Пример #1
0
        public ApparelEntry GetAllOffsets([NotNull] Apparel ap)
        {
            if (Outfitter.Cache.ApparelEntries.ContainsKey(ap))
            {
                return(Outfitter.Cache.ApparelEntries[ap]);
            }

            var entry = new ApparelEntry();

            GetStatsOfApparel(ap, ref entry.EquippedOffsets, ref entry.StatBases);
            GetStatsOfApparelInfused(ap, ref entry.InfusedOffsets);

            Outfitter.Cache.ApparelEntries.Add(ap, entry);
            return(entry);
        }
        public override void DoWindowContents(Rect inRect)
        {
            ApparelStatCache conf = this._pawn.GetApparelStatCache();

            Rect conRect = new Rect(inRect);

            conRect.height -= 50f;

            BeginArea(conRect);

            // begin main group
            BeginVertical();

            Label(this.GetTitle(), this._headline);
            Text.Font = GameFont.Small;

            // GUI.BeginGroup(contentRect);
            float labelWidth = conRect.width - BaseValue - BaseValue - BaseValue - 48f;

            this.DrawLine("Status", labelWidth, "BaseMod", "Strength", "Score", this._fontBold);

            Space(6f);
            Label(string.Empty, this._whiteLine, Height(1));
            Space(6f);

            ApparelEntry apparelEntry = conf.GetAllOffsets(this._apparel);

            HashSet <StatDef> equippedOffsets = apparelEntry.EquippedOffsets;
            HashSet <StatDef> statBases       = apparelEntry.StatBases;
            HashSet <StatDef> infusedOffsets  = apparelEntry.InfusedOffsets;

            this._scrollPosition = BeginScrollView(this._scrollPosition, Width(conRect.width));

            // relevant apparel stats

            // start score at 1
            float score = 1;

            // add values for each statdef modified by the apparel
            foreach (StatPriority statPriority in this._pawn.GetApparelStatCache().StatCache
                     .OrderBy(i => i.Stat.LabelCap))
            {
                StatDef stat      = statPriority.Stat;
                string  statLabel = stat.LabelCap;

                // statbases, e.g. armor

                // StatCache.DoApparelScoreRaw_PawnStatsHandlers(_pawn, _apparel, statPriority.Stat, ref currentStat);
                if (statBases.Contains(stat))
                {
                    float statValue = this._apparel.GetStatValue(stat);
                    float statScore = 0f;
                    if (ApparelStatCache.SpecialStats.Contains(stat))
                    {
                        ApparelStatCache.CalculateScoreForSpecialStats(this._apparel, statPriority, this._pawn, statValue, ref statScore);
                    }
                    else
                    {
                        // statValue += StatCache.StatInfused(infusionSet, statPriority, ref baseInfused);
                        statScore = statValue * statPriority.Weight;
                    }

                    score += statScore;

                    this.DrawLine(
                        statLabel,
                        labelWidth,
                        statValue.ToStringPercent("N1"),
                        statPriority.Weight.ToString("N2"),
                        statScore.ToString("N2"));
                }

                if (equippedOffsets.Contains(stat))
                {
                    float statValue = this._apparel.GetEquippedStatValue(this._pawn, stat);

                    // statValue += StatCache.StatInfused(infusionSet, statPriority, ref equippedInfused);
                    float statScore = 0f;
                    if (ApparelStatCache.SpecialStats.Contains(stat))
                    {
                        ApparelStatCache.CalculateScoreForSpecialStats(this._apparel, statPriority, this._pawn, statValue, ref statScore);
                    }
                    else
                    {
                        statScore = statValue * statPriority.Weight;
                    }

                    score += statScore;

                    this.DrawLine(
                        statLabel,
                        labelWidth,
                        statValue.ToStringPercent("N1"),
                        statPriority.Weight.ToString("N2"),
                        statScore.ToString("N2"));
                }

                if (infusedOffsets.Contains(stat))
                {
                    GUI.color = Color.green; // new Color(0.5f, 1f, 1f, 1f);

                    // float statInfused = StatCache.StatInfused(infusionSet, statPriority, ref dontcare);
                    ApparelStatCache.DoApparelScoreRaw_PawnStatsHandlers(this._apparel, stat, out float statValue);

                    bool flag = true;

                    float statScore = 0f;
                    if (ApparelStatCache.SpecialStats.Contains(stat))
                    {
                        ApparelStatCache.CalculateScoreForSpecialStats(this._apparel,
                                                                       statPriority, this._pawn,
                                                                       statValue,
                                                                       ref statScore);
                    }
                    else
                    {
                        // Bug with Infused and "Ancient", it completely kills the pawn's armor
                        if (statValue < 0 &&
                            (stat == StatDefOf.ArmorRating_Blunt || stat == StatDefOf.ArmorRating_Sharp))
                        {
                            score = -2f;
                            flag  = false;
                        }

                        statScore = statValue * statPriority.Weight;
                    }

                    this.DrawLine(
                        statLabel,
                        labelWidth,
                        statValue.ToStringPercent("N1"),
                        statPriority.Weight.ToString("N2"),
                        statScore.ToString("N2"));

                    GUI.color = Color.white;

                    if (flag)
                    {
                        score += statScore;
                    }
                    else
                    {
                        break;
                    }
                }
            }

            GUI.color = Color.white;

            // end upper group
            EndScrollView();

            // begin lower group
            FlexibleSpace();
            Space(6f);
            Label(string.Empty, this._whiteLine, Height(1));
            Space(6f);
            this.DrawLine(string.Empty, labelWidth, "Modifier", string.Empty, "Subtotal");

            this.DrawLine("BasicStatusOfApparel".Translate(), labelWidth, "1.00", "+", score.ToString("N2"));

            float special = this._apparel.GetSpecialApparelScoreOffset();

            if (Math.Abs(special) > 0f)
            {
                score += special;

                this.DrawLine(
                    "OutfitterSpecialScore".Translate(),
                    labelWidth,
                    special.ToString("N2"),
                    "+",
                    score.ToString("N2"));
            }

            float armor = ApparelStatCache.ApparelScoreRaw_ProtectionBaseStat(this._apparel);

            if (Math.Abs(armor) > 0.01f)
            {
                score += armor;

                this.DrawLine("OutfitterArmor".Translate(), labelWidth, armor.ToString("N2"), "+", score.ToString("N2"));
            }

            if (this._apparel.def.useHitPoints)
            {
                // durability on 0-1 scale
                float x = this._apparel.HitPoints / (float)this._apparel.MaxHitPoints;
                score *= ApparelStatsHelper.HitPointsPercentScoreFactorCurve.Evaluate(x);

                this.DrawLine(
                    "OutfitterHitPoints".Translate(),
                    labelWidth,
                    x.ToString("N2"),
                    "weighted",
                    score.ToString("N2"));

                GUI.color = Color.white;
            }

            if (this._apparel.WornByCorpse && ThoughtUtility.CanGetThought(this._pawn, ThoughtDefOf.DeadMansApparel))
            {
                score -= 0.5f;
                if (score > 0f)
                {
                    score *= 0.1f;
                }

                this.DrawLine(
                    "OutfitterWornByCorpse".Translate(),
                    labelWidth,
                    "modified",
                    "weighted",
                    score.ToString("N2"));
            }

            if (this._apparel.Stuff == ThingDefOf.Human.race.leatherDef)
            {
                if (ThoughtUtility.CanGetThought(this._pawn, ThoughtDefOf.HumanLeatherApparelSad))
                {
                    score -= 0.5f;
                    if (score > 0f)
                    {
                        score *= 0.1f;
                    }
                }

                if (ThoughtUtility.CanGetThought(this._pawn, ThoughtDefOf.HumanLeatherApparelHappy))
                {
                    score *= 2f;
                }

                this.DrawLine(
                    "OutfitterHumanLeather".Translate(),
                    labelWidth,
                    "modified",
                    "weighted",
                    score.ToString("N2"));
            }

            float temperature = conf.ApparelScoreRaw_Temperature(this._apparel);

            if (Math.Abs(temperature - 1f) > 0)
            {
                score *= temperature;

                this.DrawLine(
                    "OutfitterTemperature".Translate(),
                    labelWidth,
                    temperature.ToString("N2"),
                    "*",
                    score.ToString("N2"));
            }

            this.DrawLine(
                "OutfitterTotal".Translate(),
                labelWidth,
                string.Empty,
                "=",
                conf.ApparelScoreRaw(this._apparel).ToString("N2"));

            GUI.color   = Color.white;
            Text.Anchor = TextAnchor.UpperLeft;

            // end main group
            EndVertical();
            EndArea();
        }
        public float ApparelScoreRaw([NotNull] Apparel ap)
        {
            if (this.RawScoreDict.ContainsKey(ap))
            {
                return(this.RawScoreDict[ap]);
            }

            // only allow shields to be considered if a primary weapon is equipped and is melee
            Pawn thisPawn = this._pawn;

            if (ap.def.thingClass == typeof(ShieldBelt) && thisPawn.equipment.Primary?.def.IsRangedWeapon == true)
            {
                return(-1f);
            }

            // Fail safe to prevent pawns get out of the regular temperature.
            // Might help making pawn drop equipped apparel if it's too cold/warm.
            // this.GetInsulationStats(ap, out float insulationCold, out float insulationHeat);
            // FloatRange temperatureRange = this.pawn.ComfortableTemperatureRange();
            // if (ap.Wearer != thisPawn)
            // {
            // temperatureRange.min += insulationCold;
            // temperatureRange.max += insulationHeat;
            // }
            // if (temperatureRange.min > 12 && insulationCold > 0 || temperatureRange.max < 32 && insulationHeat < 0)
            // {
            // return -3f;
            // }

            // relevant apparel stats
            ApparelEntry entry = this.GetAllOffsets(ap);

            HashSet <StatDef> statBases       = entry.StatBases;
            HashSet <StatDef> equippedOffsets = entry.EquippedOffsets;
            HashSet <StatDef> infusedOffsets  = entry.InfusedOffsets;

            // start score at 1
            float score = 1;

            // add values for each statdef modified by the apparel
            List <StatPriority> stats = thisPawn.GetApparelStatCache().StatCache;

            foreach (StatPriority statPriority in stats.Where(statPriority => statPriority != null))
            {
                StatDef stat = statPriority.Stat;

                if (statBases.Contains(stat))
                {
                    float apStat = ap.GetStatValue(stat);

                    if (SpecialStats.Contains(stat))
                    {
                        CalculateScoreForSpecialStats(ap, statPriority, thisPawn, apStat, ref score);
                    }
                    else
                    {
                        // add stat to base score before offsets are handled
                        // (the pawn's apparel stat cache always has armors first as it is initialized with it).
                        score += apStat * statPriority.Weight;
                    }
                }

                // equipped offsets, e.g. movement speeds
                if (equippedOffsets.Contains(stat))
                {
                    float apStat = ap.GetEquippedStatValue(this._pawn, stat);

                    if (SpecialStats.Contains(stat))
                    {
                        CalculateScoreForSpecialStats(ap, statPriority, thisPawn, apStat, ref score);
                    }
                    else
                    {
                        score += apStat * statPriority.Weight;
                    }

                    // multiply score to favour items with multiple offsets
                    // score *= adjusted;

                    // debug.AppendLine( statWeightPair.Key.LabelCap + ": " + score );
                }

                // infusions
                if (infusedOffsets.Contains(stat))
                {
                    // float statInfused = StatInfused(infusionSet, statPriority, ref dontcare);
                    DoApparelScoreRaw_PawnStatsHandlers(ap, stat, out float statInfused);

                    if (SpecialStats.Contains(stat))
                    {
                        CalculateScoreForSpecialStats(ap, statPriority, thisPawn, statInfused, ref score);
                    }
                    else
                    {
                        // Bug with Infused and "Ancient", it completely kills the pawn's armor
                        if (statInfused < 0 && (stat == StatDefOf.ArmorRating_Blunt ||
                                                stat == StatDefOf.ArmorRating_Sharp))
                        {
                            score = -2f;
                            return(score);
                        }

                        score += statInfused * statPriority.Weight;
                    }
                }
            }

            score += ap.GetSpecialApparelScoreOffset();

            score += ApparelScoreRaw_ProtectionBaseStat(ap);

            // offset for apparel hitpoints
            if (ap.def.useHitPoints)
            {
                float x = ap.HitPoints / (float)ap.MaxHitPoints;
                score *= ApparelStatsHelper.HitPointsPercentScoreFactorCurve.Evaluate(x);
            }

            if (ap.WornByCorpse && ThoughtUtility.CanGetThought(thisPawn, ThoughtDefOf.DeadMansApparel))
            {
                score -= 0.5f;
                if (score > 0f)
                {
                    score *= 0.1f;
                }
            }

            if (ap.Stuff == ThingDefOf.Human.race.leatherDef)
            {
                if (ThoughtUtility.CanGetThought(thisPawn, ThoughtDefOf.HumanLeatherApparelSad))
                {
                    score -= 0.5f;
                    if (score > 0f)
                    {
                        score *= 0.1f;
                    }
                }

                if (ThoughtUtility.CanGetThought(thisPawn, ThoughtDefOf.HumanLeatherApparelHappy))
                {
                    score *= 2f;
                }
            }

            score *= this.ApparelScoreRaw_Temperature(ap);

            this.RawScoreDict.Add(ap, score);

            return(score);
        }