private static void PublishMessage(this MechComponent component, Text message, FloatieMessage.MessageNature nature)
        {
            var actor = component.parent;

            if (actor == null)
            {
                return;
            }

            var stackMessage = new AddSequenceToStackMessage(new ShowActorInfoSequence(actor, message, nature, true));

            actor.Combat?.MessageCenter?.PublishMessage(stackMessage);
        }
Exemple #2
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        public static void Postfix(Mech __instance)
        {
            if (Message != null)
            {
                __instance.Combat.MessageCenter.PublishMessage(Message);
                Message = null;
            }

            foreach (var addition in MessageAdditions)
            {
                var message = new AddSequenceToStackMessage(new ShowActorInfoSequence(__instance, addition.Text, addition.Nature, true));
                __instance.Combat.MessageCenter.PublishMessage(message);
            }
            MessageAdditions.Clear();
        }
Exemple #3
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        public static bool Prefix(MechComponent __instance, CombatGameState ___combat, WeaponHitInfo hitInfo, ComponentDamageLevel damageLevel, bool applyEffects)
        {
            try
            {
                var messages = new List <MessageAddition>();
                void ClearMessageAndPublishAdditions()
                {
                    MechCheckForCritPatch.Message = null;
                    foreach (var message in messages)
                    {
                        var actor        = __instance.parent;
                        var stackMessage = new AddSequenceToStackMessage(new ShowActorInfoSequence(actor, message.Text, message.Nature, true));
                        actor.Combat.MessageCenter.PublishMessage(stackMessage);
                    }
                }

                if (__instance.mechComponentRef.Def.IsIgnoreDamage())
                {
                    ClearMessageAndPublishAdditions();
                    return(false);
                }

                if (!CirticalHitStatesHandler.Shared.ProcessWeaponHit(__instance, ___combat, hitInfo, damageLevel, applyEffects, messages))
                {
                    ClearMessageAndPublishAdditions();
                    return(false);
                }

                if (!EngineCrits.ProcessWeaponHit(__instance, ___combat, hitInfo, damageLevel, applyEffects, messages))
                {
                    ClearMessageAndPublishAdditions();
                    return(false);
                }
            }
            catch (Exception e)
            {
                Control.mod.Logger.LogError(e);
            }

            return(true);
        }
Exemple #4
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        public static bool Prefix(MechStartupInvocation __instance, CombatGameState combatGameState)
        {
            Mech mech = combatGameState.FindActorByGUID(__instance.MechGUID) as Mech;

            if (mech == null)
            {
                return(true);
            }

            // Check to see if we should restart automatically
            float heatCheck          = mech.HeatCheckMod(Mod.Config.Piloting.SkillMulti);
            int   futureHeat         = mech.CurrentHeat - mech.AdjustedHeatsinkCapacity;
            bool  passedStartupCheck = CheckHelper.DidCheckPassThreshold(Mod.Config.Heat.Shutdown, futureHeat, mech, heatCheck, ModConfig.FT_Check_Startup);

            if (passedStartupCheck)
            {
                return(true);
            }                                        // Do the normal startup process

            Mod.Log.Debug($"Mech: {CombatantUtils.Label(mech)} failed a startup roll, venting heat but remaining offline.");

            QuipHelper.PublishQuip(mech, Mod.Config.Qips.Startup);

            DoneWithActorSequence doneWithActorSequence = (DoneWithActorSequence)mech.GetDoneWithActorOrders();
            MechHeatSequence      mechHeatSequence      = new MechHeatSequence(mech, true, true, "STARTUP");

            doneWithActorSequence.AddChildSequence(mechHeatSequence, mechHeatSequence.MessageIndex);

            InvocationStackSequenceCreated message = new InvocationStackSequenceCreated(doneWithActorSequence, __instance);

            combatGameState.MessageCenter.PublishMessage(message);
            AddSequenceToStackMessage.Publish(combatGameState.MessageCenter, doneWithActorSequence);

            //mech.Combat.MessageCenter.PublishMessage(new AddSequenceToStackMessage(mechHeatSequence));

            //mech.OnStartupComplete(mechHeatSequence.SequenceGUID);
            //mech.DoneWithActor();

            return(false);
        }
Exemple #5
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        public static bool Prefix(MechStartupInvocation __instance, CombatGameState combatGameState)
        {
            Mech mech = combatGameState.FindActorByGUID(__instance.MechGUID) as Mech;

            if (mech == null)
            {
                return(true);
            }

            Mod.Log.Info?.Write($"Processing startup for Mech: {CombatantUtils.Label(mech)}");

            // Check to see if we should restart automatically
            float heatCheck          = mech.HeatCheckMod(Mod.Config.SkillChecks.ModPerPointOfGuts);
            int   futureHeat         = mech.CurrentHeat - mech.AdjustedHeatsinkCapacity;
            bool  passedStartupCheck = CheckHelper.DidCheckPassThreshold(Mod.Config.Heat.Shutdown, futureHeat, mech, heatCheck, ModText.FT_Check_Startup);

            Mod.Log.Info?.Write($"  -- futureHeat: {futureHeat} = current: {mech.CurrentHeat} - HSCapacity: {mech.AdjustedHeatsinkCapacity} vs. heatCheck: {heatCheck} => passedStartup: {passedStartupCheck}");

            bool failedInjuryCheck = CheckHelper.ResolvePilotInjuryCheck(mech, futureHeat, -1, -1, heatCheck);

            if (failedInjuryCheck)
            {
                Mod.Log.Info?.Write("  -- unit did not pass injury check!");
            }

            bool failedSystemFailureCheck = CheckHelper.ResolveSystemFailureCheck(mech, futureHeat, -1, heatCheck);

            if (failedSystemFailureCheck)
            {
                Mod.Log.Info?.Write("  -- unit did not pass system failure check!");
            }

            bool failedAmmoCheck = CheckHelper.ResolveRegularAmmoCheck(mech, futureHeat, -1, heatCheck);

            if (failedAmmoCheck)
            {
                Mod.Log.Info?.Write("  -- unit did not pass ammo explosion check!");
            }

            bool failedVolatileAmmoCheck = CheckHelper.ResolveVolatileAmmoCheck(mech, futureHeat, -1, heatCheck);

            if (failedVolatileAmmoCheck)
            {
                Mod.Log.Info?.Write("  -- unit did not pass volatile ammo explosion check!");
            }

            if (passedStartupCheck)
            {
                Mod.Log.Debug?.Write($" -- passed startup roll, going through regular MechStartupSequence.");
                return(true);
            }

            Mod.Log.Info?.Write($" -- failed startup roll, venting heat but remaining offline.");

            DoneWithActorSequence doneWithActorSequence = (DoneWithActorSequence)mech.GetDoneWithActorOrders();
            MechHeatSequence      mechHeatSequence      = new MechHeatSequence(OwningMech: mech, performHeatSinkStep: true, applyStartupHeatSinks: false, instigatorID: "STARTUP");

            doneWithActorSequence.AddChildSequence(mechHeatSequence, mechHeatSequence.MessageIndex);

            QuipHelper.PublishQuip(mech, Mod.LocalizedText.Quips.Startup);

            InvocationStackSequenceCreated message = new InvocationStackSequenceCreated(doneWithActorSequence, __instance);

            combatGameState.MessageCenter.PublishMessage(message);
            AddSequenceToStackMessage.Publish(combatGameState.MessageCenter, doneWithActorSequence);

            Mod.Log.Debug?.Write($" -- sent sequence to messageCenter");
            return(false);
        }