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

92 lines
3.1 KiB
C#

using System.Collections.Generic;
namespace Barotrauma
{
/// <summary>
/// Executes all the StatusEffects defined as child elements of the action.
/// </summary>
partial class StatusEffectAction : EventAction
{
private readonly List<StatusEffect> effects = new List<StatusEffect>();
private readonly int actionIndex;
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the entity or entities the status effect should target.")]
public Identifier TargetTag { get; set; }
public StatusEffectAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
{
actionIndex = 0;
foreach (var subElement in parentEvent.Prefab.ConfigElement.Descendants())
{
if (subElement == element) { break; }
actionIndex++;
}
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "statuseffect":
effects.Add(StatusEffect.Load(subElement, $"{nameof(StatusEffectAction)} ({parentEvent.Prefab.Identifier})"));
break;
}
}
}
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; }
var eventTargets = ParentEvent.GetTargets(TargetTag);
foreach (StatusEffect effect in effects)
{
foreach (var target in eventTargets)
{
if (effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
{
List<ISerializableEntity> nearbyTargets = new List<ISerializableEntity>();
effect.AddNearbyTargets(target.WorldPosition, nearbyTargets);
foreach (var nearbyTarget in nearbyTargets)
{
ApplyOnTarget(nearbyTarget as Entity, effect);
}
continue;
}
ApplyOnTarget(target, effect);
}
}
#if SERVER
ServerWrite(eventTargets);
#endif
isFinished = true;
void ApplyOnTarget(Entity target, StatusEffect effect)
{
if (target is Item targetItem)
{
effect.Apply(effect.type, deltaTime, target, targetItem.AllPropertyObjects);
}
else
{
effect.Apply(effect.type, deltaTime, target, target as ISerializableEntity);
}
}
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(StatusEffectAction)} -> (TargetTag: {TargetTag.ColorizeObject()}";
}
}
}