Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into unstable

This commit is contained in:
EvilFactory
2022-09-29 12:13:55 -03:00
602 changed files with 19759 additions and 16312 deletions
@@ -60,13 +60,27 @@ namespace Barotrauma
if (vitalityMultipliers != null)
{
float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
vitalityMultipliers.ForEach(i => VitalityMultipliers.Add(i, multiplier));
foreach (var vitalityMultiplier in vitalityMultipliers)
{
VitalityMultipliers.Add(vitalityMultiplier, multiplier);
if (AfflictionPrefab.Prefabs.None(p => p.Identifier == vitalityMultiplier))
{
DebugConsole.AddWarning($"Potentially incorrectly defined vitality multiplier in \"{characterHealth.Character.Name}\". Could not find any afflictions with the identifier \"{vitalityMultiplier}\". Did you mean to define the afflictions by type instead?");
}
}
}
var vitalityTypeMultipliers = subElement.GetAttributeIdentifierArray("type", null) ?? subElement.GetAttributeIdentifierArray("types", null);
if (vitalityTypeMultipliers != null)
{
float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
vitalityTypeMultipliers.ForEach(i => VitalityTypeMultipliers.Add(i, multiplier));
foreach (var vitalityTypeMultiplier in vitalityTypeMultipliers)
{
VitalityTypeMultipliers.Add(vitalityTypeMultiplier, multiplier);
if (AfflictionPrefab.Prefabs.None(p => p.AfflictionType == vitalityTypeMultiplier))
{
DebugConsole.AddWarning($"Potentially incorrectly defined vitality multiplier in \"{characterHealth.Character.Name}\". Could not find any afflictions of the type \"{vitalityTypeMultiplier}\". Did you mean to define the afflictions by identifier instead?");
}
}
}
if (vitalityMultipliers == null && VitalityTypeMultipliers == null)
{
@@ -911,19 +925,11 @@ namespace Barotrauma
float vitalityDecrease = affliction.GetVitalityDecrease(this);
if (limbHealth != null)
{
if (limbHealth.VitalityMultipliers.ContainsKey(affliction.Prefab.Identifier))
{
vitalityDecrease *= limbHealth.VitalityMultipliers[affliction.Prefab.Identifier];
}
if (limbHealth.VitalityTypeMultipliers.ContainsKey(affliction.Prefab.AfflictionType))
{
vitalityDecrease *= limbHealth.VitalityTypeMultipliers[affliction.Prefab.AfflictionType];
}
vitalityDecrease *= GetVitalityMultiplier(affliction, limbHealth);
}
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
#if CLIENT
if (IsUnconscious)
{
@@ -932,6 +938,33 @@ namespace Barotrauma
#endif
}
private float GetVitalityMultiplier(Affliction affliction, LimbHealth limbHealth)
{
float multiplier = 1.0f;
if (limbHealth.VitalityMultipliers.TryGetValue(affliction.Prefab.Identifier, out float vitalityMultiplier))
{
multiplier *= vitalityMultiplier;
}
if (limbHealth.VitalityTypeMultipliers.TryGetValue(affliction.Prefab.AfflictionType, out float vitalityTypeMultiplier))
{
multiplier *= vitalityTypeMultiplier;
}
return multiplier;
}
/// <summary>
/// How much vitality the affliction reduces, taking into account the effects of vitality modifiers on the limb the affliction is on (if limb-based)
/// </summary>
private float GetVitalityDecreaseWithVitalityMultipliers(Affliction affliction)
{
float vitalityDecrease = affliction.GetVitalityDecrease(this);
if (afflictions.TryGetValue(affliction, out LimbHealth limbHealth) && limbHealth != null)
{
vitalityDecrease *= GetVitalityMultiplier(affliction, limbHealth);
}
return vitalityDecrease;
}
private void Kill()
{
if (Unkillable || Character.GodMode) { return; }
@@ -1021,7 +1054,7 @@ namespace Barotrauma
/// <param name="treatmentSuitability">A dictionary where the key is the identifier of the item and the value the suitability</param>
/// <param name="normalize">If true, the suitability values are normalized between 0 and 1. If not, they're arbitrary values defined in the medical item XML, where negative values are unsuitable, and positive ones suitable.</param>
/// <param name="predictFutureDuration">If above 0, the method will take into account how much currently active status effects while affect the afflictions in the next x seconds.</param>
public void GetSuitableTreatments(Dictionary<Identifier, float> treatmentSuitability, bool normalize, Limb limb = null, bool ignoreHiddenAfflictions = false, float predictFutureDuration = 0.0f)
public void GetSuitableTreatments(Dictionary<Identifier, float> treatmentSuitability, bool normalize, Character user, Limb limb = null, bool ignoreHiddenAfflictions = false, float predictFutureDuration = 0.0f)
{
//key = item identifier
//float = suitability
@@ -1045,7 +1078,18 @@ namespace Barotrauma
}
if (strength <= affliction.Prefab.TreatmentThreshold) { continue; }
if (ignoreHiddenAfflictions && strength < affliction.Prefab.ShowIconThreshold) { continue; }
if (ignoreHiddenAfflictions)
{
if (user == Character)
{
if (strength < affliction.Prefab.ShowIconThreshold) { continue; }
}
else
{
if (strength < affliction.Prefab.ShowIconToOthersThreshold) { continue; }
}
}
foreach (KeyValuePair<Identifier, float> treatment in affliction.Prefab.TreatmentSuitability)
{
@@ -1129,17 +1173,17 @@ namespace Barotrauma
activeAfflictions.Add(affliction);
}
}
msg.Write((byte)activeAfflictions.Count);
msg.WriteByte((byte)activeAfflictions.Count);
foreach (Affliction affliction in activeAfflictions)
{
msg.Write(affliction.Prefab.UintIdentifier);
msg.WriteUInt32(affliction.Prefab.UintIdentifier);
msg.WriteRangedSingle(
MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
0.0f, affliction.Prefab.MaxStrength, 8);
msg.Write((byte)affliction.Prefab.PeriodicEffects.Count());
msg.WriteByte((byte)affliction.Prefab.PeriodicEffects.Count);
foreach (AfflictionPrefab.PeriodicEffect periodicEffect in affliction.Prefab.PeriodicEffects)
{
msg.WriteRangedSingle(affliction.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
msg.WriteRangedSingle(affliction.PeriodicEffectTimers[periodicEffect], 0, periodicEffect.MaxInterval, 8);
}
}
@@ -1153,15 +1197,15 @@ namespace Barotrauma
limbAfflictions.Add((limbHealth, limbAffliction));
}
msg.Write((byte)limbAfflictions.Count);
msg.WriteByte((byte)limbAfflictions.Count);
foreach (var (limbHealth, affliction) in limbAfflictions)
{
msg.WriteRangedInteger(limbHealths.IndexOf(limbHealth), 0, limbHealths.Count - 1);
msg.Write(affliction.Prefab.UintIdentifier);
msg.WriteUInt32(affliction.Prefab.UintIdentifier);
msg.WriteRangedSingle(
MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
0.0f, affliction.Prefab.MaxStrength, 8);
msg.Write((byte)affliction.Prefab.PeriodicEffects.Count());
msg.WriteByte((byte)affliction.Prefab.PeriodicEffects.Count);
foreach (AfflictionPrefab.PeriodicEffect periodicEffect in affliction.Prefab.PeriodicEffects)
{
msg.WriteRangedSingle(affliction.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
@@ -1210,7 +1254,7 @@ namespace Barotrauma
}
}
public void Load(XElement element)
public void Load(XElement element, Func<AfflictionPrefab, bool> afflictionPredicate = null)
{
foreach (var subElement in element.Elements())
{
@@ -1243,6 +1287,7 @@ namespace Barotrauma
DebugConsole.ThrowError($"Error while loading character health: affliction \"{id}\" not found.");
return;
}
if (afflictionPredicate != null && !afflictionPredicate.Invoke(afflictionPrefab)) { return; }
float strength = afflictionElement.GetAttributeFloat("strength", 0.0f);
var irremovableAffliction = irremovableAfflictions.FirstOrDefault(a => a.Prefab == afflictionPrefab);
if (irremovableAffliction != null)