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using System;
using System.Collections.Generic;
using UnityEngine;
public class HitData
{
[Flags]
public enum DamageType
{
Blunt = 1,
Slash = 2,
Pierce = 4,
Chop = 8,
Pickaxe = 0x10,
Fire = 0x20,
Frost = 0x40,
Lightning = 0x80,
Poison = 0x100,
Spirit = 0x200,
Physical = 0x1F,
Elemental = 0xE0
}
public enum DamageModifier
{
Normal,
Resistant,
Weak,
Immune,
Ignore,
VeryResistant,
VeryWeak
}
[Serializable]
public struct DamageModPair
{
public DamageType m_type;
public DamageModifier m_modifier;
}
[Serializable]
public struct DamageModifiers
{
public DamageModifier m_blunt;
public DamageModifier m_slash;
public DamageModifier m_pierce;
public DamageModifier m_chop;
public DamageModifier m_pickaxe;
public DamageModifier m_fire;
public DamageModifier m_frost;
public DamageModifier m_lightning;
public DamageModifier m_poison;
public DamageModifier m_spirit;
public DamageModifiers Clone()
{
return (DamageModifiers)MemberwiseClone();
}
public void Apply(List<DamageModPair> modifiers)
{
foreach (DamageModPair modifier in modifiers)
{
switch (modifier.m_type)
{
case DamageType.Blunt:
ApplyIfBetter(ref m_blunt, modifier.m_modifier);
break;
case DamageType.Slash:
ApplyIfBetter(ref m_slash, modifier.m_modifier);
break;
case DamageType.Pierce:
ApplyIfBetter(ref m_pierce, modifier.m_modifier);
break;
case DamageType.Chop:
ApplyIfBetter(ref m_chop, modifier.m_modifier);
break;
case DamageType.Pickaxe:
ApplyIfBetter(ref m_pickaxe, modifier.m_modifier);
break;
case DamageType.Fire:
ApplyIfBetter(ref m_fire, modifier.m_modifier);
break;
case DamageType.Frost:
ApplyIfBetter(ref m_frost, modifier.m_modifier);
break;
case DamageType.Lightning:
ApplyIfBetter(ref m_lightning, modifier.m_modifier);
break;
case DamageType.Poison:
ApplyIfBetter(ref m_poison, modifier.m_modifier);
break;
case DamageType.Spirit:
ApplyIfBetter(ref m_spirit, modifier.m_modifier);
break;
}
}
}
public DamageModifier GetModifier(DamageType type)
{
return type switch
{
DamageType.Blunt => m_blunt,
DamageType.Slash => m_slash,
DamageType.Pierce => m_pierce,
DamageType.Chop => m_chop,
DamageType.Pickaxe => m_pickaxe,
DamageType.Fire => m_fire,
DamageType.Frost => m_frost,
DamageType.Lightning => m_lightning,
DamageType.Poison => m_poison,
DamageType.Spirit => m_spirit,
_ => DamageModifier.Normal,
};
}
private void ApplyIfBetter(ref DamageModifier original, DamageModifier mod)
{
if (ShouldOverride(original, mod))
{
original = mod;
}
}
private bool ShouldOverride(DamageModifier a, DamageModifier b)
{
if (a == DamageModifier.Ignore)
{
return false;
}
if (b == DamageModifier.Immune)
{
return true;
}
if (a == DamageModifier.VeryResistant && b == DamageModifier.Resistant)
{
return false;
}
if (a == DamageModifier.VeryWeak && b == DamageModifier.Weak)
{
return false;
}
return true;
}
public void Print()
{
ZLog.Log("m_blunt " + m_blunt);
ZLog.Log("m_slash " + m_slash);
ZLog.Log("m_pierce " + m_pierce);
ZLog.Log("m_chop " + m_chop);
ZLog.Log("m_pickaxe " + m_pickaxe);
ZLog.Log("m_fire " + m_fire);
ZLog.Log("m_frost " + m_frost);
ZLog.Log("m_lightning " + m_lightning);
ZLog.Log("m_poison " + m_poison);
ZLog.Log("m_spirit " + m_spirit);
}
}
[Serializable]
public struct DamageTypes
{
public float m_damage;
public float m_blunt;
public float m_slash;
public float m_pierce;
public float m_chop;
public float m_pickaxe;
public float m_fire;
public float m_frost;
public float m_lightning;
public float m_poison;
public float m_spirit;
public bool HaveDamage()
{
if (!(m_damage > 0f) && !(m_blunt > 0f) && !(m_slash > 0f) && !(m_pierce > 0f) && !(m_chop > 0f) && !(m_pickaxe > 0f) && !(m_fire > 0f) && !(m_frost > 0f) && !(m_lightning > 0f) && !(m_poison > 0f))
{
return m_spirit > 0f;
}
return true;
}
public float GetTotalPhysicalDamage()
{
return m_blunt + m_slash + m_pierce;
}
public float GetTotalElementalDamage()
{
return m_fire + m_frost + m_lightning;
}
public float GetTotalDamage()
{
return m_damage + m_blunt + m_slash + m_pierce + m_chop + m_pickaxe + m_fire + m_frost + m_lightning + m_poison + m_spirit;
}
public DamageTypes Clone()
{
return (DamageTypes)MemberwiseClone();
}
public void Add(DamageTypes other, int multiplier = 1)
{
m_damage += other.m_damage * (float)multiplier;
m_blunt += other.m_blunt * (float)multiplier;
m_slash += other.m_slash * (float)multiplier;
m_pierce += other.m_pierce * (float)multiplier;
m_chop += other.m_chop * (float)multiplier;
m_pickaxe += other.m_pickaxe * (float)multiplier;
m_fire += other.m_fire * (float)multiplier;
m_frost += other.m_frost * (float)multiplier;
m_lightning += other.m_lightning * (float)multiplier;
m_poison += other.m_poison * (float)multiplier;
m_spirit += other.m_spirit * (float)multiplier;
}
public void Modify(float multiplier)
{
m_damage *= multiplier;
m_blunt *= multiplier;
m_slash *= multiplier;
m_pierce *= multiplier;
m_chop *= multiplier;
m_pickaxe *= multiplier;
m_fire *= multiplier;
m_frost *= multiplier;
m_lightning *= multiplier;
m_poison *= multiplier;
m_spirit *= multiplier;
}
private float ApplyArmor(float dmg, float ac)
{
float result = Mathf.Clamp01(dmg / (ac * 4f)) * dmg;
if (ac < dmg / 2f)
{
result = dmg - ac;
}
return result;
}
public void ApplyArmor(float ac)
{
if (!(ac <= 0f))
{
float num = m_blunt + m_chop + m_pickaxe + m_slash + m_pierce + m_fire + m_frost + m_lightning + m_spirit;
if (!(num <= 0f))
{
float num2 = ApplyArmor(num, ac) / num;
m_blunt *= num2;
m_chop *= num2;
m_pickaxe *= num2;
m_slash *= num2;
m_pierce *= num2;
m_fire *= num2;
m_frost *= num2;
m_lightning *= num2;
m_spirit *= num2;
}
}
}
private string DamageRange(float damage, float minFactor, float maxFactor)
{
int num = Mathf.RoundToInt(damage * minFactor);
int num2 = Mathf.RoundToInt(damage * maxFactor);
return "<color=orange>" + Mathf.RoundToInt(damage) + "</color> <color=yellow>(" + num.ToString() + "-" + num2.ToString() + ") </color>";
}
public string GetTooltipString(Skills.SkillType skillType = Skills.SkillType.None)
{
if (Player.m_localPlayer == null)
{
return "";
}
Player.m_localPlayer.GetSkills().GetRandomSkillRange(out var min, out var max, skillType);
string text = "";
if (m_damage != 0f)
{
text = text + "\n$inventory_damage: " + DamageRange(m_damage, min, max);
}
if (m_blunt != 0f)
{
text = text + "\n$inventory_blunt: " + DamageRange(m_blunt, min, max);
}
if (m_slash != 0f)
{
text = text + "\n$inventory_slash: " + DamageRange(m_slash, min, max);
}
if (m_pierce != 0f)
{
text = text + "\n$inventory_pierce: " + DamageRange(m_pierce, min, max);
}
if (m_fire != 0f)
{
text = text + "\n$inventory_fire: " + DamageRange(m_fire, min, max);
}
if (m_frost != 0f)
{
text = text + "\n$inventory_frost: " + DamageRange(m_frost, min, max);
}
if (m_lightning != 0f)
{
text = text + "\n$inventory_lightning: " + DamageRange(m_lightning, min, max);
}
if (m_poison != 0f)
{
text = text + "\n$inventory_poison: " + DamageRange(m_poison, min, max);
}
if (m_spirit != 0f)
{
text = text + "\n$inventory_spirit: " + DamageRange(m_spirit, min, max);
}
return text;
}
public string GetTooltipString()
{
string text = "";
if (m_damage != 0f)
{
text = text + "\n$inventory_damage: <color=yellow>" + m_damage + "</color>";
}
if (m_blunt != 0f)
{
text = text + "\n$inventory_blunt: <color=yellow>" + m_blunt + "</color>";
}
if (m_slash != 0f)
{
text = text + "\n$inventory_slash: <color=yellow>" + m_slash + "</color>";
}
if (m_pierce != 0f)
{
text = text + "\n$inventory_pierce: <color=yellow>" + m_pierce + "</color>";
}
if (m_fire != 0f)
{
text = text + "\n$inventory_fire: <color=yellow>" + m_fire + "</color>";
}
if (m_frost != 0f)
{
text = text + "\n$inventory_frost: <color=yellow>" + m_frost + "</color>";
}
if (m_lightning != 0f)
{
text = text + "\n$inventory_lightning: <color=yellow>" + m_frost + "</color>";
}
if (m_poison != 0f)
{
text = text + "\n$inventory_poison: <color=yellow>" + m_poison + "</color>";
}
if (m_spirit != 0f)
{
text = text + "\n$inventory_spirit: <color=yellow>" + m_spirit + "</color>";
}
return text;
}
}
public DamageTypes m_damage;
public int m_toolTier;
public bool m_dodgeable;
public bool m_blockable;
public float m_pushForce;
public float m_backstabBonus = 1f;
public float m_staggerMultiplier = 1f;
public Vector3 m_point = Vector3.zero;
public Vector3 m_dir = Vector3.zero;
public string m_statusEffect = "";
public ZDOID m_attacker = ZDOID.None;
public Skills.SkillType m_skill;
public Collider m_hitCollider;
public void Serialize(ref ZPackage pkg)
{
pkg.Write(m_damage.m_damage);
pkg.Write(m_damage.m_blunt);
pkg.Write(m_damage.m_slash);
pkg.Write(m_damage.m_pierce);
pkg.Write(m_damage.m_chop);
pkg.Write(m_damage.m_pickaxe);
pkg.Write(m_damage.m_fire);
pkg.Write(m_damage.m_frost);
pkg.Write(m_damage.m_lightning);
pkg.Write(m_damage.m_poison);
pkg.Write(m_damage.m_spirit);
pkg.Write(m_toolTier);
pkg.Write(m_pushForce);
pkg.Write(m_backstabBonus);
pkg.Write(m_staggerMultiplier);
pkg.Write(m_dodgeable);
pkg.Write(m_blockable);
pkg.Write(m_point);
pkg.Write(m_dir);
pkg.Write(m_statusEffect);
pkg.Write(m_attacker);
pkg.Write((int)m_skill);
}
public void Deserialize(ref ZPackage pkg)
{
m_damage.m_damage = pkg.ReadSingle();
m_damage.m_blunt = pkg.ReadSingle();
m_damage.m_slash = pkg.ReadSingle();
m_damage.m_pierce = pkg.ReadSingle();
m_damage.m_chop = pkg.ReadSingle();
m_damage.m_pickaxe = pkg.ReadSingle();
m_damage.m_fire = pkg.ReadSingle();
m_damage.m_frost = pkg.ReadSingle();
m_damage.m_lightning = pkg.ReadSingle();
m_damage.m_poison = pkg.ReadSingle();
m_damage.m_spirit = pkg.ReadSingle();
m_toolTier = pkg.ReadInt();
m_pushForce = pkg.ReadSingle();
m_backstabBonus = pkg.ReadSingle();
m_staggerMultiplier = pkg.ReadSingle();
m_dodgeable = pkg.ReadBool();
m_blockable = pkg.ReadBool();
m_point = pkg.ReadVector3();
m_dir = pkg.ReadVector3();
m_statusEffect = pkg.ReadString();
m_attacker = pkg.ReadZDOID();
m_skill = (Skills.SkillType)pkg.ReadInt();
}
public float GetTotalPhysicalDamage()
{
return m_damage.GetTotalPhysicalDamage();
}
public float GetTotalElementalDamage()
{
return m_damage.GetTotalElementalDamage();
}
public float GetTotalDamage()
{
return m_damage.GetTotalDamage();
}
private float ApplyModifier(float baseDamage, DamageModifier mod, ref float normalDmg, ref float resistantDmg, ref float weakDmg, ref float immuneDmg)
{
if (mod == DamageModifier.Ignore)
{
return 0f;
}
float num = baseDamage;
switch (mod)
{
case DamageModifier.Resistant:
num /= 2f;
resistantDmg += baseDamage;
break;
case DamageModifier.VeryResistant:
num /= 4f;
resistantDmg += baseDamage;
break;
case DamageModifier.Weak:
num *= 1.5f;
weakDmg += baseDamage;
break;
case DamageModifier.VeryWeak:
num *= 2f;
weakDmg += baseDamage;
break;
case DamageModifier.Immune:
num = 0f;
immuneDmg += baseDamage;
break;
default:
normalDmg += baseDamage;
break;
}
return num;
}
public void ApplyResistance(DamageModifiers modifiers, out DamageModifier significantModifier)
{
float normalDmg = m_damage.m_damage;
float resistantDmg = 0f;
float weakDmg = 0f;
float immuneDmg = 0f;
m_damage.m_blunt = ApplyModifier(m_damage.m_blunt, modifiers.m_blunt, ref normalDmg, ref resistantDmg, ref weakDmg, ref immuneDmg);
m_damage.m_slash = ApplyModifier(m_damage.m_slash, modifiers.m_slash, ref normalDmg, ref resistantDmg, ref weakDmg, ref immuneDmg);
m_damage.m_pierce = ApplyModifier(m_damage.m_pierce, modifiers.m_pierce, ref normalDmg, ref resistantDmg, ref weakDmg, ref immuneDmg);
m_damage.m_chop = ApplyModifier(m_damage.m_chop, modifiers.m_chop, ref normalDmg, ref resistantDmg, ref weakDmg, ref immuneDmg);
m_damage.m_pickaxe = ApplyModifier(m_damage.m_pickaxe, modifiers.m_pickaxe, ref normalDmg, ref resistantDmg, ref weakDmg, ref immuneDmg);
m_damage.m_fire = ApplyModifier(m_damage.m_fire, modifiers.m_fire, ref normalDmg, ref resistantDmg, ref weakDmg, ref immuneDmg);
m_damage.m_frost = ApplyModifier(m_damage.m_frost, modifiers.m_frost, ref normalDmg, ref resistantDmg, ref weakDmg, ref immuneDmg);
m_damage.m_lightning = ApplyModifier(m_damage.m_lightning, modifiers.m_lightning, ref normalDmg, ref resistantDmg, ref weakDmg, ref immuneDmg);
m_damage.m_poison = ApplyModifier(m_damage.m_poison, modifiers.m_poison, ref normalDmg, ref resistantDmg, ref weakDmg, ref immuneDmg);
m_damage.m_spirit = ApplyModifier(m_damage.m_spirit, modifiers.m_spirit, ref normalDmg, ref resistantDmg, ref weakDmg, ref immuneDmg);
significantModifier = DamageModifier.Immune;
if (immuneDmg >= resistantDmg && immuneDmg >= weakDmg && immuneDmg >= normalDmg)
{
significantModifier = DamageModifier.Immune;
}
if (normalDmg >= resistantDmg && normalDmg >= weakDmg && normalDmg >= immuneDmg)
{
significantModifier = DamageModifier.Normal;
}
if (resistantDmg >= weakDmg && resistantDmg >= immuneDmg && resistantDmg >= normalDmg)
{
significantModifier = DamageModifier.Resistant;
}
if (weakDmg >= resistantDmg && weakDmg >= immuneDmg && weakDmg >= normalDmg)
{
significantModifier = DamageModifier.Weak;
}
}
public void ApplyArmor(float ac)
{
m_damage.ApplyArmor(ac);
}
public void ApplyModifier(float multiplier)
{
m_damage.m_blunt *= multiplier;
m_damage.m_slash *= multiplier;
m_damage.m_pierce *= multiplier;
m_damage.m_chop *= multiplier;
m_damage.m_pickaxe *= multiplier;
m_damage.m_fire *= multiplier;
m_damage.m_frost *= multiplier;
m_damage.m_lightning *= multiplier;
m_damage.m_poison *= multiplier;
m_damage.m_spirit *= multiplier;
}
public float GetTotalBlockableDamage()
{
return m_damage.m_blunt + m_damage.m_slash + m_damage.m_pierce + m_damage.m_fire + m_damage.m_frost + m_damage.m_lightning + m_damage.m_poison + m_damage.m_spirit;
}
public void BlockDamage(float damage)
{
float totalBlockableDamage = GetTotalBlockableDamage();
float num = Mathf.Max(0f, totalBlockableDamage - damage);
if (!(totalBlockableDamage <= 0f))
{
float num2 = num / totalBlockableDamage;
m_damage.m_blunt *= num2;
m_damage.m_slash *= num2;
m_damage.m_pierce *= num2;
m_damage.m_fire *= num2;
m_damage.m_frost *= num2;
m_damage.m_lightning *= num2;
m_damage.m_poison *= num2;
m_damage.m_spirit *= num2;
}
}
public bool HaveAttacker()
{
return !m_attacker.IsNone();
}
public Character GetAttacker()
{
if (m_attacker.IsNone())
{
return null;
}
if (ZNetScene.instance == null)
{
return null;
}
GameObject gameObject = ZNetScene.instance.FindInstance(m_attacker);
if (gameObject == null)
{
return null;
}
return gameObject.GetComponent<Character>();
}
public void SetAttacker(Character attacker)
{
if ((bool)attacker)
{
m_attacker = attacker.GetZDOID();
}
else
{
m_attacker = ZDOID.None;
}
}
}
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