Files
tbd-station-14/Content.Server/GameObjects/Components/Damage/ResistanceSet.cs
DrSmugleaf 4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00

87 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Damage
{
/// <summary>
/// Resistance set used by damageable objects.
/// For each damage type, has a coefficient, damage reduction and "included in total" value.
/// </summary>
public class ResistanceSet : IExposeData
{
public static ResistanceSet DefaultResistanceSet = new ResistanceSet();
[ViewVariables]
private readonly Dictionary<DamageType, ResistanceSetSettings> _resistances = new Dictionary<DamageType, ResistanceSetSettings>();
public ResistanceSet()
{
foreach (DamageType damageType in Enum.GetValues(typeof(DamageType)))
{
_resistances[damageType] = new ResistanceSetSettings();
}
}
public void ExposeData(ObjectSerializer serializer)
{
foreach (DamageType damageType in Enum.GetValues(typeof(DamageType)))
{
var resistanceName = damageType.ToString().ToLower();
serializer.DataReadFunction(resistanceName, new ResistanceSetSettings(), resistanceSetting =>
{
_resistances[damageType] = resistanceSetting;
});
}
}
/// <summary>
/// Adjusts input damage with the resistance set values.
/// </summary>
/// <param name="damageType">Type of the damage.</param>
/// <param name="amount">Incoming amount of the damage.</param>
/// <returns>Damage adjusted by the resistance set.</returns>
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 && _resistances[damageType].AppliesToTotal;
}
/// <summary>
/// Settings for a specific damage type in a resistance set.
/// </summary>
public class ResistanceSetSettings : IExposeData
{
public float Coefficient { get; private set; } = 1;
public int DamageReduction { get; private set; } = 0;
public bool AppliesToTotal { get; private set; } = true;
public void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x => Coefficient, "coefficient", 1);
serializer.DataField(this, x => DamageReduction, "damageReduction", 0);
serializer.DataField(this, x => AppliesToTotal, "appliesToTotal", true);
}
}
}
}