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ModErgonomic.cs
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ModErgonomic.cs
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using System;
namespace XRL.World.Parts
{
[Serializable]
public class ModErgonomic : IModification
{
public ModErgonomic()
{
}
public ModErgonomic(int Tier)
: base(Tier)
{
}
public override void Configure()
{
WorksOnSelf = true;
}
public override bool ModificationApplicable(GameObject Object)
{
string wornOn = Object.GetPart<Armor>()?.WornOn;
return wornOn == "Feet" || wornOn == "*";
}
public override void ApplyModification(GameObject Object)
{
Object.SetStringProperty("Pedestrian_CanEquip", "True");
}
public override bool WantEvent(int ID, int cascade)
{
if (ID == GetShortDescriptionEvent.ID || ID == GetDisplayNameEvent.ID)
{
return true;
}
return base.WantEvent(ID, cascade);
}
public override bool HandleEvent(GetDisplayNameEvent E)
{
if (E.Understood() && !E.Object.HasProperName)
{
E.AddAdjective("{{Y|ergonomic}}");
}
return base.HandleEvent(E);
}
public override bool HandleEvent(GetShortDescriptionEvent E)
{
E.Postfix.AppendRules("Ergonomic: This item is compatible with certain types of nonstandard anatomy.");
return base.HandleEvent(E);
}
}
}