Allow multiple calls of <Use/> for repeat-use chemicals or autoinjectors or something
This commit is contained in:
@@ -55,6 +55,10 @@
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<StatusEffect type="OnUse" target="This, Character" bleeding="-0.1" duration="5.0">
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<Sound file="Content/Items/Medical/bandage.ogg" range="500"/>
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</StatusEffect>
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<StatusEffect type="OnUse" target="This, Character" health="0.1" duration="5.0" checkconditionalalways="true">
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<!-- Only give healing effect if their health is more than 50 -->
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<Conditional Health="gt 50">
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</StatusEffect>
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</MeleeWeapon>
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</Item>
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@@ -73,7 +77,7 @@
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<StatusEffect type="OnUse" target="Character" Health="-2" duration="10">
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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</Throwable>>
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</Throwable>
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</Item>
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<Item
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@@ -363,6 +367,26 @@
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</Throwable>
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</Item>
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<Item
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name="Morbusanide"
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category="Material"
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spritecolor="0.0,0.0,0.2,1.0"
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Tags="smallitem,chem,medical"
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description="A morbusine antidote.">
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<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
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<Body width="8" height="16" density="10"/>
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<Throwable canBeCombined="true" slots="Any,RightHand,LeftHand" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="Character">
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<RequiredItem name="Medical Syringe" type="Container"/>
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<Conditional hasstatustag="morbusine"/>
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<Cancel/>
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</StatusEffect>
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</Throwable>
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</Item>
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<Item
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name="Liquid Oxygenite"
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category="Material"
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@@ -457,7 +481,7 @@
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<Body width="8" height="16" density="25"/>
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<Throwable canBeCombined="true" slots="Any,RightHand,LeftHand" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="Character" bleeding="0.1" duration="60.0">
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<StatusEffect tags="poison,uranium" type="OnUse" target="Character" bleeding="0.1" duration="60.0">
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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</Throwable>
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@@ -497,7 +521,7 @@
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<Body width="8" height="16" density="10"/>
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<Throwable canBeCombined="true" slots="Any,RightHand,LeftHand" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="Character" Health="-5.0" duration="60.0">
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<StatusEffect tags="poison,morbusine" type="OnUse" target="Character" Health="-5.0" duration="60.0">
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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</Throwable>
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@@ -531,24 +555,21 @@
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</Item>
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<Item
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name="Amanitin"
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category="Material"
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spritecolor="1.0,0.3,0.3,1.0"
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Tags="smallitem,chem,medical"
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description="A devious poison with a delayed effect. Requires higher dosage to be lethal.">
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<!-- price="2000" Should be mixed by traitor medics more than anything -->
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<!-- Direct counter to Amanitin is Liquid Oxygenite -->
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name="Sufforin"
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category="Material"
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spritecolor="1.0,0.3,0.3,1.0"
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Tags="smallitem,chem,medical"
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description="A devious poison with a delayed effect.">
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<!-- Can only be crafted. Direct counter to Sufforin is Liquid Oxygenite, though it's not strictly an antidote. -->
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<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
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<Body width="8" height="16" density="10"/>
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<Throwable canBeCombined="true" slots="Any,RightHand,LeftHand" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="Character" Oxygen="-15.0" Health="-5.0">
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<StatusEffect type="OnUse" target="Character" Health="-5.0">
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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<!-- Here's a problem: if a chemical with delay is injected into more than one person, only the last person will get that delayed effect.
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Everyone else gets off scott free! Woo!!!..... -->
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<StatusEffect type="OnUse" target="Character" Oxygen="-10.0" Health="-0.5" duration="60.0" delay="20.0">
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<StatusEffect tags="poison,sufforin" type="OnUse" target="Character" Oxygen="-15.0" Health="-0.5" duration="60.0" delay="20.0">
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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</Throwable>
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@@ -135,7 +135,8 @@ namespace Barotrauma
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public bool Stackable; //Can the same status effect be applied several times to the same targets?
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private readonly bool useItem;
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private readonly int useItemCount;
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private readonly int cancelStatusEffect;
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public readonly ActionType type;
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@@ -288,7 +289,14 @@ namespace Barotrauma
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break;
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case "use":
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case "useitem":
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useItem = true;
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useItemCount++;
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break;
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case "cancel":
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case "cancelstatuseffect":
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//This only works if there's a conditional checking for status effect tags. There is no way to cancel *all* status effects atm.
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cancelStatusEffect = 1;
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if (subElement.GetAttributeBool("all", false) == true)
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cancelStatusEffect = 2;
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break;
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case "requireditem":
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case "requireditems":
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@@ -324,6 +332,7 @@ namespace Barotrauma
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case "ne":
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case "neq":
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case "notequals":
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case "!":
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case "!e":
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case "!eq":
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case "!equals":
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@@ -396,14 +405,66 @@ namespace Barotrauma
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foreach (ISerializableEntity target in targets)
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{
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foreach (PropertyConditional pc in propertyConditionals)
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{
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string op = pc.Operator;
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object value = pc.Value;
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//TODO: Somehow check for non-serialized properties like SpeciesName for even more robust conditional conditioning
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if (target == null || target.SerializableProperties == null || !target.SerializableProperties.TryGetValue(pc.Attribute, out SerializableProperty property)) continue;
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{
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if (target == null || target.SerializableProperties == null) continue;
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if (!pc.Matches(property))
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if (!target.SerializableProperties.TryGetValue(pc.Attribute, out SerializableProperty property))
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{
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//Do special conditional checks
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string valStr = pc.Value.ToString();
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if (pc.Attribute == "name")
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return pc.Operator == "==" ? target.Name == valStr : target.Name != valStr;
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if (pc.Attribute == "speciesname" && target is Character)
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return pc.Operator == "==" ? ((Character)target).SpeciesName == valStr : ((Character)target).SpeciesName != valStr;
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if ((pc.Attribute == "hastag" || pc.Attribute == "hastags") && target is Item)
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{
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string[] readTags = valStr.Split(',');
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int matches = 0;
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foreach (string tag in readTags)
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if (((Item)target).HasTag(tag)) matches++;
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//If operator is == then it needs to match everything, otherwise if its != there must be zero matches.
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return pc.Operator == "==" ? matches >= readTags.Length : matches <= 0;
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}
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List<DurationListElement> durations = DurationList.FindAll(d => d.Targets.Contains(target));
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List<DelayedListElement> delays = DelayedEffect.DelayList.FindAll(d => d.Targets.Contains(target));
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bool success = false;
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if (pc.Attribute == "hasstatustag" || pc.Attribute == "hasstatustags" && (durations.Any() || delays.Any()))
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{
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string[] readTags = valStr.Split(',');
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foreach (DurationListElement duration in durations)
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{
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int matches = 0;
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foreach (string tag in readTags)
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if (duration.Parent.HasTag(tag)) matches++;
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success = pc.Operator == "==" ? matches >= readTags.Length : matches <= 0;
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if (cancelStatusEffect > 0 && success)
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DurationList.Remove(duration);
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if (cancelStatusEffect != 2) //cancelStatusEffect 1 = only cancel once, cancelStatusEffect 2 = cancel all of matching tags
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return success;
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}
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foreach (DelayedListElement delay in delays)
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{
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int matches = 0;
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foreach (string tag in readTags)
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if (delay.Parent.HasTag(tag)) matches++;
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success = pc.Operator == "==" ? matches >= readTags.Length : matches <= 0;
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if (cancelStatusEffect > 0 && success)
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DelayedEffect.DelayList.Remove(delay);
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if (cancelStatusEffect != 2) //ditto
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return success;
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}
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}
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return success;
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}
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else if (!pc.Matches(property))
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return false;
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}
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}
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@@ -456,11 +517,14 @@ namespace Barotrauma
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}
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#endif
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if (useItem)
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if (useItemCount > 0)
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{
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foreach (Item item in targets.FindAll(t => t is Item).Cast<Item>())
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for (int i=0; i<useItemCount; i++)
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{
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item.Use(deltaTime, targets.FirstOrDefault(t => t is Character) as Character);
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foreach (Item item in targets.FindAll(t => t is Item).Cast<Item>())
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{
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item.Use(deltaTime, targets.FirstOrDefault(t => t is Character) as Character);
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}
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}
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}
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