public virtual int GetEffectiveSkill(
     BasicCharacterObject agentCharacter,
     IAgentOriginBase agentOrigin,
     Formation agentFormation,
     SkillObject skill)
 {
     return(agentCharacter.GetSkillValue(skill));
 }
Exemple #2
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        internal static void GetWeaponSkillPostfix(ref int __result, BasicCharacterObject character, WeaponComponentData equippedItem)
        {
            SkillObject skill = DefaultSkills.Athletics;

            if (equippedItem != null)
            {
                skill = equippedItem.RelevantSkill;
            }

            var skillAmount    = character.GetSkillValue(skill);
            var amountToReturn = GCOToolbox.GCOToolbox.ProjectileBalance.IfCrossbowEmpowerStat(skillAmount, skill);

            __result = amountToReturn;
        }
Exemple #3
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 private int GetSkillValueForItem(BasicCharacterObject characterObject, ItemObject primaryItem) => characterObject.GetSkillValue(primaryItem != null ? primaryItem.RelevantSkill : DefaultSkills.Athletics);
Exemple #4
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        private void UpdateHumanAgentStats(Agent agent, AgentDrivenProperties agentDrivenProperties)
        {
            MPPerkObject.MPPerkHandler perkHandler = MPPerkObject.GetPerkHandler(agent);
            BasicCharacterObject       character   = agent.Character;
            MissionEquipment           equipment   = agent.Equipment;
            float          num1 = equipment.GetTotalWeightOfWeapons() * (float)(1.0 + (perkHandler != null ? (double)perkHandler.GetEncumbrance(true) : 0.0));
            EquipmentIndex wieldedItemIndex1 = agent.GetWieldedItemIndex(Agent.HandIndex.MainHand);
            EquipmentIndex wieldedItemIndex2 = agent.GetWieldedItemIndex(Agent.HandIndex.OffHand);

            if (wieldedItemIndex1 != EquipmentIndex.None)
            {
                ItemObject      itemObject       = equipment[wieldedItemIndex1].Item;
                WeaponComponent weaponComponent  = itemObject.WeaponComponent;
                float           realWeaponLength = weaponComponent.PrimaryWeapon.GetRealWeaponLength();
                float           num2             = (weaponComponent.GetItemType() == ItemObject.ItemTypeEnum.Bow ? 4f : 1.5f) * itemObject.Weight * MathF.Sqrt(realWeaponLength) * (float)(1.0 + (perkHandler != null ? (double)perkHandler.GetEncumbrance(false) : 0.0));
                num1 += num2;
            }
            if (wieldedItemIndex2 != EquipmentIndex.None)
            {
                float num2 = 1.5f * equipment[wieldedItemIndex2].Item.Weight * (float)(1.0 + (perkHandler != null ? (double)perkHandler.GetEncumbrance(false) : 0.0));
                num1 += num2;
            }
            agentDrivenProperties.WeaponsEncumbrance = num1;
            EquipmentIndex      wieldedItemIndex3   = agent.GetWieldedItemIndex(Agent.HandIndex.MainHand);
            WeaponComponentData weaponComponentData = wieldedItemIndex3 != EquipmentIndex.None ? equipment[wieldedItemIndex3].CurrentUsageItem : (WeaponComponentData)null;
            ItemObject          primaryItem         = wieldedItemIndex3 != EquipmentIndex.None ? equipment[wieldedItemIndex3].Item : (ItemObject)null;
            EquipmentIndex      wieldedItemIndex4   = agent.GetWieldedItemIndex(Agent.HandIndex.OffHand);
            WeaponComponentData secondaryItem       = wieldedItemIndex4 != EquipmentIndex.None ? equipment[wieldedItemIndex4].CurrentUsageItem : (WeaponComponentData)null;
            float inaccuracy;

            agentDrivenProperties.LongestRangedWeaponSlotIndex       = (float)equipment.GetLongestRangedWeaponWithAimingError(out inaccuracy, agent);
            agentDrivenProperties.LongestRangedWeaponInaccuracy      = inaccuracy;
            agentDrivenProperties.SwingSpeedMultiplier               = (float)(0.930000007152557 + 0.000699999975040555 * (double)this.GetSkillValueForItem(character, primaryItem));
            agentDrivenProperties.ThrustOrRangedReadySpeedMultiplier = agentDrivenProperties.SwingSpeedMultiplier;
            agentDrivenProperties.HandlingMultiplier = 1f;
            agentDrivenProperties.ShieldBashStunDurationMultiplier = 1f;
            agentDrivenProperties.KickStunDurationMultiplier       = 1f;
            agentDrivenProperties.ReloadSpeed = (float)(0.930000007152557 + 0.000699999975040555 * (double)this.GetSkillValueForItem(character, primaryItem));
            agentDrivenProperties.ReloadMovementPenaltyFactor = 1f;
            agentDrivenProperties.WeaponInaccuracy            = 0.0f;
            MultiplayerClassDivisions.MPHeroClass classForCharacter = MultiplayerClassDivisions.GetMPHeroClassForCharacter(agent.Character);
            agentDrivenProperties.MaxSpeedMultiplier = (float)(1.04999995231628 * ((double)classForCharacter.MovementSpeedMultiplier * (100.0 / (100.0 + (double)num1))));
            int  skillValue = character.GetSkillValue(DefaultSkills.Riding);
            bool flag1      = false;
            bool flag2      = false;

            if (weaponComponentData != null)
            {
                int weaponSkill = character.GetSkillValue(weaponComponentData.RelevantSkill);
                if (weaponSkill > 0 && weaponComponentData.IsRangedWeapon && perkHandler != null)
                {
                    weaponSkill = MathF.Ceiling((float)weaponSkill * (perkHandler.GetRangedAccuracy() + 1f));
                }
                int thrustSpeed = weaponComponentData.ThrustSpeed;
                agentDrivenProperties.WeaponInaccuracy = this.GetWeaponInaccuracy(agent, weaponComponentData, weaponSkill);
                if (weaponComponentData.IsRangedWeapon)
                {
                    agentDrivenProperties.WeaponMaxMovementAccuracyPenalty = (float)(500 - weaponSkill) * 0.00025f;
                    agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty = (float)(500 - weaponSkill) * 0.0002f;
                    if (agent.HasMount)
                    {
                        agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= Math.Max(1f, (float)(700 - weaponSkill - skillValue) * (3f / 1000f));
                        agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= Math.Max(1f, (float)(700 - weaponSkill - skillValue) * 0.0033f);
                    }
                    else if (weaponComponentData.RelevantSkill == DefaultSkills.Bow)
                    {
                        agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 4.5f / MBMath.Lerp(0.75f, 2f, (float)(((double)thrustSpeed - 60.0) / 75.0));
                        agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= 6f;
                    }
                    else if (weaponComponentData.RelevantSkill == DefaultSkills.Crossbow)
                    {
                        agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 1.2f;
                        agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= 2.5f;
                    }
                    else if (weaponComponentData.RelevantSkill == DefaultSkills.Throwing)
                    {
                        agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 3.5f * MBMath.Lerp(1.5f, 0.8f, (float)(((double)thrustSpeed - 89.0) / 13.0));
                    }
                    if (weaponComponentData.WeaponClass == WeaponClass.Bow)
                    {
                        flag1 = true;
                        agentDrivenProperties.WeaponBestAccuracyWaitTime = (float)(0.300000011920929 + (95.75 - (double)thrustSpeed) * 0.00499999988824129);
                        agentDrivenProperties.WeaponUnsteadyBeginTime    = (float)(0.100000001490116 + (double)weaponSkill * 0.00999999977648258 * (double)MBMath.Lerp(1f, 2f, (float)(((double)thrustSpeed - 60.0) / 75.0)));
                        if (agent.IsAIControlled)
                        {
                            agentDrivenProperties.WeaponUnsteadyBeginTime *= 4f;
                        }
                        agentDrivenProperties.WeaponUnsteadyEndTime = 2f + agentDrivenProperties.WeaponUnsteadyBeginTime;
                        agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.1f;
                    }
                    else if (weaponComponentData.WeaponClass == WeaponClass.Javelin || weaponComponentData.WeaponClass == WeaponClass.ThrowingAxe || weaponComponentData.WeaponClass == WeaponClass.ThrowingKnife)
                    {
                        agentDrivenProperties.WeaponBestAccuracyWaitTime = (float)(0.400000005960464 + (89.0 - (double)thrustSpeed) * 0.0299999993294477);
                        agentDrivenProperties.WeaponUnsteadyBeginTime    = (float)(2.5 + (double)weaponSkill * 0.00999999977648258);
                        agentDrivenProperties.WeaponUnsteadyEndTime      = 10f + agentDrivenProperties.WeaponUnsteadyBeginTime;
                        agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.025f;
                    }
                    else
                    {
                        agentDrivenProperties.WeaponBestAccuracyWaitTime = 0.1f;
                        agentDrivenProperties.WeaponUnsteadyBeginTime    = 0.0f;
                        agentDrivenProperties.WeaponUnsteadyEndTime      = 0.0f;
                        agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.1f;
                    }
                }
                else if (weaponComponentData.WeaponFlags.HasAllFlags <WeaponFlags>(WeaponFlags.WideGrip))
                {
                    flag2 = true;
                    agentDrivenProperties.WeaponUnsteadyBeginTime = (float)(1.0 + (double)weaponSkill * 0.00499999988824129);
                    agentDrivenProperties.WeaponUnsteadyEndTime   = (float)(3.0 + (double)weaponSkill * 0.00999999977648258);
                }
            }
            agentDrivenProperties.AttributeShieldMissileCollisionBodySizeAdder = 0.3f;
            Agent mountAgent = agent.MountAgent;
            float num3       = mountAgent != null?mountAgent.GetAgentDrivenPropertyValue(DrivenProperty.AttributeRiding) : 1f;

            agentDrivenProperties.AttributeRiding                    = (float)skillValue * num3;
            agentDrivenProperties.AttributeHorseArchery              = Game.Current.BasicModels.StrikeMagnitudeModel.CalculateHorseArcheryFactor(character);
            agentDrivenProperties.BipedalRangedReadySpeedMultiplier  = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalRangedReadySpeedMultiplier);
            agentDrivenProperties.BipedalRangedReloadSpeedMultiplier = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalRangedReloadSpeedMultiplier);
            foreach (DrivenPropertyBonusAgentComponent bonusAgentComponent in agent.Components.OfType <DrivenPropertyBonusAgentComponent>())
            {
                if (!MBMath.IsBetween((int)bonusAgentComponent.DrivenProperty, 0, 56))
                {
                    float num2 = agentDrivenProperties.GetStat(bonusAgentComponent.DrivenProperty) + bonusAgentComponent.DrivenPropertyBonus;
                    agentDrivenProperties.SetStat(bonusAgentComponent.DrivenProperty, num2);
                }
            }
            if (perkHandler != null)
            {
                for (int index = 56; index < 85; ++index)
                {
                    DrivenProperty drivenProperty = (DrivenProperty)index;
                    if (((drivenProperty == DrivenProperty.WeaponUnsteadyBeginTime ? 0 : (drivenProperty != DrivenProperty.WeaponUnsteadyEndTime ? 1 : 0)) | (flag1 ? 1 : 0) | (flag2 ? 1 : 0)) != 0 && drivenProperty != DrivenProperty.WeaponRotationalAccuracyPenaltyInRadians | flag1)
                    {
                        float stat = agentDrivenProperties.GetStat(drivenProperty);
                        agentDrivenProperties.SetStat(drivenProperty, stat + perkHandler.GetDrivenPropertyBonus(drivenProperty, stat));
                    }
                }
            }
            this.SetAiRelatedProperties(agent, agentDrivenProperties, weaponComponentData, secondaryItem);
        }
        public override void UpdateAgentStats(Agent agent, AgentDrivenProperties agentDrivenProperties)
        {
            if (!agent.IsHuman)
            {
                return;
            }
            BasicCharacterObject character1     = agent.Character;
            MissionEquipment     equipment      = agent.Equipment;
            float          totalWeightOfWeapons = equipment.GetTotalWeightOfWeapons();
            int            weight            = agent.Monster.Weight;
            float          num1              = agentDrivenProperties.ArmorEncumbrance + totalWeightOfWeapons;
            EquipmentIndex wieldedItemIndex1 = agent.GetWieldedItemIndex(Agent.HandIndex.MainHand);
            EquipmentIndex wieldedItemIndex2 = agent.GetWieldedItemIndex(Agent.HandIndex.OffHand);

            if (wieldedItemIndex1 != EquipmentIndex.None)
            {
                ItemObject itemObject       = equipment[wieldedItemIndex1].Item;
                float      realWeaponLength = itemObject.WeaponComponent.PrimaryWeapon.GetRealWeaponLength();
                totalWeightOfWeapons += 1.5f * itemObject.Weight * MathF.Sqrt(realWeaponLength);
            }
            if (wieldedItemIndex2 != EquipmentIndex.None)
            {
                ItemObject itemObject = equipment[wieldedItemIndex2].Item;
                totalWeightOfWeapons += 1.5f * itemObject.Weight;
            }
            agentDrivenProperties.WeaponsEncumbrance = totalWeightOfWeapons;
            EquipmentIndex      wieldedItemIndex3 = agent.GetWieldedItemIndex(Agent.HandIndex.MainHand);
            MissionWeapon       missionWeapon;
            WeaponComponentData weaponComponentData1;

            if (wieldedItemIndex3 == EquipmentIndex.None)
            {
                weaponComponentData1 = (WeaponComponentData)null;
            }
            else
            {
                missionWeapon        = equipment[wieldedItemIndex3];
                weaponComponentData1 = missionWeapon.CurrentUsageItem;
            }
            WeaponComponentData equippedItem = weaponComponentData1;
            ItemObject          itemObject1;

            if (wieldedItemIndex3 == EquipmentIndex.None)
            {
                itemObject1 = (ItemObject)null;
            }
            else
            {
                missionWeapon = equipment[wieldedItemIndex3];
                itemObject1   = missionWeapon.Item;
            }
            ItemObject          primaryItem       = itemObject1;
            EquipmentIndex      wieldedItemIndex4 = agent.GetWieldedItemIndex(Agent.HandIndex.OffHand);
            WeaponComponentData weaponComponentData2;

            if (wieldedItemIndex4 == EquipmentIndex.None)
            {
                weaponComponentData2 = (WeaponComponentData)null;
            }
            else
            {
                missionWeapon        = equipment[wieldedItemIndex4];
                weaponComponentData2 = missionWeapon.CurrentUsageItem;
            }
            WeaponComponentData secondaryItem = weaponComponentData2;
            float inaccuracy;

            agentDrivenProperties.LongestRangedWeaponSlotIndex       = (float)equipment.GetLongestRangedWeaponWithAimingError(out inaccuracy, agent);
            agentDrivenProperties.LongestRangedWeaponInaccuracy      = inaccuracy;
            agentDrivenProperties.SwingSpeedMultiplier               = (float)(0.930000007152557 + 0.000699999975040555 * (double)this.GetSkillValueForItem(agent, primaryItem));
            agentDrivenProperties.ThrustOrRangedReadySpeedMultiplier = agentDrivenProperties.SwingSpeedMultiplier;
            agentDrivenProperties.HandlingMultiplier = 1f;
            agentDrivenProperties.ShieldBashStunDurationMultiplier = 1f;
            agentDrivenProperties.KickStunDurationMultiplier       = 1f;
            agentDrivenProperties.ReloadSpeed = (float)(0.930000007152557 + 0.000699999975040555 * (double)this.GetSkillValueForItem(agent, primaryItem));
            agentDrivenProperties.ReloadMovementPenaltyFactor = 1f;
            agentDrivenProperties.WeaponInaccuracy            = 0.0f;
            IAgentOriginBase     origin     = agent.Origin;
            BasicCharacterObject character2 = agent.Character;
            Formation            formation  = agent.Formation;
            int effectiveSkill1             = this.GetEffectiveSkill(character2, origin, agent.Formation, DefaultSkills.Athletics);
            int effectiveSkill2             = this.GetEffectiveSkill(character2, origin, formation, DefaultSkills.Riding);

            if (equippedItem != null)
            {
                int thrustSpeed            = equippedItem.ThrustSpeed;
                WeaponComponentData weapon = equippedItem;
                int effectiveSkill3        = this.GetEffectiveSkill(character2, origin, formation, equippedItem.RelevantSkill);
                agentDrivenProperties.WeaponInaccuracy = this.GetWeaponInaccuracy(agent, weapon, effectiveSkill3);
                if (equippedItem.IsRangedWeapon)
                {
                    agentDrivenProperties.WeaponMaxMovementAccuracyPenalty = (float)(500 - effectiveSkill3) * 0.00025f;
                    agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty = (float)(500 - effectiveSkill3) * 0.0002f;
                    if (agent.HasMount)
                    {
                        agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= Math.Max(1f, (float)(700 - effectiveSkill3 - effectiveSkill2) * (3f / 1000f));
                        agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= Math.Max(1f, (float)(700 - effectiveSkill3 - effectiveSkill2) * 0.0033f);
                    }
                    else if (weapon.RelevantSkill == DefaultSkills.Bow)
                    {
                        agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 4.5f / MBMath.Lerp(0.75f, 2f, (float)(((double)thrustSpeed - 45.0) / 90.0));
                        agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= 6f;
                    }
                    else if (weapon.RelevantSkill == DefaultSkills.Crossbow)
                    {
                        agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 1.2f;
                        agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= 2.5f;
                    }
                    else if (weapon.RelevantSkill == DefaultSkills.Throwing)
                    {
                        agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 3.5f * MBMath.Lerp(1.5f, 0.8f, (float)(((double)thrustSpeed - 89.0) / 13.0));
                    }
                    if (weapon.WeaponClass == WeaponClass.Bow)
                    {
                        agentDrivenProperties.WeaponBestAccuracyWaitTime = (float)(0.300000011920929 + (95.75 - (double)thrustSpeed) * 0.00499999988824129);
                        agentDrivenProperties.WeaponUnsteadyBeginTime    = (float)(0.600000023841858 + (double)effectiveSkill3 * 0.00999999977648258 * (double)MBMath.Lerp(2f, 4f, (float)(((double)thrustSpeed - 45.0) / 90.0)));
                        if (agent.IsAIControlled)
                        {
                            agentDrivenProperties.WeaponUnsteadyBeginTime *= 4f;
                        }
                        agentDrivenProperties.WeaponUnsteadyEndTime = 2f + agentDrivenProperties.WeaponUnsteadyBeginTime;
                        agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.1f;
                    }
                    else if (weapon.WeaponClass == WeaponClass.Javelin || weapon.WeaponClass == WeaponClass.ThrowingAxe || weapon.WeaponClass == WeaponClass.ThrowingKnife)
                    {
                        agentDrivenProperties.WeaponBestAccuracyWaitTime = (float)(0.400000005960464 + (89.0 - (double)thrustSpeed) * 0.0299999993294477);
                        agentDrivenProperties.WeaponUnsteadyBeginTime    = (float)(2.5 + (double)character1.GetSkillValue(equippedItem.RelevantSkill) * 0.00999999977648258);
                        agentDrivenProperties.WeaponUnsteadyEndTime      = 10f + agentDrivenProperties.WeaponUnsteadyBeginTime;
                        agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.025f;
                    }
                    else
                    {
                        agentDrivenProperties.WeaponBestAccuracyWaitTime = 0.1f;
                        agentDrivenProperties.WeaponUnsteadyBeginTime    = 0.0f;
                        agentDrivenProperties.WeaponUnsteadyEndTime      = 0.0f;
                        agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.1f;
                    }
                }
                else if (equippedItem.RelevantSkill == DefaultSkills.Polearm && equippedItem.WeaponFlags.HasAllFlags <WeaponFlags>(WeaponFlags.WideGrip))
                {
                    agentDrivenProperties.WeaponUnsteadyBeginTime = (float)(1.0 + (double)effectiveSkill3 * 0.00499999988824129);
                    agentDrivenProperties.WeaponUnsteadyEndTime   = (float)(3.0 + (double)effectiveSkill3 * 0.00999999977648258);
                }
                if (agent.HasMount)
                {
                    float num2 = 1f - Math.Max(0.0f, (float)(0.200000002980232 - (double)effectiveSkill2 * (1.0 / 500.0)));
                    agentDrivenProperties.SwingSpeedMultiplier *= num2;
                    agentDrivenProperties.ThrustOrRangedReadySpeedMultiplier *= num2;
                    agentDrivenProperties.ReloadSpeed *= num2;
                }
            }
            agentDrivenProperties.TopSpeedReachDuration = 2f / Math.Max((float)((200.0 + (double)effectiveSkill1) / 300.0 * ((double)weight / ((double)weight + (double)num1))), 0.3f);
            float num3 = 1f;

            if (!agent.Mission.Scene.IsAtmosphereIndoor && (double)agent.Mission.Scene.GetRainDensity() > 0.0)
            {
                num3 *= 0.9f;
            }
            agentDrivenProperties.MaxSpeedMultiplier = num3 * Math.Min((float)((200.0 + (double)effectiveSkill1) / 300.0 * ((double)weight * 2.0 / ((double)weight * 2.0 + (double)num1))), 1f);
            float managedParameter1 = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalCombatSpeedMinMultiplier);
            float managedParameter2 = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalCombatSpeedMaxMultiplier);
            float amount            = Math.Min(num1 / (float)weight, 1f);

            agentDrivenProperties.CombatMaxSpeedMultiplier = Math.Min(MBMath.Lerp(managedParameter2, managedParameter1, amount), 1f);
            agentDrivenProperties.AttributeShieldMissileCollisionBodySizeAdder = 0.3f;
            Agent mountAgent = agent.MountAgent;
            float num4       = mountAgent != null?mountAgent.GetAgentDrivenPropertyValue(DrivenProperty.AttributeRiding) : 1f;

            agentDrivenProperties.AttributeRiding                    = (float)effectiveSkill2 * num4;
            agentDrivenProperties.AttributeHorseArchery              = Game.Current.BasicModels.StrikeMagnitudeModel.CalculateHorseArcheryFactor(character1);
            agentDrivenProperties.BipedalRangedReadySpeedMultiplier  = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalRangedReadySpeedMultiplier);
            agentDrivenProperties.BipedalRangedReloadSpeedMultiplier = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalRangedReloadSpeedMultiplier);
            this.SetAiRelatedProperties(agent, agentDrivenProperties, equippedItem, secondaryItem);
        }