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Copy pathKEDamage.cs
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KEDamage.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Diagnostics;
namespace PFW.Damage
{
class KEDamage:Damage
{
public struct KineticData
{
/// <summary>
/// The power of the shot
/// </summary>
public float Power;
/// <summary>
/// Distance between the firing unit and target unit
/// </summary>
public float Distance;
/// <summary>
/// Multiplier for armor degradation
/// </summary>
public float Degradation;
/// <summary>
/// Multiplier for health damage
/// </summary>
public float HealthDamageFactor;
/// <summary>
/// Air friction constant used in calculation of attenuation
/// </summary>
public float Friction;
}
private KineticData _keData;
public KEDamage(KineticData data, Target target)
: base(DamageTypes.KE, target)
{
_keData = data;
}
public override Target CalculateDamage()
{
Target finalState = this.CurrentTarget;
KineticData ke = _keData;
// Calculate attenuation of air friction
ke.Power = CalculateKEAttenuationSimple(
ke.Power,
ke.Distance,
ke.Friction
);
if (finalState.EraData.Value > 0.0f) {
// Calculate effects of ERA
float finalEra = Math.Max(
0.0f,
finalState.EraData.Value - ke.Power * finalState.EraData.KEFractionMultiplier
);
finalState.EraData.Value = finalEra;
ke.Power = CalculatePostEraPower(
ke.Power,
finalState.EraData.KEFractionMultiplier
);
}
// Armor degradation
float finalArmor = Math.Max(
0.0f,
finalState.Armor - (ke.Power / finalState.Armor) * ke.Degradation
);
finalState.Armor = finalArmor;
// Calculate final damage
float finalDamage = Math.Max(
0.0f,
(ke.Power - finalState.Armor) * ke.HealthDamageFactor
);
float finalHealth = Math.Max(
0.0f,
finalState.Health - finalDamage
);
finalState.Health = finalHealth;
return finalState;
}
private static float CalculateKEAttenuationSimple(float power, float distance, float friction)
{
return (float)Math.Exp(-friction * distance) * power;
}
private static float CalculatePostEraPower(float power, float eraFractionMultiplier)
{
return power * (1 - eraFractionMultiplier);
}
}
}