38f1ddb...178a853: v0.8.9.1, removed content folder
This commit is contained in:
@@ -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());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user