2f107db...5202af9

This commit is contained in:
Joonas Rikkonen
2019-03-18 21:42:26 +02:00
parent 58c92888b7
commit 044fd3344b
395 changed files with 27417 additions and 19754 deletions
@@ -0,0 +1,187 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class Affliction
{
public readonly AfflictionPrefab Prefab;
public float Strength;
public float DamagePerSecond;
public float DamagePerSecondTimer;
public float PreviousVitalityDecrease;
public float StrengthDiminishMultiplier = 1.0f;
public Affliction MultiplierSource;
/// <summary>
/// Which character gave this affliction
/// </summary>
public Character Source;
public Affliction(AfflictionPrefab prefab, float strength)
{
Prefab = prefab;
Strength = strength;
}
public Affliction CreateMultiplied(float multiplier)
{
return Prefab.Instantiate(Strength * multiplier, Source);
}
public override string ToString()
{
return "Affliction (" + Prefab.Name + ")";
}
public float GetVitalityDecrease(CharacterHealth characterHealth)
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 0.0f;
if (currentEffect.MaxStrength - currentEffect.MinStrength <= 0.0f) return 0.0f;
float currVitalityDecrease = MathHelper.Lerp(
currentEffect.MinVitalityDecrease,
currentEffect.MaxVitalityDecrease,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
if (currentEffect.MultiplyByMaxVitality) currVitalityDecrease *= characterHealth == null ? 100.0f : characterHealth.MaxVitality;
return currVitalityDecrease;
}
public float GetScreenDistortStrength()
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 0.0f;
if (currentEffect.MaxScreenDistortStrength - currentEffect.MinScreenDistortStrength <= 0.0f) return 0.0f;
return MathHelper.Lerp(
currentEffect.MinScreenDistortStrength,
currentEffect.MaxScreenDistortStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetRadialDistortStrength()
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 0.0f;
if (currentEffect.MaxRadialDistortStrength - currentEffect.MinRadialDistortStrength <= 0.0f) return 0.0f;
return MathHelper.Lerp(
currentEffect.MinRadialDistortStrength,
currentEffect.MaxRadialDistortStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetChromaticAberrationStrength()
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 0.0f;
if (currentEffect.MaxChromaticAberrationStrength - currentEffect.MinChromaticAberrationStrength <= 0.0f) return 0.0f;
return MathHelper.Lerp(
currentEffect.MinChromaticAberrationStrength,
currentEffect.MaxChromaticAberrationStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetScreenBlurStrength()
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 0.0f;
if (currentEffect.MaxScreenBlurStrength - currentEffect.MinScreenBlurStrength <= 0.0f) return 0.0f;
return MathHelper.Lerp(
currentEffect.MinScreenBlurStrength,
currentEffect.MaxScreenBlurStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public void CalculateDamagePerSecond(float currentVitalityDecrease)
{
DamagePerSecond = Math.Max(DamagePerSecond, currentVitalityDecrease - PreviousVitalityDecrease);
if (DamagePerSecondTimer >= 1.0f)
{
DamagePerSecond = currentVitalityDecrease - PreviousVitalityDecrease;
PreviousVitalityDecrease = currentVitalityDecrease;
DamagePerSecondTimer = 0.0f;
}
}
public float GetResistance(string afflictionId)
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 0.0f;
if (currentEffect.MaxResistance - currentEffect.MinResistance <= 0.0f) return 0.0f;
if (afflictionId != currentEffect.ResistanceFor) return 0.0f;
return MathHelper.Lerp(
currentEffect.MinResistance,
currentEffect.MaxResistance,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetSpeedMultiplier()
{
if (Strength < Prefab.ActivationThreshold) return 1.0f;
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 1.0f;
if (currentEffect.MaxSpeedMultiplier - currentEffect.MinSpeedMultiplier <= 0.0f) return 1.0f;
return MathHelper.Lerp(
currentEffect.MinSpeedMultiplier,
currentEffect.MaxSpeedMultiplier,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public virtual void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return;
if (currentEffect.StrengthChange < 0) // Reduce diminishing of buffs if boosted
{
Strength += currentEffect.StrengthChange * deltaTime * StrengthDiminishMultiplier;
}
else // Reduce strengthening of afflictions if resistant
{
Strength += currentEffect.StrengthChange * deltaTime * (1f - characterHealth.GetResistance(Prefab.Identifier));
}
foreach (StatusEffect statusEffect in currentEffect.StatusEffects)
{
if (statusEffect.HasTargetType(StatusEffect.TargetType.Character))
{
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, characterHealth.Character);
}
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.Limb))
{
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, targetLimb);
}
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs))
{
statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targetLimb.character.AnimController.Limbs.Cast<ISerializableEntity>().ToList());
}
if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
{
var targets = new List<ISerializableEntity>();
statusEffect.GetNearbyTargets(characterHealth.Character.WorldPosition, targets);
statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targets);
}
}
}
}
}
@@ -0,0 +1,20 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Barotrauma
{
class AfflictionBleeding : Affliction
{
public AfflictionBleeding(AfflictionPrefab prefab, float strength) :
base(prefab, strength)
{
}
public override void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
base.Update(characterHealth, targetLimb, deltaTime);
characterHealth.BloodlossAmount += Strength * (1.0f / 60.0f) * deltaTime;
}
}
}
@@ -1,7 +1,4 @@
#if CLIENT
using Microsoft.Xna.Framework;
#endif
using System.Collections.Generic;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml.Linq;
@@ -19,7 +16,7 @@ namespace Barotrauma
private InfectionState state;
private Limb huskAppendage;
private List<Limb> huskAppendage;
public InfectionState State
{
@@ -59,30 +56,7 @@ namespace Barotrauma
}
}
private void UpdateMessages(float prevStrength, Character character)
{
#if CLIENT
if (Strength < Prefab.MaxStrength * 0.5f)
{
if (prevStrength % 10.0f > 0.05f && Strength % 10.0f < 0.05f)
{
GUI.AddMessage(TextManager.Get("HuskDormant"), Color.Red);
}
}
else if (Strength < Prefab.MaxStrength)
{
if (state == InfectionState.Dormant && Character.Controlled == character)
{
GUI.AddMessage(TextManager.Get("HuskCantSpeak"), Color.Red);
}
}
else if (state != InfectionState.Active && Character.Controlled == character)
{
GUI.AddMessage(TextManager.Get("HuskActivate").Replace("[Attack]", GameMain.Config.KeyBind(InputType.Attack).ToString()),
Color.Red);
}
#endif
}
partial void UpdateMessages(float prevStrength, Character character);
private void UpdateDormantState(float deltaTime, Character character)
{
@@ -125,45 +99,44 @@ namespace Barotrauma
private void ActivateHusk(Character character)
{
character.NeedsAir = false;
AttachHuskAppendage(character);
if (huskAppendage == null)
{
huskAppendage = AttachHuskAppendage(character);
character.SetStun(0.5f);
}
}
private void AttachHuskAppendage(Character character)
public static List<Limb> AttachHuskAppendage(Character character, Ragdoll ragdoll = null)
{
//husk appendage already created, don't do anything
if (huskAppendage != null) return;
XDocument doc = XMLExtensions.TryLoadXml(Path.Combine("Content", "Characters", "Human", "Huskappendage.xml"));
if (doc == null || doc.Root == null) return;
var limbElement = doc.Root.Element("limb");
if (limbElement == null)
var huskDoc = XMLExtensions.TryLoadXml(Character.GetConfigFile("humanhusk"));
string pathToAppendage = huskDoc.Root.Element("huskappendage").GetAttributeString("path", string.Empty);
XDocument doc = XMLExtensions.TryLoadXml(pathToAppendage);
if (doc == null || doc.Root == null) { return null; }
if (ragdoll == null)
{
DebugConsole.ThrowError("Error in huskappendage.xml - limb element not found");
return;
ragdoll = character.AnimController;
}
var jointElement = doc.Root.Element("joint");
if (jointElement == null)
if (ragdoll.Dir < 1.0f)
{
DebugConsole.ThrowError("Error in huskappendage.xml - joint element not found");
return;
ragdoll.Flip();
}
character.SetStun(0.5f);
if (character.AnimController.Dir < 1.0f)
var huskAppendages = new List<Limb>();
var limbElements = doc.Root.Elements("limb").ToDictionary(e => e.GetAttributeString("id", null), e => e);
foreach (var jointElement in doc.Root.Elements("joint"))
{
character.AnimController.Flip();
if (limbElements.TryGetValue(jointElement.GetAttributeString("limb2", null), out XElement limbElement))
{
JointParams jointParams = new JointParams(jointElement, ragdoll.RagdollParams);
Limb attachLimb = ragdoll.Limbs[jointParams.Limb1];
Limb huskAppendage = new Limb(ragdoll, character, new LimbParams(limbElement, ragdoll.RagdollParams));
huskAppendage.body.Submarine = character.Submarine;
huskAppendage.body.SetTransform(attachLimb.SimPosition, attachLimb.Rotation);
ragdoll.AddLimb(huskAppendage);
ragdoll.AddJoint(jointParams);
huskAppendages.Add(huskAppendage);
}
}
var torso = character.AnimController.GetLimb(LimbType.Torso);
huskAppendage = new Limb(character.AnimController, character, new LimbParams(limbElement, character.AnimController.RagdollParams));
huskAppendage.body.Submarine = character.Submarine;
huskAppendage.body.SetTransform(torso.SimPosition, torso.Rotation);
character.AnimController.AddLimb(huskAppendage);
character.AnimController.AddJoint(jointElement);
return huskAppendages;
}
private void DeactivateHusk(Character character)
@@ -175,8 +148,7 @@ namespace Barotrauma
private void RemoveHuskAppendage(Character character)
{
if (huskAppendage == null) return;
character.AnimController.RemoveLimb(huskAppendage);
huskAppendage.ForEach(l => character.AnimController.RemoveLimb(l));
huskAppendage = null;
}
@@ -189,7 +161,7 @@ namespace Barotrauma
private void CharacterDead(Character character, CauseOfDeath causeOfDeath)
{
if (GameMain.Client != null) { return; }
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
if (Strength < Prefab.MaxStrength * 0.5f || character.Removed) { return; }
//don't turn the character into a husk if any of its limbs are severed
@@ -210,25 +182,24 @@ namespace Barotrauma
character.Enabled = false;
Entity.Spawner.AddToRemoveQueue(character);
var characterFiles = GameMain.Instance.GetFilesOfType(ContentType.Character);
var configFile = characterFiles.FirstOrDefault(f => Path.GetFileNameWithoutExtension(f)?.ToLowerInvariant() == "humanhusk");
var configFile = Character.GetConfigFile("humanhusk");
if (string.IsNullOrEmpty(configFile))
{
DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - humanhusk config file not found.");
DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - husk config file not found.");
yield return CoroutineStatus.Success;
}
XDocument doc = XMLExtensions.TryLoadXml(configFile);
if (doc?.Root == null)
{
DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - humanhusk config file ("+configFile+") could not be read.");
yield return CoroutineStatus.Success;
}
//XDocument doc = XMLExtensions.TryLoadXml(configFile);
//if (doc?.Root == null)
//{
// DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - husk config file ("+configFile+") could not be read.");
// yield return CoroutineStatus.Success;
//}
character.Info.Ragdoll = null;
character.Info.SourceElement = doc.Root;
var husk = Character.Create(configFile, character.WorldPosition, character.Info.Name, character.Info, false, true);
//character.Info.Ragdoll = null;
//character.Info.SourceElement = doc.Root;
var husk = Character.Create(configFile, character.WorldPosition, character.Info.Name, character.Info, isRemotePlayer: false, hasAi: true);
foreach (Limb limb in husk.AnimController.Limbs)
{
@@ -0,0 +1,355 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Xml.Linq;
namespace Barotrauma
{
public static class CPRSettings
{
public static float ReviveChancePerSkill { get; private set; }
public static float ReviveChanceExponent { get; private set; }
public static float ReviveChanceMin { get; private set; }
public static float ReviveChanceMax { get; private set; }
public static float StabilizationPerSkill { get; private set; }
public static float StabilizationMin { get; private set; }
public static float StabilizationMax { get; private set; }
public static float DamageSkillThreshold { get; private set; }
public static float DamageSkillMultiplier { get; private set; }
public static void Load(XElement element)
{
ReviveChancePerSkill = Math.Max(element.GetAttributeFloat("revivechanceperskill", 0.01f), 0.0f);
ReviveChanceExponent = Math.Max(element.GetAttributeFloat("revivechanceexponent", 2.0f), 0.0f);
ReviveChanceMin = MathHelper.Clamp(element.GetAttributeFloat("revivechancemin", 0.05f), 0.0f, 1.0f);
ReviveChanceMax = MathHelper.Clamp(element.GetAttributeFloat("revivechancemax", 0.9f), ReviveChanceMin, 1.0f);
StabilizationPerSkill = Math.Max(element.GetAttributeFloat("stabilizationperskill", 0.01f), 0.0f);
StabilizationMin = MathHelper.Max(element.GetAttributeFloat("stabilizationmin", 0.05f), 0.0f);
StabilizationMax = MathHelper.Max(element.GetAttributeFloat("stabilizationmax", 2.0f), StabilizationMin);
DamageSkillThreshold = MathHelper.Clamp(element.GetAttributeFloat("damageskillthreshold", 40.0f), 0.0f, 100.0f);
DamageSkillMultiplier = MathHelper.Clamp(element.GetAttributeFloat("damageskillmultiplier", 0.1f), 0.0f, 100.0f);
}
}
class AfflictionPrefab
{
public class Effect
{
//this effect is applied when the strength is within this range
public float MinStrength, MaxStrength;
public readonly float MinVitalityDecrease = 0.0f;
public readonly float MaxVitalityDecrease = 0.0f;
//how much the strength of the affliction changes per second
public readonly float StrengthChange = 0.0f;
public readonly bool MultiplyByMaxVitality;
public float MinScreenBlurStrength, MaxScreenBlurStrength;
public float MinScreenDistortStrength, MaxScreenDistortStrength;
public float MinRadialDistortStrength, MaxRadialDistortStrength;
public float MinChromaticAberrationStrength, MaxChromaticAberrationStrength;
public float MinSpeedMultiplier, MaxSpeedMultiplier;
public float MinBuffMultiplier, MaxBuffMultiplier;
public float MinResistance, MaxResistance;
public string ResistanceFor;
public string DialogFlag;
//statuseffects applied on the character when the affliction is active
public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
public Effect(XElement element, string parentDebugName)
{
MinStrength = element.GetAttributeFloat("minstrength", 0);
MaxStrength = element.GetAttributeFloat("maxstrength", 0);
MultiplyByMaxVitality = element.GetAttributeBool("multiplybymaxvitality", false);
MinVitalityDecrease = element.GetAttributeFloat("minvitalitydecrease", 0.0f);
MaxVitalityDecrease = element.GetAttributeFloat("maxvitalitydecrease", 0.0f);
MaxVitalityDecrease = Math.Max(MinVitalityDecrease, MaxVitalityDecrease);
MinScreenDistortStrength = element.GetAttributeFloat("minscreendistort", 0.0f);
MaxScreenDistortStrength = element.GetAttributeFloat("maxscreendistort", 0.0f);
MaxScreenDistortStrength = Math.Max(MinScreenDistortStrength, MaxScreenDistortStrength);
MinRadialDistortStrength = element.GetAttributeFloat("minradialdistort", 0.0f);
MaxRadialDistortStrength = element.GetAttributeFloat("maxradialdistort", 0.0f);
MaxRadialDistortStrength = Math.Max(MinRadialDistortStrength, MaxRadialDistortStrength);
MinChromaticAberrationStrength = element.GetAttributeFloat("minchromaticaberration", 0.0f);
MaxChromaticAberrationStrength = element.GetAttributeFloat("maxchromaticaberration", 0.0f);
MaxChromaticAberrationStrength = Math.Max(MinChromaticAberrationStrength, MaxChromaticAberrationStrength);
MinScreenBlurStrength = element.GetAttributeFloat("minscreenblur", 0.0f);
MaxScreenBlurStrength = element.GetAttributeFloat("maxscreenblur", 0.0f);
MaxScreenBlurStrength = Math.Max(MinScreenBlurStrength, MaxScreenBlurStrength);
ResistanceFor = element.GetAttributeString("resistancefor", "");
MinResistance = element.GetAttributeFloat("minresistance", 0.0f);
MaxResistance = element.GetAttributeFloat("maxresistance", 0.0f);
MaxResistance = Math.Max(MinResistance, MaxResistance);
MinSpeedMultiplier = element.GetAttributeFloat("minspeedmultiplier", 1.0f);
MaxSpeedMultiplier = element.GetAttributeFloat("maxspeedmultiplier", 1.0f);
MaxSpeedMultiplier = Math.Max(MinSpeedMultiplier, MaxSpeedMultiplier);
MinBuffMultiplier = element.GetAttributeFloat("minmultiplier", 1.0f);
MaxBuffMultiplier = element.GetAttributeFloat("maxmultiplier", 1.0f);
MaxBuffMultiplier = Math.Max(MinBuffMultiplier, MaxBuffMultiplier);
DialogFlag = element.GetAttributeString("dialogflag", "");
StrengthChange = element.GetAttributeFloat("strengthchange", 0.0f);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "statuseffect":
StatusEffects.Add(StatusEffect.Load(subElement, parentDebugName));
break;
}
}
}
}
public static AfflictionPrefab InternalDamage;
public static AfflictionPrefab Bleeding;
public static AfflictionPrefab Burn;
public static AfflictionPrefab OxygenLow;
public static AfflictionPrefab Bloodloss;
public static AfflictionPrefab Pressure;
public static AfflictionPrefab Stun;
public static AfflictionPrefab Husk;
public static List<AfflictionPrefab> List = new List<AfflictionPrefab>();
//Arbitrary string that is used to identify the type of the affliction.
//Afflictions with the same type stack up, and items may be configured to cure specific types of afflictions.
public readonly string AfflictionType;
//Does the affliction affect a specific limb or the whole character
public readonly bool LimbSpecific;
//If not a limb-specific affliction, which limb is the indicator shown on in the health menu
//(e.g. mental health problems on head, lack of oxygen on torso...)
public readonly LimbType IndicatorLimb;
public readonly string Identifier;
public readonly string Name, Description;
public readonly bool IsBuff;
public readonly string CauseOfDeathDescription, SelfCauseOfDeathDescription;
//how high the strength has to be for the affliction to take affect
public readonly float ActivationThreshold = 0.0f;
//how high the strength has to be for the affliction icon to be shown in the UI
public readonly float ShowIconThreshold = 0.0f;
public readonly float MaxStrength = 100.0f;
public float BurnOverlayAlpha;
public float DamageOverlayAlpha;
//steam achievement given when the affliction is removed from the controlled character
public readonly string AchievementOnRemoved;
public readonly Sprite Icon;
public readonly Color IconColor;
private List<Effect> effects = new List<Effect>();
private Dictionary<string, float> treatmentSuitability = new Dictionary<string, float>();
private readonly string typeName;
private readonly ConstructorInfo constructor;
public Dictionary<string, float> TreatmentSuitability
{
get { return treatmentSuitability; }
}
public static void LoadAll(IEnumerable<string> filePaths)
{
foreach (string filePath in filePaths)
{
XDocument doc = XMLExtensions.TryLoadXml(filePath);
if (doc == null || doc.Root == null) continue;
foreach (XElement element in doc.Root.Elements())
{
switch (element.Name.ToString().ToLowerInvariant())
{
case "internaldamage":
List.Add(InternalDamage = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "bleeding":
List.Add(Bleeding = new AfflictionPrefab(element, typeof(AfflictionBleeding)));
break;
case "burn":
List.Add(Burn = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "oxygenlow":
List.Add(OxygenLow = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "bloodloss":
List.Add(Bloodloss = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "pressure":
List.Add(Pressure = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "stun":
List.Add(Stun = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "husk":
case "afflictionhusk":
List.Add(Husk = new AfflictionPrefab(element, typeof(AfflictionHusk)));
break;
case "cprsettings":
CPRSettings.Load(element);
break;
default:
List.Add(new AfflictionPrefab(element));
break;
}
}
}
if (InternalDamage == null) DebugConsole.ThrowError("Affliction \"Internal Damage\" not defined in the affliction prefabs.");
if (Bleeding == null) DebugConsole.ThrowError("Affliction \"Bleeding\" not defined in the affliction prefabs.");
if (Burn == null) DebugConsole.ThrowError("Affliction \"Burn\" not defined in the affliction prefabs.");
if (OxygenLow == null) DebugConsole.ThrowError("Affliction \"OxygenLow\" not defined in the affliction prefabs.");
if (Bloodloss == null) DebugConsole.ThrowError("Affliction \"Bloodloss\" not defined in the affliction prefabs.");
if (Pressure == null) DebugConsole.ThrowError("Affliction \"Pressure\" not defined in the affliction prefabs.");
if (Stun == null) DebugConsole.ThrowError("Affliction \"Stun\" not defined in the affliction prefabs.");
if (Husk == null) DebugConsole.ThrowError("Affliction \"Husk\" not defined in the affliction prefabs.");
}
public AfflictionPrefab(XElement element, Type type = null)
{
typeName = type == null ? element.Name.ToString() : type.Name;
Identifier = element.GetAttributeString("identifier", "");
AfflictionType = element.GetAttributeString("type", "");
Name = TextManager.Get("AfflictionName." + Identifier, true) ?? element.GetAttributeString("name", "");
Description = TextManager.Get("AfflictionDescription." + Identifier, true) ?? element.GetAttributeString("description", "");
IsBuff = element.GetAttributeBool("isbuff", false);
LimbSpecific = element.GetAttributeBool("limbspecific", false);
if (!LimbSpecific)
{
string indicatorLimbName = element.GetAttributeString("indicatorlimb", "Torso");
if (!Enum.TryParse(indicatorLimbName, out IndicatorLimb))
{
DebugConsole.ThrowError("Error in affliction prefab " + Name + " - limb type \"" + indicatorLimbName + "\" not found.");
}
}
ActivationThreshold = element.GetAttributeFloat("activationthreshold", 0.0f);
ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", ActivationThreshold);
MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
DamageOverlayAlpha = element.GetAttributeFloat("damageoverlayalpha", 0.0f);
BurnOverlayAlpha = element.GetAttributeFloat("burnoverlayalpha", 0.0f);
CauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeath." + Identifier, true) ?? element.GetAttributeString("causeofdeathdescription", "");
SelfCauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeathSelf." + Identifier, true) ?? element.GetAttributeString("selfcauseofdeathdescription", "");
AchievementOnRemoved = element.GetAttributeString("achievementonremoved", "");
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "icon":
Icon = new Sprite(subElement);
IconColor = subElement.GetAttributeColor("color", Color.White);
break;
case "effect":
effects.Add(new Effect(subElement, Name));
break;
}
}
try
{
if (type == null)
{
type = Type.GetType("Barotrauma." + typeName, true, true);
if (type == null)
{
DebugConsole.ThrowError("Could not find an affliction class of the type \"" + typeName + "\".");
return;
}
}
}
catch
{
DebugConsole.ThrowError("Could not find an affliction class of the type \"" + typeName + "\".");
return;
}
constructor = type.GetConstructor(new[] { typeof(AfflictionPrefab), typeof(float) });
}
public override string ToString()
{
return "AfflictionPrefab (" + Name + ")";
}
public Affliction Instantiate(float strength, Character source = null)
{
object instance = null;
try
{
instance = constructor.Invoke(new object[] { this, strength });
}
catch (Exception ex)
{
DebugConsole.ThrowError(ex.InnerException != null ? ex.InnerException.ToString() : ex.ToString());
}
Affliction affliction = instance as Affliction;
affliction.Source = source;
return affliction;
}
public Effect GetActiveEffect(float currentStrength)
{
foreach (Effect effect in effects)
{
if (currentStrength > effect.MinStrength && currentStrength <= effect.MaxStrength) return effect;
}
//if above the strength range of all effects, use the highest strength effect
Effect strongestEffect = null;
float largestStrength = currentStrength;
foreach (Effect effect in effects)
{
if (currentStrength > effect.MaxStrength &&
(strongestEffect == null || effect.MaxStrength > largestStrength))
{
strongestEffect = effect;
largestStrength = effect.MaxStrength;
}
}
return strongestEffect;
}
public float GetTreatmentSuitability(Item item)
{
if (item == null || !treatmentSuitability.ContainsKey(item.Prefab.Identifier.ToLowerInvariant()))
{
return 0.0f;
}
return treatmentSuitability[item.Prefab.Identifier.ToLowerInvariant()];
}
}
}
@@ -0,0 +1,27 @@
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Barotrauma.Extensions;
using System.Xml.Linq;
using System;
namespace Barotrauma
{
partial class AfflictionPsychosis : Affliction
{
public AfflictionPsychosis(AfflictionPrefab prefab, float strength) : base(prefab, strength)
{
}
public override void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
base.Update(characterHealth, targetLimb, deltaTime);
UpdateProjSpecific(characterHealth, targetLimb, deltaTime);
}
partial void UpdateProjSpecific(CharacterHealth characterHealth, Limb targetLimb, float deltaTime);
}
}
@@ -0,0 +1,53 @@
using Microsoft.Xna.Framework;
namespace Barotrauma
{
class BuffDurationIncrease : Affliction
{
public BuffDurationIncrease(AfflictionPrefab prefab, float strength) : base(prefab, strength)
{
}
public override void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
base.Update(characterHealth, targetLimb, deltaTime);
var afflictions = characterHealth.GetAllAfflictions();
if (Strength <= 0)
{
foreach (Affliction affliction in afflictions)
{
if (!affliction.Prefab.IsBuff || affliction == this || affliction.MultiplierSource != this) continue;
affliction.MultiplierSource = null;
affliction.StrengthDiminishMultiplier = 1f;
}
}
else
{
foreach (Affliction affliction in afflictions)
{
if (!affliction.Prefab.IsBuff || affliction == this || affliction.MultiplierSource == this) continue;
float multiplier = GetDiminishMultiplier();
if (affliction.StrengthDiminishMultiplier < multiplier) continue;
affliction.MultiplierSource = this;
affliction.StrengthDiminishMultiplier = multiplier;
}
}
}
private float GetDiminishMultiplier()
{
if (Strength < Prefab.ActivationThreshold) return 1.0f;
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 1.0f;
return MathHelper.Lerp(
currentEffect.MinBuffMultiplier,
currentEffect.MaxBuffMultiplier,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
}
}
@@ -74,7 +74,7 @@ namespace Barotrauma
{
return Afflictions.FindAll(a => a.Prefab.AfflictionType == afflictionType);
}
}
}
const float InsufficientOxygenThreshold = 30.0f;
const float LowOxygenThreshold = 50.0f;
@@ -339,7 +339,20 @@ namespace Barotrauma
else
{
AddAffliction(affliction);
}
}
}
public float GetResistance(string resistanceId)
{
float resistance = 0.0f;
for (int i = 0; i < afflictions.Count; i++)
{
if (!afflictions[i].Prefab.IsBuff) continue;
float temp = afflictions[i].GetResistance(resistanceId);
if (temp > resistance) resistance = temp;
}
return resistance;
}
public void ReduceAffliction(Limb targetLimb, string affliction, float amount)
@@ -459,7 +472,7 @@ namespace Barotrauma
{
if (newAffliction.Prefab == affliction.Prefab)
{
affliction.Strength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + newAffliction.Strength * (100.0f / MaxVitality));
affliction.Strength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
affliction.Source = newAffliction.Source;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
@@ -469,11 +482,12 @@ namespace Barotrauma
//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
//or modify the affliction instance of an Attack or a StatusEffect
var copyAffliction = newAffliction.Prefab.Instantiate(
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality)),
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab.Identifier))),
newAffliction.Source);
limbHealth.Afflictions.Add(copyAffliction);
Character.HealthUpdateInterval = 0.0f;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
@@ -486,11 +500,13 @@ namespace Barotrauma
{
if (!DoesBleed && newAffliction is AfflictionBleeding) return;
if (!Character.NeedsAir && newAffliction.Prefab == AfflictionPrefab.OxygenLow) return;
// Currently only human can get the husk infection.
if (newAffliction.Prefab == AfflictionPrefab.Husk && Character.SpeciesName.ToLowerInvariant() != "human") { return; }
foreach (Affliction affliction in afflictions)
{
if (newAffliction.Prefab == affliction.Prefab)
{
float newStrength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + newAffliction.Strength * (100.0f / MaxVitality));
float newStrength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
if (affliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
affliction.Strength = newStrength;
affliction.Source = newAffliction.Source;
@@ -503,13 +519,17 @@ namespace Barotrauma
//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
//or modify the affliction instance of an Attack or a StatusEffect
afflictions.Add(newAffliction.Prefab.Instantiate(
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality)),
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab.Identifier))),
source: newAffliction.Source));
Character.HealthUpdateInterval = 0.0f;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
}
partial void UpdateLimbAfflictionOverlays();
public void Update(float deltaTime)
{
UpdateOxygen(deltaTime);
@@ -533,39 +553,29 @@ namespace Barotrauma
{
UpdateBleedingProjSpecific((AfflictionBleeding)affliction, targetLimb, deltaTime);
}
Character.SpeedMultiplier = affliction.GetSpeedMultiplier();
}
}
for (int i = afflictions.Count - 1; i >= 0; i--)
{
if (irremovableAfflictions.Contains(afflictions[i])) continue;
if (afflictions[i].Strength <= 0.0f)
var affliction = afflictions[i];
if (irremovableAfflictions.Contains(affliction)) continue;
if (affliction.Strength <= 0.0f)
{
SteamAchievementManager.OnAfflictionRemoved(afflictions[i], Character);
SteamAchievementManager.OnAfflictionRemoved(affliction, Character);
afflictions.RemoveAt(i);
}
}
for (int i = 0; i < afflictions.Count; i++)
{
afflictions[i].Update(this, null, deltaTime);
afflictions[i].DamagePerSecondTimer += deltaTime;
var affliction = afflictions[i];
affliction.Update(this, null, deltaTime);
affliction.DamagePerSecondTimer += deltaTime;
Character.SpeedMultiplier = affliction.GetSpeedMultiplier();
}
#if CLIENT
foreach (Limb limb in Character.AnimController.Limbs)
{
limb.BurnOverlayStrength = 0.0f;
limb.DamageOverlayStrength = 0.0f;
if (limbHealths[limb.HealthIndex].Afflictions.Count == 0) continue;
foreach (Affliction a in limbHealths[limb.HealthIndex].Afflictions)
{
limb.BurnOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.BurnOverlayAlpha;
limb.DamageOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.DamageOverlayAlpha;
}
limb.BurnOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count;
limb.DamageOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count;
}
#endif
UpdateLimbAfflictionOverlays();
CalculateVitality();
if (Vitality <= MinVitality) Kill();
@@ -598,6 +608,8 @@ namespace Barotrauma
Vitality = MaxVitality;
if (Unkillable) { return; }
float damageResistanceMultiplier = 1f - GetResistance("damage");
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
@@ -611,6 +623,7 @@ namespace Barotrauma
{
vitalityDecrease *= limbHealth.VitalityTypeMultipliers[affliction.Prefab.AfflictionType.ToLowerInvariant()];
}
vitalityDecrease *= damageResistanceMultiplier;
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
@@ -619,6 +632,7 @@ namespace Barotrauma
foreach (Affliction affliction in afflictions)
{
float vitalityDecrease = affliction.GetVitalityDecrease(this);
vitalityDecrease *= damageResistanceMultiplier;
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
@@ -627,6 +641,7 @@ namespace Barotrauma
private void Kill()
{
if (Unkillable) { return; }
var causeOfDeath = GetCauseOfDeath();
Character.Kill(causeOfDeath.First, causeOfDeath.Second);
}
@@ -697,7 +712,9 @@ namespace Barotrauma
foreach (Affliction affliction in activeAfflictions)
{
msg.WriteRangedInteger(0, AfflictionPrefab.List.Count - 1, AfflictionPrefab.List.IndexOf(affliction.Prefab));
msg.Write(affliction.Strength);
msg.WriteRangedSingle(
MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
0.0f, affliction.Prefab.MaxStrength, 8);
}
List<Pair<LimbHealth, Affliction>> limbAfflictions = new List<Pair<LimbHealth, Affliction>>();
@@ -715,7 +732,9 @@ namespace Barotrauma
{
msg.WriteRangedInteger(0, limbHealths.Count - 1, limbHealths.IndexOf(limbAffliction.First));
msg.WriteRangedInteger(0, AfflictionPrefab.List.Count - 1, AfflictionPrefab.List.IndexOf(limbAffliction.Second.Prefab));
msg.Write(limbAffliction.Second.Strength);
msg.WriteRangedSingle(
MathHelper.Clamp(limbAffliction.Second.Strength, 0.0f, limbAffliction.Second.Prefab.MaxStrength),
0.0f, limbAffliction.Second.Prefab.MaxStrength, 8);
}
}
@@ -3,7 +3,7 @@ using System.Xml.Linq;
namespace Barotrauma
{
class DamageModifier
partial class DamageModifier
{
[Serialize(1.0f, false)]
public float DamageMultiplier
@@ -11,7 +11,7 @@ namespace Barotrauma
get;
private set;
}
[Serialize("0.0,360", false)]
public Vector2 ArmorSector
{
@@ -45,17 +45,6 @@ namespace Barotrauma
private set;
}
#if CLIENT
[Serialize("", false)]
public string DamageSound
{
get;
private set;
}
#endif
public DamageModifier(XElement element, string parentDebugName)
{
SerializableProperty.DeserializeProperties(this, element);