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1 | function name PAShakeUpApplyChance(const out EffectAppliedData ApplyEffectParameters, XComGameState_BaseObject kNewTargetState, XComGameState NewGameState) | |
2 | { | |
3 | // this mimics the panic hit roll without actually BEING the panic hit roll | |
4 | - | local XComGameState_Unit TargetUnit; |
4 | + | local XComGameState_Unit TargetUnit, SourceUnit; |
5 | local name ImmuneName; | |
6 | local int TargetRoll, RandRoll; | |
7 | - | local XMBValue_Visibility Value; |
7 | + | local int Value, BadGuysValue; |
8 | - | local int BadGuysValue; |
8 | + | |
9 | SourceUnit = XComGameState_Unit(`XCOMHISTORY.GetGameStateForObjectID(ApplyEffectParameters.SourceStateObjectRef.ObjectID)); | |
10 | - | Value = new class'XMBValue_Visibility'; |
10 | + | |
11 | - | Value.bCountEnemies = true; |
11 | + | |
12 | - | Value.bSquadsight = true; |
12 | + | if (TargetUnit != none && SourceUnit != none) |
13 | { | |
14 | Value = CountVisibleUnitsForUnit(SourceUnit); | |
15 | - | if (TargetUnit != none) |
15 | + | |
16 | foreach class'X2AbilityToHitCalc_PanicCheck'.default.PanicImmunityAbilities(ImmuneName) | |
17 | { | |
18 | if (TargetUnit.FindAbility(ImmuneName).ObjectID != 0) | |
19 | { | |
20 | return 'AA_UnitIsImmune'; | |
21 | } | |
22 | if (default.PAShakeUp_BerserkerImmunity) | |
23 | - | if (default.PAShakeUp_BerserkerImmunity) { |
23 | + | |
24 | if (TargetUnit.GetMyTemplate().CharacterGroupName == 'Berserker') | |
25 | { | |
26 | return 'AA_UnitIsImmune'; | |
27 | } | |
28 | } | |
29 | } | |
30 | ||
31 | BadGuysValue = Value * default.PAShakeUp_DECREASE_PER_VISIBLE_ENEMY; | |
32 | ||
33 | TargetRoll = default.PAShakeUp_BASE_CHANCE - BadGuysValue; | |
34 | RandRoll = `SYNC_RAND(100); | |
35 | if (RandRoll < TargetRoll) | |
36 | { | |
37 | return 'AA_Success'; | |
38 | } | |
39 | } | |
40 | ||
41 | return 'AA_EffectChanceFailed'; | |
42 | } | |
43 | ||
44 | simulated function int CountVisibleUnitsForUnit(XComGameState_Unit SourceUnit, bool bSquadSight = false) | |
45 | { | |
46 | local X2GameRulesetVisibilityManager VisibilityMgr; | |
47 | local array<StateObjectReference> VisibleUnits; | |
48 | local array<X2Condition> RequiredConditions; | |
49 | local StateObjectReference UnitRef; | |
50 | local int Count; | |
51 | ||
52 | VisibilityMgr = `TACTICALRULES.VisibilityMgr; | |
53 | ||
54 | //Set default conditions (visible units need to be alive and game play visible) if no conditions were specified | |
55 | if( RequiredConditions.Length == 0 ) | |
56 | { | |
57 | RequiredConditions = class'X2TacticalVisibilityHelpers'.default.LivingGameplayVisibleFilter; | |
58 | } | |
59 | ||
60 | if (bSquadSight) | |
61 | { | |
62 | class'X2TacticalVisibilityHelpers'.static.GetAllVisibleObjectsForPlayer(SourceUnit.ControllingPlayer.ObjectID, VisibleUnits, RequiredConditions, -1); | |
63 | } | |
64 | else | |
65 | { | |
66 | VisibilityMgr.GetAllVisibleToSource(SourceUnit.ObjectID, VisibleUnits, class'XComGameState_Unit', -1, RequiredConditions); | |
67 | } | |
68 | ||
69 | ||
70 | foreach VisibleUnits(UnitRef) | |
71 | { | |
72 | if (SourceUnit.TargetIsEnemy(UnitRef.ObjectID, -1)) | |
73 | { | |
74 | Count++; | |
75 | } | |
76 | } | |
77 | ||
78 | return Count; | |
79 | } |