示例#1
0
        public static void OnCharacterDeath(string characterName, int level, Vector3 dropPoint)
        {
            var lootTables = LootRoller.GetLootTable(characterName, level);

            if (lootTables != null && lootTables.Count > 0)
            {
                List <GameObject> loot = LootRoller.RollLootTableAndSpawnObjects(lootTables, characterName, dropPoint);
                Debug.Log($"Rolling on loot table: {characterName} (lvl {level}), spawned {loot.Count} items at drop point({dropPoint}).");
                DropItems(loot, dropPoint);
                foreach (var l in loot)
                {
                    var itemData  = l.GetComponent <ItemDrop>().m_itemData;
                    var magicItem = itemData.GetMagicItem();
                    if (magicItem != null)
                    {
                        Debug.Log($"  - {itemData.m_shared.m_name} <{l.transform.position}>: {string.Join(", ", magicItem.Effects.Select(x => x.EffectType.ToString()))}");
                    }
                }
            }
            else
            {
                Debug.Log($"Could not find loot table for: {characterName} (lvl {level})");
            }
        }
示例#2
0
        public static void SpawnMagicItemWithEffect(Console __instance, string[] args)
        {
            if (args.Length < 3)
            {
                EpicLoot.LogError("Specify effect and item name");
                return;
            }

            if (Player.m_localPlayer == null)
            {
                return;
            }

            var effectArg         = args[1];
            var itemPrefabNameArg = args[2];

            __instance.AddString($"magicitem - {itemPrefabNameArg} with effect: {effectArg}");

            var magicItemEffectDef = MagicItemEffectDefinitions.Get(effectArg);

            if (magicItemEffectDef == null)
            {
                __instance.AddString($"> Could not find effect: {effectArg}");
                return;
            }

            var itemPrefab = ObjectDB.instance.GetItemPrefab(itemPrefabNameArg);

            if (itemPrefab == null)
            {
                __instance.AddString($"> Could not find item: {itemPrefabNameArg}");
                return;
            }

            var fromItemData = itemPrefab.GetComponent <ItemDrop>().m_itemData;

            if (!EpicLoot.CanBeMagicItem(fromItemData))
            {
                __instance.AddString($"> Can't be magic item: {itemPrefabNameArg}");
                return;
            }

            var effectRequirements = magicItemEffectDef.Requirements;
            var itemRarity         = effectRequirements.AllowedRarities.Count == 0 ? ItemRarity.Legendary : effectRequirements.AllowedRarities.First();
            var rarityTable        = GetRarityTable(itemRarity.ToString());
            var loot = new LootTable
            {
                Object = "Console",
                Drops  = new[] { new[] { 1, 1 } },
                Loot   = new[]
                {
                    new LootDrop
                    {
                        Item   = itemPrefab.name,
                        Rarity = rarityTable
                    }
                }
            };

            var randomOffset = UnityEngine.Random.insideUnitSphere;
            var dropPoint    = Player.m_localPlayer.transform.position + Player.m_localPlayer.transform.forward * 3 + Vector3.up * 1.5f + randomOffset;

            // TODO add better hook for desired effect - currently effect will be discarded on next game load
            // if effect was added when magicItem had maximum of available effect
            // however still good for debug
            LootRoller.CheatForceMagicEffect = true;
            LootRoller.ForcedMagicEffect     = effectArg;
            LootRoller.RollLootTableAndSpawnObjects(loot, 1, loot.Object, dropPoint);
            LootRoller.CheatForceMagicEffect = false;
            LootRoller.ForcedMagicEffect     = string.Empty;
        }
示例#3
0
        public static void MagicItem(Console __instance, string[] args)
        {
            var rarityArg   = args.Length >= 2 ? args[1] : "random";
            var itemArg     = args.Length >= 3 ? args[2] : "random";
            var count       = args.Length >= 4 ? int.Parse(args[3]) : 1;
            var effectCount = args.Length >= 5 ? int.Parse(args[4]) : -1;

            __instance.AddString($"magicitem - rarity:{rarityArg}, item:{itemArg}, count:{count}");

            var allItemNames = ObjectDB.instance.m_items
                               .Where(x => EpicLoot.CanBeMagicItem(x.GetComponent <ItemDrop>().m_itemData))
                               .Where(x => x.name != "HelmetDverger" && x.name != "BeltStrength" && x.name != "Wishbone")
                               .Select(x => x.name)
                               .ToList();

            if (Player.m_localPlayer == null)
            {
                return;
            }

            LootRoller.CheatEffectCount = effectCount;
            for (var i = 0; i < count; i++)
            {
                int[] rarityTable = GetRarityTable(rarityArg);

                var item = itemArg;
                if (item == "random")
                {
                    var weightedRandomTable = new WeightedRandomCollection <string>(_random, allItemNames, x => 1);
                    item = weightedRandomTable.Roll();
                }

                if (ObjectDB.instance.GetItemPrefab(item) == null)
                {
                    __instance.AddString($"> Could not find item: {item}");
                    break;
                }

                __instance.AddString($">  {i + 1} - rarity: [{string.Join(", ", rarityTable)}], item: {item}");

                var loot = new LootTable()
                {
                    Object = "Console",
                    Drops  = new[] { new[] { 1, 1 } },
                    Loot   = new[]
                    {
                        new LootDrop()
                        {
                            Item   = item,
                            Rarity = rarityTable,
                            Weight = 1
                        }
                    }
                };

                var randomOffset = UnityEngine.Random.insideUnitSphere;
                var dropPoint    = Player.m_localPlayer.transform.position + Player.m_localPlayer.transform.forward * 3 + Vector3.up * 1.5f + randomOffset;
                LootRoller.RollLootTableAndSpawnObjects(loot, 1, loot.Object, dropPoint);
            }
            LootRoller.CheatEffectCount = -1;
        }
示例#4
0
        private static void SpawnLegendaryItemHelper(string legendaryID, string itemType, Terminal context)
        {
            if (!UniqueLegendaryHelper.TryGetLegendaryInfo(legendaryID, out var legendaryInfo))
            {
                if (context != null)
                {
                    context.AddString($"> Could not find info for legendaryID: ({legendaryID})");
                }
                return;
            }

            if (string.IsNullOrEmpty(itemType))
            {
                var dummyMagicItem = new MagicItem {
                    Rarity = ItemRarity.Legendary
                };
                var allowedItems = new List <ItemDrop>();
                foreach (var itemName in GatedItemTypeHelper.ItemInfoByID.Keys)
                {
                    var itemPrefab = ObjectDB.instance.GetItemPrefab(itemName);
                    if (itemPrefab == null)
                    {
                        continue;
                    }

                    var itemDrop = itemPrefab.GetComponent <ItemDrop>();
                    if (itemDrop == null)
                    {
                        continue;
                    }

                    var itemData = itemDrop.m_itemData;
                    if (legendaryInfo.Requirements.CheckRequirements(itemData, dummyMagicItem))
                    {
                        allowedItems.Add(itemDrop);
                    }
                }

                itemType = allowedItems.LastOrDefault()?.name;
            }

            if (string.IsNullOrEmpty(itemType))
            {
                itemType = "Club";
            }

            var loot = new LootTable
            {
                Object = "Console",
                Drops  = new[] { new float[] { 1, 1 } },
                Loot   = new[]
                {
                    new LootDrop
                    {
                        Item   = itemType,
                        Rarity = new float[] { 0, 0, 0, 1 }
                    }
                }
            };

            LootRoller.CheatForceLegendary = legendaryID;
            var previousDisableGatingState = LootRoller.CheatDisableGating;

            LootRoller.CheatDisableGating = true;

            var randomOffset = UnityEngine.Random.insideUnitSphere;
            var dropPoint    = Player.m_localPlayer.transform.position + Player.m_localPlayer.transform.forward * 3 + Vector3.up * 1.5f + randomOffset;

            LootRoller.RollLootTableAndSpawnObjects(loot, 1, loot.Object, dropPoint);

            LootRoller.CheatForceLegendary = null;
            LootRoller.CheatDisableGating  = previousDisableGatingState;
        }
示例#5
0
        public static void SpawnMagicItemWithEffect(Terminal context, string[] args)
        {
            if (args.Length < 3)
            {
                EpicLoot.LogError("Specify effect and item name");
                return;
            }

            if (Player.m_localPlayer == null)
            {
                return;
            }

            var effectArg         = args[1];
            var itemPrefabNameArg = args[2];

            context.AddString($"magicitem - {itemPrefabNameArg} with effect: {effectArg}");

            var magicItemEffectDef = MagicItemEffectDefinitions.Get(effectArg);

            if (magicItemEffectDef == null)
            {
                context.AddString($"> Could not find effect: {effectArg}");
                return;
            }

            var itemPrefab = ObjectDB.instance.GetItemPrefab(itemPrefabNameArg);

            if (itemPrefab == null)
            {
                context.AddString($"> Could not find item: {itemPrefabNameArg}");
                return;
            }

            var fromItemData = itemPrefab.GetComponent <ItemDrop>().m_itemData;

            if (!EpicLoot.CanBeMagicItem(fromItemData))
            {
                context.AddString($"> Can't be magic item: {itemPrefabNameArg}");
                return;
            }

            var effectRequirements = magicItemEffectDef.Requirements;
            var itemRarity         = effectRequirements.AllowedRarities.Count == 0 ? ItemRarity.Magic : effectRequirements.AllowedRarities.First();
            var rarityTable        = GetRarityTable(itemRarity.ToString());
            var loot = new LootTable
            {
                Object = "Console",
                Drops  = new[] { new float[] { 1, 1 } },
                Loot   = new[]
                {
                    new LootDrop
                    {
                        Item   = itemPrefab.name,
                        Rarity = rarityTable
                    }
                }
            };

            var randomOffset = UnityEngine.Random.insideUnitSphere;
            var dropPoint    = Player.m_localPlayer.transform.position + Player.m_localPlayer.transform.forward * 3 + Vector3.up * 1.5f + randomOffset;

            LootRoller.CheatForceMagicEffect = true;
            LootRoller.ForcedMagicEffect     = effectArg;
            LootRoller.RollLootTableAndSpawnObjects(loot, 1, loot.Object, dropPoint);
            LootRoller.CheatForceMagicEffect = false;
            LootRoller.ForcedMagicEffect     = string.Empty;
        }
示例#6
0
        public static void MagicItem(Console __instance, string[] args)
        {
            var rarityArg = args.Length >= 2 ? args[1] : "random";
            var itemArg   = args.Length >= 3 ? args[2] : "random";
            var count     = args.Length >= 4 ? int.Parse(args[3]) : 1;

            __instance.AddString($"magicitem - rarity:{rarityArg}, item:{itemArg}, count:{count}");

            var items        = new List <GameObject>();
            var allItemNames = ObjectDB.instance.m_items
                               .Where(x => EpicLoot.CanBeMagicItem(x.GetComponent <ItemDrop>().m_itemData))
                               .Select(x => x.name)
                               .ToList();

            if (Player.m_localPlayer == null)
            {
                return;
            }

            for (var i = 0; i < count; i++)
            {
                var rarityTable = new[] { 1, 1, 1, 1 };
                switch (rarityArg.ToLowerInvariant())
                {
                case "magic":
                    rarityTable = new[] { 1, 0, 0, 0, };
                    break;

                case "rare":
                    rarityTable = new[] { 0, 1, 0, 0, };
                    break;

                case "epic":
                    rarityTable = new[] { 0, 0, 1, 0, };
                    break;

                case "legendary":
                    rarityTable = new[] { 0, 0, 0, 1, };
                    break;
                }

                var item = itemArg;
                if (item == "random")
                {
                    var weightedRandomTable = new WeightedRandomCollection <string>(_random, allItemNames, x => 1);
                    item = weightedRandomTable.Roll();
                }

                if (ObjectDB.instance.GetItemPrefab(item) == null)
                {
                    __instance.AddString($"> Could not find item: {item}");
                    break;
                }

                __instance.AddString($"  {i + 1} - rarity: [{string.Join(", ", rarityTable)}], item: {item}");

                var loot = new LootTable()
                {
                    Object = "Console",
                    Drops  = new[] { new[] { 1, 1 } },
                    Loot   = new[]
                    {
                        new LootDrop()
                        {
                            Item   = item,
                            Rarity = rarityTable
                        }
                    }
                };

                var randomOffset = UnityEngine.Random.insideUnitSphere;
                var dropPoint    = Player.m_localPlayer.transform.position + Player.m_localPlayer.transform.forward * 3 + Vector3.up * 1.5f + randomOffset;
                items.AddRange(LootRoller.RollLootTableAndSpawnObjects(loot, loot.Object, dropPoint));
            }
        }