# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
503 lines
19 KiB
C#
503 lines
19 KiB
C#
using System.Linq;
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using System.Text.Json.Serialization;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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using Robust.Shared.Utility;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Damage
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{
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/// <summary>
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/// This class represents a collection of damage types and damage values.
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/// </summary>
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/// <remarks>
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/// The actual damage information is stored in <see cref="DamageDict"/>. This class provides
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/// functions to apply resistance sets and supports basic math operations to modify this dictionary.
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/// </remarks>
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[DataDefinition, Serializable, NetSerializable]
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public sealed partial class DamageSpecifier : IEquatable<DamageSpecifier>
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{
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// For the record I regret so many of the decisions i made when rewriting damageable
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// Why is it just shitting out dictionaries left and right
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// One day Arrays, stackalloc spans, and SIMD will save the day.
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// TODO DAMAGEABLE REFACTOR
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// These exist solely so the wiki works. Please do not touch them or use them.
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[JsonPropertyName("types")]
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[DataField("types", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<FixedPoint2, DamageTypePrototype>))]
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[UsedImplicitly]
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private Dictionary<string, FixedPoint2>? _damageTypeDictionary;
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[JsonPropertyName("groups")]
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[DataField("groups", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<FixedPoint2, DamageGroupPrototype>))]
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[UsedImplicitly]
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private Dictionary<string, FixedPoint2>? _damageGroupDictionary;
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/// <summary>
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/// Main DamageSpecifier dictionary. Most DamageSpecifier functions exist to somehow modifying this.
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/// </summary>
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[JsonIgnore]
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[ViewVariables(VVAccess.ReadWrite)]
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[IncludeDataField(customTypeSerializer: typeof(DamageSpecifierDictionarySerializer), readOnly: true)]
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public Dictionary<string, FixedPoint2> DamageDict { get; set; } = new();
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/// <summary>
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/// Returns a sum of the damage values.
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/// </summary>
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/// <remarks>
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/// Note that this being zero does not mean this damage has no effect. Healing in one type may cancel damage
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/// in another. Consider using <see cref="AnyPositive"/> or <see cref="Empty"/> instead.
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/// </remarks>
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public FixedPoint2 GetTotal()
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{
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var total = FixedPoint2.Zero;
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foreach (var value in DamageDict.Values)
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{
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total += value;
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}
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return total;
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}
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/// <summary>
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/// Returns true if the specifier contains any positive damage values.
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/// Differs from <see cref="Empty"/> as a damage specifier might contain entries with zeroes.
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/// This also returns false if the specifier only contains negative values.
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/// </summary>
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public bool AnyPositive()
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{
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foreach (var value in DamageDict.Values)
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{
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if (value > FixedPoint2.Zero)
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return true;
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}
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return false;
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}
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public DamageSpecifier Invert()
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{
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var copy = new DamageSpecifier(this);
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foreach (var key in copy.DamageDict.Keys)
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copy.DamageDict[key] *= -1;
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return copy;
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}
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/// <summary>
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/// Whether this damage specifier has any entries.
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/// </summary>
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[JsonIgnore]
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public bool Empty => DamageDict.Count == 0;
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public override string ToString()
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{
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return "DamageSpecifier(" + string.Join("; ", DamageDict.Select(x => x.Key + ":" + x.Value)) + ")";
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}
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#region constructors
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/// <summary>
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/// Constructor that just results in an empty dictionary.
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/// </summary>
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public DamageSpecifier() { }
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/// <summary>
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/// Constructor that takes another DamageSpecifier instance and copies it.
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/// </summary>
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public DamageSpecifier(DamageSpecifier damageSpec)
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{
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DamageDict = new(damageSpec.DamageDict);
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}
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/// <summary>
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/// Constructor that takes a single damage type prototype and a damage value.
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/// </summary>
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public DamageSpecifier(DamageTypePrototype type, FixedPoint2 value)
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{
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DamageDict = new() { { type.ID, value } };
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}
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/// <summary>
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/// Constructor that takes a single damage group prototype and a damage value. The value is divided between members of the damage group.
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/// </summary>
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public DamageSpecifier(DamageGroupPrototype group, FixedPoint2 value)
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{
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// Simply distribute evenly (except for rounding).
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// We do this by reducing remaining the # of types and damage every loop.
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var remainingTypes = group.DamageTypes.Count;
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var remainingDamage = value;
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foreach (var damageType in group.DamageTypes)
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{
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var damage = remainingDamage / FixedPoint2.New(remainingTypes);
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DamageDict.Add(damageType, damage);
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remainingDamage -= damage;
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remainingTypes -= 1;
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}
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}
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#endregion constructors
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/// <summary>
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/// Reduce (or increase) damages by applying a damage modifier set.
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/// </summary>
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/// <remarks>
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/// Only applies resistance to a damage type if it is dealing damage, not healing.
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/// This will never convert damage into healing.
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/// </remarks>
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public static DamageSpecifier ApplyModifierSet(DamageSpecifier damageSpec, DamageModifierSet modifierSet, float armorPenetration = 0f, bool canHeal = true) // ??Starlight??
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{
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// Make a copy of the given data. Don't modify the one passed to this function. I did this before, and weapons became
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// duller as you hit walls. Neat, but not FixedPoint2ended. And confusing, when you realize your fists don't work no
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// more cause they're just bloody stumps.
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DamageSpecifier newDamage = new();
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newDamage.DamageDict.EnsureCapacity(damageSpec.DamageDict.Count);
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foreach (var (key, value) in damageSpec.DamageDict)
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{
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if (value == 0)
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continue;
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if (value < 0)
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{
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newDamage.DamageDict[key] = value;
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continue;
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}
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float newValue = value.Float();
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if (modifierSet.FlatReduction.TryGetValue(key, out var reduction))
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newValue = Math.Max(0f, newValue - (reduction - (reduction * armorPenetration))); // flat reductions can't heal you
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// 🌟Starlight🌟 start
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if (canHeal)
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{
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if (modifierSet.Coefficients.TryGetValue(key, out var coefficient))
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newValue *= (coefficient + ((1f - coefficient) * armorPenetration)); // coefficients can heal you, e.g. cauterizing bleeding, Starlight change: removed maximum coefficent allowing for weaknesses
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}
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else
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{
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if (modifierSet.Coefficients.TryGetValue(key, out var coefficient))
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newValue *= Math.Clamp((coefficient + ((1f - coefficient) * armorPenetration)), 0, 1);
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}
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// 🌟Starlight🌟 end
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if (newValue != 0)
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newDamage.DamageDict[key] = FixedPoint2.New(newValue);
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}
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return newDamage;
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}
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// Sunrise-Start
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public static DamageSpecifier ApplyModifier(DamageSpecifier damageSpec, float damageModifier, float healModifier)
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{
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DamageSpecifier newDamage = new();
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newDamage.DamageDict.EnsureCapacity(damageSpec.DamageDict.Count);
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foreach (var (key, value) in damageSpec.DamageDict)
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{
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if (value == 0)
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continue;
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var newValue = value.Float();
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if (value > 0)
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{
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newValue *= damageModifier;
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}
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else
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{
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newValue *= healModifier;
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}
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if(newValue != 0)
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newDamage.DamageDict[key] = FixedPoint2.New(newValue);
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}
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return newDamage;
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}
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// Sunrise-End
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/// <summary>
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/// Reduce (or increase) damages by applying multiple modifier sets.
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/// </summary>
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/// <param name="damageSpec"></param>
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/// <param name="modifierSets"></param>
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/// <returns></returns>
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public static DamageSpecifier ApplyModifierSets(DamageSpecifier damageSpec, IEnumerable<DamageModifierSet> modifierSets)
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{
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bool any = false;
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DamageSpecifier newDamage = damageSpec;
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foreach (var set in modifierSets)
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{
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// This creates a new damageSpec for each modifier when we really onlt need to create one.
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// This is quite inefficient, but hopefully this shouldn't ever be called frequently.
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newDamage = ApplyModifierSet(newDamage, set);
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any = true;
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}
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if (!any)
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newDamage = new DamageSpecifier(damageSpec);
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return newDamage;
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}
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/// <summary>
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/// Returns a new DamageSpecifier that only contains the entries with positive value.
|
|
/// </summary>
|
|
public static DamageSpecifier GetPositive(DamageSpecifier damageSpec)
|
|
{
|
|
DamageSpecifier newDamage = new();
|
|
|
|
foreach (var (key, value) in damageSpec.DamageDict)
|
|
{
|
|
if (value > 0)
|
|
newDamage.DamageDict[key] = value;
|
|
}
|
|
|
|
return newDamage;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a new DamageSpecifier that only contains the entries with negative value.
|
|
/// </summary>
|
|
public static DamageSpecifier GetNegative(DamageSpecifier damageSpec)
|
|
{
|
|
DamageSpecifier newDamage = new();
|
|
|
|
foreach (var (key, value) in damageSpec.DamageDict)
|
|
{
|
|
if (value < 0)
|
|
newDamage.DamageDict[key] = value;
|
|
}
|
|
|
|
return newDamage;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove any damage entries with zero damage.
|
|
/// </summary>
|
|
public void TrimZeros()
|
|
{
|
|
foreach (var (key, value) in DamageDict)
|
|
{
|
|
if (value == 0)
|
|
{
|
|
DamageDict.Remove(key);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clamps each damage value to be within the given range.
|
|
/// </summary>
|
|
public void Clamp(FixedPoint2 minValue, FixedPoint2 maxValue)
|
|
{
|
|
DebugTools.Assert(minValue < maxValue);
|
|
ClampMax(maxValue);
|
|
ClampMin(minValue);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets all damage values to be at least as large as the given number.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that this only acts on damage types present in the dictionary. It will not add new damage types.
|
|
/// </remarks>
|
|
public void ClampMin(FixedPoint2 minValue)
|
|
{
|
|
foreach (var (key, value) in DamageDict)
|
|
{
|
|
if (value < minValue)
|
|
{
|
|
DamageDict[key] = minValue;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets all damage values to be at most some number. Note that if a damage type is not present in the
|
|
/// dictionary, these will not be added.
|
|
/// </summary>
|
|
public void ClampMax(FixedPoint2 maxValue)
|
|
{
|
|
foreach (var (key, value) in DamageDict)
|
|
{
|
|
if (value > maxValue)
|
|
{
|
|
DamageDict[key] = maxValue;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This adds the damage values of some other <see cref="DamageSpecifier"/> to the current one without
|
|
/// adding any new damage types.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is used for <see cref="DamageableComponent"/>s, such that only "supported" damage types are
|
|
/// actually added to the component. In most other instances, you can just use the addition operator.
|
|
/// </remarks>
|
|
public void ExclusiveAdd(DamageSpecifier other)
|
|
{
|
|
foreach (var (type, value) in other.DamageDict)
|
|
{
|
|
// CollectionsMarshal my beloved.
|
|
if (DamageDict.TryGetValue(type, out var existing))
|
|
{
|
|
DamageDict[type] = existing + value;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add up all the damage values for damage types that are members of a given group.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If no members of the group are included in this specifier, returns false.
|
|
/// </remarks>
|
|
public bool TryGetDamageInGroup(DamageGroupPrototype group, out FixedPoint2 total)
|
|
{
|
|
bool containsMemeber = false;
|
|
total = FixedPoint2.Zero;
|
|
|
|
foreach (var type in group.DamageTypes)
|
|
{
|
|
if (DamageDict.TryGetValue(type, out var value))
|
|
{
|
|
total += value;
|
|
containsMemeber = true;
|
|
}
|
|
}
|
|
return containsMemeber;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a dictionary using <see cref="DamageGroupPrototype.ID"/> keys, with values calculated by adding
|
|
/// up the values for each damage type in that group
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If a damage type is associated with more than one supported damage group, it will contribute to the
|
|
/// total of each group. If no members of a group are present in this <see cref="DamageSpecifier"/>, the
|
|
/// group is not included in the resulting dictionary.
|
|
/// </remarks>
|
|
public Dictionary<string, FixedPoint2> GetDamagePerGroup(IPrototypeManager protoManager)
|
|
{
|
|
var dict = new Dictionary<string, FixedPoint2>();
|
|
GetDamagePerGroup(protoManager, dict);
|
|
return dict;
|
|
}
|
|
|
|
/// <inheritdoc cref="GetDamagePerGroup(Robust.Shared.Prototypes.IPrototypeManager)"/>
|
|
public void GetDamagePerGroup(IPrototypeManager protoManager, Dictionary<string, FixedPoint2> dict)
|
|
{
|
|
dict.Clear();
|
|
foreach (var group in protoManager.EnumeratePrototypes<DamageGroupPrototype>())
|
|
{
|
|
if (TryGetDamageInGroup(group, out var value))
|
|
dict.Add(group.ID, value);
|
|
}
|
|
}
|
|
|
|
#region Operators
|
|
public static DamageSpecifier operator *(DamageSpecifier damageSpec, FixedPoint2 factor)
|
|
{
|
|
DamageSpecifier newDamage = new();
|
|
foreach (var entry in damageSpec.DamageDict)
|
|
{
|
|
newDamage.DamageDict.Add(entry.Key, entry.Value * factor);
|
|
}
|
|
return newDamage;
|
|
}
|
|
|
|
public static DamageSpecifier operator *(DamageSpecifier damageSpec, float factor)
|
|
{
|
|
DamageSpecifier newDamage = new();
|
|
foreach (var entry in damageSpec.DamageDict)
|
|
{
|
|
newDamage.DamageDict.Add(entry.Key, entry.Value * factor);
|
|
}
|
|
return newDamage;
|
|
}
|
|
|
|
public static DamageSpecifier operator /(DamageSpecifier damageSpec, FixedPoint2 factor)
|
|
{
|
|
DamageSpecifier newDamage = new();
|
|
foreach (var entry in damageSpec.DamageDict)
|
|
{
|
|
newDamage.DamageDict.Add(entry.Key, entry.Value / factor);
|
|
}
|
|
return newDamage;
|
|
}
|
|
|
|
public static DamageSpecifier operator /(DamageSpecifier damageSpec, float factor)
|
|
{
|
|
DamageSpecifier newDamage = new();
|
|
|
|
foreach (var entry in damageSpec.DamageDict)
|
|
{
|
|
newDamage.DamageDict.Add(entry.Key, entry.Value / factor);
|
|
}
|
|
return newDamage;
|
|
}
|
|
|
|
public static DamageSpecifier operator +(DamageSpecifier damageSpecA, DamageSpecifier damageSpecB)
|
|
{
|
|
// Copy existing dictionary from dataA
|
|
DamageSpecifier newDamage = new(damageSpecA);
|
|
|
|
// Then just add types in B
|
|
foreach (var entry in damageSpecB.DamageDict)
|
|
{
|
|
if (!newDamage.DamageDict.TryAdd(entry.Key, entry.Value))
|
|
{
|
|
// Key already exists, add values
|
|
newDamage.DamageDict[entry.Key] += entry.Value;
|
|
}
|
|
}
|
|
return newDamage;
|
|
}
|
|
|
|
// Here we define the subtraction operator explicitly, rather than implicitly via something like X + (-1 * Y).
|
|
// This is faster because FixedPoint2 multiplication is somewhat involved.
|
|
public static DamageSpecifier operator -(DamageSpecifier damageSpecA, DamageSpecifier damageSpecB)
|
|
{
|
|
DamageSpecifier newDamage = new(damageSpecA);
|
|
|
|
foreach (var entry in damageSpecB.DamageDict)
|
|
{
|
|
if (!newDamage.DamageDict.TryAdd(entry.Key, -entry.Value))
|
|
{
|
|
newDamage.DamageDict[entry.Key] -= entry.Value;
|
|
}
|
|
}
|
|
return newDamage;
|
|
}
|
|
|
|
public static DamageSpecifier operator +(DamageSpecifier damageSpec) => damageSpec;
|
|
|
|
public static DamageSpecifier operator -(DamageSpecifier damageSpec) => damageSpec * -1;
|
|
|
|
public static DamageSpecifier operator *(float factor, DamageSpecifier damageSpec) => damageSpec * factor;
|
|
|
|
public static DamageSpecifier operator *(FixedPoint2 factor, DamageSpecifier damageSpec) => damageSpec * factor;
|
|
|
|
public bool Equals(DamageSpecifier? other)
|
|
{
|
|
if (other == null || DamageDict.Count != other.DamageDict.Count)
|
|
return false;
|
|
|
|
foreach (var (key, value) in DamageDict)
|
|
{
|
|
if (!other.DamageDict.TryGetValue(key, out var otherValue) || value != otherValue)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public FixedPoint2 this[string key] => DamageDict[key];
|
|
}
|
|
#endregion
|
|
}
|