Unstable 1.8.4.0

This commit is contained in:
Markus Isberg
2025-03-12 12:56:27 +00:00
parent a4c3e868e4
commit a4a3427e4e
627 changed files with 29860 additions and 10018 deletions
@@ -329,6 +329,11 @@ namespace Barotrauma
/// </summary>
public readonly ImmutableArray<Identifier> ResistanceFor;
/// <summary>
/// List of limb types that the resistance applies to. If empty, the resistance applies to the whole body.
/// </summary>
public readonly ImmutableArray<LimbType> ResistanceLimbs;
[Serialize(0.0f, IsPropertySaveable.No,
description: "The amount of resistance to the afflictions specified by ResistanceFor to apply at this effect's lowest strength.")]
public float MinResistance { get; private set; }
@@ -359,6 +364,18 @@ namespace Barotrauma
description: "Color to tint the affected character's entire body with at this effect's highest strength. The alpha channel is used to determine how much to tint the character.")]
public Color MaxBodyTint { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No,
description: "Range of the \"thermal goggles overlay\" enabled by the affliction.")]
public float ThermalOverlayRange { get; private set; }
[Serialize("255,0,0,255", IsPropertySaveable.No,
description: $"Color of the \"thermal goggles overlay\" enabled by the affliction. Only has an effect if {nameof(ThermalOverlayRange)} is larger than 0.")]
public Color ThermalOverlayColor { get; private set; }
[Serialize(0f, IsPropertySaveable.No,
description: "Multiplier for the convulsion/seizure effect on the character's ragdoll when this effect is active.")]
public float ConvulseAmount { get; private set; }
/// <summary>
/// StatType that will be applied to the affected character when the effect is active that is proportional to the effect's strength.
/// </summary>
@@ -385,7 +402,7 @@ namespace Barotrauma
public readonly float MinValue;
/// <summary>
/// Minimum value to apply
/// Maximum value to apply
/// </summary>
public readonly float MaxValue;
@@ -423,6 +440,8 @@ namespace Barotrauma
SerializableProperty.DeserializeProperties(this, element);
ResistanceFor = element.GetAttributeIdentifierArray("resistancefor", Array.Empty<Identifier>())!.ToImmutableArray();
ResistanceLimbs = element.GetAttributeEnumArray<LimbType>("resistancelimbs", Array.Empty<LimbType>()).ToImmutableArray();
BlockTransformation = element.GetAttributeIdentifierArray("blocktransformation", Array.Empty<Identifier>())!.ToImmutableArray();
var afflictionStatValues = new Dictionary<StatTypes, AppliedStatValue>();
@@ -594,7 +613,7 @@ namespace Barotrauma
}
else
{
MinInterval = Math.Max(element.GetAttributeFloat(nameof(MinInterval), 1.0f), 1.0f);
MinInterval = Math.Max(element.GetAttributeFloat(nameof(MinInterval), 1.0f), 0.1f);
MaxInterval = Math.Max(element.GetAttributeFloat(nameof(MaxInterval), 1.0f), MinInterval);
MinStrength = Math.Max(element.GetAttributeFloat(nameof(MinStrength), 0f), 0f);
MaxStrength = Math.Max(element.GetAttributeFloat(nameof(MaxStrength), MinStrength), MinStrength);
@@ -612,6 +631,7 @@ namespace Barotrauma
public static readonly Identifier SpaceHerpesType = "spaceherpes".ToIdentifier();
public static readonly Identifier AlienInfectedType = "alieninfected".ToIdentifier();
public static readonly Identifier InvertControlsType = "invertcontrols".ToIdentifier();
public static readonly Identifier DisguisedAsHuskType = "disguiseashusk".ToIdentifier();
public static AfflictionPrefab InternalDamage => Prefabs["internaldamage"];
public static AfflictionPrefab BiteWounds => Prefabs["bitewounds"];
@@ -624,7 +644,8 @@ namespace Barotrauma
public static AfflictionPrefab OrganDamage => Prefabs["organdamage"];
public static AfflictionPrefab Stun => Prefabs[StunType];
public static AfflictionPrefab RadiationSickness => Prefabs["radiationsickness"];
public static AfflictionPrefab HuskInfection => Prefabs["huskinfection"];
public static AfflictionPrefab JovianRadiation => Prefabs["jovianradiation"];
public static readonly PrefabCollection<AfflictionPrefab> Prefabs = new PrefabCollection<AfflictionPrefab>();
@@ -641,6 +662,11 @@ namespace Barotrauma
private readonly LocalizedString defaultDescription;
public readonly ImmutableList<Description> Descriptions;
/// <summary>
/// Should the affliction's description be included in the tooltips on the affliction icons above the health bar?
/// </summary>
public readonly bool ShowDescriptionInTooltip;
/// <summary>
/// Arbitrary string that is used to identify the type of the affliction.
/// </summary>
@@ -748,6 +774,12 @@ namespace Barotrauma
/// </summary>
public readonly float TreatmentThreshold;
/// <summary>
/// How strong the affliction needs to be for treatment suggestions to be shown in the health interface.
/// Defaults to <see cref="TreatmentThreshold"/>.
/// </summary>
public readonly float TreatmentSuggestionThreshold;
/// <summary>
/// Bots will not try to treat the affliction if the character has any of these afflictions
/// </summary>
@@ -880,6 +912,8 @@ namespace Barotrauma
{
defaultDescription = defaultDescription.Fallback(fallbackDescription);
}
ShowDescriptionInTooltip = element.GetAttributeBool(nameof(ShowDescriptionInTooltip), true);
IsBuff = element.GetAttributeBool(nameof(IsBuff), false);
AffectMachines = element.GetAttributeBool(nameof(AffectMachines), true);
@@ -898,7 +932,10 @@ namespace Barotrauma
if (element.GetAttribute("nameidentifier") != null)
{
Name = TextManager.Get(element.GetAttributeString("nameidentifier", string.Empty)).Fallback(Name);
string nameIdentifier = element.GetAttributeString("nameidentifier", string.Empty);
Name = TextManager.Get(nameIdentifier)
.Fallback(TextManager.Get($"AfflictionName.{nameIdentifier}"))
.Fallback(Name);
}
LimbSpecific = element.GetAttributeBool("limbspecific", false);
@@ -914,6 +951,12 @@ namespace Barotrauma
HideIconAfterDelay = element.GetAttributeBool(nameof(HideIconAfterDelay), false);
ActivationThreshold = element.GetAttributeFloat(nameof(ActivationThreshold), 0.0f);
if (Identifier == StunType && ActivationThreshold > 0.0f)
{
ActivationThreshold = 0.0f;
DebugConsole.AddWarning($"Error in affliction prefab {Identifier}: activation threshold of the stun affliction must be 0, because the strength of the affliction represents the length of the stun and any amount of stun has an effect.");
}
ShowIconThreshold = element.GetAttributeFloat(nameof(ShowIconThreshold), Math.Max(ActivationThreshold, 0.05f));
ShowIconToOthersThreshold = element.GetAttributeFloat(nameof(ShowIconToOthersThreshold), ShowIconThreshold);
MaxStrength = element.GetAttributeFloat(nameof(MaxStrength), 100.0f);
@@ -922,6 +965,7 @@ namespace Barotrauma
ShowInHealthScannerThreshold = element.GetAttributeFloat(nameof(ShowInHealthScannerThreshold),
Math.Max(ActivationThreshold, AfflictionType == "talentbuff" ? float.MaxValue : ShowIconToOthersThreshold));
TreatmentThreshold = element.GetAttributeFloat(nameof(TreatmentThreshold), Math.Max(ActivationThreshold, 10.0f));
TreatmentSuggestionThreshold = element.GetAttributeFloat(nameof(TreatmentSuggestionThreshold), TreatmentThreshold);
DamageOverlayAlpha = element.GetAttributeFloat(nameof(DamageOverlayAlpha), 0.0f);
BurnOverlayAlpha = element.GetAttributeFloat(nameof(BurnOverlayAlpha), 0.0f);