Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities/CharacterAbilityGiveAffliction.cs
T
Markus Isberg ecb6d40b4b Build 0.20.7.0
2022-11-18 18:13:38 +02:00

43 lines
2.0 KiB
C#

namespace Barotrauma.Abilities
{
class CharacterAbilityGiveAffliction : CharacterAbility
{
private readonly Identifier afflictionId;
private readonly float strength;
private readonly string multiplyStrengthBySkill;
private readonly bool setValue;
public CharacterAbilityGiveAffliction(CharacterAbilityGroup characterAbilityGroup, ContentXElement abilityElement) : base(characterAbilityGroup, abilityElement)
{
afflictionId = abilityElement.GetAttributeIdentifier("afflictionid", abilityElement.GetAttributeIdentifier("affliction", Identifier.Empty));
strength = abilityElement.GetAttributeFloat("strength", 0f);
multiplyStrengthBySkill = abilityElement.GetAttributeString("multiplystrengthbyskill", string.Empty);
setValue = abilityElement.GetAttributeBool("setvalue", false);
if (afflictionId.IsEmpty)
{
DebugConsole.ThrowError($"Error in talent {CharacterTalent.DebugIdentifier}, CharacterAbilityGiveAffliction - affliction identifier not set.");
}
}
protected override void ApplyEffect(AbilityObject abilityObject)
{
if (abilityObject is IAbilityCharacter character)
{
var afflictionPrefab = AfflictionPrefab.Prefabs.Find(a => a.Identifier == afflictionId);
if (afflictionPrefab == null)
{
DebugConsole.ThrowError($"Error in CharacterAbilityGiveAffliction - could not find an affliction with the identifier \"{afflictionId}\".");
return;
}
float strength = this.strength;
if (!string.IsNullOrEmpty(multiplyStrengthBySkill))
{
strength *= Character.GetSkillLevel(multiplyStrengthBySkill);
}
character.Character.CharacterHealth.ApplyAffliction(null, afflictionPrefab.Instantiate(strength), allowStacking: !setValue);
}
}
}
}