KFStatOutput

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Revision as of 00:42, 12 October 2012 by Benjamin (talk | contribs) (Created page with "This is my stat generator for the killing floor weapon pages. --~~~~ <blockquote><pre>//==========================================================...")
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This is my stat generator for the killing floor weapon pages. --Benjamin (talk) 20:42, 11 October 2012 (EDT)

//=============================================================================
// Weapon stat generator	12-October-2012	Benjamin
//
// KNOWN ISSUES
//
//		* Cannot detect where different fire modes share the same
//		ammo (boomstick)
//
//		* Cannot detect penetration for all weapons.
//
// INFO
//
// All instant-fire weapons rely on the DamageType for the head shot
// multiplier.
//
// Any projectiles that derive from ShotgunBullet.uc use 'HeadShotDamageMult' 
// as the head damage multiplier. The following projectiles implement their own
// with the same name:
//
// CrossbowArrow.uc
// HuskGunProjectile.uc
// M99Bullet.uc
//
// NOTES
//
// (1) Certain classes don't use AmmoPerFire: MP7MAltFire, M7A3MAltFire
// (2) Hardcoded penetration values: Deagle, MK23, 44Magnum 
//	* Also crossbow and M99
// (3) Weapons only have a single ReloadRate stat
//=============================================================================

class KFStatOutputMut extends Mutator;

var class<KFWeaponPickup> Pickup;
var class<KFWeapon> Weapon;
var class<WeaponFire> Fire[2];

function bool IsTrueFire(class<WeaponFire> Fire)
{
    if (Fire.Name == 'NoFire'
        || Fire.Name == 'ShotgunLightFire'
        || Fire.Name == 'SingleALTFire'
        )
        return false;
    
    return true;
}

function bool IsMeleeFire(class<WeaponFire> Fire)
{
    if (Fire == none)
        return false;
    if (class<KFMeleeFire>(Fire) != none)
        return true;
    return false;
}

function bool IgnoresLoad(class<WeaponFire> Fire)
{
    if (class<MP7MAltFire>(Fire) != none
        || class<M7A3MAltFire>(Fire) != none)
        
        return true;
    
    return false;
}

function OutputStatNum(string Title, float Stat, optional float AltStat)
{
    OutputStat(Title, string(Stat), string(AltStat));
}

function OutputStat(string Title, string Stat, optional string AltStat)
{
    local int A, x;
    
    // Adjust stat name
    Title $= ":";
    A = Len(Title);
    if (A < 14)
    {
        for (x = 0; x < 14 - A; x++)
            Title $= " ";
    }
    
    if (Fire[1] != none && AltStat != "")
        Log(Title $ Stat @ "(" $ AltStat $ ")");
    else
        Log(Title $ Stat);
}

function PostBeginPlay()
{
    local string	Name;
    local int		Cost;
    local int		Weight;
    local int		Capacity[2];
    local int		MagazineSize[2];
    local float		FireRate[2];
    local float		ReloadSpeed[2];
    local float		Spread[2];
    local int		Damage[2];
    local float		DamageRadius[2];
    local float		HeadMultiplier[2];
    local int		Pellets[2];
    local int		MaxPens[2];
    local float		PenReduction[2];
    
    local int i, x;
    
    // Main loop
    for (i = 0; class'KFLevelRules'.default.ItemForSale[i] != none; i++)
    {
        Pickup = class<KFWeaponPickup>(class'KFLevelRules'.default.ItemForSale[i]);
        if (Pickup != none)
        {
            Weapon = class<KFWeapon>(Pickup.default.InventoryType);
            if (Weapon != none)
            {
                for (x = 0; x < 2; x++)
                {
                    if (Weapon.default.FireModeClass[x] != none && IsTrueFire(Weapon.default.FireModeClass[x]))
                        Fire[x] = Weapon.default.FireModeClass[x];
                    else
                        Fire[x] = none;
                }
                        
                GetName(Name);
                GetCost(Cost);
                GetWeight(Weight);
                GetCapacity(Capacity);
                GetMagazineSize(MagazineSize);
                GetFireRate(FireRate);
                GetReloadSpeed(ReloadSpeed);
                GetSpread(Spread);
                GetDamage(Damage);
                GetDamageRadius(DamageRadius);
                GetHeadMultiplier(HeadMultiplier);
                GetPellets(Pellets);
                GetMaxPens(MaxPens);
                GetPenReduction(PenReduction);
                
                OutputStat   ("Name", 		Name);
                OutputStatNum("Cost", 		Cost);
                OutputStatNum("Weight",	 	Weight);
                OutputStatNum("Capacity", 	Capacity[0], Capacity[1]);
                OutputStatNum("Magazine", 	MagazineSize[0], MagazineSize[1]);
                OutputStatNum("Fire rate", 	FireRate[0], FireRate[1]);
                OutputStatNum("Reload sp",	ReloadSpeed[0], ReloadSpeed[1]);
                OutputStatNum("Spread", 	Spread[0], Spread[1]);
                OutputStatNum("Damage", 	Damage[0], Damage[1]);
                OutputStatNum("Radius", 	DamageRadius[0], DamageRadius[0]);
                OutputStatNum("Head", 		HeadMultiplier[0], HeadMultiplier[1] );
                OutputStatNum("Pellets", 	Pellets[0], Pellets[1]);
                OutputStatNum("Max pens",	MaxPens[0], MaxPens[1]);
                OutputStatNum("Pen reduc",	PenReduction[0], PenReduction[1]);
                Log("");
            }
        }
    }
    
    Destroy();
}

///////////////////////////////////////////////////////////////////////////////
// STAT CALCULATION
///////////////////////////////////////////////////////////////////////////////

function GetName(out string Name)
{
    Name = Pickup.default.ItemName;
}

function GetCost(out int Cost)
{
    Cost = Pickup.default.Cost;
}

function GetWeight(out int Weight)
{
    Weight = Pickup.default.Weight;
}

function GetCapacity(out int Capacity[2], optional int Index)
{
    Capacity[Index] = 0;
    if (Index == 0) GetCapacity(Capacity, 1);

    if (Fire[Index] != none && !IsMeleeFire(Fire[Index]) && Fire[Index].default.AmmoClass != none)
        Capacity[Index] = Fire[Index].default.AmmoClass.default.MaxAmmo;	
}

function GetMagazineSize(out int MagazineSize[2])
{
    MagazineSize[0] = Weapon.default.MagCapacity;
    MagazineSize[1] = 0; // Can't be obtained normally
}

function GetFireRate(out float FireRate[2], optional int Index)
{
    FireRate[Index] = 0;
    if (Index == 0) GetFirerate(FireRate, 1);

    if (Fire[Index] != none)
        FireRate[Index] = Fire[Index].default.FireRate;
}

function GetReloadSpeed(out float ReloadSpeed[2], optional int Index)
{
    ReloadSpeed[Index] = 0;
    if (Index == 0) GetReloadSpeed(ReloadSpeed, 1);
    
    if (Fire[Index] != none)
        ReloadSpeed[Index] = Weapon.default.ReloadRate; // (3)
}

function GetSpread(out float Spread[2], optional int Index)
{
    Spread[Index] = 0;
    if (Index == 0) GetSpread(Spread, 1);
    
    if (Fire[Index] != none)
        Spread[Index] = Fire[Index].default.Spread;
}

function GetDamage(out int Damage[2], optional int Index)
{
    Damage[Index] = 0;
    if (Index == 0) GetDamage(Damage, 1);	

    if (Fire[Index] != none)
    {
        if (class<InstantFire>(Fire[Index]) != none) // HITSCAN
            Damage[Index] = class<InstantFire>(Fire[Index]).default.DamageMax;
        else if(class<BaseProjectileFire>(Fire[Index]) != none) // PROJECTILE
        {
            if (class<MP7MMedicGun>(Weapon) != none)
                Damage[Index] = class<MP7MMedicGun>(Weapon).default.HealBoostAmount;
            else if (class<M7A3MMedicGun>(Weapon) != none)
                Damage[Index] = class<M7A3MMedicGun>(Weapon).default.HealBoostAmount;
            else
                Damage[Index] = class<BaseProjectileFire>(Fire[Index]).default.ProjectileClass.default.Damage;
        }
        else if (class<KFMeleeFire>(Fire[Index]) != none) // MELEE
        {
            Damage[Index] = class<KFMeleeFire>(Fire[Index]).default.DamageConst +
                class<KFMeleeFire>(Fire[Index]).default.MaxAdditionalDamage;
        }
    }
}

function GetDamageRadius(out float DamageRadius[2], optional int Index)
{
    local class<DamageType> DT;
    
    DamageRadius[Index] = 0;
    if (Index == 0) GetDamageRadius(DamageRadius, 1);
    
    if (Fire[Index] != none && class<BaseProjectileFire>(Fire[Index]) != none)
    {
        DT = class<BaseProjectileFire>(Fire[Index]).default.ProjectileClass.default.MyDamageType;
        if (class<KFWeaponDamageType>(DT) != none)
        {
            if (class<KFWeaponDamageType>(DT).default.bIsExplosive)
                DamageRadius[Index] = class<BaseProjectileFire>(Fire[Index]).default.ProjectileClass.default.DamageRadius;
        }
    }
}

function GetHeadMultiplier(out float HeadMultiplier[2], optional int Index)
{
    local class<Projectile> P;

    HeadMultiplier[Index] = 1.0;
    if (Index == 0) GetHeadMultiplier(HeadMultiplier, 1);
    
    if (Fire[Index] != none)
    {
        if (class<InstantFire>(Fire[Index]) != none) // HITSCAN
        {
            if (class<KFWeaponDamageType>(class<InstantFire>(Fire[Index]).default.DamageType) != none)
                HeadMultiplier[Index] = class<KFWeaponDamageType>(
                    class<InstantFire>(Fire[Index]).default.DamageType).default.HeadShotDamageMult;
        }
        else if (class<BaseProjectileFire>(Fire[Index]) != none) // PROJECTILE
        {
            P = class<BaseProjectileFire>(Fire[Index]).default.ProjectileClass;
            
            if (class<ShotgunBullet>(P) != none) // MOST PROJECTILES
                HeadMultiplier[Index] = class<ShotgunBullet>(P).default.HeadShotDamageMult;
            else if (class<CrossbowArrow>(P) != none) // CROSSBOW
                HeadMultiplier[Index] = class<CrossbowArrow>(P).default.HeadShotDamageMult;
            else if (class<HuskGunProjectile>(P) != none) // HUSK GUN
                HeadMultiplier[Index] = class<HuskGunProjectile>(P).default.HeadShotDamageMult;
            else if (class<M99Bullet>(P) != none) // M99
                HeadMultiplier[Index] = class<M99Bullet>(P).default.HeadShotDamageMult;
        }
    }
}

function GetPellets(out int Pellets[2], optional int Index)
{
    Pellets[Index] = 0;
    if (Index == 0) GetPellets(Pellets, 1);

    if (Fire[Index] != none && class<KFShotgunFire>(Fire[Index]) != none)
    {
        if (IgnoresLoad(Fire[Index])) // (1) see note
            Pellets[Index] = class<BaseProjectileFire>(Fire[Index]).default.ProjPerFire;
        else
        Pellets[Index] = class<BaseProjectileFire>(Fire[Index]).default.ProjPerFire *
            class<BaseProjectileFire>(Fire[Index]).default.AmmoPerFire;
    }
}

function GetMaxPens(out int MaxPens[2], optional int Index)
{
    local class<Projectile> P;

    MaxPens[Index] = 0;
    if (Index == 0) GetMaxPens(MaxPens, 1);
    
    if (class<InstantFire>(Fire[Index]) != none) // HITSCAN
    {
        // (2) Deagle, MK23, 44Magnum
    }
    else if (class<BaseProjectileFire>(Fire[Index]) != none) // PROJECTILE
    {
        P = class<BaseProjectileFire>(Fire[Index]).default.ProjectileClass;
        
        if (class<ShotgunBullet>(P) != none)
            MaxPens[Index] = class<ShotgunBullet>(P).default.MaxPenetrations;
    }
}

function GetPenReduction(out float PenReduction[2], optional int Index)
{
    local class<Projectile> P;

    PenReduction[Index] = 0;
    if (Index == 0) GetPenReduction(PenReduction, 1);
    
    if (class<BaseProjectileFire>(Fire[Index]) != none)
    {
        P = class<BaseProjectileFire>(Fire[Index]).default.ProjectileClass;
        if (class<ShotgunBullet>(P) != none)
            PenReduction[Index] = class<ShotgunBullet>(P).default.PenDamageReduction;
    }
}

defaultproperties
{
    GroupName="KFStatOutputMut"
    FriendlyName"KFStatOutput"
    Description="..."
}