Modifications to the damage/armor system:

- Armor values aren't reduced from the damage taken, but instead multiply the damage (e.g. an item reduces damage by 10% instead of 10 hp). Now armor doesn't make characters invulnerable to small amounts of damage.
- Armoring isn't defined as a single "armor value", but instead there are "damage modifiers" which can be added to items and limbs. The modifiers can only affect specific types of damage and have separate multipliers for the damage amount and bleeding amount.
- Having a fire proof item on a limb doesn't make that limb invulnerable to burn damage. Item's that protect against fire now have a damage modifier for the Burn damage type.
This commit is contained in:
Joonas Rikkonen
2017-12-02 15:42:13 +02:00
parent 1d4327b690
commit 04bcc6b9b1
17 changed files with 209 additions and 148 deletions
@@ -1356,6 +1356,7 @@
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Character.cs" /> <Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Character.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CharacterInfo.cs" /> <Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CharacterInfo.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CharacterNetworking.cs" /> <Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CharacterNetworking.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\DamageModifier.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\DelayedEffect.cs" /> <Compile Include="$(MSBuildThisFileDirectory)Source\Characters\DelayedEffect.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\HuskInfection.cs" /> <Compile Include="$(MSBuildThisFileDirectory)Source\Characters\HuskInfection.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\Job.cs" /> <Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\Job.cs" />
@@ -24,12 +24,15 @@
<collider radius ="230"/> <collider radius ="230"/>
<!-- head --> <!-- head -->
<limb id = "0" width="300" height="673" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0"> <limb id = "0" width="300" height="673" type="Head" steerforce="1.0" flip="true"">
<sprite texture="Content/Characters/Carrier/carrier.png" sourcerect="0,0,393,778" depth="0.02" origin ="0.5,0.45"/> <sprite texture="Content/Characters/Carrier/carrier.png" sourcerect="0,0,393,778" depth="0.02" origin ="0.5,0.45"/>
<lightsource range="400.0" color="0.7,0.8,1.0,1.0"> <lightsource range="400.0" color="0.7,0.8,1.0,1.0">
<lighttexture texture="Content/Characters/Carrier/carrier.png" sourcerect="392,0,307,778" origin="0.5, 0.45"/> <lighttexture texture="Content/Characters/Carrier/carrier.png" sourcerect="392,0,307,778" origin="0.5, 0.45"/>
</lightsource> </lightsource>
<damagemodifier armorsector="0.0,180.0" damagemultiplier="0.1" bleedingmultiplier="0.0" damagesound="SctructureBlunt" deflectprojectiles="true"/>
<damagemodifier armorsector="0.0,360.0" damagesound="SctructureBlunt" deflectprojectiles="true"/>
<attack range="400" damagerange="250" duration="0.08" damage="100" stun="5" force="20" damagetype="blunt" targetforce="100"/> <attack range="400" damagerange="250" duration="0.08" damage="100" stun="5" force="20" damagetype="blunt" targetforce="100"/>
</limb> </limb>
@@ -30,17 +30,20 @@
<collider width="45" radius="22"/> <collider width="45" radius="22"/>
<!-- head --> <!-- head -->
<limb id = "0" radius="22" height="45" type="Head" flip="true" steerforce="1.0" armorsector="0.0,180.0" armorvalue="30.0" mouthpos="17,35"> <limb id = "0" radius="22" height="45" type="Head" flip="true" steerforce="1.0" mouthpos="17,35">
<damagemodifier damagetype="Blunt,Slash" armorsector="0.0,180.0" damagemultiplier="0.2" bleedingmultiplier="0.0" damagesound="LimbArmor" deflectprojectiles="true"/>
<sprite texture="Content/Characters/Crawler/crawler.png" sourcerect="0,0,51,121" depth="0.02" origin="0.45,0.63"/> <sprite texture="Content/Characters/Crawler/crawler.png" sourcerect="0,0,51,121" depth="0.02" origin="0.45,0.63"/>
</limb> </limb>
<!-- middle part --> <!-- middle part -->
<limb id = "1" radius="22" height="40" flip="true" armorsector="0.0,180.0" armorvalue="20.0">0 <limb id = "1" radius="22" height="40" flip="true" >
<damagemodifier damagetype="Blunt,Slash" armorsector="0.0,180.0" damagemultiplier="0.2" bleedingmultiplier="0.0" damagesound="LimbArmor" deflectprojectiles="true"/>
<sprite texture="Content/Characters/Crawler/crawler.png" sourcerect="57,7,59,57" depth="0.021" origin="0.3,0.65"/> <sprite texture="Content/Characters/Crawler/crawler.png" sourcerect="57,7,59,57" depth="0.021" origin="0.3,0.65"/>
</limb> </limb>
<!-- tail --> <!-- tail -->
<limb id = "2" radius="22" height="45" type="Tail" flip="true" armorsector="0.0,180.0" armorvalue="20.0"> <limb id = "2" radius="22" height="45" type="Tail" flip="true">
<damagemodifier damagetype="Blunt,Slash" armorsector="0.0,180.0" damagemultiplier="0.2" bleedingmultiplier="0.0" damagesound="LimbArmor" deflectprojectiles="true"/>
<sprite texture="Content/Characters/Crawler/crawler.png" sourcerect="6,141,60,95" depth="0.022" origin="0.37,0.43"/> <sprite texture="Content/Characters/Crawler/crawler.png" sourcerect="6,141,60,95" depth="0.022" origin="0.37,0.43"/>
</limb> </limb>
@@ -33,25 +33,28 @@
<collider radius="60"/> <collider radius="60"/>
<!-- head --> <!-- head -->
<limb id = "0" radius="30" height="86" mass = "6" type="Head" flip="true" steerforce="1.0" armorsector="0.0,180.0" armor="10.0" mouthpos="30,65"> <limb id = "0" radius="30" height="86" mass = "6" type="Head" flip="true" steerforce="1.0" mouthpos="30,65">
<sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="0,0,101,168" depth="0.02" origin="0.4,0.53"/> <sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="0,0,101,168" depth="0.02" origin="0.4,0.53"/>
<damagemodifier damagetype="Blunt,Slash" armorsector="0.0,180.0" damagemultiplier="0.5" bleedingmultiplier="0.1" damagesound="LimbArmor" deflectprojectiles="true"/>
</limb> </limb>
<!-- middle part --> <!-- middle part -->
<limb id = "1" width="42" height="61" mass = "6" flip="true" armorsector="0.0,180.0" armor="10.0"> <limb id = "1" width="42" height="61" mass = "6" flip="true">
<sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="3,168,59,64" depth="0.021" origin="0.3,0.65"/> <sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="3,168,59,64" depth="0.021" origin="0.3,0.65"/>
<damagemodifier damagetype="Blunt,Slash" armorsector="0.0,180.0" damagemultiplier="0.2" bleedingmultiplier="0.1" damagesound="LimbArmor" deflectprojectiles="true"/>
</limb> </limb>
<!-- middle part --> <!-- middle part -->
<limb id = "2" width="35" height="52" mass = "6" flip="true" armorsector="0.0,180.0" armor="10.0"> <limb id = "2" width="35" height="52" mass = "6" flip="true">
<sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="66,180,65,70" depth="0.022" origin="0.3,0.65"/> <sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="66,180,65,70" depth="0.022" origin="0.3,0.65"/>
<damagemodifier damagetype="Blunt,Slash" armorsector="0.0,180.0" damagemultiplier="0.5" bleedingmultiplier="0.1" damagesound="LimbArmor" deflectprojectiles="true"/>
</limb> </limb>
<!-- tail --> <!-- tail -->
<limb id = "3" radius="20" mass = "6" type="Tail" flip="true" armorsector="0.0,180.0" armor="10.0"> <limb id = "3" radius="20" mass = "6" type="Tail" flip="true">
<sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="133,158,46,93" depth="0.023" origin="0.37,0.3"/> <sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="133,158,46,93" depth="0.023" origin="0.37,0.3"/>
</limb> <damagemodifier damagetype="Blunt,Slash" armorsector="0.0,180.0" damagemultiplier="0.5" bleedingmultiplier="0.1" damagesound="LimbArmor" deflectprojectiles="true"/>
</limb>
<limb id = "4" width="15" height="63" mass = "4" refjoint="3" flip="true"> <limb id = "4" width="15" height="63" mass = "4" refjoint="3" flip="true">
<sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="232,153,20,63" depth="0.012" origin="0.5,0.5"/> <sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="232,153,20,63" depth="0.012" origin="0.5,0.5"/>
@@ -19,9 +19,10 @@
<collider radius ="230"/> <collider radius ="230"/>
<!-- head --> <!-- head -->
<limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0"> <limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true">
<sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/> <sprite texture="Content/Characters/Moloch/moloch.png" sourcerect="0,0,628,1024" depth="0.02" origin ="0.4,0.5"/>
<attack range="700" damagerange="350" duration="0.05" damage="200" stun="5" force="20" damagetype="blunt" targetforce="100"/> <attack range="700" damagerange="350" duration="0.05" damage="200" stun="5" force="20" damagetype="blunt" targetforce="100"/>
<damagemodifier damagetype="Any" armorsector="0.0,180.0" damagemultiplier="0.1" bleedingmultiplier="0.0" damagesound="LimbArmor" deflectprojectiles="true"/>
</limb> </limb>
<limb id = "1" width="50" height="440" flip="true"> <limb id = "1" width="50" height="440" flip="true">
@@ -25,9 +25,10 @@
<collider radius="100"/> <collider radius="100"/>
<!-- head --> <!-- head -->
<limb id = "0" type="Head" width="350" height="320" steerforce="1.0" flip="true" armorsector="0.0,360.0" armorvalue="100.0"> <limb id = "0" type="Head" width="350" height="320" steerforce="1.0" flip="true">
<sprite texture="Content/Characters/Watcher/watcher.png" sourcerect="0,0,369,348" depth="0.02" origin ="0.5,0.6"/> <sprite texture="Content/Characters/Watcher/watcher.png" sourcerect="0,0,369,348" depth="0.02" origin ="0.5,0.6"/>
<attack range="250" damagerange="170" duration="0.05" damage="200" stun="5" force="20" damagetype="blunt" targetforce="100"/> <attack range="250" damagerange="170" duration="0.05" damage="200" stun="5" force="20" damagetype="blunt" targetforce="100"/>
<damagemodifier damagetype="Any" armorsector="0.0,360.0" damagemultiplier="0.1" bleedingmultiplier="0.0" damagesound="LimbArmor" deflectprojectiles="true"/>
</limb> </limb>
<limb id = "1" radius="50" height="120" flip="true"> <limb id = "1" radius="50" height="120" flip="true">
@@ -63,8 +63,7 @@
<Item <Item
name="Diving Suit" name="Diving Suit"
category="Equipment" category="Equipment"
tags="diving" tags="diving"
price="200" price="200"
fireproof="true" fireproof="true"
description="An atmospheric diving suit capable of withstanding the immense pressure under Europa's crust."> description="An atmospheric diving suit capable of withstanding the immense pressure under Europa's crust.">
@@ -73,7 +72,7 @@
<Body width="37" height="113" density="15"/> <Body width="37" height="113" density="15"/>
<Wearable slots="Head+Torso+Legs" armorvalue="10.0"> <Wearable slots="Head+Torso+Legs">
<sprite texture="DivingSuit.png" limb="Head" sourcerect="0,0,1,1" origin="0.5,0.5" hidelimb="true"/> <sprite texture="DivingSuit.png" limb="Head" sourcerect="0,0,1,1" origin="0.5,0.5" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="Torso" sourcerect="42,0,42,97" origin="0.5,0.55" depthlimb="Head" hidelimb="true"/> <sprite texture="DivingSuit.png" limb="Torso" sourcerect="42,0,42,97" origin="0.5,0.55" depthlimb="Head" hidelimb="true"/>
@@ -142,7 +141,6 @@
</LightComponent> </LightComponent>
</Propulsion> </Propulsion>
<ItemContainer capacity="1" hideitems="true"> <ItemContainer capacity="1" hideitems="true">
<Containable name="Battery Cell"/> <Containable name="Battery Cell"/>
<Containable name="Fulgurium Battery Cell"/> <Containable name="Fulgurium Battery Cell"/>
@@ -1,8 +1,7 @@
<Items> <Items>
<Item <Item
name="Orange Jumpsuit" name="Orange Jumpsuit"
category="Equipment" category="Equipment"
tags="smallitem" tags="smallitem"
fireproof="true" fireproof="true"
description="The fire-resistant fabric offers some protection against fires. Plenty of pockets for carrying any extra gear an engineer might need."> description="The fire-resistant fabric offers some protection against fires. Plenty of pockets for carrying any extra gear an engineer might need.">
@@ -19,7 +18,10 @@
<sprite texture="engigear.png" limb="LeftThigh" sourcerect="53,0,27,49" origin="0.5,0.5" depth="0.14" hidelimb="true"/> <sprite texture="engigear.png" limb="LeftThigh" sourcerect="53,0,27,49" origin="0.5,0.5" depth="0.14" hidelimb="true"/>
<sprite texture="engigear.png" limb="RightLeg" sourcerect="33,0,20,51" origin="0.5,0.5" depth="0.11" hidelimb="true"/> <sprite texture="engigear.png" limb="RightLeg" sourcerect="33,0,20,51" origin="0.5,0.5" depth="0.11" hidelimb="true"/>
<sprite texture="engigear.png" limb="LeftLeg" sourcerect="33,0,20,51" origin="0.5,0.5" depth="0.15" hidelimb="true"/> <sprite texture="engigear.png" limb="LeftLeg" sourcerect="33,0,20,51" origin="0.5,0.5" depth="0.15" hidelimb="true"/>
<damagemodifier damagetype="Burn" armorsector="0.0,360.0" damagemultiplier="0.7"/>
<damagemodifier damagetype="Slash" armorsector="0.0,360.0" damagemultiplier="0.9" bleedingdamagemultiplier="0.9"/>
</Wearable> </Wearable>
<ItemContainer capacity="5"> <ItemContainer capacity="5">
@@ -48,6 +50,9 @@
<sprite texture="engigear.png" limb="RightLeg" sourcerect="33,77,20,51" origin="0.5,0.5" depth="0.11" hidelimb="true"/> <sprite texture="engigear.png" limb="RightLeg" sourcerect="33,77,20,51" origin="0.5,0.5" depth="0.11" hidelimb="true"/>
<sprite texture="engigear.png" limb="LeftLeg" sourcerect="33,77,20,51" origin="0.5,0.5" depth="0.15" hidelimb="true"/> <sprite texture="engigear.png" limb="LeftLeg" sourcerect="33,77,20,51" origin="0.5,0.5" depth="0.15" hidelimb="true"/>
<damagemodifier damagetype="Burn" armorsector="0.0,360.0" damagemultiplier="0.7"/>
<damagemodifier damagetype="Slash" armorsector="0.0,360.0" damagemultiplier="0.9" bleedingdamagemultiplier="0.9"/>
</Wearable> </Wearable>
<ItemContainer capacity="5"> <ItemContainer capacity="5">
@@ -10,17 +10,18 @@
<Body width="52" height="17" density="40"/> <Body width="52" height="17" density="40"/>
<Wearable slots="Any,Torso" armorvalue="10.0"> <Wearable slots="Any,Torso">
<damagemodifier damagetype="Burn" armorsector="0.0,360.0" damagemultiplier="0.9"/>
<damagemodifier damagetype="Blunt" armorsector="0.0,360.0" damagemultiplier="0.3" bleedingmultiplier="0.3" damagesound="LimbArmor" deflectprojectiles="true"/>
<damagemodifier damagetype="Slash" armorsector="0.0,360.0" damagemultiplier="0.1" bleedingmultiplier="0.0" damagesound="LimbArmor" deflectprojectiles="true"/>
<sprite texture="securitygear.png" limb="Torso" sourcerect="0,0,38,58" origin="0.52,0.48"/> <sprite texture="securitygear.png" limb="Torso" sourcerect="0,0,38,58" origin="0.52,0.48"/>
<sprite texture="securitygear.png" limb="RightArm" sourcerect="41,0,21,21" origin="0.5,1.1"/> <sprite texture="securitygear.png" limb="RightArm" sourcerect="41,0,21,21" origin="0.5,1.1"/>
</Wearable> </Wearable>
</Item> </Item>
<Item <Item
name="Ballistic Helmet" name="Ballistic Helmet"
category="Equipment" category="Equipment"
tags="smallitem" tags="smallitem"
description="While the helmet won't offer adequate protection against most of the inhabitants of the subsurface ocean, it can be extremely useful if there are traitors on board."> description="While the helmet won't offer adequate protection against most of the inhabitants of the subsurface ocean, it can be extremely useful if there are traitors on board.">
@@ -34,6 +35,8 @@
<Body radius="12" density="50"/> <Body radius="12" density="50"/>
<Wearable slots="Any,Head" armorvalue="20.0"> <Wearable slots="Any,Head" armorvalue="20.0">
<damagemodifier damagetype="Blunt" armorsector="0.0,360.0" damagemultiplier="0.2" bleedingmultiplier="0.2" damagesound="LimbArmor" deflectprojectiles="true"/>
<damagemodifier damagetype="Slash" armorsector="0.0,360.0" damagemultiplier="0.1" bleedingmultiplier="0.0" damagesound="LimbArmor" deflectprojectiles="true"/>
<sprite texture="securitygear.png" limb="Head" sourcerect="39,31,29,22" origin="0.51,0.9"/> <sprite texture="securitygear.png" limb="Head" sourcerect="39,31,29,22" origin="0.51,0.9"/>
</Wearable> </Wearable>
</Item> </Item>
@@ -72,8 +72,7 @@
<Item <Item
name="Railgun Shell" name="Railgun Shell"
category="Misc" category="Misc"
price="200"> price="200">
<Deconstruct time="10"> <Deconstruct time="10">
@@ -103,8 +102,7 @@
<Item <Item
name="Nuclear Shell" name="Nuclear Shell"
category="Misc" category="Misc"
price="500"> price="500">
<Deconstruct time="10"> <Deconstruct time="10">
@@ -11,24 +11,32 @@ namespace Barotrauma
Damage, Bloodloss, Pressure, Suffocation, Drowning, Burn, Husk, Disconnected Damage, Bloodloss, Pressure, Suffocation, Drowning, Burn, Husk, Disconnected
} }
public enum DamageType { None, Blunt, Slash, Burn } [Flags]
public enum DamageType
{
None = 0,
Blunt = 1,
Slash = 2,
Burn = 4,
Any = Blunt | Slash | Burn
}
struct AttackResult struct AttackResult
{ {
public readonly float Damage; public readonly float Damage;
public readonly float Bleeding; public readonly float Bleeding;
public readonly bool HitArmor;
public AttackResult(float damage, float bleeding, bool hitArmor=false) public readonly List<DamageModifier> AppliedDamageModifiers;
public AttackResult(float damage, float bleeding, List<DamageModifier> appliedDamageModifiers = null)
{ {
this.Damage = damage; this.Damage = damage;
this.Bleeding = bleeding; this.Bleeding = bleeding;
this.HitArmor = hitArmor; this.AppliedDamageModifiers = appliedDamageModifiers;
} }
} }
partial class Attack partial class Attack
{ {
public readonly float Range; public readonly float Range;
@@ -0,0 +1,66 @@
using Microsoft.Xna.Framework;
using System.Xml.Linq;
namespace Barotrauma
{
class DamageModifier
{
[Serialize(DamageType.None, false)]
public DamageType DamageType
{
get;
private set;
}
[Serialize(1.0f, false)]
public float DamageMultiplier
{
get;
private set;
}
[Serialize(1.0f, false)]
public float BleedingMultiplier
{
get;
private set;
}
[Serialize("0.0,360", false)]
public Vector2 ArmorSector
{
get;
private set;
}
[Serialize(true, false)]
public bool IsArmor
{
get;
private set;
}
[Serialize(true, false)]
public bool DeflectProjectiles
{
get;
private set;
}
#if CLIENT
[Serialize(DamageSoundType.None, false)]
public DamageSoundType DamageSoundType
{
get;
private set;
}
#endif
public DamageModifier(XElement element)
{
SerializableProperty.DeserializeProperties(this, element);
ArmorSector = new Vector2(MathHelper.ToRadians(ArmorSector.X), MathHelper.ToRadians(ArmorSector.Y));
}
}
}
@@ -72,10 +72,7 @@ namespace Barotrauma
private bool isSevered; private bool isSevered;
private float severedFadeOutTimer; private float severedFadeOutTimer;
private readonly Vector2 armorSector;
private readonly float armorValue;
public Vector2? MouthPos; public Vector2? MouthPos;
//a timer for delaying when a hitsound/attacksound can be played again //a timer for delaying when a hitsound/attacksound can be played again
@@ -91,6 +88,8 @@ namespace Barotrauma
private Vector2 animTargetPos; private Vector2 animTargetPos;
private float scale; private float scale;
private List<DamageModifier> damageModifiers;
public float AttackTimer; public float AttackTimer;
@@ -179,7 +178,7 @@ namespace Barotrauma
public float Burnt public float Burnt
{ {
get { return burnt; } get { return burnt; }
set { burnt = MathHelper.Clamp(value,0.0f,100.0f); } protected set { burnt = MathHelper.Clamp(value, 0.0f, 100.0f); }
} }
public List<WearableSprite> WearingItems public List<WearableSprite> WearingItems
@@ -255,15 +254,7 @@ namespace Barotrauma
GameMain.World.AddJoint(pullJoint); GameMain.World.AddJoint(pullJoint);
steerForce = element.GetAttributeFloat("steerforce", 0.0f); steerForce = element.GetAttributeFloat("steerforce", 0.0f);
//maxHealth = Math.Max(ToolBox.GetAttributeFloat(element, "health", 100.0f),1.0f);
armorSector = element.GetAttributeVector2("armorsector", Vector2.Zero);
armorSector.X = MathHelper.ToRadians(armorSector.X);
armorSector.Y = MathHelper.ToRadians(armorSector.Y);
armorValue = Math.Max(element.GetAttributeFloat("armor", 0.0f), 0.0f);
if (element.Attribute("mouthpos") != null) if (element.Attribute("mouthpos") != null)
{ {
MouthPos = ConvertUnits.ToSimUnits(element.GetAttributeVector2("mouthpos", Vector2.Zero)); MouthPos = ConvertUnits.ToSimUnits(element.GetAttributeVector2("mouthpos", Vector2.Zero));
@@ -272,6 +263,8 @@ namespace Barotrauma
body.BodyType = BodyType.Dynamic; body.BodyType = BodyType.Dynamic;
body.FarseerBody.AngularDamping = LimbAngularDamping; body.FarseerBody.AngularDamping = LimbAngularDamping;
damageModifiers = new List<DamageModifier>();
foreach (XElement subElement in element.Elements()) foreach (XElement subElement in element.Elements())
{ {
switch (subElement.Name.ToString().ToLowerInvariant()) switch (subElement.Name.ToString().ToLowerInvariant())
@@ -322,6 +315,9 @@ namespace Barotrauma
case "attack": case "attack":
attack = new Attack(subElement); attack = new Attack(subElement);
break; break;
case "damagemodifier":
damageModifiers.Add(new DamageModifier(subElement));
break;
} }
} }
@@ -344,46 +340,51 @@ namespace Barotrauma
public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, bool playSound) public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, bool playSound)
{ {
bool hitArmor = false; List<DamageModifier> appliedDamageModifiers = new List<DamageModifier>();
float totalArmorValue = 0.0f;
if (armorValue > 0.0f && SectorHit(armorSector, position)) foreach (DamageModifier damageModifier in damageModifiers)
{ {
hitArmor = true; if (damageModifier.DamageType.HasFlag(damageType) && SectorHit(damageModifier.ArmorSector, position))
totalArmorValue += armorValue; {
appliedDamageModifiers.Add(damageModifier);
}
} }
foreach (WearableSprite wearable in wearingItems) foreach (WearableSprite wearable in wearingItems)
{ {
if (wearable.WearableComponent.ArmorValue > 0.0f && foreach (DamageModifier damageModifier in wearable.WearableComponent.DamageModifiers)
SectorHit(wearable.WearableComponent.ArmorSectorLimits, position))
{ {
hitArmor = true; if (damageModifier.DamageType.HasFlag(damageType) && SectorHit(damageModifier.ArmorSector, position))
totalArmorValue += wearable.WearableComponent.ArmorValue; {
appliedDamageModifiers.Add(damageModifier);
}
} }
} }
if (hitArmor) foreach (DamageModifier damageModifier in appliedDamageModifiers)
{ {
totalArmorValue = Math.Max(totalArmorValue, 0.0f); amount *= damageModifier.DamageMultiplier;
bleedingAmount *= damageModifier.BleedingMultiplier;
amount = Math.Max(0.0f, amount - totalArmorValue);
bleedingAmount = Math.Max(0.0f, bleedingAmount - totalArmorValue);
} }
#if CLIENT #if CLIENT
if (playSound) if (playSound)
{ {
DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash; DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
if (hitArmor)
{
damageSoundType = DamageSoundType.LimbArmor;
}
foreach (DamageModifier damageModifier in appliedDamageModifiers)
{
if (damageModifier.DamageSoundType != DamageSoundType.None)
{
damageSoundType = damageModifier.DamageSoundType;
break;
}
}
SoundPlayer.PlayDamageSound(damageSoundType, amount, position); SoundPlayer.PlayDamageSound(damageSoundType, amount, position);
} }
float bloodParticleAmount = hitArmor || bleedingAmount <= 0.0f ? 0 : (int)Math.Min(amount / 5, 10); float bloodParticleAmount = bleedingAmount <= 0.0f ? 0 : (int)Math.Min(amount / 5, 10);
float bloodParticleSize = MathHelper.Clamp(amount / 50.0f, 0.1f, 1.0f); float bloodParticleSize = MathHelper.Clamp(amount / 50.0f, 0.1f, 1.0f);
for (int i = 0; i < bloodParticleAmount; i++) for (int i = 0; i < bloodParticleAmount; i++)
@@ -402,9 +403,14 @@ namespace Barotrauma
#endif #endif
if (damageType == DamageType.Burn)
{
Burnt += amount * 10.0f;
}
damage += Math.Max(amount,bleedingAmount) / character.MaxHealth * 100.0f; damage += Math.Max(amount,bleedingAmount) / character.MaxHealth * 100.0f;
return new AttackResult(amount, bleedingAmount, hitArmor); return new AttackResult(amount, bleedingAmount, appliedDamageModifiers);
} }
public bool SectorHit(Vector2 armorSector, Vector2 simPosition) public bool SectorHit(Vector2 armorSector, Vector2 simPosition)
@@ -5,6 +5,7 @@ using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq; using System.Xml.Linq;
namespace Barotrauma.Items.Components namespace Barotrauma.Items.Components
@@ -255,7 +256,8 @@ namespace Barotrauma.Items.Components
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass); target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
if (attackResult.HitArmor) if (attackResult.AppliedDamageModifiers != null &&
attackResult.AppliedDamageModifiers.Any(dm => dm.DeflectProjectiles))
{ {
item.body.LinearVelocity *= 0.1f; item.body.LinearVelocity *= 0.1f;
} }
@@ -1,5 +1,6 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Generic;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using System.Xml.Linq; using System.Xml.Linq;
@@ -27,79 +28,62 @@ namespace Barotrauma.Items.Components
class Wearable : Pickable class Wearable : Pickable
{ {
WearableSprite[] wearableSprites; private WearableSprite[] wearableSprites;
LimbType[] limbType; private LimbType[] limbType;
Limb[] limb; private Limb[] limb;
private float armorValue; private List<DamageModifier> damageModifiers;
private Vector2 armorSector; public List<DamageModifier> DamageModifiers
[Serialize(0.0f, false)]
public float ArmorValue
{ {
get { return armorValue; } get { return damageModifiers; }
set { armorValue = MathHelper.Clamp(value, 0.0f, 100.0f); }
} }
[Serialize("0.0,360.0", false)]
public Vector2 ArmorSector
{
get { return armorSector; }
set
{
armorSector.X = MathHelper.ToRadians(value.X);
armorSector.Y = MathHelper.ToRadians(value.Y);
}
}
public Vector2 ArmorSectorLimits
{
get { return armorSector; }
}
public Wearable (Item item, XElement element) public Wearable (Item item, XElement element)
: base(item, element) : base(item, element)
{ {
this.item = item; this.item = item;
var sprites = element.Elements().Where(x => x.Name.ToString() == "sprite").ToList(); damageModifiers = new List<DamageModifier>();
int spriteCount = sprites.Count;
int spriteCount = element.Elements().Count(x => x.Name.ToString() == "sprite");
wearableSprites = new WearableSprite[spriteCount]; wearableSprites = new WearableSprite[spriteCount];
limbType = new LimbType[spriteCount]; limbType = new LimbType[spriteCount];
limb = new Limb[spriteCount]; limb = new Limb[spriteCount];
int i = 0; int i = 0;
foreach (XElement subElement in sprites) foreach (XElement subElement in element.Elements())
{ {
//Rectangle sourceRect = new Rectangle( switch (subElement.Name.ToString().ToLower())
// ToolBox.GetAttributeInt(subElement, "sourcex", 1),
// ToolBox.GetAttributeInt(subElement, "sourcey", 1),
// ToolBox.GetAttributeInt(subElement, "sourcewidth", 1),
// ToolBox.GetAttributeInt(subElement, "sourceheight", 1));
if (subElement.Attribute("texture") == null)
{ {
DebugConsole.ThrowError("Item \"" + item.Name + "\" doesn't have a texture specified!"); case "sprite":
return; if (subElement.Attribute("texture") == null)
{
DebugConsole.ThrowError("Item \"" + item.Name + "\" doesn't have a texture specified!");
return;
}
string spritePath = subElement.Attribute("texture").Value;
spritePath = Path.GetDirectoryName(item.Prefab.ConfigFile) + "/" + spritePath;
var sprite = new Sprite(subElement, "", spritePath);
wearableSprites[i] = new WearableSprite(this, sprite,
subElement.GetAttributeBool("hidelimb", false),
subElement.GetAttributeBool("inheritlimbdepth", true),
(LimbType)Enum.Parse(typeof(LimbType), subElement.GetAttributeString("depthlimb", "None"), true));
limbType[i] = (LimbType)Enum.Parse(typeof(LimbType),
subElement.GetAttributeString("limb", "Head"), true);
i++;
break;
case "damagemodifier":
damageModifiers.Add(new DamageModifier(subElement));
break;
} }
string spritePath = subElement.Attribute("texture").Value;
spritePath = Path.GetDirectoryName( item.Prefab.ConfigFile)+"/"+spritePath;
var sprite = new Sprite(subElement, "", spritePath);
wearableSprites[i] = new WearableSprite(this, sprite,
subElement.GetAttributeBool("hidelimb", false),
subElement.GetAttributeBool("inheritlimbdepth", true),
(LimbType)Enum.Parse(typeof(LimbType), subElement.GetAttributeString("depthlimb", "None"), true));
limbType[i] = (LimbType)Enum.Parse(typeof(LimbType),
subElement.GetAttributeString("limb", "Head"), true);
i++;
} }
} }
public override void Equip(Character character) public override void Equip(Character character)
{ {
picker = character; picker = character;
@@ -107,15 +91,7 @@ namespace Barotrauma.Items.Components
{ {
Limb equipLimb = character.AnimController.GetLimb(limbType[i]); Limb equipLimb = character.AnimController.GetLimb(limbType[i]);
if (equipLimb == null) continue; if (equipLimb == null) continue;
//something is already on the limb -> unequip it
//if (equipLimb.WearingItem != null && equipLimb.WearingItem != this)
//{
// equipLimb.WearingItem.Unequip(character);
//}
//sprite[i].Depth = equipLimb.sprite.Depth - 0.001f;
item.body.Enabled = false; item.body.Enabled = false;
IsActive = true; IsActive = true;
@@ -143,20 +119,9 @@ namespace Barotrauma.Items.Components
Limb equipLimb = character.AnimController.GetLimb(limbType[i]); Limb equipLimb = character.AnimController.GetLimb(limbType[i]);
if (equipLimb == null) continue; if (equipLimb == null) continue;
//foreach (WearableSprite wearable in equipLimb.WearingItems) equipLimb.WearingItems.RemoveAll(w => w != null && w == wearableSprites[i]);
//{
// if (wearable != wearableSprites[i]) continue;
// equipLimb.WearingItems.Remove(wearableSprites[i]);
//}
equipLimb.WearingItems.RemoveAll(w=> w!=null && w==wearableSprites[i]);
//if (equipLimb.WearingItem != this) continue;
limb[i] = null; limb[i] = null;
//equipLimb.WearingItem = null;
//equipLimb.WearingItemSprite = null;
} }
IsActive = false; IsActive = false;
@@ -761,7 +761,7 @@ namespace Barotrauma
float damageAmount = attack.GetStructureDamage(deltaTime); float damageAmount = attack.GetStructureDamage(deltaTime);
Condition -= damageAmount; Condition -= damageAmount;
return new AttackResult(damageAmount, 0.0f, false); return new AttackResult(damageAmount, 0.0f, null);
} }
private bool IsInWater() private bool IsInWater()
@@ -205,8 +205,6 @@ namespace Barotrauma
float dmg = (float)Math.Sqrt(size.X) * deltaTime / c.AnimController.Limbs.Length; float dmg = (float)Math.Sqrt(size.X) * deltaTime / c.AnimController.Limbs.Length;
foreach (Limb limb in c.AnimController.Limbs) foreach (Limb limb in c.AnimController.Limbs)
{ {
if (limb.WearingItems.Find(w => w != null && w.WearableComponent.Item.FireProof) != null) continue;
limb.Burnt += dmg * 10.0f;
c.AddDamage(limb.SimPosition, DamageType.Burn, dmg, 0, 0, false); c.AddDamage(limb.SimPosition, DamageType.Burn, dmg, 0, 0, false);
} }
} }