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using Comfort.Common;
using EFT;
using System;
namespace Aki.SinglePlayer.Utils.InRaid
{
/// <summary>
/// Allow modders to access information about the current raid time, especially if its reduced for Scav raids
/// </summary>
public static class RaidTimeUtil
{
/// <summary>
/// Calculates the seconds remaining in the current raid
/// </summary>
/// <returns>Seconds remaining in the raid</returns>
/// <exception cref="InvalidOperationException">Thrown if there is no raid in progress</exception>
public static float GetRemainingRaidSeconds()
{
if (!Singleton<AbstractGame>.Instance.GameTimer.Started())
{
throw new InvalidOperationException("The raid-time remaining can only be calculated when a raid is in-progress");
}
float remainingTimeSeconds = Singleton<AbstractGame>.Instance.GameTimer.EscapeTimeSeconds();
// Until the raid starts, remainingTimeSeconds is TimeSpan.MaxValue, so it needs to be reduced to the actual starting raid time
return Math.Min(remainingTimeSeconds, RaidChangesUtil.NewEscapeTimeSeconds);
}
/// <summary>
/// Calculates the fraction of raid-time remaining relative to the original escape time for the map.
/// 1.0 = the raid just started, and 0.0 = the raid is over (and you're MIA).
/// </summary>
/// <returns>The fraction of raid-time remaining (0.0 - 1.0) relative to the original escape time for the map</returns>
public static float GetRaidTimeRemainingFraction()
{
return GetRemainingRaidSeconds() / RaidChangesUtil.OriginalEscapeTimeSeconds;
}
/// <summary>
/// Calculates the seconds since the player spawned into the raid
/// </summary>
/// <returns>Seconds since the player spawned into the raid</returns>
public static float GetSecondsSinceSpawning()
{
return Singleton<AbstractGame>.Instance.GameTimer.PastTimeSeconds();
}
/// <summary>
/// Calculates the elapsed seconds in the raid from the original escape time for the map.
/// </summary>
/// <returns>Elapsed seconds in the raid</returns>
public static float GetElapsedRaidSeconds()
{
return RaidChangesUtil.RaidTimeReductionSeconds + GetSecondsSinceSpawning();
}
}
}