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

52 lines
2.5 KiB
C#

using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Performs a skill check and executes either the Success or Failure child actions depending on whether the check succeeds.
/// </summary>
class SkillCheckAction : BinaryOptionAction
{
[Serialize("", IsPropertySaveable.Yes, description: "The identifier of the skill to check.")]
public Identifier RequiredSkill { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes, description: "The required skill level for the check to succeed.")]
public float RequiredLevel { get; set; }
[Serialize(true, IsPropertySaveable.Yes, description: "Should the skill check be probability-based (i.e. if you have half the required skill level, the chance of success is 50%), or should the check always fail when under the required level and always succeed when above? ")]
public bool ProbabilityBased { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the character(s) whose skill to check. If there are multiple targets, the action succeeds if any of their skill checks succeeds.")]
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).",
contentPackage: element.ContentPackage);
}
}
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()})";
}
}
}