5 float m_TransferabilityIn;
6 float m_TransferabilityOut;
7 float m_Digestibility = 0.1;
9 int m_AutoinfectCount = 1;
11 float m_TransferabilityAirOut;
12 float m_AntibioticsResistance = 1;
70 return m_AntibioticsResistance;
84 return m_Invasibility;
95 return m_Digestibility;
100 return ( 1 -
Math.Pow( 1 - userprob, ( 1 / 1200 ) ) );
105 if (m_AutoinfectProbability == 0.0)
108 float diceThrow =
Math.RandomFloat01();
110 if (diceThrow < m_AutoinfectProbability)
123 return m_TransferabilityIn;
128 return m_TransferabilityOut;
133 return m_TransferabilityAirOut;
143 return m_AutoinfectCount;
EStatLevels GetPotencyEx(PlayerBase player)
float GetDieOffSpeedEx(PlayerBase player)
float CalculateAutoinfectProbability(float userprob)
void AgentBase()
how fast the agent dies off when not potent enough to grow(per sec)
float GetDigestibilityEx(PlayerBase player)
float GetTransferabilityOut()
float GetTransferabilityAirOut()
float m_DieOffSpeed
grow when player's immune system is at this level or lower
bool CanAutoinfectPlayer(PlayerBase player)
float GetInvasibilityEx(PlayerBase player)
bool GrowDuringMedicalDrugsAttack(EMedicalDrugsType drugType, PlayerBase player)
should this agent grow based on invasibility even during usage of specific medical drugs attack
float GetAntiboticsResistance()
float GetDrugResistance(EMedicalDrugsType drugType, PlayerBase player)
ref map< EMedicalDrugsType, float > m_DrugResistances
[0..1], 0 means antibiotics have full effect, 1 means no effect - deprecated, use the m_DrugResistanc...
float GetAntibioticsResistanceEx(PlayerBase player)
float GetTransferabilityIn()
bool AutoinfectCheck(float deltaT, PlayerBase player)
bool GrowDuringAntibioticsAttack(PlayerBase player)
should this agent grow based on invasibility even during antibiotics attack