static void evaluateWeaponAttackOnVehicle(float expectedDamage, Weapon w, ref DamageExpectationRecord damageExpectationRecord, Vector3 attackerPosition, Vehicle targetVehicle, Vector3 targetPosition, Quaternion targetRotation) { // use hit table to figure out where this will go Dictionary <VehicleChassisLocations, float> locations = GetLocationDictionary(attackerPosition, targetVehicle, targetPosition, targetRotation); foreach (KeyValuePair <VehicleChassisLocations, float> locKVP in locations) { VehicleChassisLocations loc = locKVP.Key; float probability = locKVP.Value; DamageExpectationRecord locRecord = new DamageExpectationRecord(); damageExpectationRecord.AddChildRecord(probability, locRecord); float existingArmor = targetVehicle.ArmorForLocation((int)loc); float armorThatWillBeRemoved = Mathf.Min(existingArmor, expectedDamage); float damageRemaining = expectedDamage - existingArmor; locRecord.AddVehicleArmorDamage(armorThatWillBeRemoved, loc); if (damageRemaining > 0) { // some goes in to the structure float currentStructure = targetVehicle.GetCurrentStructure(loc); float structureDamage = Mathf.Min(damageRemaining, currentStructure); //float damageAfterStructure = damageRemaining - structureDamage; locRecord.AddVehicleStructureDamage(structureDamage, loc); } } }
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); } } } } } }
static public DamageExpectationRecord EvaluateAttack(AbstractActor attacker, Vector3 attackerPosition, ICombatant target, Vector3 targetPosition, Quaternion targetRotation, List <Weapon> weapons, MeleeAttackType attackType) { // for all weapons in an attack // figure out the locations that are likely to be hit // use HitTable to figure this out // for each location, figure out the chance to // - do criticals (without breaching armor?) // - breach armor // - do structural damage // - do component damage (weapons get damaged, then destroyed) // - trigger ammo explosion // - lose the location // - lose sub-locations // - kill the mech // types.cs ConsolidateCriticalHitInfo // Mech.cs CheckForCrit // CombatCritChance GetCritChance DamageExpectationRecord root = new DamageExpectationRecord(); for (int weaponIndex = 0; weaponIndex < weapons.Count; ++weaponIndex) { Weapon w = weapons[weaponIndex]; // figure out chance to hit the target AbstractActor targetActor = target as AbstractActor; bool targetIsEvasive = (targetActor != null) && (targetActor.IsEvasive); float toHitProbability = w.GetToHitFromPosition(target, 1, attackerPosition, targetPosition, true, targetIsEvasive); DamageExpectationRecord weaponDamageExpectationRecord = new DamageExpectationRecord(); root.AddChildRecord(toHitProbability, weaponDamageExpectationRecord); float expectedDamage = w.ShotsWhenFired * w.DamagePerShotFromPosition(attackType, attackerPosition, target); Mech targetMech = target as Mech; Vehicle targetVehicle = target as Vehicle; Turret targetTurret = target as Turret; Building targetBuilding = target as Building; if (targetMech != null) { evaluateWeaponAttackOnMech(expectedDamage, w, ref weaponDamageExpectationRecord, attackerPosition, targetMech, targetPosition, targetRotation); } else if (targetVehicle != null) { evaluateWeaponAttackOnVehicle(expectedDamage, w, ref weaponDamageExpectationRecord, attackerPosition, targetVehicle, targetPosition, targetRotation); } else if (targetTurret != null) { evaluateWeaponAttackOnTurret(expectedDamage, w, ref weaponDamageExpectationRecord, attackerPosition, targetTurret, targetPosition, targetRotation); } else if (targetBuilding != null) { evaluateWeaponAttackOnBuilding(expectedDamage, w, ref weaponDamageExpectationRecord, attackerPosition, targetBuilding, targetPosition, targetRotation); } } consolidateDamageExpectationRecord(ref root, target); return(root); }