v0.1
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@@ -0,0 +1,116 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Xml.Linq;
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namespace Subsurface
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{
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public enum DamageType { None, Blunt, Slash }
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public enum AttackType
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{
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None, PinchCW, PinchCCW
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}
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struct AttackResult
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{
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public readonly float Damage;
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public readonly float Bleeding;
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public readonly bool HitArmor;
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public AttackResult(float damage, float bleeding, bool hitArmor=false)
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{
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this.Damage = damage;
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this.Bleeding = bleeding;
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this.HitArmor = hitArmor;
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}
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}
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class Attack
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{
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public readonly AttackType Type;
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public readonly float Range;
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public readonly float Duration;
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public readonly DamageType DamageType;
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public readonly float StructureDamage;
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public readonly float Damage;
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public readonly float BleedingDamage;
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public readonly float Stun;
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private float priority;
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public Attack(XElement element)
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{
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try
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{
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Type = (AttackType)Enum.Parse(typeof(AttackType), element.Attribute("type").Value, true);
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}
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catch
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{
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Type = AttackType.None;
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}
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try
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{
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DamageType = (DamageType)Enum.Parse(typeof(DamageType), ToolBox.GetAttributeString(element, "damagetype", "None"), true);
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}
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catch
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{
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DamageType = DamageType.None;
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}
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Damage = ToolBox.GetAttributeFloat(element, "damage", 0.0f);
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StructureDamage = ToolBox.GetAttributeFloat(element, "structuredamage", 0.0f);
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BleedingDamage = ToolBox.GetAttributeFloat(element, "bleedingdamage", 0.0f);
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Stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
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Range = FarseerPhysics.ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "range", 0.0f));
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Duration = ToolBox.GetAttributeFloat(element, "duration", 0.0f);
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priority = ToolBox.GetAttributeFloat(element, "priority", 1.0f);
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}
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public AttackResult DoDamage(IDamageable target, Vector2 position, float deltaTime, bool playSound = true)
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{
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float damageAmount = 0.0f;
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//DamageSoundType damageSoundType = DamageSoundType.None;
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if (target as Character == null)
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{
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damageAmount = StructureDamage;
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//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt: DamageSoundType.StructureSlash;
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}
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else
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{
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damageAmount = Damage;
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//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
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}
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//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
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//if (playSound) AmbientSoundManager.PlayDamageSound(damageSoundType, damageAmount, position);
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if (Duration > 0.0f) damageAmount *= deltaTime;
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float bleedingAmount = (Duration == 0.0f) ? BleedingDamage : BleedingDamage * deltaTime;
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if (damageAmount > 0.0f)
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{
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return target.AddDamage(position, DamageType, damageAmount, bleedingAmount, Stun, playSound);
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}
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else
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{
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return new AttackResult(0.0f, 0.0f);
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}
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}
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}
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}
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