Ejemplo n.º 1
0
        public static void ChooseBestWeaponForTarget(AbstractActor unit, ICombatant target, bool isStationary)
        {
            Stopwatch stopWatch = new Stopwatch();
            Dictionary <string, Weapon> weapons = new Dictionary <string, Weapon>();
            Dictionary <string, List <DamagePredictRecord> > damagePredict = new Dictionary <string, List <DamagePredictRecord> >();

            foreach (Weapon weapon in unit.Weapons)
            {
                weapons.Add(weapon.uid, weapon);
                damagePredict.Add(weapon.uid, CustomAmmoCategories.getWeaponDamagePredict(unit, target, weapon));
            }
            foreach (var weapon in weapons)
            {
                CustomAmmoCategoriesLog.Log.LogWrite("Weapon " + weapon.Key + " " + weapon.Value.defId + "\n");
                foreach (var fireType in damagePredict[weapon.Key])
                {
                    CustomAmmoCategoriesLog.Log.LogWrite(" mode:" + fireType.Id.modeId + " ammo:" + fireType.Id.ammoId + " heat:" + fireType.HeatDamageCoeff + " dmg:" + fireType.NormDamageCoeff + "\n");
                }
            }
            Mech targetMech = target as Mech;

            if (targetMech != null)
            {
                CustomAmmoCategoriesLog.Log.LogWrite("Try overheat\n");
                float overallPredictHeatDamage = 0f;
                Dictionary <string, int> weaponsWithHeatFireMode = new Dictionary <string, int>();
                foreach (var weapon in weapons)
                {
                    if (damagePredict.ContainsKey(weapon.Key) == false)
                    {
                        CustomAmmoCategoriesLog.Log.LogWrite("WARNING! " + weapon.Value.defId + " has no predict damage record something is very very wrong\n", true);
                        continue;
                    }
                    if (damagePredict[weapon.Key].Count <= 0)
                    {
                        CustomAmmoCategoriesLog.Log.LogWrite("WARNING! " + weapon.Value.defId + " has empty predict damage record something is very very wrong\n", true);
                        continue;
                    }
                    float HeatDamageCoeff  = damagePredict[weapon.Key][0].HeatDamageCoeff;
                    int   heatDamageIndex  = 0;
                    bool  haveDiffHeatMode = false;
                    for (int index = 1; index < damagePredict[weapon.Key].Count; ++index)
                    {
                        DamagePredictRecord fireMode = damagePredict[weapon.Key][index];
                        if (HeatDamageCoeff < fireMode.HeatDamageCoeff)
                        {
                            HeatDamageCoeff = fireMode.HeatDamageCoeff; heatDamageIndex = index; haveDiffHeatMode = true;
                        }
                        ;
                    }
                    overallPredictHeatDamage += damagePredict[weapon.Key][heatDamageIndex].PredictHeatDamage;
                    if (haveDiffHeatMode)
                    {
                        weaponsWithHeatFireMode.Add(weapon.Key, heatDamageIndex);
                    }
                }
                CustomAmmoCategoriesLog.Log.LogWrite(" Current target heat:" + targetMech.CurrentHeat + " predicted:" + overallPredictHeatDamage + "\n");
                if ((targetMech.CurrentHeat + overallPredictHeatDamage) > targetMech.OverheatLevel)
                {
                    CustomAmmoCategoriesLog.Log.LogWrite(" worth it\n");
                    foreach (var weapon in weaponsWithHeatFireMode)
                    {
                        CustomAmmoCategories.applyWeaponAmmoMode(weapons[weapon.Key], damagePredict[weapon.Key][weapon.Value].Id.modeId, damagePredict[weapon.Key][weapon.Value].Id.ammoId);
                        weapons.Remove(weapon.Key);
                        damagePredict.Remove(weapon.Key);
                    }
                }
                else
                {
                    CustomAmmoCategoriesLog.Log.LogWrite(" not worth it\n");
                }
            }
            CustomAmmoCategoriesLog.Log.LogWrite("Normal damage\n");
            foreach (var weapon in weapons)
            {
                CustomAmmoCategoriesLog.Log.LogWrite("Weapon " + weapon.Key + " " + weapon.Value.defId + "\n");
                foreach (var fireType in damagePredict[weapon.Key])
                {
                    CustomAmmoCategoriesLog.Log.LogWrite(" mode:" + fireType.Id.modeId + " ammo:" + fireType.Id.ammoId + " heat:" + fireType.HeatDamageCoeff + " dmg:" + fireType.NormDamageCoeff + "\n");
                }
            }
            foreach (var weapon in weapons)
            {
                if (damagePredict.ContainsKey(weapon.Key) == false)
                {
                    CustomAmmoCategoriesLog.Log.LogWrite("WARNING! " + weapon.Value.defId + " has no predict damage record something is very very wrong\n", true);
                    continue;
                }
                if (damagePredict[weapon.Key].Count <= 0)
                {
                    CustomAmmoCategoriesLog.Log.LogWrite("WARNING! " + weapon.Value.defId + " has empty predict damage record something is very very wrong\n", true);
                    continue;
                }
                float DamageCoeff = damagePredict[weapon.Key][0].HeatDamageCoeff;
                int   DamageIndex = 0;
                for (int index = 1; index < damagePredict[weapon.Key].Count; ++index)
                {
                    DamagePredictRecord fireMode = damagePredict[weapon.Key][index];
                    if (DamageCoeff < fireMode.NormDamageCoeff)
                    {
                        DamageCoeff = fireMode.NormDamageCoeff; DamageIndex = index;
                    }
                    ;
                }
                CustomAmmoCategories.applyWeaponAmmoMode(weapons[weapon.Key], damagePredict[weapon.Key][DamageIndex].Id.modeId, damagePredict[weapon.Key][DamageIndex].Id.ammoId);
            }
        }