private int GetOverheat() { var stat = statCollection.OverheatLevel(); stat.Create(); return(MechDefStatisticModifier.ModifyStatistic(stat, mechDef)); }
private int GetHeatSinkCapacity() { var stat = statCollection.HeatSinkCapacity(); stat.Create(); return(MechDefStatisticModifier.ModifyStatistic(stat, mechDef)); }
private float GetJumpJetMaxCountMultiplier() { var stat = statCollection.JumpJetCountMultiplier(); stat.Create(); return(MechDefStatisticModifier.ModifyStatistic(stat, mechDef)); }
private int GetMaxHeat() { var stat = statCollection.MaxHeat(); stat.Create(); return(MechDefStatisticModifier.ModifyStatistic(stat, mechDef)); }
private float GetWeaponHeatMultiplier() { var stat = statCollection.WeaponHeatMultiplier(); stat.Create(); return(MechDefStatisticModifier.ModifyStatistic(stat, mechDef)); }
private float GetRunSpeed() { var stat = statCollection.RunSpeed(); stat.CreateWithDefault(movement.RunSpeed); return(MechDefStatisticModifier.ModifyStatistic(stat, mechDef)); }
private float GetJumpCapacity() { var stat = statCollection.JumpCapacity(); stat.Create(); return(MechDefStatisticModifier.ModifyStatistic(stat, mechDef)); }
private float GetAccuracyModifier(float baseValue) { var stat = statCollection.AccuracyModifier(baseValue); stat.Create(); return(MechDefStatisticModifier.ModifyWeaponStatistic(stat, mechDef, weaponDef)); }
private float GetInstability(float baseValue) { var stat = statCollection.Instability(baseValue); stat.Create(); return(MechDefStatisticModifier.ModifyWeaponStatistic(stat, mechDef, weaponDef)); }
private float GetStructureDamage(float baseValue) { var stat = statCollection.StructureDamagePerShot(baseValue); stat.Create(); return(MechDefStatisticModifier.ModifyWeaponStatistic(stat, mechDef, weaponDef)); }
private float GetShotsWhenFired(int baseValue) { var stat = statCollection.ShotsWhenFired(baseValue); stat.Create(); return(MechDefStatisticModifier.ModifyWeaponStatistic(stat, mechDef, weaponDef)); }
private int GetJumpHeat() { var stat = statCollection.JumpHeat(); stat.Create(); MechDefStatisticModifier.ModifyStatistic(stat, mechDef); return(statCollection.GetJumpHeat(1)); }
private int GetHeatGenerated() { var defaultValue = mechDef.Inventory .Where(x => x.IsFunctionalORInstalling()) .Select(x => x.Def as WeaponDef) .Where(x => x != null) .Sum(x => x.HeatGenerated); var stat = statCollection.HeatGenerated(); stat.CreateWithDefault(defaultValue); var value = MechDefStatisticModifier.ModifyStatistic(stat, mechDef); return(PrecisionUtils.RoundUpToInt(value)); }
private int GetHeatGenerated() { var defaultValue = mechDef.Inventory .Where(x => x.IsFunctionalORInstalling()) .Select(x => x.Def as WeaponDef) .Where(x => x != null) .Sum(x => x.HeatGenerated); // TODO HeatDivisor support or not? nah we just don't support COIL, who needs that anyway... var stat = statCollection.HeatGenerated(); stat.CreateWithDefault(defaultValue); var value = MechDefStatisticModifier.ModifyStatistic(stat, mechDef); return(PrecisionUtils.RoundUpToInt(value)); }