Faction Test v1.0.1.0
This commit is contained in:
@@ -31,6 +31,9 @@ namespace Barotrauma
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{
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public readonly static List<Character> CharacterList = new List<Character>();
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public const float MaxHighlightDistance = 150.0f;
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public const float MaxDragDistance = 200.0f;
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partial void UpdateLimbLightSource(Limb limb);
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private bool enabled = true;
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@@ -176,6 +179,13 @@ namespace Barotrauma
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}
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}
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private Identifier? faction;
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public Identifier Faction
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{
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get { return faction ?? HumanPrefab?.Faction ?? Identifier.Empty; }
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set { faction = value; }
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}
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private CharacterTeamType teamID;
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public CharacterTeamType TeamID
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{
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@@ -497,7 +507,7 @@ namespace Barotrauma
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LocalizedString displayName = Params.DisplayName;
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if (displayName.IsNullOrWhiteSpace())
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{
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if (string.IsNullOrWhiteSpace(Params.SpeciesTranslationOverride))
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if (Params.SpeciesTranslationOverride.IsEmpty)
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{
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displayName = TextManager.Get($"Character.{SpeciesName}");
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}
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@@ -529,8 +539,13 @@ namespace Barotrauma
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}
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set
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{
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bool wasHidden = HideFace;
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hideFaceTimer = MathHelper.Clamp(hideFaceTimer + (value ? 1.0f : -0.5f), 0.0f, 10.0f);
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if (info != null && info.IsDisguisedAsAnother != HideFace) info.CheckDisguiseStatus(true);
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bool isHidden = HideFace;
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if (isHidden != wasHidden && info != null && info.IsDisguisedAsAnother != isHidden)
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{
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info.CheckDisguiseStatus(true);
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}
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}
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}
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@@ -760,7 +775,7 @@ namespace Barotrauma
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get
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{
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if (IsUnconscious) { return true; }
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return CharacterHealth.GetAllAfflictions().Any(a => a.Prefab.AfflictionType == "paralysis" && a.Strength >= a.Prefab.MaxStrength);
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return CharacterHealth.GetAllAfflictions().Any(a => a.Prefab.AfflictionType == AfflictionPrefab.ParalysisType && a.Strength >= a.Prefab.MaxStrength);
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}
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}
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@@ -822,9 +837,15 @@ namespace Barotrauma
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public float HealthPercentage => CharacterHealth.HealthPercentage;
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public float MaxVitality => CharacterHealth.MaxVitality;
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public float MaxHealth => MaxVitality;
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/// <summary>
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/// Was the character in full health at the beginning of the frame?
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/// </summary>
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public bool WasFullHealth => CharacterHealth.WasInFullHealth;
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public AIState AIState => AIController is EnemyAIController enemyAI ? enemyAI.State : AIState.Idle;
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public bool IsLatched => AIController is EnemyAIController enemyAI && enemyAI.LatchOntoAI != null && enemyAI.LatchOntoAI.IsAttached;
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public float EmpVulnerability => Params.Health.EmpVulnerability;
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public float PoisonVulnerability => Params.Health.PoisonVulnerability;
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public float Bloodloss
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{
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@@ -838,7 +859,7 @@ namespace Barotrauma
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public float Bleeding
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{
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get { return CharacterHealth.GetAfflictionStrength("bleeding", true); }
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get { return CharacterHealth.GetAfflictionStrength(AfflictionPrefab.BleedingType, true); }
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}
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private bool speechImpedimentSet;
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@@ -1043,6 +1064,8 @@ namespace Barotrauma
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public bool InWater => AnimController is AnimController { InWater: true };
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public bool IsLowInOxygen => NeedsOxygen && OxygenAvailable < CharacterHealth.LowOxygenThreshold;
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public bool GodMode = false;
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public CampaignMode.InteractionType CampaignInteractionType;
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@@ -1099,6 +1122,12 @@ namespace Barotrauma
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public bool IsInFriendlySub => Submarine != null && Submarine.TeamID == TeamID;
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public float AITurretPriority
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{
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get => Params.AITurretPriority;
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private set => Params.AITurretPriority = value;
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}
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public delegate void OnDeathHandler(Character character, CauseOfDeath causeOfDeath);
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public OnDeathHandler OnDeath;
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@@ -1691,7 +1720,7 @@ namespace Barotrauma
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if (wearable.SkillModifiers.TryGetValue(skillIdentifier, out float skillValue))
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{
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skillLevel += skillValue;
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break;
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break;
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}
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}
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@@ -1700,9 +1729,7 @@ namespace Barotrauma
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}
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skillLevel += GetStatValue(GetSkillStatType(skillIdentifier));
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return skillLevel;
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return Math.Max(skillLevel, 0);
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}
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// TODO: reposition? there's also the overrideTargetMovement variable, but it's not in the same manner
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@@ -1900,7 +1927,7 @@ namespace Barotrauma
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{
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if (limb != null)
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{
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sum += MathHelper.Lerp(0, max, CharacterHealth.GetLimbDamage(limb, afflictionType: "damage"));
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sum += MathHelper.Lerp(0, max, CharacterHealth.GetLimbDamage(limb, afflictionType: AfflictionPrefab.DamageType));
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}
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return Math.Clamp(sum, 0, 1f);
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}
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@@ -2201,7 +2228,9 @@ namespace Barotrauma
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if (SelectedCharacter != null)
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{
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if (Vector2.DistanceSquared(SelectedCharacter.WorldPosition, WorldPosition) > 90000.0f || !SelectedCharacter.CanBeSelected)
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if (!SelectedCharacter.CanBeSelected ||
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(Vector2.DistanceSquared(SelectedCharacter.WorldPosition, WorldPosition) > MaxDragDistance * MaxDragDistance &&
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SelectedCharacter.GetDistanceToClosestLimb(SimPosition) > ConvertUnits.ToSimUnits(MaxDragDistance)))
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{
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DeselectCharacter();
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}
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@@ -2494,8 +2523,12 @@ namespace Barotrauma
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if (!skipDistanceCheck)
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{
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maxDist = ConvertUnits.ToSimUnits(maxDist);
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if (Vector2.DistanceSquared(SimPosition, c.SimPosition) > maxDist * maxDist) { return false; }
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maxDist = Math.Max(ConvertUnits.ToSimUnits(maxDist), c.AnimController.Collider.GetMaxExtent());
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if (Vector2.DistanceSquared(SimPosition, c.SimPosition) > maxDist * maxDist &&
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Vector2.DistanceSquared(SimPosition, c.AnimController.MainLimb.SimPosition) > maxDist * maxDist)
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{
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return false;
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}
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}
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return checkVisibility ? CanSeeCharacter(c) : true;
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@@ -2851,6 +2884,23 @@ namespace Barotrauma
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}
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else
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{
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#if CLIENT
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if (Controlled == this)
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{
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HealingCooldown.PutOnCooldown();
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}
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#elif SERVER
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if (GameMain.Server?.ConnectedClients is { } clients)
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{
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foreach (Client c in clients)
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{
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if (c.Character != this) { continue; }
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HealingCooldown.SetCooldown(c);
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break;
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}
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}
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#endif
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SelectCharacter(FocusedCharacter);
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#if CLIENT
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if (Controlled == this)
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@@ -3070,8 +3120,7 @@ namespace Barotrauma
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if (NeedsAir)
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{
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//implode if not protected from pressure, and either outside or in a high-pressure hull
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if (!IsProtectedFromPressure() &&
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
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if (!IsProtectedFromPressure && (AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
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{
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if (CharacterHealth.PressureKillDelay <= 0.0f)
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{
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@@ -3098,15 +3147,17 @@ namespace Barotrauma
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PressureTimer = 0.0f;
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}
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}
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else if ((GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) &&
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PressureProtection < (Level.Loaded?.GetRealWorldDepth(WorldPosition.Y) ?? 1.0f) &&
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WorldPosition.Y < CharacterHealth.CrushDepth && !HasAbilityFlag(AbilityFlags.ImmuneToPressure))
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else if ((GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) && !IsProtectedFromPressure)
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{
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//implode if below crush depth, and either outside or in a high-pressure hull
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if (AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f)
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float realWorldDepth = Level.Loaded?.GetRealWorldDepth(WorldPosition.Y) ?? 0.0f;
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if (PressureProtection < realWorldDepth && realWorldDepth > CharacterHealth.CrushDepth)
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{
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Implode();
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if (IsDead) { return; }
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//implode if below crush depth, and either outside or in a high-pressure hull
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if (AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f)
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{
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Implode();
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if (IsDead) { return; }
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}
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}
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}
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@@ -3140,56 +3191,57 @@ namespace Barotrauma
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UpdateAIChatMessages(deltaTime);
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//Do ragdoll shenanigans before Stun because it's still technically a stun, innit? Less network updates for us!
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bool allowRagdoll = GameMain.NetworkMember?.ServerSettings?.AllowRagdollButton ?? true;
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bool tooFastToUnragdoll = AnimController.Collider.LinearVelocity.LengthSquared() > 8.0f * 8.0f;
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bool wasRagdolled = false;
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bool selfRagdolled = false;
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if (IsForceRagdolled)
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if (GameMain.NetworkMember?.ServerSettings?.AllowRagdollButton ?? true)
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{
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IsRagdolled = IsForceRagdolled;
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}
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else if (this != Controlled)
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{
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wasRagdolled = IsRagdolled;
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IsRagdolled = selfRagdolled = IsKeyDown(InputType.Ragdoll);
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}
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//Keep us ragdolled if we were forced or we're too speedy to unragdoll
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else if (allowRagdoll && (!IsRagdolled || !tooFastToUnragdoll))
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{
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if (ragdollingLockTimer > 0.0f)
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bool wasRagdolled = IsRagdolled;
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if (IsForceRagdolled)
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{
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SetInput(InputType.Ragdoll, false, true);
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ragdollingLockTimer -= deltaTime;
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IsRagdolled = IsForceRagdolled;
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}
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else if (this != Controlled)
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{
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wasRagdolled = IsRagdolled;
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IsRagdolled = IsKeyDown(InputType.Ragdoll);
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}
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else
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{
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wasRagdolled = IsRagdolled;
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IsRagdolled = selfRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
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if (wasRagdolled != IsRagdolled) { ragdollingLockTimer = 0.5f; }
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bool tooFastToUnragdoll = bodyMovingTooFast(AnimController.Collider) || bodyMovingTooFast(AnimController.MainLimb.body);
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bool bodyMovingTooFast(PhysicsBody body)
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{
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return
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body.LinearVelocity.LengthSquared() > 8.0f * 8.0f ||
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//falling down counts as going too fast
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(!InWater && body.LinearVelocity.Y < -5.0f);
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}
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if (ragdollingLockTimer > 0.0f)
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{
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ragdollingLockTimer -= deltaTime;
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}
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else if (!tooFastToUnragdoll)
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{
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IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
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if (wasRagdolled != IsRagdolled) { ragdollingLockTimer = 0.2f; }
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}
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if (IsRagdolled)
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{
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SetInput(InputType.Ragdoll, false, true);
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}
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}
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}
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if (!wasRagdolled && IsRagdolled)
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{
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if (selfRagdolled)
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if (!wasRagdolled && IsRagdolled)
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{
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CheckTalents(AbilityEffectType.OnSelfRagdoll);
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CheckTalents(AbilityEffectType.OnRagdoll);
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}
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// currently does not work when you are stunned, like it should
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CheckTalents(AbilityEffectType.OnRagdoll);
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}
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lowPassMultiplier = MathHelper.Lerp(lowPassMultiplier, 1.0f, 0.1f);
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//ragdoll button
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if (IsRagdolled || !CanMove)
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{
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if (AnimController is HumanoidAnimController humanAnimController)
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{
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humanAnimController.Crouching = false;
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}
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if (IsRagdolled) { AnimController.IgnorePlatforms = true; }
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AnimController.ResetPullJoints();
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SelectedItem = SelectedSecondaryItem = null;
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return;
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@@ -3367,6 +3419,20 @@ namespace Barotrauma
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return distSqr;
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}
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public float GetDistanceToClosestLimb(Vector2 simPos)
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{
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float closestDist = float.MaxValue;
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foreach (Limb limb in AnimController.Limbs)
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{
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if (limb.IsSevered) { continue; }
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float dist = Vector2.Distance(simPos, limb.SimPosition);
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dist -= limb.body.GetMaxExtent();
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closestDist = Math.Min(closestDist, dist);
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if (closestDist <= 0.0f) { return 0.0f; }
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}
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return closestDist;
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}
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private float despawnTimer;
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private void UpdateDespawn(float deltaTime, bool ignoreThresholds = false, bool createNetworkEvents = true)
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{
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@@ -3758,9 +3824,10 @@ namespace Barotrauma
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message.SendDelay -= deltaTime;
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if (message.SendDelay > 0.0f) { continue; }
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bool canUseRadio = ChatMessage.CanUseRadio(this, out WifiComponent radio);
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if (message.MessageType == null)
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{
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message.MessageType = ChatMessage.CanUseRadio(this) ? ChatMessageType.Radio : ChatMessageType.Default;
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message.MessageType = canUseRadio ? ChatMessageType.Radio : ChatMessageType.Default;
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}
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#if CLIENT
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if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.IsSinglePlayer)
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@@ -3770,6 +3837,11 @@ namespace Barotrauma
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{
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GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(Name, modifiedMessage, message.MessageType.Value, this);
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}
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if (canUseRadio)
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{
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Signal s = new Signal(modifiedMessage, sender: this, source: radio.Item);
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radio.TransmitSignal(s, sentFromChat: true);
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}
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}
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#endif
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#if SERVER
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@@ -4005,17 +4077,7 @@ namespace Barotrauma
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CheckTalents(AbilityEffectType.OnKillCharacter, abilityCharacterKill);
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if (!IsOnPlayerTeam) { return; }
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if (CreatureMetrics.Instance.Killed.Contains(target.SpeciesName)) { return; }
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CreatureMetrics.Instance.Killed.Add(target.SpeciesName);
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AddEncounter(target);
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}
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public void AddEncounter(Character other)
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{
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if (!IsOnPlayerTeam) { return; }
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if (CreatureMetrics.Instance.Encountered.Contains(other.SpeciesName)) { return; }
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CreatureMetrics.Instance.Encountered.Add(other.SpeciesName);
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CreatureMetrics.Instance.RecentlyEncountered.Add(other.SpeciesName);
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CreatureMetrics.RecordKill(target.SpeciesName);
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}
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public AttackResult DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, Character attacker = null, float damageMultiplier = 1, bool allowStacking = true, float penetration = 0f, bool shouldImplode = false)
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@@ -4082,17 +4144,23 @@ namespace Barotrauma
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OnAttackedProjSpecific(attacker, attackResult, stun);
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if (!wasDead)
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{
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TryAdjustAttackerSkill(attacker, CharacterHealth.Vitality - prevVitality);
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TryAdjustAttackerSkill(attacker, attackResult);
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}
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};
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}
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if (attackResult.Damage > 0)
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{
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LastDamage = attackResult;
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if (attacker != null)
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if (attacker != null && attacker != this && !attacker.Removed)
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{
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AddAttacker(attacker, attackResult.Damage);
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AddEncounter(attacker);
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attacker.AddEncounter(this);
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if (IsOnPlayerTeam)
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{
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CreatureMetrics.AddEncounter(attacker.SpeciesName);
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}
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if (attacker.IsOnPlayerTeam)
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{
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CreatureMetrics.AddEncounter(SpeciesName);
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}
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}
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ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
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hitLimb.ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
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@@ -4108,26 +4176,85 @@ namespace Barotrauma
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partial void OnAttackedProjSpecific(Character attacker, AttackResult attackResult, float stun);
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public void TryAdjustAttackerSkill(Character attacker, float healthChange)
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public void TryAdjustAttackerSkill(Character attacker, AttackResult attackResult)
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{
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if (attacker == null) { return; }
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if (!attacker.IsOnPlayerTeam) { return; }
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bool isEnemy = AIController is EnemyAIController || TeamID != attacker.TeamID;
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if (isEnemy)
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if (!isEnemy) { return; }
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float weaponDamage = 0;
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float medicalDamage = 0;
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foreach (var affliction in attackResult.Afflictions)
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{
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if (healthChange < 0.0f)
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if (affliction.Prefab.IsBuff) { continue; }
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if (Params.IsMachine && !affliction.Prefab.AffectMachines) { continue; }
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if (affliction.Prefab.AfflictionType == AfflictionPrefab.PoisonType ||
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affliction.Prefab.AfflictionType == AfflictionPrefab.ParalysisType)
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{
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float attackerSkillLevel = attacker.GetSkillLevel("weapons");
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attacker.Info?.IncreaseSkillLevel("weapons".ToIdentifier(),
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-healthChange * SkillSettings.Current.SkillIncreasePerHostileDamage / Math.Max(attackerSkillLevel, 1.0f));
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if (!Params.Health.PoisonImmunity)
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{
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float relativeVitality = MaxVitality / 100f;
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// Undo the applied modifiers to get the base value. Poison damage is multiplied by max vitality when it's applied.
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float dmg = affliction.Strength;
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if (relativeVitality > 0)
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{
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dmg /= relativeVitality;
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}
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if (PoisonVulnerability > 0)
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{
|
||||
dmg /= PoisonVulnerability;
|
||||
}
|
||||
float strength = MaxVitality;
|
||||
if (Params.AI != null)
|
||||
{
|
||||
strength = Params.AI.CombatStrength;
|
||||
}
|
||||
// Adjust the skill gain by the strength of the target. Combat strength >= 1000 gives 2x bonus, combat strength < 333 less than 1x.
|
||||
float vitalityFactor = MathHelper.Lerp(0.5f, 2f, MathUtils.InverseLerp(0, 1000, strength));
|
||||
dmg *= vitalityFactor;
|
||||
medicalDamage += dmg * affliction.Prefab.MedicalSkillGain;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
medicalDamage += affliction.GetVitalityDecrease(null) * affliction.Prefab.MedicalSkillGain;
|
||||
}
|
||||
weaponDamage += affliction.GetVitalityDecrease(null) * affliction.Prefab.WeaponsSkillGain;
|
||||
}
|
||||
else if (healthChange > 0.0f)
|
||||
if (medicalDamage > 0)
|
||||
{
|
||||
float attackerSkillLevel = attacker.GetSkillLevel("medical");
|
||||
attacker.Info?.IncreaseSkillLevel("medical".ToIdentifier(),
|
||||
healthChange * SkillSettings.Current.SkillIncreasePerFriendlyHealed / Math.Max(attackerSkillLevel, 1.0f));
|
||||
IncreaseSkillLevel("medical".ToIdentifier(), medicalDamage);
|
||||
}
|
||||
if (weaponDamage > 0)
|
||||
{
|
||||
IncreaseSkillLevel("weapons".ToIdentifier(), weaponDamage);
|
||||
}
|
||||
|
||||
void IncreaseSkillLevel(Identifier skill, float damage)
|
||||
{
|
||||
float attackerSkillLevel = attacker.GetSkillLevel(skill);
|
||||
// The formula is too generous on low skill levels, hence the minimum divider.
|
||||
float minSkillDivider = 15f;
|
||||
attacker.Info?.IncreaseSkillLevel(skill, damage * SkillSettings.Current.SkillIncreasePerHostileDamage / Math.Max(attackerSkillLevel, minSkillDivider));
|
||||
}
|
||||
}
|
||||
|
||||
public void TryAdjustHealerSkill(Character healer, float healthChange = 0, Affliction affliction = null)
|
||||
{
|
||||
if (healer == null) { return; }
|
||||
bool isEnemy = AIController is EnemyAIController || TeamID != healer.TeamID;
|
||||
if (isEnemy) { return; }
|
||||
float medicalGain = healthChange;
|
||||
if (affliction?.Prefab is { IsBuff: true } && (!Params.IsMachine || affliction.Prefab.AffectMachines))
|
||||
{
|
||||
medicalGain += affliction.Strength * affliction.Prefab.MedicalSkillGain;
|
||||
}
|
||||
if (medicalGain <= 0) { return; }
|
||||
Identifier skill = new Identifier("medical");
|
||||
float attackerSkillLevel = healer.GetSkillLevel(skill);
|
||||
// The formula is too generous on low skill levels, hence the minimum divider.
|
||||
float minSkillDivider = 15f;
|
||||
healer.Info?.IncreaseSkillLevel(skill, medicalGain * SkillSettings.Current.SkillIncreasePerFriendlyHealed / Math.Max(attackerSkillLevel, minSkillDivider));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -4142,7 +4269,7 @@ namespace Barotrauma
|
||||
if (Screen.Selected != GameMain.GameScreen) { return; }
|
||||
if (newStun > 0 && Params.Health.StunImmunity)
|
||||
{
|
||||
if (EmpVulnerability <= 0 || CharacterHealth.GetAfflictionStrength("emp", allowLimbAfflictions: false) <= 0)
|
||||
if (EmpVulnerability <= 0 || CharacterHealth.GetAfflictionStrength(AfflictionPrefab.EMPType, allowLimbAfflictions: false) <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -4169,7 +4296,7 @@ namespace Barotrauma
|
||||
float eatingRegen = Params.Health.HealthRegenerationWhenEating;
|
||||
if (eatingRegen > 0)
|
||||
{
|
||||
CharacterHealth.ReduceAfflictionOnAllLimbs("damage".ToIdentifier(), eatingRegen * deltaTime);
|
||||
CharacterHealth.ReduceAfflictionOnAllLimbs(AfflictionPrefab.DamageType, eatingRegen * deltaTime);
|
||||
}
|
||||
}
|
||||
if (statusEffects.TryGetValue(actionType, out var statusEffectList))
|
||||
@@ -4541,6 +4668,7 @@ namespace Barotrauma
|
||||
Submarine = null;
|
||||
AnimController.SetPosition(ConvertUnits.ToSimUnits(worldPos), lerp: false);
|
||||
AnimController.FindHull(worldPos, setSubmarine: true);
|
||||
CurrentHull = AnimController.CurrentHull;
|
||||
if (AIController is HumanAIController humanAI)
|
||||
{
|
||||
humanAI.PathSteering?.ResetPath();
|
||||
@@ -4787,34 +4915,36 @@ namespace Barotrauma
|
||||
return visibleHulls;
|
||||
}
|
||||
|
||||
public Vector2 GetRelativeSimPosition(ISpatialEntity target, Vector2? worldPos = null)
|
||||
public Vector2 GetRelativeSimPosition(ISpatialEntity target, Vector2? worldPos = null) => GetRelativeSimPosition(this, target, worldPos);
|
||||
|
||||
public static Vector2 GetRelativeSimPosition(ISpatialEntity from, ISpatialEntity to, Vector2? worldPos = null)
|
||||
{
|
||||
Vector2 targetPos = target.SimPosition;
|
||||
Vector2 targetPos = to.SimPosition;
|
||||
if (worldPos.HasValue)
|
||||
{
|
||||
Vector2 wp = worldPos.Value;
|
||||
if (target.Submarine != null)
|
||||
if (to.Submarine != null)
|
||||
{
|
||||
wp -= target.Submarine.Position;
|
||||
wp -= to.Submarine.Position;
|
||||
}
|
||||
targetPos = ConvertUnits.ToSimUnits(wp);
|
||||
}
|
||||
if (Submarine == null && target.Submarine != null)
|
||||
if (from.Submarine == null && to.Submarine != null)
|
||||
{
|
||||
// outside and targeting inside
|
||||
targetPos += target.Submarine.SimPosition;
|
||||
targetPos += to.Submarine.SimPosition;
|
||||
}
|
||||
else if (Submarine != null && target.Submarine == null)
|
||||
else if (from.Submarine != null && to.Submarine == null)
|
||||
{
|
||||
// inside and targeting outside
|
||||
targetPos -= Submarine.SimPosition;
|
||||
targetPos -= from.Submarine.SimPosition;
|
||||
}
|
||||
else if (Submarine != target.Submarine)
|
||||
else if (from.Submarine != to.Submarine)
|
||||
{
|
||||
if (Submarine != null && target.Submarine != null)
|
||||
if (from.Submarine != null && to.Submarine != null)
|
||||
{
|
||||
// both inside, but in different subs
|
||||
Vector2 diff = Submarine.SimPosition - target.Submarine.SimPosition;
|
||||
Vector2 diff = from.Submarine.SimPosition - to.Submarine.SimPosition;
|
||||
targetPos -= diff;
|
||||
}
|
||||
}
|
||||
@@ -4836,13 +4966,14 @@ namespace Barotrauma
|
||||
|
||||
public bool HasJob(Identifier identifier) => Info?.Job?.Prefab.Identifier == identifier;
|
||||
|
||||
public bool IsProtectedFromPressure()
|
||||
{
|
||||
return HasAbilityFlag(AbilityFlags.ImmuneToPressure) || PressureProtection >= (Level.Loaded?.GetRealWorldDepth(WorldPosition.Y) ?? 1.0f);
|
||||
}
|
||||
/// <summary>
|
||||
/// Is the character currently protected from the pressure by immunity/ability or a status effect (e.g. from a diving suit).
|
||||
/// </summary>
|
||||
public bool IsProtectedFromPressure => IsImmuneToPressure || PressureProtection >= (Level.Loaded?.GetRealWorldDepth(WorldPosition.Y) ?? 1.0f);
|
||||
|
||||
// Talent logic begins here. Should be encapsulated to its own controller soon
|
||||
public bool IsImmuneToPressure => !NeedsAir || HasAbilityFlag(AbilityFlags.ImmuneToPressure);
|
||||
|
||||
#region Talents
|
||||
private readonly List<CharacterTalent> characterTalents = new List<CharacterTalent>();
|
||||
|
||||
public void LoadTalents()
|
||||
@@ -4916,6 +5047,49 @@ namespace Barotrauma
|
||||
return info.UnlockedTalents.Contains(identifier);
|
||||
}
|
||||
|
||||
public bool HasUnlockedAllTalents()
|
||||
{
|
||||
if (TalentTree.JobTalentTrees.TryGet(Info.Job.Prefab.Identifier, out TalentTree talentTree))
|
||||
{
|
||||
foreach (TalentSubTree talentSubTree in talentTree.TalentSubTrees)
|
||||
{
|
||||
foreach (TalentOption talentOption in talentSubTree.TalentOptionStages)
|
||||
{
|
||||
if (!talentOption.HasMaxTalents(info.UnlockedTalents))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool HasTalents()
|
||||
{
|
||||
return characterTalents.Any();
|
||||
}
|
||||
|
||||
public void CheckTalents(AbilityEffectType abilityEffectType, AbilityObject abilityObject)
|
||||
{
|
||||
foreach (var characterTalent in characterTalents)
|
||||
{
|
||||
characterTalent.CheckTalent(abilityEffectType, abilityObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckTalents(AbilityEffectType abilityEffectType)
|
||||
{
|
||||
foreach (var characterTalent in characterTalents)
|
||||
{
|
||||
characterTalent.CheckTalent(abilityEffectType, null);
|
||||
}
|
||||
}
|
||||
|
||||
partial void OnTalentGiven(TalentPrefab talentPrefab);
|
||||
|
||||
#endregion
|
||||
|
||||
private readonly HashSet<Hull> sameRoomHulls = new();
|
||||
|
||||
/// <summary>
|
||||
@@ -4942,24 +5116,6 @@ namespace Barotrauma
|
||||
return sameRoomHulls.Contains(character.CurrentHull);
|
||||
}
|
||||
|
||||
public bool HasUnlockedAllTalents()
|
||||
{
|
||||
if (TalentTree.JobTalentTrees.TryGet(Info.Job.Prefab.Identifier, out TalentTree talentTree))
|
||||
{
|
||||
foreach (TalentSubTree talentSubTree in talentTree.TalentSubTrees)
|
||||
{
|
||||
foreach (TalentOption talentOption in talentSubTree.TalentOptionStages)
|
||||
{
|
||||
if (!talentOption.HasMaxTalents(info.UnlockedTalents))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public static IEnumerable<Character> GetFriendlyCrew(Character character)
|
||||
{
|
||||
if (character is null)
|
||||
@@ -4969,27 +5125,6 @@ namespace Barotrauma
|
||||
return CharacterList.Where(c => HumanAIController.IsFriendly(character, c, onlySameTeam: true) && !c.IsDead);
|
||||
}
|
||||
|
||||
public bool HasTalents()
|
||||
{
|
||||
return characterTalents.Any();
|
||||
}
|
||||
|
||||
public void CheckTalents(AbilityEffectType abilityEffectType, AbilityObject abilityObject)
|
||||
{
|
||||
foreach (var characterTalent in characterTalents)
|
||||
{
|
||||
characterTalent.CheckTalent(abilityEffectType, abilityObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckTalents(AbilityEffectType abilityEffectType)
|
||||
{
|
||||
foreach (var characterTalent in characterTalents)
|
||||
{
|
||||
characterTalent.CheckTalent(abilityEffectType, null);
|
||||
}
|
||||
}
|
||||
|
||||
public bool HasRecipeForItem(Identifier recipeIdentifier)
|
||||
{
|
||||
return characterTalents.Any(t => t.UnlockedRecipes.Contains(recipeIdentifier));
|
||||
@@ -5053,7 +5188,6 @@ namespace Barotrauma
|
||||
#endif
|
||||
|
||||
partial void OnMoneyChanged(int prevAmount, int newAmount);
|
||||
partial void OnTalentGiven(TalentPrefab talentPrefab);
|
||||
|
||||
/// <summary>
|
||||
/// This dictionary is used for stats that are required very frequently. Not very performant, but easier to develop with for now.
|
||||
@@ -5208,7 +5342,24 @@ namespace Barotrauma
|
||||
|
||||
public bool IsFriendly(Character other) => IsFriendly(this, other);
|
||||
|
||||
public static bool IsFriendly(Character me, Character other) => AIController.IsOnFriendlyTeam(me, other) && IsSameSpeciesOrGroup(me, other);
|
||||
public static bool IsFriendly(Character me, Character other) => IsOnFriendlyTeam(me, other) && IsSameSpeciesOrGroup(me, other);
|
||||
|
||||
public static bool IsOnFriendlyTeam(CharacterTeamType myTeam, CharacterTeamType otherTeam)
|
||||
{
|
||||
if (myTeam == otherTeam) { return true; }
|
||||
return myTeam switch
|
||||
{
|
||||
// NPCs are friendly to the same team and the friendly NPCs
|
||||
CharacterTeamType.None or CharacterTeamType.Team1 or CharacterTeamType.Team2 => otherTeam == CharacterTeamType.FriendlyNPC,
|
||||
// Friendly NPCs are friendly to both player teams
|
||||
CharacterTeamType.FriendlyNPC => otherTeam == CharacterTeamType.Team1 || otherTeam == CharacterTeamType.Team2,
|
||||
_ => true
|
||||
};
|
||||
}
|
||||
|
||||
public static bool IsOnFriendlyTeam(Character me, Character other) => IsOnFriendlyTeam(me.TeamID, other.TeamID);
|
||||
public bool IsOnFriendlyTeam(Character other) => IsOnFriendlyTeam(TeamID, other.TeamID);
|
||||
public bool IsOnFriendlyTeam(CharacterTeamType otherTeam) => IsOnFriendlyTeam(TeamID, otherTeam);
|
||||
|
||||
public bool IsSameSpeciesOrGroup(Character other) => IsSameSpeciesOrGroup(this, other);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user