Пример #1
0
        private void RandomizeORPistol()
        {
            //Is there something in the unarmed level pistol location?
            if (_unarmedLevelPistolIndex != -1)
            {
                List <TR2Entities> ReplacementWeapons = TR2EntityUtilities.GetListOfGunTypes();
                ReplacementWeapons.Add(TR2Entities.Pistols_S_P);

                TR2Entities Weap = ReplacementWeapons[_generator.Next(0, ReplacementWeapons.Count)];
                if (_scriptedLevelInstance.Is(LevelNames.CHICKEN))
                {
                    // Grenade Launcher and Harpoon cannot trigger the bells in Ice Palace
                    while (Weap.Equals(TR2Entities.GrenadeLauncher_S_P) || Weap.Equals(TR2Entities.Harpoon_S_P))
                    {
                        Weap = ReplacementWeapons[_generator.Next(0, ReplacementWeapons.Count)];
                    }
                }

                TR2Entity unarmedLevelWeapons = _levelInstance.Entities[_unarmedLevelPistolIndex];

                uint ammoToGive = 0;
                if (_startingAmmoToGive.ContainsKey(Weap))
                {
                    ammoToGive = _startingAmmoToGive[Weap];
                    if (_scriptedLevelInstance.Is(LevelNames.LAIR))
                    {
                        ammoToGive *= 6;
                    }
                }

                //#68 - Provide some additional ammo for a weapon if not pistols
                switch (Weap)
                {
                case TR2Entities.Shotgun_S_P:
                    AddORAmmo(TR2Entities.ShotgunAmmo_S_P, ammoToGive, unarmedLevelWeapons);
                    break;

                case TR2Entities.Automags_S_P:
                    AddORAmmo(TR2Entities.AutoAmmo_S_P, ammoToGive, unarmedLevelWeapons);
                    break;

                case TR2Entities.Uzi_S_P:
                    AddORAmmo(TR2Entities.UziAmmo_S_P, ammoToGive, unarmedLevelWeapons);
                    break;

                case TR2Entities.Harpoon_S_P:
                    AddORAmmo(TR2Entities.HarpoonAmmo_S_P, ammoToGive, unarmedLevelWeapons);
                    break;

                case TR2Entities.M16_S_P:
                    AddORAmmo(TR2Entities.M16Ammo_S_P, ammoToGive, unarmedLevelWeapons);
                    break;

                case TR2Entities.GrenadeLauncher_S_P:
                    AddORAmmo(TR2Entities.Grenades_S_P, ammoToGive, unarmedLevelWeapons);
                    break;

                default:
                    break;
                }

                unarmedLevelWeapons.TypeID = (short)Weap;
            }
        }
Пример #2
0
        private void RandomizeORPistol()
        {
            //Is there something in the unarmed level pistol location?
            if (_unarmedLevelPistolIndex != -1)
            {
                List <TR2Entities> ReplacementWeapons = TR2EntityUtilities.GetListOfGunTypes();
                ReplacementWeapons.Add(TR2Entities.Pistols_S_P);

                TR2Entities Weap = ReplacementWeapons[_generator.Next(0, ReplacementWeapons.Count)];
                if (_levelInstance.Is(LevelNames.CHICKEN))
                {
                    // Grenade Launcher and Harpoon cannot trigger the bells in Ice Palace
                    while (Weap.Equals(TR2Entities.GrenadeLauncher_S_P) || Weap.Equals(TR2Entities.Harpoon_S_P))
                    {
                        Weap = ReplacementWeapons[_generator.Next(0, ReplacementWeapons.Count)];
                    }
                }

                TR2Entity unarmedLevelWeapons = _levelInstance.Data.Entities[_unarmedLevelPistolIndex];

                uint ammoToGive      = 0;
                bool addPistols      = false;
                uint smallMediToGive = 0;
                uint largeMediToGive = 0;

                if (_startingAmmoToGive.ContainsKey(Weap))
                {
                    ammoToGive = _startingAmmoToGive[Weap];
                    if (PerformEnemyWeighting)
                    {
                        // Create a score based on each type of enemy in this level and increase the ammo count based on this
                        EnemyDifficulty difficulty = EnemyUtilities.GetEnemyDifficulty(_levelInstance.GetEnemyEntities());
                        ammoToGive *= (uint)difficulty;

                        // Depending on how difficult the enemy combination is, allocate some extra helpers.
                        addPistols = difficulty > EnemyDifficulty.Easy;

                        if (difficulty == EnemyDifficulty.Medium || difficulty == EnemyDifficulty.Hard)
                        {
                            smallMediToGive++;
                        }
                        if (difficulty > EnemyDifficulty.Medium)
                        {
                            largeMediToGive++;
                        }
                        if (difficulty == EnemyDifficulty.VeryHard)
                        {
                            largeMediToGive++;
                        }
                    }
                    else if (_levelInstance.Is(LevelNames.LAIR))
                    {
                        ammoToGive *= 6;
                    }
                }

                //#68 - Provide some additional ammo for a weapon if not pistols
                if (Weap != TR2Entities.Pistols_S_P)
                {
                    AddORAmmo(GetWeaponAmmo(Weap), ammoToGive, unarmedLevelWeapons);
                }

                unarmedLevelWeapons.TypeID = (short)Weap;

                if (Weap != TR2Entities.Pistols_S_P)
                {
                    // If we haven't decided to add the pistols (i.e. for enemy difficulty)
                    // add a 1/3 chance of getting them anyway. #149 If the harpoon is being
                    // given, the pistols will be included.
                    if (addPistols || Weap == TR2Entities.Harpoon_S_P || _generator.Next(0, 3) == 0)
                    {
                        CopyEntity(unarmedLevelWeapons, TR2Entities.Pistols_S_P);
                    }
                }

                for (int i = 0; i < smallMediToGive; i++)
                {
                    CopyEntity(unarmedLevelWeapons, TR2Entities.SmallMed_S_P);
                }
                for (int i = 0; i < largeMediToGive; i++)
                {
                    CopyEntity(unarmedLevelWeapons, TR2Entities.LargeMed_S_P);
                }
            }
        }