using System; using System.Collections.Generic; using System.Linq; using System.Xml.Linq; namespace Barotrauma { class AfflictionAction : EventAction { [Serialize("", true)] public string Affliction { get; set; } [Serialize(0.0f, true)] public float Strength { get; set; } [Serialize(LimbType.None, true)] public LimbType LimbType { get; set; } [Serialize("", true)] public string TargetTag { get; set; } public AfflictionAction(ScriptedEvent parentEvent, XElement element) : base(parentEvent, element) { } private bool isFinished = false; public override bool IsFinished(ref string goTo) { return isFinished; } public override void Reset() { isFinished = false; } public override void Update(float deltaTime) { if (isFinished) { return; } var afflictionPrefab = AfflictionPrefab.List.FirstOrDefault(p => p.Identifier.Equals(Affliction, StringComparison.InvariantCultureIgnoreCase)); if (afflictionPrefab != null) { var targets = ParentEvent.GetTargets(TargetTag); foreach (var target in targets) { if (target != null && target is Character character) { var limb = LimbType != LimbType.None ? character.AnimController.GetLimb(LimbType) : null; if (Strength > 0.0f) { character.CharacterHealth.ApplyAffliction(limb, afflictionPrefab.Instantiate(Strength)); } else if (Strength < 0.0f) { character.CharacterHealth.ReduceAffliction(limb, Affliction, -Strength); } } } } isFinished = true; } public override string ToDebugString() { return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(AfflictionAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " + $"Affliction: {Affliction.ColorizeObject()}, Strength: {Strength.ColorizeObject()}, " + $"LimbType: {LimbType.ColorizeObject()})"; } } }