Files
botw/src/Game/UI/uiUtils.cpp
T
2025-06-19 12:18:30 -07:00

185 lines
6.1 KiB
C++

#include "Game/UI/uiUtils.h"
#include "Game/Actor/actPlayerCreateMgr.h"
#include "Game/Actor/actWeapon.h"
#include "Game/DLC/aocHardModeManager.h"
#include "Game/Damage/dmgInfoManager.h"
#include "Game/UI/uiPauseMenuDataMgr.h"
#include "KingSystem/ActorSystem/actInfoCommon.h"
#include "KingSystem/ActorSystem/actInfoData.h"
#include "KingSystem/GameData/gdtCommonFlagsUtils.h"
#include "KingSystem/Utils/Byaml/Byaml.h"
namespace uking::ui {
bool isMasterSwordItem(const PouchItem& item) {
return item.getType() == PouchItemType::Sword && isMasterSwordActorName(item.getName());
}
int getItemHitPointRecover(const sead::SafeString& name) {
auto* info = ksys::act::InfoData::instance();
if (!info)
return 0;
al::ByamlIter iter;
if (!info->getActorIter(&iter, name.cstr()))
return 0;
if (!info->hasTag(iter, ksys::act::tags::CureItem))
return 0;
if (!info->hasTag(iter, ksys::act::tags::CanUse))
return 0;
int value = ksys::act::getCureItemHitPointRecover(iter);
using HardModeMgr = uking::aoc::HardModeManager;
if (HardModeMgr::instance() &&
HardModeMgr::instance()->checkFlag(HardModeMgr::Flag::EnableHardMode) &&
HardModeMgr::instance()->isHardModeChangeOn(HardModeMgr::HardModeChange::NerfHpRestore)) {
HardModeMgr::instance()->nerfHpRestore(&value);
}
return value;
}
void getWeaponStats(const PouchItem& item, WeaponStats* stats) {
stats->durability = item.getValue();
auto& modifier = stats->modifier;
modifier.fromItem(item);
auto* info = ksys::act::InfoData::instance();
if (!info)
return;
if (item.getType() == PouchItemType::Shield) {
stats->power = ksys::act::getWeaponCommonGuardPower(info, item.getName().cstr());
stats->power += modifier.flags.isOn(act::WeaponModifier::AddGuard) ? modifier.value : 0;
} else if (isMasterSwordItem(item)) {
int power = 0;
if (item.getValue() > 0) {
const bool is_true_form = dmg::DamageInfoMgr::instance()->isTrueFormMasterSword();
auto* info_ = ksys::act::InfoData::instance();
const char* name = item.getName().cstr();
if (is_true_form) {
power = ksys::act::getMasterSwordTrueFormAttackPower(info_, name);
} else {
const auto attack = ksys::act::getAttackPower(info_, name);
power = ksys::gdt::getFlag_MasterSword_Add_Power() + attack;
}
}
stats->power = power;
} else if (isOneHitObliteratorActorName(item.getName())) {
stats->power = dmg::DamageInfoMgr::instance()->isOneHitObliteratorActive() ? 99999 : 1;
} else {
stats->power =
ksys::act::getAttackPower(ksys::act::InfoData::instance(), item.getName().cstr());
}
stats->power += modifier.flags.isOn(act::WeaponModifier::AddAtk) ? modifier.value : 0;
if (item.getType() == PouchItemType::Bow) {
if (modifier.flags.isOn(act::WeaponModifier::AddSpreadFire))
stats->bow_add_value = modifier.value;
else
stats->bow_add_value = getBowActorInfoAddValue(item.getName());
}
}
int getBowActorInfoAddValue(const sead::SafeString& name) {
auto* info = ksys::act::InfoData::instance();
al::ByamlIter iter;
if (!info)
return 0;
if (!info->getActorIter(&iter, name.cstr()))
return 0;
if (ksys::act::getBowIsLeadShot(iter))
return ksys::act::getBowLeadShotNum(iter);
if (ksys::act::getBowIsRapidFire(iter))
return ksys::act::getBowRapidFireNum(iter);
return 1;
}
int getWeaponInventoryLife(const sead::SafeString& name) {
auto* info = ksys::act::InfoData::instance();
if (!info)
return 0;
const int life = ksys::act::getGeneralLife(info, name.cstr());
return act::WeaponModifierInfo::getLifeMultiplier() * life;
}
bool isMasterSwordActorName(const sead::SafeString& name) {
return name == "Weapon_Sword_070";
}
act::CreateEquipmentSlot getCreateEquipmentSlot(ui::PouchItemType type) {
switch (type) {
case ui::PouchItemType::Sword:
return act::CreateEquipmentSlot::WeaponSword;
case ui::PouchItemType::Bow:
return act::CreateEquipmentSlot::WeaponBow;
case ui::PouchItemType::Shield:
return act::CreateEquipmentSlot::WeaponShield;
case ui::PouchItemType::ArmorHead:
return act::CreateEquipmentSlot::ArmorHead;
case ui::PouchItemType::ArmorUpper:
return act::CreateEquipmentSlot::ArmorUpper;
case ui::PouchItemType::ArmorLower:
return act::CreateEquipmentSlot::ArmorLower;
default:
return act::CreateEquipmentSlot::Length;
}
}
ui::EquipmentSlot getEquipmentSlot(act::CreateEquipmentSlot slot) {
switch (slot) {
case act::CreateEquipmentSlot::WeaponSword:
return ui::EquipmentSlot::WeaponRight;
case act::CreateEquipmentSlot::WeaponShield:
return ui::EquipmentSlot::WeaponLeft;
case act::CreateEquipmentSlot::WeaponBow:
return ui::EquipmentSlot::WeaponBow;
case act::CreateEquipmentSlot::ArmorHead:
return ui::EquipmentSlot::ArmorHead;
case act::CreateEquipmentSlot::ArmorUpper:
return ui::EquipmentSlot::ArmorUpper;
case act::CreateEquipmentSlot::ArmorLower:
return ui::EquipmentSlot::ArmorLower;
default:
return ui::EquipmentSlot::Invalid;
}
}
bool createEquipmentFromItem(const ui::PouchItem* item, const sead::SafeString& caller) {
if (!item) {
return false;
}
auto* mgr = act::CreatePlayerEquipActorMgr::instance();
if (!mgr) {
return false;
}
auto type = item->getType();
auto slot = getCreateEquipmentSlot(type);
int slot_idx = (int)slot;
if (slot <= act::CreateEquipmentSlot::WeaponBow) {
act::WeaponModifierInfo modifier(*item);
mgr->requestCreateWeapon(slot_idx, item->getName(), item->getValue(), &modifier, caller);
return true;
}
if (slot <= act::CreateEquipmentSlot::ArmorLower) {
mgr->requestCreateArmor(slot_idx, item->getName(), item->getValue(), caller);
return true;
}
return false;
}
} // namespace uking::ui