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LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities/CustomAbilities/CharacterAbilityStonewall.cs
T
2021-08-26 21:08:21 +09:00

43 lines
1.9 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Abilities
{
class CharacterAbilityStonewall : CharacterAbility
{
private readonly List<StatusEffect> statusEffects;
private readonly List<StatusEffect> statusEffectsReset;
private int maxEnemyCount;
private float squaredDistance;
public CharacterAbilityStonewall(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
{
statusEffects = CharacterAbilityGroup.ParseStatusEffects(CharacterTalent, abilityElement.GetChildElement("statuseffects"));
statusEffectsReset = CharacterAbilityGroup.ParseStatusEffects(CharacterTalent, abilityElement.GetChildElement("statuseffectsreset"));
maxEnemyCount = abilityElement.GetAttributeInt("maxenemycount", 0);
squaredDistance = DistanceToSquaredDistance(abilityElement.GetAttributeFloat("distance", 0));
}
protected override void VerifyState(bool conditionsMatched, float timeSinceLastUpdate)
{
int numberOfEnemiesInRange = Character.CharacterList.Where(c => !HumanAIController.IsFriendly(Character, c) && !c.IsDead && Vector2.DistanceSquared(Character.SimPosition, Character.GetRelativeSimPosition(c)) < squaredDistance).Count();
foreach (var statusEffect in statusEffectsReset)
{
statusEffect.Apply(ActionType.OnAbility, 1f, Character, Character);
}
if (conditionsMatched && numberOfEnemiesInRange > 0)
{
foreach (var statusEffect in statusEffects)
{
statusEffect.Apply(ActionType.OnAbility, Math.Min(numberOfEnemiesInRange, maxEnemyCount), Character, Character);
}
}
}
}
}