Beispiel #1
0
        private static void MakeTubesSectionHarder()
        {
            var preReaperF = MERFileSystem.GetPackageFile("BioD_EndGm2_420CombatZone.pcc");

            if (preReaperF != null && File.Exists(preReaperF))
            {
                var preReaperP = MEPackageHandler.OpenMEPackage(preReaperF);

                // Open tubes on kills to start the attack (post platforms)----------------------
                var seq = preReaperP.GetUExport(15190);

                var attackSw = MERSeqTools.InstallRandomSwitchIntoSequence(seq, 2); //50% chance

                // killed squad member -> squad still exists to 50/50 sw
                KismetHelper.CreateOutputLink(preReaperP.GetUExport(15298), "SquadStillExists", attackSw);

                // 50/50 to just try to do reaper attack
                KismetHelper.CreateOutputLink(attackSw, "Link 1", preReaperP.GetUExport(14262));

                // Automate the platforms one after another
                KismetHelper.RemoveAllLinks(preReaperP.GetUExport(15010)); //B Plat01 Death
                KismetHelper.RemoveAllLinks(preReaperP.GetUExport(15011)); //B Plat02 Death

                // Sub automate - Remove attack completion gate inputs ----
                KismetHelper.RemoveAllLinks(preReaperP.GetUExport(15025)); //Plat03 Attack complete
                KismetHelper.RemoveAllLinks(preReaperP.GetUExport(15029)); //Plat02 Attack complete

                //// Sub automate - Remove activate input into gate
                var cmb2activated = preReaperP.GetUExport(15082);
                var cmb3activated = preReaperP.GetUExport(15087);

                KismetHelper.RemoveAllLinks(cmb2activated);
                KismetHelper.CreateOutputLink(cmb2activated, "Out", preReaperP.GetUExport(2657));

                // Delay the start of platform 3 by 4 seconds to give player a bit more time to handle first two platforms
                // Player will likely have decent weapons by now so they will be better than my testing for sure
                KismetHelper.RemoveAllLinks(cmb3activated);
                var newDelay = EntryCloner.CloneEntry(preReaperP.GetUExport(14307));
                newDelay.WriteProperty(new FloatProperty(4, "Duration"));
                KismetHelper.AddObjectToSequence(newDelay, preReaperP.GetUExport(15183), true);

                KismetHelper.CreateOutputLink(cmb3activated, "Out", newDelay);
                KismetHelper.CreateOutputLink(newDelay, "Finished", preReaperP.GetUExport(2659));
                //                preReaperP.GetUExport(14451).RemoveProperty("bOpen"); // Plat03 gate - forces gate open so when reaper attack fires it passes through
                //              preReaperP.GetUExport(14450).RemoveProperty("bOpen"); // Plat02 gate - forces gate open so when reaper attack fires it passes through


                // There is no end to Plat03 behavior until tubes are dead
                KismetHelper.CreateOutputLink(preReaperP.GetUExport(14469), "Completed", preReaperP.GetUExport(14374)); // Interp completed to Complete in Plat01
                KismetHelper.CreateOutputLink(preReaperP.GetUExport(14470), "Completed", preReaperP.GetUExport(14379)); // Interp completed to Complete in Plat02

                // if possession fails continue the possession loop on plat3 to end of pre-reaper combat
                KismetHelper.CreateOutputLink(preReaperP.GetUExport(16414), "Failed", preReaperP.GetUExport(14307));



                MERFileSystem.SavePackage(preReaperP);
            }
        }
Beispiel #2
0
        private static void RandomizeTheLongWalk(RandomizationOption option)
        {
            var prelongwalkfile = MERFileSystem.GetPackageFile("BioD_EndGm2_200Factory.pcc");

            if (prelongwalkfile != null)
            {
                // Pre-long walk selection
                var package       = MEPackageHandler.OpenMEPackage(prelongwalkfile);
                var bioticTeamSeq = package.GetUExport(8609);

                var activated = package.GetUExport(8484);
                KismetHelper.RemoveAllLinks(activated);

                // install new logic
                var randSwitch = MERSeqTools.InstallRandomSwitchIntoSequence(bioticTeamSeq, 13); // don't include theif or veteran as dlc might not be installed
                KismetHelper.CreateOutputLink(activated, "Out", randSwitch);

                // Outputs of random choice
                KismetHelper.CreateOutputLink(randSwitch, "Link 1", package.GetUExport(1420));  //thane
                KismetHelper.CreateOutputLink(randSwitch, "Link 2", package.GetUExport(1419));  //jack
                KismetHelper.CreateOutputLink(randSwitch, "Link 3", package.GetUExport(1403));  //garrus
                KismetHelper.CreateOutputLink(randSwitch, "Link 4", package.GetUExport(1399));  //legion
                KismetHelper.CreateOutputLink(randSwitch, "Link 5", package.GetUExport(1417));  //grunt
                KismetHelper.CreateOutputLink(randSwitch, "Link 6", package.GetUExport(1395));  //jacob
                KismetHelper.CreateOutputLink(randSwitch, "Link 7", package.GetUExport(1418));  //samara
                KismetHelper.CreateOutputLink(randSwitch, "Link 8", package.GetUExport(1415));  //mordin
                KismetHelper.CreateOutputLink(randSwitch, "Link 9", package.GetUExport(1405));  //tali
                KismetHelper.CreateOutputLink(randSwitch, "Link 10", package.GetUExport(1401)); //morinth
                KismetHelper.CreateOutputLink(randSwitch, "Link 11", package.GetUExport(1402)); //miranda

                // kasumi
                if (MERFileSystem.GetPackageFile("BioH_Thief_00.pcc") != null)
                {
                    KismetHelper.CreateOutputLink(randSwitch, "Link 12", package.GetUExport(1396)); //kasumi
                }

                // zaeed
                if (MERFileSystem.GetPackageFile("BioH_Veteran_00.pcc") != null)
                {
                    KismetHelper.CreateOutputLink(randSwitch, "Link 13", package.GetUExport(1416)); //zaeed
                }

                MERFileSystem.SavePackage(package);
            }

            var biodEndGm2F = MERFileSystem.GetPackageFile("BioD_EndGm2.pcc");

            if (biodEndGm2F != null)
            {
                var package = MEPackageHandler.OpenMEPackage(biodEndGm2F);
                var ts      = package.GetUExport(7);
                var ss      = ts.GetProperty <ArrayProperty <StructProperty> >("StreamingStates");
                // Make walk4 remain loaded while walk5 is active as enemeis may not yet be cleared out
                var conclusion   = ss[8];
                var visibleNames = conclusion.GetProp <ArrayProperty <NameProperty> >("VisibleChunkNames");
                if (!visibleNames.Any(x => x.Value == "BioD_EndGm2_300Walk04"))
                {
                    // This has pawns as part of the level so we must make sure it doesn't disappear or player will just see enemies disappear
                    visibleNames.Add(new NameProperty("BioD_EndGm2_300Walk04"));
                }

                ts.WriteProperty(ss);
                MERFileSystem.SavePackage(package);
            }

            var longwalkfile = MERFileSystem.GetPackageFile("BioD_EndGm2_300LongWalk.pcc");

            if (longwalkfile != null)
            {
                // automate TLW

                var package     = MEPackageHandler.OpenMEPackage(longwalkfile);
                var seq         = package.GetUExport(1629);
                var stopWalking = package.GetUExport(1569);

                // The auto walk delay on Stop Walking
                var delay = package.GetUExport(806).Clone();
                package.AddExport(delay);
                delay.WriteProperty(new FloatProperty(ThreadSafeRandom.NextFloat(2, 7), "Duration")); // how long to wait until auto walk
                KismetHelper.AddObjectToSequence(delay, seq, true);
                KismetHelper.CreateOutputLink(delay, "Finished", package.GetUExport(156));
                KismetHelper.CreateOutputLink(stopWalking, "Out", delay);

                // Do not allow targeting the escort
                package.GetUExport(1915).WriteProperty(new IntProperty(0, "bValue"));  // stopped walking
                package.GetUExport(1909).WriteProperty(new IntProperty(0, "bValue"));  // loading from save - we will auto start
                KismetHelper.CreateOutputLink(package.GetUExport(1232), "Out", delay); // post loaded from save init

                // Do not enable autosaves, cause it makes it easy to cheese this area. Bypass the 'savegame' item
                KismetHelper.RemoveOutputLinks(package.GetUExport(156));
                KismetHelper.CreateOutputLink(package.GetUExport(156), "Out", package.GetUExport(1106));

                // Pick a random henchman to go on a date with
                //var determineEscortLog = package.GetUExport(1118);
                //var spawnSeq = package.GetUExport(1598);

                //// disconnect old logic
                //KismetHelper.RemoveAllLinks(determineEscortLog);

                // install new logic

                /*var randSwitch = SeqTools.InstallRandomSwitchIntoSequence(spawnSeq, 12); // don't include theif or veteran as dlc might not be installed
                 * KismetHelper.CreateOutputLink(determineEscortLog, "Out", randSwitch);
                 *
                 *
                 * // Outputs of random choice
                 *
                 *
                 *
                 * KismetHelper.CreateOutputLink(randSwitch, "Link 1", package.GetUExport(1599)); //thane
                 * KismetHelper.CreateOutputLink(randSwitch, "Link 2", package.GetUExport(1601)); //jack
                 * KismetHelper.CreateOutputLink(randSwitch, "Link 3", package.GetUExport(1603)); //garrus
                 * KismetHelper.CreateOutputLink(randSwitch, "Link 4", package.GetUExport(1605)); //legion
                 * KismetHelper.CreateOutputLink(randSwitch, "Link 5", package.GetUExport(1607)); //grunt
                 * KismetHelper.CreateOutputLink(randSwitch, "Link 6", package.GetUExport(1609)); //jacob
                 * KismetHelper.CreateOutputLink(randSwitch, "Link 7", package.GetUExport(1611)); //samara
                 * KismetHelper.CreateOutputLink(randSwitch, "Link 8", package.GetUExport(1613)); //mordin
                 * KismetHelper.CreateOutputLink(randSwitch, "Link 9", package.GetUExport(1615)); //tali
                 * KismetHelper.CreateOutputLink(randSwitch, "Link 10", package.GetUExport(1619)); //morinth
                 * KismetHelper.CreateOutputLink(randSwitch, "Link 11", package.GetUExport(1624)); //miranda
                 */



                MERFileSystem.SavePackage(package);
            }

            //randomize long walk lengths.
            var endwalkexportmap = new Dictionary <string, int>()
            {
                { "BioD_EndGm2_300Walk01", 40 },
                { "BioD_EndGm2_300Walk02", 5344 },
                { "BioD_EndGm2_300Walk03", 8884 },
                { "BioD_EndGm2_300Walk04", 6370 },
                { "BioD_EndGm2_300Walk05", 3190 }
            };

            foreach (var map in endwalkexportmap)
            {
                var file = MERFileSystem.GetPackageFile(map.Key + ".pcc");
                if (file != null)
                {
                    var package = MEPackageHandler.OpenMEPackage(file);
                    var export  = package.GetUExport(map.Value);
                    export.WriteProperty(new FloatProperty(ThreadSafeRandom.NextFloat(.5, 2.5), "PlayRate"));
                    MERFileSystem.SavePackage(package);
                }
            }

            /*foreach (var f in files)
             * {
             *  var package = MEPackageHandler.OpenMEPackage(f);
             *  var animExports = package.Exports.Where(x => x.ClassName == "InterpTrackAnimControl");
             *  foreach (var anim in animExports)
             *  {
             *      var animseqs = anim.GetProperty<ArrayProperty<StructProperty>>("AnimSeqs");
             *      if (animseqs != null)
             *      {
             *          foreach (var animseq in animseqs)
             *          {
             *              var seqname = animseq.GetProp<NameProperty>("AnimSeqName").Value.Name;
             *              if (seqname.StartsWith("Walk_"))
             *              {
             *                  var playrate = animseq.GetProp<FloatProperty>("AnimPlayRate");
             *                  var oldrate = playrate.Value;
             *                  if (oldrate != 1) Debugger.Break();
             *                  playrate.Value = ThreadSafeRandom.NextFloat(.2, 6);
             *                  var data = anim.Parent.Parent as ExportEntry;
             *                  var len = data.GetProperty<FloatProperty>("InterpLength");
             *                  len.Value = len.Value * playrate; //this might need to be changed if its not 1
             *                  data.WriteProperty(len);
             *              }
             *          }
             *      }
             *      anim.WriteProperty(animseqs);
             *  }
             *  SavePackage(package);
             * }*/
        }
Beispiel #3
0
        private static void RandomizeAfterlifeShepDance()
        {
            var denDanceF = MERFileSystem.GetPackageFile(@"BioD_OmgHub_230DenDance.pcc");

            if (denDanceF != null)
            {
                var loungeP  = MEPackageHandler.OpenMEPackage(denDanceF);
                var sequence = loungeP.GetUExport(3924);

                MERPackageCache cache = new MERPackageCache();
                List <InterpTools.InterpData> interpDatas = new List <InterpTools.InterpData>();
                var interp1 = loungeP.GetUExport(3813);

                // Make 2 additional dance options by cloning the interp and the data tree
                var interp2 = MERSeqTools.CloneBasicSequenceObject(interp1);
                var interp3 = MERSeqTools.CloneBasicSequenceObject(interp1);


                // Clone the interp data for attaching to 2 and 3
                var interpData1 = loungeP.GetUExport(1174);
                var interpData2 = EntryCloner.CloneTree(interpData1);
                var interpData3 = EntryCloner.CloneTree(interpData2);
                KismetHelper.AddObjectToSequence(interpData2, sequence);
                KismetHelper.AddObjectToSequence(interpData3, sequence);

                // Load ID for randomization
                interpDatas.Add(new InterpTools.InterpData(interpData1));
                interpDatas.Add(new InterpTools.InterpData(interpData2));
                interpDatas.Add(new InterpTools.InterpData(interpData3));


                // Chance the data for interp2/3
                var id2 = SeqTools.GetVariableLinksOfNode(interp2);
                id2[0].LinkedNodes[0] = interpData2;
                SeqTools.WriteVariableLinksToNode(interp2, id2);

                var id3 = SeqTools.GetVariableLinksOfNode(interp3);
                id3[0].LinkedNodes[0] = interpData3;
                SeqTools.WriteVariableLinksToNode(interp3, id3);

                // Add additional finished states for fadetoblack when done
                KismetHelper.CreateOutputLink(loungeP.GetUExport(958), "Finished", interp2, 2);
                KismetHelper.CreateOutputLink(loungeP.GetUExport(958), "Finished", interp3, 2);


                // Link up the random choice it makes
                var randSw = MERSeqTools.InstallRandomSwitchIntoSequence(sequence, 3);
                KismetHelper.CreateOutputLink(randSw, "Link 1", interp1);
                KismetHelper.CreateOutputLink(randSw, "Link 2", interp2);
                KismetHelper.CreateOutputLink(randSw, "Link 3", interp3);

                // Break the original output to start the interp, repoint it's output to the switch instead
                var sgm = loungeP.GetUExport(1003); //set gesture mode
                KismetHelper.RemoveOutputLinks(sgm);
                KismetHelper.CreateOutputLink(sgm, "Done", loungeP.GetUExport(960));
                KismetHelper.CreateOutputLink(sgm, "Done", randSw);

                // Now install the dances
                foreach (var id in interpDatas)
                {
                    var danceTrack = id.InterpGroups[0].Tracks[0];
                    OmegaHub.InstallShepardDanceGesture(danceTrack.Export, cache);
                }

                MERFileSystem.SavePackage(loungeP);
            }
        }
Beispiel #4
0
        private static void GenericRandomizeFlyerSpawns(IMEPackage package, int maxNumNewEnemies, EPortablePawnClassification minClassification = EPortablePawnClassification.Mook, EPortablePawnClassification maxClassification = EPortablePawnClassification.Boss)
        {
            var flyerPrepSequences = package.Exports.Where(x => x.ClassName == "Sequence" && x.GetProperty <StrProperty>("ObjName") is StrProperty objName && objName == "REF_SpawnPrep_Flyer").ToList();

            foreach (var flySeq in flyerPrepSequences)
            {
                var objectsInSeq = KismetHelper.GetSequenceObjects(flySeq).OfType <ExportEntry>().ToList();
                var preGate      = objectsInSeq.FirstOrDefault(x => x.ClassName == "SeqAct_Gate"); // should not be null
                var outbound     = SeqTools.GetOutboundLinksOfNode(preGate);
                var aifactoryObj = outbound[0][0].LinkedOp as ExportEntry;                         //First out on first link. Should point to AIFactory assuming these are all duplicated flyers

                var availablePawns = PawnPorting.PortablePawns.Where(x => x.Classification >= minClassification && x.Classification <= maxClassification).ToList();
                if (availablePawns.Any())
                {
                    // We can add new pawns to install
                    List <PortablePawn> newPawnsInThisSeq = new List <PortablePawn>();
                    int numEnemies = 1;            // 1 is the original amount.
                    List <ExportEntry> aiFactories = new List <ExportEntry>();
                    aiFactories.Add(aifactoryObj); // the original one
                    for (int i = 0; i < maxNumNewEnemies; i++)
                    {
                        var randPawn = availablePawns.RandomElement();
                        if (!newPawnsInThisSeq.Contains(randPawn))
                        {
                            numEnemies++;
                            PawnPorting.PortPawnIntoPackage(randPawn, package);
                            newPawnsInThisSeq.Add(randPawn);
                            // Clone the ai factory sequence object and add it to the sequence
                            var newAiFactorySeqObj = EntryCloner.CloneTree(aifactoryObj);
                            aiFactories.Add(newAiFactorySeqObj);
                            KismetHelper.AddObjectToSequence(newAiFactorySeqObj, flySeq, false);

                            // Update the backing factory object
                            var backingFactory = newAiFactorySeqObj.GetProperty <ObjectProperty>("Factory").ResolveToEntry(package) as ExportEntry;
                            backingFactory.WriteProperty(new ObjectProperty(package.FindExport(randPawn.ChallengeTypeFullPath), "ActorType"));
                            var collection = backingFactory.GetProperty <ArrayProperty <ObjectProperty> >("ActorResourceCollection");
                            collection.Clear();
                            foreach (var asset in randPawn.AssetPaths)
                            {
                                collection.Add(new ObjectProperty(package.FindExport(asset)));
                            }
                            backingFactory.WriteProperty(collection);
                        }
                    }

                    if (newPawnsInThisSeq.Any())
                    {
                        // install the switch
                        var randSw = MERSeqTools.InstallRandomSwitchIntoSequence(flySeq, numEnemies);
                        outbound[0][0].LinkedOp = randSw;
                        SeqTools.WriteOutboundLinksToNode(preGate, outbound);

                        // Hook up switch to ai factories
                        for (int i = 0; i < numEnemies; i++)
                        {
                            var linkDesc = $"Link {i + 1}";
                            KismetHelper.CreateOutputLink(randSw, linkDesc, aiFactories[i]); // switches are indexed at 1
                        }
                    }
                }
            }
        }
        /// <summary>
        /// Technically this is not part of Nor (It's EndGm). But it takes place on normandy so users
        /// will think it is part of the normandy.
        /// </summary>
        /// <param name="random"></param>
        private static void RandomizeRomance()
        {
            // Romance is 2 pass:

            // Pass 1: The initial chances that are not ME1 or Miranda
            {
                var romChooserPackage = MEPackageHandler.OpenMEPackage(MERFileSystem.GetPackageFile("BioD_EndGm1_110Romance.pcc"));
                var romSeq            = romChooserPackage.GetUExport(88);
                var outToRepoint      = romChooserPackage.GetUExport(65); //repoint to our switch

                // Install random switch and point it at the romance log culminations for each
                // Miranda gets 2 as she has a 50/50 of miranda or lonely shep.
                var randomSwitch = MERSeqTools.InstallRandomSwitchIntoSequence(romSeq, 7);
                var outLinks     = SeqTools.GetOutboundLinksOfNode(randomSwitch);

                outLinks[0].Add(new SeqTools.OutboundLink()
                {
                    InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(28)
                });                                                                                                             // JACOB
                outLinks[1].Add(new SeqTools.OutboundLink()
                {
                    InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(20)
                });                                                                                                             // GARRUS
                outLinks[2].Add(new SeqTools.OutboundLink()
                {
                    InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(30)
                });                                                                                                             // TALI
                outLinks[3].Add(new SeqTools.OutboundLink()
                {
                    InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(29)
                });                                                                                                             // THANE
                outLinks[4].Add(new SeqTools.OutboundLink()
                {
                    InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(27)
                });                                                                                                             // JACK
                outLinks[5].Add(new SeqTools.OutboundLink()
                {
                    InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(52)
                });                                                                                                             // MIRANDA--| -> Delay into teleport
                outLinks[6].Add(new SeqTools.OutboundLink()
                {
                    InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(52)
                });                                                                                                             // ME1------| -> Delay into teleport

                SeqTools.WriteOutboundLinksToNode(randomSwitch, outLinks);

                // Repoint to our randomswitch
                var penultimateOutbound = SeqTools.GetOutboundLinksOfNode(outToRepoint);
                penultimateOutbound[0].Clear();
                penultimateOutbound[0].Add(new SeqTools.OutboundLink()
                {
                    InputLinkIdx = 0, LinkedOp = randomSwitch
                });

                // DEBUG ONLY: FORCE LINK
                //penultimateOutbound[0].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(27) });
                SeqTools.WriteOutboundLinksToNode(outToRepoint, penultimateOutbound);

                MERFileSystem.SavePackage(romChooserPackage);
            }

            // Pass 2: ME1 or Miranda if Pass 1 fell through at runtime
            {
                var romChooserPackage = MEPackageHandler.OpenMEPackage(MERFileSystem.GetPackageFile("BioD_EndGm1_110ROMMirranda.pcc"));
                var romSeq            = romChooserPackage.GetUExport(8468);
                var outToRepoint      = romChooserPackage.GetUExport(2354); //repoint to our switch

                // Install random switch and point it at the romance log culminations for each
                // Miranda gets 2 as she has a 50/50 of miranda or lonely shep.
                var randomSwitch = MERSeqTools.InstallRandomSwitchIntoSequence(romSeq, 2);
                var outLinks     = SeqTools.GetOutboundLinksOfNode(randomSwitch);

                outLinks[0].Add(new SeqTools.OutboundLink()
                {
                    InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(8432)
                });                                                                                                             // MIRANDA
                outLinks[1].Add(new SeqTools.OutboundLink()
                {
                    InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(8413)
                });                                                                                                             // ME1

                SeqTools.WriteOutboundLinksToNode(randomSwitch, outLinks);

                // Repoint to our randomswitch
                var penultimateOutbound = SeqTools.GetOutboundLinksOfNode(outToRepoint);
                penultimateOutbound[0].Clear();
                penultimateOutbound[0].Add(new SeqTools.OutboundLink()
                {
                    InputLinkIdx = 0, LinkedOp = randomSwitch
                });
                SeqTools.WriteOutboundLinksToNode(outToRepoint, penultimateOutbound);

                MERFileSystem.SavePackage(romChooserPackage);
            }
        }