Disease Stages But Epic (#9043)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Nemanja
2022-07-07 23:44:38 -04:00
committed by GitHub
parent 3bfb1f0264
commit 7ec23e020d
5 changed files with 87 additions and 3 deletions

View File

@@ -99,6 +99,7 @@ namespace Content.Server.Disease
{
var disease = carrierComp.Diseases[i];
disease.Accumulator += frameTime;
disease.TotalAccumulator += frameTime;
if (disease.Accumulator < disease.TickTime) continue;
@@ -107,9 +108,21 @@ namespace Content.Server.Disease
var args = new DiseaseEffectArgs(carrierComp.Owner, disease, EntityManager);
disease.Accumulator -= disease.TickTime;
int stage = 0; //defaults to stage 0 because you should always have one
float lastThreshold = 0;
for (var j = 0; j < disease.Stages.Count; j++)
{
if (disease.TotalAccumulator >= disease.Stages[j] &&
disease.Stages[j] > lastThreshold)
{
lastThreshold = disease.Stages[j];
stage = j;
}
}
foreach (var cure in disease.Cures)
{
if (cure.Cure(args))
if (cure.Stages.AsSpan().Contains(stage) && cure.Cure(args))
CureDisease(carrierComp, disease);
}
@@ -117,7 +130,7 @@ namespace Content.Server.Disease
{
foreach (var effect in disease.Effects)
{
if (_random.Prob(effect.Probability))
if (effect.Stages.AsSpan().Contains(stage) && _random.Prob(effect.Probability))
effect.Effect(args);
}
}