Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/AfflictionAction.cs
2024-04-24 18:09:05 +03:00

97 lines
4.0 KiB
C#

using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Gives an affliction to a specific character.
/// </summary>
class AfflictionAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the affliction.")]
public Identifier Affliction { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes, description: "Strength of the affliction.")]
public float Strength { get; set; }
[Serialize(LimbType.None, IsPropertySaveable.Yes, description: "Type of the limb(s) to apply the affliction on. Only valid if the affliction is limb-specific.")]
public LimbType LimbType { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the character to apply the affliction on.")]
public Identifier TargetTag { get; set; }
[Serialize(false, IsPropertySaveable.Yes, description: "Should the strength be multiplied by the maximum vitality of the target?")]
public bool MultiplyByMaxVitality { get; set; }
public AfflictionAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
{
if (Affliction.IsEmpty)
{
DebugConsole.ThrowError($"Error in {nameof(AfflictionAction)}: affliction not defined (use the attribute \"{nameof(Affliction)}\").",
contentPackage: element.ContentPackage);
}
}
private bool isFinished = false;
public override bool IsFinished(ref string goTo)
{
return isFinished;
}
public override void Reset()
{
isFinished = false;
}
public override void Update(float deltaTime)
{
if (isFinished) { return; }
if (AfflictionPrefab.Prefabs.TryGet(Affliction, out var afflictionPrefab))
{
var targets = ParentEvent.GetTargets(TargetTag);
foreach (var target in targets)
{
if (target != null && target is Character character)
{
float strength = Strength;
if (MultiplyByMaxVitality)
{
strength *= character.MaxVitality;
}
if (LimbType != LimbType.None)
{
var limb = character.AnimController.GetLimb(LimbType);
if (strength > 0.0f)
{
character.CharacterHealth.ApplyAffliction(limb, afflictionPrefab.Instantiate(strength), ignoreUnkillability: true);
}
else if (strength < 0.0f)
{
character.CharacterHealth.ReduceAfflictionOnLimb(limb, Affliction, -strength);
}
}
else
{
if (strength > 0.0f)
{
character.CharacterHealth.ApplyAffliction(null, afflictionPrefab.Instantiate(strength), ignoreUnkillability: true);
}
else if (strength < 0.0f)
{
character.CharacterHealth.ReduceAfflictionOnAllLimbs(Affliction, -strength);
}
}
}
}
}
isFinished = true;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(AfflictionAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " +
$"Affliction: {Affliction.ColorizeObject()}, Strength: {Strength.ColorizeObject()}, " +
$"LimbType: {LimbType.ColorizeObject()})";
}
}
}