38f1ddb...178a853: v0.8.9.1, removed content folder

This commit is contained in:
Joonas Rikkonen
2019-03-18 19:46:58 +02:00
parent 38f1ddb6fe
commit 6c0679c297
1054 changed files with 151673 additions and 144931 deletions
@@ -0,0 +1,141 @@
using Microsoft.Xna.Framework;
using System;
using System.Linq;
namespace Barotrauma
{
class Affliction
{
public readonly AfflictionPrefab Prefab;
public float Strength;
public float DamagePerSecond;
public float DamagePerSecondTimer;
public float PreviousVitalityDecrease;
/// <summary>
/// Which character gave this affliction
/// </summary>
public Character Source;
public Affliction(AfflictionPrefab prefab, float strength)
{
Prefab = prefab;
Strength = strength;
}
public Affliction CreateMultiplied(float multiplier)
{
return Prefab.Instantiate(Strength * multiplier, Source);
}
public override string ToString()
{
return "Affliction (" + Prefab.Name + ")";
}
public float GetVitalityDecrease(CharacterHealth characterHealth)
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 0.0f;
if (currentEffect.MaxStrength - currentEffect.MinStrength <= 0.0f) return 0.0f;
float currVitalityDecrease = MathHelper.Lerp(
currentEffect.MinVitalityDecrease,
currentEffect.MaxVitalityDecrease,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
if (currentEffect.MultiplyByMaxVitality) currVitalityDecrease *= characterHealth == null ? 100.0f : characterHealth.MaxVitality;
return currVitalityDecrease;
}
public float GetScreenDistortStrength()
{
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;
return MathHelper.Lerp(
currentEffect.MinScreenDistortStrength,
currentEffect.MaxScreenDistortStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetRadialDistortStrength()
{
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;
return MathHelper.Lerp(
currentEffect.MinRadialDistortStrength,
currentEffect.MaxRadialDistortStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetChromaticAberrationStrength()
{
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;
return MathHelper.Lerp(
currentEffect.MinChromaticAberrationStrength,
currentEffect.MaxChromaticAberrationStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetScreenBlurStrength()
{
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;
return MathHelper.Lerp(
currentEffect.MinScreenBlurStrength,
currentEffect.MaxScreenBlurStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public void CalculateDamagePerSecond(float currentVitalityDecrease)
{
DamagePerSecond = Math.Max(DamagePerSecond, currentVitalityDecrease - PreviousVitalityDecrease);
if (DamagePerSecondTimer >= 1.0f)
{
DamagePerSecond = currentVitalityDecrease - PreviousVitalityDecrease;
PreviousVitalityDecrease = currentVitalityDecrease;
DamagePerSecondTimer = 0.0f;
}
}
public virtual void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return;
Strength += currentEffect.StrengthChange * deltaTime;
foreach (StatusEffect statusEffect in currentEffect.StatusEffects)
{
if (statusEffect.HasTargetType(StatusEffect.TargetType.Character))
{
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, characterHealth.Character);
}
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.Limb))
{
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, targetLimb);
}
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs))
{
statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targetLimb.character.AnimController.Limbs.Cast<ISerializableEntity>().ToList());
}
}
}
}
}
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using System;
using System.Collections.Generic;
using System.Text;
namespace Barotrauma
{
class AfflictionBleeding : Affliction
{
public AfflictionBleeding(AfflictionPrefab prefab, float strength) :
base(prefab, strength)
{
}
public override void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
base.Update(characterHealth, targetLimb, deltaTime);
characterHealth.BloodlossAmount += Strength * (1.0f / 60.0f) * deltaTime;
}
}
}
@@ -0,0 +1,258 @@
#if CLIENT
using Microsoft.Xna.Framework;
#endif
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class AfflictionHusk : Affliction
{
public enum InfectionState
{
Dormant, Transition, Active
}
private bool subscribedToDeathEvent;
private InfectionState state;
private Limb huskAppendage;
public InfectionState State
{
get { return state; }
}
public AfflictionHusk(AfflictionPrefab prefab, float strength) :
base(prefab, strength)
{
}
public override void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
float prevStrength = Strength;
base.Update(characterHealth, targetLimb, deltaTime);
if (!subscribedToDeathEvent)
{
characterHealth.Character.OnDeath += CharacterDead;
subscribedToDeathEvent = true;
}
if (characterHealth.Character == Character.Controlled) UpdateMessages(prevStrength, characterHealth.Character);
if (Strength < Prefab.MaxStrength * 0.5f)
{
UpdateDormantState(deltaTime, characterHealth.Character);
}
else if (Strength < Prefab.MaxStrength)
{
characterHealth.Character.SpeechImpediment = 100.0f;
UpdateTransitionState(deltaTime, characterHealth.Character);
}
else
{
characterHealth.Character.SpeechImpediment = 100.0f;
UpdateActiveState(deltaTime, characterHealth.Character);
}
}
private void UpdateMessages(float prevStrength, Character character)
{
#if CLIENT
if (Strength < Prefab.MaxStrength * 0.5f)
{
if (prevStrength % 10.0f > 0.05f && Strength % 10.0f < 0.05f)
{
GUI.AddMessage(TextManager.Get("HuskDormant"), Color.Red);
}
}
else if (Strength < Prefab.MaxStrength)
{
if (state == InfectionState.Dormant && Character.Controlled == character)
{
GUI.AddMessage(TextManager.Get("HuskCantSpeak"), Color.Red);
}
}
else if (state != InfectionState.Active && Character.Controlled == character)
{
GUI.AddMessage(TextManager.Get("HuskActivate").Replace("[Attack]", GameMain.Config.KeyBind(InputType.Attack).ToString()),
Color.Red);
}
#endif
}
private void UpdateDormantState(float deltaTime, Character character)
{
if (state != InfectionState.Dormant)
{
DeactivateHusk(character);
}
state = InfectionState.Dormant;
}
private void UpdateTransitionState(float deltaTime, Character character)
{
if (state != InfectionState.Transition)
{
DeactivateHusk(character);
}
state = InfectionState.Transition;
}
private void UpdateActiveState(float deltaTime, Character character)
{
if (state != InfectionState.Active)
{
ActivateHusk(character);
state = InfectionState.Active;
}
foreach (Limb limb in character.AnimController.Limbs)
{
character.LastDamageSource = null;
character.DamageLimb(
limb.WorldPosition, limb,
new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate(0.5f * deltaTime / character.AnimController.Limbs.Length) },
0.0f, false, 0.0f);
}
}
private void ActivateHusk(Character character)
{
character.NeedsAir = false;
AttachHuskAppendage(character);
}
private void AttachHuskAppendage(Character character)
{
//husk appendage already created, don't do anything
if (huskAppendage != null) return;
XDocument doc = XMLExtensions.TryLoadXml(Path.Combine("Content", "Characters", "Human", "Huskappendage.xml"));
if (doc == null || doc.Root == null) return;
var limbElement = doc.Root.Element("limb");
if (limbElement == null)
{
DebugConsole.ThrowError("Error in huskappendage.xml - limb element not found");
return;
}
var jointElement = doc.Root.Element("joint");
if (jointElement == null)
{
DebugConsole.ThrowError("Error in huskappendage.xml - joint element not found");
return;
}
character.SetStun(0.5f);
if (character.AnimController.Dir < 1.0f)
{
character.AnimController.Flip();
}
var torso = character.AnimController.GetLimb(LimbType.Torso);
huskAppendage = new Limb(character.AnimController, character, new LimbParams(limbElement, character.AnimController.RagdollParams));
huskAppendage.body.Submarine = character.Submarine;
huskAppendage.body.SetTransform(torso.SimPosition, torso.Rotation);
character.AnimController.AddLimb(huskAppendage);
character.AnimController.AddJoint(jointElement);
}
private void DeactivateHusk(Character character)
{
character.NeedsAir = true;
RemoveHuskAppendage(character);
}
private void RemoveHuskAppendage(Character character)
{
if (huskAppendage == null) return;
character.AnimController.RemoveLimb(huskAppendage);
huskAppendage = null;
}
public void Remove(Character character)
{
DeactivateHusk(character);
if (character != null) character.OnDeath -= CharacterDead;
subscribedToDeathEvent = false;
}
private void CharacterDead(Character character, CauseOfDeath causeOfDeath)
{
if (GameMain.Client != null) { return; }
if (Strength < Prefab.MaxStrength * 0.5f || character.Removed) { return; }
//don't turn the character into a husk if any of its limbs are severed
if (character.AnimController?.LimbJoints != null)
{
foreach (var limbJoint in character.AnimController.LimbJoints)
{
if (limbJoint.IsSevered) return;
}
}
//create the AI husk in a coroutine to ensure that we don't modify the character list while enumerating it
CoroutineManager.StartCoroutine(CreateAIHusk(character));
}
private IEnumerable<object> CreateAIHusk(Character character)
{
character.Enabled = false;
Entity.Spawner.AddToRemoveQueue(character);
var characterFiles = GameMain.Instance.GetFilesOfType(ContentType.Character);
var configFile = characterFiles.FirstOrDefault(f => Path.GetFileNameWithoutExtension(f) == "humanhusk");
if (string.IsNullOrEmpty(configFile))
{
DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - humanhusk config file not found.");
yield return CoroutineStatus.Success;
}
XDocument doc = XMLExtensions.TryLoadXml(configFile);
if (doc?.Root == null)
{
DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - humanhusk config file ("+configFile+") could not be read.");
yield return CoroutineStatus.Success;
}
character.Info.Ragdoll = null;
character.Info.SourceElement = doc.Root;
var husk = Character.Create(configFile, character.WorldPosition, character.Info.Name, character.Info, false, true);
foreach (Limb limb in husk.AnimController.Limbs)
{
if (limb.type == LimbType.None)
{
limb.body.SetTransform(character.SimPosition, 0.0f);
continue;
}
var matchingLimb = character.AnimController.GetLimb(limb.type);
if (matchingLimb?.body != null)
{
limb.body.SetTransform(matchingLimb.SimPosition, matchingLimb.Rotation);
limb.body.LinearVelocity = matchingLimb.LinearVelocity;
limb.body.AngularVelocity = matchingLimb.body.AngularVelocity;
}
}
for (int i = 0; i < character.Inventory.Items.Length; i++)
{
if (character.Inventory.Items[i] == null) continue;
husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true, false, null);
}
yield return CoroutineStatus.Success;
}
}
}
@@ -0,0 +1,336 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Xml.Linq;
namespace Barotrauma
{
public static class CPRSettings
{
public static float ReviveChancePerSkill { get; private set; }
public static float ReviveChanceExponent { get; private set; }
public static float ReviveChanceMin { get; private set; }
public static float ReviveChanceMax { get; private set; }
public static float StabilizationPerSkill { get; private set; }
public static float StabilizationMin { get; private set; }
public static float StabilizationMax { get; private set; }
public static float DamageSkillThreshold { get; private set; }
public static float DamageSkillMultiplier { get; private set; }
public static void Load(XElement element)
{
ReviveChancePerSkill = Math.Max(element.GetAttributeFloat("revivechanceperskill", 0.01f), 0.0f);
ReviveChanceExponent = Math.Max(element.GetAttributeFloat("revivechanceexponent", 2.0f), 0.0f);
ReviveChanceMin = MathHelper.Clamp(element.GetAttributeFloat("revivechancemin", 0.05f), 0.0f, 1.0f);
ReviveChanceMax = MathHelper.Clamp(element.GetAttributeFloat("revivechancemax", 0.9f), ReviveChanceMin, 1.0f);
StabilizationPerSkill = Math.Max(element.GetAttributeFloat("stabilizationperskill", 0.01f), 0.0f);
StabilizationMin = MathHelper.Max(element.GetAttributeFloat("stabilizationmin", 0.05f), 0.0f);
StabilizationMax = MathHelper.Max(element.GetAttributeFloat("stabilizationmax", 2.0f), StabilizationMin);
DamageSkillThreshold = MathHelper.Clamp(element.GetAttributeFloat("damageskillthreshold", 40.0f), 0.0f, 100.0f);
DamageSkillMultiplier = MathHelper.Clamp(element.GetAttributeFloat("damageskillmultiplier", 0.1f), 0.0f, 100.0f);
}
}
class AfflictionPrefab
{
public class Effect
{
//this effect is applied when the strength is within this range
public float MinStrength, MaxStrength;
public readonly float MinVitalityDecrease = 0.0f;
public readonly float MaxVitalityDecrease = 0.0f;
//how much the strength of the affliction changes per second
public readonly float StrengthChange = 0.0f;
public readonly bool MultiplyByMaxVitality;
public float MinScreenBlurStrength, MaxScreenBlurStrength;
public float MinScreenDistortStrength, MaxScreenDistortStrength;
public float MinRadialDistortStrength, MaxRadialDistortStrength;
public float MinChromaticAberrationStrength, MaxChromaticAberrationStrength;
public string DialogFlag;
//statuseffects applied on the character when the affliction is active
public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
public Effect(XElement element, string parentDebugName)
{
MinStrength = element.GetAttributeFloat("minstrength", 0);
MaxStrength = element.GetAttributeFloat("maxstrength", 0);
MultiplyByMaxVitality = element.GetAttributeBool("multiplybymaxvitality", false);
MinVitalityDecrease = element.GetAttributeFloat("minvitalitydecrease", 0.0f);
MaxVitalityDecrease = element.GetAttributeFloat("maxvitalitydecrease", 0.0f);
MaxVitalityDecrease = Math.Max(MinVitalityDecrease, MaxVitalityDecrease);
MinScreenDistortStrength = element.GetAttributeFloat("minscreendistort", 0.0f);
MaxScreenDistortStrength = element.GetAttributeFloat("maxscreendistort", 0.0f);
MaxScreenDistortStrength = Math.Max(MinScreenDistortStrength, MaxScreenDistortStrength);
MinRadialDistortStrength = element.GetAttributeFloat("minradialdistort", 0.0f);
MaxRadialDistortStrength = element.GetAttributeFloat("maxradialdistort", 0.0f);
MaxRadialDistortStrength = Math.Max(MinRadialDistortStrength, MaxRadialDistortStrength);
MinChromaticAberrationStrength = element.GetAttributeFloat("minchromaticaberration", 0.0f);
MaxChromaticAberrationStrength = element.GetAttributeFloat("maxchromaticaberration", 0.0f);
MaxChromaticAberrationStrength = Math.Max(MinChromaticAberrationStrength, MaxChromaticAberrationStrength);
MinScreenBlurStrength = element.GetAttributeFloat("minscreenblur", 0.0f);
MaxScreenBlurStrength = element.GetAttributeFloat("maxscreenblur", 0.0f);
MaxScreenBlurStrength = Math.Max(MinScreenBlurStrength, MaxScreenBlurStrength);
DialogFlag = element.GetAttributeString("dialogflag", "");
StrengthChange = element.GetAttributeFloat("strengthchange", 0.0f);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "statuseffect":
StatusEffects.Add(StatusEffect.Load(subElement, parentDebugName));
break;
}
}
}
}
public static AfflictionPrefab InternalDamage;
public static AfflictionPrefab Bleeding;
public static AfflictionPrefab Burn;
public static AfflictionPrefab OxygenLow;
public static AfflictionPrefab Bloodloss;
public static AfflictionPrefab Pressure;
public static AfflictionPrefab Stun;
public static AfflictionPrefab Husk;
public static List<AfflictionPrefab> List = new List<AfflictionPrefab>();
//Arbitrary string that is used to identify the type of the affliction.
//Afflictions with the same type stack up, and items may be configured to cure specific types of afflictions.
public readonly string AfflictionType;
//Does the affliction affect a specific limb or the whole character
public readonly bool LimbSpecific;
//If not a limb-specific affliction, which limb is the indicator shown on in the health menu
//(e.g. mental health problems on head, lack of oxygen on torso...)
public readonly LimbType IndicatorLimb;
public readonly string Identifier;
public readonly string Name, Description;
public readonly string CauseOfDeathDescription, SelfCauseOfDeathDescription;
//how high the strength has to be for the affliction to take affect
public readonly float ActivationThreshold = 0.0f;
//how high the strength has to be for the affliction icon to be shown in the UI
public readonly float ShowIconThreshold = 0.0f;
public readonly float MaxStrength = 100.0f;
public float BurnOverlayAlpha;
public float DamageOverlayAlpha;
//steam achievement given when the affliction is removed from the controlled character
public readonly string AchievementOnRemoved;
public readonly Sprite Icon;
public readonly Color IconColor;
private List<Effect> effects = new List<Effect>();
private Dictionary<string, float> treatmentSuitability = new Dictionary<string, float>();
private readonly string typeName;
private readonly ConstructorInfo constructor;
public Dictionary<string, float> TreatmentSuitability
{
get { return treatmentSuitability; }
}
public static void LoadAll(IEnumerable<string> filePaths)
{
foreach (string filePath in filePaths)
{
XDocument doc = XMLExtensions.TryLoadXml(filePath);
if (doc == null || doc.Root == null) continue;
foreach (XElement element in doc.Root.Elements())
{
switch (element.Name.ToString().ToLowerInvariant())
{
case "internaldamage":
List.Add(InternalDamage = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "bleeding":
List.Add(Bleeding = new AfflictionPrefab(element, typeof(AfflictionBleeding)));
break;
case "burn":
List.Add(Burn = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "oxygenlow":
List.Add(OxygenLow = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "bloodloss":
List.Add(Bloodloss = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "pressure":
List.Add(Pressure = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "stun":
List.Add(Stun = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "husk":
case "afflictionhusk":
List.Add(Husk = new AfflictionPrefab(element, typeof(AfflictionHusk)));
break;
case "cprsettings":
CPRSettings.Load(element);
break;
default:
List.Add(new AfflictionPrefab(element));
break;
}
}
}
if (InternalDamage == null) DebugConsole.ThrowError("Affliction \"Internal Damage\" not defined in the affliction prefabs.");
if (Bleeding == null) DebugConsole.ThrowError("Affliction \"Bleeding\" not defined in the affliction prefabs.");
if (Burn == null) DebugConsole.ThrowError("Affliction \"Burn\" not defined in the affliction prefabs.");
if (OxygenLow == null) DebugConsole.ThrowError("Affliction \"OxygenLow\" not defined in the affliction prefabs.");
if (Bloodloss == null) DebugConsole.ThrowError("Affliction \"Bloodloss\" not defined in the affliction prefabs.");
if (Pressure == null) DebugConsole.ThrowError("Affliction \"Pressure\" not defined in the affliction prefabs.");
if (Stun == null) DebugConsole.ThrowError("Affliction \"Stun\" not defined in the affliction prefabs.");
if (Husk == null) DebugConsole.ThrowError("Affliction \"Husk\" not defined in the affliction prefabs.");
}
public AfflictionPrefab(XElement element, Type type = null)
{
typeName = type == null ? element.Name.ToString() : type.Name;
Identifier = element.GetAttributeString("identifier", "");
AfflictionType = element.GetAttributeString("type", "");
Name = TextManager.Get("AfflictionName." + Identifier, true) ?? element.GetAttributeString("name", "");
Description = TextManager.Get("AfflictionDescription." + Identifier, true) ?? element.GetAttributeString("description", "");
LimbSpecific = element.GetAttributeBool("limbspecific", false);
if (!LimbSpecific)
{
string indicatorLimbName = element.GetAttributeString("indicatorlimb", "Torso");
if (!Enum.TryParse(indicatorLimbName, out IndicatorLimb))
{
DebugConsole.ThrowError("Error in affliction prefab " + Name + " - limb type \"" + indicatorLimbName + "\" not found.");
}
}
ActivationThreshold = element.GetAttributeFloat("activationthreshold", 0.0f);
ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", ActivationThreshold);
MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
DamageOverlayAlpha = element.GetAttributeFloat("damageoverlayalpha", 0.0f);
BurnOverlayAlpha = element.GetAttributeFloat("burnoverlayalpha", 0.0f);
CauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeath." + Identifier, true) ?? element.GetAttributeString("causeofdeathdescription", "");
SelfCauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeathSelf." + Identifier, true) ?? element.GetAttributeString("selfcauseofdeathdescription", "");
AchievementOnRemoved = element.GetAttributeString("achievementonremoved", "");
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "icon":
Icon = new Sprite(subElement);
IconColor = subElement.GetAttributeColor("color", Color.White);
break;
case "effect":
effects.Add(new Effect(subElement, Name));
break;
}
}
try
{
if (type == null)
{
type = Type.GetType("Barotrauma." + typeName, true, true);
if (type == null)
{
DebugConsole.ThrowError("Could not find an affliction class of the type \"" + typeName + "\".");
return;
}
}
}
catch
{
DebugConsole.ThrowError("Could not find an affliction class of the type \"" + typeName + "\".");
return;
}
constructor = type.GetConstructor(new[] { typeof(AfflictionPrefab), typeof(float) });
}
public override string ToString()
{
return "AfflictionPrefab (" + Name + ")";
}
public Affliction Instantiate(float strength, Character source = null)
{
object instance = null;
try
{
instance = constructor.Invoke(new object[] { this, strength });
}
catch (Exception ex)
{
DebugConsole.ThrowError(ex.InnerException != null ? ex.InnerException.ToString() : ex.ToString());
}
Affliction affliction = instance as Affliction;
affliction.Source = source;
return affliction;
}
public Effect GetActiveEffect(float currentStrength)
{
foreach (Effect effect in effects)
{
if (currentStrength > effect.MinStrength && currentStrength <= effect.MaxStrength) return effect;
}
//if above the strength range of all effects, use the highest strength effect
Effect strongestEffect = null;
float largestStrength = currentStrength;
foreach (Effect effect in effects)
{
if (currentStrength > effect.MaxStrength &&
(strongestEffect == null || effect.MaxStrength > largestStrength))
{
strongestEffect = effect;
largestStrength = effect.MaxStrength;
}
}
return strongestEffect;
}
public float GetTreatmentSuitability(Item item)
{
if (item == null || !treatmentSuitability.ContainsKey(item.Prefab.Identifier.ToLowerInvariant()))
{
return 0.0f;
}
return treatmentSuitability[item.Prefab.Identifier.ToLowerInvariant()];
}
}
}
@@ -0,0 +1,27 @@
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Barotrauma.Extensions;
using System.Xml.Linq;
using System;
namespace Barotrauma
{
partial class AfflictionPsychosis : Affliction
{
public AfflictionPsychosis(AfflictionPrefab prefab, float strength) : base(prefab, strength)
{
}
public override void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
base.Update(characterHealth, targetLimb, deltaTime);
UpdateProjSpecific(characterHealth, targetLimb, deltaTime);
}
partial void UpdateProjSpecific(CharacterHealth characterHealth, Limb targetLimb, float deltaTime);
}
}
@@ -0,0 +1,716 @@
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class CharacterHealth
{
class LimbHealth
{
public Sprite IndicatorSprite;
public Rectangle HighlightArea;
public readonly string Name;
public readonly List<Affliction> Afflictions = new List<Affliction>();
public readonly Dictionary<string, float> VitalityMultipliers = new Dictionary<string, float>();
public readonly Dictionary<string, float> VitalityTypeMultipliers = new Dictionary<string, float>();
private readonly CharacterHealth characterHealth;
public float TotalDamage
{
get { return Afflictions.Sum(a => a.GetVitalityDecrease(characterHealth)); }
}
public LimbHealth() { }
public LimbHealth(XElement element, CharacterHealth characterHealth)
{
Name = TextManager.Get("HealthLimbName." + element.GetAttributeString("name", ""));
this.characterHealth = characterHealth;
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
IndicatorSprite = new Sprite(subElement);
HighlightArea = subElement.GetAttributeRect("highlightarea", new Rectangle(0, 0, (int)IndicatorSprite.size.X, (int)IndicatorSprite.size.Y));
break;
case "vitalitymultiplier":
if (subElement.Attribute("name") != null)
{
DebugConsole.ThrowError("Error in character health config (" + characterHealth.Character.Name + ") - define vitality multipliers using affliction identifiers or types instead of names.");
continue;
}
string afflictionIdentifier = subElement.GetAttributeString("identifier", "");
string afflictionType = subElement.GetAttributeString("type", "");
float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
if (!string.IsNullOrEmpty(afflictionIdentifier))
{
VitalityMultipliers.Add(afflictionIdentifier.ToLowerInvariant(), multiplier);
}
else
{
VitalityTypeMultipliers.Add(afflictionType.ToLowerInvariant(), multiplier);
}
break;
}
}
}
public List<Affliction> GetActiveAfflictions(AfflictionPrefab prefab)
{
return Afflictions.FindAll(a => a.Prefab == prefab);
}
public List<Affliction> GetActiveAfflictions(string afflictionType)
{
return Afflictions.FindAll(a => a.Prefab.AfflictionType == afflictionType);
}
}
const float InsufficientOxygenThreshold = 30.0f;
const float LowOxygenThreshold = 50.0f;
protected float minVitality, maxVitality;
public bool Unkillable;
//bleeding settings
public bool DoesBleed { get; private set; }
public bool UseHealthWindow { get; set; }
private List<LimbHealth> limbHealths = new List<LimbHealth>();
//non-limb-specific afflictions
private List<Affliction> afflictions = new List<Affliction>();
private HashSet<Affliction> irremovableAfflictions = new HashSet<Affliction>();
private Affliction bloodlossAffliction;
private Affliction oxygenLowAffliction;
private Affliction pressureAffliction;
private Affliction stunAffliction;
public bool IsUnconscious
{
get { return Vitality <= 0.0f; }
}
public float CrushDepth { get; private set; }
public float Vitality { get; private set; }
public float MaxVitality
{
get
{
if (Character?.Info?.Job?.Prefab != null)
{
return maxVitality + Character.Info.Job.Prefab.VitalityModifier;
}
return maxVitality;
}
}
public float MinVitality
{
get
{
if (Character?.Info?.Job?.Prefab != null)
{
return -MaxVitality;
}
return minVitality;
}
}
public float OxygenAmount
{
get
{
if (!Character.NeedsAir || Unkillable) return 100.0f;
return -oxygenLowAffliction.Strength + 100;
}
set
{
if (!Character.NeedsAir || Unkillable) return;
oxygenLowAffliction.Strength = MathHelper.Clamp(-value + 100, 0.0f, 200.0f);
}
}
public float BloodlossAmount
{
get { return bloodlossAffliction.Strength; }
set { bloodlossAffliction.Strength = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public float StunTimer
{
get { return stunAffliction.Strength; }
set { stunAffliction.Strength = MathHelper.Clamp(value, 0.0f, stunAffliction.Prefab.MaxStrength); }
}
public Affliction PressureAffliction
{
get { return pressureAffliction; }
}
public Character Character { get; private set; }
public CharacterHealth(Character character)
{
this.Character = character;
Vitality = 100.0f;
maxVitality = 100.0f;
DoesBleed = true;
UseHealthWindow = false;
InitIrremovableAfflictions();
limbHealths.Add(new LimbHealth());
InitProjSpecific(null, character);
}
public CharacterHealth(XElement element, Character character)
{
this.Character = character;
InitIrremovableAfflictions();
CrushDepth = element.GetAttributeFloat("crushdepth", float.NegativeInfinity);
maxVitality = element.GetAttributeFloat("vitality", 100.0f);
Vitality = maxVitality;
DoesBleed = element.GetAttributeBool("doesbleed", true);
UseHealthWindow = element.GetAttributeBool("usehealthwindow", false);
minVitality = (character.ConfigPath == Character.HumanConfigFile) ? -100.0f : 0.0f;
limbHealths.Clear();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "limb") continue;
limbHealths.Add(new LimbHealth(subElement, this));
}
if (limbHealths.Count == 0)
{
limbHealths.Add(new LimbHealth());
}
InitProjSpecific(element, character);
}
private void InitIrremovableAfflictions()
{
irremovableAfflictions.Add(bloodlossAffliction = new Affliction(AfflictionPrefab.Bloodloss, 0.0f));
irremovableAfflictions.Add(stunAffliction = new Affliction(AfflictionPrefab.Stun, 0.0f));
irremovableAfflictions.Add(pressureAffliction = new Affliction(AfflictionPrefab.Pressure, 0.0f));
irremovableAfflictions.Add(oxygenLowAffliction = new Affliction(AfflictionPrefab.OxygenLow, 0.0f));
foreach (Affliction affliction in irremovableAfflictions)
{
afflictions.Add(affliction);
}
}
partial void InitProjSpecific(XElement element, Character character);
public IEnumerable<Affliction> GetAllAfflictions()
{
return afflictions.Concat(limbHealths.SelectMany(lh => lh.Afflictions).ToList());
}
public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
{
foreach (Affliction affliction in afflictions)
{
if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
}
if (!allowLimbAfflictions) return null;
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
{
if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
}
}
return null;
}
public Affliction GetAffliction(string afflictionType, Limb limb)
{
foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
{
if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
}
return null;
}
public Limb GetAfflictionLimb(Affliction affliction)
{
for (int i = 0; i < limbHealths.Count; i++)
{
if (!limbHealths[i].Afflictions.Contains(affliction)) continue;
return Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i);
}
return null;
}
/// <summary>
/// Get the total strength of the afflictions of a specific type attached to a specific limb
/// </summary>
/// <param name="afflictionType">Type of the affliction</param>
/// <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)
{
if (requireLimbSpecific && limbHealths.Count == 1) return 0.0f;
float strength = 0.0f;
foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
}
return strength;
}
public float GetAfflictionStrength(string afflictionType, bool allowLimbAfflictions = true)
{
float strength = 0.0f;
foreach (Affliction affliction in afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
}
if (!allowLimbAfflictions) return strength;
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
}
}
return strength;
}
public void ApplyAffliction(Limb targetLimb, Affliction affliction)
{
if (Unkillable) { return; }
if (affliction.Prefab.LimbSpecific)
{
if (targetLimb == null)
{
//if a limb-specific affliction is applied to no specific limb, apply to all limbs
foreach (LimbHealth limbHealth in limbHealths)
{
AddLimbAffliction(limbHealth, affliction);
}
}
else
{
AddLimbAffliction(targetLimb, affliction);
}
}
else
{
AddAffliction(affliction);
}
}
public void ReduceAffliction(Limb targetLimb, string affliction, float amount)
{
affliction = affliction.ToLowerInvariant();
List<Affliction> matchingAfflictions = new List<Affliction>(afflictions);
if (targetLimb != null)
{
matchingAfflictions.AddRange(limbHealths[targetLimb.HealthIndex].Afflictions);
}
else
{
foreach (LimbHealth limbHealth in limbHealths)
{
matchingAfflictions.AddRange(limbHealth.Afflictions);
}
}
matchingAfflictions.RemoveAll(a =>
a.Prefab.Identifier.ToLowerInvariant() != affliction &&
a.Prefab.AfflictionType.ToLowerInvariant() != affliction);
if (matchingAfflictions.Count == 0) return;
do
{
float reduceAmount = amount / matchingAfflictions.Count;
for (int i = matchingAfflictions.Count - 1; i >= 0; i--)
{
var matchingAffliction = matchingAfflictions[i];
if (matchingAffliction.Strength < reduceAmount)
{
amount -= matchingAffliction.Strength;
matchingAffliction.Strength = 0.0f;
matchingAfflictions.RemoveAt(i);
SteamAchievementManager.OnAfflictionRemoved(matchingAffliction, Character);
}
else
{
matchingAffliction.Strength -= reduceAmount;
amount -= reduceAmount;
}
}
} while (matchingAfflictions.Count > 0 && amount > 0.0f);
}
public void ApplyDamage(Limb hitLimb, AttackResult attackResult)
{
if (Unkillable) { return; }
if (hitLimb.HealthIndex < 0 || hitLimb.HealthIndex >= limbHealths.Count)
{
DebugConsole.ThrowError("Limb health index out of bounds. Character\"" + Character.Name +
"\" only has health configured for" + limbHealths.Count + " limbs but the limb " + hitLimb.type + " is targeting index " + hitLimb.HealthIndex);
return;
}
foreach (Affliction newAffliction in attackResult.Afflictions)
{
if (newAffliction.Prefab.LimbSpecific)
{
AddLimbAffliction(hitLimb, newAffliction);
}
else
{
AddAffliction(newAffliction);
}
}
}
public void SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount)
{
if (Unkillable) { return; }
foreach (LimbHealth limbHealth in limbHealths)
{
limbHealth.Afflictions.RemoveAll(a =>
a.Prefab.AfflictionType == AfflictionPrefab.InternalDamage.AfflictionType ||
a.Prefab.AfflictionType == AfflictionPrefab.Burn.AfflictionType ||
a.Prefab.AfflictionType == AfflictionPrefab.Bleeding.AfflictionType);
if (damageAmount > 0.0f) limbHealth.Afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(damageAmount));
if (bleedingDamageAmount > 0.0f && DoesBleed) limbHealth.Afflictions.Add(AfflictionPrefab.Bleeding.Instantiate(bleedingDamageAmount));
if (burnDamageAmount > 0.0f) limbHealth.Afflictions.Add(AfflictionPrefab.Burn.Instantiate(burnDamageAmount));
}
CalculateVitality();
if (Vitality <= MinVitality) { Kill(); }
}
public void RemoveAllAfflictions()
{
foreach (LimbHealth limbHealth in limbHealths)
{
limbHealth.Afflictions.Clear();
}
afflictions.RemoveAll(a => !irremovableAfflictions.Contains(a));
foreach (Affliction affliction in irremovableAfflictions)
{
affliction.Strength = 0.0f;
}
}
private void AddLimbAffliction(Limb limb, Affliction newAffliction)
{
if (!newAffliction.Prefab.LimbSpecific) return;
AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction);
}
private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction)
{
if (!DoesBleed && newAffliction is AfflictionBleeding) return;
if (!Character.NeedsAir && newAffliction.Prefab == AfflictionPrefab.OxygenLow) return;
foreach (Affliction affliction in limbHealth.Afflictions)
{
if (newAffliction.Prefab == affliction.Prefab)
{
affliction.Strength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + newAffliction.Strength * (100.0f / MaxVitality));
affliction.Source = newAffliction.Source;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
return;
}
}
//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
//or modify the affliction instance of an Attack or a StatusEffect
var copyAffliction = newAffliction.Prefab.Instantiate(
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality)),
newAffliction.Source);
limbHealth.Afflictions.Add(copyAffliction);
CalculateVitality();
if (Vitality <= MinVitality) Kill();
}
private void AddAffliction(Affliction newAffliction)
{
if (!DoesBleed && newAffliction is AfflictionBleeding) return;
if (!Character.NeedsAir && newAffliction.Prefab == AfflictionPrefab.OxygenLow) return;
foreach (Affliction affliction in afflictions)
{
if (newAffliction.Prefab == affliction.Prefab)
{
float newStrength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + newAffliction.Strength * (100.0f / MaxVitality));
if (affliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
affliction.Strength = newStrength;
affliction.Source = newAffliction.Source;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
return;
}
}
//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
//or modify the affliction instance of an Attack or a StatusEffect
afflictions.Add(newAffliction.Prefab.Instantiate(
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality)),
source: newAffliction.Source));
CalculateVitality();
if (Vitality <= MinVitality) Kill();
}
public void Update(float deltaTime)
{
UpdateOxygen(deltaTime);
for (int i = 0; i < limbHealths.Count; i++)
{
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
{
if (limbHealths[i].Afflictions[j].Strength <= 0.0f)
{
SteamAchievementManager.OnAfflictionRemoved(limbHealths[i].Afflictions[j], Character);
limbHealths[i].Afflictions.RemoveAt(j);
}
}
foreach (Affliction affliction in limbHealths[i].Afflictions)
{
Limb targetLimb = Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i);
affliction.Update(this, targetLimb, deltaTime);
affliction.DamagePerSecondTimer += deltaTime;
if (affliction is AfflictionBleeding)
{
UpdateBleedingProjSpecific((AfflictionBleeding)affliction, targetLimb, deltaTime);
}
}
}
for (int i = afflictions.Count - 1; i >= 0; i--)
{
if (irremovableAfflictions.Contains(afflictions[i])) continue;
if (afflictions[i].Strength <= 0.0f)
{
SteamAchievementManager.OnAfflictionRemoved(afflictions[i], Character);
afflictions.RemoveAt(i);
}
}
for (int i = 0; i < afflictions.Count; i++)
{
afflictions[i].Update(this, null, deltaTime);
afflictions[i].DamagePerSecondTimer += deltaTime;
}
#if CLIENT
foreach (Limb limb in Character.AnimController.Limbs)
{
limb.BurnOverlayStrength = 0.0f;
limb.DamageOverlayStrength = 0.0f;
if (limbHealths[limb.HealthIndex].Afflictions.Count == 0) continue;
foreach (Affliction a in limbHealths[limb.HealthIndex].Afflictions)
{
limb.BurnOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.BurnOverlayAlpha;
limb.DamageOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.DamageOverlayAlpha;
}
limb.BurnOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count;
limb.DamageOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count;
}
#endif
CalculateVitality();
if (Vitality <= MinVitality) Kill();
}
private void UpdateOxygen(float deltaTime)
{
if (!Character.NeedsAir) return;
float prevOxygen = OxygenAmount;
if (IsUnconscious)
{
//the character dies of oxygen deprivation in 100 seconds after losing consciousness
OxygenAmount = MathHelper.Clamp(OxygenAmount - 1.0f * deltaTime, -100.0f, 100.0f);
}
else
{
OxygenAmount = MathHelper.Clamp(OxygenAmount + deltaTime * (Character.OxygenAvailable < InsufficientOxygenThreshold ? -5.0f : 10.0f), -100.0f, 100.0f);
}
UpdateOxygenProjSpecific(prevOxygen);
}
partial void UpdateOxygenProjSpecific(float prevOxygen);
partial void UpdateBleedingProjSpecific(AfflictionBleeding affliction, Limb targetLimb, float deltaTime);
public void CalculateVitality()
{
Vitality = MaxVitality;
if (Unkillable) { return; }
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
{
float vitalityDecrease = affliction.GetVitalityDecrease(this);
if (limbHealth.VitalityMultipliers.ContainsKey(affliction.Prefab.Identifier.ToLowerInvariant()))
{
vitalityDecrease *= limbHealth.VitalityMultipliers[affliction.Prefab.Identifier.ToLowerInvariant()];
}
if (limbHealth.VitalityTypeMultipliers.ContainsKey(affliction.Prefab.AfflictionType.ToLowerInvariant()))
{
vitalityDecrease *= limbHealth.VitalityTypeMultipliers[affliction.Prefab.AfflictionType.ToLowerInvariant()];
}
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
}
foreach (Affliction affliction in afflictions)
{
float vitalityDecrease = affliction.GetVitalityDecrease(this);
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
}
private void Kill()
{
if (Unkillable) { return; }
var causeOfDeath = GetCauseOfDeath();
Character.Kill(causeOfDeath.First, causeOfDeath.Second);
}
public Pair<CauseOfDeathType, Affliction> GetCauseOfDeath()
{
List<Affliction> currentAfflictions = GetAllAfflictions(true);
Affliction strongestAffliction = null;
float largestStrength = 0.0f;
foreach (Affliction affliction in currentAfflictions)
{
if (strongestAffliction == null || affliction.GetVitalityDecrease(this) > largestStrength)
{
strongestAffliction = affliction;
largestStrength = affliction.GetVitalityDecrease(this);
}
}
CauseOfDeathType causeOfDeath = strongestAffliction == null ? CauseOfDeathType.Unknown : CauseOfDeathType.Affliction;
if (strongestAffliction == oxygenLowAffliction)
{
causeOfDeath = Character.AnimController.InWater ? CauseOfDeathType.Drowning : CauseOfDeathType.Suffocation;
}
return new Pair<CauseOfDeathType, Affliction>(causeOfDeath, strongestAffliction);
}
private List<Affliction> GetAllAfflictions(bool mergeSameAfflictions)
{
List<Affliction> allAfflictions = new List<Affliction>(afflictions);
foreach (LimbHealth limbHealth in limbHealths)
{
allAfflictions.AddRange(limbHealth.Afflictions);
}
if (mergeSameAfflictions)
{
List<Affliction> mergedAfflictions = new List<Affliction>();
foreach (Affliction affliction in allAfflictions)
{
var existingAffliction = mergedAfflictions.Find(a => a.Prefab == affliction.Prefab);
if (existingAffliction == null)
{
var newAffliction = affliction.Prefab.Instantiate(affliction.Strength);
newAffliction.DamagePerSecond = affliction.DamagePerSecond;
newAffliction.DamagePerSecondTimer = affliction.DamagePerSecondTimer;
mergedAfflictions.Add(newAffliction);
}
else
{
existingAffliction.DamagePerSecond += affliction.DamagePerSecond;
existingAffliction.Strength += affliction.Strength;
}
}
return mergedAfflictions;
}
return allAfflictions;
}
public void ServerWrite(NetBuffer msg)
{
List<Affliction> activeAfflictions = afflictions.FindAll(a => a.Strength > 0.0f && a.Strength >= a.Prefab.ActivationThreshold);
msg.Write((byte)activeAfflictions.Count);
foreach (Affliction affliction in activeAfflictions)
{
msg.WriteRangedInteger(0, AfflictionPrefab.List.Count - 1, AfflictionPrefab.List.IndexOf(affliction.Prefab));
msg.Write(affliction.Strength);
}
List<Pair<LimbHealth, Affliction>> limbAfflictions = new List<Pair<LimbHealth, Affliction>>();
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction limbAffliction in limbHealth.Afflictions)
{
if (limbAffliction.Strength <= 0.0f || limbAffliction.Strength < limbAffliction.Prefab.ActivationThreshold) continue;
limbAfflictions.Add(new Pair<LimbHealth, Affliction>(limbHealth, limbAffliction));
}
}
msg.Write((byte)limbAfflictions.Count);
foreach (var limbAffliction in limbAfflictions)
{
msg.WriteRangedInteger(0, limbHealths.Count - 1, limbHealths.IndexOf(limbAffliction.First));
msg.WriteRangedInteger(0, AfflictionPrefab.List.Count - 1, AfflictionPrefab.List.IndexOf(limbAffliction.Second.Prefab));
msg.Write(limbAffliction.Second.Strength);
}
}
public void Remove()
{
RemoveProjSpecific();
}
partial void RemoveProjSpecific();
}
}
@@ -0,0 +1,94 @@
using Microsoft.Xna.Framework;
using System.Xml.Linq;
namespace Barotrauma
{
class DamageModifier
{
[Serialize(1.0f, false)]
public float DamageMultiplier
{
get;
private set;
}
[Serialize("0.0,360", false)]
public Vector2 ArmorSector
{
get;
private set;
}
[Serialize(true, false)]
public bool IsArmor
{
get;
private set;
}
[Serialize(false, false)]
public bool DeflectProjectiles
{
get;
private set;
}
public string[] AfflictionIdentifiers
{
get;
private set;
}
public string[] AfflictionTypes
{
get;
private set;
}
#if CLIENT
[Serialize("", false)]
public string DamageSound
{
get;
private set;
}
#endif
public DamageModifier(XElement element, string parentDebugName)
{
SerializableProperty.DeserializeProperties(this, element);
ArmorSector = new Vector2(MathHelper.ToRadians(ArmorSector.X), MathHelper.ToRadians(ArmorSector.Y));
if (element.Attribute("afflictionnames") != null)
{
DebugConsole.ThrowError("Error in DamageModifier config (" + parentDebugName + ") - define afflictions using identifiers or types instead of names.");
}
AfflictionIdentifiers = element.GetAttributeStringArray("afflictionidentifiers", new string[0]);
for (int i = 0; i < AfflictionIdentifiers.Length; i++)
{
AfflictionIdentifiers[i] = AfflictionIdentifiers[i].ToLowerInvariant();
}
AfflictionTypes = element.GetAttributeStringArray("afflictiontypes", new string[0]);
for (int i = 0; i < AfflictionTypes.Length; i++)
{
AfflictionTypes[i] = AfflictionTypes[i].ToLowerInvariant();
}
}
public bool MatchesAffliction(Affliction affliction)
{
foreach (string afflictionName in AfflictionIdentifiers)
{
if (affliction.Prefab.Identifier.ToLowerInvariant() == afflictionName) return true;
}
foreach (string afflictionType in AfflictionTypes)
{
if (affliction.Prefab.AfflictionType.ToLowerInvariant() == afflictionType) return true;
}
return false;
}
}
}