Пример #1
0
        public override void CombatStarts()
        {
            ClusterChanceNeverMultiplyHead          = CombatConstants.ToHit.ClusterChanceNeverMultiplyHead;
            ClusterChanceOriginalLocationMultiplier = CombatConstants.ToHit.ClusterChanceOriginalLocationMultiplier;
            CalledShotBonusMultiplier = CombatConstants.HitTables.CalledShotBonusMultiplier;

            if (Settings.FixHitDistribution)
            {
                foreach (AttackDirection direction in Enum.GetValues(typeof(AttackDirection)))
                {
                    if (direction == AttackDirection.None)
                    {
                        continue;
                    }
                    if (direction != AttackDirection.ToProne)
                    {
                        Dictionary <VehicleChassisLocations, int> hitTableV = Combat.HitLocation.GetVehicleHitTable(direction);
                        ScaledVehicleHitTables.Add(hitTableV, ScaleHitTable(hitTableV));
                    }
                    Dictionary <ArmorLocation, int> hitTableM = Combat.HitLocation.GetMechHitTable(direction);
                    ScaledMechHitTables.Add(hitTableM, ScaleHitTable(hitTableM));
                    if (direction != AttackDirection.FromArtillery)
                    {
                        foreach (ArmorLocation armor in hitTableM.Keys)
                        {
                            if (hitTableM[armor] <= 0)
                            {
                                continue;
                            }
                            Dictionary <ArmorLocation, int> hitTableC = CombatConstants.GetMechClusterTable(armor, direction);
                            ScaledMechHitTables.Add(hitTableC, ScaleHitTable(hitTableC));
                        }
                    }
                }
            }
        }
Пример #2
0
 public override void CombatEnds()
 {
     CurrentHitDirection = AttackDirection.None;
     ScaledMechHitTables?.Clear();
     ScaledVehicleHitTables?.Clear();
 }