38f1ddb...178a853: v0.8.9.1, removed content folder
This commit is contained in:
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class CharacterHealth
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{
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class LimbHealth
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{
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public Sprite IndicatorSprite;
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public Rectangle HighlightArea;
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public readonly string Name;
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public readonly List<Affliction> Afflictions = new List<Affliction>();
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public readonly Dictionary<string, float> VitalityMultipliers = new Dictionary<string, float>();
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public readonly Dictionary<string, float> VitalityTypeMultipliers = new Dictionary<string, float>();
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private readonly CharacterHealth characterHealth;
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public float TotalDamage
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{
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get { return Afflictions.Sum(a => a.GetVitalityDecrease(characterHealth)); }
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}
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public LimbHealth() { }
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public LimbHealth(XElement element, CharacterHealth characterHealth)
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{
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Name = TextManager.Get("HealthLimbName." + element.GetAttributeString("name", ""));
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this.characterHealth = characterHealth;
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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IndicatorSprite = new Sprite(subElement);
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HighlightArea = subElement.GetAttributeRect("highlightarea", new Rectangle(0, 0, (int)IndicatorSprite.size.X, (int)IndicatorSprite.size.Y));
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break;
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case "vitalitymultiplier":
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if (subElement.Attribute("name") != null)
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{
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DebugConsole.ThrowError("Error in character health config (" + characterHealth.Character.Name + ") - define vitality multipliers using affliction identifiers or types instead of names.");
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continue;
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}
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string afflictionIdentifier = subElement.GetAttributeString("identifier", "");
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string afflictionType = subElement.GetAttributeString("type", "");
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float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
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if (!string.IsNullOrEmpty(afflictionIdentifier))
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{
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VitalityMultipliers.Add(afflictionIdentifier.ToLowerInvariant(), multiplier);
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}
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else
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{
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VitalityTypeMultipliers.Add(afflictionType.ToLowerInvariant(), multiplier);
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}
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break;
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}
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}
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}
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public List<Affliction> GetActiveAfflictions(AfflictionPrefab prefab)
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{
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return Afflictions.FindAll(a => a.Prefab == prefab);
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}
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public List<Affliction> GetActiveAfflictions(string afflictionType)
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{
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return Afflictions.FindAll(a => a.Prefab.AfflictionType == afflictionType);
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}
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}
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const float InsufficientOxygenThreshold = 30.0f;
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const float LowOxygenThreshold = 50.0f;
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protected float minVitality, maxVitality;
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public bool Unkillable;
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//bleeding settings
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public bool DoesBleed { get; private set; }
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public bool UseHealthWindow { get; set; }
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private List<LimbHealth> limbHealths = new List<LimbHealth>();
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//non-limb-specific afflictions
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private List<Affliction> afflictions = new List<Affliction>();
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private HashSet<Affliction> irremovableAfflictions = new HashSet<Affliction>();
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private Affliction bloodlossAffliction;
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private Affliction oxygenLowAffliction;
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private Affliction pressureAffliction;
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private Affliction stunAffliction;
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public bool IsUnconscious
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{
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get { return Vitality <= 0.0f; }
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}
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public float CrushDepth { get; private set; }
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public float Vitality { get; private set; }
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public float MaxVitality
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{
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get
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{
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if (Character?.Info?.Job?.Prefab != null)
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{
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return maxVitality + Character.Info.Job.Prefab.VitalityModifier;
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}
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return maxVitality;
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}
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}
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public float MinVitality
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{
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get
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{
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if (Character?.Info?.Job?.Prefab != null)
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{
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return -MaxVitality;
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}
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return minVitality;
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}
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}
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public float OxygenAmount
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{
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get
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{
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if (!Character.NeedsAir || Unkillable) return 100.0f;
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return -oxygenLowAffliction.Strength + 100;
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}
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set
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{
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if (!Character.NeedsAir || Unkillable) return;
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oxygenLowAffliction.Strength = MathHelper.Clamp(-value + 100, 0.0f, 200.0f);
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}
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}
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public float BloodlossAmount
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{
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get { return bloodlossAffliction.Strength; }
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set { bloodlossAffliction.Strength = MathHelper.Clamp(value, 0.0f, 100.0f); }
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}
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public float StunTimer
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{
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get { return stunAffliction.Strength; }
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set { stunAffliction.Strength = MathHelper.Clamp(value, 0.0f, stunAffliction.Prefab.MaxStrength); }
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}
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public Affliction PressureAffliction
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{
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get { return pressureAffliction; }
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}
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public Character Character { get; private set; }
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public CharacterHealth(Character character)
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{
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this.Character = character;
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Vitality = 100.0f;
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maxVitality = 100.0f;
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DoesBleed = true;
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UseHealthWindow = false;
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InitIrremovableAfflictions();
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limbHealths.Add(new LimbHealth());
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InitProjSpecific(null, character);
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}
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public CharacterHealth(XElement element, Character character)
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{
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this.Character = character;
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InitIrremovableAfflictions();
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CrushDepth = element.GetAttributeFloat("crushdepth", float.NegativeInfinity);
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maxVitality = element.GetAttributeFloat("vitality", 100.0f);
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Vitality = maxVitality;
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DoesBleed = element.GetAttributeBool("doesbleed", true);
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UseHealthWindow = element.GetAttributeBool("usehealthwindow", false);
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minVitality = (character.ConfigPath == Character.HumanConfigFile) ? -100.0f : 0.0f;
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limbHealths.Clear();
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "limb") continue;
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limbHealths.Add(new LimbHealth(subElement, this));
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}
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if (limbHealths.Count == 0)
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{
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limbHealths.Add(new LimbHealth());
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}
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InitProjSpecific(element, character);
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}
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private void InitIrremovableAfflictions()
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{
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irremovableAfflictions.Add(bloodlossAffliction = new Affliction(AfflictionPrefab.Bloodloss, 0.0f));
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irremovableAfflictions.Add(stunAffliction = new Affliction(AfflictionPrefab.Stun, 0.0f));
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irremovableAfflictions.Add(pressureAffliction = new Affliction(AfflictionPrefab.Pressure, 0.0f));
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irremovableAfflictions.Add(oxygenLowAffliction = new Affliction(AfflictionPrefab.OxygenLow, 0.0f));
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foreach (Affliction affliction in irremovableAfflictions)
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{
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afflictions.Add(affliction);
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}
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}
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partial void InitProjSpecific(XElement element, Character character);
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public IEnumerable<Affliction> GetAllAfflictions()
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{
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return afflictions.Concat(limbHealths.SelectMany(lh => lh.Afflictions).ToList());
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}
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public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
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{
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foreach (Affliction affliction in afflictions)
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{
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if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
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}
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if (!allowLimbAfflictions) return null;
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foreach (LimbHealth limbHealth in limbHealths)
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{
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foreach (Affliction affliction in limbHealth.Afflictions)
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{
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if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
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}
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}
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return null;
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}
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public Affliction GetAffliction(string afflictionType, Limb limb)
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{
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foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
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{
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if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
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}
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return null;
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}
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public Limb GetAfflictionLimb(Affliction affliction)
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{
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for (int i = 0; i < limbHealths.Count; i++)
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{
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if (!limbHealths[i].Afflictions.Contains(affliction)) continue;
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return Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i);
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}
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return null;
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}
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/// <summary>
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/// Get the total strength of the afflictions of a specific type attached to a specific limb
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/// </summary>
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/// <param name="afflictionType">Type of the affliction</param>
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/// <param name="limb">The limb the affliction is attached to</param>
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/// <param name="requireLimbSpecific">Does the affliction have to be attached to only the specific limb.
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/// Most monsters for example don't have separate healths for different limbs, essentially meaning that every affliction is applied to every limb.</param>
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public float GetAfflictionStrength(string afflictionType, Limb limb, bool requireLimbSpecific)
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{
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if (requireLimbSpecific && limbHealths.Count == 1) return 0.0f;
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float strength = 0.0f;
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foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
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{
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if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
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if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
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}
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return strength;
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}
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public float GetAfflictionStrength(string afflictionType, bool allowLimbAfflictions = true)
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{
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float strength = 0.0f;
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foreach (Affliction affliction in afflictions)
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{
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if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
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if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
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}
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if (!allowLimbAfflictions) return strength;
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foreach (LimbHealth limbHealth in limbHealths)
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{
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foreach (Affliction affliction in limbHealth.Afflictions)
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{
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if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
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if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
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}
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}
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return strength;
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}
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public void ApplyAffliction(Limb targetLimb, Affliction affliction)
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{
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if (Unkillable) { return; }
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if (affliction.Prefab.LimbSpecific)
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{
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if (targetLimb == null)
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{
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//if a limb-specific affliction is applied to no specific limb, apply to all limbs
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foreach (LimbHealth limbHealth in limbHealths)
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{
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AddLimbAffliction(limbHealth, affliction);
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}
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}
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else
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{
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AddLimbAffliction(targetLimb, affliction);
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}
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}
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else
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{
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AddAffliction(affliction);
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}
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}
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public void ReduceAffliction(Limb targetLimb, string affliction, float amount)
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{
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affliction = affliction.ToLowerInvariant();
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List<Affliction> matchingAfflictions = new List<Affliction>(afflictions);
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if (targetLimb != null)
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{
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matchingAfflictions.AddRange(limbHealths[targetLimb.HealthIndex].Afflictions);
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}
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else
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{
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foreach (LimbHealth limbHealth in limbHealths)
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{
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matchingAfflictions.AddRange(limbHealth.Afflictions);
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}
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}
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matchingAfflictions.RemoveAll(a =>
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a.Prefab.Identifier.ToLowerInvariant() != affliction &&
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a.Prefab.AfflictionType.ToLowerInvariant() != affliction);
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if (matchingAfflictions.Count == 0) return;
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do
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{
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float reduceAmount = amount / matchingAfflictions.Count;
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for (int i = matchingAfflictions.Count - 1; i >= 0; i--)
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{
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var matchingAffliction = matchingAfflictions[i];
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if (matchingAffliction.Strength < reduceAmount)
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{
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amount -= matchingAffliction.Strength;
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matchingAffliction.Strength = 0.0f;
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matchingAfflictions.RemoveAt(i);
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SteamAchievementManager.OnAfflictionRemoved(matchingAffliction, Character);
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}
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else
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{
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matchingAffliction.Strength -= reduceAmount;
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amount -= reduceAmount;
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}
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}
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} while (matchingAfflictions.Count > 0 && amount > 0.0f);
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}
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public void ApplyDamage(Limb hitLimb, AttackResult attackResult)
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{
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if (Unkillable) { return; }
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if (hitLimb.HealthIndex < 0 || hitLimb.HealthIndex >= limbHealths.Count)
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{
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DebugConsole.ThrowError("Limb health index out of bounds. Character\"" + Character.Name +
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"\" only has health configured for" + limbHealths.Count + " limbs but the limb " + hitLimb.type + " is targeting index " + hitLimb.HealthIndex);
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return;
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}
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foreach (Affliction newAffliction in attackResult.Afflictions)
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{
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if (newAffliction.Prefab.LimbSpecific)
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{
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AddLimbAffliction(hitLimb, newAffliction);
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}
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else
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{
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AddAffliction(newAffliction);
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}
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}
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}
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public void SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount)
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{
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if (Unkillable) { return; }
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foreach (LimbHealth limbHealth in limbHealths)
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{
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limbHealth.Afflictions.RemoveAll(a =>
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a.Prefab.AfflictionType == AfflictionPrefab.InternalDamage.AfflictionType ||
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a.Prefab.AfflictionType == AfflictionPrefab.Burn.AfflictionType ||
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a.Prefab.AfflictionType == AfflictionPrefab.Bleeding.AfflictionType);
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if (damageAmount > 0.0f) limbHealth.Afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(damageAmount));
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if (bleedingDamageAmount > 0.0f && DoesBleed) limbHealth.Afflictions.Add(AfflictionPrefab.Bleeding.Instantiate(bleedingDamageAmount));
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if (burnDamageAmount > 0.0f) limbHealth.Afflictions.Add(AfflictionPrefab.Burn.Instantiate(burnDamageAmount));
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}
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CalculateVitality();
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if (Vitality <= MinVitality) { Kill(); }
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}
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public void RemoveAllAfflictions()
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{
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foreach (LimbHealth limbHealth in limbHealths)
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{
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limbHealth.Afflictions.Clear();
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}
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afflictions.RemoveAll(a => !irremovableAfflictions.Contains(a));
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foreach (Affliction affliction in irremovableAfflictions)
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{
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affliction.Strength = 0.0f;
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}
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}
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private void AddLimbAffliction(Limb limb, Affliction newAffliction)
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{
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if (!newAffliction.Prefab.LimbSpecific) return;
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AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction);
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}
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private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction)
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{
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if (!DoesBleed && newAffliction is AfflictionBleeding) return;
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if (!Character.NeedsAir && newAffliction.Prefab == AfflictionPrefab.OxygenLow) return;
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foreach (Affliction affliction in limbHealth.Afflictions)
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{
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if (newAffliction.Prefab == affliction.Prefab)
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{
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affliction.Strength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + newAffliction.Strength * (100.0f / MaxVitality));
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affliction.Source = newAffliction.Source;
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CalculateVitality();
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if (Vitality <= MinVitality) Kill();
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return;
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}
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}
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//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
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//or modify the affliction instance of an Attack or a StatusEffect
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var copyAffliction = newAffliction.Prefab.Instantiate(
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Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality)),
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newAffliction.Source);
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limbHealth.Afflictions.Add(copyAffliction);
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CalculateVitality();
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if (Vitality <= MinVitality) Kill();
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}
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private void AddAffliction(Affliction newAffliction)
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{
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if (!DoesBleed && newAffliction is AfflictionBleeding) return;
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if (!Character.NeedsAir && newAffliction.Prefab == AfflictionPrefab.OxygenLow) return;
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foreach (Affliction affliction in afflictions)
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{
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if (newAffliction.Prefab == affliction.Prefab)
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{
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float newStrength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + newAffliction.Strength * (100.0f / MaxVitality));
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if (affliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
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affliction.Strength = newStrength;
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affliction.Source = newAffliction.Source;
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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();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user