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CraftCreateItem.cs
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CraftCreateItem.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using NWN;
using SWLOR.Game.Server.Bioware;
using SWLOR.Game.Server.Data.Entity;
using SWLOR.Game.Server.Enumeration;
using SWLOR.Game.Server.Event.SWLOR;
using SWLOR.Game.Server.GameObject;
using SWLOR.Game.Server.Messaging;
using SWLOR.Game.Server.Scripting.Contracts;
using SWLOR.Game.Server.Service;
using SWLOR.Game.Server.ValueObject;
namespace SWLOR.Game.Server.Scripts.Delayed
{
public class CraftCreateItem: IScript
{
private Guid _eventID;
public void SubscribeEvents()
{
_eventID = MessageHub.Instance.Subscribe<OnCreateCraftedItem>(OnCreateCraftedItem);
}
private void OnCreateCraftedItem(OnCreateCraftedItem data)
{
using (new Profiler(nameof(CraftCreateItem)))
{
try
{
RunCreateItem(data.Player);
data.Player.IsBusy = false;
}
catch (Exception ex)
{
LoggingService.LogError(ex);
}
}
}
public void UnsubscribeEvents()
{
MessageHub.Instance.Unsubscribe(_eventID);
}
public void Main()
{
}
private void RunCreateItem(NWPlayer player)
{
foreach (var effect in player.Effects)
{
if (_.GetEffectTag(effect) == "CRAFTING_IMMOBILIZATION")
{
_.RemoveEffect(player, effect);
}
}
var model = CraftService.GetPlayerCraftingData(player);
CraftBlueprint blueprint = DataService.CraftBlueprint.GetByID(model.BlueprintID);
BaseStructure baseStructure = blueprint.BaseStructureID == null ? null : DataService.BaseStructure.GetByID(Convert.ToInt32(blueprint.BaseStructureID));
PCSkill pcSkill = SkillService.GetPCSkill(player, blueprint.SkillID);
int pcEffectiveLevel = CraftService.CalculatePCEffectiveLevel(player, pcSkill.Rank, (SkillType)blueprint.SkillID);
int itemLevel = model.AdjustedLevel;
int atmosphereBonus = CraftService.CalculateAreaAtmosphereBonus(player.Area);
float chance = CalculateBaseChanceToAddProperty(pcEffectiveLevel, itemLevel, atmosphereBonus);
float equipmentBonus = CalculateEquipmentBonus(player, (SkillType)blueprint.SkillID);
if (chance <= 1.0f)
{
player.FloatingText(ColorTokenService.Red("Critical failure! You don't have enough skill to create that item. All components were lost."));
CraftService.ClearPlayerCraftingData(player, true);
return;
}
int luckyBonus = PerkService.GetCreaturePerkLevel(player, PerkType.Lucky);
var craftedItems = new List<NWItem>();
NWItem craftedItem = (_.CreateItemOnObject(blueprint.ItemResref, player.Object, blueprint.Quantity));
craftedItem.IsIdentified = true;
craftedItems.Add(craftedItem);
// If item isn't stackable, loop through and create as many as necessary.
if (craftedItem.StackSize < blueprint.Quantity)
{
for (int x = 2; x <= blueprint.Quantity; x++)
{
craftedItem = (_.CreateItemOnObject(blueprint.ItemResref, player.Object));
craftedItem.IsIdentified = true;
craftedItems.Add(craftedItem);
}
}
// Recommended level gets set regardless if all item properties make it on the final product.
// Also mark who crafted the item. This is later used for display on the item's examination event.
foreach (var item in craftedItems)
{
item.RecommendedLevel = itemLevel < 0 ? 0 : itemLevel;
item.SetLocalString("CRAFTER_PLAYER_ID", player.GlobalID.ToString());
BaseService.ApplyCraftedItemLocalVariables(item, baseStructure);
}
if(RandomService.Random(1, 100) <= luckyBonus)
{
chance += RandomService.Random(1, luckyBonus);
}
int successAmount = 0;
foreach (var component in model.MainComponents)
{
var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
successAmount += result.Item1;
chance = result.Item2;
}
foreach (var component in model.SecondaryComponents)
{
var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
successAmount += result.Item1;
chance = result.Item2;
}
foreach (var component in model.TertiaryComponents)
{
var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
successAmount += result.Item1;
chance = result.Item2;
}
foreach (var component in model.EnhancementComponents)
{
var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
successAmount += result.Item1;
chance = result.Item2;
}
// Structures gain increased durability based on the blueprint
if (baseStructure != null)
{
foreach (var item in craftedItems)
{
var maxDur = DurabilityService.GetMaxDurability(item);
maxDur += (float)baseStructure.Durability;
DurabilityService.SetMaxDurability(item, maxDur);
DurabilityService.SetDurability(item, maxDur);
}
}
player.SendMessage("You created " + blueprint.Quantity + "x " + blueprint.ItemName + "!");
int baseXP = 750 + successAmount * RandomService.Random(1, 50);
float xp = SkillService.CalculateRegisteredSkillLevelAdjustedXP(baseXP, model.AdjustedLevel, pcSkill.Rank);
bool exists = DataService.PCCraftedBlueprint.ExistsByPlayerIDAndCraftedBlueprintID(player.GlobalID, blueprint.ID);
if(!exists)
{
xp = xp * 1.50f;
player.SendMessage("You receive an XP bonus for crafting this item for the first time.");
var pcCraftedBlueprint = new PCCraftedBlueprint
{
CraftBlueprintID = blueprint.ID,
DateFirstCrafted = DateTime.UtcNow,
PlayerID = player.GlobalID
};
DataService.SubmitDataChange(pcCraftedBlueprint, DatabaseActionType.Insert);
}
SkillService.GiveSkillXP(player, blueprint.SkillID, (int)xp);
CraftService.ClearPlayerCraftingData(player, true);
player.SetLocalInt("LAST_CRAFTED_BLUEPRINT_ID_" + blueprint.CraftDeviceID, blueprint.ID);
}
private Tuple<int, float> RunComponentBonusAttempt(NWPlayer player, NWItem component, float equipmentBonus, float chance, List<NWItem> itemSet)
{
int successAmount = 0;
// Note - this line MUST be outside the foreach loop, as inspecting component properties will reset the component.ItemProperties counter.
int componentLevel = component.LevelIncrease > 0 ? component.LevelIncrease : component.RecommendedLevel;
if (componentLevel < 1) componentLevel = 1;
foreach (var ip in component.ItemProperties)
{
int ipType = _.GetItemPropertyType(ip);
if (ipType != (int)CustomItemPropertyType.ComponentBonus) continue;
int bonusTypeID = _.GetItemPropertySubType(ip);
int tlkID = Convert.ToInt32(_.Get2DAString("iprp_compbon", "Name", bonusTypeID));
int amount = _.GetItemPropertyCostTableValue(ip);
string bonusName = _.GetStringByStrRef(tlkID) + " " + amount;
float random = RandomService.RandomFloat() * 100.0f;
float modifiedEquipmentBonus = equipmentBonus * 0.25f;
if (random <= chance + modifiedEquipmentBonus)
{
foreach (var item in itemSet)
{
// If the target item is a component itself, we want to add the component bonuses instead of the
// actual item property bonuses.
// In other words, we want the custom item property "Component Bonus: AC UP" instead of the "AC Bonus" item property.
var componentIP = item.ItemProperties.FirstOrDefault(x => _.GetItemPropertyType(x) == (int)CustomItemPropertyType.ComponentType);
if (componentIP == null)
ComponentBonusService.ApplyComponentBonus(item, ip);
else
BiowareXP2.IPSafeAddItemProperty(item, ip, 0.0f, AddItemPropertyPolicy.IgnoreExisting, false, false);
}
player.SendMessage(ColorTokenService.Green("Successfully applied component property: " + bonusName));
ComponentBonusType bonusType = (ComponentBonusType)_.GetItemPropertySubType(ip);
if (bonusType != ComponentBonusType.DurabilityUp)
{
// Durability bonuses don't increase the penalty. Higher level components transfer multiple
// properties more easily (to balance the fact that you can fit fewer of them on an item).
int penalty;
switch (componentLevel)
{
case 1:
penalty = RandomService.Random(1, 19);
break;
case 2:
penalty = RandomService.Random(1, 9);
break;
case 3:
penalty = RandomService.Random(1, 6);
break;
case 4:
penalty = RandomService.Random(1, 4);
break;
default:
penalty = RandomService.Random(1, 3);
break;
}
chance -= penalty;
if (chance < 1) chance = 1;
}
successAmount++;
}
else
{
player.SendMessage(ColorTokenService.Red("Failed to apply component property: " + bonusName));
}
}
return new Tuple<int, float>(successAmount, chance);
}
private float CalculateEquipmentBonus(NWPlayer player, SkillType skillType)
{
var effectiveStats = PlayerStatService.GetPlayerItemEffectiveStats(player);
int equipmentBonus = 0;
float multiplier = 0.5f;
int atmosphere = CraftService.CalculateAreaAtmosphereBonus(player.Area);
if (atmosphere >= 75)
{
multiplier = 0.7f;
}
else if (atmosphere >= 25)
{
multiplier = 0.6f;
}
switch (skillType)
{
case SkillType.Armorsmith: equipmentBonus = effectiveStats.Armorsmith; break;
case SkillType.Weaponsmith: equipmentBonus = effectiveStats.Weaponsmith; break;
case SkillType.Cooking: equipmentBonus = effectiveStats.Cooking; break;
case SkillType.Engineering: equipmentBonus = effectiveStats.Engineering; break;
case SkillType.Fabrication: equipmentBonus = effectiveStats.Fabrication; break;
case SkillType.Medicine: equipmentBonus = effectiveStats.Medicine; break;
}
return equipmentBonus * multiplier; // +0.5%, +0.6%, or +0.7% per equipment bonus
}
private float CalculateBaseChanceToAddProperty(int pcLevel, int blueprintLevel, int atmosphereBonus)
{
int delta = pcLevel - blueprintLevel;
float percentage = 0.0f;
if (delta <= -5)
{
percentage = 0.0f;
}
else if (delta >= 4)
{
percentage = 90.0f;
}
else
{
switch (delta)
{
case -4:
percentage = 10.0f;
break;
case -3:
percentage = 15.0f;
break;
case -2:
percentage = 25.0f;
break;
case -1:
percentage = 35.0f;
break;
case 0:
percentage = 50.0f;
break;
case 1:
percentage = 65.0f;
break;
case 2:
percentage = 75.0f;
break;
case 3:
percentage = 85.0f;
break;
}
}
if (atmosphereBonus >= 60)
{
percentage += 4;
}
else if(atmosphereBonus >= 15)
{
percentage += 2;
}
if (percentage > 90)
percentage = 90;
return percentage;
}
}
}