Loaded sounds are properly freed, ObjectProperty optimization, expanded skill effects (rangedweapon accuracy, welding efficiency, electrical shocks), armored wearables + ballistic vest & helmet

This commit is contained in:
Regalis
2015-09-28 19:48:31 +03:00
parent 97c3ac1412
commit cc16bb3ad7
34 changed files with 411 additions and 183 deletions

View File

@@ -426,24 +426,44 @@ namespace Subsurface.Items.Components
return true;
}
protected bool DoesUseFail(Character character)
/// <summary>
/// Returns 0.0f-1.0f based on how well the character can use the itemcomponent
/// </summary>
/// <returns>0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less</returns>
protected float DegreeOfSuccess(Character character)
{
foreach (Skill skill in requiredSkills)
{
int characterLevel = character.GetSkillLevel(skill.Name);
if (characterLevel > skill.Level) continue;
if (requiredSkills.Count == 0) return 100.0f;
if (Rand.Int(characterLevel) - skill.Level < 0)
{
item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
//Item.ApplyStatusEffects();
return true;
}
float[] skillSuccess = new float[requiredSkills.Count];
for (int i = 0; i < requiredSkills.Count; i++ )
{
int characterLevel = character.GetSkillLevel(requiredSkills[i].Name);
skillSuccess[i] = (characterLevel - requiredSkills[i].Level);
}
return false;
float average = skillSuccess.Average();
return (average+100.0f)/2.0f;
}
//public bool CheckFailure(Character character)
//{
// foreach (Skill skill in requiredSkills)
// {
// int characterLevel = character.GetSkillLevel(skill.Name);
// if (characterLevel > skill.Level) continue;
// item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
// //Item.ApplyStatusEffects();
// return true;
// }
// return false;
//}
public bool HasRequiredContainedItems(bool addMessage)
{
List<RelatedItem> requiredContained = requiredItems.FindAll(ri=> ri.Type == RelatedItem.RelationType.Contained);