private static void ApplyDamageOverTime(Actor target, StatusEffects statusEffect, EffectSnapshot effectSnapshot, bool verbose) { if (!(target.DamageOverTimeEffects.ContainsKey(statusEffect))) { if (verbose) { Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine($"{statusEffect} applied!"); } target.DamageOverTimeEffects.Add(statusEffect, effectSnapshot); } else { if (verbose) { Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine($"{statusEffect} refreshed!"); } target.DamageOverTimeEffects[statusEffect] = effectSnapshot; } }
public static void ApplyEffect(Actor target, WeaponSkills weaponSkill, bool verbose, EffectSnapshot effectSnapshot = null) { switch (weaponSkill) { case WeaponSkills.ArmorCrush: if (target.StatusEffects.ContainsKey(StatusEffects.Huton)) { var newHutonDuration = Math.Min(target.StatusEffects[StatusEffects.Huton] + (long)TimeSpan.FromSeconds(30).TotalMilliseconds, 70000); ApplyEffect(target, StatusEffects.Huton, newHutonDuration, verbose); } break; case WeaponSkills.DancingEdge: ApplyEffect(target, StatusEffects.DancingEdge, 20000, verbose); break; case WeaponSkills.Mutilate: Debug.Assert(effectSnapshot != null, "effectSnapshot != null"); effectSnapshot.Duration = (long)TimeSpan.FromSeconds(30).TotalMilliseconds; ApplyDamageOverTime(target, StatusEffects.Mutilate, effectSnapshot, verbose); break; case WeaponSkills.ShadowFang: Debug.Assert(effectSnapshot != null, "effectSnapshot != null"); effectSnapshot.Duration = (long)TimeSpan.FromSeconds(18).TotalMilliseconds; ApplyDamageOverTime(target, StatusEffects.ShadowFang, effectSnapshot, verbose); break; } }