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
@@ -1,4 +1,4 @@
#nullable enable
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
@@ -23,8 +23,6 @@ namespace Barotrauma
public readonly Map Map;
public readonly RadiationParams Params;
private Affliction? radiationAffliction;
private float radiationTimer;
private float increasedAmount;
@@ -62,7 +60,7 @@ namespace Barotrauma
int amountOfOutposts = Map.Locations.Count(location => location.Type.HasOutpost && !location.IsCriticallyRadiated());
foreach (Location location in Map.Locations.Where(Contains))
foreach (Location location in Map.Locations.Where(l => DepthInRadiation(l) > 0))
{
if (location.IsGateBetweenBiomes)
{
@@ -96,8 +94,6 @@ namespace Barotrauma
increasedAmount = lastIncrease = amount;
}
public void UpdateRadiation(float deltaTime)
{
if (!(GameMain.GameSession?.IsCurrentLocationRadiated() ?? false)) { return; }
@@ -110,55 +106,66 @@ namespace Barotrauma
return;
}
if (radiationAffliction == null)
{
float radiationStrengthChange = AfflictionPrefab.RadiationSickness.Effects.FirstOrDefault()?.StrengthChange ?? 0.0f;
radiationAffliction = new Affliction(
AfflictionPrefab.RadiationSickness,
(Params.RadiationDamageAmount - radiationStrengthChange) * Params.RadiationDamageDelay);
}
radiationTimer = Params.RadiationDamageDelay;
foreach (Character character in Character.CharacterList)
{
if (character.IsDead || character.Removed || !(character.CharacterHealth is { } health)) { continue; }
if (IsEntityRadiated(character))
float depthInRadiation = DepthInRadiation(character);
if (depthInRadiation > 0)
{
var limb = character.AnimController.MainLimb;
AttackResult attackResult = limb.AddDamage(limb.SimPosition, radiationAffliction.ToEnumerable(), playSound: false);
character.CharacterHealth.ApplyDamage(limb, attackResult);
AfflictionPrefab afflictionPrefab;
// Get the related affliction (if necessary, fall back to the traditional radiation sickness for slightly better backwards compatibility)
afflictionPrefab = AfflictionPrefab.JovianRadiation ?? AfflictionPrefab.RadiationSickness;
float currentAfflictionStrength = character.CharacterHealth.GetAfflictionStrengthByIdentifier(afflictionPrefab.Identifier);
// Get Jovian radiation strength, and cancel out the affliction's strength change (meant for decaying it)
// (for simplicity, let's assume each Effect of the Affliction has the same strengthchange)
float addedStrength = Params.RadiationDamageAmount - afflictionPrefab.Effects.FirstOrDefault()?.StrengthChange ?? 0.0f;
// Damage is applied periodically, so we must apply the total damage for the full period at once (after deducting strengthchange)
addedStrength *= Params.RadiationDamageDelay;
// The JovianRadiation affliction has brackets of 25 strength determined by the multiplier (1x = 0-25, 2x = 25-50 etc.)
int multiplier = (int)Math.Ceiling(depthInRadiation / Params.RadiationEffectMultipliedPerPixelDistance);
float growthPotentialInBracket = (multiplier * 25) - currentAfflictionStrength;
if (growthPotentialInBracket > 0)
{
addedStrength = Math.Min(addedStrength, growthPotentialInBracket);
character.CharacterHealth.ApplyAffliction(
character.AnimController?.MainLimb,
afflictionPrefab.Instantiate(addedStrength));
}
}
}
}
public bool Contains(Location location)
public float DepthInRadiation(Location location)
{
return Contains(location.MapPosition);
return DepthInRadiation(location.MapPosition);
}
private float DepthInRadiation(Vector2 pos)
{
return Amount - pos.X;
}
public bool Contains(Vector2 pos)
public float DepthInRadiation(Entity entity)
{
return pos.X < Amount;
}
public bool IsEntityRadiated(Entity entity)
{
if (!Enabled) { return false; }
if (!Enabled) { return 0; }
if (Level.Loaded is { Type: LevelData.LevelType.LocationConnection, StartLocation: { } startLocation, EndLocation: { } endLocation } level)
{
if (Contains(startLocation) && Contains(endLocation)) { return true; }
float distance = MathHelper.Clamp((entity.WorldPosition.X - level.StartPosition.X) / (level.EndPosition.X - level.StartPosition.X), 0.0f, 1.0f);
// Approximate how far between the level start and end points the entity is on the map
float distanceNormalized = MathHelper.Clamp((entity.WorldPosition.X - level.StartPosition.X) / (level.EndPosition.X - level.StartPosition.X), 0.0f, 1.0f);
var (startX, startY) = startLocation.MapPosition;
var (endX, endY) = endLocation.MapPosition;
Vector2 mapPos = new Vector2(startX + (endX - startX), startY + (endY - startY)) * distance;
Vector2 mapPos = new Vector2(startX, startY) + (new Vector2(endX - startX, endY - startY) * distanceNormalized);
return Contains(mapPos);
return DepthInRadiation(mapPos);
}
return false;
return 0;
}
public XElement Save()