Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Quality.cs
2022-02-26 02:43:01 +09:00

96 lines
3.1 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Quality : ItemComponent
{
public const int MaxQuality = 3;
public static readonly float[] QualityCommonnesses = new float[]
{
0.8f,
0.15f,
0.045f,
0.005f,
};
public enum StatType
{
Condition,
ExplosionRadius,
ExplosionDamage,
RepairSpeed,
RepairToolStructureRepairMultiplier,
RepairToolStructureDamageMultiplier,
RepairToolDeattachTimeMultiplier,
FirepowerMultiplier,
StrikingPowerMultiplier,
StrikingSpeedMultiplier,
FiringRateMultiplier,
// unused as of now
AttackMultiplier,
// unused as of now
AttackSpeedMultiplier,
ForceDoorsOpenSpeedMultiplier,
RangedSpreadReduction,
ChargeSpeedMultiplier,
MovementSpeedMultiplier,
EffectivenessMultiplier,
PowerOutputMultiplier,
ConsumptionReductionMultiplier,
}
private readonly Dictionary<StatType, float> statValues = new Dictionary<StatType, float>();
private int qualityLevel;
[Editable, Serialize(0, IsPropertySaveable.Yes)]
public int QualityLevel
{
get { return qualityLevel; }
set
{
if (value == qualityLevel) { return; }
bool wasInFullCondition = item.IsFullCondition;
qualityLevel = MathHelper.Clamp(value, 0, MaxQuality);
//set the condition to the new max condition
if (wasInFullCondition && statValues.ContainsKey(StatType.Condition))
{
item.Condition = item.MaxCondition;
}
}
}
public Quality(Item item, ContentXElement element) : base(item, element)
{
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "stattype":
case "statvalue":
case "qualitystat":
string statTypeString = subElement.GetAttributeString("stattype", "");
if (!Enum.TryParse(statTypeString, true, out StatType statType))
{
DebugConsole.ThrowError("Invalid stat type type \"" + statTypeString + "\" in item (" + ((MapEntity)item).Prefab.Identifier + ")");
}
float statValue = subElement.GetAttributeFloat("value", 0f);
statValues.TryAdd(statType, statValue);
break;
}
}
}
public float GetValue(StatType statType)
{
if (!statValues.ContainsKey(statType)) { return 0.0f; }
return statValues[statType] * qualityLevel;
}
}
}