コード例 #1
0
        public static bool TryPenetrateStressResistance(Mech mech, AttackDirector.AttackSequence attackSequence, out int stressLevel, out float ejectionChance)
        {
            Pilot pilot = mech.GetPilot();

            stressLevel    = 0;
            ejectionChance = 0;

            // No brainers
            if (pilot == null || mech == null || mech.IsDead || (mech.IsFlaggedForDeath && !mech.HasHandledDeath))
            {
                Logger.Info($"[Attack_TryPenetrateStressResistance] ({mech?.DisplayName}) EXITING: No pilot, no mech or mech is already dead");
                return(false);
            }

            // Elite pilots always resist
            if (pilot.IsElite && SimpleEjectionSystem.Settings.ElitePilotsAlwaysResists)
            {
                Logger.Info($"[Attack_TryPenetrateStressResistance] ({mech.DisplayName}) EXITING: Pilot is elite");
                return(false);
            }

            // Don't take control from human player
            if (pilot.IsPlayerCharacter && SimpleEjectionSystem.Settings.PlayerCharacterAlwaysResists)
            {
                Logger.Info($"[Attack_TryPenetrateStressResistance] ({mech.DisplayName}) EXITING: Is commander");
                return(false);
            }

            // No damage
            if (!attackSequence.GetAttackDidDamage(mech.GUID))
            {
                Logger.Info($"[Attack_TryPenetrateStressResistance] ({mech.DisplayName}) EXITING: Took no damage");
                return(false);
            }

            // Ejection modifiers
            float ejectModifiers = 0;

            ejectModifiers += Assess.GetEjectionModifiersFromState(mech, pilot, out bool isGoingToDie);

            // Shortcutting
            if (isGoingToDie)
            {
                stressLevel    = pilot.SetStressLevel(4).GetStressLevel();
                ejectionChance = SimpleEjectionSystem.Settings.PointlessEjectionChance;
                return(true);
            }

            ejectModifiers += Assess.GetEjectionModifiersFromAttack(mech, attackSequence);

            // Resistance modifiers
            float resistModifiers = 0;

            resistModifiers += Assess.GetResistanceModifiers(mech);


            // Difficulty

            /*
             * if (mech.team.IsLocalPlayer)
             * {
             *  float difficultyMultiplier = Miscellaneous.GetMultiplierForDifficulty(SimpleEjectionSystem.Settings.Difficulty);
             *  Logger.Debug($"[Attack_TryPenetrateStressResistance] ({mech.DisplayName}) difficultyMultiplier: {difficultyMultiplier}");
             *
             *  ejectModifiers *= difficultyMultiplier;
             *  Logger.Debug($"[Attack_TryPenetrateStressResistance] ({mech.DisplayName}) ejectModifiers: {ejectModifiers}");
             *
             *  resistModifiers /= difficultyMultiplier;
             *  Logger.Debug($"[Attack_TryPenetrateStressResistance] ({mech.DisplayName}) resistModifiers: {resistModifiers}");
             * }
             */

            // Evaluate
            float finalModifiers = (ejectModifiers - resistModifiers) * 5;

            Logger.Debug($"[Attack_TryPenetrateStressResistance] ({mech.DisplayName}) finalModifiers: {finalModifiers}");

            if (finalModifiers <= 0)
            {
                Logger.Debug($"[Attack_TryPenetrateStressResistance] ({mech.DisplayName}) RESISTED!");
                return(false);
            }
            Logger.Debug($"[Attack_TryPenetrateStressResistance] ({mech.DisplayName}) Resistances BREACHED!");
            pilot.AddHardship();

            // Raise pilot's stresslevel
            stressLevel = pilot.IncreaseStressLevel(1).GetStressLevel();
            Logger.Debug($"[Attack_TryPenetrateStressResistance] ({mech.DisplayName}) stressLevel: {stressLevel}");

            // Sanitize ejection chance
            //ejectionChance = Math.Min(95, finalModifiers);
            ejectionChance = Mathf.Clamp(finalModifiers, 0, SimpleEjectionSystem.Settings.EjectionChanceMax);
            Logger.Debug($"[Attack_TryPenetrateStressResistance] ({mech.DisplayName}) ejectionChance: {ejectionChance}");

            // Save ejection chance in pilot's StatCollection to potentially use it on next activation
            pilot.SetLastEjectionChance(ejectionChance);



            return(true);
        }