false;
int row = dataTableSearchColumnForString(staticItemName, "name", static_item.MASTER_ITEM_TABLE);
if(row < 0)
return false;
int canRe = dataTableGetInt(static_item.MASTER_ITEM_TABLE, row, static_item.COLUMN_CAN_RE);
return canRe == 1;
}