// Evaluates whether a given mech needs any structure repaired public static bool CheckStructureDamage(MechDef mech) { // Default to not requesting any structure repair bool mechNeedsRepair = false; // Using the repair priority for loop here as it is faster and simpler than foreach'ing over ChassisLocations and filtering out ones that don't have armor for (int index = 0; index < Globals.repairPriorities.Count; index++) { // Set current ChassisLocation ChassisLocations thisLoc = Globals.repairPriorities.ElementAt(index).Value; // Get current mech location loadout from the looped chassis definitions LocationLoadoutDef thisLocLoadout = mech.GetLocationLoadoutDef(thisLoc); // Friendly name for this location string thisLocName = thisLoc.ToString(); // Work out difference of armor lost for each location - default to 0 int structureDifference = 0; float currentStructure = thisLocLoadout.CurrentInternalStructure; float definedStructure = mech.GetChassisLocationDef(thisLoc).InternalStructure; structureDifference = (int)Mathf.Abs(currentStructure - definedStructure); // If any difference betwen the location's current and assigned armor is detected, flag this mech for armor repair if (structureDifference > 0) { Logger.LogDebug(mech.Name + " requires structure repair based on damage to: " + thisLocName); mechNeedsRepair = true; break; // Stop evaluating other locations once a repair requirement is determined } } return(mechNeedsRepair); }
internal static bool ValidateMechCanBeFielded(MechDef mechDef) { foreach (var validateMechCanBeFieldedDelegate in field_validators) { if (!validateMechCanBeFieldedDelegate(mechDef)) { return(false); } } var sizes = mechDef.Inventory.Select(cref => new { location = cref.MountedLocation, size = cref.Def.InventorySize }) .GroupBy(i => i.location) .Select(i => new { location = i.Key, size = i.Sum(a => a.size) }).ToList(); foreach (var size in sizes) { if (mechDef.GetChassisLocationDef(size.location).InventorySlots < size.size) { return(false); } } return(true); }
public static int GetFreeSlotsInLoc(this MechDef mech, IEnumerable <MechComponentRef> inv, ChassisLocations loc, MechComponentRef except) { int slots = mech.GetChassisLocationDef(loc).InventorySlots; foreach (MechComponentRef i in inv) { if (i.MountedLocation == loc && i != except) { slots -= i.Def.InventorySize; } } return(slots); }
private static bool IsStructureDamaged(ref float percent, Mech mech, MechDef mechDef, ChassisLocations location) { if (float.IsNaN(percent)) { float hp, maxHp; if (mech != null) { hp = mech.GetCurrentStructure(location); maxHp = mech.GetMaxStructure(location); } else // if ( mechDef != null ) { hp = mechDef.GetLocationLoadoutDef(location).CurrentInternalStructure; maxHp = mechDef.GetChassisLocationDef(location).InternalStructure; } percent = hp / maxHp; } return(percent < 1f); }
public static bool Prefix(SimGameState __instance, WorkOrderEntry_RepairMechStructure order) { if (order.IsMechLabComplete) { return(true); } else { MechDef mechByID = __instance.GetMechByID(order.MechLabParent.MechID); LocationLoadoutDef locationLoadoutDef = mechByID.GetLocationLoadoutDef(order.Location); locationLoadoutDef.CurrentInternalStructure = mechByID.GetChassisLocationDef(order.Location).InternalStructure; // Original method resets currentArmor to assignedArmor here for some reason! Removed them from this override Logger.LogDebug("ALERT: Intercepted armor reset from ML_RepairMech and prevented it."); mechByID.RefreshBattleValue(); order.SetMechLabComplete(true); return(false); // Prevent original method from firing } }
internal static void ValidateMech(Dictionary <MechValidationType, List <Localize.Text> > errors, MechValidationLevel validationLevel, MechDef mechDef) { foreach (var validator in mech_validators) { validator(errors, validationLevel, mechDef); } var sizes = mechDef.Inventory.Select(cref => new { location = cref.MountedLocation, size = cref.Def.InventorySize }) .GroupBy(i => i.location) .Select(i => new { location = i.Key, size = i.Sum(a => a.size) }).ToList(); foreach (var size in sizes) { if (mechDef.GetChassisLocationDef(size.location).InventorySlots < size.size) { errors[MechValidationType.InvalidInventorySlots].Add(new Localize.Text($"{size.location} no space left, remove excess equipment")); } } }
private static string ValidateSize(MechLabItemSlotElement drop_item, MechDef mech, List <InvItem> new_inventory, List <IChange> changes) { var change_by_location = changes .OfType <SlotChange>() .Select(slot => new { location = slot.location, val = slot.item.ComponentRef.Def.InventorySize * (slot is AddChange ? 1 : -1) }) .GroupBy(s => s.location) .Select(s => new { location = s.Key, val = s.Sum(i => i.val) }); Control.LogDebug(DType.ComponentInstall, $"drop_item={drop_item.ComponentRef.Def.Description.Id}"); foreach (var location in change_by_location) { #if CCDEBUG if (Control.Settings.DebugInfo.HasFlag(DType.ComponentInstall)) { Control.LogDebug(DType.ComponentInstall, $"location={location.location}"); } foreach (var item in mech.Inventory.Where(i => i.MountedLocation == location.location)) { Control.LogDebug(DType.ComponentInstall, $" mech.Inventory item={item.Def.Description.Id} size={item.Def.InventorySize}"); } foreach (var item in new_inventory.Where(i => i.location == location.location)) { Control.LogDebug(DType.ComponentInstall, $" new_inventory item={item.item.Def.Description.Id} size={item.item.Def.InventorySize}"); } #endif int used = mech.Inventory.Where(i => i.MountedLocation == location.location).Sum(i => i.Def.InventorySize); int max = mech.GetChassisLocationDef(location.location).InventorySlots; Control.LogDebug(DType.ComponentInstall, $" used={used} location.val={location.val} max={max}"); if (used + location.val > max) { return($"Cannot add {drop_item.ComponentRef.Def.Description.Name}: Not enough free slots."); } } return(string.Empty); }
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); }
private static DumperDataEntry FillMech(MechDef d, int parts, int maxparts, int storage, int active, int sma_parts) { DumperDataEntry r = new DumperDataEntry(); r.DataTxt = new string[9]; r.DataTxt[0] = ((storage + active) > 0 ? "+" : "-") + d.Chassis.Tonnage + "t " + TryLoc(d.Chassis.Description.UIName) + " " + TryLoc(d.Chassis.VariantName); r.DataTxt[1] = TryLoc(d.Chassis.StockRole) + ""; int bal = 0; int en = 0; int mis = 0; int sup = 0; foreach (ChassisLocations c in AllChassisLocs) { MechStatisticsRules.GetHardpointCountForLocation(d, c, ref bal, ref en, ref mis, ref sup); } r.DataTxt[2] = bal + "/" + en + "/" + mis + "/" + sup; r.DataTxt[3] = (d.Chassis.Tonnage - d.Chassis.InitialTonnage) + "/" + d.Chassis.Heatsinks; float carmor = 0; float marmor = 0; foreach (ChassisLocations c in AllChassisLocs) { carmor += d.GetLocationLoadoutDef(c).AssignedArmor; marmor += d.GetChassisLocationDef(c).MaxArmor; if (d.GetChassisLocationDef(c).MaxRearArmor > 0) { carmor += d.GetLocationLoadoutDef(c).AssignedRearArmor; marmor += d.GetChassisLocationDef(c).MaxRearArmor; } } float div = UnityGameInstance.BattleTechGame.MechStatisticsConstants.ARMOR_PER_TENTH_TON * 10f; if (d.Chassis.ChassisTags.Contains("chassis_ferro")) { if (d.Chassis.ChassisTags.Contains("chassis_clan")) { div = UnityGameInstance.BattleTechGame.MechStatisticsConstants.ARMOR_PER_TENTH_TON * 12f; } else { div = UnityGameInstance.BattleTechGame.MechStatisticsConstants.ARMOR_PER_TENTH_TON * 11.2f; } } carmor /= div; marmor /= div; carmor = Mathf.Round(carmor * 10) / 10; marmor = Mathf.Round(marmor * 10) / 10; r.DataTxt[3] += "/" + carmor + "/" + marmor + "/" + (d.Chassis.Tonnage - d.Chassis.InitialTonnage - marmor); if (d.Chassis.MovementCapDef == null) { d.Chassis.RefreshMovementCaps(); if (d.Chassis.MovementCapDef == null) { r.DataTxt[4] = "??/" + d.Chassis.MaxJumpjets; } else { r.DataTxt[4] = d.Chassis.MovementCapDef.MaxWalkDistance + "/" + d.Chassis.MaxJumpjets; } } else { r.DataTxt[4] = d.Chassis.MovementCapDef.MaxWalkDistance + "/" + d.Chassis.MaxJumpjets; } r.DataTxt[5] = d.Chassis.MeleeDamage + "/" + d.Chassis.MeleeInstability + "/" + d.Chassis.DFADamage + "/" + d.Chassis.DFAInstability; r.DataTxt[6] = active + "/" + storage + "/" + parts; if (sma_parts >= 0) { r.DataTxt[6] += "(" + sma_parts + ")"; } r.DataTxt[6] += "/" + maxparts; r.DataTxt[7] = d.Chassis.Description.Id + "/" + d.Description.Id; Dictionary <string, int> eq = new Dictionary <string, int>(); Dictionary <string, int> feq = new Dictionary <string, int>(); foreach (MechComponentRef c in d.Inventory) { if (c.ComponentDefType == ComponentType.Weapon) { WeaponDef wep = c.Def as WeaponDef; if (wep != null && wep.WeaponCategoryValue.IsMelee || wep.WeaponSubType == WeaponSubType.AIImaginary || wep.WeaponEffectID.Contains("WeaponEffect-Artillery")) { continue; } } string key = c.Def.Description.Id; if (c.IsFixed) { if (feq.ContainsKey(key)) { feq[key]++; } else { feq.Add(key, 1); } } else { if (eq.ContainsKey(key)) { eq[key]++; } else { eq.Add(key, 1); } } } string txteq = ""; string txtfeq = ""; foreach (string key in eq.Keys.OrderBy((k) => k)) { if (!string.IsNullOrEmpty(txteq)) { txteq += ","; } txteq += key + ":" + eq[key]; } foreach (string key in feq.Keys.OrderBy((k) => k)) { if (!string.IsNullOrEmpty(txtfeq)) { txtfeq += ","; } txtfeq += key + ":" + feq[key]; } string txtext = ""; foreach (string ex in ExtrasToNote) { if (d.Chassis.ChassisTags.Contains(ex)) { if (!string.IsNullOrEmpty(txtext)) { txtext += ","; } txtext += ex; } } r.DataTxt[8] = txtext + "/" + txteq + "/" + txtfeq; r.Sort = string.Format("{0,3}_{1}", new object[] { d.Chassis.Tonnage, d.Chassis.VariantName }); r.DataCsv = d.Chassis.Tonnage + ";" + d.Chassis.Description.UIName + ";" + d.Chassis.VariantName + ";" + d.Chassis.StockRole; r.DataCsv += ";" + bal + ";" + en + ";" + mis + ";" + sup; r.DataCsv += ";" + (d.Chassis.Tonnage - d.Chassis.InitialTonnage) + ";" + d.Chassis.Heatsinks + ";" + carmor + ";" + marmor + ";" + (d.Chassis.Tonnage - d.Chassis.InitialTonnage - marmor); r.DataCsv += ";" + (d.Chassis.MovementCapDef == null ? -1f : d.Chassis.MovementCapDef.MaxWalkDistance) + ";" + d.Chassis.MaxJumpjets; r.DataCsv += ";" + d.Chassis.MeleeDamage + ";" + d.Chassis.MeleeInstability + ";" + d.Chassis.DFADamage + ";" + d.Chassis.DFAInstability; r.DataCsv += ";" + active + ";" + storage + ";" + parts; if (sma_parts >= 0) { r.DataCsv += "(" + sma_parts + ")"; } r.DataCsv += ";" + maxparts; r.DataCsv += ";" + d.Chassis.Description.Id + ";" + d.Description.Id; r.DataCsv += ";" + txtext + ";" + txteq + ";" + txtfeq; return(r); }
public void ModifyMech(MechDef mDef, SimGameState s, UpgradeList ulist, ref float _, List <string[]> changedAmmoTypes, MechDef fromData) { float tonnage = 0; float max = 0; MechStatisticsRules.CalculateTonnage(mDef, ref tonnage, ref max); float armorfact = mDef.GetMechArmorPointFactor(); BTRandomMechComponentUpgrader_Init.Log.Log($"correcting tonnage 2: armor (each armor point costs {armorfact} t)"); while (tonnage + armorfact <= mDef.Chassis.Tonnage) { bool assOne = false; foreach (ChassisLocations c in RMCU_Helper.Locations) { if (tonnage + armorfact >= mDef.Chassis.Tonnage) { break; } LocationLoadoutDef l = mDef.GetLocationLoadoutDef(c); if (l.AssignedArmor >= mDef.GetChassisLocationDef(c).MaxArmor) { continue; } l.AssignedArmor += 1; l.CurrentArmor += 1; tonnage += armorfact; BTRandomMechComponentUpgrader_Init.Log.Log($"increased {c} armor to {l.AssignedArmor}"); assOne = true; } foreach (ChassisLocations c in RMCU_Helper.RearArmoredLocs) { if (tonnage + armorfact >= mDef.Chassis.Tonnage) { break; } LocationLoadoutDef l = mDef.GetLocationLoadoutDef(c); if (l.AssignedRearArmor >= mDef.GetChassisLocationDef(c).MaxRearArmor) { continue; } l.AssignedRearArmor += 1; l.CurrentRearArmor += 1; tonnage += armorfact; BTRandomMechComponentUpgrader_Init.Log.Log($"increased {c} rear armor to {l.AssignedRearArmor}"); assOne = true; } if (!assOne) { BTRandomMechComponentUpgrader_Init.Log.Log("no free armor location found!"); break; } } while (tonnage > mDef.Chassis.Tonnage) { bool assOne = false; foreach (ChassisLocations c in RMCU_Helper.Locations) { if (tonnage <= mDef.Chassis.Tonnage) { break; } LocationLoadoutDef l = mDef.GetLocationLoadoutDef(c); if (l.AssignedArmor <= 1) { continue; } l.AssignedArmor -= 1; l.CurrentArmor -= 1; tonnage -= armorfact; BTRandomMechComponentUpgrader_Init.Log.Log($"decreased {c} armor to {l.AssignedArmor}"); assOne = true; } foreach (ChassisLocations c in RMCU_Helper.RearArmoredLocs) { if (tonnage <= mDef.Chassis.Tonnage) { break; } LocationLoadoutDef l = mDef.GetLocationLoadoutDef(c); if (l.AssignedRearArmor <= 1) { continue; } l.AssignedRearArmor -= 1; l.CurrentRearArmor -= 1; tonnage -= armorfact; BTRandomMechComponentUpgrader_Init.Log.Log($"decreased {c} rear armor to {l.AssignedRearArmor}"); assOne = true; } if (!assOne) { BTRandomMechComponentUpgrader_Init.Log.Log("no free armor location found!"); break; } } BTRandomMechComponentUpgrader_Init.Log.Log($"final weight: {tonnage}/{mDef.Chassis.Tonnage}"); }
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 } }