Example #1
0
        internal static void EquipParticipant(
            SandBox.TournamentFightMissionController __instance,
            CultureObject ____culture,
            TournamentTeam team,
            Dictionary <TournamentTeam, int> mountMap,
            TournamentParticipant participant)
        {
            var equipment = BuildViableEquipmentSet();

            Log(new string('-', 50));
            LogWeaponsAndMount(equipment);
            if (!equipment[10].IsEmpty)
            {
                mountMap[team]++;
            }

            participant.MatchEquipment = equipment;
            AccessTools.Method(typeof(SandBox.TournamentFightMissionController), "AddRandomClothes")
            .Invoke(__instance, new object[] { ____culture, participant });
        }
            // assembly copy rewrite so teams are not identical
            private static bool Prefix(SandBox.TournamentFightMissionController __instance,
                                       TournamentMatch ____match, CultureObject ____culture)
            {
                if (GameNetwork.IsClientOrReplay)
                {
                    return(false);
                }

                var qualityMap = new Dictionary <TournamentTeam, float>();
                var mountMap   = new Dictionary <TournamentTeam, int>();

                Log("");
                Log(new string('=', 50));
                Log("NEW MATCH");
                foreach (var team in ____match.Teams)
                {
                    if (!ModSettings.TournamentBalance)
                    {
                        foreach (var participant in team.Participants)
                        {
                            EquipParticipant(__instance, ____culture, team, mountMap, participant);
                        }

                        continue;
                    }

                    mountMap.Add(team, 0);
                    foreach (var participant in team.Participants)
                    {
                        EquipParticipant(__instance, ____culture, team, mountMap, participant);
                    }

                    qualityMap.Add(team, SumTeamEquipmentValue(team));

                    // use the first team's random build value as the baseline
                    // act after the first team is populated, re-rolling to find a suitable delta
                    if (qualityMap.Keys.Count > 1)
                    {
                        while (Math.Abs(qualityMap.Values.ElementAt(0) - qualityMap[team]) > ModSettings.DifferenceThreshold ||
                               mountMap.Values.ElementAt(0) != mountMap[team])
                        {
                            Log("RE-ROLLING TEAM");
                            mountMap[team] = 0;
                            foreach (var participant in team.Participants)
                            {
                                EquipParticipant(__instance, ____culture, team, mountMap, participant);
                            }

                            qualityMap[team] = SumTeamEquipmentValue(team);
                        }
                    }
                }

                Log(new string('-', 50));
                for (var i = 0; i < ____match.Teams.Count(); i++)
                {
                    Log($"Team{i + 1} value {qualityMap.Values.ElementAt(i):F2}");
                }

                return(false);
            }