private void HealInjuries(NpcStats crewMember) { if (crewMember.GetSickLevel() < 10 && crewMember.GetNpcCurrentHealth() < crewMember.GetNpcMaximunHealth()) { crewMember.Recover(); } }
private void Sickness(NpcStats crewMember) { //TODO: If sickLevel of npc > 10, health is lost. //TODO: If sickLevel of npc > 20, attributes and health are lost. //TODO: If sickLevel of npc > 30 or health = 0, RIP, all npcs loses 10 of loyalty int sickLevel = crewMember.GetSickLevel(); if (sickLevel >= 10) { crewMember.OnDamageReceived(2); } if (sickLevel >= 20) { crewMember.OnDamageReceived(4); crewMember.DecreaseStats(); } if (sickLevel >= 30) { crewMember.OnDamageReceived(100); } if (crewMember.GetNpcCurrentHealth() <= 0) { playerCrew.Remove(crewMember); } }
private void HealSickness(NpcStats crewMember) { //TODO: If medic in crew AND it has medicines, sick level of all decreasesx2. If not decreases. //If medic is sick, shit happens NpcStats medic = CheckForMedic(); if (medic != null && medic.GetSickLevel() < 10 && pDController.PlayerData.CurrentMedicine > 0) { pDController.PlayerData.CurrentMedicine -= 1; crewMember.DecreaseSicknessLevel(2); } }