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