コード例 #1
0
        private static float GetVisualRange(float visionRange, AbstractActor source)
        {
            float visualRange;

            if (source.IsShutDown)
            {
                visualRange = visionRange * source.Combat.Constants.Visibility.ShutdownSpottingDistanceMultiplier;
            }
            else if (source.IsProne)
            {
                visualRange = visionRange * source.Combat.Constants.Visibility.ProneSpottingDistanceMultiplier;
            }
            else
            {
                float multipliers = VisualLockHelper.GetAllSpotterMultipliers(source);
                float absolutes   = VisualLockHelper.GetAllSpotterAbsolutes(source);

                visualRange = visionRange * multipliers + absolutes;
                //Mod.Log.Trace?.Write($" -- source:{CombatantUtils.Label(source)} has spotting " +
                //    $"multi:x{multipliers} absolutes:{absolutes} visionRange:{visionRange}");
            }

            if (visualRange < Mod.Config.Vision.MinimumVisionRange())
            {
                visualRange = Mod.Config.Vision.MinimumVisionRange();
            }

            // Round up to the nearest full hex
            float normalizedRange = HexUtils.CountHexes(visualRange, false) * 30f;

            //LowVisibility.Logger.Trace($" -- source:{CombatantUtils.Label(source)} visual range is:{normalizedRange}m normalized from:{visualRange}m");
            return(normalizedRange);
        }
コード例 #2
0
        // WARNING: DUPLICATE OF HBS CODE. THIS IS LIKELY TO BREAK IF HBS CHANGES THE SOURCE FUNCTIONS
        public static float GetAdjustedSpotterRange(AbstractActor source, ICombatant target)
        {
            float         targetVisibility = 1f;
            AbstractActor targetActor      = target as AbstractActor;

            if (targetActor != null)
            {
                EWState sourceState = source.GetEWState();
                targetVisibility = VisualLockHelper.GetTargetVisibility(targetActor, sourceState);
            }

            float spotterRange = VisualLockHelper.GetSpotterRange(source);

            float modifiedRange = spotterRange * targetVisibility;

            if (modifiedRange < Mod.Config.Vision.MinimumVisionRange())
            {
                modifiedRange = Mod.Config.Vision.MinimumVisionRange();
            }

            // Round up to the nearest full hex
            float normalizedRange = HexUtils.CountHexes(modifiedRange, true) * 30f;

            Mod.Log.Trace?.Write($" -- source:{CombatantUtils.Label(source)} adjusted spotterRange:{normalizedRange}m normalized from:{modifiedRange}m");
            return(normalizedRange);
        }
コード例 #3
0
        // Determines if a source has visual lock to a target from a given position. Because units have differnet positions, check all of them.
        //  Typically from head-to-head for mechs, but buildings have multiple positions.
        public static bool CanSpotTarget(AbstractActor source, Vector3 sourcePos,
                                         ICombatant target, Vector3 targetPos, Quaternion targetRot, LineOfSight los)
        {
            float spottingRangeVsTarget = VisualLockHelper.GetAdjustedSpotterRange(source, target);
            float distance = Vector3.Distance(sourcePos, targetPos);

            //Mod.Log.Info?.Write($" COMPARING SPOTTING_RANGE: {spottingRangeVsTarget} VS DISTANCE: {distance}");

            // Check range first
            if (distance > spottingRangeVsTarget)
            {
                return(false);
            }

            // I think this is what prevents you from seeing things from behind you - the rotation is set to 0?
            Vector3 forward = targetPos - sourcePos;

            forward.y = 0f;
            Quaternion rotation = Quaternion.LookRotation(forward);

            if (distance <= spottingRangeVsTarget)
            {
                Vector3[] lossourcePositions = source.GetLOSSourcePositions(sourcePos, rotation);
                Vector3[] lostargetPositions = target.GetLOSTargetPositions(targetPos, targetRot);
                for (int i = 0; i < lossourcePositions.Length; i++)
                {
                    for (int j = 0; j < lostargetPositions.Length; j++)
                    {
                        if (los.HasLineOfSight(lossourcePositions[i], lostargetPositions[j], spottingRangeVsTarget, target.GUID))
                        {
                            return(true);
                        }
                    }
                }
            }

            return(false);
        }