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//============================================================================= // Skill. //============================================================================= class Skill extends Actor intrinsic; var() localized string SkillName; var() localized string Description; var Texture SkillIcon; var() bool bAutomatic; var() bool bConversationBased; var() int Cost[3]; var() float LevelValues[4]; var travel int CurrentLevel; // 0 is unskilled, 3 is master var() class<SkilledTool> itemNeeded; // which player am I attached to? var DeusExPlayer Player; // Pointer to next skill var travel Skill next; // Printable skill level strings var Localized string skillLevelStrings[4]; var localized string SkillAtMaximum; // ---------------------------------------------------------------------- // network replication // ---------------------------------------------------------------------- replication { //variables server to client reliable if ((Role == ROLE_Authority) && (bNetOwner)) CurrentLevel, next; //functions client to server reliable if (Role < ROLE_Authority) IncLevel, Use, DecLevel; } // ---------------------------------------------------------------------- // PreBeginPlay() // ---------------------------------------------------------------------- simulated function PreBeginPlay() { Super.PreBeginPlay(); // If this is a netgame, then override defaults if ( (Level.NetMode != NM_StandAlone ) && (Level.Game != None) && (Level.Game.IsA('DeusExMPGame')) ) { CurrentLevel = DeusExMPGame(Level.Game).MPSkillStartLevel; } } // ---------------------------------------------------------------------- // Use() // ---------------------------------------------------------------------- function bool Use() { local bool bDoIt; bDoIt = True; if (itemNeeded != None) { bDoIt = False; if ((Player.inHand != None) && (Player.inHand.Class == itemNeeded)) { SkilledTool(Player.inHand).PlayUseAnim(); // alert NPCs that I'm messing with stuff if (Player.FrobTarget != None) if (Player.FrobTarget.bOwned) Player.FrobTarget.AISendEvent('MegaFutz', EAITYPE_Visual); bDoIt = True; } } return bDoIt; } // ---------------------------------------------------------------------- // accessor functions // ---------------------------------------------------------------------- // ---------------------------------------------------------------------- // GetCost() // ---------------------------------------------------------------------- simulated function int GetCost() { return Cost[CurrentLevel]; } // ---------------------------------------------------------------------- // GetCurrentLevel() // ---------------------------------------------------------------------- simulated function int GetCurrentLevel() { return CurrentLevel; } // ---------------------------------------------------------------------- // GetCurrentLevelString() // // Returns a string representation of the current skill level. // ---------------------------------------------------------------------- simulated function String GetCurrentLevelString() { return skillLevelStrings[currentLevel]; } // ---------------------------------------------------------------------- // IncLevel() // ---------------------------------------------------------------------- function bool IncLevel(optional DeusExPlayer usePlayer) { local DeusExPlayer localPlayer; // First make sure we're not maxed out if (CurrentLevel < 3) { // If "usePlayer" is passed in, then we want to use this // as the basis for making our calculations, temporarily // overriding whatever this skill's player is set to. if (usePlayer != None) localPlayer = usePlayer; else localPlayer = Player; // Now, if a player is defined, then check to see if there enough // skill points available. If no player is defined, just do it. if (localPlayer != None) { if ((localPlayer.SkillPointsAvail >= Cost[CurrentLevel])) { // decrement the cost and increment the current skill level localPlayer.SkillPointsAvail -= GetCost(); CurrentLevel++; return True; } } else { CurrentLevel++; return True; } } return False; } // ---------------------------------------------------------------------- // DecLevel() // // Decrements a skill level, making sure the skill isn't already at // the lowest skill level. Cost of the skill is optionally added back // to the player's SkilPointsAvail variable. // ---------------------------------------------------------------------- function bool DecLevel( optional bool bGiveUserPoints, optional DeusExPlayer usePlayer ) { local DeusExPlayer localPlayer; // First make sure we're not already at the bottom if (CurrentLevel > 0) { // Decrement the skill level CurrentLevel--; // If "usePlayer" is passed in, then we want to use this // as the basis for making our calculations, temporarily // overriding whatever this skill's player is set to. if (usePlayer != None) localPlayer = usePlayer; else localPlayer = Player; // If a player exists and the 'bGiveUserPoints' flag is set, // then add the points to the player if (( bGiveUserPoints ) && (localPlayer != None)) localPlayer.SkillPointsAvail += GetCost(); return True; } return False; } // ---------------------------------------------------------------------- // CanAffordToUpgrade() // // Given the points passed in, checks to see if the skill can be // upgraded to the next level. Will always return False if the // skill is already at the maximum level. // ---------------------------------------------------------------------- simulated function bool CanAffordToUpgrade( int skillPointsAvailable ) { if ( CurrentLevel == 3 ) return False; else if ( Cost[CurrentLevel] > skillPointsAvailable ) return False; else return True; } // ---------------------------------------------------------------------- // UpdateInfo() // ---------------------------------------------------------------------- simulated function bool UpdateInfo(Object winObject) { local PersonaInfoWindow winInfo; winInfo = PersonaInfoWindow(winObject); if (winInfo == None) return False; winInfo.Clear(); winInfo.SetTitle(SkillName); winInfo.SetText(Description); return True; } // ---------------------------------------------------------------------- // ---------------------------------------------------------------------- defaultproperties { skillLevelStrings(0)="UNTRAINED" skillLevelStrings(1)="TRAINED" skillLevelStrings(2)="ADVANCED" skillLevelStrings(3)="MASTER" SkillAtMaximum="Skill at Maximum Level" bHidden=True bTravel=True NetUpdateFrequency=5.000000 } |
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