private static int GetBalanceAffinity(NWPlayer player, ForceBalanceType balanceType) { if (!player.IsPlayer) { return(0); } var perkIDs = DataService.PCPerk.GetAllByPlayerID(player.GlobalID) .Select(s => new { s.PerkID, s.PerkLevel }); int balance = 0; foreach (var perkID in perkIDs) { var perk = DataService.Perk.GetByID(perkID.PerkID); if (perk.ForceBalance == ForceBalanceType.Universal) { continue; } var perkLevels = DataService.PerkLevel.GetAllByPerkID(perkID.PerkID) .Where(x => x.Level <= perkID.PerkLevel); foreach (var perkLevel in perkLevels) { int adjustment = perkLevel.Price / 2; if (adjustment < 1) { adjustment = 1; } if (perk.ForceBalance == balanceType) { balance += adjustment; } else { balance -= adjustment; } } } return(balance); }
/// <summary> /// Calculates ability resistance for an ability. /// The attacker and defender's skills, ability modifiers, and balance affinity will be /// used to make this determination. /// </summary> /// <param name="attacker">The creature using the ability.</param> /// <param name="defender">The creature being targeted by the ability.</param> /// <param name="skill">The skill used for this ability.</param> /// <param name="balanceType">The force balance type to use for this ability.</param> /// <param name="sendRollMessage">If true, the roll message will be sent. Otherwise it won't be.</param> /// <returns>Data regarding the ability resistance roll</returns> public static AbilityResistanceResult CalculateAbilityResistance(NWCreature attacker, NWCreature defender, SkillType skill, ForceBalanceType balanceType, bool sendRollMessage = true) { int abilityScoreType; switch (skill) { case SkillType.ForceAlter: abilityScoreType = ABILITY_INTELLIGENCE; break; case SkillType.ForceControl: abilityScoreType = ABILITY_WISDOM; break; case SkillType.ForceSense: abilityScoreType = ABILITY_CHARISMA; break; default: throw new ArgumentException("Invalid skill type called for " + nameof(CalculateAbilityResistance) + ", value '" + skill + "' not supported."); } AbilityResistanceResult result = new AbilityResistanceResult(); int attackerSkill = SkillService.GetPCSkillRank(attacker.Object, skill); int attackerAbility = _.GetAbilityModifier(abilityScoreType, attacker); int defenderSkill = SkillService.GetPCSkillRank(defender.Object, skill); int defenderAbility = _.GetAbilityModifier(abilityScoreType, defender); // If the defender is equipped with a lightsaber, we check their lightsaber skill if (defender.RightHand.CustomItemType == CustomItemType.Lightsaber || defender.LeftHand.CustomItemType == CustomItemType.Lightsaber) { int lightsaberSkill = SkillService.GetPCSkillRank(defender.Object, SkillType.Lightsaber); if (lightsaberSkill > defenderSkill) { defenderSkill = lightsaberSkill; } } // If the defender's martial arts skill is greater than the current skill they're using, we'll use that instead. int defenderMASkill = SkillService.GetPCSkillRank(defender.Object, SkillType.MartialArts); if (defenderMASkill > defenderSkill) { defenderSkill = defenderMASkill; } int attackerAffinity = 0; int defenderAffinity = 0; // Only check affinity if ability has a force balance type. if (balanceType == ForceBalanceType.Dark || balanceType == ForceBalanceType.Light) { attackerAffinity = GetBalanceAffinity(attacker.Object, balanceType); defenderAffinity = GetBalanceAffinity(defender.Object, balanceType); } float attackerCR = attacker.IsPlayer ? 0f : attacker.ChallengeRating * 5f; float defenderCR = defender.IsPlayer ? 0f : defender.ChallengeRating * 5f; float attackerTotal = attackerSkill + attackerAbility + attackerAffinity + attackerCR; float defenderTotal = defenderSkill + defenderAbility + defenderAffinity + defenderCR; float divisor = attackerTotal + defenderTotal + 1; // +1 to prevent division by zero. //Console.WriteLine("attackerCR = " + attackerCR); //Console.WriteLine("defenderCR = " + defenderCR); //Console.WriteLine("attackerSkill = " + attackerSkill); //Console.WriteLine("attackerAbility = " + attackerAbility); //Console.WriteLine("attackerAffinity = " + attackerAffinity); //Console.WriteLine("defenderSkill = " + defenderSkill); //Console.WriteLine("defenderAbility = " + defenderAbility); //Console.WriteLine("defenderAffinity = " + defenderAffinity); //Console.WriteLine("attackerTotal = " + attackerTotal); //Console.WriteLine("defenderTotal = " + defenderTotal); //Console.WriteLine("divisor = " + divisor); result.DC = (int)(attackerTotal / divisor * 100); result.Roll = RandomService.D100(1); if (sendRollMessage) { string resisted = result.IsResisted ? ColorTokenService.Red(" [RESISTED " + Math.Abs(result.Delta) + "%]") : string.Empty; string message = ColorTokenService.SavingThrow("Roll: " + result.Roll + " VS " + result.DC + " DC") + resisted; attacker.SendMessage(message); defender.SendMessage(message); } return(result); }