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1 change: 1 addition & 0 deletions Defs/Stats/Stats_Weapons_Ranged.xml
Original file line number Diff line number Diff line change
Expand Up @@ -98,6 +98,7 @@
<toStringStyle>FloatTwo</toStringStyle>
<showIfUndefined>false</showIfUndefined>
<displayPriorityInCategory>894</displayPriorityInCategory>
<workerClass>CombatExtended.StatWorker_SwayFactor</workerClass>
<parts>
<li Class="CombatExtended.StatPart_Attachments" />
<li Class="CombatExtended.Bipod_Sway_StatPart" />
Expand Down
1 change: 1 addition & 0 deletions Languages/English/Keyed/Stats.xml
Original file line number Diff line number Diff line change
Expand Up @@ -11,5 +11,6 @@
<CE_Long_Range_Radio>Long range radio</CE_Long_Range_Radio>
<CE_StatPart_MinimaExplanation>Picks the lowest value of available</CE_StatPart_MinimaExplanation>
<CE_StatPart_MaximaExplanation>Picks the highest value of available</CE_StatPart_MaximaExplanation>
<CE_StatWorker_Sway_Explanation>Baseline Shooting skill needed to reduce {0} sway to {1} degrees of error:</CE_StatWorker_Sway_Explanation>

</LanguageData>
Original file line number Diff line number Diff line change
@@ -0,0 +1,41 @@
using System.Drawing;
using System.Text;
using Verse;
using RimWorld;

namespace CombatExtended;

public class StatWorker_SwayFactor : StatWorker
{
private float CalculateRequiredSkill(float swayFactor, float benchmarkSwayAmplitude, out float weaponHandling)
{
weaponHandling = -((benchmarkSwayAmplitude / swayFactor) - 4.5f);

float shootingPoints = StatDefOf.ShootingAccuracyPawn.postProcessCurve.EvaluateInverted(weaponHandling);

if (StatDefOf.ShootingAccuracyPawn.skillNeedOffsets.Find(x => x is SkillNeed_BaseBonus) is SkillNeed_BaseBonus baseStats)
{
return (shootingPoints - baseStats.baseValue) / baseStats.bonusPerLevel;
}

return 0f;
}


public override string GetExplanationFinalizePart(StatRequest req, ToStringNumberSense numberSense, float finalVal)
{
StringBuilder stringBuilder = new StringBuilder();
stringBuilder.Append(base.GetExplanationFinalizePart(req, numberSense, finalVal));

float benchmarkSwayAmplitude = 3.0f;
float weaponHandling = 0f;
float skillLevel = CalculateRequiredSkill(finalVal, benchmarkSwayAmplitude, out weaponHandling);
stringBuilder.AppendLine("\n\n" + "CE_StatWorker_Sway_Explanation".Translate(finalVal.ToStringByStyle(ToStringStyle.FloatTwo),
benchmarkSwayAmplitude)
+ "\n" + skillLevel.ToStringByStyle(ToStringStyle.FloatOne)
+ " (" + weaponHandling.ToStringByStyle(ToStringStyle.PercentZero) + " " +
StatDefOf.ShootingAccuracyPawn.label + ")");

return stringBuilder.ToString().TrimEndNewlines();
}
}