コード例 #1
0
 // This patch needs to run to correctly fix the melee attack to the target selected by CleverGirl/AI.
 //   During AI eval multiple targets are evaluated, and this ensures we use the attack for the one that was picked.
 static void Postfix(AbstractActor unit, ref BehaviorTreeResults __result)
 {
     if (__result != null && __result.nodeState == BehaviorNodeState.Success && __result.orderInfo is AttackOrderInfo attackOrderInfo)
     {
         if (attackOrderInfo.IsMelee)
         {
             Mod.Log.Debug?.Write($"Setting melee weapon for attack from attacker: {unit?.DistinctId()} versus target: {attackOrderInfo.TargetUnit?.DistinctId()}");
             // Create melee options
             MeleeState meleeState = ModState.AddorUpdateMeleeState(unit, attackOrderInfo.AttackFromLocation, attackOrderInfo.TargetUnit);
             if (meleeState != null)
             {
                 MeleeAttack meleeAttack = meleeState.GetHighestDamageAttackForUI();
                 ModState.AddOrUpdateSelectedAttack(unit, meleeAttack);
             }
         }
         else if (attackOrderInfo.IsDeathFromAbove)
         {
             // Create melee options
             MeleeState meleeState = ModState.AddorUpdateMeleeState(unit, attackOrderInfo.AttackFromLocation, attackOrderInfo.TargetUnit);
             if (meleeState != null)
             {
                 MeleeAttack meleeAttack = meleeState.DFA;
                 ModState.AddOrUpdateSelectedAttack(unit, meleeAttack);
             }
         }
     }
     else
     {
         Mod.Log.Trace?.Write($"BehaviorTree result is not failed: {__result?.nodeState} or is not an attackOrderInfo, skipping.");
     }
 }
コード例 #2
0
        static void Prefix(AIUtil __instance, AbstractActor unit, AttackType attackType, List <Weapon> weaponList,
                           ICombatant target, Vector3 attackPosition, Vector3 targetPosition, bool useRevengeBonus,
                           AbstractActor unitForBVContext)
        {
            Mech          attackingMech = unit as Mech;
            AbstractActor targetActor   = target as AbstractActor;
            Mech          targetMech    = target as Mech;

            Mod.AILog.Info?.Write("AITUIL_EDFA - entered.");

            if (attackingMech == null || targetActor == null)
            {
                return;                                               // Nothing to do
            }
            if (attackType == AttackType.Shooting || attackType == AttackType.None || attackType == AttackType.Count)
            {
                return;                                                                                                       // nothing to do
            }
            try
            {
                Mod.AILog.Info?.Write($"=== Calculating expectedDamage for {attackingMech.DistinctId()} melee attack " +
                                      $"from position: {attackPosition} against target: {target.DistinctId()} at position: {targetPosition}");
                Mod.AILog.Info?.Write($"  useRevengeBonus: {useRevengeBonus}");
                Mod.AILog.Info?.Write($"  --- weaponList:");
                if (weaponList != null)
                {
                    foreach (Weapon weapon in weaponList)
                    {
                        Mod.AILog.Info?.Write($"      {weapon?.UIName}");
                    }
                }

                bool        modifyAttack = false;
                MeleeAttack meleeAttack  = null;
                Weapon      meleeWeapon  = null;

                bool isCharge = false;
                bool isMelee  = false;
                if (attackType == AttackType.Melee && attackingMech?.Pathing?.GetMeleeDestsForTarget(targetActor)?.Count > 0)
                {
                    Mod.AILog.Info?.Write($"Modifying {attackingMech.DistinctId()}'s melee attack damage for utility");

                    // Create melee options
                    MeleeState meleeState = ModState.AddorUpdateMeleeState(attackingMech, attackPosition, targetActor);
                    if (meleeState != null)
                    {
                        meleeAttack = meleeState.GetHighestDamageAttackForUI();
                        ModState.AddOrUpdateSelectedAttack(attackingMech, meleeAttack);
                        if (meleeAttack is ChargeAttack)
                        {
                            isCharge = true;
                        }

                        meleeWeapon  = attackingMech.MeleeWeapon;
                        modifyAttack = true;
                        isMelee      = true;
                    }
                }

                bool isDFA = false;
                if (attackType == AttackType.DeathFromAbove && attackingMech?.JumpPathing?.GetDFADestsForTarget(targetActor)?.Count > 0)
                {
                    Mod.AILog.Info?.Write($"Modifying {attackingMech.DistinctId()}'s DFA attack damage for utility");

                    // Create melee options
                    MeleeState meleeState = ModState.AddorUpdateMeleeState(attackingMech, attackPosition, targetActor);
                    if (meleeState != null)
                    {
                        meleeAttack = meleeState.DFA;
                        ModState.AddOrUpdateSelectedAttack(attackingMech, meleeAttack);

                        meleeWeapon  = attackingMech.DFAWeapon;
                        modifyAttack = true;
                        isDFA        = true;
                    }
                }

                // No pathing dests for melee or DFA - skip
                if (!isMelee && !isDFA)
                {
                    return;
                }

                if (modifyAttack && meleeAttack == null || !meleeAttack.IsValid)
                {
                    Mod.AILog.Info?.Write($"Failed to find a valid melee state, marking melee weapons as 1 damage.");
                    meleeWeapon.StatCollection.Set <float>(ModStats.HBS_Weapon_DamagePerShot, 0);
                    meleeWeapon.StatCollection.Set <float>(ModStats.HBS_Weapon_Instability, 0);
                    return;
                }

                if (modifyAttack && meleeAttack != null && meleeAttack.IsValid)
                {
                    Mod.AILog.Info?.Write($"Evaluating utility against state: {meleeAttack.Label}");
                    // Set the DFA weapon's damage to our expected damage
                    float totalDamage = meleeAttack.TargetDamageClusters.Sum();
                    Mod.AILog.Info?.Write($" - totalDamage: {totalDamage}");

                    // Check to see if the attack will unsteady a target
                    float evasionBreakUtility = 0f;
                    if (targetMech != null && targetMech.EvasivePipsCurrent > 0 &&
                        (meleeAttack.OnTargetMechHitForceUnsteady || AttackHelper.WillUnsteadyTarget(meleeAttack.TargetInstability, targetMech))
                        )
                    {
                        // Target will lose their evasion pips
                        evasionBreakUtility = targetMech.EvasivePipsCurrent * Mod.Config.Melee.AI.EvasionPipRemovedUtility;
                        Mod.AILog.Info?.Write($"  Adding {evasionBreakUtility} virtual damage to EV from " +
                                              $"evasivePips: {targetMech.EvasivePipsCurrent} x bonusDamagePerPip: {Mod.Config.Melee.AI.EvasionPipRemovedUtility}");
                    }

                    float knockdownUtility = 0f;
                    if (targetMech != null && targetMech.pilot != null &&
                        AttackHelper.WillKnockdownTarget(meleeAttack.TargetInstability, targetMech, meleeAttack.OnTargetMechHitForceUnsteady))
                    {
                        float centerTorsoArmorAndStructure = targetMech.GetMaxArmor(ArmorLocation.CenterTorso) + targetMech.GetMaxStructure(ChassisLocations.CenterTorso);
                        if (AttackHelper.WillInjuriesKillTarget(targetMech, 1))
                        {
                            knockdownUtility = centerTorsoArmorAndStructure * Mod.Config.Melee.AI.PilotInjuryMultiUtility;
                            Mod.AILog.Info?.Write($"  Adding {knockdownUtility} virtual damage to EV from " +
                                                  $"centerTorsoArmorAndStructure: {centerTorsoArmorAndStructure} x injuryMultiUtility: {Mod.Config.Melee.AI.PilotInjuryMultiUtility}");
                        }
                        else
                        {
                            // Attack won't kill, so only apply a fraction equal to the totalHeath
                            float injuryFraction = (targetMech.pilot.TotalHealth - 1) - (targetMech.pilot.Injuries + 1);
                            knockdownUtility = (centerTorsoArmorAndStructure * Mod.Config.Melee.AI.PilotInjuryMultiUtility) / injuryFraction;
                            Mod.AILog.Info?.Write($"  Adding {knockdownUtility} virtual damage to EV from " +
                                                  $"(centerTorsoArmorAndStructure: {centerTorsoArmorAndStructure} x injuryMultiUtility: {Mod.Config.Melee.AI.PilotInjuryMultiUtility}) " +
                                                  $"/ injuryFraction: {injuryFraction}");
                        }
                    }

                    // Check to see how much evasion loss the attacker will have
                    //  use current pips + any pips gained from movement (charge)
                    float distance      = (attackPosition + unit.CurrentPosition).magnitude;
                    int   newPips       = unit.GetEvasivePipsResult(distance, isDFA, isCharge, true);
                    int   normedNewPips = (unit.EvasivePipsCurrent + newPips) > unit.StatCollection.GetValue <int>("MaxEvasivePips") ?
                                          unit.StatCollection.GetValue <int>("MaxEvasivePips") : (unit.EvasivePipsCurrent + newPips);
                    float selfEvasionDamage = 0f;
                    if (meleeAttack.UnsteadyAttackerOnHit || meleeAttack.UnsteadyAttackerOnMiss)
                    {
                        // TODO: Should evaluate chance to hit, and apply these partial damage based upon success chances
                        selfEvasionDamage = normedNewPips * Mod.Config.Melee.AI.EvasionPipLostUtility;
                        Mod.AILog.Info?.Write($"  Reducing virtual damage by {selfEvasionDamage} due to potential loss of {normedNewPips} pips.");
                    }

                    // Check to see how much damage the attacker will take
                    float selfDamage = 0f;
                    if (meleeAttack.AttackerDamageClusters.Length > 0)
                    {
                        selfDamage = meleeAttack.AttackerDamageClusters.Sum();
                        Mod.AILog.Info?.Write($"  Reducing virtual damage by {selfDamage} due to attacker damage on attack.");
                    }

                    float virtualDamage = totalDamage + evasionBreakUtility + knockdownUtility - selfEvasionDamage - selfDamage;
                    Mod.AILog.Info?.Write($"  Virtual damage calculated as {virtualDamage} = " +
                                          $"totalDamage: {totalDamage} + evasionBreakUtility: {evasionBreakUtility} + knockdownUtility: {knockdownUtility}" +
                                          $" - selfDamage: {selfDamage} - selfEvasionDamage: {selfEvasionDamage}");

                    Mod.AILog.Info?.Write($"Setting weapon: {meleeWeapon.UIName} to virtual damage: {virtualDamage} for EV calculation");
                    meleeWeapon.StatCollection.Set <float>(ModStats.HBS_Weapon_DamagePerShot, virtualDamage);
                    meleeWeapon.StatCollection.Set <float>(ModStats.HBS_Weapon_Instability, 0);

                    Mod.AILog.Info?.Write($"=== Done modifying attack!");
                }
                else
                {
                    Mod.AILog.Debug?.Write($"Attack is not melee {modifyAttack}, or melee state is invalid or null. I assume the normal AI will prevent action.");
                }
            }
            catch (Exception e)
            {
                Mod.AILog.Error?.Write(e, $"Failed to calculate melee damage for {unit.DistinctId()} using attackType {attackType} due to error!");
            }
        }
        static bool Prefix(CombatHUDFireButton __instance)
        {
            if (__instance == null || __instance.gameObject == null)
            {
                return(true);
            }

            Mod.UILog.Info?.Write($"CHUDFB - OnClick FIRED for FireMode: {__instance.CurrentFireMode}");

            bool shouldReturn = true;
            CombatHUDAttackModeSelector selector = SharedState.CombatHUD.AttackModeSelector;

            if (__instance.gameObject.name == ModConsts.ChargeFB_GO_ID)
            {
                MeleeState meleeState = ModState.GetMeleeState(
                    SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor,
                    SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos);
                ModState.AddOrUpdateSelectedAttack(
                    SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor,
                    meleeState.Charge
                    );
                Mod.UILog.Info?.Write("User selected Charge button");
                shouldReturn = false;
            }
            else if (__instance.gameObject.name == ModConsts.KickFB_GO_ID)
            {
                MeleeState meleeState = ModState.GetMeleeState(
                    SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor,
                    SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos);
                ModState.AddOrUpdateSelectedAttack(
                    SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor,
                    meleeState.Kick
                    );
                Mod.UILog.Info?.Write("User selected Kick button");
                shouldReturn = false;
            }
            else if (__instance.gameObject.name == ModConsts.PhysicalWeaponFB_GO_ID)
            {
                MeleeState meleeState = ModState.GetMeleeState(
                    SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor,
                    SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos);
                ModState.AddOrUpdateSelectedAttack(
                    SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor,
                    meleeState.PhysicalWeapon
                    );
                Mod.UILog.Info?.Write("User selected PhysWeap button");
                shouldReturn = false;
            }
            else if (__instance.gameObject.name == ModConsts.PunchFB_GO_ID)
            {
                MeleeState meleeState = ModState.GetMeleeState(
                    SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor,
                    SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos);
                ModState.AddOrUpdateSelectedAttack(
                    SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor,
                    meleeState.Punch
                    );
                Mod.UILog.Info?.Write("User selected Punch button");
                shouldReturn = false;
            }
            else
            {
                MeleeAttack selectedAttack2 = ModState.GetSelectedAttack(SharedState.CombatHUD?.SelectionHandler?.ActiveState?.SelectedActor);
                if (selectedAttack2 != null)
                {
                    Mod.UILog.Info?.Write("OnClick from generic CHUDFB with selected type, short-cutting to action.");

                    // Disable the buttons to prevent accidental clicks?
                    if (selectedAttack2 is ChargeAttack)
                    {
                        ModState.ChargeFB.CurrentFireMode = CombatHUDFireButton.FireMode.None;
                    }
                    if (selectedAttack2 is KickAttack)
                    {
                        ModState.KickFB.CurrentFireMode = CombatHUDFireButton.FireMode.None;
                    }
                    if (selectedAttack2 is WeaponAttack)
                    {
                        ModState.PhysicalWeaponFB.CurrentFireMode = CombatHUDFireButton.FireMode.None;
                    }
                    if (selectedAttack2 is PunchAttack)
                    {
                        ModState.PunchFB.CurrentFireMode = CombatHUDFireButton.FireMode.None;
                    }

                    return(true);
                }
            }

            MeleeAttack selectedAttack = ModState.GetSelectedAttack(SharedState.CombatHUD?.SelectionHandler?.ActiveState?.SelectedActor);

            if (selectedAttack != null)
            {
                Mod.UILog.Debug?.Write("Enabling description container for melee attack");
                selector.DescriptionContainer.SetActive(true);
                selector.DescriptionContainer.gameObject.SetActive(true);

                HashSet <string> descriptonNotes = selectedAttack.DescriptionNotes;
                string           description     = String.Join(", ", descriptonNotes);
                Mod.UILog.Debug?.Write($"Aggregate description is: {description}");

                selector.DescriptionText.SetText(description);
                selector.DescriptionText.ForceMeshUpdate(true);

                // TODO: Update weapon damage instead?

                // Update the weapon strings
                SharedState.CombatHUD.WeaponPanel.RefreshDisplayedWeapons();
            }

            return(shouldReturn);
        }
        static void Postfix(CombatHUDAttackModeSelector __instance, CombatHUDFireButton.FireMode mode,
                            ref string additionalDetails, bool showHeatWarnings)
        {
            try
            {
                // Disable the melee container if there's no active state
                if (SharedState.CombatHUD?.SelectionHandler?.ActiveState == null ||
                    SharedState.CombatHUD?.SelectionHandler?.ActiveState?.SelectedActor == null ||
                    SharedState.CombatHUD?.SelectionHandler?.ActiveState?.PreviewPos == null)
                {
                    Mod.UILog.Trace?.Write($"Disabling all CHUD_Fire_Buttons");
                    ModState.MeleeAttackContainer.SetActive(false);
                    return;
                }

                Mod.UILog.Trace?.Write($"ShowFireButton called with mode: {mode}");

                if (mode == CombatHUDFireButton.FireMode.Engage)
                {
                    Mod.UILog.Trace?.Write($"Enabling all CHUD_Fire_Buttons");
                    ModState.MeleeAttackContainer.SetActive(true);

                    MeleeState meleeState = ModState.GetMeleeState(
                        SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor,
                        SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos);

                    // Toggle each button by available state
                    ToggleStateButtons(meleeState);

                    // Autoselect best option
                    MeleeAttack autoselectedAttack = meleeState.GetHighestDamageAttackForUI();
                    if (autoselectedAttack != null)
                    {
                        Mod.UILog.Info?.Write($"Autoselecting state of type: '{autoselectedAttack.Label}' as most damaging.");
                    }
                    else
                    {
                        Mod.UILog.Info?.Write("No highest damaging state - no melee options!");
                    }

                    // Final check - if everything is disabled, disable the button
                    bool hasValidAttack = meleeState.Charge.IsValid || meleeState.Kick.IsValid ||
                                          meleeState.PhysicalWeapon.IsValid || meleeState.Punch.IsValid;
                    if (!hasValidAttack)
                    {
                        Mod.UILog.Info?.Write("NO VALID MELEE ATTACKS, DISABLING!");
                        __instance.FireButton.SetState(ButtonState.Disabled);
                        __instance.FireButton.CurrentFireMode = CombatHUDFireButton.FireMode.None;
                        __instance.DescriptionContainer.SetActive(false);
                        SharedState.CombatHUD.SelectionHandler.ActiveState.BackOut();
                        __instance.ForceRefreshImmediate();
                    }
                    else
                    {
                        Mod.UILog.Info?.Write($" CHECKING FOR VALID ATTACKS: hasValidAttack=>{hasValidAttack}" +
                                              $"  charge=>{meleeState.Charge.IsValid}" +
                                              $"  kick=>{meleeState.Kick.IsValid}" +
                                              $"  punch=>{meleeState.Punch.IsValid}" +
                                              $"  weapon=>{meleeState.PhysicalWeapon.IsValid}" +
                                              $"");
                    }
                }
                else
                {
                    Mod.UILog.Trace?.Write($"Disabling all CHUD_Fire_Buttons");
                    ModState.MeleeAttackContainer.SetActive(false);
                    if (ModState.ChargeFB != null)
                    {
                        ModState.ChargeFB.CurrentFireMode = CombatHUDFireButton.FireMode.None;
                    }
                    if (ModState.KickFB != null)
                    {
                        ModState.KickFB.CurrentFireMode = CombatHUDFireButton.FireMode.None;
                    }
                    if (ModState.PhysicalWeaponFB != null)
                    {
                        ModState.PhysicalWeaponFB.CurrentFireMode = CombatHUDFireButton.FireMode.None;
                    }
                    if (ModState.PunchFB != null)
                    {
                        ModState.PunchFB.CurrentFireMode = CombatHUDFireButton.FireMode.None;
                    }

                    ModState.InvalidateState(SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor);
                }

                // Handle the DFA button here
                if (mode == CombatHUDFireButton.FireMode.DFA)
                {
                    MeleeState meleeState = ModState.GetMeleeState(
                        SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor,
                        SharedState.CombatHUD.SelectionHandler.ActiveState.PreviewPos);

                    // Check for valid attack
                    if (!meleeState.DFA.IsValid)
                    {
                        Mod.UILog.Info?.Write($"DFA attack failed validation, disabling button.");
                        __instance.FireButton.SetState(ButtonState.Disabled);
                        __instance.FireButton.CurrentFireMode = CombatHUDFireButton.FireMode.None;
                        __instance.DescriptionContainer.SetActive(false);
                        SharedState.CombatHUD.SelectionHandler.ActiveState.BackOut();
                        __instance.ForceRefreshImmediate();
                    }

                    HashSet <string> descriptonNotes = meleeState.DFA.DescriptionNotes;
                    additionalDetails = String.Join(", ", descriptonNotes);
                    Mod.UILog.Info?.Write($"Aggregate description is: {additionalDetails}");

                    // Select state here as a click will validate
                    ModState.AddOrUpdateSelectedAttack(
                        SharedState.CombatHUD.SelectionHandler.ActiveState.SelectedActor,
                        meleeState.DFA
                        );
                }
            }
            catch (Exception e)
            {
                Mod.Log.Warn?.Write(e, "Failed to update the CombatButton states - warn Frost!");
            }
        }