KFStatOutput

From Tripwire Interactive Wiki
Revision as of 18:19, 13 October 2012 by Benjamin (talk | contribs) (Added perk)
Jump to navigation Jump to search

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.
//
//		* (!) Cannot obtain hunting shotgun (or crossbow) reload speed
//
// 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 string	Perk;
	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);
                GetPerk(Perk);
				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);
				OutputStat	 ("Perk",		Perk);	
				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 GetPerk(out string Perk)
{
	Perk = KFGameType(Level.Game).default.
		LoadedSkills[Pickup.default.CorrespondingPerkIndex].default.VeterancyName;
}

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;
		}
		else if (class<KFMeleeFire>(Fire[Index]) != none) // MELEE
		{
			if (class<DamTypeMelee>(class<KFMeleeFire>(Fire[Index]).default.hitDamageClass) != none)
				HeadMultiplier[Index] = class<DamTypeMelee>(class<KFMeleeFire>(Fire[Index]).default.hitDamageClass).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="..."
}