Esempio n. 1
0
        public override void EndDialog()
        {
            var model = CraftService.GetPlayerCraftingData(GetPC());

            if (model.IsAccessingStorage)
            {
                return;
            }

            CraftService.ClearPlayerCraftingData(GetPC());
        }
Esempio n. 2
0
        private void HandleMainPageResponses(int responseID)
        {
            var         model  = CraftService.GetPlayerCraftingData(GetPC());
            NWPlaceable device = GetDevice();

            switch (responseID)
            {
            case 1:     // Examine Base Item
                CraftBlueprint entity        = CraftService.GetBlueprintByID(model.BlueprintID);
                NWPlaceable    tempContainer = (_.GetObjectByTag("craft_temp_store"));
                NWItem         examineItem   = (_.CreateItemOnObject(entity.ItemResref, tempContainer.Object));
                GetPC().AssignCommand(() => _.ActionExamine(examineItem.Object));
                examineItem.Destroy(0.1f);
                break;

            case 2:     // Create item
                if (!model.CanBuildItem)
                {
                    GetPC().FloatingText("You are missing some required components.");
                    return;
                }

                int effectiveLevel = CraftService.CalculatePCEffectiveLevel(GetPC(), model.PlayerSkillRank, (SkillType)model.Blueprint.SkillID);
                int difficulty     = effectiveLevel - model.AdjustedLevel;

                if (difficulty <= -5)
                {
                    GetPC().FloatingText("It's impossible to make this item because its level is too high. Use lower-level components to reduce the level and difficulty.");
                    return;
                }

                CraftService.CraftItem(GetPC(), device);
                model.IsAccessingStorage = true;
                EndConversation();
                break;

            case 3:     // Select main components
                model.Access = CraftingAccessType.MainComponent;
                OpenDeviceInventory();
                break;

            case 4:     // Select secondary components
                model.Access = CraftingAccessType.SecondaryComponent;
                OpenDeviceInventory();
                break;

            case 5:     // Select tertiary components
                model.Access = CraftingAccessType.TertiaryComponent;
                OpenDeviceInventory();
                break;

            case 6:     // Select enhancement components
                model.Access = CraftingAccessType.Enhancement;
                OpenDeviceInventory();
                break;

            case 7:     // Back (return to blueprint selection)
                CraftService.ClearPlayerCraftingData(GetPC());
                SwitchConversation("CraftingDevice");
                break;
            }
        }
Esempio n. 3
0
        private void RunCreateItem(NWPlayer player)
        {
            foreach (var effect in player.Effects)
            {
                if (_.GetEffectTag(effect) == "CRAFTING_IMMOBILIZATION")
                {
                    _.RemoveEffect(player, effect);
                }
            }

            var model = CraftService.GetPlayerCraftingData(player);

            CraftBlueprint blueprint     = DataService.CraftBlueprint.GetByID(model.BlueprintID);
            BaseStructure  baseStructure = blueprint.BaseStructureID == null ? null : DataService.BaseStructure.GetByID(Convert.ToInt32(blueprint.BaseStructureID));
            PCSkill        pcSkill       = SkillService.GetPCSkill(player, blueprint.SkillID);

            int   pcEffectiveLevel = CraftService.CalculatePCEffectiveLevel(player, pcSkill.Rank, (SkillType)blueprint.SkillID);
            int   itemLevel        = model.AdjustedLevel;
            int   atmosphereBonus  = CraftService.CalculateAreaAtmosphereBonus(player.Area);
            float chance           = CalculateBaseChanceToAddProperty(pcEffectiveLevel, itemLevel, atmosphereBonus);
            float equipmentBonus   = CalculateEquipmentBonus(player, (SkillType)blueprint.SkillID);

            if (chance <= 1.0f)
            {
                player.FloatingText(ColorTokenService.Red("Critical failure! You don't have enough skill to create that item. All components were lost."));
                CraftService.ClearPlayerCraftingData(player, true);
                return;
            }

            int    luckyBonus   = PerkService.GetCreaturePerkLevel(player, PerkType.Lucky);
            var    craftedItems = new List <NWItem>();
            NWItem craftedItem  = (_.CreateItemOnObject(blueprint.ItemResref, player.Object, blueprint.Quantity));

            craftedItem.IsIdentified = true;
            craftedItems.Add(craftedItem);

            // If item isn't stackable, loop through and create as many as necessary.
            if (craftedItem.StackSize < blueprint.Quantity)
            {
                for (int x = 2; x <= blueprint.Quantity; x++)
                {
                    craftedItem = (_.CreateItemOnObject(blueprint.ItemResref, player.Object));
                    craftedItem.IsIdentified = true;
                    craftedItems.Add(craftedItem);
                }
            }

            // Recommended level gets set regardless if all item properties make it on the final product.
            // Also mark who crafted the item. This is later used for display on the item's examination event.
            foreach (var item in craftedItems)
            {
                item.RecommendedLevel = itemLevel < 0 ? 0 : itemLevel;
                item.SetLocalString("CRAFTER_PLAYER_ID", player.GlobalID.ToString());

                BaseService.ApplyCraftedItemLocalVariables(item, baseStructure);
            }

            if (RandomService.Random(1, 100) <= luckyBonus)
            {
                chance += RandomService.Random(1, luckyBonus);
            }

            int successAmount = 0;

            foreach (var component in model.MainComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.SecondaryComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.TertiaryComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.EnhancementComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }

            // Structures gain increased durability based on the blueprint
            if (baseStructure != null)
            {
                foreach (var item in craftedItems)
                {
                    var maxDur = DurabilityService.GetMaxDurability(item);
                    maxDur += (float)baseStructure.Durability;
                    DurabilityService.SetMaxDurability(item, maxDur);
                    DurabilityService.SetDurability(item, maxDur);
                }
            }

            player.SendMessage("You created " + blueprint.Quantity + "x " + blueprint.ItemName + "!");
            int   baseXP = 750 + successAmount * RandomService.Random(1, 50);
            float xp     = SkillService.CalculateRegisteredSkillLevelAdjustedXP(baseXP, model.AdjustedLevel, pcSkill.Rank);

            bool exists = DataService.PCCraftedBlueprint.ExistsByPlayerIDAndCraftedBlueprintID(player.GlobalID, blueprint.ID);

            if (!exists)
            {
                xp = xp * 1.50f;
                player.SendMessage("You receive an XP bonus for crafting this item for the first time.");

                var pcCraftedBlueprint = new PCCraftedBlueprint
                {
                    CraftBlueprintID = blueprint.ID,
                    DateFirstCrafted = DateTime.UtcNow,
                    PlayerID         = player.GlobalID
                };

                DataService.SubmitDataChange(pcCraftedBlueprint, DatabaseActionType.Insert);
            }

            SkillService.GiveSkillXP(player, blueprint.SkillID, (int)xp);
            CraftService.ClearPlayerCraftingData(player, true);
            player.SetLocalInt("LAST_CRAFTED_BLUEPRINT_ID_" + blueprint.CraftDeviceID, blueprint.ID);
        }
Esempio n. 4
0
        public override void EndDialog()
        {
            var player = GetPC();

            CraftService.ClearPlayerCraftingData(player);
        }
Esempio n. 5
0
 public override void EndDialog()
 {
     CraftService.ClearPlayerCraftingData(GetPC());
 }