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influenza.c
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2{
3 const int AGENT_THRESHOLD_ACTIVATE = 600;
4 const int AGENT_THRESHOLD_DEACTIVATE = 400;
5
6 private const int COUGH_RND_DIVIDER_NORMAL_MIN = 5;
7 private const int COUGH_RND_DIVIDER_NORMAL_MAX = 20;
8 private const int COUGH_RND_DIVIDER_SUPPRESSED_MIN = 10;
9 private const int COUGH_RND_DIVIDER_SUPPRESSED_MAX = 40;
10
11 private const int TEMPORARY_RESISTANCE_TIME = 300;
12
13 private ModifiersManager m_ModifiersManager;
14
15 override void Init()
16 {
19 m_ID = eModifiers.MDF_INFLUENZA;
22 }
23
24 override string GetDebugText()
25 {
26 return ("Activate threshold: "+AGENT_THRESHOLD_ACTIVATE + "| " +"Deativate threshold: "+AGENT_THRESHOLD_DEACTIVATE);
27 }
28
29 override protected bool ActivateCondition(PlayerBase player)
30 {
31 if (player.GetSingleAgentCount(eAgents.INFLUENZA) >= AGENT_THRESHOLD_ACTIVATE)
32 return true;
33
34 return false;
35 }
36
37 override protected void OnActivate(PlayerBase player)
38 {
39 player.IncreaseDiseaseCount();
40
41 m_ModifiersManager = player.GetModifiersManager();
42 }
43
44 override protected void OnDeactivate(PlayerBase player)
45 {
46 player.DecreaseDiseaseCount();
47
48 player.SetTemporaryResistanceToAgent(eAgents.INFLUENZA, TEMPORARY_RESISTANCE_TIME);
49 }
50
51 override protected bool DeactivateCondition(PlayerBase player)
52 {
53 return (player.GetSingleAgentCount(eAgents.INFLUENZA) <= AGENT_THRESHOLD_DEACTIVATE);
54 }
55
56 override protected void OnTick(PlayerBase player, float deltaT)
57 {
58 float chanceOfCough = Math.Clamp(player.GetSingleAgentCountNormalized(eAgents.INFLUENZA),0,0.85);
59
60 float coughRandomDivider = Math.RandomInt(COUGH_RND_DIVIDER_NORMAL_MIN, COUGH_RND_DIVIDER_NORMAL_MAX);
61 if (m_ModifiersManager.IsModifierActive(eModifiers.MDF_PAINKILLERS) || m_ModifiersManager.IsModifierActive(eModifiers.MDF_MORPHINE))
62 coughRandomDivider = Math.RandomInt(COUGH_RND_DIVIDER_SUPPRESSED_MIN, COUGH_RND_DIVIDER_SUPPRESSED_MAX);
63
64 if (Math.RandomFloat01() < chanceOfCough / coughRandomDivider)
65 {
66 player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_COUGH);
67 }
68 }
69}
void OnActivate(PlayerBase player)
Definition influenza.c:37
void OnTick(PlayerBase player, float deltaT)
Definition influenza.c:56
bool ActivateCondition(PlayerBase player)
Definition influenza.c:29
void OnDeactivate(PlayerBase player)
Definition influenza.c:44
bool DeactivateCondition(PlayerBase player)
Definition influenza.c:51
Definition enmath.c:7
eAgents
Definition eagents.c:3
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition effect.c:51
eModifiers
Definition emodifiers.c:2
HeavyMetalMdfr AGENT_THRESHOLD_ACTIVATE
bool m_TrackActivatedTime
overall time this modifier was active
bool m_AnalyticsStatsEnabled
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
void ModifiersManager(PlayerBase player)
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE