using System; using System.Collections.Generic; namespace Content.Server.GameObjects { /// /// Damage types used in-game. /// Total should never be used directly - it's a derived value. /// public enum DamageType { Total, Brute, Heat, Cold, Acid, Toxic, Electric } /// /// Resistance set used by damageable objects. /// For each damage type, has a coefficient, damage reduction and "included in total" value. /// public class ResistanceSet { Dictionary _resistances = new Dictionary(); static Dictionary _resistanceSets = new Dictionary(); //TODO: make it load from YAML instead of hardcoded like this public ResistanceSet() { _resistances.Add(DamageType.Total, new ResistanceSetSettings(1f, 0, true)); _resistances.Add(DamageType.Acid, new ResistanceSetSettings(1f, 0, true)); _resistances.Add(DamageType.Brute, new ResistanceSetSettings(1f, 0, true)); _resistances.Add(DamageType.Heat, new ResistanceSetSettings(1f, 0, true)); _resistances.Add(DamageType.Cold, new ResistanceSetSettings(1f, 0, true)); _resistances.Add(DamageType.Toxic, new ResistanceSetSettings(1f, 0, true)); _resistances.Add(DamageType.Electric, new ResistanceSetSettings(1f, 0, true)); } /// /// Loads a resistance set with the given name. /// /// Name of the resistance set. /// Resistance set by given name public static ResistanceSet GetResistanceSet(string setName) { ResistanceSet resistanceSet = null; if (!_resistanceSets.TryGetValue(setName, out resistanceSet)) { resistanceSet = Load(setName); } return resistanceSet; } static ResistanceSet Load(string setName) { //TODO: only creates a standard set RN, should be YAMLed ResistanceSet resistanceSet = new ResistanceSet(); _resistanceSets.Add(setName, resistanceSet); return resistanceSet; } /// /// Adjusts input damage with the resistance set values. /// /// Type of the damage. /// Incoming amount of the damage. /// Damage adjusted by the resistance set. public int CalculateDamage(DamageType damageType, int amount) { if (amount > 0) //if it's damage, reduction applies { amount -= _resistances[damageType].DamageReduction; if (amount <= 0) return 0; } amount = (int)Math.Floor(amount * _resistances[damageType].Coefficient); return amount; } public bool AppliesToTotal(DamageType damageType) { //Damage that goes straight to total (for whatever reason) never applies twice return damageType == DamageType.Total ? false : _resistances[damageType].AppliesToTotal; } /// /// Settings for a specific damage type in a resistance set. /// struct ResistanceSetSettings { public float Coefficient { get; private set; } public int DamageReduction { get; private set; } public bool AppliesToTotal { get; private set; } public ResistanceSetSettings(float coefficient, int damageReduction, bool appliesInTotal) { Coefficient = coefficient; DamageReduction = damageReduction; AppliesToTotal = appliesInTotal; } } } }