Cindeck.Core.Simulator.Reload C# (CSharp) Method

Reload() public method

public Reload ( ) : void
return void
        public void Reload()
        {
            var guest = CreateGuestWithPotential(Guest);

            SupportMembers = SelectSupportMembers();
            SupportMemberVocalAppeal = SupportMembers.Sum(x => CalculateAppeal(AppealType.Vocal, x, true, IsEncore));
            SupportMemberDanceAppeal = SupportMembers.Sum(x => CalculateAppeal(AppealType.Dance, x, true, IsEncore));
            SupportMemberVisualAppeal = SupportMembers.Sum(x => CalculateAppeal(AppealType.Visual, x, true, IsEncore));

            VocalAppeal = SupportMemberVocalAppeal + CalculateAppeal(AppealType.Vocal, guest, false, IsEncore) +
                Unit.GetValueOrDefault(u => u.Slots.Sum(x => CalculateAppeal(AppealType.Vocal, x, false, IsEncore)));
            DanceAppeal = SupportMemberDanceAppeal + CalculateAppeal(AppealType.Dance, guest, false, IsEncore) +
                Unit.GetValueOrDefault(u => u.Slots.Sum(x => CalculateAppeal(AppealType.Dance, x, false, IsEncore)));
            VisualAppeal = SupportMemberVisualAppeal + CalculateAppeal(AppealType.Visual, guest, false, IsEncore) +
                Unit.GetValueOrDefault(u => u.Slots.Sum(x => CalculateAppeal(AppealType.Visual, x, false, IsEncore)));

            if (Unit != null)
            {
                int i = 1;
                ExpectedTriggerRatio = Unit.Slots.ToDictionary(
                    x => $"スロット{i++}",
                    x =>
                    {
                        if (SkillControl == SkillTriggerControl.NeverTrigger || x == null || x.Skill == null)
                        {
                            return .0;
                        }
                        else if (SkillControl == SkillTriggerControl.AlwaysTrigger)
                        {
                            return 1.0;
                        }
                        else
                        {
                            return GetSkillTriggerProbability(x, Unit.Center, Guest, Song);
                            //return x.Skill.EstimateProbability(x.SkillLevel) * (1 + skillUpRate.GetValueOrDefault(0) + (songType != null && songType.Value.HasFlag(x.Category) ? 0.3 : 0));
                        }
                    });
            }

            Life = CalculateLife(Unit, guest);
            ResultsUpToDate = false;
        }