Faction Test v1.0.1.0

This commit is contained in:
Regalis11
2023-02-16 15:01:28 +02:00
parent caa5a2f762
commit 2c5a7923b0
309 changed files with 7502 additions and 4335 deletions
@@ -230,6 +230,11 @@ namespace Barotrauma
public float StunTimer { get; private set; }
/// <summary>
/// Was the character in full health at the beginning of the frame?
/// </summary>
public bool WasInFullHealth { get; private set; }
public Affliction PressureAffliction
{
get { return pressureAffliction; }
@@ -334,12 +339,12 @@ namespace Barotrauma
return null;
}
public T GetAffliction<T>(string identifier, bool allowLimbAfflictions = true) where T : Affliction
public T GetAffliction<T>(Identifier identifier, bool allowLimbAfflictions = true) where T : Affliction
{
return GetAffliction(identifier, allowLimbAfflictions) as T;
}
public Affliction GetAffliction(string identifier, Limb limb)
public Affliction GetAffliction(Identifier identifier, Limb limb)
{
if (limb.HealthIndex < 0 || limb.HealthIndex >= limbHealths.Count)
{
@@ -375,7 +380,7 @@ namespace Barotrauma
/// <param name="limb">The limb the affliction is attached to</param>
/// <param name="requireLimbSpecific">Does the affliction have to be attached to only the specific limb.
/// Most monsters for example don't have separate healths for different limbs, essentially meaning that every affliction is applied to every limb.</param>
public float GetAfflictionStrength(string afflictionType, Limb limb, bool requireLimbSpecific)
public float GetAfflictionStrength(Identifier afflictionType, Limb limb, bool requireLimbSpecific)
{
if (requireLimbSpecific && limbHealths.Count == 1) { return 0.0f; }
@@ -396,7 +401,7 @@ namespace Barotrauma
return strength;
}
public float GetAfflictionStrength(string afflictionType, bool allowLimbAfflictions = true)
public float GetAfflictionStrength(Identifier afflictionType, bool allowLimbAfflictions = true)
{
float strength = 0.0f;
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
@@ -478,16 +483,19 @@ namespace Barotrauma
ReduceMatchingAfflictions(amount, treatmentAction);
}
public void ReduceAfflictionOnAllLimbs(Identifier affliction, float amount, ActionType? treatmentAction = null)
public void ReduceAfflictionOnAllLimbs(Identifier afflictionIdOrType, float amount, ActionType? treatmentAction = null)
{
if (affliction.IsEmpty) { throw new ArgumentException($"{nameof(affliction)} is empty"); }
if (afflictionIdOrType.IsEmpty) { throw new ArgumentException($"{nameof(afflictionIdOrType)} is empty"); }
matchingAfflictions.Clear();
matchingAfflictions.AddRange(afflictions.Keys);
matchingAfflictions.RemoveAll(a =>
a.Prefab.Identifier != affliction &&
a.Prefab.AfflictionType != affliction);
foreach (var affliction in afflictions)
{
if (affliction.Key.Prefab.Identifier == afflictionIdOrType || affliction.Key.Prefab.AfflictionType == afflictionIdOrType)
{
matchingAfflictions.Add(affliction.Key);
}
}
ReduceMatchingAfflictions(amount, treatmentAction);
}
@@ -504,18 +512,21 @@ namespace Barotrauma
ReduceMatchingAfflictions(amount, treatmentAction);
}
public void ReduceAfflictionOnLimb(Limb targetLimb, Identifier affliction, float amount, ActionType? treatmentAction = null)
public void ReduceAfflictionOnLimb(Limb targetLimb, Identifier afflictionIdOrType, float amount, ActionType? treatmentAction = null)
{
if (affliction.IsEmpty) { throw new ArgumentException($"{nameof(affliction)} is empty"); }
if (afflictionIdOrType.IsEmpty) { throw new ArgumentException($"{nameof(afflictionIdOrType)} is empty"); }
if (targetLimb is null) { throw new ArgumentNullException(nameof(targetLimb)); }
matchingAfflictions.Clear();
matchingAfflictions.AddRange(GetAfflictionsForLimb(targetLimb));
matchingAfflictions.RemoveAll(a =>
a.Prefab.Identifier != affliction &&
a.Prefab.AfflictionType != affliction);
var targetLimbHealth = limbHealths[targetLimb.HealthIndex];
foreach (var affliction in afflictions)
{
if ((affliction.Key.Prefab.Identifier == afflictionIdOrType || affliction.Key.Prefab.AfflictionType == afflictionIdOrType) &&
affliction.Value == targetLimbHealth)
{
matchingAfflictions.Add(affliction.Key);
}
}
ReduceMatchingAfflictions(amount, treatmentAction);
}
@@ -617,7 +628,7 @@ namespace Barotrauma
KillIfOutOfVitality();
}
public float GetLimbDamage(Limb limb, string afflictionType = null)
public float GetLimbDamage(Limb limb, Identifier afflictionType)
{
float damageStrength;
if (limb.IsSevered)
@@ -630,16 +641,16 @@ namespace Barotrauma
// Therefore with e.g. 80 health, the max damage per limb would be 40.
// Having at least 40 damage on both legs would cause maximum limping.
float max = MaxVitality / 2;
if (string.IsNullOrEmpty(afflictionType))
if (afflictionType.IsEmpty)
{
float damage = GetAfflictionStrength("damage", limb, true);
float bleeding = GetAfflictionStrength("bleeding", limb, true);
float burn = GetAfflictionStrength("burn", limb, true);
float damage = GetAfflictionStrength(AfflictionPrefab.DamageType, limb, true);
float bleeding = GetAfflictionStrength(AfflictionPrefab.BleedingType, limb, true);
float burn = GetAfflictionStrength(AfflictionPrefab.BurnType, limb, true);
damageStrength = Math.Min(damage + bleeding + burn, max);
}
else
{
damageStrength = Math.Min(GetAfflictionStrength("damage", limb, true), max);
damageStrength = Math.Min(GetAfflictionStrength(afflictionType, limb, true), max);
}
return damageStrength / max;
}
@@ -696,15 +707,16 @@ namespace Barotrauma
if (Character.Params.IsMachine && !newAffliction.Prefab.AffectMachines) { return; }
if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
if (Character.Params.Health.StunImmunity && newAffliction.Prefab.AfflictionType == "stun")
if (Character.Params.Health.StunImmunity && newAffliction.Prefab.AfflictionType == AfflictionPrefab.StunType)
{
if (Character.EmpVulnerability <= 0 || GetAfflictionStrength("emp", allowLimbAfflictions: false) <= 0)
if (Character.EmpVulnerability <= 0 || GetAfflictionStrength(AfflictionPrefab.EMPType, allowLimbAfflictions: false) <= 0)
{
return;
}
}
if (Character.Params.Health.PoisonImmunity && newAffliction.Prefab.AfflictionType == "poison") { return; }
if (Character.EmpVulnerability <= 0 && newAffliction.Prefab.AfflictionType == "emp") { return; }
if (Character.Params.Health.PoisonImmunity &&
(newAffliction.Prefab.AfflictionType == AfflictionPrefab.PoisonType || newAffliction.Prefab.AfflictionType == AfflictionPrefab.ParalysisType)) { return; }
if (Character.EmpVulnerability <= 0 && newAffliction.Prefab.AfflictionType == AfflictionPrefab.EMPType) { return; }
if (newAffliction.Prefab.TargetSpecies.Any() && newAffliction.Prefab.TargetSpecies.None(s => s == Character.SpeciesName)) { return; }
Affliction existingAffliction = null;
@@ -742,7 +754,8 @@ namespace Barotrauma
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab))),
newAffliction.Source);
afflictions.Add(copyAffliction, limbHealth);
MedicalClinic.OnAfflictionCountChanged(Character);
Character.HealthUpdateInterval = 0.0f;
CalculateVitality();
@@ -766,6 +779,8 @@ namespace Barotrauma
public void Update(float deltaTime)
{
WasInFullHealth = vitality >= MaxVitality;
UpdateOxygen(deltaTime);
StunTimer = Stun > 0 ? StunTimer + deltaTime : 0;
@@ -813,10 +828,16 @@ namespace Barotrauma
}
Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
}
foreach (var affliction in afflictionsToRemove)
{
afflictions.Remove(affliction);
}
}
if (afflictionsToRemove.Count is not 0)
{
MedicalClinic.OnAfflictionCountChanged(Character);
}
}
Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.MovementSpeed));
@@ -870,6 +891,11 @@ namespace Barotrauma
}
}
/// <summary>
/// 0-1.
/// </summary>
public float OxygenLowResistance => !Character.NeedsOxygen ? 1 : GetResistance(oxygenLowAffliction.Prefab);
private void UpdateOxygen(float deltaTime)
{
if (!Character.NeedsOxygen)
@@ -978,6 +1004,8 @@ namespace Barotrauma
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
Character.Kill(type, affliction);
WasInFullHealth = false;
#if CLIENT
DisplayVitalityDelay = 0.0f;
DisplayedVitality = Vitality;