* Fix namespaces and optimize imports * Cleanup fixes * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes
87 lines
3.2 KiB
C#
87 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Damage
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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 : IExposeData
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{
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public static ResistanceSet DefaultResistanceSet = new ResistanceSet();
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[ViewVariables]
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private readonly Dictionary<DamageType, ResistanceSetSettings> _resistances = new Dictionary<DamageType, ResistanceSetSettings>();
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public ResistanceSet()
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{
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foreach (DamageType damageType in Enum.GetValues(typeof(DamageType)))
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{
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_resistances[damageType] = new ResistanceSetSettings();
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}
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}
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public void ExposeData(ObjectSerializer serializer)
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{
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foreach (DamageType damageType in Enum.GetValues(typeof(DamageType)))
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{
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var resistanceName = damageType.ToString().ToLower();
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serializer.DataReadFunction(resistanceName, new ResistanceSetSettings(), resistanceSetting =>
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{
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_resistances[damageType] = resistanceSetting;
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});
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}
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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 && _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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public class ResistanceSetSettings : IExposeData
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{
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public float Coefficient { get; private set; } = 1;
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public int DamageReduction { get; private set; } = 0;
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public bool AppliesToTotal { get; private set; } = true;
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => Coefficient, "coefficient", 1);
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serializer.DataField(this, x => DamageReduction, "damageReduction", 0);
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serializer.DataField(this, x => AppliesToTotal, "appliesToTotal", true);
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}
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}
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}
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}
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