CommonCold.c
class CommonColdMdfr : ModifierBase
{
const int AGENT_THRESHOLD_ACTIVATE = 100;
const int AGENT_THRESHOLD_DEACTIVATE = 0;
private const int SNEEZE_RND_DIVIDER_NORMAL_MIN = 15;
private const int SNEEZE_RND_DIVIDER_NORMAL_MAX = 20;
private const int SNEEZE_RND_DIVIDER_SUPPRESSED_MIN = 30;
private const int SNEEZE_RND_DIVIDER_SUPPRESSED_MAX = 40;
private const int TEMPORARY_RESISTANCE_TIME = 900;
private ModifiersManager m_ModifiersManager;
override void Init()
{
m_TrackActivatedTime = false;
m_AnalyticsStatsEnabled = true;
m_ID = eModifiers.MDF_COMMON_COLD;
m_TickIntervalInactive = DEFAULT_TICK_TIME_INACTIVE;
m_TickIntervalActive = DEFAULT_TICK_TIME_ACTIVE;
}
override string GetDebugText()
{
return ("Activate threshold: "+AGENT_THRESHOLD_ACTIVATE + "| " +"Deativate threshold: "+AGENT_THRESHOLD_DEACTIVATE);
}
override bool ActivateCondition(PlayerBase player)
{
if (player.GetSingleAgentCount(eAgents.INFLUENZA) >= AGENT_THRESHOLD_ACTIVATE)
return true;
return false;
}
override protected void OnActivate(PlayerBase player)
{
player.IncreaseDiseaseCount();
m_ModifiersManager = player.GetModifiersManager();
player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_SNEEZE);
}
override protected void OnDeactivate(PlayerBase player)
{
player.DecreaseDiseaseCount();
player.SetTemporaryResistanceToAgent(eAgents.INFLUENZA, TEMPORARY_RESISTANCE_TIME);
}
override protected bool DeactivateCondition(PlayerBase player)
{
return (player.GetSingleAgentCount(eAgents.INFLUENZA) <= AGENT_THRESHOLD_DEACTIVATE);
}
override protected void OnTick(PlayerBase player, float deltaT)
{
float chanceOfSneeze = Math.Clamp(player.GetSingleAgentCountNormalized(eAgents.INFLUENZA),0.4,0.75);
float randomDivider = Math.RandomInt(SNEEZE_RND_DIVIDER_NORMAL_MIN, SNEEZE_RND_DIVIDER_NORMAL_MAX);
if (m_ModifiersManager.IsModifierActive(eModifiers.MDF_PAINKILLERS) || m_ModifiersManager.IsModifierActive(eModifiers.MDF_MORPHINE))
randomDivider = Math.RandomInt(SNEEZE_RND_DIVIDER_SUPPRESSED_MIN, SNEEZE_RND_DIVIDER_SUPPRESSED_MAX);
if (Math.RandomFloat01() < chanceOfSneeze / randomDivider)
{
player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_SNEEZE);
}
}
}