private static void MakeTubesSectionHarder() { var preReaperF = MERFileSystem.GetPackageFile("BioD_EndGm2_420CombatZone.pcc"); if (preReaperF != null && File.Exists(preReaperF)) { var preReaperP = MEPackageHandler.OpenMEPackage(preReaperF); // Open tubes on kills to start the attack (post platforms)---------------------- var seq = preReaperP.GetUExport(15190); var attackSw = MERSeqTools.InstallRandomSwitchIntoSequence(seq, 2); //50% chance // killed squad member -> squad still exists to 50/50 sw KismetHelper.CreateOutputLink(preReaperP.GetUExport(15298), "SquadStillExists", attackSw); // 50/50 to just try to do reaper attack KismetHelper.CreateOutputLink(attackSw, "Link 1", preReaperP.GetUExport(14262)); // Automate the platforms one after another KismetHelper.RemoveAllLinks(preReaperP.GetUExport(15010)); //B Plat01 Death KismetHelper.RemoveAllLinks(preReaperP.GetUExport(15011)); //B Plat02 Death // Sub automate - Remove attack completion gate inputs ---- KismetHelper.RemoveAllLinks(preReaperP.GetUExport(15025)); //Plat03 Attack complete KismetHelper.RemoveAllLinks(preReaperP.GetUExport(15029)); //Plat02 Attack complete //// Sub automate - Remove activate input into gate var cmb2activated = preReaperP.GetUExport(15082); var cmb3activated = preReaperP.GetUExport(15087); KismetHelper.RemoveAllLinks(cmb2activated); KismetHelper.CreateOutputLink(cmb2activated, "Out", preReaperP.GetUExport(2657)); // Delay the start of platform 3 by 4 seconds to give player a bit more time to handle first two platforms // Player will likely have decent weapons by now so they will be better than my testing for sure KismetHelper.RemoveAllLinks(cmb3activated); var newDelay = EntryCloner.CloneEntry(preReaperP.GetUExport(14307)); newDelay.WriteProperty(new FloatProperty(4, "Duration")); KismetHelper.AddObjectToSequence(newDelay, preReaperP.GetUExport(15183), true); KismetHelper.CreateOutputLink(cmb3activated, "Out", newDelay); KismetHelper.CreateOutputLink(newDelay, "Finished", preReaperP.GetUExport(2659)); // preReaperP.GetUExport(14451).RemoveProperty("bOpen"); // Plat03 gate - forces gate open so when reaper attack fires it passes through // preReaperP.GetUExport(14450).RemoveProperty("bOpen"); // Plat02 gate - forces gate open so when reaper attack fires it passes through // There is no end to Plat03 behavior until tubes are dead KismetHelper.CreateOutputLink(preReaperP.GetUExport(14469), "Completed", preReaperP.GetUExport(14374)); // Interp completed to Complete in Plat01 KismetHelper.CreateOutputLink(preReaperP.GetUExport(14470), "Completed", preReaperP.GetUExport(14379)); // Interp completed to Complete in Plat02 // if possession fails continue the possession loop on plat3 to end of pre-reaper combat KismetHelper.CreateOutputLink(preReaperP.GetUExport(16414), "Failed", preReaperP.GetUExport(14307)); MERFileSystem.SavePackage(preReaperP); } }
private static void RandomizeTheLongWalk(RandomizationOption option) { var prelongwalkfile = MERFileSystem.GetPackageFile("BioD_EndGm2_200Factory.pcc"); if (prelongwalkfile != null) { // Pre-long walk selection var package = MEPackageHandler.OpenMEPackage(prelongwalkfile); var bioticTeamSeq = package.GetUExport(8609); var activated = package.GetUExport(8484); KismetHelper.RemoveAllLinks(activated); // install new logic var randSwitch = MERSeqTools.InstallRandomSwitchIntoSequence(bioticTeamSeq, 13); // don't include theif or veteran as dlc might not be installed KismetHelper.CreateOutputLink(activated, "Out", randSwitch); // Outputs of random choice KismetHelper.CreateOutputLink(randSwitch, "Link 1", package.GetUExport(1420)); //thane KismetHelper.CreateOutputLink(randSwitch, "Link 2", package.GetUExport(1419)); //jack KismetHelper.CreateOutputLink(randSwitch, "Link 3", package.GetUExport(1403)); //garrus KismetHelper.CreateOutputLink(randSwitch, "Link 4", package.GetUExport(1399)); //legion KismetHelper.CreateOutputLink(randSwitch, "Link 5", package.GetUExport(1417)); //grunt KismetHelper.CreateOutputLink(randSwitch, "Link 6", package.GetUExport(1395)); //jacob KismetHelper.CreateOutputLink(randSwitch, "Link 7", package.GetUExport(1418)); //samara KismetHelper.CreateOutputLink(randSwitch, "Link 8", package.GetUExport(1415)); //mordin KismetHelper.CreateOutputLink(randSwitch, "Link 9", package.GetUExport(1405)); //tali KismetHelper.CreateOutputLink(randSwitch, "Link 10", package.GetUExport(1401)); //morinth KismetHelper.CreateOutputLink(randSwitch, "Link 11", package.GetUExport(1402)); //miranda // kasumi if (MERFileSystem.GetPackageFile("BioH_Thief_00.pcc") != null) { KismetHelper.CreateOutputLink(randSwitch, "Link 12", package.GetUExport(1396)); //kasumi } // zaeed if (MERFileSystem.GetPackageFile("BioH_Veteran_00.pcc") != null) { KismetHelper.CreateOutputLink(randSwitch, "Link 13", package.GetUExport(1416)); //zaeed } MERFileSystem.SavePackage(package); } var biodEndGm2F = MERFileSystem.GetPackageFile("BioD_EndGm2.pcc"); if (biodEndGm2F != null) { var package = MEPackageHandler.OpenMEPackage(biodEndGm2F); var ts = package.GetUExport(7); var ss = ts.GetProperty <ArrayProperty <StructProperty> >("StreamingStates"); // Make walk4 remain loaded while walk5 is active as enemeis may not yet be cleared out var conclusion = ss[8]; var visibleNames = conclusion.GetProp <ArrayProperty <NameProperty> >("VisibleChunkNames"); if (!visibleNames.Any(x => x.Value == "BioD_EndGm2_300Walk04")) { // This has pawns as part of the level so we must make sure it doesn't disappear or player will just see enemies disappear visibleNames.Add(new NameProperty("BioD_EndGm2_300Walk04")); } ts.WriteProperty(ss); MERFileSystem.SavePackage(package); } var longwalkfile = MERFileSystem.GetPackageFile("BioD_EndGm2_300LongWalk.pcc"); if (longwalkfile != null) { // automate TLW var package = MEPackageHandler.OpenMEPackage(longwalkfile); var seq = package.GetUExport(1629); var stopWalking = package.GetUExport(1569); // The auto walk delay on Stop Walking var delay = package.GetUExport(806).Clone(); package.AddExport(delay); delay.WriteProperty(new FloatProperty(ThreadSafeRandom.NextFloat(2, 7), "Duration")); // how long to wait until auto walk KismetHelper.AddObjectToSequence(delay, seq, true); KismetHelper.CreateOutputLink(delay, "Finished", package.GetUExport(156)); KismetHelper.CreateOutputLink(stopWalking, "Out", delay); // Do not allow targeting the escort package.GetUExport(1915).WriteProperty(new IntProperty(0, "bValue")); // stopped walking package.GetUExport(1909).WriteProperty(new IntProperty(0, "bValue")); // loading from save - we will auto start KismetHelper.CreateOutputLink(package.GetUExport(1232), "Out", delay); // post loaded from save init // Do not enable autosaves, cause it makes it easy to cheese this area. Bypass the 'savegame' item KismetHelper.RemoveOutputLinks(package.GetUExport(156)); KismetHelper.CreateOutputLink(package.GetUExport(156), "Out", package.GetUExport(1106)); // Pick a random henchman to go on a date with //var determineEscortLog = package.GetUExport(1118); //var spawnSeq = package.GetUExport(1598); //// disconnect old logic //KismetHelper.RemoveAllLinks(determineEscortLog); // install new logic /*var randSwitch = SeqTools.InstallRandomSwitchIntoSequence(spawnSeq, 12); // don't include theif or veteran as dlc might not be installed * KismetHelper.CreateOutputLink(determineEscortLog, "Out", randSwitch); * * * // Outputs of random choice * * * * KismetHelper.CreateOutputLink(randSwitch, "Link 1", package.GetUExport(1599)); //thane * KismetHelper.CreateOutputLink(randSwitch, "Link 2", package.GetUExport(1601)); //jack * KismetHelper.CreateOutputLink(randSwitch, "Link 3", package.GetUExport(1603)); //garrus * KismetHelper.CreateOutputLink(randSwitch, "Link 4", package.GetUExport(1605)); //legion * KismetHelper.CreateOutputLink(randSwitch, "Link 5", package.GetUExport(1607)); //grunt * KismetHelper.CreateOutputLink(randSwitch, "Link 6", package.GetUExport(1609)); //jacob * KismetHelper.CreateOutputLink(randSwitch, "Link 7", package.GetUExport(1611)); //samara * KismetHelper.CreateOutputLink(randSwitch, "Link 8", package.GetUExport(1613)); //mordin * KismetHelper.CreateOutputLink(randSwitch, "Link 9", package.GetUExport(1615)); //tali * KismetHelper.CreateOutputLink(randSwitch, "Link 10", package.GetUExport(1619)); //morinth * KismetHelper.CreateOutputLink(randSwitch, "Link 11", package.GetUExport(1624)); //miranda */ MERFileSystem.SavePackage(package); } //randomize long walk lengths. var endwalkexportmap = new Dictionary <string, int>() { { "BioD_EndGm2_300Walk01", 40 }, { "BioD_EndGm2_300Walk02", 5344 }, { "BioD_EndGm2_300Walk03", 8884 }, { "BioD_EndGm2_300Walk04", 6370 }, { "BioD_EndGm2_300Walk05", 3190 } }; foreach (var map in endwalkexportmap) { var file = MERFileSystem.GetPackageFile(map.Key + ".pcc"); if (file != null) { var package = MEPackageHandler.OpenMEPackage(file); var export = package.GetUExport(map.Value); export.WriteProperty(new FloatProperty(ThreadSafeRandom.NextFloat(.5, 2.5), "PlayRate")); MERFileSystem.SavePackage(package); } } /*foreach (var f in files) * { * var package = MEPackageHandler.OpenMEPackage(f); * var animExports = package.Exports.Where(x => x.ClassName == "InterpTrackAnimControl"); * foreach (var anim in animExports) * { * var animseqs = anim.GetProperty<ArrayProperty<StructProperty>>("AnimSeqs"); * if (animseqs != null) * { * foreach (var animseq in animseqs) * { * var seqname = animseq.GetProp<NameProperty>("AnimSeqName").Value.Name; * if (seqname.StartsWith("Walk_")) * { * var playrate = animseq.GetProp<FloatProperty>("AnimPlayRate"); * var oldrate = playrate.Value; * if (oldrate != 1) Debugger.Break(); * playrate.Value = ThreadSafeRandom.NextFloat(.2, 6); * var data = anim.Parent.Parent as ExportEntry; * var len = data.GetProperty<FloatProperty>("InterpLength"); * len.Value = len.Value * playrate; //this might need to be changed if its not 1 * data.WriteProperty(len); * } * } * } * anim.WriteProperty(animseqs); * } * SavePackage(package); * }*/ }
private static void RandomizeAfterlifeShepDance() { var denDanceF = MERFileSystem.GetPackageFile(@"BioD_OmgHub_230DenDance.pcc"); if (denDanceF != null) { var loungeP = MEPackageHandler.OpenMEPackage(denDanceF); var sequence = loungeP.GetUExport(3924); MERPackageCache cache = new MERPackageCache(); List <InterpTools.InterpData> interpDatas = new List <InterpTools.InterpData>(); var interp1 = loungeP.GetUExport(3813); // Make 2 additional dance options by cloning the interp and the data tree var interp2 = MERSeqTools.CloneBasicSequenceObject(interp1); var interp3 = MERSeqTools.CloneBasicSequenceObject(interp1); // Clone the interp data for attaching to 2 and 3 var interpData1 = loungeP.GetUExport(1174); var interpData2 = EntryCloner.CloneTree(interpData1); var interpData3 = EntryCloner.CloneTree(interpData2); KismetHelper.AddObjectToSequence(interpData2, sequence); KismetHelper.AddObjectToSequence(interpData3, sequence); // Load ID for randomization interpDatas.Add(new InterpTools.InterpData(interpData1)); interpDatas.Add(new InterpTools.InterpData(interpData2)); interpDatas.Add(new InterpTools.InterpData(interpData3)); // Chance the data for interp2/3 var id2 = SeqTools.GetVariableLinksOfNode(interp2); id2[0].LinkedNodes[0] = interpData2; SeqTools.WriteVariableLinksToNode(interp2, id2); var id3 = SeqTools.GetVariableLinksOfNode(interp3); id3[0].LinkedNodes[0] = interpData3; SeqTools.WriteVariableLinksToNode(interp3, id3); // Add additional finished states for fadetoblack when done KismetHelper.CreateOutputLink(loungeP.GetUExport(958), "Finished", interp2, 2); KismetHelper.CreateOutputLink(loungeP.GetUExport(958), "Finished", interp3, 2); // Link up the random choice it makes var randSw = MERSeqTools.InstallRandomSwitchIntoSequence(sequence, 3); KismetHelper.CreateOutputLink(randSw, "Link 1", interp1); KismetHelper.CreateOutputLink(randSw, "Link 2", interp2); KismetHelper.CreateOutputLink(randSw, "Link 3", interp3); // Break the original output to start the interp, repoint it's output to the switch instead var sgm = loungeP.GetUExport(1003); //set gesture mode KismetHelper.RemoveOutputLinks(sgm); KismetHelper.CreateOutputLink(sgm, "Done", loungeP.GetUExport(960)); KismetHelper.CreateOutputLink(sgm, "Done", randSw); // Now install the dances foreach (var id in interpDatas) { var danceTrack = id.InterpGroups[0].Tracks[0]; OmegaHub.InstallShepardDanceGesture(danceTrack.Export, cache); } MERFileSystem.SavePackage(loungeP); } }
private static void GenericRandomizeFlyerSpawns(IMEPackage package, int maxNumNewEnemies, EPortablePawnClassification minClassification = EPortablePawnClassification.Mook, EPortablePawnClassification maxClassification = EPortablePawnClassification.Boss) { var flyerPrepSequences = package.Exports.Where(x => x.ClassName == "Sequence" && x.GetProperty <StrProperty>("ObjName") is StrProperty objName && objName == "REF_SpawnPrep_Flyer").ToList(); foreach (var flySeq in flyerPrepSequences) { var objectsInSeq = KismetHelper.GetSequenceObjects(flySeq).OfType <ExportEntry>().ToList(); var preGate = objectsInSeq.FirstOrDefault(x => x.ClassName == "SeqAct_Gate"); // should not be null var outbound = SeqTools.GetOutboundLinksOfNode(preGate); var aifactoryObj = outbound[0][0].LinkedOp as ExportEntry; //First out on first link. Should point to AIFactory assuming these are all duplicated flyers var availablePawns = PawnPorting.PortablePawns.Where(x => x.Classification >= minClassification && x.Classification <= maxClassification).ToList(); if (availablePawns.Any()) { // We can add new pawns to install List <PortablePawn> newPawnsInThisSeq = new List <PortablePawn>(); int numEnemies = 1; // 1 is the original amount. List <ExportEntry> aiFactories = new List <ExportEntry>(); aiFactories.Add(aifactoryObj); // the original one for (int i = 0; i < maxNumNewEnemies; i++) { var randPawn = availablePawns.RandomElement(); if (!newPawnsInThisSeq.Contains(randPawn)) { numEnemies++; PawnPorting.PortPawnIntoPackage(randPawn, package); newPawnsInThisSeq.Add(randPawn); // Clone the ai factory sequence object and add it to the sequence var newAiFactorySeqObj = EntryCloner.CloneTree(aifactoryObj); aiFactories.Add(newAiFactorySeqObj); KismetHelper.AddObjectToSequence(newAiFactorySeqObj, flySeq, false); // Update the backing factory object var backingFactory = newAiFactorySeqObj.GetProperty <ObjectProperty>("Factory").ResolveToEntry(package) as ExportEntry; backingFactory.WriteProperty(new ObjectProperty(package.FindExport(randPawn.ChallengeTypeFullPath), "ActorType")); var collection = backingFactory.GetProperty <ArrayProperty <ObjectProperty> >("ActorResourceCollection"); collection.Clear(); foreach (var asset in randPawn.AssetPaths) { collection.Add(new ObjectProperty(package.FindExport(asset))); } backingFactory.WriteProperty(collection); } } if (newPawnsInThisSeq.Any()) { // install the switch var randSw = MERSeqTools.InstallRandomSwitchIntoSequence(flySeq, numEnemies); outbound[0][0].LinkedOp = randSw; SeqTools.WriteOutboundLinksToNode(preGate, outbound); // Hook up switch to ai factories for (int i = 0; i < numEnemies; i++) { var linkDesc = $"Link {i + 1}"; KismetHelper.CreateOutputLink(randSw, linkDesc, aiFactories[i]); // switches are indexed at 1 } } } } }
/// <summary> /// Technically this is not part of Nor (It's EndGm). But it takes place on normandy so users /// will think it is part of the normandy. /// </summary> /// <param name="random"></param> private static void RandomizeRomance() { // Romance is 2 pass: // Pass 1: The initial chances that are not ME1 or Miranda { var romChooserPackage = MEPackageHandler.OpenMEPackage(MERFileSystem.GetPackageFile("BioD_EndGm1_110Romance.pcc")); var romSeq = romChooserPackage.GetUExport(88); var outToRepoint = romChooserPackage.GetUExport(65); //repoint to our switch // Install random switch and point it at the romance log culminations for each // Miranda gets 2 as she has a 50/50 of miranda or lonely shep. var randomSwitch = MERSeqTools.InstallRandomSwitchIntoSequence(romSeq, 7); var outLinks = SeqTools.GetOutboundLinksOfNode(randomSwitch); outLinks[0].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(28) }); // JACOB outLinks[1].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(20) }); // GARRUS outLinks[2].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(30) }); // TALI outLinks[3].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(29) }); // THANE outLinks[4].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(27) }); // JACK outLinks[5].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(52) }); // MIRANDA--| -> Delay into teleport outLinks[6].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(52) }); // ME1------| -> Delay into teleport SeqTools.WriteOutboundLinksToNode(randomSwitch, outLinks); // Repoint to our randomswitch var penultimateOutbound = SeqTools.GetOutboundLinksOfNode(outToRepoint); penultimateOutbound[0].Clear(); penultimateOutbound[0].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = randomSwitch }); // DEBUG ONLY: FORCE LINK //penultimateOutbound[0].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(27) }); SeqTools.WriteOutboundLinksToNode(outToRepoint, penultimateOutbound); MERFileSystem.SavePackage(romChooserPackage); } // Pass 2: ME1 or Miranda if Pass 1 fell through at runtime { var romChooserPackage = MEPackageHandler.OpenMEPackage(MERFileSystem.GetPackageFile("BioD_EndGm1_110ROMMirranda.pcc")); var romSeq = romChooserPackage.GetUExport(8468); var outToRepoint = romChooserPackage.GetUExport(2354); //repoint to our switch // Install random switch and point it at the romance log culminations for each // Miranda gets 2 as she has a 50/50 of miranda or lonely shep. var randomSwitch = MERSeqTools.InstallRandomSwitchIntoSequence(romSeq, 2); var outLinks = SeqTools.GetOutboundLinksOfNode(randomSwitch); outLinks[0].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(8432) }); // MIRANDA outLinks[1].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = romChooserPackage.GetUExport(8413) }); // ME1 SeqTools.WriteOutboundLinksToNode(randomSwitch, outLinks); // Repoint to our randomswitch var penultimateOutbound = SeqTools.GetOutboundLinksOfNode(outToRepoint); penultimateOutbound[0].Clear(); penultimateOutbound[0].Add(new SeqTools.OutboundLink() { InputLinkIdx = 0, LinkedOp = randomSwitch }); SeqTools.WriteOutboundLinksToNode(outToRepoint, penultimateOutbound); MERFileSystem.SavePackage(romChooserPackage); } }