| 335 | } |
| 336 | |
| 337 | void BattleHazard::applyEffect(GameState &state) |
| 338 | { |
| 339 | auto tile = tileObject->getOwningTile(); |
| 340 | |
| 341 | auto set = tile->ownedObjects; |
| 342 | for (auto &obj : set) |
| 343 | { |
| 344 | if (tile->ownedObjects.find(obj) == tile->ownedObjects.end()) |
| 345 | { |
| 346 | continue; |
| 347 | } |
| 348 | if (obj->getType() == TileObject::Type::Ground || |
| 349 | obj->getType() == TileObject::Type::Feature || |
| 350 | obj->getType() == TileObject::Type::LeftWall || |
| 351 | obj->getType() == TileObject::Type::RightWall) |
| 352 | { |
| 353 | auto mp = std::static_pointer_cast<TileObjectBattleMapPart>(obj)->getOwner(); |
| 354 | switch (damageType->effectType) |
| 355 | { |
| 356 | case DamageType::EffectType::Fire: |
| 357 | if (mp->applyBurning(state, age)) |
| 358 | { |
| 359 | // Map part burned and provided fuel for our fire, keep the fire raging |
| 360 | if (power < 0 && age > 10) |
| 361 | { |
| 362 | power = -power; |
| 363 | } |
| 364 | } |
| 365 | break; |
| 366 | default: |
| 367 | switch (damageType->blockType) |
| 368 | { |
| 369 | case DamageType::BlockType::Gas: |
| 370 | case DamageType::BlockType::Psionic: |
| 371 | break; |
| 372 | default: |
| 373 | mp->applyDamage(state, power, damageType); |
| 374 | break; |
| 375 | } |
| 376 | break; |
| 377 | } |
| 378 | } |
| 379 | else if (obj->getType() == TileObject::Type::Item) |
| 380 | { |
| 381 | if (damageType->effectType == DamageType::EffectType::Fire) |
| 382 | { |
| 383 | // It was observed that armor resists fire damage deal to it |
| 384 | // It also appears that damage is applied gradually at a rate of around 1 damage per |
| 385 | // second |
| 386 | // In tests, marsec armor (20% modifier) was hurt by fire but X-Com armor (10% |
| 387 | // modifier) was not |
| 388 | // If we apply damage once per turn, we apply 4 at once. Since we round down, 4 * |
| 389 | // 20% will be rounded to 0 |
| 390 | // while it should be 1. So we add 1 here |
| 391 | auto i = std::static_pointer_cast<TileObjectBattleItem>(obj)->getItem(); |
| 392 | i->applyDamage(state, 2 * TICKS_PER_HAZARD_UPDATE / TICKS_PER_SECOND + 1, |
| 393 | damageType); |
| 394 | } |
nothing calls this directly
no test coverage detected