Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/SkillCheckAction.cs
2022-02-26 02:43:01 +09:00

51 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
class SkillCheckAction : BinaryOptionAction
{
[Serialize("", IsPropertySaveable.Yes)]
public Identifier RequiredSkill { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes)]
public float RequiredLevel { get; set; }
[Serialize(true, IsPropertySaveable.Yes)]
public bool ProbabilityBased { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
public Identifier TargetTag { get; set; }
public SkillCheckAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
{
if (TargetTag.IsEmpty)
{
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);
if (ProbabilityBased)
{
return potentialTargets.Any(chr => chr.GetSkillLevel(RequiredSkill) / RequiredLevel > Rand.Range(0.0f, 1.0f, Rand.RandSync.Unsynced));
}
else
{
return potentialTargets.Any(chr => chr.GetSkillLevel(RequiredSkill) >= RequiredLevel);
}
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(HasBeenDetermined())} {nameof(SkillCheckAction)} -> (Target: {TargetTag.ColorizeObject()}, " +
$"Skill: {RequiredSkill.ColorizeObject()}, Level: {RequiredLevel.ColorizeObject()}, " +
$"Succeeded: {succeeded.ColorizeObject()})";
}
}
}