42 lines
1.5 KiB
C#
42 lines
1.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Abilities
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{
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class CharacterAbilityAlienHoarder : CharacterAbility
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{
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private readonly float addedDamageMultiplierPerItem;
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private readonly int maxAmount;
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private readonly string[] tags;
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public CharacterAbilityAlienHoarder(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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addedDamageMultiplierPerItem = abilityElement.GetAttributeFloat("addeddamagemultiplierperitem", 0f);
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maxAmount = abilityElement.GetAttributeInt("maxamount", 0);
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tags = abilityElement.GetAttributeStringArray("tags", Array.Empty<string>(), convertToLowerInvariant: true);
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}
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protected override void ApplyEffect(object abilityData)
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{
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if (abilityData is AbilityAttackData attackData)
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{
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float totalAddedDamageMultiplier = 0f;
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foreach (Item item in Character.Inventory.AllItems)
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{
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if (tags.Any(t => item.Prefab.Tags.Any(p => t == p)))
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{
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totalAddedDamageMultiplier += addedDamageMultiplierPerItem;
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}
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}
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attackData.DamageMultiplier += addedDamageMultiplierPerItem;
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}
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else
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{
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LogAbilityDataMismatch();
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}
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}
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}
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}
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