* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
77 lines
2.4 KiB
C#
77 lines
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Damage.ResistanceSet
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{
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/// <summary>
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/// Set of resistances used by damageable objects. Each DamageType has a multiplier and flat damage reduction value.
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/// </summary>
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[NetSerializable]
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[Serializable]
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public class ResistanceSet
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{
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[ViewVariables]
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private Dictionary<DamageType, ResistanceSetSettings> _resistances =
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new Dictionary<DamageType, ResistanceSetSettings>();
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public ResistanceSet()
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{
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foreach (var damageType in (DamageType[]) Enum.GetValues(typeof(DamageType)))
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{
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_resistances.Add(damageType, new ResistanceSetSettings(1f, 0));
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}
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}
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public ResistanceSet(ResistanceSetPrototype data)
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{
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ID = data.ID;
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_resistances = data.Resistances;
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}
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public string ID { get; }
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/// <summary>
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/// Adjusts input damage with the resistance set values. Only applies reduction if the amount is damage (positive), not
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/// healing (negative).
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/// </summary>
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/// <param name="damageType">Type of damage.</param>
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/// <param name="amount">Incoming amount of damage.</param>
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public int CalculateDamage(DamageType damageType, int amount)
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{
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if (amount > 0) //Only apply reduction if it's healing, not damage.
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{
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amount -= _resistances[damageType].FlatReduction;
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if (amount <= 0)
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{
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return 0;
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}
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}
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amount = (int) Math.Ceiling(amount * _resistances[damageType].Coefficient);
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return amount;
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}
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}
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/// <summary>
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/// Settings for a specific damage type in a resistance set. Flat reduction is applied before the coefficient.
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/// </summary>
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[NetSerializable]
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[Serializable]
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public struct ResistanceSetSettings
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{
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[ViewVariables] public float Coefficient { get; private set; }
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[ViewVariables] public int FlatReduction { get; private set; }
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public ResistanceSetSettings(float coefficient, int flatReduction)
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{
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Coefficient = coefficient;
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FlatReduction = flatReduction;
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}
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}
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}
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