Megas now have unique placement algorithms for their home sectors PerformanceStats can be marked as simple to hide heat and durability PerformanceStats automatically hide exponents when min and max are the same Some behaviors now have options to spread their effects over time
44 lines
No EOL
1.1 KiB
C#
44 lines
No EOL
1.1 KiB
C#
using System;
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using System.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(10)]
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public class HeatData : BehaviorData
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{
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[InspectableField, JsonProperty("heat"), Key(1)]
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public PerformanceStat Heat = new PerformanceStat();
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[InspectableField, JsonProperty("perSecond"), Key(2)]
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public bool PerSecond;
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public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
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{
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return new Heat(context, this, entity, item);
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}
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}
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public class Heat : IBehavior
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{
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private HeatData _data;
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private Entity Entity { get; }
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private Gear Item { get; }
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private GameContext Context { get; }
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public BehaviorData Data => _data;
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public Heat(GameContext context, HeatData data, Entity entity, Gear item)
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{
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_data = data;
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Entity = entity;
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Item = item;
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Context = context;
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}
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public bool Update(float delta)
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{
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Entity.AddHeat(Context.Evaluate(_data.Heat, Item, Entity) * (_data.PerSecond ? delta : 1));
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return true;
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}
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} |