KFStatOutput: Difference between revisions

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This is my stat generator for the killing floor [[:Category:Weapons (KF)|weapon]] pages.  --[[User:Benjamin|Benjamin]] ([[User talk:Benjamin|talk]]) 20:42, 11 October 2012 (EDT)
This is my stat generator for the killing floor [[:Category:Weapons (KF)|weapon]] pages.  --[[User:Benjamin|Benjamin]] ([[User talk:Benjamin|talk]]) 20:42, 11 October 2012 (EDT)


<small><blockquote><pre style="tab-size: 4;">//=============================================================================
<small><blockquote><pre style="font-size:1em;white-space:pre-wrap;word-wrap:break-word;tab-size: 4;">//=============================================================================
// Weapon stat generator 24-October-2012 Benjamin
// Weapon stat generator 24-October-2012 Benjamin
//
//

Revision as of 16:25, 24 October 2012

This is my stat generator for the killing floor weapon pages. --Benjamin (talk) 20:42, 11 October 2012 (EDT)

//=============================================================================
// Weapon stat generator	24-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
//
// HEAD SHOTS
//
// Every weapon's head shot multiplier is stored in its associated damagetype
// class, except (some of) those weapons whose projectiles implement
// ProcessTouch themselves: CrossbowArrow, M99Bullet.
//
// 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;

// Weapons
var array< class<KFWeaponPickup> > AdditionalWeapons;
var class<KFWeaponPickup> Pickup;
var class<KFWeapon> Weapon;
var class<WeaponFire> Fire[2];
var class<KFMonster> KFM;

// Specimens
var int SpecimenCount;
var array<float> GameDifficulty;
var array<float> BountyMultiplier;
var array<float> HealthMultiplier;
var array<float> HeadHealthMultiplier;
var array<float> SpeedMultiplier;
var array<float> DamageMultiplier;

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 GenerateWeaponStats()
{
	local string	Name;
	local string	Perk;
	local int		Cost;
	local int		AmmoCost;
	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;
	local array< class<Pickup> > WeaponList;
	
	for (i = 0; i < ArrayCount(class'KFLevelRules'.default.ItemForSale); i++)
		if (class'KFLevelRules'.default.ItemForSale[i] != none)
			WeaponList[WeaponList.Length] = class'KFLevelRules'.default.ItemForSale[i];
		
	for (i = 0; i < AdditionalWeapons.Length; i++)
		WeaponList[WeaponList.Length] = AdditionalWeapons[i];

	// Main loop
	for (i = 0; i < WeaponList.Length; i++)
	{
		Pickup = class<KFWeaponPickup>(WeaponList[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);
				GetAmmoCost(AmmoCost);
				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("Ammo cost",	AmmoCost);
				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("");
			}
		}
	}
	
	Log("");
	Log("");
}

function GenerateSpecimenStats()
{
	local string	Name;
	local int		Bounty[5];
	local int		Health[5];
	local float		HeadHealth[5];
	local float		Speed[5];
	local int		Damage[5];
	local float		Range;

	local KFGameType KF;
	local int i;
	
	KF = KFGameType(Level.Game);
	
	Log("===========================================================");
	Log("SPECIMEN STATS ============================================");
	Log("===========================================================");
	
	SpecimenCount = KF.StandardMonsterClasses.Length;
	for (i = 0; i < SpecimenCount; i++)
	{
		// Log("Specimen #" $ i $ ":" @ class'KFGameType'.default.StandardMonsterClasses[i].MClassName);
		
		KFM = class<KFMonster>(DynamicLoadObject(class'KFGameType'.default.
			StandardMonsterClasses[i].MClassName, class'class'));
		
		GetSpecimenName(Name);
		GetSpecimenBounty(Bounty);
		GetSpecimenHealth(Health);
		GetSpecimenHeadHealth(HeadHealth);
		GetSpecimenSpeed(Speed);
		GetSpecimenDamage(Damage);
		GetSpecimenRange(Range);
		
		Log("Name:       " $ Name);
		Log("Bounty:     " $ Bounty[0] @ Bounty[1] @ Bounty[2] @ Bounty[3] @ Bounty[4]);
		Log("Health:     " $ Health[0] @ Health[1] @ Health[2] @ Health[3] @ Health[4]);
		Log("HeadHealth: " $ HeadHealth[0] @ HeadHealth[1] @ HeadHealth[2] @ HeadHealth[3] @ HeadHealth[4]);
		Log("Speed:      " $ Speed[0] @ Speed[1] @ Speed[2] @ Speed[3] @ Speed[4]);
		Log("Damage:     " $ Damage[0] @ Damage[1] @ Damage[2] @ Damage[3] @ Damage[4]);
		Log("Range:      " $ Range);
		Log("");
	}

	Log("");
}

function PostBeginPlay()
{
	GenerateWeaponStats();
	GenerateSpecimenStats();
}

///////////////////////////////////////////////////////////////////////////////
// SPECIMEN STAT CALCULATION
///////////////////////////////////////////////////////////////////////////////

function GetSpecimenName(out string Name)
{
	Name = KFM.default.MenuName;
}

function GetSpecimenBounty(out int KillScore[5])
{
	local int i;
	
	for (i = 0; i < 5; i++)
		KillScore[i] = Max(1, int(KFM.default.ScoringValue * BountyMultiplier[i]));
}

function GetSpecimenHealth(out int Health[5])
{
	local int i;

	for (i = 0; i < 5; i++)
		Health[i] = Ceil(KFM.default.Health * HealthMultiplier[i]);
}

function GetSpecimenHeadHealth(out float HeadHealth[5])
{
	local int i;

	for (i = 0; i < 5; i++)
		HeadHealth[i] = Ceil(KFM.default.HeadHealth * HeadHealthMultiplier[i]);
}

function GetSpecimenSpeed(out float Speed[5])
{
	local int i;

	for (i = 0; i < 5; i++)
		Speed[i] = KFM.default.GroundSpeed * SpeedMultiplier[i];
}

function GetSpecimenDamage(out int Damage[5])
{
	local int i;

	for (i = 0; i < 5; i++)
		Damage[i] = KFM.default.MeleeDamage * DamageMultiplier[i];
}

function GetSpecimenRange(out float Range)
{
	Range = KFM.default.MeleeRange;
}

///////////////////////////////////////////////////////////////////////////////
// WEAPON 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 GetAmmoCost(out int AmmoCost)
{
	AmmoCost = Pickup.default.AmmoCost;
}

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<CrossbowArrow>(P) != none) // CROSSBOW
				HeadMultiplier[Index] = class<CrossbowArrow>(P).default.HeadShotDamageMult;
			else if (class<M99Bullet>(P) != none) // M99
				HeadMultiplier[Index] = class<M99Bullet>(P).default.HeadShotDamageMult;
			else if ( P.default.MyDamageType != none &&
				class<KFWeaponDamageType>(P.default.MyDamageType) != none ) // ANY OTHER PROJECTILES USE DAMAGETYPE
					HeadMultiplier[Index] = class<KFWeaponDamageType>(P.default.MyDamageType).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;
	}
}

// Utilities

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;
}

defaultproperties
{
	GroupName="KFStatOutputMut"
	FriendlyName"KFStatOutput"
	Description="..."
	GameDifficulty=(1.0, 2.0, 4.0, 5.0, 7.0)
	BountyMultiplier=(2.0, 1.0, 0.85, 0.65, 0.65)
	HealthMultiplier=(0.5, 1.0, 1.35, 1.55, 1.75)
	HeadHealthMultiplier=(0.5, 1.0, 1.35, 1.55, 1.75)
	SpeedMultiplier=(0.95, 1.0, 1.15, 1.22, 1.3)
	DamageMultiplier=(0.3, 1.0, 1.25, 1.50, 1.75)
}