# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.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/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.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/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
502 lines
19 KiB
C#
502 lines
19 KiB
C#
using System.Linq;
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using System.Text.Json.Serialization;
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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.
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/// </summary>
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public static DamageSpecifier GetPositive(DamageSpecifier damageSpec)
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{
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DamageSpecifier newDamage = new();
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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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newDamage.DamageDict[key] = value;
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}
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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 negative value.
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/// </summary>
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public static DamageSpecifier GetNegative(DamageSpecifier damageSpec)
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{
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DamageSpecifier newDamage = new();
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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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newDamage.DamageDict[key] = value;
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}
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return newDamage;
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}
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/// <summary>
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/// Remove any damage entries with zero damage.
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/// </summary>
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public void TrimZeros()
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{
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foreach (var (key, value) in DamageDict)
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{
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if (value == 0)
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{
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DamageDict.Remove(key);
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}
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}
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}
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/// <summary>
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/// Clamps each damage value to be within the given range.
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/// </summary>
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public void Clamp(FixedPoint2 minValue, FixedPoint2 maxValue)
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{
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DebugTools.Assert(minValue < maxValue);
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ClampMax(maxValue);
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ClampMin(minValue);
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}
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/// <summary>
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/// Sets all damage values to be at least as large as the given number.
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/// </summary>
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/// <remarks>
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/// Note that this only acts on damage types present in the dictionary. It will not add new damage types.
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/// </remarks>
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public void ClampMin(FixedPoint2 minValue)
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{
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foreach (var (key, value) in DamageDict)
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{
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if (value < minValue)
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{
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DamageDict[key] = minValue;
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}
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}
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}
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/// <summary>
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/// Sets all damage values to be at most some number. Note that if a damage type is not present in the
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/// dictionary, these will not be added.
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/// </summary>
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public void ClampMax(FixedPoint2 maxValue)
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{
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foreach (var (key, value) in DamageDict)
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{
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if (value > maxValue)
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{
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DamageDict[key] = maxValue;
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}
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}
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}
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/// <summary>
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/// This adds the damage values of some other <see cref="DamageSpecifier"/> to the current one without
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/// adding any new damage types.
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/// </summary>
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/// <remarks>
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/// 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
|
|
}
|