public static MapEventState GetMapEventState(MapEvent mapEvent) { if (!AllMapEventStates.TryGetValue(mapEvent.Id, out MapEventState mapEventState)) { mapEventState = new MapEventState(mapEvent); AllMapEventStates[mapEvent.Id] = mapEventState; } return(mapEventState); }
// MapEventSide.ApplySimulationDamageToSelectedTroop public static bool ApplySimulationDamageToSelectedTroop(MapEventSide side, CharacterObject strikedTroop, PartyBase strikedTroopParty, UniqueTroopDescriptor strikedTroopDescriptor, int selectedSimulationTroopIndex, List <UniqueTroopDescriptor> strikedTroopList, PartyAttackComposition attack, DamageTypes damageType, PartyBase strikerParty, MapEventState mapEventState, IBattleObserver battleObserver, out float damage) { bool IsFinishingStrike = mapEventState.ApplyDamageToPartyTroop(attack, strikedTroopParty, strikedTroop, out damage); if (IsFinishingStrike) { if (strikedTroop.IsHero) { battleObserver?.TroopNumberChanged(side.MissionSide, (IBattleCombatant)strikedTroopParty, (BasicCharacterObject)strikedTroop, -1, 0, 1, 0, 0, 0); } else { float survivalChance = Campaign.Current.Models.PartyHealingModel.GetSurvivalChance(strikedTroopParty, strikedTroop, damageType, strikerParty); if (MBRandom.RandomFloat < survivalChance) { side.OnTroopWounded(strikedTroopDescriptor); battleObserver?.TroopNumberChanged(side.MissionSide, (IBattleCombatant)strikedTroopParty, (BasicCharacterObject)strikedTroop, -1, 0, 1, 0, 0, 0); if (strikedTroopParty.MobileParty != null) { SkillLevelingManager.OnSurgeryApplied(strikedTroopParty.MobileParty, 1f); } } else { side.OnTroopKilled(strikedTroopDescriptor); battleObserver?.TroopNumberChanged(side.MissionSide, (IBattleCombatant)strikedTroopParty, (BasicCharacterObject)strikedTroop, -1, 1, 0, 0, 0, 0); if (strikedTroopParty.MobileParty != null) { SkillLevelingManager.OnSurgeryApplied(strikedTroopParty.MobileParty, 0.5f); } } } // side.RemoveSelectedTroopFromSimulationList(); RemoveSelectedTroopFromSimulationList(side, selectedSimulationTroopIndex, strikedTroopList); } return(IsFinishingStrike); }
public static float RecalculateStrengthOfSide(MapEventSide side, MapEventState mapEventState) { if (!SubModule.Settings.Battle_SendAllTroops) { return(side.RecalculateStrengthOfSide()); } else { float totalStrength = 0f; foreach (var party in side.Parties) { totalStrength += mapEventState.GetPartyStrength(party); } return(totalStrength); } }
public PartyState(MapEventState _mapEventState, bool _IsAttacker) { mapEventState = _mapEventState; IsAttacker = _IsAttacker; }