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Calculator.HeatAsNormalDamage.cs
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42 lines (40 loc) · 1.98 KB
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using BattleTech;
namespace WeaponRealizer
{
static partial class Calculator
{
private static class HeatAsNormalDamage
{
public static bool IsApplicable(Weapon weapon)
{
return (Core.ModSettings.HeatDamageAppliesToBuildingAsNormalDamage ||
Core.ModSettings.HeatDamageAppliesToVehicleAsNormalDamage ||
Core.ModSettings.HeatDamageAppliesToTurretAsNormalDamage) &&
weapon.HeatDamagePerShot > Epsilon;
}
public static float Calculate(ICombatant target, Weapon weapon, float currentDamage, float rawDamage)
{
var damage = currentDamage;
if (Core.ModSettings.HeatDamageAppliesToBuildingAsNormalDamage && target is BattleTech.Building)
{
var damagePerShot = weapon.DamagePerShot;
var adjustment = rawDamage / damagePerShot * Core.ModSettings.HeatDamageApplicationToBuildingMultiplier;
damage = currentDamage + (adjustment * weapon.HeatDamagePerShot);
}
else if (Core.ModSettings.HeatDamageAppliesToVehicleAsNormalDamage && target is Vehicle)
{
var damagePerShot = weapon.DamagePerShot;
var adjustment = rawDamage / damagePerShot * Core.ModSettings.HeatDamageApplicationToVehicleMultiplier;
damage = currentDamage + (adjustment * weapon.HeatDamagePerShot);
}
else if (Core.ModSettings.HeatDamageAppliesToTurretAsNormalDamage && target is Turret)
{
var damagePerShot = weapon.DamagePerShot;
var adjustment = rawDamage / damagePerShot * Core.ModSettings.HeatDamageApplicationToTurretMultiplier;
damage = currentDamage + (adjustment * weapon.HeatDamagePerShot);
}
return damage;
}
}
}
}