Refactoring

This commit is contained in:
GreenComfyTea
2023-08-21 17:29:57 +03:00
parent 1d31a86a3f
commit e67fbf923f
7 changed files with 172 additions and 1020 deletions

View File

@@ -29,7 +29,7 @@ local json = json;
local log = log;
local fs = fs;
local next = next;
local type = type;
local skills_type_name = type;
local setmetatable = setmetatable;
local getmetatable = getmetatable;
local assert = assert;
@@ -73,6 +73,8 @@ this.list = {
resentment = nil
};
local skills_type_name = "skills";
local skill_data_list = {
-- 1 Pl_EquipSkill_000 Attack Boost
-- 2 Pl_EquipSkill_001 Agitator
@@ -231,7 +233,7 @@ local skill_data_list = {
-- 147 Pl_EquipSkill_235 Inspiration
}
local burst_breakpoint = 5;
local burst_breakpoints = {5};
local kushara_daora_soul_breakpoint = 5;
local intrepid_heart_minimal_value = 400;
local dereliction_breakpoints = {100, 50};
@@ -336,7 +338,7 @@ local get_hunter_wire_skill_231_num_method = player_quest_base_type_def:get_meth
local qeree = {};
function this.update(player, player_data)
function this.update(player, player_data, weapon_type)
--local item_parameter = get_ref_item_parameter_method:call(singletons.player_manager);
--if item_parameter == nil then
-- error_handler.report("skills.update", "Failed to access Data: item_parameter");
@@ -385,8 +387,7 @@ function this.update(player, player_data)
this.update_equipped_skill_data(player);
this.update_dereliction(player_data);
this.update_wind_mantle(player);
this.update_wind_mantle(player, weapon_type);
this.update_maximum_might(player_data);
this.update_bloodlust();
this.update_frenzied_bloodlust(player, player_data);
@@ -394,30 +395,49 @@ function this.update(player, player_data)
this.update_dragonheart();
this.update_resentment(player_data);
this.update_generic_number_value_field("burst", player_data,
rengeki_power_up_count_field, rengeki_power_up_timer_field, false, nil, burst_breakpoint);
this.update_generic_skill("dereliction", player_data, symbiosis_skill_lost_vital_field,
nil, nil, nil, nil, true, nil, dereliction_breakpoints);
this.update_generic_number_value_field("kushala_daora_soul", player_data,
hyakuryu_dragon_power_up_count_field, hyakuryu_dragon_power_up_timer_field, false, nil, kushara_daora_soul_breakpoint);
this.update_generic_skill("burst", player_data, rengeki_power_up_count_field,
player_data, rengeki_power_up_timer_field, nil, nil, false, nil, burst_breakpoints);
this.update_generic_number_value_field("intrepid_heart", player_data, equip_skill_223_accumulator_field, nil, true, intrepid_heart_minimal_value);
this.update_generic_timer("latent_power", player, power_freedom_timer_field);
this.update_generic_timer("protective_polish", player, sharpness_gauge_boost_timer_field);
this.update_generic_timer("grinder_s", player_data, brand_new_sharpness_adjust_up_timer_field);
this.update_generic_timer("counterstrike", player_data, counterattack_powerup_timer_field);
this.update_generic_timer("affinity_sliding", player_data, sliding_powerup_timer_field);
this.update_generic_timer("coalescence", player_data, disaster_turn_powerup_timer_field);
this.update_generic_timer("adrenaline_rush", player_data, equip_skill_208_atk_up_field);
this.update_generic_timer("wall_runner", player_data, wall_run_powerup_timer_field);
this.update_generic_timer("offensive_guard", player_data, equip_skill_036_timer_field);
this.update_generic_timer("hellfire_cloak", player_data, onibi_powerup_timer_field);
this.update_generic_timer("agitator", player_data, challenge_timer_field, true);
this.update_generic_timer("furious", player_data, furious_skill_stamina_buff_second_timer_field);
this.update_generic_timer("status_trigger", player_data, equip_skill_222_timer_field);
this.update_generic_skill("kushala_daora_soul", player_data, hyakuryu_dragon_power_up_count_field,
player_data, hyakuryu_dragon_power_up_timer_field, nil, nil, false, nil, {kushara_daora_soul_breakpoint});
this.update_generic_boolean_value_method("heaven_sent", player, is_active_equip_skill_230_method);
this.update_generic_boolean_value_method("heroics", player, is_predicament_power_up_method);
this.update_generic_boolean_value_method("resuscitate", player, is_debuff_state_method);
this.update_generic_skill("intrepid_heart", player_data, equip_skill_223_accumulator_field,
nil, nil, nil, nil, true, intrepid_heart_minimal_value);
this.update_generic_skill("latent_power", nil, nil, player, power_freedom_timer_field);
this.update_generic_skill("protective_polish", nil, nil, player, sharpness_gauge_boost_timer_field);
this.update_generic_skill("grinder_s", nil, nil, player_data, brand_new_sharpness_adjust_up_timer_field);
this.update_generic_skill("counterstrike", nil, nil, player_data, counterattack_powerup_timer_field);
this.update_generic_skill("affinity_sliding", nil, nil, player_data, sliding_powerup_timer_field);
this.update_generic_skill("coalescence", nil, nil, player_data, disaster_turn_powerup_timer_field);
this.update_generic_skill("adrenaline_rush", nil, nil, player_data, equip_skill_208_atk_up_field);
this.update_generic_skill("wall_runner", nil, nil, player_data, wall_run_powerup_timer_field);
this.update_generic_skill("offensive_guard", nil, nil, player_data, equip_skill_036_timer_field);
this.update_generic_skill("hellfire_cloak", nil, nil, player_data, onibi_powerup_timer_field);
this.update_generic_skill("agitator", nil, nil, player_data, challenge_timer_field, true);
this.update_generic_skill("furious", nil, nil, player_data, furious_skill_stamina_buff_second_timer_field);
this.update_generic_skill("status_trigger", nil, nil, player_data, equip_skill_222_timer_field);
this.update_generic_skill("heaven_sent", player, is_active_equip_skill_230_method);
this.update_generic_skill("heroics", player, is_predicament_power_up_method);
this.update_generic_skill("resuscitate", player, is_debuff_state_method);
end
function this.update_generic_skill(skill_key, value_owner, value_holder, timer_owner, timer_holder, duration_owner, duration_holder,
is_infinite, minimal_value, level_breakpoints)
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
this.list[skill_key] = nil;
return;
end
buffs.update_generic_buff(this.list, skills_type_name, skill_key,
value_owner, value_holder, timer_owner, timer_holder, duration_owner, duration_holder,
is_infinite, minimal_value, level_breakpoints);
end
function this.update_equipped_skill_data(player)
@@ -461,295 +481,7 @@ function this.update_equipped_skill_data(player)
end
end
function this.update_generic_timer(skill_key, timer_owner, timer_field, is_infinite)
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
this.list[skill_key] = nil;
return;
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_timer", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if utils.number.is_equal(timer, 0) then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, 1, timer);
end
function this.update_generic_number_value_field(skill_key, timer_owner, value_field, timer_field, is_infinite, minimal_value, level_breakpoint)
if minimal_value == nil then minimal_value = 1; end
level_breakpoint = level_breakpoint or 1000000;
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
this.list[skill_key] = nil;
return;
end
local level = 1;
if value_field ~= nil then
local value = value_field:get_data(timer_owner);
if value == nil then
error_handler.report("skills.update_generic_number_value_field", string.format("Failed to access Data: %s_value", skill_key));
return;
end
if value < minimal_value then
this.list[skill_key] = nil;
return;
end
if value >= level_breakpoint then
level = 2;
end
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_number_value_field", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if value_field == nil and utils.number.is_equal(timer, 0) then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, level, timer);
end
function this.update_generic_boolean_value_field(skill_key, timer_owner, value_field, timer_field, is_infinite, minimal_value)
if minimal_value == nil then minimal_value = true; end
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
this.list[skill_key] = nil;
return;
end
if value_field ~= nil then
local value = value_field:get_data(timer_owner);
if value == nil then
error_handler.report("skills.update_generic_boolean_value_field", string.format("Failed to access Data: %s_value", skill_key));
return;
end
if value < minimal_value then
this.list[skill_key] = nil;
return;
end
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_boolean_value_field", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if value_field == nil and utils.number.is_equal(timer, 0) then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, 1, timer);
end
function this.update_generic_number_value_method(skill_key, timer_owner, value_method, timer_field, is_infinite, minimal_value, level_breakpoint)
if minimal_value == nil then minimal_value = 1; end
level_breakpoint = level_breakpoint or 1000000;
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
this.list[skill_key] = nil;
return;
end
local level = 1;
if value_method ~= nil then
local value = value_method:call(timer_owner);
if value == nil then
error_handler.report("skills.update_generic_number_value_method", string.format("Failed to access Data: %s_value", skill_key));
return;
end
if value < minimal_value then
this.list[skill_key] = nil;
return;
end
if value >= level_breakpoint then
level = 2;
end
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_number_value_method", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if value_method == nil and utils.number.is_equal(timer, 0) then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, level, timer);
end
function this.update_generic_boolean_value_method(skill_key, timer_owner, value_method, timer_field, is_infinite, minimal_value)
if minimal_value == nil then minimal_value = true; end
if is_infinite == nil then is_infinite = false; end
local skill_data = skill_data_list[skill_key];
if skill_data ~= nil and not skill_data.is_equipped then
this.list[skill_key] = nil;
return;
end
if value_method ~= nil then
local value = value_method:call(timer_owner);
if value == nil then
error_handler.report("skills.update_generic_boolean_value_method", string.format("Failed to access Data: %s_value", skill_key));
return;
end
if value ~= minimal_value then
this.list[skill_key] = nil;
return;
end
end
local timer = nil;
if timer_field ~= nil then
timer = timer_field:get_data(timer_owner);
if timer == nil then
error_handler.report("skills.update_generic_boolean_value_method", string.format("Failed to access Data: %s_timer", skill_key));
return;
end
if value_method == nil and utils.number.is_equal(timer, 0) then
this.list[skill_key] = nil;
return;
end
if is_infinite then
timer = nil;
else
timer = timer / 60;
end
end
this.update_generic(skill_key, 1, timer);
end
function this.update_generic(skill_key, level, timer, duration)
duration = duration or timer;
local skill = this.list[skill_key];
if skill == nil then
local name = language.current_language.skills[skill_key];
skill = buffs.new(buffs.types.skill, skill_key, name, level, duration);
this.list[skill_key] = skill;
else
skill.level = level;
if timer ~= nil then
buffs.update_timer(skill, timer);
end
end
end
function this.update_dereliction(player_data)
if not skill_data_list.dereliction.is_equipped then
this.list.dereliction = nil;
return;
end
local dereliction_value = symbiosis_skill_lost_vital_field:get_data(player_data);
if dereliction_value == nil then
error_handler.report("skills.update_derelection", "Failed to access Data: dereliction_value");
return;
end
if dereliction_value == 0 then
this.list.dereliction = nil;
return;
end
local level = 1;
for index, breakpoint in ipairs(dereliction_breakpoints) do
if dereliction_value >= breakpoint then
level = 4 - index;
break;
end
end
local skill = this.list.dereliction;
if skill == nil then
local name = language.current_language.skills.dereliction;
skill = buffs.new(buffs.types.skill, "dereliction", name, level);
this.list.dereliction = skill;
else
skill.level = level;
end
end
function this.update_wind_mantle(player)
function this.update_wind_mantle(player, weapon_type)
local wind_mantle_timer = equip_skill_226_attack_off_timer_field:get_data(player);
if wind_mantle_timer == nil then
error_handler.report("skills.update_wind_mantle", "Failed to access Data: wind_mantle_timer");
@@ -767,38 +499,19 @@ function this.update_wind_mantle(player)
return;
end
local weapon_type = player_weapon_type_field:get_data(player);
if player == nil then
error_handler.report("skills.update_wind_mantle", "Failed to access Data: weapon_type");
return;
end
local breakpoints = wind_mantle_breakpoints;
for weapon_type_index, special_breakpoints in pairs(wind_mantle_special_breakpoints) do
if weapon_type == weapon_type_index then
breakpoints = special_breakpoints;
break;
end
end
local level = 1;
local breakpoints = wind_mantle_special_breakpoints[weapon_type] or wind_mantle_breakpoints;
local breakpoint_count = #breakpoints;
for index, breakpoint in ipairs(breakpoints) do
if wind_mantle_value >= breakpoint then
level = 4 - index;
level = 2 + breakpoint_count - index;
break;
end
end
local skill = this.list.wind_mantle;
if skill == nil then
local name = language.current_language.skills.wind_mantle;
skill = buffs.new(buffs.types.skill, "wind_mantle", name, level, wind_mantle_duration);
this.list.wind_mantle = skill;
else
skill.level = level;
buffs.update_timer(skill, wind_mantle_duration - (wind_mantle_timer / 60));
end
buffs.update_generic(this.list, skills_type_name, "wind_mantle", level, wind_mantle_duration - (wind_mantle_timer / 60), wind_mantle_duration);
end
function this.update_maximum_might(player_data)
@@ -829,16 +542,14 @@ function this.update_maximum_might(player_data)
local name = language.current_language.skills.maximum_might;
if whole_body_timer < maximum_might_previous_timer_value then
skill = buffs.new(type, "maximum_might", name, 1);
this.list.maximum_might = skill;
this.list.maximum_might = buffs.new(skills_type_name, "maximum_might", name, 1);
elseif is_timer_zero then
if maximum_might_delay_timer == nil then
maximum_might_delay_timer = time.new_delay_timer(function()
maximum_might_delay_timer = nil;
skill = buffs.new(type, "maximum_might", name, 1);
this.list.maximum_might = skill;
this.list.maximum_might = buffs.new(skills_type_name, "maximum_might", name, 1);
end, 3.5);
end
@@ -864,7 +575,7 @@ function this.update_bloodlust()
if this.list.bloodlust == nil then
local name = language.current_language.skills.bloodlust;
this.list.bloodlust = buffs.new(buffs.types.skill, "bloodlust", name, 0);
this.list.bloodlust = buffs.new(skills_type_name, "bloodlust", name);
end
end
@@ -915,9 +626,8 @@ function this.update_frenzied_bloodlust(player, player_data)
timer = equip_skill_231_wp_off_timer;
end
this.update_generic("frenzied_bloodlust", 1, timer / 60);
local skill = this.list.frenzied_bloodlust;
local skill = buffs.update_generic(this.list, skills_type_name, "frenzied_bloodlust", 1, timer / 60);
if is_wp_off_timer_max then
skill.duration = frenzied_bloodlust_duration / 60;
else
@@ -936,7 +646,7 @@ function this.update_peak_performance()
return;
end
this.update_generic("peak_performance", 1);
buffs.update_generic(this.list, skills_type_name, "peak_performance");
end
function this.update_dragonheart()
@@ -959,7 +669,7 @@ function this.update_dragonheart()
return;
end
this.update_generic("dragonheart", 1);
buffs.update_generic(this.list, skills_type_name, "dragonheart");
end
function this.update_resentment(player_data)
@@ -979,7 +689,7 @@ function this.update_resentment(player_data)
return;
end
this.update_generic("resentment", 1);
buffs.update_generic(this.list, skills_type_name, "resentment");
end
function this.init_names()