Esempio n. 1
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);
        }
Esempio n. 2
0
        private void ServerRebuildFinalCacheIfNeeded(
            ICharacter character,
            BaseCharacterPrivateState privateState,
            ICharacterPublicState publicState)
        {
            if (!privateState.FinalStatsCache.IsDirty)
            {
                return;
            }

            // rebuild stats cache
            SharedCharacterStatsHelper.RefreshCharacterFinalStatsCache(this.ProtoCharacterDefaultEffects,
                                                                       publicState,
                                                                       privateState);
        }
        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);
        }