* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
79 lines
2.4 KiB
C#
79 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.
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/// Each <see cref="DamageType"/> has a multiplier and flat damage
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/// 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();
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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.
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/// 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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[Serializable, NetSerializable]
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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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