public static WorkOrderEntry RepairArmorMechDef(MechDef mechDef) { var sim = UnityGameInstance.BattleTechGame.Simulation; float armorLoss = 1; foreach (var tag in mechDef.MechTags) { if (tag.StartsWith($"XLRPArmor")) { string[] parsedString = tag.Split('_'); armorLoss = float.Parse(parsedString[1]); } } if (armorLoss != 1 && !mechDef.MechTags.Contains("XLRP_Armor_Repairing")) { mechDef.MechTags.Add("XLRP_Armor_Repairing"); } int brokenArmor = (int)((1 - armorLoss) * mechDef.MechDefAssignedArmor); int frontArmor = (int)(mechDef.MechDefAssignedArmor - mechDef.CenterTorso.AssignedRearArmor - mechDef.LeftTorso.AssignedRearArmor - mechDef.RightTorso.AssignedRearArmor); int rearArmor = (int)(mechDef.CenterTorso.AssignedRearArmor + mechDef.LeftTorso.AssignedRearArmor + mechDef.RightTorso.AssignedRearArmor); var foo = sim.GetWorkOrderEntryForMech(mechDef); WorkOrderEntry_ModifyMechArmor subEntry = sim.CreateMechArmorModifyWorkOrder(mechDef.GUID, ChassisLocations.All, brokenArmor, frontArmor, rearArmor); return(subEntry); }
public static void Prefix(SimGameState __instance, WorkOrderEntry_ModifyMechArmor order) { if (!Core.Settings.RepairRearm || order.MechLabParent.MechID == null) { return; } MechDef mechDef = __instance.GetMechByID(order.MechLabParent.MechID); if (mechDef.MechTags.Contains("XLRP_Armor_Repairing") || order.Location == ChassisLocations.All) { order.SetMechLabComplete(true); } }
private static void Postfix(ref SimGameState __instance, ref string mechSimGameUID, ref ChassisLocations location, ref int armorDiff, ref int frontArmor, ref int rearArmor, ref WorkOrderEntry_ModifyMechArmor __result) { string id = string.Format("MechLab - ModifyArmor - {0}", __instance.GenerateSimGameUID()); try { float mechTonnageModifier = 1f; int techCost = 0; int cbillCost = 0; foreach (MechDef mechDef in __instance.ActiveMechs.Values) { if (mechDef.GUID == mechSimGameUID) { // If ScaleArmorCostByTonnage is enabled, make the mech tonnage work as a percentage tech cost reduction (95 tons = 0.95 or "95%" of the cost, 50 tons = 0.05 or "50%" of the cost etc) if (ArmorRepair.ModSettings.ScaleArmorCostByTonnage) { mechTonnageModifier = mechDef.Chassis.Tonnage * 0.01f; } float locationTechCost = ((armorDiff * mechTonnageModifier) * __instance.Constants.MechLab.ArmorInstallTechPoints); float locationCbillCost = ((armorDiff * mechTonnageModifier) * __instance.Constants.MechLab.ArmorInstallCost); techCost = Mathf.CeilToInt(locationTechCost); cbillCost = Mathf.CeilToInt(locationCbillCost); Logger.LogDebug("Armor WO SubEntry Costing: "); Logger.LogDebug("***************************************"); Logger.LogDebug("location: " + location.ToString()); Logger.LogDebug("armorDifference: " + armorDiff); Logger.LogDebug("mechTonnage: " + mechDef.Chassis.Tonnage); Logger.LogDebug("mechTonnageModifier: " + mechTonnageModifier); Logger.LogDebug("techCost: " + techCost); Logger.LogDebug("cbillCost: " + cbillCost); Logger.LogDebug("***************************************"); } } __result = new WorkOrderEntry_ModifyMechArmor(id, string.Format("Modify Armor - {0}", location.ToString()), mechSimGameUID, techCost, location, frontArmor, rearArmor, cbillCost, string.Empty); } catch (Exception ex) { Logger.LogError(ex); } }
public static void SetArmor(this MechLabPanel mechLabPanel, MechLabLocationWidget locationWidget, LocationLoadoutDef loadout) { locationWidget.currentArmor = loadout.AssignedArmor; bool locationHasRearArmor = (bool)AccessTools.Field(typeof(MechLabLocationWidget), "useRearArmor").GetValue(locationWidget); if (locationHasRearArmor) { locationWidget.currentRearArmor = loadout.AssignedRearArmor; } // Create work-order, otherwise Mech is invalid after it is actually changed // Check if the values actually changed beforehand (Vanilla does actually NOT check this) int armorDiff = (int)Mathf.Abs(locationWidget.currentArmor - locationWidget.originalArmor) + (int)Mathf.Abs(locationWidget.currentRearArmor - locationWidget.originalRearArmor); if (armorDiff != 0) { WorkOrderEntry_ModifyMechArmor subEntry = locationWidget.Sim.CreateMechArmorModifyWorkOrder(mechLabPanel.activeMechDef.GUID, locationWidget.loadout.Location, armorDiff, (int)locationWidget.currentArmor, (int)locationWidget.currentRearArmor); mechLabPanel.baseWorkOrder.AddSubEntry(subEntry); } //mechLabPanel.ValidateLoadout(false); ReflectionHelper.InvokePrivateMethode(locationWidget, "RefreshArmor", null); }
private static void Postfix(ref SimGameState __instance, ref string mechSimGameUID, ref ChassisLocations location, ref int armorDiff, ref int frontArmor, ref int rearArmor, ref WorkOrderEntry_ModifyMechArmor __result) { string id = string.Format("MechLab - ModifyArmor - {0}", __instance.GenerateSimGameUID()); try { float mechTonnageModifier = 1f; int techCost = 0; int cbillCost = 0; foreach (MechDef mechDef in __instance.ActiveMechs.Values) { if (mechDef.GUID == mechSimGameUID) { ArmorRepairFactor armor = null; MechComponentRef armoritem = null; foreach (var item in mechDef.Inventory) { if (item.IsCategory(ArmorRepair.ModSettings.ArmorCategory)) { armor = item.GetComponent <ArmorRepairFactor>(); armoritem = item; break; } } Logger.LogDebug("Armor WO SubEntry Costing: "); Logger.LogDebug("***************************************"); Logger.LogDebug(" location: " + location.ToString()); Logger.LogDebug(" armorDifference: " + armorDiff); Logger.LogDebug(" mechTonnage: " + mechDef.Chassis.Tonnage); Logger.LogDebug(" mechTonnageModifier: " + mechTonnageModifier); if (armor != null) { Logger.LogDebug($" ArmorRepair mods tp:{armor.ArmorTPCost:0.00} cb:{armor.ArmorCBCost:0.00}"); } float atpcost = armor?.ArmorTPCost ?? 1; float acbcost = armor?.ArmorCBCost ?? 1; if (ArmorRepair.ModSettings.RepairCostByTag != null && ArmorRepair.ModSettings.RepairCostByTag.Length > 0) { foreach (var cost in ArmorRepair.ModSettings.RepairCostByTag) { if (mechDef.Chassis.ChassisTags.Contains(cost.Tag)) { Logger.LogDebug($" Chassis {cost.Tag} mods tp:{cost.ArmorTPCost:0.00} cb:{cost.ArmorCBCost:0.00}"); atpcost *= cost.ArmorTPCost; acbcost *= cost.ArmorCBCost; } if (armoritem != null && armoritem.Def.ComponentTags.Contains(cost.Tag)) { Logger.LogDebug($" {armoritem.ComponentDefID} {cost.Tag} mods tp:{cost.ArmorTPCost:0.00} cb:{cost.ArmorCBCost:0.00}"); atpcost *= cost.ArmorTPCost; acbcost *= cost.ArmorCBCost; } } } // If ScaleArmorCostByTonnage is enabled, make the mech tonnage work as a percentage tech cost reduction (95 tons = 0.95 or "95%" of the cost, 50 tons = 0.05 or "50%" of the cost etc) if (ArmorRepair.ModSettings.ScaleArmorCostByTonnage) { mechTonnageModifier = mechDef.Chassis.Tonnage * 0.01f; } float locationTechCost = ((armorDiff * mechTonnageModifier) * __instance.Constants.MechLab.ArmorInstallTechPoints) * atpcost; float locationCbillCost = ((armorDiff * mechTonnageModifier) * __instance.Constants.MechLab.ArmorInstallCost) * acbcost; techCost = Mathf.CeilToInt(locationTechCost); cbillCost = Mathf.CeilToInt(locationCbillCost); Logger.LogDebug($" tpmod: {atpcost:0.000}"); Logger.LogDebug($" cbmod: {acbcost:0.000}"); Logger.LogDebug(" techCost: " + techCost); Logger.LogDebug(" cbillCost: " + cbillCost); Logger.LogDebug("***************************************"); } } __result = new WorkOrderEntry_ModifyMechArmor(id, string.Format("Modify Armor - {0}", location.ToString()), mechSimGameUID, techCost, location, frontArmor, rearArmor, cbillCost, string.Empty); } catch (Exception ex) { Logger.LogError(ex); } }
public static bool Prefix(MechBayPanel __instance, MechBayMechUnitElement mechElement) { Logger.LogDebug("We are repairing, yes?"); Logger.Log("We are repairing, yes?"); if (!Core.Settings.RepairRearm) { return(true); } var sim = UnityGameInstance.BattleTechGame.Simulation; MechDef mechDef = mechElement.MechDef; WorkOrderEntry_MechLab workOrderEntry_MechLab = __instance.Sim.GetWorkOrderEntryForMech(mechDef); bool flag = false; for (int i = 0; i < mechDef.Inventory.Length; i++) { MechComponentRef mechComponentRef = mechDef.Inventory[i]; if (mechComponentRef.DamageLevel != ComponentDamageLevel.Functional && mechComponentRef.DamageLevel != ComponentDamageLevel.Installing && !MechValidationRules.MechComponentUnderMaintenance(mechComponentRef, MechValidationLevel.MechLab, workOrderEntry_MechLab)) { flag = true; break; } } if (!mechDef.IsDamaged && !flag) { return(false); } List <ChassisLocations> list = new List <ChassisLocations>(); __instance.pendingWorkOrderNew = false; __instance.pendingWorkOrderEntriesToAdd.Clear(); if (workOrderEntry_MechLab == null) { workOrderEntry_MechLab = new WorkOrderEntry_MechLab(WorkOrderType.MechLabGeneric, "MechLab-BaseWorkOrder", Strings.T("Modify 'Mech - {0}", new object[] { mechDef.Description.Name }), mechDef.GUID, 0, Strings.T(__instance.Sim.Constants.Story.GeneralMechWorkOrderCompletedText, new object[] { mechDef.Description.Name })); workOrderEntry_MechLab.SetMechDef(mechDef); __instance.pendingWorkOrderNew = true; } __instance.pendingWorkOrder = workOrderEntry_MechLab; if (!MechValidationRules.MechStructureUnderMaintenance(ChassisLocations.Head, MechValidationLevel.MechLab, workOrderEntry_MechLab) && mechDef.Head.CurrentInternalStructure < mechDef.Chassis.Head.InternalStructure) { list.Add(ChassisLocations.Head); } if (!MechValidationRules.MechStructureUnderMaintenance(ChassisLocations.CenterTorso, MechValidationLevel.MechLab, workOrderEntry_MechLab) && mechDef.CenterTorso.CurrentInternalStructure < mechDef.Chassis.CenterTorso.InternalStructure) { list.Add(ChassisLocations.CenterTorso); } if (!MechValidationRules.MechStructureUnderMaintenance(ChassisLocations.LeftTorso, MechValidationLevel.MechLab, workOrderEntry_MechLab) && mechDef.LeftTorso.CurrentInternalStructure < mechDef.Chassis.LeftTorso.InternalStructure) { list.Add(ChassisLocations.LeftTorso); } if (!MechValidationRules.MechStructureUnderMaintenance(ChassisLocations.RightTorso, MechValidationLevel.MechLab, workOrderEntry_MechLab) && mechDef.RightTorso.CurrentInternalStructure < mechDef.Chassis.RightTorso.InternalStructure) { list.Add(ChassisLocations.RightTorso); } if (!MechValidationRules.MechStructureUnderMaintenance(ChassisLocations.LeftLeg, MechValidationLevel.MechLab, workOrderEntry_MechLab) && mechDef.LeftLeg.CurrentInternalStructure < mechDef.Chassis.LeftLeg.InternalStructure) { list.Add(ChassisLocations.LeftLeg); } if (!MechValidationRules.MechStructureUnderMaintenance(ChassisLocations.RightLeg, MechValidationLevel.MechLab, workOrderEntry_MechLab) && mechDef.RightLeg.CurrentInternalStructure < mechDef.Chassis.RightLeg.InternalStructure) { list.Add(ChassisLocations.RightLeg); } if (!MechValidationRules.MechStructureUnderMaintenance(ChassisLocations.LeftArm, MechValidationLevel.MechLab, workOrderEntry_MechLab) && mechDef.LeftArm.CurrentInternalStructure < mechDef.Chassis.LeftArm.InternalStructure) { list.Add(ChassisLocations.LeftArm); } if (!MechValidationRules.MechStructureUnderMaintenance(ChassisLocations.RightArm, MechValidationLevel.MechLab, workOrderEntry_MechLab) && mechDef.RightArm.CurrentInternalStructure < mechDef.Chassis.RightArm.InternalStructure) { list.Add(ChassisLocations.RightArm); } if (list.Count < 1 && !flag) { GenericPopupBuilder.Create("Repair Already Ordered", string.Format("A repair order has already been queued for " + "{0}", mechDef.Name)).AddFader(new UIColorRef?(LazySingletonBehavior <UIManager> .Instance.UILookAndColorConstants.PopupBackfill), 0f, true).Render(); __instance.OnRepairAllCancelled(); return(false); } int num = 0; int num2 = 0; for (int j = 0; j < list.Count; j++) { LocationDef chassisLocationDef = mechDef.GetChassisLocationDef(list[j]); LocationLoadoutDef locationLoadoutDef = mechDef.GetLocationLoadoutDef(list[j]); int structureCount = Mathf.RoundToInt(Mathf.Max(0f, chassisLocationDef.InternalStructure - locationLoadoutDef.CurrentInternalStructure)); WorkOrderEntry_RepairMechStructure workOrderEntry_RepairMechStructure = __instance.Sim.CreateMechRepairWorkOrder(mechDef.GUID, list[j], structureCount); __instance.pendingWorkOrderEntriesToAdd.Add(workOrderEntry_RepairMechStructure); num += workOrderEntry_RepairMechStructure.GetCost(); num2 += workOrderEntry_RepairMechStructure.GetCBillCost(); } StringBuilder stringBuilder = new StringBuilder(); int num3 = 0; for (int k = 0; k < mechDef.Inventory.Length; k++) { MechComponentRef mechComponentRef2 = mechDef.Inventory[k]; if (string.IsNullOrEmpty(mechComponentRef2.SimGameUID)) { mechComponentRef2.SetSimGameUID(__instance.Sim.GenerateSimGameUID()); } if (mechComponentRef2.DamageLevel == ComponentDamageLevel.Destroyed) { if (num3 < 1) { stringBuilder.Append("\n\nThe following components have been Destroyed. If you continue with the Repair, " + "replacement Components will NOT be installed. If you want to replace them with identical or " + "different Components, you must Refit the 'Mech.\n\n"); } if (num3 < 5) { stringBuilder.Append(mechComponentRef2.MountedLocation.ToString()); stringBuilder.Append(": "); stringBuilder.Append(mechComponentRef2.Def.Description.Name); stringBuilder.Append("\n"); } num3++; WorkOrderEntry_InstallComponent workOrderEntry_InstallComponent = sim.CreateComponentInstallWorkOrder(__instance.selectedMech.MechDef.GUID, mechComponentRef2, ChassisLocations.None, mechComponentRef2.MountedLocation); __instance.pendingWorkOrderEntriesToAdd.Insert(0, workOrderEntry_InstallComponent); num += workOrderEntry_InstallComponent.GetCost(); num2 += workOrderEntry_InstallComponent.GetCBillCost(); } else if (mechComponentRef2.DamageLevel != ComponentDamageLevel.Functional && mechComponentRef2.DamageLevel != ComponentDamageLevel.Installing) { WorkOrderEntry_RepairComponent workOrderEntry_RepairComponent = __instance.Sim.CreateComponentRepairWorkOrder(mechComponentRef2, true); __instance.pendingWorkOrderEntriesToAdd.Add(workOrderEntry_RepairComponent); num += workOrderEntry_RepairComponent.GetCost(); num2 += workOrderEntry_RepairComponent.GetCBillCost(); } } foreach (var foo in __instance.pendingWorkOrderEntriesToAdd) { Logger.LogDebug(foo.ID); } Logger.LogDebug("Armor Repair Section"); float armorLoss = 1; bool armorTag = false; foreach (var tag in mechDef.MechTags) { Logger.LogDebug(tag); if (tag.StartsWith("XLRPArmor")) { armorTag = true; string[] parsedString = tag.Split('_'); armorLoss = float.Parse(parsedString[1]); } Logger.LogDebug(armorLoss.ToString()); } if (armorTag) { if (!mechDef.MechTags.Contains("XLRP_Armor_Repairing")) { mechDef.MechTags.Add("XLRP_Armor_Repairing"); } int brokenArmor = (int)((1 - armorLoss) * mechDef.MechDefAssignedArmor); int frontArmor = (int)(mechDef.MechDefAssignedArmor - mechDef.CenterTorso.AssignedRearArmor - mechDef.LeftTorso.AssignedRearArmor - mechDef.RightTorso.AssignedRearArmor); int rearArmor = (int)(mechDef.CenterTorso.AssignedRearArmor + mechDef.LeftTorso.AssignedRearArmor + mechDef.RightTorso.AssignedRearArmor); Logger.LogDebug($"brokenAmor: {brokenArmor}, frontArmor: {frontArmor}, rearArmor: {rearArmor}"); WorkOrderEntry_ModifyMechArmor subEntry = sim.CreateMechArmorModifyWorkOrder(__instance.selectedMech.MechDef.GUID, ChassisLocations.All, brokenArmor, frontArmor, rearArmor); __instance.pendingWorkOrderEntriesToAdd.Add(subEntry); num += subEntry.GetCost(); num2 += subEntry.GetCBillCost(); } num = Mathf.Max(1, Mathf.CeilToInt((float)num / (float)__instance.Sim.MechTechSkill)); if (num3 > 5) { stringBuilder.Append(Strings.T("...\nAnd {0} additional destroyed components.\n", new object[] { num3 - 5 })); } string body = Strings.T("Repairing {0} will cost {1:n0} C-Bills and take {2} Days.{3}\n\nProceed?", new object[] { mechDef.Name, num2, num, stringBuilder.ToString() }); GenericPopupBuilder.Create("Repair 'Mech?", body).AddButton("Cancel", new Action(__instance.OnRepairAllCancelled), true, null). AddButton("Repair", new Action(__instance.OnRepairAllAccepted), true, null).AddFader(new UIColorRef?(LazySingletonBehavior <UIManager> .Instance.UILookAndColorConstants.PopupBackfill), 0f, true).Render(); return(false); }
public static bool Prefix(SimGameState __instance, MechDef mech) { try { // Start of analysing a mech for armor repair Logger.LogInfo("Analysing Mech: " + mech.Name); Logger.LogInfo("============================================"); // Base generic MechLab WO for a mech that requires armor or structure repair - each individual locational subentry WO has to be added to this base WO later WorkOrderEntry_MechLab newMechLabWorkOrder = null; /* STRUCTURE DAMAGE CHECKS * ------------------------ * Check if the given mech needs any structure repaired and that EnableStructureRepair is true in the mod settings * */ if (ArmorRepair.ModSettings.EnableStructureRepair) { if (Helpers.CheckStructureDamage(mech)) { Logger.LogDebug("SimGameConstant: StructureRepairTechPoints: " + __instance.Constants.MechLab.StructureRepairTechPoints); Logger.LogDebug("SimGameConstant: StructureRepairCost: " + __instance.Constants.MechLab.StructureRepairCost); // Loop over the ChassisLocations for repair in their highest -> lowest priority order from the dictionary defined in Helpers for (int index = 0; index < Globals.repairPriorities.Count; index++) { // Set current looped ChassisLocation ChassisLocations thisLoc = Globals.repairPriorities.ElementAt(index).Value; // Get current mech's loadout definition from the looped chassis location LocationLoadoutDef thisLocLoadout = mech.GetLocationLoadoutDef(thisLoc); // Friendly name for this location string thisLocName = thisLoc.ToString(); Logger.LogDebug("Analysing location: " + thisLocName); // Check if a new base MechLab order needs to be created or not if (newMechLabWorkOrder == null) { // Create new base work order of the generic MechLab type if it doesn't already exist newMechLabWorkOrder = Helpers.CreateBaseMechLabOrder(__instance, mech); } float currentStructure = thisLocLoadout.CurrentInternalStructure; float definedStructure = mech.GetChassisLocationDef(thisLoc).InternalStructure; // Only create work orders for repairing structure if this location has taken damage in combat if (currentStructure != definedStructure) { // Work out difference of structure lost for each location - default to 0 int structureDifference = 0; structureDifference = (int)Mathf.Abs(currentStructure - definedStructure); Logger.LogInfo("Total structure difference for " + thisLocName + " is " + structureDifference); Logger.LogInfo("Creating MechRepair work order entry for " + thisLocName); Logger.LogDebug("Calling CreateMechRepairWorkOrder with params - GUID: " + mech.GUID.ToString() + " | Location: " + thisLocName + " | structureDifference: " + structureDifference ); WorkOrderEntry_RepairMechStructure newRepairWorkOrder = __instance.CreateMechRepairWorkOrder( mech.GUID, thisLocLoadout.Location, structureDifference ); Logger.LogDebug("Adding WO subentry to repair missing " + thisLocName + " structure."); newMechLabWorkOrder.AddSubEntry(newRepairWorkOrder); } else { Logger.LogDebug("Structure repair not required for: " + thisLocName); } } } } /* COMPONENT DAMAGE CHECKS * ----------------------- * Check if the given mech needs any critted components repaired * * NOTE: Not yet working. Repair components are added to work order but not actually repaired after WO completes. Noticed there is another queue involved on SGS.WorkOrderComponents we need to debug. * Currently throws "SimGameState [ERROR] ML_RepairComponent MechBay - RepairComponent - SGRef_490 had an invalid mechComponentID Ammo_AmmunitionBox_Generic_AC5, skipping" in SimGame logger on WO completion. * if (Helpers.CheckDamagedComponents(mech)) * { * for (int index = 0; index < mech.Inventory.Length; index++) * { * MechComponentRef mechComponentRef = mech.Inventory[index]; * * // Penalized = Critted Component * if (mechComponentRef.DamageLevel == ComponentDamageLevel.Penalized) * { * // Check if a new base MechLab order needs to be created or not * if (newMechLabWorkOrder == null) * { * // Create new base work order of the generic MechLab type if it doesn't already exist * newMechLabWorkOrder = Helpers.CreateBaseMechLabOrder(__instance, mech); * } * * // Create a new component repair work order for this component * Logger.LogInfo("Creating Component Repair work order entry for " + mechComponentRef.ComponentDefID); * WorkOrderEntry_RepairComponent newComponentRepairOrder = __instance.CreateComponentRepairWorkOrder(mechComponentRef, false); * * // Attach as a child to the base Mech Lab order. * Logger.LogDebug("Adding WO subentry to repair component " + mechComponentRef.ComponentDefID); * newMechLabWorkOrder.AddSubEntry(newComponentRepairOrder); * } * } * } */ /* ARMOR DAMAGE CHECKS * ------------------- * Check if the given mech needs any structure repaired * */ if (Helpers.CheckArmorDamage(mech)) { Logger.LogDebug("SimGameConstant: ArmorInstallTechPoints: " + __instance.Constants.MechLab.ArmorInstallTechPoints); Logger.LogDebug("SimGameConstant: ArmorInstallCost: " + __instance.Constants.MechLab.ArmorInstallCost); // Loop over the ChassisLocations for repair in their highest -> lowest priority order from the dictionary defined in Helpers for (int index = 0; index < Globals.repairPriorities.Count; index++) { // Set current ChassisLocation ChassisLocations thisLoc = Globals.repairPriorities.ElementAt(index).Value; // Get current mech's loadout from the looped chassis location LocationLoadoutDef thisLocLoadout = mech.GetLocationLoadoutDef(thisLoc); // Friendly name for this location string thisLocName = thisLoc.ToString(); Logger.LogDebug("Analysing location: " + thisLocName); // Check if a new base MechLab order needs to be created if (newMechLabWorkOrder == null) { // Create new base work order of the generic MechLab type if it doesn't already exist newMechLabWorkOrder = Helpers.CreateBaseMechLabOrder(__instance, mech); } // Work out difference of armor lost for each location - default to 0 int armorDifference = 0; // Consider rear armour in difference calculation if this is a RT, CT or LT if (thisLocLoadout == mech.CenterTorso || thisLocLoadout == mech.RightTorso || thisLocLoadout == mech.LeftTorso) { Logger.LogDebug("Location also has rear armor."); armorDifference = (int)Mathf.Abs(thisLocLoadout.CurrentArmor - thisLocLoadout.AssignedArmor) + (int)Mathf.Abs(thisLocLoadout.CurrentRearArmor - thisLocLoadout.AssignedRearArmor); } else { armorDifference = (int)Mathf.Abs(thisLocLoadout.CurrentArmor - thisLocLoadout.AssignedArmor); } // Only create work orders for repairing armor if this location has taken armor damage in combat if (armorDifference != 0) { Logger.LogInfo("Total armor difference for " + thisLocName + " is " + armorDifference); Logger.LogInfo("Creating ModifyMechArmor work order entry for " + thisLocName); Logger.LogDebug("Calling ModifyMechArmor WO with params - GUID: " + mech.GUID.ToString() + " | Location: " + thisLocName + " | armorDifference: " + armorDifference + " | AssignedArmor: " + thisLocLoadout.AssignedArmor + " | AssignedRearArmor: " + thisLocLoadout.AssignedRearArmor ); WorkOrderEntry_ModifyMechArmor newArmorWorkOrder = __instance.CreateMechArmorModifyWorkOrder( mech.GUID, thisLocLoadout.Location, armorDifference, (int)(thisLocLoadout.AssignedArmor), (int)(thisLocLoadout.AssignedRearArmor) ); /* IMPORTANT! * This has turned out to be required as CurrentArmor appears to be reset to AssignedArmor from somewhere unknown in the game after battle * So if we don't reset AssignedArmor now, player can cancel the work order to get a free armor reset anyway! * * NOTE: CeilToInt (or similar rounding) is vital to prevent fractions of armor from causing Mech tonnage / validation issues for the player */ Logger.LogDebug("Forcing assignment of Assigned Armor: " + thisLocLoadout.AssignedArmor + " To Current Armor (CeilToInt): " + Mathf.CeilToInt(thisLocLoadout.CurrentArmor)); thisLocLoadout.AssignedArmor = Mathf.CeilToInt(thisLocLoadout.CurrentArmor); thisLocLoadout.AssignedRearArmor = Mathf.CeilToInt(thisLocLoadout.CurrentRearArmor); Logger.LogInfo("Adding WO subentry to install missing " + thisLocName + " armor."); newMechLabWorkOrder.AddSubEntry(newArmorWorkOrder); } else { Logger.LogDebug("Armor repair not required for: " + thisLocName); } } } /* WORK ORDER SUBMISSION * --------------------- * Submit the complete work order for the mech, which will include any repair armor / structure subentries for each location * */ if (newMechLabWorkOrder != null) { if (newMechLabWorkOrder.SubEntryCount > 0) { // Submit work order to our temporary queue for internal processing Helpers.SubmitTempWorkOrder( __instance, newMechLabWorkOrder, mech ); } else { Logger.LogInfo(mech.Name + " did not require repairs."); } } // Lifted from original RestoreMechPostCombat method - resets any non-functional mech components back to functional foreach (MechComponentRef mechComponentRef in mech.Inventory) { if (mechComponentRef.DamageLevel == ComponentDamageLevel.NonFunctional) { Logger.LogDebug("Resetting non-functional mech component: " + mechComponentRef.ToString()); mechComponentRef.DamageLevel = ComponentDamageLevel.Functional; } } return(false); // Finally, prevent firing the original method } catch (Exception ex) { Logger.LogError(ex); return(true); // Allow original method to fire if there is an exception } }