Example #1
0
        public void FillEffectsCache(BaseStatsDictionary statsCache, byte level)
        {
            if (!this.HasStatEffects)
            {
                return;
            }

            // this temp cache will be taken only when necessarily
            TempStatsCache tempStatsCache = null;

            foreach (var statEffect in this.StatEffects)
            {
                if (level < statEffect.Level)
                {
                    // level is lower than required
                    continue;
                }

                tempStatsCache ??= TempStatsCache.GetFromPool();

                var statName = statEffect.StatName;
                tempStatsCache.AddValue(this, statName, statEffect.CalcTotalValueBonus(level));
                tempStatsCache.AddPercent(this, statName, statEffect.CalcTotalPercentBonus(level));
            }

            if (tempStatsCache is not null)
            {
                statsCache.Merge(tempStatsCache);
                tempStatsCache.Dispose();
            }
        }
Example #2
0
        private static WeaponFinalCache ServerCreateWeaponFinalCacheForDrone(
            ICharacter characterOwner,
            IProtoItemWeapon protoMiningTool,
            IDynamicWorldObject objectDrone)
        {
            using var tempStatsCache = TempStatsCache.GetFromPool();

            // fill only the skills cache from character (status effects have no effect)
            foreach (var pair in characterOwner.SharedGetSkills().Skills)
            {
                var protoSkill = pair.Key;
                var skillLevel = pair.Value.Level;
                protoSkill.FillEffectsCache(tempStatsCache, skillLevel);
            }

            var finalStatsCache = tempStatsCache.CalculateFinalStatsCache();

            return(new WeaponFinalCache(
                       characterOwner,
                       finalStatsCache,
                       weapon: null,
                       protoWeapon: protoMiningTool,
                       protoAmmo: null,
                       damageDescription: protoMiningTool.OverrideDamageDescription,
                       protoExplosive: null,
                       objectDrone: objectDrone));
        }
Example #3
0
        public static void RefreshCharacterFinalStatsCache(
            IReadOnlyStatsDictionary protoEffects,
            ICharacterPublicState publicState,
            BaseCharacterPrivateState privateState,
            bool isFirstTime = false)
        {
            var containerEquipment = (publicState as ICharacterPublicStateWithEquipment)?.ContainerEquipment;

            privateState.ContainerEquipmentLastStateHash = containerEquipment?.StateHash;

            FinalStatsCache finalStatsCache;

            using (var tempStatsCache = TempStatsCache.GetFromPool(isMultipliersSummed: false))
            {
                // merge character prototype effects
                tempStatsCache.Merge(protoEffects);

                if (privateState is PlayerCharacterPrivateState playerCharacterPrivateState)
                {
                    // merge skill effects
                    var skills = playerCharacterPrivateState.Skills;
                    skills.SharedFillEffectsCache(tempStatsCache);
                }

                foreach (var statusEffect in privateState.StatusEffects)
                {
                    var protoStatusEffect = (IProtoStatusEffect)statusEffect.ProtoLogicObject;
                    tempStatsCache.Merge(protoStatusEffect.ProtoEffects);
                }

                if (containerEquipment != null)
                {
                    // merge equipment effects
                    foreach (var item in containerEquipment.Items)
                    {
                        if (item.ProtoGameObject is IProtoItemEquipment protoEquipment)
                        {
                            tempStatsCache.Merge(protoEquipment.ProtoEffects);
                        }
                    }
                }

                // calculate the final stats cache
                finalStatsCache = tempStatsCache.CalculateFinalStatsCache();
            }

            privateState.FinalStatsCache = finalStatsCache;

            // need to recalculate the weapon cache as it depends on the final cache
            privateState.WeaponState.WeaponCache = null;

            ApplyFinalStatsCache(finalStatsCache, publicState.CurrentStats, isFirstTime);
        }
        protected sealed override void PrepareProtoWorldObject()
        {
            base.PrepareProtoWorldObject();

            var defenseDescription = new DefenseDescription();

            // Set default defense for static objects. By default there is no defense except for psi and radiation which are set to Max.
            // Individual objects will override this value with some specific tier of defense in their own class.
            defenseDescription.Set(ObjectDefensePresets.Default);

            this.PrepareDefense(defenseDescription);
            var defense = defenseDescription.ToReadOnly();

            using var effects = TempStatsCache.GetFromPool();
            defense.FillEffects(this, effects, maximumDefensePercent: double.MaxValue);
            this.DefenseStats = effects.CalculateFinalStatsCache();

            this.PrepareProtoDynamicWorldObject();
        }
        protected sealed override void PrepareProtoWorldObject()
        {
            base.PrepareProtoWorldObject();

            var defaultTexture = this.PrepareDefaultTexture(this.GetType());

            if (defaultTexture is ITextureAtlasResource defaultTextureAtlas &&
                !(defaultTexture is ITextureAtlasChunkResource))
            {
                // use the first chunk of the atlas texture
                defaultTexture = defaultTextureAtlas.Chunk(0, 0);
            }

            this.DefaultTexture = defaultTexture;

            var layout = new StaticObjectLayout();

            this.CreateLayout(layout);
            this.Layout = layout.ToReadOnly();

            var defenseDescription = new DefenseDescription();

            // Set default defense for static objects. By default there is no defense except for psi and radiation which are set to Max.
            // Individual objects will override this value with some specific tier of defense in their own class.
            defenseDescription.Set(ObjectDefensePresets.Default);

            this.PrepareDefense(defenseDescription);
            var defense = defenseDescription.ToReadOnly();

            using (var effects = TempStatsCache.GetFromPool(isMultipliersSummed: true))
            {
                defense.FillEffects(this, effects, maximumDefensePercent: double.MaxValue);
                this.DefenseStats = effects.CalculateFinalStatsCache();
            }

            this.PrepareProtoStaticWorldObject();
        }
        public static void RefreshCharacterFinalStatsCache(
            IReadOnlyStatsDictionary protoEffects,
            ICharacterPublicState publicState,
            BaseCharacterPrivateState privateState,
            bool isFirstTime = false)
        {
            var containerEquipment = (publicState as ICharacterPublicStateWithEquipment)?.ContainerEquipment;

            privateState.ContainerEquipmentLastStateHash = containerEquipment?.StateHash;

            FinalStatsCache finalStatsCache;

            using (var tempStatsCache = TempStatsCache.GetFromPool())
            {
                // merge character prototype effects
                tempStatsCache.Merge(protoEffects);

                if (privateState is PlayerCharacterPrivateState playerCharacterPrivateState)
                {
                    // merge origin effects
                    if (playerCharacterPrivateState.Origin is not null)
                    {
                        tempStatsCache.Merge(playerCharacterPrivateState.Origin.Effects);
                    }

                    // merge skill effects
                    var skills = playerCharacterPrivateState.Skills;
                    skills.SharedFillEffectsCache(tempStatsCache);

                    // merge perks from tech nodes
                    foreach (var techNode in playerCharacterPrivateState.Technologies.Nodes)
                    {
                        foreach (var nodeEffect in techNode.NodeEffects)
                        {
                            if (nodeEffect is TechNodeEffectPerkUnlock perkUnlock)
                            {
                                tempStatsCache.Merge(perkUnlock.Perk.ProtoEffects);
                            }
                        }
                    }
                }

                foreach (var statusEffect in privateState.StatusEffects)
                {
                    if (statusEffect.IsDestroyed)
                    {
                        // the status effect might be already destroyed but still remain in the list
                        continue;
                    }

                    var protoStatusEffect = (IProtoStatusEffect)statusEffect.ProtoLogicObject;
                    tempStatsCache.Merge(protoStatusEffect.ProtoEffects);
                }

                if (containerEquipment is not null)
                {
                    // merge equipment effects
                    foreach (var item in containerEquipment.Items)
                    {
                        if (item.ProtoGameObject is IProtoItemEquipment protoEquipment &&
                            protoEquipment.SharedCanApplyEffects(item, containerEquipment))
                        {
                            tempStatsCache.Merge(protoEquipment.ProtoEffects);
                        }
                    }
                }

                // calculate the final stats cache
                finalStatsCache = tempStatsCache.CalculateFinalStatsCache();
            }

            privateState.FinalStatsCache = finalStatsCache;

            // need to recalculate the weapon cache as it depends on the final cache
            privateState.WeaponState.WeaponCache = null;

            ApplyFinalStatsCache(finalStatsCache, publicState.CurrentStats, isFirstTime);
        }