39 lines
1.5 KiB
C#
39 lines
1.5 KiB
C#
namespace Barotrauma.Abilities
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{
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class CharacterAbilityModifyStatToFlooding : CharacterAbility
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{
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private readonly StatTypes statType;
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private readonly float maxValue;
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private float lastValue = 0f;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyStatToFlooding(CharacterAbilityGroup characterAbilityGroup, ContentXElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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statType = CharacterAbilityGroup.ParseStatType(abilityElement.GetAttributeString("stattype", ""), CharacterTalent.DebugIdentifier);
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maxValue = abilityElement.GetAttributeFloat("maxvalue", 0f);
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}
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protected override void VerifyState(bool conditionsMatched, float timeSinceLastUpdate)
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{
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Character.ChangeStat(statType, -lastValue);
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if (conditionsMatched && Character.IsInFriendlySub)
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{
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float waterVolume = 0.0f, totalVolume = 0.0f;
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foreach (Hull hull in Hull.HullList)
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{
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if (hull.Submarine != Character.Submarine) { continue; }
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waterVolume += hull.WaterVolume;
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totalVolume += hull.Volume;
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}
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lastValue = (totalVolume == 0.0f ? 1.0f : waterVolume / totalVolume) * maxValue;
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Character.ChangeStat(statType, lastValue);
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}
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else
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{
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lastValue = 0f;
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}
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}
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}
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}
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