Ejemplo n.º 1
0
        static void Postfix(TooltipPrefab_Weapon __instance, object data,
                            TextMeshProUGUI ___rangeType, TextMeshProUGUI ___damage)
        {
            Mod.Log.Debug?.Write("TP_W:SD entered.");

            ___rangeType.enabled = false;
            Transform rangeLabelT = ___rangeType.gameObject.transform.parent;

            rangeLabelT.gameObject.SetActive(false);

            Transform     layoutT  = rangeLabelT.gameObject.transform.parent;
            RectTransform rLayoutT = layoutT.gameObject.GetComponent <RectTransform>();

            LayoutRebuilder.ForceRebuildLayoutImmediate(rLayoutT);

            WeaponDef weaponDef = (WeaponDef)data;

            if (weaponDef != null)
            {
                Mod.Log.Debug?.Write($"  Updating tooltip for weapon: {weaponDef.Description.UIName}");
                if (CustomAmmoCategories.isRegistredWeapon(weaponDef.Description.Id))
                {
                    // Is a CAC weapon, use HasShells
                    ExtWeaponDef extDef = CustomAmmoCategories.getExtWeaponDef(weaponDef.Description.Id);
                    Mod.Log.Debug?.Write($" Found CAC extension for weapon.");
                    if (extDef == null)
                    {
                        Mod.Log.Warn?.Write($"Failed to load CAC ExtWeaponDef for {weaponDef.Description.Id}, but it was registered!");
                        return;
                    }

                    /*
                     * "ImprovedBallistic": true, - whether use or not own ballistic weapon effect engine.
                     *  Difference between "improved" and vanilla engine:
                     *  1. Improved mode uses ShotsWhenFire properly (vanilla had not used them at all)
                     *  3. Improved mode fire ShotsWhenFire volleys with ProjectilesPerShot bullets in each.
                     *      Bullets in one volley fired simultaneously instead of one by one (as in WeaponRealizer)
                     *      But damage still dealt once per volley, not per bullet, to keep compatibility with vanilla.
                     *  NOTE! If ImprovedBallistic is set DisableClustering is forced to true and "wr-clustered_shots" tag removed from definition.
                     *
                     *  "BallisticDamagePerPallet": true - if true damage inflicted per pallet instead of per shot.
                     *  Only working with ImprovedBallistic true, ballistic weapon effect and HasShels false
                     *              Damage will be divided by ProjectilesPerShot value, heat damage and stable damage too.
                     */

                    /*
                     *  PER HARKONNEN HALLOWED BY THINE NAME
                     *  If ImprovedBallistic = false OR
                     *     ImprovedBallistic = true AND (HasShells = true or BallisticDamageperPellet = false) - > damage x shots
                     *  If ImprovedBallistic = true and BallisticDamageperPellet = true and DamageNotDivided = true > damage x projectiles x shots
                     *  If ImprovedBallistic = true and BallisticDamageperPellet = true and DamageNotDivided = false > (damage/projectiles) x  projectiles x shots
                     */

                    if (extDef.ImprovedBallistic)
                    {
                        // Damage is damage * shotsWhenFired (each shot = volley of projectiles, projectiles are visual only)
                        float totalDamage = weaponDef.Damage * weaponDef.ShotsWhenFired;
                        if (weaponDef.ShotsWhenFired != 1)
                        {
                            string localText = $"{weaponDef.Damage} x {weaponDef.ShotsWhenFired} = {totalDamage}";
                            Mod.Log.Debug?.Write($"ImprovedBallistic weapon damage set to: {localText}<page>");
                            ___damage.SetText(localText);
                        }

                        if (extDef.HasShells == TripleBoolean.True || extDef.BallisticDamagePerPallet != TripleBoolean.True)
                        {
                            if (weaponDef.ShotsWhenFired != 1)
                            {
                                // damage x shots = total
                                totalDamage = weaponDef.Damage * weaponDef.ShotsWhenFired;
                                string localText = $"{weaponDef.Damage} x {weaponDef.ShotsWhenFired} = {totalDamage}";
                                Mod.Log.Debug?.Write($"ImprovedBallistic + HasShells || !BallisticDamagePerPallet weapon damage set to: {localText}; ShotsWhenFired != 1");
                                ___damage.SetText(localText);
                            }
                            else
                            {
                                totalDamage = weaponDef.Damage * weaponDef.ShotsWhenFired;
                                string localText = $"{totalDamage}";
                                Mod.Log.Debug?.Write($"ImprovedBallistic + HasShells || !BallisticDamagePerPallet weapon damage set to: {localText}; ShotsWhenFired == 1");
                                ___damage.SetText(localText);
                            }
                        }

                        if (extDef.BallisticDamagePerPallet == TripleBoolean.True && extDef.DamageNotDivided == TripleBoolean.True)
                        {
                            if (weaponDef.ShotsWhenFired != 1 && weaponDef.ProjectilesPerShot != 1)
                            {
                                totalDamage = weaponDef.Damage * weaponDef.ProjectilesPerShot * weaponDef.ShotsWhenFired;
                                string localText = $"{weaponDef.Damage} x {weaponDef.ProjectilesPerShot} x {weaponDef.ShotsWhenFired} = {totalDamage}";
                                Mod.Log.Debug?.Write($"ImprovedBallistic + BallisticDamagePerPallet + DamageNotDivided weapon damage set to: {localText}; ProjectilesPerShot != 1 AND ShotsWhenFired != 1");
                                ___damage.SetText(localText);
                            }
                            else if (weaponDef.ShotsWhenFired == 1 && weaponDef.ProjectilesPerShot != 1)
                            {
                                totalDamage = weaponDef.Damage * weaponDef.ProjectilesPerShot * weaponDef.ShotsWhenFired;
                                string localText = $"{weaponDef.Damage} x {weaponDef.ProjectilesPerShot}= {totalDamage}";
                                Mod.Log.Debug?.Write(
                                    $"ImprovedBallistic + BallisticDamagePerPallet + DamageNotDivided weapon damage set to: {localText}; ProjectilesPerShot != 1 BUT ShotsWhenFired == 1");
                                ___damage.SetText(localText);
                            }
                            else if (weaponDef.ShotsWhenFired != 1 && weaponDef.ProjectilesPerShot == 1)
                            {
                                totalDamage = weaponDef.Damage * weaponDef.ProjectilesPerShot * weaponDef.ShotsWhenFired;
                                string localText = $"{weaponDef.Damage} x {weaponDef.ShotsWhenFired} = {totalDamage}";
                                Mod.Log.Debug?.Write($"ImprovedBallistic + BallisticDamagePerPallet + DamageNotDivided weapon damage set to: {localText}; ProjectilesPerShot == 1 BUT ShotsWhenFired != 1");
                                ___damage.SetText(localText);
                            }
                            else
                            {
                                totalDamage = weaponDef.Damage * weaponDef.ProjectilesPerShot * weaponDef.ShotsWhenFired;
                                string localText = $"{totalDamage}";
                                Mod.Log.Debug?.Write($"ImprovedBallistic + HasShells || !BallisticDamagePerPallet weapon damage set to: {localText}; ShotsWhenFired AND ProjectilesPerShot == 1");
                                ___damage.SetText(localText);
                            }
                        }

                        if (extDef.BallisticDamagePerPallet == TripleBoolean.True && extDef.DamageNotDivided != TripleBoolean.True)
                        {
                            if (weaponDef.ShotsWhenFired != 1 && weaponDef.ProjectilesPerShot != 1)
                            {
                                float damagePerPellet = weaponDef.Damage / weaponDef.ProjectilesPerShot;
                                totalDamage = damagePerPellet * weaponDef.ShotsWhenFired * weaponDef.ProjectilesPerShot;
                                string localText = $"{damagePerPellet} x {weaponDef.ShotsWhenFired} x {weaponDef.ProjectilesPerShot} = {totalDamage}";
                                Mod.Log.Debug?.Write($"ImprovedBallistic + BallisticDamagePerPallet + !DamageNotDivided weapon damage set to: {localText}; ProjectilesPerShot != 1 AND ShotsWhenFired != 1");
                                ___damage.SetText(localText);
                            }
                            else if (weaponDef.ShotsWhenFired == 1 && weaponDef.ProjectilesPerShot != 1)
                            {
                                float damagePerPellet = weaponDef.Damage / weaponDef.ProjectilesPerShot;
                                totalDamage = damagePerPellet * weaponDef.ShotsWhenFired * weaponDef.ProjectilesPerShot;
                                string localText = $"{damagePerPellet} x {weaponDef.ProjectilesPerShot} = {totalDamage}";
                                Mod.Log.Debug?.Write($"ImprovedBallistic + BallisticDamagePerPallet + !DamageNotDivided weapon damage set to: {localText}; ProjectilesPerShot != 1 BUT ShotsWhenFired == 1");
                                ___damage.SetText(localText);
                            }
                            else if (weaponDef.ShotsWhenFired != 1 && weaponDef.ProjectilesPerShot == 1)
                            {
                                float damagePerPellet = weaponDef.Damage / weaponDef.ProjectilesPerShot;
                                totalDamage = damagePerPellet * weaponDef.ShotsWhenFired * weaponDef.ProjectilesPerShot;
                                string localText = $"{damagePerPellet} x {weaponDef.ShotsWhenFired} = {totalDamage}";
                                Mod.Log.Debug?.Write($"ImprovedBallistic + BallisticDamagePerPallet + !DamageNotDivided weapon damage set to: {localText}; ProjectilesPerShot == 1 BUT ShotsWhenFired != 1");
                                ___damage.SetText(localText);
                            }
                            else
                            {
                                float damagePerPellet = weaponDef.Damage / weaponDef.ProjectilesPerShot;
                                totalDamage = damagePerPellet * weaponDef.ShotsWhenFired * weaponDef.ProjectilesPerShot;
                                string localText = $"{totalDamage}";
                                Mod.Log.Debug?.Write($"ImprovedBallistic + BallisticDamagePerPallet + !DamageNotDivided weapon damage set to: {localText}; ProjectilesPerShot == 1 AND ShotsWhenFired == 1");
                                ___damage.SetText(localText);
                            }
                        }
                    }
                    else
                    {
                        // Vanilla calculations, so ProjectilesPerShot is visual only. See https://github.com/BattletechModders/IRTweaks/issues/8
                        float totalDamage = weaponDef.Damage * weaponDef.ShotsWhenFired;
                        if (weaponDef.ShotsWhenFired != 1)
                        {
                            string localText = $"{weaponDef.Damage} x {weaponDef.ShotsWhenFired} shots = {totalDamage}";
                            Mod.Log.Debug?.Write($"Vanilla + ShotsWhenFire > 1 weapon damage set to: {localText}");
                            ___damage.SetText(localText);
                        }
                        else
                        {
                            string localText = $"{weaponDef.Damage}";
                            Mod.Log.Debug?.Write($"Vanilla + 1 ShotsWhenFired weapon damage set to: {localText}");
                            ___damage.SetText(localText);
                        }
                    }

                    /*
                     * "AOEDamage": 0 - if > 0 alternative AoE damage algorithm will be used. Main projectile will not always miss.
                     *  Instead it will inflict damage twice  one for main target - direct hit (this damage can be have variance)
                     *  and second for all targets in AoE range including main.
                     *
                     *  "AOEHeatDamage": 0 - if > 0 alternative AoE damage algorithm will be used. Main projectile will not always miss.
                     *  Instead it will inflict damage twice one for main target - direct hit (this damage can be have variance)
                     *  and second for all targets in AoE range including main.
                     *
                     *  "AOEInstability": 0 - instability AoE damage
                     */
                }
                else
                {
                    // Not a CAC weapon, vanilla, so ProjectilesPerShot is visual only. See https://github.com/BattletechModders/IRTweaks/issues/8
                    float totalDamage = weaponDef.Damage * weaponDef.ShotsWhenFired;
                    if (weaponDef.ShotsWhenFired != 1)
                    {
                        string localText = $"{weaponDef.Damage} x {weaponDef.ShotsWhenFired} shots = {totalDamage}";
                        Mod.Log.Debug?.Write($"Vanilla + ShotsWhenFire > 1 weapon damage set to: {localText}");
                        ___damage.SetText(localText);
                    }
                    else
                    {
                        string localText = $"{weaponDef.Damage}";
                        Mod.Log.Debug?.Write($"Vanilla + 1 ShotsWhenFired weapon damage set to: {localText}");
                        ___damage.SetText(localText);
                    }
                }
            }
        }