Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities/CharacterAbilityGiveExperience.cs
T
Markus Isberg df805574c4 Build 0.20.8.0
2022-11-25 19:56:30 +02:00

53 lines
1.7 KiB
C#

namespace Barotrauma.Abilities;
internal sealed class CharacterAbilityGiveExperience : CharacterAbility
{
public override bool AppliesEffectOnIntervalUpdate => true;
private readonly int amount;
private readonly int level;
public CharacterAbilityGiveExperience(CharacterAbilityGroup characterAbilityGroup, ContentXElement abilityElement) : base(characterAbilityGroup, abilityElement)
{
amount = abilityElement.GetAttributeInt("amount", 0);
level = abilityElement.GetAttributeInt("level", 0);
if (amount == 0 && level == 0)
{
DebugConsole.ThrowError($"Error in talent {CharacterTalent.DebugIdentifier} - no exp amount or level defined in {nameof(CharacterAbilityGiveExperience)}.");
}
if (amount > 0 && level > 0)
{
DebugConsole.ThrowError($"Error in talent {CharacterTalent.DebugIdentifier} - {nameof(CharacterAbilityGiveExperience)} defines both an exp amount and a level.");
}
}
private void ApplyEffectSpecific(Character targetCharacter)
{
if (amount != 0)
{
targetCharacter.Info?.GiveExperience(amount);
}
if (level > 0)
{
targetCharacter.Info?.GiveExperience(targetCharacter.Info.GetExperienceRequiredForLevel(level));
}
}
protected override void ApplyEffect(AbilityObject abilityObject)
{
if ((abilityObject as IAbilityCharacter)?.Character is { } targetCharacter)
{
ApplyEffectSpecific(targetCharacter);
}
else
{
ApplyEffectSpecific(Character);
}
}
protected override void ApplyEffect()
{
ApplyEffectSpecific(Character);
}
}