mud/lib/cmds/players/consider.c
2020-09-06 05:43:07 -07:00

123 lines
4.3 KiB
C

#include <lib.h>
#include <damage_types.h>
inherit LIB_DAEMON;
int eventConsider(object whom, object opponent){
int score = 0;
int tmp = 0;
int protection = 0;
string *attack_types = ({});
object *dam_types = ({});
object *weapons = filter(all_inventory(whom), (: $1->GetWielded() :));
object *enemy_armor = filter(all_inventory(opponent), (: $1->GetWorn() :));
enemy_armor = filter(enemy_armor, (: !($1->GetWielded()) :) );
if(sizeof(weapons)){
foreach(object weapon in weapons){
if(weapon->GetWeaponType() && whom->GetSkill(weapon->GetWeaponType()+" attack")){
attack_types += ({ weapon->GetWeaponType() });
score += ( whom->GetSkill(weapon->GetWeaponType()+" attack")["level"] ) * 3;
}
if(weapon->GetClass())
score += ( weapon->GetClass() ) * 6;
if(weapon->GetHands() > 1) {
if(!(whom->GetSkill("multi-hand"))) score /= 3;
}
}
if(sizeof(weapons) >1) {
if(!(whom->GetSkill("multi-weapon"))) score /= 3;
}
}
else if((whom->GetMelee())) {
if(whom->GetSkill("melee attack"))
score += (((whom->GetSkill("melee attack")["level"]) * 3));
}
if(!sizeof(attack_types)) attack_types = ({"blunt"});
foreach(string Type in attack_types){
int DamType = 0;
int tmp_prot = 0;
object *qual_armor = ({});
switch(Type){
case "blade" : DamType = BLADE; break;
case "blunt" : DamType = BLUNT; break;
case "knife" : DamType = KNIFE; break;
case "water" : DamType = WATER; break;
case "shock" : DamType = SHOCK; break;
case "cold" : DamType = COLD; break;
case "heat" : DamType = HEAT; break;
case "gas" : DamType = GAS; break;
case "acid" : DamType = ACID; break;
case "magic" : DamType = MAGIC; break;
case "poison" : DamType = POISON; break;
case "disease" : DamType = DISEASE; break;
case "trauma" : DamType = TRAUMA; break;
default : DamType = BLUNT; break;
}
foreach(object armor in enemy_armor){
tmp_prot += armor->GetProtection(DamType);
if(armor->GetProtection(DamType)) qual_armor += ({ armor });
}
if(sizeof(qual_armor)) protection += tmp_prot / sizeof(qual_armor);
tmp_prot = 0;
DamType = 0;
}
score += whom->GetStatLevel("speed") * 2;
score += whom->GetStatLevel("strength") * 3;
score += whom->GetMaxHealthPoints() / 15;
score += protection;
return score;
}
mixed cmd(string str) {
object thing;
int totalscore, myscore, theirscore;
if(!str){
write("Consider what?");
return 1;
}
if(!(thing = present(str,environment(this_player())))){
write("That isn't here.");
return 1;
}
if(!living(thing)){
write("That isn't a living thing.");
return 1;
}
theirscore = eventConsider(thing, this_player());
myscore = eventConsider(this_player(), thing);
totalscore = myscore - theirscore;
if(totalscore > 100) write("Piece of cake.");
else if(totalscore > 80) write("No problem.");
else if(totalscore > 60) write("Very easy.");
else if(totalscore > 40) write("Fairly easy.");
else if(totalscore > 20) write("You'd probably do fine");
else if(totalscore > 0) write("A fair match.");
else if(totalscore > -20) write("A workout.");
else if(totalscore > -40) write("A serious match.");
else if(totalscore > -60) write("A major challenge.");
else if(totalscore > -80) write("An unwise choice.");
else if(totalscore > -100) write("Really a bad idea.");
else write("Suicide.");
return 1;
}
string GetHelp() {
return ("Syntax: consider <creature>\n\n"
"Gives you an idea of how tough a creature would be to defeat "
"in combat. Gauges relative strengths, skills, weapons, "
"armor, levels, health, and so on. The resulting comparison "
"may not be very useful, because a change during combat (such "
"as the opponent changing weapons) or items of unusual class "
"or protection (such as magical armor) may not be taken into "
"account.");
}