Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/SkillCheckAction.cs
T
2020-07-30 13:00:09 +03:00

46 lines
1.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
class SkillCheckAction : BinaryOptionAction
{
[Serialize("", true)]
public string RequiredSkill { get; set; }
[Serialize(0.0f, true)]
public float RequiredLevel { get; set; }
[Serialize("", true)]
public string TargetTag { get; set; }
public SkillCheckAction(ScriptedEvent parentEvent, XElement element) : base(parentEvent, element)
{
if (string.IsNullOrEmpty(TargetTag))
{
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);
return potentialTargets.Any(chr => chr.GetSkillLevel(RequiredSkill?.ToLowerInvariant()) >= RequiredLevel);
}
public override string ToDebugString()
{
string subActionStr = "";
if (succeeded.HasValue)
{
subActionStr = $"\n Sub action: {(succeeded.Value ? Success : Failure)?.CurrentSubAction.ColorizeObject()}";
}
return $"{ToolBox.GetDebugSymbol(DetermineFinished())} {nameof(SkillCheckAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " +
$"Required skill: {RequiredSkill.ColorizeObject()}, Required level: {RequiredLevel.ColorizeObject()}, " +
$"Succeeded: {(succeeded.HasValue ? succeeded.Value.ToString() : "not determined").ColorizeObject()})" +
subActionStr;
}
}
}