using System; using System.Collections.Generic; using System.Linq; using System.Xml.Linq; namespace Barotrauma { class SkillCheckAction : BinaryOptionAction { [Serialize("", IsPropertySaveable.Yes)] public Identifier RequiredSkill { get; set; } [Serialize(0.0f, IsPropertySaveable.Yes)] public float RequiredLevel { get; set; } [Serialize(true, IsPropertySaveable.Yes)] public bool ProbabilityBased { get; set; } [Serialize("", IsPropertySaveable.Yes)] public Identifier TargetTag { get; set; } public SkillCheckAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { if (TargetTag.IsEmpty) { DebugConsole.ThrowError($"Error in event \"{parentEvent.Prefab.Identifier}\": SkillCheckAction without a target tag (the action needs to know whose skill to check)."); } } protected override bool? DetermineSuccess() { var potentialTargets = ParentEvent.GetTargets(TargetTag).Where(e => e is Character).Select(e => e as Character); if (ProbabilityBased) { return potentialTargets.Any(chr => chr.GetSkillLevel(RequiredSkill) / RequiredLevel > Rand.Range(0.0f, 1.0f, Rand.RandSync.Unsynced)); } else { return potentialTargets.Any(chr => chr.GetSkillLevel(RequiredSkill) >= RequiredLevel); } } public override string ToDebugString() { return $"{ToolBox.GetDebugSymbol(HasBeenDetermined())} {nameof(SkillCheckAction)} -> (Target: {TargetTag.ColorizeObject()}, " + $"Skill: {RequiredSkill.ColorizeObject()}, Level: {RequiredLevel.ColorizeObject()}, " + $"Succeeded: {succeeded.ColorizeObject()})"; } } }