Esempio n. 1
0
        static void Postfix(MechDef def, BattleTech.StatTooltipData __instance)
        {
            ChassisDef currentChassis = def.Chassis;

            float max_walk_distance   = currentChassis.MovementCapDef.MaxWalkDistance;
            float max_sprint_distance = currentChassis.MovementCapDef.MaxSprintDistance;
            float max_jump_distance   = BTMechDef.GetJumpJetsMaxDistance(def);

            foreach (MechComponentRef mechComponentRef in def.Inventory)
            {
                if (mechComponentRef.Def == null)
                {
                    mechComponentRef.RefreshComponentDef();
                }

                // Various movement effects
                if (mechComponentRef.Def.statusEffects != null)
                {
                    foreach (EffectData effect in mechComponentRef.Def.statusEffects)
                    {
                        StatisticEffectData statisticData = effect.statisticData;
                        if (statisticData.statName == "WalkSpeed")
                        {
                            BTStatistics.ApplyEffectStatistic(statisticData, ref max_walk_distance);
                        }
                        else if (statisticData.statName == "RunSpeed")
                        {
                            BTStatistics.ApplyEffectStatistic(statisticData, ref max_sprint_distance);
                        }
                        else if (statisticData.statName == "JumpDistanceMultiplier")
                        {
                            BTStatistics.ApplyEffectStatistic(statisticData, ref max_jump_distance);
                        }
                    }
                }
            }

            __instance.dataList.Add("Walk distance", string.Format("{0}m", (int)max_walk_distance));
            __instance.dataList.Add("Sprint distance", string.Format("{0}m", (int)max_sprint_distance));

            if (max_jump_distance > 0)
            {
                __instance.dataList.Add("Jump distance", string.Format("{0}m", (int)max_jump_distance));
            }
        }
Esempio n. 2
0
        static void Postfix(MechDef def, BattleTech.StatTooltipData __instance)
        {
            float alpha_damage      = 0;
            float alpha_instability = 0;
            float alpha_heat        = 0;

            // Calculate alpha strike total damage, heat damage and instability.
            foreach (MechComponentRef mechComponentRef in def.Inventory)
            {
                if (mechComponentRef.Def is WeaponDef weapon)
                {
                    alpha_damage      += weapon.Damage * weapon.ShotsWhenFired;
                    alpha_instability += weapon.Instability * weapon.ShotsWhenFired;
                    alpha_heat        += weapon.HeatDamage * weapon.ShotsWhenFired;
                }
            }

            string damage_string = ModBase.MakeDamageString(alpha_damage, alpha_instability, alpha_heat);

            if (!String.IsNullOrEmpty(damage_string))
            {
                __instance.dataList.Add("Alpha strike damage", damage_string);
            }
        }
Esempio n. 3
0
        static void Postfix(MechDef def, BattleTech.StatTooltipData __instance)
        {
            ChassisDef currentChassis = def.Chassis;

            float melee_damage      = currentChassis.MeleeDamage;
            float melee_instability = currentChassis.MeleeInstability;

            float dfa_damage      = currentChassis.DFADamage * 2;
            float dfa_instability = currentChassis.DFAInstability;
            float dfa_self_damage = currentChassis.DFASelfDamage;

            float support_damage      = 0;
            float support_instability = 0;
            float support_heat        = 0;

            foreach (MechComponentRef mechComponentRef in def.Inventory)
            {
                if (mechComponentRef.Def == null)
                {
                    mechComponentRef.RefreshComponentDef();
                }

                // Take Melee/DFA upgrades into account
                if (mechComponentRef.Def.statusEffects != null)
                {
                    foreach (EffectData effect in mechComponentRef.Def.statusEffects)
                    {
                        if (effect.effectType != EffectType.StatisticEffect)
                        {
                            continue;
                        }

                        if (effect.statisticData.targetWeaponSubType == WeaponSubType.Melee)
                        {
                            if (effect.statisticData.statName == "DamagePerShot")
                            {
                                BTStatistics.ApplyEffectStatistic(effect.statisticData, ref melee_damage);
                            }
                            else if (effect.statisticData.statName == "Instability")
                            {
                                BTStatistics.ApplyEffectStatistic(effect.statisticData, ref melee_instability);
                            }
                        }
                        else if (effect.statisticData.targetWeaponSubType == WeaponSubType.DFA)
                        {
                            if (effect.statisticData.statName == "DamagePerShot")
                            {
                                BTStatistics.ApplyEffectStatistic(effect.statisticData, ref dfa_damage);
                            }
                            else if (effect.statisticData.statName == "Instability")
                            {
                                BTStatistics.ApplyEffectStatistic(effect.statisticData, ref dfa_instability);
                            }
                            else if (effect.statisticData.statName == "DFASelfDamage")
                            {
                                BTStatistics.ApplyEffectStatistic(effect.statisticData, ref dfa_self_damage);
                            }
                        }
                    }
                }

                // Calculate support weapon damage
                if (mechComponentRef.Def is WeaponDef weapon && weapon.Category == WeaponCategory.AntiPersonnel)
                {
                    support_damage      += weapon.Damage * weapon.ShotsWhenFired;
                    support_instability += weapon.Instability * weapon.ShotsWhenFired;
                    support_heat        += weapon.HeatDamage * weapon.ShotsWhenFired;
                }
            }

            __instance.dataList.Add("Melee damage", ModBase.MakeDamageString(melee_damage, melee_instability));

            if (BTMechDef.GetJumpJetsAmount(def) > 0)
            {
                __instance.dataList.Add("DFA damage", ModBase.MakeDamageString(dfa_damage, dfa_instability));
                __instance.dataList.Add("DFA self-damage", string.Format("{0}x2", (int)dfa_self_damage));
            }

            string damage_string = ModBase.MakeDamageString(support_damage, support_instability, support_heat);

            if (!String.IsNullOrEmpty(damage_string))
            {
                __instance.dataList.Add("Support damage", damage_string);
            }
        }
Esempio n. 4
0
        static void Postfix(MechDef def, BattleTech.StatTooltipData __instance)
        {
            HeatConstantsDef heatConstants = ModBase.combatConstants.Heat;

            float total_heat_sinking        = heatConstants.InternalHeatSinkCount * heatConstants.DefaultHeatSinkDissipationCapacity;
            float extra_engine_heat_sinking = BTMechDef.GetExtraEngineSinking(def);

            total_heat_sinking += extra_engine_heat_sinking;

            float heat_sinking_ratio = 1;
            float total_weapon_heat  = 0;
            float weapon_heat_ratio  = 1;

            float jump_distance = BTMechDef.GetJumpJetsMaxDistance(def);

            int max_heat = heatConstants.MaxHeat;


            foreach (MechComponentRef mechComponentRef in def.Inventory)
            {
                if (mechComponentRef.Def == null)
                {
                    mechComponentRef.RefreshComponentDef();
                }

                // Weapon total heat
                if (mechComponentRef.Def is WeaponDef weapon)
                {
                    total_weapon_heat += (float)weapon.HeatGenerated;
                }

                // Heat sink total dissipation
                else if (mechComponentRef.Def is HeatSinkDef heat_sink)
                {
                    total_heat_sinking += heat_sink.DissipationCapacity;
                }

                // Bank/Exchanger effects
                if (mechComponentRef.Def.statusEffects != null)
                {
                    foreach (EffectData effect in mechComponentRef.Def.statusEffects)
                    {
                        StatisticEffectData statisticData = effect.statisticData;
                        if (statisticData.statName == "MaxHeat")
                        {
                            BTStatistics.ApplyEffectStatistic(statisticData, ref max_heat);
                        }
                        else if (statisticData.statName == "HeatGenerated" &&
                                 (statisticData.targetCollection == StatisticEffectData.TargetCollection.Weapon || BTStatistics.IsWildcardStatistic(statisticData)))
                        {
                            BTStatistics.ApplyEffectStatistic(statisticData, ref weapon_heat_ratio);
                        }
                        else if (statisticData.statName == "JumpDistanceMultiplier")
                        {
                            BTStatistics.ApplyEffectStatistic(statisticData, ref jump_distance);
                        }
                    }
                }
            }

            total_weapon_heat  *= weapon_heat_ratio;
            total_heat_sinking *= heat_sinking_ratio;

            if (extra_engine_heat_sinking > 0f)
            {
                __instance.dataList.Add("Heat dissipation", string.Format("{0}\n(DHS)", (int)total_heat_sinking));
            }
            else
            {
                __instance.dataList.Add("Heat dissipation", string.Format("{0}", (int)total_heat_sinking));
            }

            if (total_weapon_heat > 0)
            {
                __instance.dataList.Add("Alpha strike heat", string.Format("{0}", (int)total_weapon_heat));
                __instance.dataList.Add("Alpha strike heat delta", string.Format("{0}", (int)(total_weapon_heat - total_heat_sinking)));
            }

            __instance.dataList.Add("Max heat capacity", string.Format("{0}", (int)max_heat));

            if (jump_distance > 0)
            {
                float max_jump_heat = ((jump_distance / heatConstants.JumpHeatUnitSize) + 1) * heatConstants.JumpHeatPerUnit;
                max_jump_heat *= heatConstants.GlobalHeatIncreaseMultiplier;
                max_jump_heat  = Mathf.Max(heatConstants.JumpHeatMin, max_jump_heat);

                __instance.dataList.Add("Max jump heat", string.Format("{0}", (int)max_jump_heat));
            }
        }