static public List <ComponentLocator> GetWeaponComponentLocatorList(Mech m) { List <ComponentLocator> compLocList = new List <ComponentLocator>(); foreach (ChassisLocations loc in System.Enum.GetValues(typeof(ChassisLocations))) { if ((loc == ChassisLocations.All) || (loc == ChassisLocations.Arms) || (loc == ChassisLocations.Legs) || (loc == ChassisLocations.Torso) || (loc == ChassisLocations.None)) { continue; } int inventorySlotsCount = m.MechDef.GetChassisLocationDef(loc).InventorySlots; if (inventorySlotsCount == 0) { continue; } for (int slotIndex = 0; slotIndex < inventorySlotsCount; ++slotIndex) { MechComponent component = m.GetComponentInSlot(loc, slotIndex); if (component is Weapon) { ComponentLocator compLoc = new ComponentLocator(m, loc, slotIndex); compLocList.Add(compLoc); } } } return(compLocList); }
static Dictionary <ComponentLocator, float> getComponentDictionary(Mech targetMech, ChassisLocations chassisLoc) { Dictionary <ComponentLocator, float> componentDict = new Dictionary <ComponentLocator, float>(); int inventorySlotsCount = targetMech.MechDef.GetChassisLocationDef(chassisLoc).InventorySlots; if (inventorySlotsCount == 0) { return(componentDict); } float slotProbability = 1.0f / inventorySlotsCount; for (int slotIndex = 0; slotIndex < inventorySlotsCount; ++slotIndex) { MechComponent component = targetMech.GetComponentInSlot(chassisLoc, slotIndex); if (component != null) { ComponentLocator compLoc = new ComponentLocator(targetMech, chassisLoc, slotIndex); componentDict[compLoc] = slotProbability; } } return(componentDict); }
public void AddComponentDamage(float damage, ComponentLocator componentLoc) { float existingDamage = 0.0f; if (componentDamageDictionary.ContainsKey(componentLoc)) { existingDamage = componentDamageDictionary[componentLoc]; } componentDamageDictionary[componentLoc] = existingDamage + damage; }
static void NukeMechLocation(ref DamageExpectationRecord damageExpectationRecord, Mech targetMech, ChassisLocations loc) { // foreach component, destroy it Dictionary <ComponentLocator, float> componentDict = getComponentDictionary(targetMech, loc); foreach (KeyValuePair <ComponentLocator, float> componentKVP in componentDict) { ComponentLocator compLoc = componentKVP.Key; damageExpectationRecord.AddComponentDamage(2.0f, compLoc); } }
static void NukeUnit(ref DamageExpectationRecord damageExpectationRecord, Turret targetTurret) { damageExpectationRecord.lethalProbability = 1.0f; List <Weapon> weaponList = targetTurret.Weapons; for (int slotIndex = 0; slotIndex < weaponList.Count; ++slotIndex) { ComponentLocator compLoc = new ComponentLocator(targetTurret, slotIndex); damageExpectationRecord.AddComponentDamage(2.0f, compLoc); } }
static public List <ComponentLocator> GetWeaponComponentLocatorList(Turret t) { List <ComponentLocator> compLocList = new List <ComponentLocator>(); List <Weapon> weaponList = t.Weapons; for (int i = 0; i < weaponList.Count; ++i) { ComponentLocator loc = new ComponentLocator(t, i); compLocList.Add(loc); } return(compLocList); }
static public float EvaluateFirepowerReductionFromAttack(AbstractActor attacker, Vector3 attackerPosition, ICombatant target, Vector3 targetPosition, Quaternion targetRotation, List <Weapon> weapons, MeleeAttackType attackType) { AbstractActor actor = target as AbstractActor; if (actor == null) { return(0.0f); } DamageExpectationRecord damageExpectationRecord = EvaluateAttack(attacker, attackerPosition, target, targetPosition, targetRotation, weapons, attackType); float dmg = 0.0f; List <ComponentLocator> weaponList = GetWeaponComponentLocatorList(actor); for (int weaponIndex = 0; weaponIndex < weaponList.Count; ++weaponIndex) { ComponentLocator compLoc = weaponList[weaponIndex]; MechComponent mechComp = compLoc.GetComponent(); Weapon w = mechComp as Weapon; if (w.CanFire) { float weaponBaseDamage = w.ShotsWhenFired * w.DamagePerShot; if (w.DamageLevel == ComponentDamageLevel.Functional) { int expDmg = Mathf.RoundToInt(damageExpectationRecord.GetComponentDamageForLocation(compLoc)); if (expDmg == 1) { // that's like half damage dmg += weaponBaseDamage * 0.5f; } else if (expDmg > 1) { dmg += weaponBaseDamage; } } else if (w.DamageLevel == ComponentDamageLevel.Penalized) { int expDmg = Mathf.RoundToInt(damageExpectationRecord.GetComponentDamageForLocation(compLoc)); if (expDmg >= 1) { dmg += weaponBaseDamage; } } } } return(dmg); }
public float GetComponentDamageForLocation(ComponentLocator compLoc) { float dmg = 0.0f; if (componentDamageDictionary.ContainsKey(compLoc)) { dmg = componentDamageDictionary[compLoc]; } for (int childIndex = 0; childIndex < children.Count; ++childIndex) { ChildWithProbability c = children[childIndex]; dmg += c.DamageExpectationRecord.GetComponentDamageForLocation(compLoc) * c.Probability; } return(dmg); }
public void flattenInto(DamageExpectationRecord target, DamageExpectationRecord source, float probability) { foreach (KeyValuePair <ComponentLocator, float> kvp in source.componentDamageDictionary) { ComponentLocator key = kvp.Key; float dmg = kvp.Value; target.AddComponentDamage(dmg * probability, key); } foreach (ChassisLocations loc in source.chassisLocationDictionary.Keys) { float dmg = source.chassisLocationDictionary[loc]; target.AddStructureDamage(dmg * probability, loc); } foreach (ArmorLocation loc in source.armorLocationDictionary.Keys) { float dmg = source.armorLocationDictionary[loc]; target.AddArmorDamage(dmg * probability, loc); } foreach (VehicleChassisLocations loc in source.vehicleChassisLocationDictionary.Keys) { float dmg = source.vehicleChassisLocationDictionary[loc]; target.AddVehicleStructureDamage(dmg * probability, loc); } foreach (VehicleChassisLocations loc in source.vehicleArmorLocationDictionary.Keys) { float dmg = source.vehicleArmorLocationDictionary[loc]; target.AddVehicleArmorDamage(dmg * probability, loc); } target.AddPilotDamage(pilotDamage * probability); target.lethalProbability += lethalProbability * probability; for (int childIndex = 0; childIndex < source.children.Count; ++childIndex) { ChildWithProbability c = source.children[childIndex]; flattenInto(target, c.DamageExpectationRecord, c.Probability); } }
static void evaluateWeaponAttackOnMech(float expectedDamage, Weapon w, ref DamageExpectationRecord damageExpectationRecord, Vector3 attackerPosition, Mech targetMech, Vector3 targetPosition, Quaternion targetRotation) { // use hit table to figure out where this will go Dictionary <ArmorLocation, float> locations = GetLocationDictionary(attackerPosition, targetMech, targetPosition, targetRotation); foreach (KeyValuePair <ArmorLocation, float> locKVP in locations) { ArmorLocation loc = locKVP.Key; float probability = locKVP.Value; DamageExpectationRecord locRecord = new DamageExpectationRecord(); damageExpectationRecord.AddChildRecord(probability, locRecord); float existingArmor = targetMech.ArmorForLocation((int)loc); float armorThatWillBeRemoved = Mathf.Min(existingArmor, expectedDamage); float damageRemaining = expectedDamage - existingArmor; locRecord.AddArmorDamage(armorThatWillBeRemoved, loc); ChassisLocations sLoc = MechStructureRules.GetChassisLocationFromArmorLocation((ArmorLocation)loc); // there's a chance this hit will be a critical hit if (!targetMech.IsLocationDestroyed(sLoc)) { float critChance = targetMech.Combat.CritChance.GetCritChance(targetMech, sLoc, w); if (critChance > 0) { DamageExpectationRecord critRecord = new DamageExpectationRecord(); locRecord.AddChildRecord(critChance, critRecord); // iterate over components, apply one point of damage to each location. Dictionary <ComponentLocator, float> componentDict = getComponentDictionary(targetMech, sLoc); float probOfHittingAmmo = 0.0f; foreach (KeyValuePair <ComponentLocator, float> componentKVP in componentDict) { ComponentLocator compLoc = componentKVP.Key; MechComponent component = compLoc.GetComponent(); float componentProbability = componentKVP.Value; DamageExpectationRecord componentRecord = new DamageExpectationRecord(); critRecord.AddChildRecord(componentProbability, componentRecord); componentRecord.AddComponentDamage(1.0f, compLoc); // if this component is ammo, there's a chance we could lose this location and all child locations if (component.componentType == ComponentType.AmmunitionBox) { AmmunitionBox abComponent = component as AmmunitionBox; int remainingAmmo = abComponent.CurrentAmmo; int capacity = abComponent.ammunitionBoxDef.Capacity; float percentage = ((float)remainingAmmo) / ((float)capacity); if (percentage > 0.5f) { probOfHittingAmmo += componentProbability; } } } if (probOfHittingAmmo > 0.0f) { DamageExpectationRecord ammoBlownRecord = new DamageExpectationRecord(); locRecord.AddChildRecord(probOfHittingAmmo, ammoBlownRecord); foreach (KeyValuePair <ComponentLocator, float> componentKVP in componentDict) { ComponentLocator compLoc = componentKVP.Key; ammoBlownRecord.AddComponentDamage(2.0f, compLoc); } } } } if (damageRemaining > 0) { // some goes in to the structure float currentStructure = targetMech.GetCurrentStructure(sLoc); float structureDamage = Mathf.Min(damageRemaining, currentStructure); float damageAfterStructure = damageRemaining - structureDamage; locRecord.AddStructureDamage(structureDamage, sLoc); if (damageAfterStructure > 0) { // some hits a component Dictionary <ComponentLocator, float> componentDict = getComponentDictionary(targetMech, sLoc); float probOfHittingAmmo = 0.0f; foreach (KeyValuePair <ComponentLocator, float> componentKVP in componentDict) { ComponentLocator compLoc = componentKVP.Key; MechComponent component = compLoc.GetComponent(); float componentProbability = componentKVP.Value; DamageExpectationRecord componentRecord = new DamageExpectationRecord(); locRecord.AddChildRecord(componentProbability, componentRecord); componentRecord.AddComponentDamage(1.0f, compLoc); // if this component is ammo, there's a chance we could lose this location and all child locations if (component.componentType == ComponentType.AmmunitionBox) { AmmunitionBox abComponent = component as AmmunitionBox; int remainingAmmo = abComponent.CurrentAmmo; int capacity = abComponent.ammunitionBoxDef.Capacity; float percentage = ((float)remainingAmmo) / ((float)capacity); if (percentage > 0.5f) { probOfHittingAmmo += componentProbability; } } } if (probOfHittingAmmo > 0) { DamageExpectationRecord ammoBlownRecord = new DamageExpectationRecord(); locRecord.AddChildRecord(probOfHittingAmmo, ammoBlownRecord); foreach (KeyValuePair <ComponentLocator, float> componentKVP in componentDict) { ComponentLocator compLoc = componentKVP.Key; ammoBlownRecord.AddComponentDamage(2.0f, compLoc); } } } } } }
public void DestroyComponent(ComponentLocator compLoc) { componentDamageDictionary[compLoc] = MAX_COMPONENT_DAMAGE; }