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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class Affliction
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{
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public readonly AfflictionPrefab Prefab;
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public float Strength;
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public float DamagePerSecond;
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public float DamagePerSecondTimer;
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public float PreviousVitalityDecrease;
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public float StrengthDiminishMultiplier = 1.0f;
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public Affliction MultiplierSource;
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/// <summary>
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/// Which character gave this affliction
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/// </summary>
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public Character Source;
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public Affliction(AfflictionPrefab prefab, float strength)
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{
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Prefab = prefab;
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Strength = strength;
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}
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public Affliction CreateMultiplied(float multiplier)
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{
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return Prefab.Instantiate(Strength * multiplier, Source);
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}
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public override string ToString()
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{
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return "Affliction (" + Prefab.Name + ")";
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}
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public float GetVitalityDecrease(CharacterHealth characterHealth)
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{
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if (Strength < Prefab.ActivationThreshold) return 0.0f;
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AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
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if (currentEffect == null) return 0.0f;
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if (currentEffect.MaxStrength - currentEffect.MinStrength <= 0.0f) return 0.0f;
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float currVitalityDecrease = MathHelper.Lerp(
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currentEffect.MinVitalityDecrease,
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currentEffect.MaxVitalityDecrease,
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(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
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if (currentEffect.MultiplyByMaxVitality) currVitalityDecrease *= characterHealth == null ? 100.0f : characterHealth.MaxVitality;
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return currVitalityDecrease;
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}
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public float GetScreenDistortStrength()
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{
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if (Strength < Prefab.ActivationThreshold) return 0.0f;
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AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
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if (currentEffect == null) return 0.0f;
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if (currentEffect.MaxScreenDistortStrength - currentEffect.MinScreenDistortStrength <= 0.0f) return 0.0f;
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return MathHelper.Lerp(
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currentEffect.MinScreenDistortStrength,
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currentEffect.MaxScreenDistortStrength,
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(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
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}
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public float GetRadialDistortStrength()
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{
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if (Strength < Prefab.ActivationThreshold) return 0.0f;
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AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
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if (currentEffect == null) return 0.0f;
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if (currentEffect.MaxRadialDistortStrength - currentEffect.MinRadialDistortStrength <= 0.0f) return 0.0f;
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return MathHelper.Lerp(
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currentEffect.MinRadialDistortStrength,
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currentEffect.MaxRadialDistortStrength,
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(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
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}
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public float GetChromaticAberrationStrength()
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{
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if (Strength < Prefab.ActivationThreshold) return 0.0f;
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AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
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if (currentEffect == null) return 0.0f;
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if (currentEffect.MaxChromaticAberrationStrength - currentEffect.MinChromaticAberrationStrength <= 0.0f) return 0.0f;
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return MathHelper.Lerp(
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currentEffect.MinChromaticAberrationStrength,
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currentEffect.MaxChromaticAberrationStrength,
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(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
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}
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public float GetScreenBlurStrength()
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{
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if (Strength < Prefab.ActivationThreshold) return 0.0f;
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AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
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if (currentEffect == null) return 0.0f;
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if (currentEffect.MaxScreenBlurStrength - currentEffect.MinScreenBlurStrength <= 0.0f) return 0.0f;
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return MathHelper.Lerp(
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currentEffect.MinScreenBlurStrength,
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currentEffect.MaxScreenBlurStrength,
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(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
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}
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public void CalculateDamagePerSecond(float currentVitalityDecrease)
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{
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DamagePerSecond = Math.Max(DamagePerSecond, currentVitalityDecrease - PreviousVitalityDecrease);
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if (DamagePerSecondTimer >= 1.0f)
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{
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DamagePerSecond = currentVitalityDecrease - PreviousVitalityDecrease;
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PreviousVitalityDecrease = currentVitalityDecrease;
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DamagePerSecondTimer = 0.0f;
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}
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}
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public float GetResistance(string afflictionId)
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{
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if (Strength < Prefab.ActivationThreshold) return 0.0f;
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AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
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if (currentEffect == null) return 0.0f;
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if (currentEffect.MaxResistance - currentEffect.MinResistance <= 0.0f) return 0.0f;
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if (afflictionId != currentEffect.ResistanceFor) return 0.0f;
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return MathHelper.Lerp(
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currentEffect.MinResistance,
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currentEffect.MaxResistance,
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(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
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}
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public float GetSpeedMultiplier()
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{
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if (Strength < Prefab.ActivationThreshold) return 1.0f;
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AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
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if (currentEffect == null) return 1.0f;
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if (currentEffect.MaxSpeedMultiplier - currentEffect.MinSpeedMultiplier <= 0.0f) return 1.0f;
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return MathHelper.Lerp(
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currentEffect.MinSpeedMultiplier,
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currentEffect.MaxSpeedMultiplier,
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(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
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}
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public virtual void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
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{
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AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
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if (currentEffect == null) return;
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if (currentEffect.StrengthChange < 0) // Reduce diminishing of buffs if boosted
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{
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Strength += currentEffect.StrengthChange * deltaTime * StrengthDiminishMultiplier;
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}
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else // Reduce strengthening of afflictions if resistant
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{
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Strength += currentEffect.StrengthChange * deltaTime * (1f - characterHealth.GetResistance(Prefab.Identifier));
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}
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foreach (StatusEffect statusEffect in currentEffect.StatusEffects)
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{
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if (statusEffect.HasTargetType(StatusEffect.TargetType.Character))
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{
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statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, characterHealth.Character);
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}
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if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.Limb))
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{
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statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, targetLimb);
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}
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if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs))
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{
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statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targetLimb.character.AnimController.Limbs.Cast<ISerializableEntity>().ToList());
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}
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if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
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statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
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{
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var targets = new List<ISerializableEntity>();
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statusEffect.GetNearbyTargets(characterHealth.Character.WorldPosition, targets);
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statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targets);
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}
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}
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}
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}
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}
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