Beispiel #1
0
        /*
         * Evaluate the object's overall power level.
         */
        public int object_power(bool verbose, StreamWriter log_file, bool known)
        {
            int     p = 0, q = 0, slay_pwr = 0, dice_pwr = 0;
            int     i, j;
            int     extra_stat_bonus = 0, mult = 1, num_slays = 0, k = 1;
            Bitflag flags = new Bitflag(Object_Flag.SIZE);
            Bitflag mask  = new Bitflag(Object_Flag.SIZE);

            /* Zero the flag counts */
            for (i = 0; i < sets.Length; i++)
            {
                sets[i].count = 0;
            }

            /* Extract the flags */
            if (known)
            {
                //    log_file.Write("Object is deemed knwon\n");
                object_flags(ref flags);
            }
            else
            {
                //    log_file.Write("Object may not be fully known\n");
                object_flags_known(ref flags);
            }

            /* Log the flags in human-readable form */
            //if (verbose)
            //log_flags(flags, log_file); //meh

            /* Get the slay power and number of slay/brand types */
            Object_Flag.create_mask(mask, false, Object_Flag.object_flag_type.SLAY, Object_Flag.object_flag_type.KILL,
                                    Object_Flag.object_flag_type.BRAND);
            num_slays = Slay.list_slays(flags, mask, null, null, null, true);
            if (num_slays != 0)
            {
                slay_pwr = slay_power(verbose, log_file, known);
            }

            /* Start with any damage boost from the item itself */
            p += (to_d * DAMAGE_POWER / 2);
            //file_putf(log_file, "Adding power from to_dam, total is %d\n", p);

            /* Add damage from dice for any wieldable weapon or ammo */
            if (wield_slot() == Misc.INVEN_WIELD || is_ammo())
            {
                dice_pwr = (dd * (ds + 1) * DAMAGE_POWER / 4);
                //    file_putf(log_file, "Adding %d power for dam dice\n", dice_pwr);
                /* Add 2nd lot of damage power for nonweapons */
            }
            else if (wield_slot() != Misc.INVEN_BOW)
            {
                p += (to_d * DAMAGE_POWER);
                //    file_putf(log_file, "Adding power from nonweap to_dam, total is %d\n", p);
                /* Add power boost for nonweapons with combat flags */
                if (num_slays != 0 || flags.has(Object_Flag.BLOWS.value) || flags.has(Object_Flag.SHOTS.value) || flags.has(Object_Flag.MIGHT.value))
                {
                    dice_pwr = (WEAP_DAMAGE * DAMAGE_POWER);
                    //        file_putf(log_file, "Adding %d power for nonweap combat flags\n", dice_pwr);
                }
            }
            p += dice_pwr;

            /* Add ammo damage for launchers, get multiplier and rescale */
            if (wield_slot() == Misc.INVEN_BOW)
            {
                p += (archery[sval / 10].ammo_dam * DAMAGE_POWER / 2);
                //    file_putf(log_file, "Adding power from ammo, total is %d\n", p);

                mult = bow_multiplier(sval);
                //    file_putf(log_file, "Base mult for this weapon is %d\n", mult);
            }

            /* Add launcher bonus for ego ammo, multiply for launcher and rescale */
            if (is_ammo())
            {
                if (ego != null)
                {
                    p += (archery[tval - TVal.TV_SHOT].launch_dam * DAMAGE_POWER / 2);
                }
                p = p * archery[tval - TVal.TV_SHOT].launch_mult / (2 * MAX_BLOWS);
                //    file_putf(log_file, "After multiplying ammo and rescaling, power is %d\n", p);
            }

            /* Add power for extra blows */
            if (flags.has(Object_Flag.BLOWS.value))
            {
                j = which_pval(Object_Flag.BLOWS.value);
                if (known || this_pval_is_visible(j))
                {
                    if (pval[j] >= INHIBIT_BLOWS)
                    {
                        p += INHIBIT_POWER;
                        //            file_putf(log_file, "INHIBITING - too many extra blows - quitting\n");
                        return(p);
                    }
                    else
                    {
                        p = p * (MAX_BLOWS + pval[j]) / MAX_BLOWS;
                        /* Add boost for assumed off-weapon damage */
                        p += (NONWEAP_DAMAGE * pval[j] * DAMAGE_POWER / 2);
                        //            file_putf(log_file, "Adding power for extra blows, total is %d\n", p);
                    }
                }
            }

            /* Add power for extra shots - note that we cannot handle negative shots */
            if (flags.has(Object_Flag.SHOTS.value))
            {
                j = which_pval(Object_Flag.SHOTS.value);
                if (known || this_pval_is_visible(j))
                {
                    if (pval[j] >= INHIBIT_SHOTS)
                    {
                        p += INHIBIT_POWER;
                        //            file_putf(log_file, "INHIBITING - too many extra shots - quitting\n");
                        return(p);
                    }
                    else if (pval[j] > 0)
                    {
                        p = (p * (1 + pval[j]));
                        //            file_putf(log_file, "Extra shots: multiplying power by 1 + %d, total is %d\n", o_ptr.pval[j], p);
                    }
                }
            }

            /* Add power for extra might */
            if (flags.has(Object_Flag.MIGHT.value))
            {
                j = which_pval(Object_Flag.MIGHT.value);
                if (known || this_pval_is_visible(j))
                {
                    if (pval[j] >= INHIBIT_MIGHT)
                    {
                        p   += INHIBIT_POWER;
                        mult = 1;               /* don't overflow */
                        //            file_putf(log_file, "INHIBITING - too much extra might - quitting\n");
                        return(p);
                    }
                    else
                    {
                        mult += pval[j];
                    }
                    //        file_putf(log_file, "Mult after extra might is %d\n", mult);
                }
            }
            p *= mult;
            //file_putf(log_file, "After multiplying power for might, total is %d\n", p);

            /* Apply the correct slay multiplier */
            if (slay_pwr != 0)
            {
                p += (dice_pwr * (slay_pwr / 100)) / (Eval.tot_mon_power / 100);
                //    file_putf(log_file, "Adjusted for slay power, total is %d\n", p);
            }

            /* Melee weapons assume MAX_BLOWS per turn, so we must divide by MAX_BLOWS
             * to get equal ratings for launchers. */
            if (wield_slot() == Misc.INVEN_BOW)
            {
                p /= MAX_BLOWS;
                //    file_putf(log_file, "Rescaling bow power, total is %d\n", p);
            }

            /* Add power for +to_hit */
            p += (to_h * TO_HIT_POWER / 2);
            //file_putf(log_file, "Adding power for to hit, total is %d\n", p);

            /* Add power for base AC and adjust for weight */
            if (ac != 0)
            {
                p += BASE_ARMOUR_POWER;
                q += (ac * BASE_AC_POWER / 2);
                //    file_putf(log_file, "Adding %d power for base AC value\n", q);

                /* Add power for AC per unit weight */
                if (weight > 0)
                {
                    i = 750 * (ac + to_a) / weight;

                    /* Avoid overpricing Elven Cloaks */
                    if (i > 450)
                    {
                        i = 450;
                    }

                    q *= i;
                    q /= 100;

                    /* Weightless (ethereal) armour items get fixed boost */
                }
                else
                {
                    q *= 5;
                }
                p += q;
                //    file_putf(log_file, "Adding power for AC per unit weight, now %d\n", p);
            }
            /* Add power for +to_ac */
            p += (to_a * TO_AC_POWER / 2);
            //file_putf(log_file, "Adding power for to_ac of %d, total is %d\n", o_ptr.to_a, p);
            if (to_a > HIGH_TO_AC)
            {
                p += ((to_a - (HIGH_TO_AC - 1)) * TO_AC_POWER);
                //    file_putf(log_file, "Adding power for high to_ac value, total is %d\n", p);
            }
            if (to_a > VERYHIGH_TO_AC)
            {
                p += ((to_a - (VERYHIGH_TO_AC - 1)) * TO_AC_POWER * 2);
                //    file_putf(log_file, "Adding power for very high to_ac value, total is %d\n", p);
            }
            if (to_a >= INHIBIT_AC)
            {
                p += INHIBIT_POWER;
                //    file_putf(log_file, "INHIBITING: AC bonus too high\n");
            }

            /* Add power for light sources by radius XXX Hack - rewrite calc_torch! */
            if (wield_slot() == Misc.INVEN_LIGHT)
            {
                p += BASE_LIGHT_POWER;

                /* Artifact lights have larger radius so add more */
                if (artifact != null)
                {
                    p += BASE_LIGHT_POWER;
                }

                //    file_putf(log_file, "Adding power for light radius, total is %d\n", p);
            }

            /* Add base power for jewelry */
            if (is_jewelry())
            {
                p += BASE_JEWELRY_POWER;
                //    file_putf(log_file, "Adding power for jewelry, total is %d\n", p);
            }

            /* Add power for non-derived flags (derived flags have flag_power 0) */
            for (i = flags.next(Bitflag.FLAG_START); i != Bitflag.FLAG_null; i = flags.next(i + 1))
            {
                if (Object_Flag.flag_uses_pval(i))
                {
                    j = which_pval(i);
                    if (known || this_pval_is_visible(j))
                    {
                        k = pval[j];
                        extra_stat_bonus += (k * Object_Flag.pval_mult(i));
                    }
                }
                else
                {
                    k = 1;
                }

                if (Object_Flag.flag_power(i) != 0)
                {
                    p += (k * Object_Flag.flag_power(i) * Object_Flag.slot_mult(i, wield_slot()));
                    //file_putf(log_file, "Adding power for %s, total is %d\n", flag_name(i), p);
                }

                /* Track combinations of flag types - note we ignore SUST_CHR */
                for (j = 0; j < sets.Length; j++)
                {
                    if ((sets[j].type == Object_Flag.obj_flag_type(i)) && (i != Object_Flag.SUST_CHR.value))
                    {
                        sets[j].count++;
                    }
                }
            }

            /* Add extra power term if there are a lot of ability bonuses */
            if (extra_stat_bonus > 249)
            {
                //    file_putf(log_file, "Inhibiting!  (Total ability bonus of %d is too high)\n", extra_stat_bonus);
                p += INHIBIT_POWER;
            }
            else
            {
                p += ability_power[extra_stat_bonus / 10];
                //    file_putf(log_file, "Adding power for pval total of %d, total is %d\n", extra_stat_bonus, p);
            }

            /* Add extra power for multiple flags of the same type */
            for (i = 0; i < sets.Length; i++)
            {
                if (sets[i].count > 1)
                {
                    q = (sets[i].factor * sets[i].count * sets[i].count);
                    /* Scale damage-dependent set bonuses by damage dice power */
                    if (sets[i].dam_dep)
                    {
                        q = q * dice_pwr / (DAMAGE_POWER * 5);
                    }
                    p += q;
                    //        file_putf(log_file, "Adding power for multiple %s, total is %d\n", sets[i].desc, p);
                }

                /* Add bonus if item has a full set of these flags */
                if (sets[i].count == sets[i].size)
                {
                    p += sets[i].bonus;
                    //        file_putf(log_file, "Adding power for full set of %s, total is %d\n", sets[i].desc, p);
                }
            }

            /* add power for effect */
            if (known || effect_is_known())
            {
                if (artifact != null && artifact.effect != null)
                {
                    p += artifact.effect.effect_power();
                    //        file_putf(log_file, "Adding power for artifact activation, total is %d\n", p);
                }
                else
                {
                    p += kind.effect.effect_power();
                    //        file_putf(log_file, "Adding power for item activation, total is %d\n", p);
                }
            }

            //file_putf(log_file, "FINAL POWER IS %d\n", p);

            return(p);
        }
Beispiel #2
0
        /**
         * Calculate the rating for a given slay combination
         */
        int slay_power(bool verbose, StreamWriter log_file, bool known)
        {
            Bitflag      s_index = new Bitflag(Object_Flag.SIZE);
            Bitflag      f = new Bitflag(Object_Flag.SIZE);
            Bitflag      f2 = new Bitflag(Object_Flag.SIZE);
            int          sv = 0;    //uint
            int          i, j;
            int          mult;
            Slay         best_s_ptr = null;
            Monster_Race r_ptr;

            Monster.Monster m_ptr;
            //monster_type monster_type_body;
            string[] desc   = new string[Slay.MAX.value];      // = { 0 }, *
            string[] brand  = new string[Slay.MAX.value];      // = { 0 };
            int[]    s_mult = new int[Slay.MAX.value];         // = { 0 };

            if (known)
            {
                object_flags(ref f);
            }
            else
            {
                object_flags_known(ref f);
            }

            /* Combine the slay bytes into an index value, return if there are none */
            s_index.copy(f);
            Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.SLAY,
                                    Object_Flag.object_flag_type.KILL, Object_Flag.object_flag_type.BRAND);

            if (!s_index.is_inter(f2))
            {
                return(Eval.tot_mon_power);
            }
            else
            {
                s_index.inter(f2);
            }

            /* Look in the cache to see if we know this one yet */
            sv = Slay.check_slay_cache(s_index);

            /* If it's cached (or there are no slays), return the value */
            if (sv != 0)
            {
                //file_putf(log_file, "Slay cache hit\n");
                return(sv);
            }

            /*
             * Otherwise we need to calculate the expected average multiplier
             * for this combination (multiplied by the total number of
             * monsters, which we'll divide out later).
             */
            for (i = 0; i < Misc.z_info.r_max; i++)
            {
                best_s_ptr = null;
                mult       = 1;
                r_ptr      = Misc.r_info[i];
                if (r_ptr == null)
                {
                    continue;
                }
                m_ptr       = new Monster.Monster();
                m_ptr.r_idx = (short)i;

                /* Find the best multiplier against this monster */
                Slay.improve_attack_modifier(this, m_ptr, ref best_s_ptr, false, !known);
                if (best_s_ptr != null)
                {
                    mult = best_s_ptr.mult;
                }

                /* Add the multiple to sv */
                sv += (int)(mult * r_ptr.scaled_power);
            }

            /*
             * To get the expected damage for this weapon, multiply the
             * average damage from base dice by sv, and divide by the
             * total number of monsters.
             */
            if (verbose)
            {
                /* Write info about the slay combination and multiplier */
                //file_putf(log_file, "Slay multiplier for: ");

                j = Slay.list_slays(s_index, s_index, desc, brand, s_mult, false);

                //for (i = 0; i < j; i++) {
                //    if (brand[i]) {
                //        file_putf(log_file, brand[i]);
                //    } else {
                //        file_putf(log_file, desc[i]);
                //    }
                //    file_putf(log_file, "x%d ", s_mult[i]);
                //}
                //file_putf(log_file, "\nsv is: %d\n", sv);
                //file_putf(log_file, " and t_m_p is: %d \n", tot_mon_power);
                //file_putf(log_file, "times 1000 is: %d\n", (1000 * sv) / tot_mon_power);
            }

            /* Add to the cache */
            if (Slay.fill_slay_cache(s_index, sv))
            {
                //file_putf(log_file, "Added to slay cache\n");
            }

            return(sv);
        }