Пример #1
0
 public static void AddSelection(this BlueprintFeatureSelection feat, LevelUpState state, UnitDescriptor unit, int level)
 {
     // TODO: we may want to add the selection feat to the unit.
     // (But I don't think Respec mod will be able to clear it out if we do that.)
     // unit.AddFact(feat);
     state.AddSelection(null, feat, feat, level);
 }
Пример #2
0
        internal static void HandleUpdateCasterLevel(UnitDescriptor unit, LevelUpState state, Spellbook spellbook)
        {
            var casterLevel = spellbook.CasterLevel;

            if (CanReplaceSpellThisLevel(spellbook))
            {
                Dictionary <int, BlueprintFeatureSelection> levelEntries;
                if (!casterProgressions.TryGetValue(spellbook.Blueprint, out levelEntries))
                {
                    Log.Write($"Error: could not find spellbook {spellbook.Blueprint.name}" +
                              $", keys are: {String.Join(", ", casterProgressions.Keys.Select(k => k.name))}");
                    return;
                }

                BlueprintFeatureSelection feat;
                if (levelEntries.TryGetValue(casterLevel, out feat))
                {
                    state.AddSelection(null, feat, feat, casterLevel);
                }
            }
        }
Пример #3
0
            public static bool Prefix([NotNull] LevelUpState state, [NotNull] UnitDescriptor unit, [NotNull] IList <BlueprintFeatureBase> features, [CanBeNull] FeatureSource source, int level)
            {
                if (!Main.IsInGame)
                {
                    return(false);
                }
#if true
                //Logger.Log($"feature count = {features.ToArray().Count()} ");
                var description = source.Blueprint.GetDescription() ?? "nil";
                //Logger.Log($"source: {source.Blueprint.name} - {description}");
                foreach (BlueprintFeature blueprintFeature in features.OfType <BlueprintFeature>())
                {
                    if (blueprintFeature.MeetsPrerequisites((FeatureSelectionState)null, unit, state, true))
                    {
                        //Logger.Log($"    name: {blueprintFeature.Name} : {blueprintFeature.GetType()}");
                        if (blueprintFeature is IFeatureSelection selection)
                        {
                            // Bug Fix - due to issues in the implementation of FeatureSelectionState.CanSelectAnything we can get level up blocked so this is an attempt to work around for that
                            var numToAdd = settings.featsMultiplier;
                            if (selection is BlueprintFeatureSelection bpFS)
                            {
                                var bpFeatures = bpFS;
                                var items      = bpFS.ExtractSelectionItems(unit, null);
                                //Logger.Log($"        items: {items.Count()}");
                                var availableCount = 0;
                                foreach (var item in items)
                                {
#if false
                                    if (bpFS.is BlueprintParametrizedFeature bppF)
                                    {
                                        Logger.Log($"checking parameterized feature {bppF.Name}");
                                        if (selection.CanSelect(unit, state, null, item))
                                        {
                                            Logger.Log($"        {item.Feature.name}  is avaiable");
                                            availableCount++;
                                        }
                                    }
                                    else
#endif
                                    if (!unit.Progression.Features.HasFact(item.Feature))
                                    {
                                        availableCount++;
                                        //                                        Logger.Log($"        {item.Feature.name}  is avaiable");
                                    }
#if false
                                    if (selection.CanSelect(unit, state, null, item))
                                    {
                                        Logger.Log($"        {item.Feature.name}  is avaiable");
                                        availableCount++;
                                    }
                                    else
                                    {
                                        Logger.Log($"        {item.Feature.name}  is NOT avaiable");
                                    }
                                    if (!unit.Progression.Features.HasFact(item.Feature))
                                    {
                                        if (item.Feature.MeetsPrerequisites(null, unit, state, true))
                                        {
                                            Logger.Log($"        {item.Feature.name}  is avaiable");
                                            availableCount++;
                                        }
                                    }
                                    else
                                    {
                                        Logger.Log($"        has Fact {item.Feature.Name}");
                                    }
#endif
                                }
                                if (numToAdd > availableCount)
                                {
                                    Logger.Log($"reduced numToAdd: {numToAdd} -> {availableCount}");
                                    numToAdd = availableCount;
                                }
                            }
                            //Logger.Log($"        IFeatureSelection: {selection} adding: {numToAdd}");
                            for (int i = 0; i < numToAdd; ++i)
                            {
                                state.AddSelection((FeatureSelectionState)null, source, selection, level);
                            }
                        }
                        Kingmaker.UnitLogic.Feature feature     = (Kingmaker.UnitLogic.Feature)unit.AddFact((BlueprintUnitFact)blueprintFeature);
                        BlueprintProgression        progression = blueprintFeature as BlueprintProgression;
                        if ((UnityEngine.Object)progression != (UnityEngine.Object)null)
                        {
                            //Logger.Log($"        BlueprintProgression: {progression}");
                            LevelUpHelper.UpdateProgression(state, unit, progression);
                        }
                        FeatureSource source1 = source;
                        int           level1  = level;
                        feature.SetSource(source1, level1);
                    }