mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-08 15:27:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
450 lines
17 KiB
C#
450 lines
17 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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// 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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/// <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)
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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); // flat reductions can't heal you
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if (modifierSet.Coefficients.TryGetValue(key, out var coefficient))
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newValue *= coefficient; // coefficients can heal you, e.g. cauterizing bleeding
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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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/// <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
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/// actually added to the component. In most other instances, you can just use the addition operator.
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/// </remarks>
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public void ExclusiveAdd(DamageSpecifier other)
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{
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foreach (var (type, value) in other.DamageDict)
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{
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// CollectionsMarshal my beloved.
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if (DamageDict.TryGetValue(type, out var existing))
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{
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DamageDict[type] = existing + value;
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}
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}
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}
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/// <summary>
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/// Add up all the damage values for damage types that are members of a given group.
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/// </summary>
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/// <remarks>
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/// If no members of the group are included in this specifier, returns false.
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/// </remarks>
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public bool TryGetDamageInGroup(DamageGroupPrototype group, out FixedPoint2 total)
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{
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bool containsMemeber = false;
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total = FixedPoint2.Zero;
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foreach (var type in group.DamageTypes)
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{
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if (DamageDict.TryGetValue(type, out var value))
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{
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total += value;
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containsMemeber = true;
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}
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}
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return containsMemeber;
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}
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/// <summary>
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/// Returns a dictionary using <see cref="DamageGroupPrototype.ID"/> keys, with values calculated by adding
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/// up the values for each damage type in that group
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/// </summary>
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/// <remarks>
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/// If a damage type is associated with more than one supported damage group, it will contribute to the
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/// total of each group. If no members of a group are present in this <see cref="DamageSpecifier"/>, the
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/// group is not included in the resulting dictionary.
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/// </remarks>
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public Dictionary<string, FixedPoint2> GetDamagePerGroup(IPrototypeManager protoManager)
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{
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var dict = new Dictionary<string, FixedPoint2>();
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GetDamagePerGroup(protoManager, dict);
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return dict;
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}
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/// <inheritdoc cref="GetDamagePerGroup(Robust.Shared.Prototypes.IPrototypeManager)"/>
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public void GetDamagePerGroup(IPrototypeManager protoManager, Dictionary<string, FixedPoint2> dict)
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{
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dict.Clear();
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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
|
|
}
|