예제 #1
0
            private static void Prefix(Mech __instance, string sourceID, int stackItemID)
            {
                if (__instance.IsOverheated)
                {
                    CBTPilotingRules rules          = new CBTPilotingRules(__instance.Combat);
                    float            gutsTestChance = rules.GetGutsModifier(__instance);
                    float            skillRoll      = __instance.Combat.NetworkRandom.Float();
                    float            ammoRoll       = __instance.Combat.NetworkRandom.Float();

                    int   turnsOverheated         = __instance.StatCollection.ContainsStatistic(ModStats.TurnsOverheated) ? __instance.StatCollection.GetValue <int>("TurnsOverheated") : 0;
                    float shutdownPercentage      = HeatHelper.GetShutdownPercentageForTurn(turnsOverheated);
                    float ammoExplosionPercentage = HeatHelper.GetAmmoExplosionPercentageForTurn(turnsOverheated);

                    Mod.Log.Debug($"Mech:{CombatantHelper.LogLabel(__instance)} is overheated for {turnsOverheated} turns. Checking shutdown override.");
                    Mod.Log.Debug($"  Guts -> skill: {__instance.SkillGuts}  divisor: {Mod.Config.GutsDivisor}  bonus: {gutsTestChance}");
                    Mod.Log.Debug($"  Skill roll: {skillRoll} plus guts roll: {skillRoll + gutsTestChance}  target: {shutdownPercentage}");
                    Mod.Log.Debug($"  Ammo roll: {ammoRoll} plus guts roll: {ammoRoll + gutsTestChance}  target: {ammoExplosionPercentage}");

                    if (Mod.Config.UseGuts)
                    {
                        ammoRoll  = ammoRoll + gutsTestChance;
                        skillRoll = skillRoll + gutsTestChance;
                    }

                    MultiSequence sequence = new MultiSequence(__instance.Combat);
                    sequence.SetCamera(CameraControl.Instance.ShowDeathCam(__instance, false, -1f), 0);

                    if (HeatHelper.CanAmmoExplode(__instance))
                    {
                        if (ammoRoll < ammoExplosionPercentage)
                        {
                            __instance.Combat.MessageCenter.PublishMessage(new FloatieMessage(__instance.GUID, __instance.GUID, "Ammo Overheated!", FloatieMessage.MessageNature.CriticalHit));

                            var ammoBox = __instance.ammoBoxes.Where(box => box.CurrentAmmo > 0).OrderByDescending(box => box.CurrentAmmo / box.AmmoCapacity).FirstOrDefault();
                            if (ammoBox != null)
                            {
                                WeaponHitInfo fakeHit = new WeaponHitInfo(stackItemID, -1, -1, -1, string.Empty, string.Empty, -1, null, null, null, null, null, null, null, new AttackDirection[] { AttackDirection.None }, null, null, null);
                                ammoBox.DamageComponent(fakeHit, ComponentDamageLevel.Destroyed, true);
                            }

                            return;
                        }

                        sequence.AddChildSequence(new ShowActorInfoSequence(__instance, "Ammo Explosion Avoided!", FloatieMessage.MessageNature.Debuff, true), sequence.ChildSequenceCount - 1);
                    }

                    if (!__instance.IsPastMaxHeat)
                    {
                        if (skillRoll < shutdownPercentage)
                        {
                            Mod.Log.Debug(string.Format("Skill Check Failed! Initiating Shutdown"));

                            MechEmergencyShutdownSequence mechShutdownSequence = new MechEmergencyShutdownSequence(__instance);
                            sequence.AddChildSequence(mechShutdownSequence, sequence.ChildSequenceCount - 1);

                            __instance.StatCollection.Set <int>("TurnsOverheated", 0);
                        }
                        else
                        {
                            Mod.Log.Debug(string.Format("Skill Check Succeeded!"));

                            sequence.AddChildSequence(new ShowActorInfoSequence(__instance, "Shutdown Override Successful!", FloatieMessage.MessageNature.Buff, true), sequence.ChildSequenceCount - 1);

                            turnsOverheated += 1;
                            __instance.StatCollection.Set <int>("TurnsOverheated", turnsOverheated);
                        }
                    }

                    sequence.AddChildSequence(new DelaySequence(__instance.Combat, 2f), sequence.ChildSequenceCount - 1);

                    __instance.Combat.MessageCenter.PublishMessage(new AddSequenceToStackMessage(sequence));
                }
                else
                {
                    int turnsOverheated = __instance.StatCollection.GetValue <int>("TurnsOverheated");
                    if (turnsOverheated > 0)
                    {
                        __instance.StatCollection.Set <int>("TurnsOverheated", 0);
                    }
                }
            }
예제 #2
0
        private static void Prefix(Mech __instance, string sourceID, int stackItemID)
        {
            ILog heatLogger = HBS.Logging.Logger.GetLogger("CombatLog.Heat", LogLevel.Warning);

            if (heatLogger.IsLogEnabled)
            {
                heatLogger.Log(string.Format("[CBTHeat] Is Overheated: {0}", __instance.IsOverheated));
            }

            if (__instance.IsOverheated)
            {
                CBTPilotingRules rules          = new CBTPilotingRules(__instance.Combat);
                float            gutsTestChance = rules.GetGutsModifier(__instance);
                float            skillRoll      = __instance.Combat.NetworkRandom.Float();
                float            ammoRoll       = __instance.Combat.NetworkRandom.Float();

                int   turnsOverheated         = __instance.StatCollection.GetValue <int>("TurnsOverheated");
                float shutdownPercentage      = CBTHeat.GetShutdownPercentageForTurn(turnsOverheated);
                float ammoExplosionPercentage = CBTHeat.GetAmmoExplosionPercentageForTurn(turnsOverheated);

                if (heatLogger.IsLogEnabled)
                {
                    heatLogger.Log(string.Format("[CBTHeat] Turns Overheated: {0}", turnsOverheated));
                    heatLogger.Log(string.Format("[CBTHeat] Intiating Shutdown Override Check"));
                    heatLogger.Log(string.Format("[CBTHeat] Guts Skill: {0}", (float)__instance.SkillGuts));
                    heatLogger.Log(string.Format("[CBTHeat] Guts Divisor: {0}", CBTHeat.Settings.GutsDivisor));
                    heatLogger.Log(string.Format("[CBTHeat] Guts Bonus: {0}", gutsTestChance));
                    heatLogger.Log(string.Format("[CBTHeat] Skill Roll: {0}", skillRoll));
                    heatLogger.Log(string.Format("[CBTHeat] Skill + Guts Roll: {0}", skillRoll + gutsTestChance));
                    heatLogger.Log(string.Format("[CBTHeat] Ammo Roll: {0}", ammoRoll));
                    heatLogger.Log(string.Format("[CBTHeat] Ammo + Guts Roll: {0}", ammoRoll + gutsTestChance));
                    heatLogger.Log(string.Format("[CBTHeat] Skill Target: {0}", shutdownPercentage));
                    heatLogger.Log(string.Format("[CBTHeat] Ammo Roll Target: {0}", ammoExplosionPercentage));
                }

                if (CBTHeat.Settings.UseGuts)
                {
                    ammoRoll  = ammoRoll + gutsTestChance;
                    skillRoll = skillRoll + gutsTestChance;
                }

                MultiSequence sequence = new MultiSequence(__instance.Combat);
                sequence.SetCamera(CameraControl.Instance.ShowDeathCam(__instance, false, -1f), 0);

                if (CBTHeat.CanAmmoExplode(__instance))
                {
                    if (ammoRoll < ammoExplosionPercentage)
                    {
                        __instance.Combat.MessageCenter.PublishMessage(new FloatieMessage(__instance.GUID, __instance.GUID, "Ammo Overheated!", FloatieMessage.MessageNature.CriticalHit));

                        var ammoBox = __instance.ammoBoxes.Where(box => box.CurrentAmmo > 0).OrderByDescending(box => box.CurrentAmmo / box.AmmoCapacity).FirstOrDefault();
                        if (ammoBox != null)
                        {
                            var fakeHit = new WeaponHitInfo(stackItemID, -1, -1, -1, string.Empty, string.Empty, -1, null, null, null, null, null, null, null, AttackDirection.None, Vector2.zero, null);
                            ammoBox.DamageComponent(fakeHit, ComponentDamageLevel.Destroyed, true);
                        }

                        return;
                    }

                    sequence.AddChildSequence(new ShowActorInfoSequence(__instance, "Ammo Explosion Avoided!", FloatieMessage.MessageNature.Debuff, true), sequence.ChildSequenceCount - 1);
                }

                if (!__instance.IsPastMaxHeat)
                {
                    if (skillRoll < shutdownPercentage)
                    {
                        if (heatLogger.IsLogEnabled)
                        {
                            heatLogger.Log(string.Format("[CBTHeat] Skill Check Failed! Initiating Shutdown"));
                        }

                        MechEmergencyShutdownSequence mechShutdownSequence = new MechEmergencyShutdownSequence(__instance);
                        sequence.AddChildSequence(mechShutdownSequence, sequence.ChildSequenceCount - 1);

                        __instance.StatCollection.Set <int>("TurnsOverheated", 0);
                    }
                    else
                    {
                        if (heatLogger.IsLogEnabled)
                        {
                            heatLogger.Log(string.Format("[CBTHeat] Skill Check Succeeded!"));
                        }

                        sequence.AddChildSequence(new ShowActorInfoSequence(__instance, "Shutdown Override Successful!", FloatieMessage.MessageNature.Buff, true), sequence.ChildSequenceCount - 1);

                        turnsOverheated += 1;
                        __instance.StatCollection.Set <int>("TurnsOverheated", turnsOverheated);
                    }
                }

                sequence.AddChildSequence(new DelaySequence(__instance.Combat, 2f), sequence.ChildSequenceCount - 1);

                __instance.Combat.MessageCenter.PublishMessage(new AddSequenceToStackMessage(sequence));
            }
            else
            {
                int turnsOverheated = __instance.StatCollection.GetValue <int>("TurnsOverheated");

                if (turnsOverheated > 0)
                {
                    __instance.StatCollection.Set <int>("TurnsOverheated", 0);
                }
            }
        }