Unstable 0.1300.0.3

This commit is contained in:
Markus Isberg
2021-03-25 15:40:24 +02:00
parent 874616027b
commit 58c50a235d
136 changed files with 2486 additions and 1008 deletions
@@ -14,6 +14,9 @@ namespace Barotrauma
public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
public float PendingAdditionStrenght { get; set; }
public float AdditionStrength { get; set; }
protected float _strength;
[Serialize(0f, true), Editable]
@@ -26,7 +29,12 @@ namespace Barotrauma
{
_nonClampedStrength = value;
}
_strength = MathHelper.Clamp(value, 0.0f, Prefab.MaxStrength);
float newValue = MathHelper.Clamp(value, 0.0f, Prefab.MaxStrength);
if (newValue > _strength)
{
PendingAdditionStrenght = Prefab.GrainBurst;
}
_strength = newValue;
}
}
@@ -56,6 +64,7 @@ namespace Barotrauma
public Affliction(AfflictionPrefab prefab, float strength)
{
Prefab = prefab;
PendingAdditionStrenght = Prefab.GrainBurst;
_strength = strength;
Identifier = prefab?.Identifier;
@@ -109,18 +118,25 @@ namespace Barotrauma
if (currentEffect == null) { return 0.0f; }
if (MathUtils.NearlyEqual(currentEffect.MaxGrainStrength, 0f)) { return 0.0f; }
return MathHelper.Lerp(
float amount = MathHelper.Lerp(
currentEffect.MinGrainStrength,
currentEffect.MaxGrainStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
if (Prefab.GrainBurst > 0 && AdditionStrength > amount)
{
return AdditionStrength;
}
return amount;
}
public float GetScreenDistortStrength()
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 0.0f;
if (currentEffect.MaxScreenDistortStrength - currentEffect.MinScreenDistortStrength <= 0.0f) return 0.0f;
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxScreenDistortStrength - currentEffect.MinScreenDistortStrength < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinScreenDistortStrength,
@@ -130,10 +146,10 @@ namespace Barotrauma
public float GetRadialDistortStrength()
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 0.0f;
if (currentEffect.MaxRadialDistortStrength - currentEffect.MinRadialDistortStrength <= 0.0f) return 0.0f;
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxRadialDistortStrength - currentEffect.MinRadialDistortStrength < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinRadialDistortStrength,
@@ -143,10 +159,10 @@ namespace Barotrauma
public float GetChromaticAberrationStrength()
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 0.0f;
if (currentEffect.MaxChromaticAberrationStrength - currentEffect.MinChromaticAberrationStrength <= 0.0f) return 0.0f;
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxChromaticAberrationStrength - currentEffect.MinChromaticAberrationStrength < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinChromaticAberrationStrength,
@@ -156,10 +172,10 @@ namespace Barotrauma
public float GetScreenBlurStrength()
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 0.0f;
if (currentEffect.MaxScreenBlurStrength - currentEffect.MinScreenBlurStrength <= 0.0f) return 0.0f;
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxScreenBlurStrength - currentEffect.MinScreenBlurStrength < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinScreenBlurStrength,
@@ -167,6 +183,20 @@ namespace Barotrauma
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetSkillMultiplier()
{
if (Strength < Prefab.ActivationThreshold) { return 1.0f; }
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) { return 1.0f; }
float amount = MathHelper.Lerp(
currentEffect.MinSkillMultiplier,
currentEffect.MaxSkillMultiplier,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
return amount;
}
public void CalculateDamagePerSecond(float currentVitalityDecrease)
{
DamagePerSecond = Math.Max(DamagePerSecond, currentVitalityDecrease - PreviousVitalityDecrease);
@@ -245,6 +275,21 @@ namespace Barotrauma
{
ApplyStatusEffect(statusEffect, deltaTime, characterHealth, targetLimb);
}
float amount = deltaTime;
if (Prefab.GrainBurst > 0)
{
amount /= Prefab.GrainBurst;
}
if (PendingAdditionStrenght >= 0)
{
AdditionStrength += amount;
PendingAdditionStrenght -= deltaTime;
}
else if (AdditionStrength > 0)
{
AdditionStrength -= amount;
}
}
public void ApplyStatusEffect(StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb)
@@ -267,7 +312,7 @@ namespace Barotrauma
{
var targets = new List<ISerializableEntity>();
statusEffect.GetNearbyTargets(characterHealth.Character.WorldPosition, targets);
statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targets);
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, targets);
}
}
@@ -134,6 +134,8 @@ namespace Barotrauma
public float MinSpeedMultiplier, MaxSpeedMultiplier;
public float MinBuffMultiplier, MaxBuffMultiplier;
public float MinSkillMultiplier, MaxSkillMultiplier;
public float MinResistance, MaxResistance;
public string ResistanceFor;
public string DialogFlag;
@@ -172,6 +174,9 @@ namespace Barotrauma
MaxScreenBlurStrength = element.GetAttributeFloat("maxscreenblur", 0.0f);
MaxScreenBlurStrength = Math.Max(MinScreenBlurStrength, MaxScreenBlurStrength);
MinSkillMultiplier = element.GetAttributeFloat("minskillmultiplier", 1.0f);
MaxSkillMultiplier = element.GetAttributeFloat("maxskillmultiplier", 1.0f);
ResistanceFor = element.GetAttributeString("resistancefor", "");
MinResistance = element.GetAttributeFloat("minresistance", 0.0f);
MaxResistance = element.GetAttributeFloat("maxresistance", 0.0f);
@@ -292,6 +297,8 @@ namespace Barotrauma
public readonly float ShowIconToOthersThreshold = 0.05f;
public readonly float MaxStrength = 100.0f;
public readonly float GrainBurst;
//how high the strength has to be for the affliction icon to be shown with a health scanner
public readonly float ShowInHealthScannerThreshold = 0.05f;
@@ -451,6 +458,7 @@ namespace Barotrauma
prefab = new AfflictionPrefab(sourceElement, file.Path, typeof(AfflictionBleeding));
break;
case "huskinfection":
case "alieninfection":
prefab = new AfflictionPrefabHusk(sourceElement, file.Path, typeof(AfflictionHusk));
break;
case "cprsettings":
@@ -521,7 +529,7 @@ namespace Barotrauma
if (prefab != null)
{
loadedAfflictions.Add((prefab, element));
loadedAfflictions.Add((prefab, sourceElement));
Prefabs.Add(prefab, isOverride);
prefab.CalculatePrefabUIntIdentifier(Prefabs);
}
@@ -582,6 +590,7 @@ namespace Barotrauma
ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", Math.Max(ActivationThreshold, 0.05f));
ShowIconToOthersThreshold = element.GetAttributeFloat("showicontoothersthreshold", ShowIconThreshold);
MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
GrainBurst = element.GetAttributeFloat(nameof(GrainBurst).ToLower(), 0.0f);
ShowInHealthScannerThreshold = element.GetAttributeFloat("showinhealthscannerthreshold", Math.Max(ActivationThreshold, 0.05f));
TreatmentThreshold = element.GetAttributeFloat("treatmentthreshold", Math.Max(ActivationThreshold, 5.0f));
@@ -190,12 +190,14 @@ namespace Barotrauma
set { bloodlossAffliction.Strength = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public float StunTimer
public float Stun
{
get { return stunAffliction.Strength; }
set { stunAffliction.Strength = MathHelper.Clamp(value, 0.0f, stunAffliction.Prefab.MaxStrength); }
}
public float StunTimer { get; private set; }
public Affliction PressureAffliction
{
get { return pressureAffliction; }
@@ -488,7 +490,7 @@ namespace Barotrauma
CalculateVitality();
}
public void ApplyDamage(Limb hitLimb, AttackResult attackResult)
public void ApplyDamage(Limb hitLimb, AttackResult attackResult, bool allowStacking = true)
{
if (Unkillable || Character.GodMode) { return; }
if (hitLimb.HealthIndex < 0 || hitLimb.HealthIndex >= limbHealths.Count)
@@ -502,11 +504,11 @@ namespace Barotrauma
{
if (newAffliction.Prefab.LimbSpecific)
{
AddLimbAffliction(hitLimb, newAffliction);
AddLimbAffliction(hitLimb, newAffliction, allowStacking);
}
else
{
AddAffliction(newAffliction);
AddAffliction(newAffliction, allowStacking);
}
}
}
@@ -573,7 +575,7 @@ namespace Barotrauma
CalculateVitality();
}
private void AddLimbAffliction(Limb limb, Affliction newAffliction)
private void AddLimbAffliction(Limb limb, Affliction newAffliction, bool allowStacking = true)
{
if (!newAffliction.Prefab.LimbSpecific || limb == null) { return; }
if (limb.HealthIndex < 0 || limb.HealthIndex >= limbHealths.Count)
@@ -582,10 +584,10 @@ namespace Barotrauma
"\" only has health configured for" + limbHealths.Count + " limbs but the limb " + limb.type + " is targeting index " + limb.HealthIndex);
return;
}
AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction);
AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction, allowStacking);
}
private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction)
private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction, bool allowStacking = true)
{
if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
@@ -594,7 +596,15 @@ namespace Barotrauma
{
if (newAffliction.Prefab == affliction.Prefab)
{
affliction.Strength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier));
if (allowStacking)
{
// Add the existing strength
newStrength += affliction.Strength;
}
newStrength = Math.Min(affliction.Prefab.MaxStrength, newStrength);
if (affliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
affliction.Strength = newStrength;
affliction.Source = newAffliction.Source;
CalculateVitality();
if (Vitality <= MinVitality)
@@ -624,13 +634,12 @@ namespace Barotrauma
#endif
}
private void AddAffliction(Affliction newAffliction)
private void AddAffliction(Affliction newAffliction, bool allowStacking = true)
{
if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
if (newAffliction.Prefab.AfflictionType == "huskinfection")
if (newAffliction.Prefab is AfflictionPrefabHusk huskPrefab)
{
var huskPrefab = newAffliction.Prefab as AfflictionPrefabHusk;
if (huskPrefab.TargetSpecies.None(s => s.Equals(Character.SpeciesName, StringComparison.OrdinalIgnoreCase)))
{
return;
@@ -640,7 +649,13 @@ namespace Barotrauma
{
if (newAffliction.Prefab == affliction.Prefab)
{
float newStrength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier));
if (allowStacking)
{
// Add the existing strength
newStrength += affliction.Strength;
}
newStrength = Math.Min(affliction.Prefab.MaxStrength, newStrength);
if (affliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
affliction.Strength = newStrength;
affliction.Source = newAffliction.Source;
@@ -676,6 +691,8 @@ namespace Barotrauma
{
UpdateOxygen(deltaTime);
StunTimer = Stun > 0 ? StunTimer + deltaTime : 0;
for (int i = 0; i < limbHealths.Count; i++)
{
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
@@ -795,6 +812,13 @@ namespace Barotrauma
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
#if CLIENT
if (IsUnconscious)
{
HintManager.OnCharacterUnconscious(Character);
}
#endif
}
private void Kill()