Elin:Code Analysis/Food Effect: Difference between revisions

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* If food is raw, -50%.
* If food is raw, -50%.
* If human flesh, with canniblism, +100%, without canniblism, -50%.
* If human flesh, with canniblism, +100%, without canniblism, -50%.
* If food is raw, -100%.
* If food is rotten, and user don't have protection, -100%.


* The final value will be the tastfulness of a dish, >100 great, 70-100 good, 50-70, so so, 30-50 average, <30 bad.
* The final value will be the tastfulness of a dish, >100 great, 70-100 good, 50-70, so so, 30-50 average, <30 bad.

Latest revision as of 13:35, 22 December 2024

Food Effect is one of the most important part of Elin and Elona. As the saying goes "you are what you eat." We shall put the entire code here, and track any changes affecting the biggest part of the game: cooking and eating.

The main effect of foods

Human or not human?

    public static bool IsHumanFlesh(Thing food)
	{
		if (food.HasTag(CTAG.notHumanMeat))
		{
			return false;
		}
		if (food.id == "deadbody")
		{
			return true;
		}
		if (food.source._origin != "meat" && food.source._origin != "dish")
		{
			return false;
		}
		string[] components = food.source.components;
		for (int i = 0; i < components.Length; i++)
		{
			if (components[i].Contains("egg"))
			{
				return false;
			}
		}
		if (!IsHumanFlesh(food.refCard))
		{
			return IsHumanFlesh(food.refCard2);
		}
		return true;
	}
  • This part of the code controls whether the corpse is considered human flesh:
    • If the food has id of "deadbody", then it is automatically True.
    • If the food is not meat or dish, it is automatically False.
      • Probably want to disinclude milk, eggs, etc.
    • If the food components contains egg, then it is not considered human flesh.
      • This can potentially be exploited to put human flesh and egg together and create a non-human flesh dish.
      • Not many recipes put meat and egg together though.
    • The refCard effects need to be confirmed.

Undead or not?

	public static bool IsUndeadFlesh(Thing food)
	{
		if (food.source._origin != "meat" && food.source._origin != "dish")
		{
			return false;
		}
		if (!IsUndeadFlesh(food.refCard))
		{
			return IsUndeadFlesh(food.refCard2);
		}
		return true;
	}
  • The code for undead flesh is much more simple.
    • It checks if the food in question is raw meat or a complete dish. If not returns false.
    • It then checks the refCards of the food & components. (Need confirmation)

How much does this food give you?

WARNING: This section is not based on empirical analysis.

Please beware the editor's understanding of this part of the code is rudimentary only.

  • There are a few main contributing factor of a dish.
    • One of them is a overall modifier, in code this is depicted as num2
	bool flag = EClass._zone.IsPCFaction && c.IsInSpot<TraitSpotDining>();
	int num = (food.isCrafted ? ((EClass.pc.Evalue(1650) >= 3) ? 5 : 0) : 0);
    float num2 = (float)(100 + (food.HasElement(757) ? 10 : 0) + (flag ? 10 : 0) + num + Mathf.Min(food.QualityLv * 10, 100)) / 200f;
		if (num2 < 0.1f)
		{
			num2 = 0.1f;
		}
  • This value is first set start from 100, if just cooked +10, if consumed in the eating area in PC region +10, if crafted by PC with 3 level of gourmet +5. Each level of food quality +10 (Need confirmation if it is the value shown on screen), then divided by 200.
    • Example: A dish crafted by a normal PC, with food quality of lvl 5, consumed in the eating area, would have a value of 0.8.
    • If this value is less than 0.1, it is set at 0.1.
	bool flag2 = IsHumanFlesh(food);
	bool flag3 = IsUndeadFlesh(food);
	bool flag4 = c.HasElement(1205);
	bool flag5 = food.IsDecayed || flag3;
    if (food.IsBlessed)
		{
			num2 *= 1.5f;
		}
		if (food.IsCursed)
		{
			num2 *= 0.5f;
		}
		if (flag4)
		{
			if (flag2)
			{
				num5 *= 2f;
				num2 *= 1.5f;
			}
			else
			{
				num5 *= 0.5f;
				num2 /= 2f;
				num3 /= 2;
			}
		}
        else if (flag2)
		{
			num5 = 0f;
			num2 *= 0.5f;
		}
  • With the previous value, if the food is blessed, increase 50%, if the food is cursed, cut by 50%.
  • If the consumer have canniblism and the dish is human, increase 50%, if dish is not human, cut by 50%, while the nutrition of the dish is also cut by 50%.
  • If the consumer doesn't have cannibilism and the dish is human, cut by 50%.
		if (c.HasElement(1200))
		{
			num2 *= 1.25f;
		}
		if (!c.IsPC)
		{
			num2 *= 3f;
		}
  • If the PC have the trait of Efficient Feeder (Juere), the value is increase by 25%.
  • If the consumer is not PC, increased by 200%.
    • This is the main reason why pets outpaces PC really fast... They eat 3 times more efficient than PC!
			switch (food.source._origin)
			{
			case "meat":
				if (c.IsPC)
				{
					c.Say("food_raw_meat");
				}
				num2 *= 0.7f;
				num5 = 0.5f;
				break;
			case "fish":
				if (c.IsHuman)
				{
					if (c.IsPC)
					{
						c.Say("food_raw_fish");
					}
					num2 *= 0.9f;
					num5 = 0.5f;
				}
				break;
			case "dough":
				if (c.IsPC)
				{
					c.Say("food_raw_powder");
				}
				num2 *= 0.9f;
				num5 = 0.5f;
				break;
  • If the food is not rotten:
    • If the food is raw, depend on the category, its value is further decreased: meat -30%, fish -10%, dough -10%.
    int num3 = food.Evalue(10);
    float num6 = Mathf.Min(c.hunger.value, num3);
    if (c.hunger.GetPhase() >= 3)
		{
			num6 *= 1.1f;
		}
		if (flag5 && !c.HasElement(480))
		{
			c.ModExp(70, -300);
			c.ModExp(71, -300);
			c.ModExp(72, -200);
			c.ModExp(73, -200);
			c.ModExp(74, -200);
			c.ModExp(75, 500);
			c.ModExp(76, -200);
			c.ModExp(77, -300);
		}
  • The nutrition value (num3) of food is loaded, and the actual nutrition can be absorbed by a character cannot exceed its current hunger value.
  • If the character is hungry, then the actual nutrition is increased by 10%.
    • A reminder, this is an independent 10% modifier.
  • If the food is rot and the character cannot take rotten food, each of the characters main attribute will be heavily penalized, except Will, which will have a heavy increase.
    • Guess eating rotten food train your will.
    else
		{
			num2 = num2 * num6 / 10f;
			if (c.HasCondition<ConAnorexia>())
			{
				num2 = 0.01f;
			}
			List<Element> list = food.ListValidTraits(isCraft: true, limit: false);
			foreach (Element value in food.elements.dict.Values)
			{
				if (value.source.foodEffect.IsEmpty() || !list.Contains(value))
				{
					continue;
				}
				string[] foodEffect = value.source.foodEffect;
				int id = value.id;
				float num7 = num2 * (float)value.Value;
				if (value.source.category == "food" && c.IsPC)
				{
					bool flag6 = num7 >= 0f;
					string text = value.source.GetText(flag6 ? "textInc" : "textDec", returnNull: true);
					if (text != null)
					{
						Msg.SetColor(flag6 ? "positive" : "negative");
						c.Say(text);
					}
				}
  • The eventual gain of food is multiplied by its actual nutrition value, divided by 10.
  • If the character is currently in Anorxeia, it can only gain 1% of the original benefit of eating.
				switch (foodEffect[0])
				{
				case "exp":
				{
					id = ((foodEffect.Length > 1) ? EClass.sources.elements.alias[foodEffect[1]].id : value.id);
					int a = (int)(num7 * (float)((foodEffect.Length > 2) ? foodEffect[2].ToInt() : 4)) * 2 / 3;
					c.ModExp(id, a);
					break;
				}
				case "pot":
				{
					id = ((foodEffect.Length > 1) ? EClass.sources.elements.alias[foodEffect[1]].id : value.id);
					int vTempPotential = c.elements.GetElement(id).vTempPotential;
					int num8 = EClass.rndHalf((int)(num7 / 5f) + 1);
					num8 = num8 * 100 / Mathf.Max(100, vTempPotential * 2 / 3);
					c.elements.ModTempPotential(id, num8, 8);
					break;
				}
  • The food effect for attribute experiences and attribute potential is different.
    • For attribute experiences, the experience gained is (overall modifier (num2)) * (actual nutrition (num6)) / 10 * dish exp level * 8 / 3.
    • For potential increase, the increase is a value between 50% and 100% of (overall modifier (num2)) * (actual nutrition (num6)) / 10 * dish exp level / 5 + 1.
      • However the value will be further penalized if the temporal potential is already over 150.
		if (!c.IsPCParty)
		{
			num3 *= 2;
		}
		num3 = num3 * (100 + c.Evalue(1235) * 10) / (100 + c.Evalue(1234) * 10 + c.Evalue(1236) * 15);
		c.hunger.Mod(-num3);
  • After calculation of nutrition, the fillingness of the food is increased by 10% for light eater, decreased by 10% for heavy eater, and 15% for Norlanders.
  • If the character is not in PC party, the fillingness increases by 100%.

Is this food tasty?

		float num4 = 40f;
		float num5 = 1f;
		num4 += (float)food.Evalue(70);
		num4 += (float)(food.Evalue(72) / 2);
		num4 += (float)(food.Evalue(73) / 2);
		num4 += (float)(food.Evalue(75) / 2);
		num4 += (float)(food.Evalue(76) * 3 / 2);
		num4 += (float)food.Evalue(440);
		num4 += (float)(food.Evalue(445) / 2);
		num4 -= (float)food.Evalue(71);
		num4 -= (float)(num3 / 2);
		num4 *= num5;
		if (idTaste.IsEmpty())
		{
			if (num4 > 100f)
			{
				idTaste = "food_great";
			}
			else if (num4 > 70f)
			{
				idTaste = "food_good";
			}
			else if (num4 > 50f)
			{
				idTaste = "food_soso";
			}
			else if (num4 > 30f)
			{
				idTaste = "food_average";
			}
			else
			{
				idTaste = "food_bad";
			}
  • The base tastiness of food start at 40, and is heavily related with the exp level of food involved.
  • For each value of STR, tastiness increase by 1.
  • For each value of PER, DEX, WIL, tastiness increase by 0.5.
  • For each value of MAG, tastiness increase by 1.5.
  • For each value of STR2 (potential of strength?), tastiness increase by 1.
  • For each value of WIL2 (potential of will?), tastiness increase by 0.5.
  • For each value of END, tastiness decrease by 1. (The description is the size of the dish...)
  • For each on paper nutrition value, the tastiness decrease by 0.5. (The more filling, the less delicious)
  • If food is raw, -50%.
  • If human flesh, with canniblism, +100%, without canniblism, -50%.
  • If food is rotten, and user don't have protection, -100%.
  • The final value will be the tastfulness of a dish, >100 great, 70-100 good, 50-70, so so, 30-50 average, <30 bad.