public SpawnedItemEntity SelectPickableItem(Vec3 bMin, Vec3 bMax) { Agent targetAgent = this.Agent.GetTargetAgent(); Vec3 v1 = targetAgent == null ? Vec3.Invalid : targetAgent.Position - this.Agent.Position; int num1 = this.Agent.Mission.Scene.SelectEntitiesInBoxWithScriptComponent <SpawnedItemEntity>(ref bMin, ref bMax, this._tempPickableEntities, this._pickableItemsId); float num2 = 0.0f; SpawnedItemEntity spawnedItemEntity = (SpawnedItemEntity)null; for (int index = 0; index < num1; ++index) { SpawnedItemEntity firstScriptOfType = this._tempPickableEntities[index].GetFirstScriptOfType <SpawnedItemEntity>(); int num3; if (firstScriptOfType != null) { MissionWeapon weaponCopy = firstScriptOfType.WeaponCopy; if (!weaponCopy.IsEmpty) { weaponCopy = firstScriptOfType.WeaponCopy; num3 = weaponCopy.IsShield() || firstScriptOfType.IsStuckMissile() ? 1 : (firstScriptOfType.IsQuiverAndNotEmpty() ? 1 : 0); goto label_5; } } num3 = 0; label_5: if (num3 != 0 && !firstScriptOfType.HasUser && (firstScriptOfType.MovingAgents.Count == 0 || firstScriptOfType.MovingAgents.ContainsKey(this.Agent)) && firstScriptOfType.GameEntityWithWorldPosition.WorldPosition.GetNavMesh() != UIntPtr.Zero) { Vec3 v2 = firstScriptOfType.GetUserFrameForAgent(this.Agent).Origin.Position - this.Agent.Position; double num4 = (double)v2.Normalize(); if (targetAgent == null || (double)v1.Length - (double)Vec3.DotProduct(v1, v2) > (double)targetAgent.MaximumForwardUnlimitedSpeed * 3.0) { EquipmentIndex slotToPickUp = MissionEquipment.SelectWeaponPickUpSlot(this.Agent, firstScriptOfType.WeaponCopy, firstScriptOfType.IsStuckMissile()); WorldPosition worldPosition = firstScriptOfType.GameEntityWithWorldPosition.WorldPosition; if (slotToPickUp != EquipmentIndex.None && worldPosition.GetNavMesh() != UIntPtr.Zero && (this.IsItemAvailable(firstScriptOfType, slotToPickUp) && this.Agent.CanMoveDirectlyToPosition(in worldPosition))) { float itemScore = this.GetItemScore(firstScriptOfType); if ((double)itemScore > (double)num2) { spawnedItemEntity = firstScriptOfType; num2 = itemScore; } } } } } return(spawnedItemEntity); }
private void UpdateHumanAgentStats(Agent agent, AgentDrivenProperties agentDrivenProperties) { MPPerkObject.MPPerkHandler perkHandler = MPPerkObject.GetPerkHandler(agent); BasicCharacterObject character = agent.Character; MissionEquipment equipment = agent.Equipment; float num1 = equipment.GetTotalWeightOfWeapons() * (float)(1.0 + (perkHandler != null ? (double)perkHandler.GetEncumbrance(true) : 0.0)); EquipmentIndex wieldedItemIndex1 = agent.GetWieldedItemIndex(Agent.HandIndex.MainHand); EquipmentIndex wieldedItemIndex2 = agent.GetWieldedItemIndex(Agent.HandIndex.OffHand); if (wieldedItemIndex1 != EquipmentIndex.None) { ItemObject itemObject = equipment[wieldedItemIndex1].Item; WeaponComponent weaponComponent = itemObject.WeaponComponent; float realWeaponLength = weaponComponent.PrimaryWeapon.GetRealWeaponLength(); float num2 = (weaponComponent.GetItemType() == ItemObject.ItemTypeEnum.Bow ? 4f : 1.5f) * itemObject.Weight * MathF.Sqrt(realWeaponLength) * (float)(1.0 + (perkHandler != null ? (double)perkHandler.GetEncumbrance(false) : 0.0)); num1 += num2; } if (wieldedItemIndex2 != EquipmentIndex.None) { float num2 = 1.5f * equipment[wieldedItemIndex2].Item.Weight * (float)(1.0 + (perkHandler != null ? (double)perkHandler.GetEncumbrance(false) : 0.0)); num1 += num2; } agentDrivenProperties.WeaponsEncumbrance = num1; EquipmentIndex wieldedItemIndex3 = agent.GetWieldedItemIndex(Agent.HandIndex.MainHand); WeaponComponentData weaponComponentData = wieldedItemIndex3 != EquipmentIndex.None ? equipment[wieldedItemIndex3].CurrentUsageItem : (WeaponComponentData)null; ItemObject primaryItem = wieldedItemIndex3 != EquipmentIndex.None ? equipment[wieldedItemIndex3].Item : (ItemObject)null; EquipmentIndex wieldedItemIndex4 = agent.GetWieldedItemIndex(Agent.HandIndex.OffHand); WeaponComponentData secondaryItem = wieldedItemIndex4 != EquipmentIndex.None ? equipment[wieldedItemIndex4].CurrentUsageItem : (WeaponComponentData)null; float inaccuracy; agentDrivenProperties.LongestRangedWeaponSlotIndex = (float)equipment.GetLongestRangedWeaponWithAimingError(out inaccuracy, agent); agentDrivenProperties.LongestRangedWeaponInaccuracy = inaccuracy; agentDrivenProperties.SwingSpeedMultiplier = (float)(0.930000007152557 + 0.000699999975040555 * (double)this.GetSkillValueForItem(character, primaryItem)); agentDrivenProperties.ThrustOrRangedReadySpeedMultiplier = agentDrivenProperties.SwingSpeedMultiplier; agentDrivenProperties.HandlingMultiplier = 1f; agentDrivenProperties.ShieldBashStunDurationMultiplier = 1f; agentDrivenProperties.KickStunDurationMultiplier = 1f; agentDrivenProperties.ReloadSpeed = (float)(0.930000007152557 + 0.000699999975040555 * (double)this.GetSkillValueForItem(character, primaryItem)); agentDrivenProperties.ReloadMovementPenaltyFactor = 1f; agentDrivenProperties.WeaponInaccuracy = 0.0f; MultiplayerClassDivisions.MPHeroClass classForCharacter = MultiplayerClassDivisions.GetMPHeroClassForCharacter(agent.Character); agentDrivenProperties.MaxSpeedMultiplier = (float)(1.04999995231628 * ((double)classForCharacter.MovementSpeedMultiplier * (100.0 / (100.0 + (double)num1)))); int skillValue = character.GetSkillValue(DefaultSkills.Riding); bool flag1 = false; bool flag2 = false; if (weaponComponentData != null) { int weaponSkill = character.GetSkillValue(weaponComponentData.RelevantSkill); if (weaponSkill > 0 && weaponComponentData.IsRangedWeapon && perkHandler != null) { weaponSkill = MathF.Ceiling((float)weaponSkill * (perkHandler.GetRangedAccuracy() + 1f)); } int thrustSpeed = weaponComponentData.ThrustSpeed; agentDrivenProperties.WeaponInaccuracy = this.GetWeaponInaccuracy(agent, weaponComponentData, weaponSkill); if (weaponComponentData.IsRangedWeapon) { agentDrivenProperties.WeaponMaxMovementAccuracyPenalty = (float)(500 - weaponSkill) * 0.00025f; agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty = (float)(500 - weaponSkill) * 0.0002f; if (agent.HasMount) { agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= Math.Max(1f, (float)(700 - weaponSkill - skillValue) * (3f / 1000f)); agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= Math.Max(1f, (float)(700 - weaponSkill - skillValue) * 0.0033f); } else if (weaponComponentData.RelevantSkill == DefaultSkills.Bow) { agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 4.5f / MBMath.Lerp(0.75f, 2f, (float)(((double)thrustSpeed - 60.0) / 75.0)); agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= 6f; } else if (weaponComponentData.RelevantSkill == DefaultSkills.Crossbow) { agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 1.2f; agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= 2.5f; } else if (weaponComponentData.RelevantSkill == DefaultSkills.Throwing) { agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 3.5f * MBMath.Lerp(1.5f, 0.8f, (float)(((double)thrustSpeed - 89.0) / 13.0)); } if (weaponComponentData.WeaponClass == WeaponClass.Bow) { flag1 = true; agentDrivenProperties.WeaponBestAccuracyWaitTime = (float)(0.300000011920929 + (95.75 - (double)thrustSpeed) * 0.00499999988824129); agentDrivenProperties.WeaponUnsteadyBeginTime = (float)(0.100000001490116 + (double)weaponSkill * 0.00999999977648258 * (double)MBMath.Lerp(1f, 2f, (float)(((double)thrustSpeed - 60.0) / 75.0))); if (agent.IsAIControlled) { agentDrivenProperties.WeaponUnsteadyBeginTime *= 4f; } agentDrivenProperties.WeaponUnsteadyEndTime = 2f + agentDrivenProperties.WeaponUnsteadyBeginTime; agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.1f; } else if (weaponComponentData.WeaponClass == WeaponClass.Javelin || weaponComponentData.WeaponClass == WeaponClass.ThrowingAxe || weaponComponentData.WeaponClass == WeaponClass.ThrowingKnife) { agentDrivenProperties.WeaponBestAccuracyWaitTime = (float)(0.400000005960464 + (89.0 - (double)thrustSpeed) * 0.0299999993294477); agentDrivenProperties.WeaponUnsteadyBeginTime = (float)(2.5 + (double)weaponSkill * 0.00999999977648258); agentDrivenProperties.WeaponUnsteadyEndTime = 10f + agentDrivenProperties.WeaponUnsteadyBeginTime; agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.025f; } else { agentDrivenProperties.WeaponBestAccuracyWaitTime = 0.1f; agentDrivenProperties.WeaponUnsteadyBeginTime = 0.0f; agentDrivenProperties.WeaponUnsteadyEndTime = 0.0f; agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.1f; } } else if (weaponComponentData.WeaponFlags.HasAllFlags <WeaponFlags>(WeaponFlags.WideGrip)) { flag2 = true; agentDrivenProperties.WeaponUnsteadyBeginTime = (float)(1.0 + (double)weaponSkill * 0.00499999988824129); agentDrivenProperties.WeaponUnsteadyEndTime = (float)(3.0 + (double)weaponSkill * 0.00999999977648258); } } agentDrivenProperties.AttributeShieldMissileCollisionBodySizeAdder = 0.3f; Agent mountAgent = agent.MountAgent; float num3 = mountAgent != null?mountAgent.GetAgentDrivenPropertyValue(DrivenProperty.AttributeRiding) : 1f; agentDrivenProperties.AttributeRiding = (float)skillValue * num3; agentDrivenProperties.AttributeHorseArchery = Game.Current.BasicModels.StrikeMagnitudeModel.CalculateHorseArcheryFactor(character); agentDrivenProperties.BipedalRangedReadySpeedMultiplier = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalRangedReadySpeedMultiplier); agentDrivenProperties.BipedalRangedReloadSpeedMultiplier = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalRangedReloadSpeedMultiplier); foreach (DrivenPropertyBonusAgentComponent bonusAgentComponent in agent.Components.OfType <DrivenPropertyBonusAgentComponent>()) { if (!MBMath.IsBetween((int)bonusAgentComponent.DrivenProperty, 0, 56)) { float num2 = agentDrivenProperties.GetStat(bonusAgentComponent.DrivenProperty) + bonusAgentComponent.DrivenPropertyBonus; agentDrivenProperties.SetStat(bonusAgentComponent.DrivenProperty, num2); } } if (perkHandler != null) { for (int index = 56; index < 85; ++index) { DrivenProperty drivenProperty = (DrivenProperty)index; if (((drivenProperty == DrivenProperty.WeaponUnsteadyBeginTime ? 0 : (drivenProperty != DrivenProperty.WeaponUnsteadyEndTime ? 1 : 0)) | (flag1 ? 1 : 0) | (flag2 ? 1 : 0)) != 0 && drivenProperty != DrivenProperty.WeaponRotationalAccuracyPenaltyInRadians | flag1) { float stat = agentDrivenProperties.GetStat(drivenProperty); agentDrivenProperties.SetStat(drivenProperty, stat + perkHandler.GetDrivenPropertyBonus(drivenProperty, stat)); } } } this.SetAiRelatedProperties(agent, agentDrivenProperties, weaponComponentData, secondaryItem); }
public override void UpdateAgentStats(Agent agent, AgentDrivenProperties agentDrivenProperties) { if (!agent.IsHuman) { return; } BasicCharacterObject character1 = agent.Character; MissionEquipment equipment = agent.Equipment; float totalWeightOfWeapons = equipment.GetTotalWeightOfWeapons(); int weight = agent.Monster.Weight; float num1 = agentDrivenProperties.ArmorEncumbrance + totalWeightOfWeapons; EquipmentIndex wieldedItemIndex1 = agent.GetWieldedItemIndex(Agent.HandIndex.MainHand); EquipmentIndex wieldedItemIndex2 = agent.GetWieldedItemIndex(Agent.HandIndex.OffHand); if (wieldedItemIndex1 != EquipmentIndex.None) { ItemObject itemObject = equipment[wieldedItemIndex1].Item; float realWeaponLength = itemObject.WeaponComponent.PrimaryWeapon.GetRealWeaponLength(); totalWeightOfWeapons += 1.5f * itemObject.Weight * MathF.Sqrt(realWeaponLength); } if (wieldedItemIndex2 != EquipmentIndex.None) { ItemObject itemObject = equipment[wieldedItemIndex2].Item; totalWeightOfWeapons += 1.5f * itemObject.Weight; } agentDrivenProperties.WeaponsEncumbrance = totalWeightOfWeapons; EquipmentIndex wieldedItemIndex3 = agent.GetWieldedItemIndex(Agent.HandIndex.MainHand); MissionWeapon missionWeapon; WeaponComponentData weaponComponentData1; if (wieldedItemIndex3 == EquipmentIndex.None) { weaponComponentData1 = (WeaponComponentData)null; } else { missionWeapon = equipment[wieldedItemIndex3]; weaponComponentData1 = missionWeapon.CurrentUsageItem; } WeaponComponentData equippedItem = weaponComponentData1; ItemObject itemObject1; if (wieldedItemIndex3 == EquipmentIndex.None) { itemObject1 = (ItemObject)null; } else { missionWeapon = equipment[wieldedItemIndex3]; itemObject1 = missionWeapon.Item; } ItemObject primaryItem = itemObject1; EquipmentIndex wieldedItemIndex4 = agent.GetWieldedItemIndex(Agent.HandIndex.OffHand); WeaponComponentData weaponComponentData2; if (wieldedItemIndex4 == EquipmentIndex.None) { weaponComponentData2 = (WeaponComponentData)null; } else { missionWeapon = equipment[wieldedItemIndex4]; weaponComponentData2 = missionWeapon.CurrentUsageItem; } WeaponComponentData secondaryItem = weaponComponentData2; float inaccuracy; agentDrivenProperties.LongestRangedWeaponSlotIndex = (float)equipment.GetLongestRangedWeaponWithAimingError(out inaccuracy, agent); agentDrivenProperties.LongestRangedWeaponInaccuracy = inaccuracy; agentDrivenProperties.SwingSpeedMultiplier = (float)(0.930000007152557 + 0.000699999975040555 * (double)this.GetSkillValueForItem(agent, primaryItem)); agentDrivenProperties.ThrustOrRangedReadySpeedMultiplier = agentDrivenProperties.SwingSpeedMultiplier; agentDrivenProperties.HandlingMultiplier = 1f; agentDrivenProperties.ShieldBashStunDurationMultiplier = 1f; agentDrivenProperties.KickStunDurationMultiplier = 1f; agentDrivenProperties.ReloadSpeed = (float)(0.930000007152557 + 0.000699999975040555 * (double)this.GetSkillValueForItem(agent, primaryItem)); agentDrivenProperties.ReloadMovementPenaltyFactor = 1f; agentDrivenProperties.WeaponInaccuracy = 0.0f; IAgentOriginBase origin = agent.Origin; BasicCharacterObject character2 = agent.Character; Formation formation = agent.Formation; int effectiveSkill1 = this.GetEffectiveSkill(character2, origin, agent.Formation, DefaultSkills.Athletics); int effectiveSkill2 = this.GetEffectiveSkill(character2, origin, formation, DefaultSkills.Riding); if (equippedItem != null) { int thrustSpeed = equippedItem.ThrustSpeed; WeaponComponentData weapon = equippedItem; int effectiveSkill3 = this.GetEffectiveSkill(character2, origin, formation, equippedItem.RelevantSkill); agentDrivenProperties.WeaponInaccuracy = this.GetWeaponInaccuracy(agent, weapon, effectiveSkill3); if (equippedItem.IsRangedWeapon) { agentDrivenProperties.WeaponMaxMovementAccuracyPenalty = (float)(500 - effectiveSkill3) * 0.00025f; agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty = (float)(500 - effectiveSkill3) * 0.0002f; if (agent.HasMount) { agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= Math.Max(1f, (float)(700 - effectiveSkill3 - effectiveSkill2) * (3f / 1000f)); agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= Math.Max(1f, (float)(700 - effectiveSkill3 - effectiveSkill2) * 0.0033f); } else if (weapon.RelevantSkill == DefaultSkills.Bow) { agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 4.5f / MBMath.Lerp(0.75f, 2f, (float)(((double)thrustSpeed - 45.0) / 90.0)); agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= 6f; } else if (weapon.RelevantSkill == DefaultSkills.Crossbow) { agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 1.2f; agentDrivenProperties.WeaponMaxMovementAccuracyPenalty *= 2.5f; } else if (weapon.RelevantSkill == DefaultSkills.Throwing) { agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty *= 3.5f * MBMath.Lerp(1.5f, 0.8f, (float)(((double)thrustSpeed - 89.0) / 13.0)); } if (weapon.WeaponClass == WeaponClass.Bow) { agentDrivenProperties.WeaponBestAccuracyWaitTime = (float)(0.300000011920929 + (95.75 - (double)thrustSpeed) * 0.00499999988824129); agentDrivenProperties.WeaponUnsteadyBeginTime = (float)(0.600000023841858 + (double)effectiveSkill3 * 0.00999999977648258 * (double)MBMath.Lerp(2f, 4f, (float)(((double)thrustSpeed - 45.0) / 90.0))); if (agent.IsAIControlled) { agentDrivenProperties.WeaponUnsteadyBeginTime *= 4f; } agentDrivenProperties.WeaponUnsteadyEndTime = 2f + agentDrivenProperties.WeaponUnsteadyBeginTime; agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.1f; } else if (weapon.WeaponClass == WeaponClass.Javelin || weapon.WeaponClass == WeaponClass.ThrowingAxe || weapon.WeaponClass == WeaponClass.ThrowingKnife) { agentDrivenProperties.WeaponBestAccuracyWaitTime = (float)(0.400000005960464 + (89.0 - (double)thrustSpeed) * 0.0299999993294477); agentDrivenProperties.WeaponUnsteadyBeginTime = (float)(2.5 + (double)character1.GetSkillValue(equippedItem.RelevantSkill) * 0.00999999977648258); agentDrivenProperties.WeaponUnsteadyEndTime = 10f + agentDrivenProperties.WeaponUnsteadyBeginTime; agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.025f; } else { agentDrivenProperties.WeaponBestAccuracyWaitTime = 0.1f; agentDrivenProperties.WeaponUnsteadyBeginTime = 0.0f; agentDrivenProperties.WeaponUnsteadyEndTime = 0.0f; agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0.1f; } } else if (equippedItem.RelevantSkill == DefaultSkills.Polearm && equippedItem.WeaponFlags.HasAllFlags <WeaponFlags>(WeaponFlags.WideGrip)) { agentDrivenProperties.WeaponUnsteadyBeginTime = (float)(1.0 + (double)effectiveSkill3 * 0.00499999988824129); agentDrivenProperties.WeaponUnsteadyEndTime = (float)(3.0 + (double)effectiveSkill3 * 0.00999999977648258); } if (agent.HasMount) { float num2 = 1f - Math.Max(0.0f, (float)(0.200000002980232 - (double)effectiveSkill2 * (1.0 / 500.0))); agentDrivenProperties.SwingSpeedMultiplier *= num2; agentDrivenProperties.ThrustOrRangedReadySpeedMultiplier *= num2; agentDrivenProperties.ReloadSpeed *= num2; } } agentDrivenProperties.TopSpeedReachDuration = 2f / Math.Max((float)((200.0 + (double)effectiveSkill1) / 300.0 * ((double)weight / ((double)weight + (double)num1))), 0.3f); float num3 = 1f; if (!agent.Mission.Scene.IsAtmosphereIndoor && (double)agent.Mission.Scene.GetRainDensity() > 0.0) { num3 *= 0.9f; } agentDrivenProperties.MaxSpeedMultiplier = num3 * Math.Min((float)((200.0 + (double)effectiveSkill1) / 300.0 * ((double)weight * 2.0 / ((double)weight * 2.0 + (double)num1))), 1f); float managedParameter1 = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalCombatSpeedMinMultiplier); float managedParameter2 = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalCombatSpeedMaxMultiplier); float amount = Math.Min(num1 / (float)weight, 1f); agentDrivenProperties.CombatMaxSpeedMultiplier = Math.Min(MBMath.Lerp(managedParameter2, managedParameter1, amount), 1f); agentDrivenProperties.AttributeShieldMissileCollisionBodySizeAdder = 0.3f; Agent mountAgent = agent.MountAgent; float num4 = mountAgent != null?mountAgent.GetAgentDrivenPropertyValue(DrivenProperty.AttributeRiding) : 1f; agentDrivenProperties.AttributeRiding = (float)effectiveSkill2 * num4; agentDrivenProperties.AttributeHorseArchery = Game.Current.BasicModels.StrikeMagnitudeModel.CalculateHorseArcheryFactor(character1); agentDrivenProperties.BipedalRangedReadySpeedMultiplier = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalRangedReadySpeedMultiplier); agentDrivenProperties.BipedalRangedReloadSpeedMultiplier = ManagedParameters.Instance.GetManagedParameter(ManagedParametersEnum.BipedalRangedReloadSpeedMultiplier); this.SetAiRelatedProperties(agent, agentDrivenProperties, equippedItem, secondaryItem); }