14 if (
Class.CastTo(p,par))
25 super.CreateResultDataStructure();
30 super.ClearCatchingItemData();
41 if (item.IsRuined() || item.IsSetForDeletion())
47 if (
GetGame().ConfigIsExisting(
path +
" baitTypes") &&
GetGame().ConfigIsExisting(
path +
" baitTypeChances"))
58 for (
int i = 0; i < count; i++)
70 ErrorEx(
"'baitTypes' and 'baitTypeChances' arrray counts of " + item.GetType() +
" do not match!",
ErrorExSeverity.INFO);
73 if (
GetGame().ConfigIsExisting(
path +
" resultQuantityBaseMod"))
75 if (
GetGame().ConfigIsExisting(
path +
" resultQuantityDispersionMin"))
77 if (
GetGame().ConfigIsExisting(
path +
" resultQuantityDispersionMax"))
87 if (
Class.CastTo(ib,item))
98 if (
GetGame().SurfaceIsSea(pos[0], pos[2]))
100 else if (
GetGame().SurfaceIsPond( pos[0], pos[2]))
118 Print(
"********************");
119 Print(
"dbgTrapz | START");
120 Print(
"********************");
124 super.SetupInitialTypes();
158 if (type != ECatchingBaitCategories.BAIT_TYPE_EMPTY)
168 ErrorEx(
"failed to acquire BaitData from type: " + type);
177 Print(
"dbgTrapz | UpdateUsedBait to 'null'!");
184 int baitType = ECatchingBaitCategories.BAIT_TYPE_EMPTY;
186 float probability = -1;
187 float highestProbability = 0.0;
189 for (
int i = 0; i < count; i++)
193 if (probability > highestProbability)
195 highestProbability = probability;
205 Print(
"dbgTrapz | using bait type: " + baitType +
" to catch: " + yItem);
238 m_Bait.SetQuantityNormalized((
m_Bait.GetQuantityNormalized() - qtyNorm));
ref map< int, ref BaitData > m_BaitCompatibilityMap
class BaitData m_MainItem
ref CatchingResultBasic m_Result
float m_QualityDispersionMinMod
void InitCatchingItemData()
float m_QualityDispersionMaxMod
void SetupProbabilityArray()
CatchingContextTrapsBase CatchingContextBase InitCatchMethodMask()
void InitCatchMethodMask()
float AdjustBaitItemChance(EntityAI item)
Allows for adjustment of all catch probabilities from item qualities (damage, qty....
void InitCatchEnviroMask()
void DeserializeData(Param par)
void ClearCatchingItemData()
void ReduceBaitQty(float qtyNorm)
float m_CumulativeTrappingSuccess
after N attempts, the chance to catch should be this. Only highest one applies. @NOTE: Take care,...
void InitItemValues(EntityAI item)
override void UpdateBaseProbability(YieldItemBase yItem)
int UpdateTrapEnviroMask()
void UpdateDataAndMasks()
override bool ModifySignalProbability(inout float probability)
void CreateResultDataStructure()
void UpdateUsedBait(ECatchingBaitCategories type)
if non-empty bait type is used, some 'Bait' attachment is picked as an active bait (currently no dire...
void SetTrapEnviroMask(int value)
Super root of all classes in Enforce script.
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
float GetBaitTypeSensitivity(ECatchingBaitCategories type)
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.
proto native bool IsCLIParam(string param)
Returns if command line argument is present.