コード例 #1
0
        public static void Prefix(MechFallSequence __instance)
        {
            Mod.Log.Trace?.Write("MFS:OnComplete - entered.");
            int damagePointsTT = (int)Math.Ceiling(__instance.OwningMech.tonnage / 10f);

            Mod.Log.Debug?.Write($"Actor: {CombatantUtils.Label(__instance.OwningMech)} will suffer {damagePointsTT} TT damage points.");

            // Check for any pilot skill damage reduction
            float damageReduction = 1.0f - __instance.OwningMech.PilotCheckMod(Mod.Config.Piloting.DFAReductionMulti);
            float reducedDamage   = (float)Math.Max(0f, Math.Floor(damageReduction * damagePointsTT));

            Mod.Log.Debug?.Write($" Reducing TT fall damage from: {damagePointsTT} by {damageReduction:P1} to {reducedDamage}");

            List <float> locationDamage = new List <float>();

            while (damagePointsTT >= 5)
            {
                locationDamage.Add(5 * Mod.Config.Piloting.FallingDamagePerTenTons);
                damagePointsTT -= 5;
            }
            if (damagePointsTT > 0)
            {
                locationDamage.Add(damagePointsTT * Mod.Config.Piloting.FallingDamagePerTenTons);
            }

            Mod.Log.Info?.Write($"FALLING DAMAGE: TT damage: {damagePointsTT} => {damagePointsTT * Mod.Config.Piloting.FallingDamagePerTenTons} falling damage to actor: {CombatantUtils.Label(__instance.OwningMech)}");

            try
            {
                (Weapon melee, Weapon dfa)fakeWeapons = ModState.GetFakedWeapons(__instance.OwningMech);
                AttackHelper.CreateImaginaryAttack(__instance.OwningMech, fakeWeapons.melee, __instance.OwningMech, __instance.SequenceGUID, locationDamage.ToArray(), DamageType.KnockdownSelf, MeleeAttackType.NotSet);
            }
            catch (Exception e)
            {
                Mod.Log.Error?.Write(e, "FAILED TO APPLY FALL DAMAGE");
            }
        }
コード例 #2
0
        static void Prefix(MechDFASequence __instance, MessageCenterMessage message, AttackStackSequence ___meleeSequence)
        {
            Mod.Log.Trace?.Write("MMS:OMC entered.");

            AttackCompleteMessage attackCompleteMessage = message as AttackCompleteMessage;

            Mod.MeleeLog.Info?.Write($"== Resolving cluster damage, instability, and unsteady on DFA attacker: {CombatantUtils.Label(__instance.OwningMech)} and " +
                                     $"target: {CombatantUtils.Label(__instance.DFATarget)}.");
            (MeleeAttack meleeAttack, Weapon fakeWeapon)seqState = ModState.GetMeleeSequenceState(__instance.SequenceGUID);

            if (attackCompleteMessage.stackItemUID == ___meleeSequence.SequenceGUID && seqState.meleeAttack != null)
            {
                // Check to see if the target was hit
                bool targetWasHit = false;
                foreach (AttackDirector.AttackSequence attackSequence in ___meleeSequence.directorSequences)
                {
                    if (!attackSequence.attackCompletelyMissed)
                    {
                        targetWasHit = true;
                        Mod.MeleeLog.Info?.Write($" -- AttackSequence: {attackSequence.stackItemUID} hit the target.");
                    }
                    else
                    {
                        Mod.MeleeLog.Info?.Write($" -- AttackSequence: {attackSequence.stackItemUID} missed the target.");
                    }
                }

                if (__instance.OwningMech.isHasStability() && !__instance.OwningMech.IsOrWillBeProne)
                {
                    // Attacker stability and unsteady - always applies as we're always a mech
                    if ((targetWasHit && seqState.meleeAttack.UnsteadyAttackerOnHit) ||
                        (!targetWasHit && seqState.meleeAttack.UnsteadyAttackerOnMiss))
                    {
                        Mod.MeleeLog.Info?.Write(" -- Forcing attacker to become unsteady from attack!");
                        __instance.OwningMech.DumpEvasion();
                    }
                }

                // Attacker cluster damage
                if (targetWasHit && !__instance.OwningMech.IsDead)
                {
                    // Make sure we use the attackers's damage table
                    ModState.ForceDamageTable = seqState.meleeAttack.AttackerTable;
                    if (seqState.meleeAttack.AttackerDamageClusters.Length > 0)
                    {
                        try
                        {
                            Mod.MeleeLog.Info?.Write($" -- Applying {seqState.meleeAttack.AttackerDamageClusters.Sum()} damage to attacker as {seqState.meleeAttack.AttackerDamageClusters.Length} clusters.");
                            AttackHelper.CreateImaginaryAttack(__instance.OwningMech, seqState.fakeWeapon, __instance.OwningMech, __instance.SequenceGUID,
                                                               seqState.meleeAttack.AttackerDamageClusters, DamageType.Melee, MeleeAttackType.Kick);
                        }
                        catch (Exception e)
                        {
                            Mod.Log.Error?.Write(e, "FAILED TO APPLY DFA DAMAGE TO ATTACKER");
                        }
                    }
                }

                if (targetWasHit)
                {
                    // Target mech stability and unsteady
                    if (__instance.DFATarget is Mech targetMech && targetMech.isHasStability() && !targetMech.IsProne)
                    {
                        if (seqState.meleeAttack.TargetInstability != 0)
                        {
                            Mod.MeleeLog.Info?.Write($" -- Adding {seqState.meleeAttack.TargetInstability} absolute instability to target.");
                            targetMech.AddAbsoluteInstability(seqState.meleeAttack.TargetInstability, StabilityChangeSource.Attack, "-1");
                        }

                        if (seqState.meleeAttack.OnTargetMechHitForceUnsteady)
                        {
                            Mod.MeleeLog.Info?.Write(" -- Forcing target to become unsteady from attack!");
                            targetMech.DumpEvasion();
                        }
                    }

                    // Target vehicle evasion damage
                    if (__instance.DFATarget is Vehicle || __instance.DFATarget.FakeVehicle() || __instance.DFATarget.NavalUnit())
                    {
                        AbstractActor targetActor = __instance.DFATarget as AbstractActor;
                        if (seqState.meleeAttack.OnTargetVehicleHitEvasionPipsRemoved != 0 && targetActor.EvasivePipsCurrent > 0)
                        {
                            Mod.MeleeLog.Info?.Write($" -- Removing {seqState.meleeAttack.OnTargetVehicleHitEvasionPipsRemoved} from target vehicle.");
                            int modifiedPips = targetActor.EvasivePipsCurrent - seqState.meleeAttack.OnTargetVehicleHitEvasionPipsRemoved;
                            if (modifiedPips < 0)
                            {
                                modifiedPips = 0;
                            }

                            targetActor.EvasivePipsCurrent = modifiedPips;
                            SharedState.Combat.MessageCenter.PublishMessage(new EvasiveChangedMessage(targetActor.GUID, targetActor.EvasivePipsCurrent));
                        }
                    }

                    // Target cluster damage - first attack was applied through melee weapon
                    if (seqState.meleeAttack.TargetDamageClusters.Length > 1 && !__instance.DFATarget.IsDead)
                    {
                        try
                        {
                            // Make sure we use the attackers's damage table
                            ModState.ForceDamageTable = seqState.meleeAttack.TargetTable;

                            // The target already got hit by the first cluster as the weapon damage. Only add the additional hits
                            float[] clusterDamage = seqState.meleeAttack.TargetDamageClusters.SubArray(1, seqState.meleeAttack.TargetDamageClusters.Length);
                            Mod.MeleeLog.Info?.Write($" -- Applying {clusterDamage.Sum()} damage to target as {clusterDamage.Length} clusters.");
                            AttackHelper.CreateImaginaryAttack(__instance.OwningMech, seqState.fakeWeapon, __instance.DFATarget, __instance.SequenceGUID, clusterDamage,
                                                               DamageType.Melee, MeleeAttackType.DFA);
                        }
                        catch (Exception e)
                        {
                            Mod.Log.Error?.Write(e, "FAILED TO APPLY DFA DAMAGE TO TARGET");
                        }
                    }
                }

                Mod.MeleeLog.Info?.Write($"== Done.");
            }

            // Restore the attacker's DFA damage
            __instance.OwningMech.StatCollection.Set <float>(ModStats.HBS_DFA_Self_Damage, ModState.OriginalDFASelfDamage);
            __instance.OwningMech.StatCollection.Set <bool>(ModStats.HBS_DFA_Causes_Self_Unsteady, true);

            // Reset melee state
            ModState.ForceDamageTable      = DamageTable.NONE;
            ModState.OriginalDFASelfDamage = 0f;
        }