-
Notifications
You must be signed in to change notification settings - Fork 5
/
Copy pathCalculator.DistanceBasedVariance.cs
156 lines (148 loc) · 7.95 KB
/
Calculator.DistanceBasedVariance.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
using System;
using System.Collections.Generic;
using System.Linq;
using BattleTech;
using UnityEngine;
namespace WeaponRealizer
{
internal static partial class Calculator
{
private static class DistanceBasedVariance
{
public static bool IsApplicable(Weapon weapon)
{
return Core.ModSettings.DistanceBasedVariance &&
HasPositiveVarianceMultiplier(weapon);
}
private const double Pi2 = Math.PI / 2.0;
private static readonly Dictionary<string, float> VarianceMultipliers = new Dictionary<string, float>();
public static float Calculate(ICombatant attacker, ICombatant target, Weapon weapon, float damage, float rawDamage)
{
var damagePerShot = weapon.DamagePerShot;
var adjustment = rawDamage / damagePerShot;
float varianceMultiplier;
var distance = Vector3.Distance(attacker.TargetPosition, target.TargetPosition);
var distanceDifference = weapon.MaxRange - distance;
var distanceRatio = distanceDifference / weapon.MaxRange;
var baseMultiplier = VarianceMultipliers[weapon.defId];
var distanceBasedFunctionMultiplier = (float) Math.Atan(Pi2 * distanceRatio + baseMultiplier);
if (distance < weapon.MaxRange)
{
varianceMultiplier = Mathf.Max(
baseMultiplier,
Mathf.Min(
1.0f,
distanceBasedFunctionMultiplier
));
}
else // out of range
{
return damage;
}
var computedDamage = damage * varianceMultiplier * adjustment;
Logger.Debug($"distanceBasedFunctionMultiplier: {distanceBasedFunctionMultiplier}\n" +
$"defId: {weapon.defId}\n" +
$"varianceMultiplier: {varianceMultiplier}\n" +
$"adjustment: {adjustment}\n" +
$"damage: {damage}\n" +
$"distance: {distance}\n" +
$"max: {weapon.MaxRange}\n" +
$"distanceDifference {distanceDifference}\n" +
$"baseMultplier: {baseMultiplier}\n" +
$"distanceRatio: {distanceRatio}\n" +
$"computedDamage: {computedDamage}\n");
return computedDamage;
}
private static bool HasPositiveVarianceMultiplier(Weapon weapon)
{
if (!VarianceMultipliers.ContainsKey(weapon.defId))
VarianceMultipliers[weapon.defId] = ParseBaseMultiplier(weapon);
return VarianceMultipliers[weapon.defId] > Epsilon;
}
private const string DistanceVarianceTagPrefix = "wr-variance_by_distance";
private static readonly char[] TagDelimiter = new char[] {'-'};
private static float ParseBaseMultiplier(Weapon weapon)
{
if (!weapon.weaponDef.ComponentTags.Any(tag => tag.StartsWith(DistanceVarianceTagPrefix, StringComparison.InvariantCultureIgnoreCase)))
return 0.0f;
var rawTag = weapon.weaponDef.ComponentTags.First(tag => tag.StartsWith(DistanceVarianceTagPrefix, StringComparison.InvariantCultureIgnoreCase));
var multiplier =
rawTag.Equals(DistanceVarianceTagPrefix, StringComparison.InvariantCultureIgnoreCase)
? Core.ModSettings.DistanceBasedVarianceMaxRangeDamageMultiplier
: float.Parse(rawTag.Split(TagDelimiter, 3).Last()) / 100.0f;
return multiplier;
}
}
private static class ReverseDistanceBasedVariance
{
public static bool IsApplicable(Weapon weapon)
{
Logger.Debug($"reverse enabled? {Core.ModSettings.ReverseDistanceBasedVariance}\nvariance?{HasPositiveVarianceMultiplier(weapon)}");
return Core.ModSettings.ReverseDistanceBasedVariance &&
HasPositiveVarianceMultiplier(weapon);
}
private const double Pi2 = Math.PI / 2.0;
private static readonly Dictionary<string, float> VarianceMultipliers = new Dictionary<string, float>();
public static float Calculate(ICombatant attacker, ICombatant target, Weapon weapon, float damage, float rawDamage)
{
var damagePerShot = weapon.DamagePerShot;
var adjustment = rawDamage / damagePerShot;
float varianceMultiplier;
var distance = Vector3.Distance(attacker.TargetPosition, target.TargetPosition);
var distanceDifference = weapon.MaxRange - distance;
var distanceRatio = distanceDifference / weapon.MinRange;
var baseMultiplier = VarianceMultipliers[weapon.defId];
var distanceBasedFunctionMultiplier = (float) Math.Atan(1f / (Pi2 * distanceRatio + baseMultiplier));
if (distance < weapon.MinRange)
{
varianceMultiplier = 0;
}
else if (distance <= weapon.MaxRange)
{
varianceMultiplier = Mathf.Max(
baseMultiplier,
Mathf.Min(
1.0f,
distanceBasedFunctionMultiplier
));
}
else // out of range ¯\_(ツ)_/¯
{
return damage;
}
var computedDamage = damage * varianceMultiplier * adjustment;
Logger.Debug($"reverseDistanceBasedFunctionMultiplier: {distanceBasedFunctionMultiplier}\n" +
$"defId: {weapon.defId}\n" +
$"varianceMultiplier: {varianceMultiplier}\n" +
$"adjustment: {adjustment}\n" +
$"damage: {damage}\n" +
$"distance: {distance}\n" +
$"max: {weapon.MaxRange}\n" +
$"distanceDifference {distanceDifference}\n" +
$"baseMultplier: {baseMultiplier}\n" +
$"distanceRatio: {distanceRatio}\n" +
$"computedDamage: {computedDamage}\n");
return computedDamage;
}
private static bool HasPositiveVarianceMultiplier(Weapon weapon)
{
if (!VarianceMultipliers.ContainsKey(weapon.defId))
VarianceMultipliers[weapon.defId] = ParseBaseMultiplier(weapon);
return VarianceMultipliers[weapon.defId] > Epsilon;
}
private const string ReverseDistanceVarianceTagPrefix = "wr-reverse_variance_by_distance";
private static readonly char[] TagDelimiter = new char[] {'-'};
private static float ParseBaseMultiplier(Weapon weapon)
{
if (!weapon.weaponDef.ComponentTags.Any(tag => tag.StartsWith(ReverseDistanceVarianceTagPrefix, StringComparison.InvariantCultureIgnoreCase)))
return 0.0f;
var rawTag = weapon.weaponDef.ComponentTags.First(tag => tag.StartsWith(ReverseDistanceVarianceTagPrefix, StringComparison.InvariantCultureIgnoreCase));
var multiplier =
rawTag.Equals(ReverseDistanceVarianceTagPrefix, StringComparison.InvariantCultureIgnoreCase)
? Core.ModSettings.ReverseDistanceBasedVarianceMinRangeDamageMultiplier
: float.Parse(rawTag.Split(TagDelimiter, 3).Last()) / 100.0f;
return multiplier;
}
}
}
}