Moved mechanics code from MWGui::TradeWindow to MWMechanics::Trading
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3645b3357e
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#include "trading.hpp"
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#include <components/misc/rng.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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namespace MWMechanics
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{
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Trading::Trading() {}
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bool Trading::haggle(const MWWorld::Ptr& player, const MWWorld::Ptr& merchant, int playerOffer, int merchantOffer)
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{
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// accept if merchant offer is better than player offer
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if ( playerOffer <= merchantOffer ) {
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return true;
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}
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// reject if npc is a creature
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if ( merchant.getTypeName() != typeid(ESM::NPC).name() ) {
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return false;
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}
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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// Is the player buying?
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bool buying = (merchantOffer < 0);
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int a = std::abs(merchantOffer);
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int b = std::abs(playerOffer);
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int d = (buying)
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? int(100 * (a - b) / a)
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: int(100 * (b - a) / a);
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int clampedDisposition = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(merchant);
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const MWMechanics::CreatureStats &merchantStats = merchant.getClass().getCreatureStats(merchant);
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const MWMechanics::CreatureStats &playerStats = player.getClass().getCreatureStats(player);
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float a1 = static_cast<float>(player.getClass().getSkill(player, ESM::Skill::Mercantile));
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float b1 = 0.1f * playerStats.getAttribute(ESM::Attribute::Luck).getModified();
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float c1 = 0.2f * playerStats.getAttribute(ESM::Attribute::Personality).getModified();
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float d1 = static_cast<float>(merchant.getClass().getSkill(merchant, ESM::Skill::Mercantile));
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float e1 = 0.1f * merchantStats.getAttribute(ESM::Attribute::Luck).getModified();
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float f1 = 0.2f * merchantStats.getAttribute(ESM::Attribute::Personality).getModified();
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float dispositionTerm = gmst.find("fDispositionMod")->getFloat() * (clampedDisposition - 50);
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float pcTerm = (dispositionTerm - 50 + a1 + b1 + c1) * playerStats.getFatigueTerm();
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float npcTerm = (d1 + e1 + f1) * merchantStats.getFatigueTerm();
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float x = gmst.find("fBargainOfferMulti")->getFloat() * d
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+ gmst.find("fBargainOfferBase")->getFloat()
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+ std::abs(int(pcTerm - npcTerm));
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int roll = Misc::Rng::rollDice(100) + 1;
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// reject if roll fails
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// (or if player tries to buy things and get money)
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if ( roll > x || (merchantOffer < 0 && 0 < playerOffer) ) {
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return false;
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}
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// apply skill gain on successful barter
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float skillGain = 0.f;
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int finalPrice = std::abs(playerOffer);
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int initialMerchantOffer = std::abs(merchantOffer);
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if ( !buying && (finalPrice > initialMerchantOffer) ) {
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skillGain = floor(100.f * (finalPrice - initialMerchantOffer) / finalPrice);
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}
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else if ( buying && (finalPrice < initialMerchantOffer) ) {
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skillGain = floor(100.f * (initialMerchantOffer - finalPrice) / initialMerchantOffer);
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}
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player.getClass().skillUsageSucceeded(player, ESM::Skill::Mercantile, 0, skillGain);
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return true;
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}
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}
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@ -0,0 +1,17 @@
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#ifndef OPENMW_MECHANICS_TRADING_H
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#define OPENMW_MECHANICS_TRADING_H
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#include "../mwworld/ptr.hpp"
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namespace MWMechanics
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{
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class Trading
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{
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public:
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Trading();
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bool haggle(const MWWorld::Ptr& player, const MWWorld::Ptr& merchant, int playerOffer, int merchantOffer);
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};
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}
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#endif
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