public static void fillWeaponPredictRecord(ref DamagePredictRecord record, AbstractActor unit, ICombatant target, Weapon weapon, ref List <int> hitLocations, ref float AverageArmor) { CustomAmmoCategoriesLog.Log.LogWrite("fillWeaponPredictRecord " + unit.DisplayName + " target " + target.DisplayName + " weapon " + weapon.defId + "\n"); CustomAmmoCategories.applyWeaponAmmoMode(weapon, record.Id.modeId, record.Id.ammoId); AbstractActor targetActor = target as AbstractActor; if (hitLocations == null) { hitLocations = target.GetPossibleHitLocations(unit); foreach (int hitLocation in hitLocations) { CustomAmmoCategoriesLog.Log.LogWrite("Hit Location " + hitLocation + "\n"); } } if (float.IsNaN(AverageArmor)) { AverageArmor = CustomAmmoCategories.getTargetAvarageArmor(hitLocations, target); } float toHit = 0; if (weapon.WillFireAtTargetFromPosition(target, unit.CurrentPosition) == true) { toHit = weapon.GetToHitFromPosition(target, 1, unit.CurrentPosition, target.CurrentPosition, true, (targetActor != null) ? targetActor.IsEvasive : false, false); } if (toHit < Epsilon) { record.HeatDamageCoeff = 0f; record.NormDamageCoeff = 0f; record.PredictHeatDamage = 0f; } ; float coolDownCoeff = 1.0f / (1.0f + CustomAmmoCategories.getWeaponCooldown(weapon)); float jammCoeff = 1.0f - CustomAmmoCategories.getWeaponFlatJammingChance(weapon); float damageJammCoeff = CustomAmmoCategories.getWeaponDamageOnJamming(weapon) ? 0.5f : 1.0f; float damageShotsCount = (float)weapon.ShotsWhenFired; float damagePerShot = weapon.DamagePerShot; float heatPerShot = weapon.HeatDamagePerShot; if (weapon.componentDef.ComponentTags.Contains("wr-clustered_shots") || (CustomAmmoCategories.getWeaponDisabledClustering(weapon) == false)) { damageShotsCount *= (float)weapon.ProjectilesPerShot; } float piercedLocationsCount = (float)CustomAmmoCategories.getWeaponPierceLocations(hitLocations, target, damagePerShot); float hitLocationsCount = (hitLocations.Count > 0) ? (float)hitLocations.Count : 1.0f; float clusterCoeff = 1.0f + ((piercedLocationsCount / hitLocationsCount) * damageShotsCount) * CustomAmmoCategories.Settings.ClusterAIMult; float pierceCoeff = 1.0f; if (AverageArmor > damagePerShot) { pierceCoeff += (damagePerShot / AverageArmor) * CustomAmmoCategories.Settings.PenetrateAIMult; } record.NormDamageCoeff = damagePerShot * damageShotsCount * toHit * coolDownCoeff * jammCoeff * damageJammCoeff * clusterCoeff * pierceCoeff; record.HeatDamageCoeff = heatPerShot * damageShotsCount * toHit * jammCoeff * damageJammCoeff; record.PredictHeatDamage = heatPerShot * damageShotsCount * toHit; CustomAmmoCategoriesLog.Log.LogWrite(" toHit = " + toHit + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" coolDownCoeff = " + coolDownCoeff + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" jammCoeff = " + jammCoeff + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" damageJammCoeff = " + damageJammCoeff + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" damageShotsCount = " + damageShotsCount + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" damagePerShot = " + damagePerShot + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" heatPerShot = " + heatPerShot + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" piercedLocationsCount = " + piercedLocationsCount + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" hitLocationsCount = " + hitLocationsCount + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" AverageArmor = " + AverageArmor + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" clusterCoeff = " + clusterCoeff + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" pierceCoeff = " + pierceCoeff + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" NormDamageCoeff = " + record.NormDamageCoeff + "\n"); CustomAmmoCategoriesLog.Log.LogWrite(" HeatDamageCoeff = " + record.HeatDamageCoeff + "\n"); }