Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/CheckAfflictionAction.cs
Juan Pablo Arce 3ca584f2fc v0.19.8.0
2022-09-28 21:30:52 -03:00

62 lines
2.7 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
internal class CheckAfflictionAction : BinaryOptionAction
{
[Serialize("", IsPropertySaveable.Yes)]
public Identifier Identifier { get; set; } = Identifier.Empty;
[Serialize("", IsPropertySaveable.Yes)]
public Identifier TargetTag { get; set; } = Identifier.Empty;
[Serialize(LimbType.None, IsPropertySaveable.Yes, "Only check afflictions on the specified limb type")]
public LimbType TargetLimb { get; set; }
[Serialize(true, IsPropertySaveable.Yes, "When set to false when TargetLimb is not specified prevent checking limb-specific afflictions")]
public bool AllowLimbAfflictions { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes, "Minimum strength of the affliction")]
public float MinStrength { get; set; }
public CheckAfflictionAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
protected override bool? DetermineSuccess()
{
if (Identifier.IsEmpty || TargetTag.IsEmpty) { return false; }
List<Character> targets = ParentEvent.GetTargets(TargetTag).OfType<Character>().ToList();
foreach (var target in targets)
{
if (target.CharacterHealth == null) { continue; }
if (TargetLimb == LimbType.None)
{
var affliction = target.CharacterHealth.GetAffliction(Identifier, AllowLimbAfflictions);
if (affliction != null && affliction.Strength >= MinStrength) { return true; }
}
IEnumerable<Affliction> afflictions = target.CharacterHealth.GetAllAfflictions().Where(affliction =>
{
if (affliction.Prefab.LimbSpecific)
{
LimbType? limbType = target.CharacterHealth.GetAfflictionLimb(affliction)?.type;
if (limbType == null || limbType != TargetLimb) { return false; }
}
return affliction.Strength >= MinStrength;
});
if (afflictions.Any(a => a.Identifier == Identifier)) { return true; }
}
return false;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(HasBeenDetermined())} {nameof(CheckAfflictionAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " +
$"AfflictionIdentifier: {Identifier.ColorizeObject()}, " +
$"TargetLimb: {TargetLimb.ColorizeObject()}, " +
$"Succeeded: {succeeded.ColorizeObject()})";
}
}
}