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

This commit is contained in:
Evil Factory
2022-04-08 12:52:28 -03:00
990 changed files with 44338 additions and 38589 deletions
@@ -12,7 +12,7 @@ namespace Barotrauma
public string Name => ToString();
public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; set; }
public float PendingAdditionStrength { get; set; }
public float AdditionStrength { get; set; }
@@ -21,7 +21,7 @@ namespace Barotrauma
protected float _strength;
[Serialize(0f, true), Editable]
[Serialize(0f, IsPropertySaveable.Yes), Editable]
public virtual float Strength
{
get { return _strength; }
@@ -43,10 +43,10 @@ namespace Barotrauma
private float _nonClampedStrength = -1;
public float NonClampedStrength => _nonClampedStrength > 0 ? _nonClampedStrength : _strength;
[Serialize("", true), Editable]
public string Identifier { get; private set; }
[Serialize("", IsPropertySaveable.Yes), Editable]
public Identifier Identifier { get; private set; }
[Serialize(1.0f, true, description: "The probability for the affliction to be applied."), Editable(minValue: 0f, maxValue: 1f)]
[Serialize(1.0f, IsPropertySaveable.Yes, description: "The probability for the affliction to be applied."), Editable(minValue: 0f, maxValue: 1f)]
public float Probability { get; set; } = 1.0f;
public float DamagePerSecond;
@@ -73,7 +73,7 @@ namespace Barotrauma
Prefab = prefab;
PendingAdditionStrength = Prefab.GrainBurst;
_strength = strength;
Identifier = prefab?.Identifier;
Identifier = prefab.Identifier;
foreach (var periodicEffect in prefab.PeriodicEffects)
{
@@ -269,14 +269,15 @@ namespace Barotrauma
}
}
public float GetResistance(AfflictionPrefab affliction)
public float GetResistance(Identifier afflictionId)
{
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
var affliction = AfflictionPrefab.Prefabs[afflictionId];
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (!currentEffect.ResistanceFor.Any(r =>
r.Equals(affliction.Identifier, StringComparison.OrdinalIgnoreCase) ||
r.Equals(affliction.AfflictionType, StringComparison.OrdinalIgnoreCase)))
r == affliction.Identifier ||
r == affliction.AfflictionType))
{
return 0.0f;
}
@@ -26,7 +26,7 @@ namespace Barotrauma
private readonly List<Affliction> huskInfection = new List<Affliction>();
[Serialize(0f, true), Editable]
[Serialize(0f, IsPropertySaveable.Yes), Editable]
public override float Strength
{
get { return _strength; }
@@ -41,9 +41,11 @@ namespace Barotrauma
if (previousValue > 0.0f && value <= 0.0f)
{
DeactivateHusk();
highestStrength = 0;
}
}
}
private float highestStrength;
public InfectionState State
{
@@ -75,6 +77,7 @@ namespace Barotrauma
{
if (HuskPrefab == null) { return; }
base.Update(characterHealth, targetLimb, deltaTime);
highestStrength = Math.Max(_strength, highestStrength);
character = characterHealth.Character;
if (character == null) { return; }
@@ -98,7 +101,7 @@ namespace Barotrauma
DeactivateHusk();
if (Prefab is AfflictionPrefabHusk { CauseSpeechImpediment: true })
{
character.SpeechImpediment = 100;
character.SpeechImpediment = 30;
}
State = InfectionState.Transition;
}
@@ -108,6 +111,10 @@ namespace Barotrauma
{
character.SetStun(Rand.Range(2f, 3f));
}
if (Prefab is AfflictionPrefabHusk { CauseSpeechImpediment: true })
{
character.SpeechImpediment = 100;
}
State = InfectionState.Active;
ActivateHusk();
}
@@ -120,7 +127,57 @@ namespace Barotrauma
}
}
partial void UpdateMessages();
private InfectionState? prevDisplayedMessage;
private void UpdateMessages()
{
if (Prefab is AfflictionPrefabHusk { SendMessages: false }) { return; }
if (prevDisplayedMessage.HasValue && prevDisplayedMessage.Value == State) { return; }
if (highestStrength > Strength) { return; }
switch (State)
{
case InfectionState.Dormant:
if (Strength < DormantThreshold * 0.5f)
{
return;
}
if (character == Character.Controlled)
{
#if CLIENT
GUI.AddMessage(TextManager.Get("HuskDormant"), GUIStyle.Red);
#endif
}
else if (character.IsBot)
{
character.Speak(TextManager.Get("dialoghuskdormant").Value, delay: Rand.Range(0.5f, 5.0f), identifier: "huskdormant".ToIdentifier());
}
break;
case InfectionState.Transition:
if (character == Character.Controlled)
{
#if CLIENT
GUI.AddMessage(TextManager.Get("HuskCantSpeak"), GUIStyle.Red);
#endif
}
else if (character.IsBot)
{
character.Speak(TextManager.Get("dialoghuskcantspeak").Value, delay: Rand.Range(0.5f, 5.0f), identifier: "huskcantspeak".ToIdentifier());
}
break;
case InfectionState.Active:
#if CLIENT
if (character == Character.Controlled && character.Params.UseHuskAppendage)
{
GUI.AddMessage(TextManager.GetWithVariable("HuskActivate", "[Attack]", GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Attack)), GUIStyle.Red);
}
#endif
break;
case InfectionState.Final:
default:
break;
}
prevDisplayedMessage = State;
}
private void ApplyDamage(float deltaTime, bool applyForce)
{
@@ -209,12 +266,14 @@ namespace Barotrauma
{
yield return CoroutineStatus.Success;
}
#if SERVER
var client = GameMain.Server?.ConnectedClients.FirstOrDefault(c => c.Character == character);
#endif
character.Enabled = false;
Entity.Spawner.AddToRemoveQueue(character);
Entity.Spawner.AddEntityToRemoveQueue(character);
UnsubscribeFromDeathEvent();
string huskedSpeciesName = GetHuskedSpeciesName(character.SpeciesName, Prefab as AfflictionPrefabHusk);
Identifier huskedSpeciesName = GetHuskedSpeciesName(character.SpeciesName, Prefab as AfflictionPrefabHusk);
CharacterPrefab prefab = CharacterPrefab.FindBySpeciesName(huskedSpeciesName);
if (prefab == null)
@@ -230,8 +289,8 @@ namespace Barotrauma
if (huskCharacterInfo != null)
{
var bodyTint = GetBodyTint();
huskCharacterInfo.SkinColor =
Color.Lerp(huskCharacterInfo.SkinColor, bodyTint.Opaque(), bodyTint.A / 255.0f);
huskCharacterInfo.Head.SkinColor =
Color.Lerp(huskCharacterInfo.Head.SkinColor, bodyTint.Opaque(), bodyTint.A / 255.0f);
}
var husk = Character.Create(huskedSpeciesName, character.WorldPosition, ToolBox.RandomSeed(8), huskCharacterInfo, isRemotePlayer: false, hasAi: true);
@@ -246,7 +305,6 @@ namespace Barotrauma
if (huskPrefab.ControlHusk || GameMain.Lua.game.enableControlHusk)
{
#if SERVER
var client = GameMain.Server?.ConnectedClients.FirstOrDefault(c => c.Character == character);
if (client != null)
{
GameMain.Server.SetClientCharacter(client, husk);
@@ -307,7 +365,7 @@ namespace Barotrauma
yield return CoroutineStatus.Success;
}
public static List<Limb> AttachHuskAppendage(Character character, string afflictionIdentifier, XElement appendageDefinition = null, Ragdoll ragdoll = null)
public static List<Limb> AttachHuskAppendage(Character character, Identifier afflictionIdentifier, ContentXElement appendageDefinition = null, Ragdoll ragdoll = null)
{
var appendage = new List<Limb>();
if (!(AfflictionPrefab.List.FirstOrDefault(ap => ap.Identifier == afflictionIdentifier) is AfflictionPrefabHusk matchingAffliction))
@@ -315,26 +373,26 @@ namespace Barotrauma
DebugConsole.ThrowError($"Could not find an affliction of type 'huskinfection' that matches the affliction '{afflictionIdentifier}'!");
return appendage;
}
string nonhuskedSpeciesName = GetNonHuskedSpeciesName(character.SpeciesName, matchingAffliction);
string huskedSpeciesName = GetHuskedSpeciesName(nonhuskedSpeciesName, matchingAffliction);
Identifier nonhuskedSpeciesName = GetNonHuskedSpeciesName(character.SpeciesName, matchingAffliction);
Identifier huskedSpeciesName = GetHuskedSpeciesName(nonhuskedSpeciesName, matchingAffliction);
CharacterPrefab huskPrefab = CharacterPrefab.FindBySpeciesName(huskedSpeciesName);
if (huskPrefab?.XDocument == null)
if (huskPrefab?.ConfigElement == null)
{
DebugConsole.ThrowError($"Failed to find the config file for the husk infected species with the species name '{huskedSpeciesName}'!");
return appendage;
}
var mainElement = huskPrefab.XDocument.Root.IsOverride() ? huskPrefab.XDocument.Root.FirstElement() : huskPrefab.XDocument.Root;
var mainElement = huskPrefab.ConfigElement;
var element = appendageDefinition;
if (element == null)
{
element = mainElement.GetChildElements("huskappendage").FirstOrDefault(e => e.GetAttributeString("affliction", string.Empty).Equals(afflictionIdentifier));
element = mainElement.GetChildElements("huskappendage").FirstOrDefault(e => e.GetAttributeIdentifier("affliction", Identifier.Empty) == afflictionIdentifier);
}
if (element == null)
{
DebugConsole.ThrowError($"Error in '{huskPrefab.FilePath}': Failed to find a huskappendage that matches the affliction with an identifier '{afflictionIdentifier}'!");
return appendage;
}
string pathToAppendage = element.GetAttributeString("path", string.Empty);
ContentPath pathToAppendage = element.GetAttributeContentPath("path") ?? ContentPath.Empty;
XDocument doc = XMLExtensions.TryLoadXml(pathToAppendage);
if (doc == null) { return appendage; }
if (ragdoll == null)
@@ -345,10 +403,12 @@ namespace Barotrauma
{
ragdoll.Flip();
}
var limbElements = doc.Root.Elements("limb").ToDictionary(e => e.GetAttributeString("id", null), e => e);
foreach (var jointElement in doc.Root.Elements("joint"))
var root = doc.Root.FromPackage(pathToAppendage.ContentPackage);
var limbElements = root.GetChildElements("limb").ToDictionary(e => e.GetAttributeString("id", null), e => e);
foreach (var jointElement in root.GetChildElements("joint"))
{
if (limbElements.TryGetValue(jointElement.GetAttributeString("limb2", null), out XElement limbElement))
if (limbElements.TryGetValue(jointElement.GetAttributeString("limb2", null), out ContentXElement limbElement))
{
var jointParams = new RagdollParams.JointParams(jointElement, ragdoll.RagdollParams);
Limb attachLimb = null;
@@ -389,15 +449,15 @@ namespace Barotrauma
return appendage;
}
public static string GetHuskedSpeciesName(string speciesName, AfflictionPrefabHusk prefab)
public static Identifier GetHuskedSpeciesName(Identifier speciesName, AfflictionPrefabHusk prefab)
{
return prefab.HuskedSpeciesName.Replace(AfflictionPrefabHusk.Tag, speciesName);
}
public static string GetNonHuskedSpeciesName(string huskedSpeciesName, AfflictionPrefabHusk prefab)
public static Identifier GetNonHuskedSpeciesName(Identifier huskedSpeciesName, AfflictionPrefabHusk prefab)
{
string nonTag = prefab.HuskedSpeciesName.Remove(AfflictionPrefabHusk.Tag);
return huskedSpeciesName.ToLowerInvariant().Remove(nonTag);
Identifier nonTag = prefab.HuskedSpeciesName.Remove(AfflictionPrefabHusk.Tag);
return huskedSpeciesName.Remove(nonTag);
}
}
}
@@ -2,28 +2,29 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Xml.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
static class CPRSettings
class CPRSettings : Prefab
{
public static string FilePath { get; private set; }
public static bool IsLoaded { get; private set; }
public static float ReviveChancePerSkill { get; private set; }
public static float ReviveChanceExponent { get; private set; }
public static float ReviveChanceMin { get; private set; }
public static float ReviveChanceMax { get; private set; }
public static float StabilizationPerSkill { get; private set; }
public static float StabilizationMin { get; private set; }
public static float StabilizationMax { get; private set; }
public static float DamageSkillThreshold { get; private set; }
public static float DamageSkillMultiplier { get; private set; }
public readonly static PrefabSelector<CPRSettings> Prefabs = new PrefabSelector<CPRSettings>();
public static CPRSettings Active => Prefabs.ActivePrefab;
private static string insufficientSkillAfflictionIdentifier { get; set; }
public static AfflictionPrefab InsufficientSkillAffliction
public readonly float ReviveChancePerSkill;
public readonly float ReviveChanceExponent;
public readonly float ReviveChanceMin;
public readonly float ReviveChanceMax;
public readonly float StabilizationPerSkill;
public readonly float StabilizationMin;
public readonly float StabilizationMax;
public readonly float DamageSkillThreshold;
public readonly float DamageSkillMultiplier;
private readonly string insufficientSkillAfflictionIdentifier;
public AfflictionPrefab InsufficientSkillAffliction
{
get
{
@@ -34,7 +35,7 @@ namespace Barotrauma
}
}
public static void Load(XElement element, string filePath)
public CPRSettings(XElement element, AfflictionsFile file) : base(file, file.Path.Value.ToIdentifier())
{
ReviveChancePerSkill = Math.Max(element.GetAttributeFloat("revivechanceperskill", 0.01f), 0.0f);
ReviveChanceExponent = Math.Max(element.GetAttributeFloat("revivechanceexponent", 2.0f), 0.0f);
@@ -49,33 +50,26 @@ namespace Barotrauma
DamageSkillMultiplier = MathHelper.Clamp(element.GetAttributeFloat("damageskillmultiplier", 0.1f), 0.0f, 100.0f);
insufficientSkillAfflictionIdentifier = element.GetAttributeString("insufficientskillaffliction", "");
IsLoaded = true;
FilePath = filePath;
}
public static void Unload()
{
IsLoaded = false;
FilePath = null;
}
public override void Dispose() { }
}
class AfflictionPrefabHusk : AfflictionPrefab
{
public AfflictionPrefabHusk(XElement element, string filePath, Type type = null) : base(element, filePath, type)
public AfflictionPrefabHusk(ContentXElement element, AfflictionsFile file, Type type = null) : base(element, file, type)
{
HuskedSpeciesName = element.GetAttributeString("huskedspeciesname", null).ToLowerInvariant();
if (HuskedSpeciesName == null)
HuskedSpeciesName = element.GetAttributeIdentifier("huskedspeciesname", Identifier.Empty);
if (HuskedSpeciesName.IsEmpty)
{
DebugConsole.NewMessage($"No 'huskedspeciesname' defined for the husk affliction ({Identifier}) in {element}", Color.Orange);
HuskedSpeciesName = "[speciesname]husk";
HuskedSpeciesName = "[speciesname]husk".ToIdentifier();
}
TargetSpecies = element.GetAttributeStringArray("targets", new string[0] { }, trim: true, convertToLowerInvariant: true);
TargetSpecies = element.GetAttributeIdentifierArray("targets", Array.Empty<Identifier>(), trim: true);
if (TargetSpecies.Length == 0)
{
DebugConsole.NewMessage($"No 'targets' defined for the husk affliction ({Identifier}) in {element}", Color.Orange);
TargetSpecies = new string[] { "human" };
TargetSpecies = new Identifier[] { CharacterPrefab.HumanSpeciesName };
}
var attachElement = element.GetChildElement("attachlimb");
if (attachElement != null)
@@ -112,9 +106,9 @@ namespace Barotrauma
public float ActiveThreshold, DormantThreshold, TransitionThreshold;
public float TransformThresholdOnDeath;
public readonly string HuskedSpeciesName;
public readonly string[] TargetSpecies;
public const string Tag = "[speciesname]";
public readonly Identifier HuskedSpeciesName;
public readonly Identifier[] TargetSpecies;
public static readonly Identifier Tag = "[speciesname]".ToIdentifier();
public readonly bool TransferBuffs;
public readonly bool SendMessages;
@@ -123,124 +117,122 @@ namespace Barotrauma
public readonly bool ControlHusk;
}
partial class AfflictionPrefab : IPrefab, IDisposable, IHasUintIdentifier
class AfflictionPrefab : PrefabWithUintIdentifier
{
public class Effect
{
//this effect is applied when the strength is within this range
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinStrength { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxStrength { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinVitalityDecrease { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxVitalityDecrease { get; private set; }
//how much the strength of the affliction changes per second
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float StrengthChange { get; private set; }
[Serialize(false, false)]
[Serialize(false, IsPropertySaveable.No)]
public bool MultiplyByMaxVitality { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinScreenBlur { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxScreenBlur { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinScreenDistort { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxScreenDistort { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinRadialDistort { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxRadialDistort { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinChromaticAberration { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxChromaticAberration { get; private set; }
[Serialize("255,255,255,255", false)]
[Serialize("255,255,255,255", IsPropertySaveable.No)]
public Color GrainColor { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinGrainStrength { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxGrainStrength { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float ScreenEffectFluctuationFrequency { get; private set; }
[Serialize(1.0f, false)]
[Serialize(1.0f, IsPropertySaveable.No)]
public float MinAfflictionOverlayAlphaMultiplier { get; private set; }
[Serialize(1.0f, false)]
[Serialize(1.0f, IsPropertySaveable.No)]
public float MaxAfflictionOverlayAlphaMultiplier { get; private set; }
[Serialize(1.0f, false)]
[Serialize(1.0f, IsPropertySaveable.No)]
public float MinBuffMultiplier { get; private set; }
[Serialize(1.0f, false)]
[Serialize(1.0f, IsPropertySaveable.No)]
public float MaxBuffMultiplier { get; private set; }
[Serialize(1.0f, false)]
[Serialize(1.0f, IsPropertySaveable.No)]
public float MinSpeedMultiplier { get; private set; }
[Serialize(1.0f, false)]
[Serialize(1.0f, IsPropertySaveable.No)]
public float MaxSpeedMultiplier { get; private set; }
[Serialize(1.0f, false)]
[Serialize(1.0f, IsPropertySaveable.No)]
public float MinSkillMultiplier { get; private set; }
[Serialize(1.0f, false)]
[Serialize(1.0f, IsPropertySaveable.No)]
public float MaxSkillMultiplier { get; private set; }
private readonly Identifier[] resistanceFor;
public IReadOnlyList<Identifier> ResistanceFor => resistanceFor;
private readonly string[] resistanceFor;
public IEnumerable<string> ResistanceFor
{
get { return resistanceFor; }
}
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinResistance { get; private set; }
[Serialize(0.0f, false)]
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxResistance { get; private set; }
[Serialize("", false)]
public string DialogFlag { get; private set; }
[Serialize("", IsPropertySaveable.No)]
public Identifier DialogFlag { get; private set; }
[Serialize("", false)]
public string Tag { get; private set; }
[Serialize("0,0,0,0", false)]
[Serialize("", IsPropertySaveable.No)]
public Identifier Tag { get; private set; }
[Serialize("0,0,0,0", IsPropertySaveable.No)]
public Color MinFaceTint { get; private set; }
[Serialize("0,0,0,0", false)]
[Serialize("0,0,0,0", IsPropertySaveable.No)]
public Color MaxFaceTint { get; private set; }
[Serialize("0,0,0,0", false)]
[Serialize("0,0,0,0", IsPropertySaveable.No)]
public Color MinBodyTint { get; private set; }
[Serialize("0,0,0,0", false)]
[Serialize("0,0,0,0", IsPropertySaveable.No)]
public Color MaxBodyTint { get; private set; }
/// <summary>
/// Prevents AfflictionHusks with the specified identifier(s) from transforming the character into an AI-controlled character
/// </summary>
public string[] BlockTransformation { get; private set; }
public Identifier[] BlockTransformation { get; private set; }
public readonly Dictionary<StatTypes, (float minValue, float maxValue)> AfflictionStatValues = new Dictionary<StatTypes, (float minValue, float maxValue)>();
public readonly HashSet<AbilityFlags> AfflictionAbilityFlags = new HashSet<AbilityFlags>();
@@ -248,14 +240,14 @@ namespace Barotrauma
//statuseffects applied on the character when the affliction is active
public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
public Effect(XElement element, string parentDebugName)
public Effect(ContentXElement element, string parentDebugName)
{
SerializableProperty.DeserializeProperties(this, element);
resistanceFor = element.GetAttributeStringArray("resistancefor", new string[0], convertToLowerInvariant: true);
BlockTransformation = element.GetAttributeStringArray("blocktransformation", new string[0], convertToLowerInvariant: true);
resistanceFor = element.GetAttributeIdentifierArray("resistancefor", Array.Empty<Identifier>());
BlockTransformation = element.GetAttributeIdentifierArray("blocktransformation", Array.Empty<Identifier>());
foreach (XElement subElement in element.Elements())
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
@@ -288,14 +280,14 @@ namespace Barotrauma
public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
public readonly float MinInterval, MaxInterval;
public PeriodicEffect(XElement element, string parentDebugName)
public PeriodicEffect(ContentXElement element, string parentDebugName)
{
foreach (XElement subElement in element.Elements())
foreach (var subElement in element.Elements())
{
StatusEffects.Add(StatusEffect.Load(subElement, parentDebugName));
}
if (element.Attribute("interval") != null)
if (element.GetAttribute("interval") != null)
{
MinInterval = MaxInterval = Math.Max(element.GetAttributeFloat("interval", 1.0f), 1.0f);
}
@@ -307,48 +299,28 @@ namespace Barotrauma
}
}
public static AfflictionPrefab InternalDamage;
public static AfflictionPrefab ImpactDamage;
public static AfflictionPrefab Bleeding;
public static AfflictionPrefab Burn;
public static AfflictionPrefab OxygenLow;
public static AfflictionPrefab Bloodloss;
public static AfflictionPrefab Pressure;
public static AfflictionPrefab Stun;
public static AfflictionPrefab RadiationSickness;
public static AfflictionPrefab InternalDamage => Prefabs["internaldamage"];
public static AfflictionPrefab ImpactDamage => Prefabs["blunttrauma"];
public static AfflictionPrefab Bleeding => Prefabs["bleeding"];
public static AfflictionPrefab Burn => Prefabs["burn"];
public static AfflictionPrefab OxygenLow => Prefabs["oxygenlow"];
public static AfflictionPrefab Bloodloss => Prefabs["bloodloss"];
public static AfflictionPrefab Pressure => Prefabs["pressure"];
public static AfflictionPrefab Stun => Prefabs["stun"];
public static AfflictionPrefab RadiationSickness => Prefabs["radiationsickness"];
public static readonly PrefabCollection<AfflictionPrefab> Prefabs = new PrefabCollection<AfflictionPrefab>();
private bool disposed = false;
public void Dispose()
{
if (disposed) { return; }
disposed = true;
Prefabs.Remove(this);
}
public override void Dispose() { }
public static IEnumerable<AfflictionPrefab> List
{
get
{
foreach (var prefab in Prefabs)
{
yield return prefab;
}
}
}
public string FilePath { get; private set; }
/// <summary>
/// Unique identifier that's generated by hashing the prefab's string identifier.
/// Used to reduce the amount of bytes needed to write affliction data into network messages in multiplayer.
/// </summary>
public uint UIntIdentifier { get; set; }
public static IEnumerable<AfflictionPrefab> List => Prefabs;
// Arbitrary string that is used to identify the type of the affliction.
public readonly string AfflictionType;
public readonly Identifier AfflictionType;
private readonly ContentXElement configElement;
//Does the affliction affect a specific limb or the whole character
public readonly bool LimbSpecific;
@@ -356,18 +328,14 @@ namespace Barotrauma
//(e.g. mental health problems on head, lack of oxygen on torso...)
public readonly LimbType IndicatorLimb;
public string Identifier { get; private set; }
public string OriginalName { get { return Identifier; } }
public ContentPackage ContentPackage { get; private set; }
public readonly string Name, Description;
public readonly string TranslationOverride;
public readonly LocalizedString Name, Description;
public readonly Identifier TranslationIdentifier;
public readonly bool IsBuff;
public readonly bool HealableInMedicalClinic;
public readonly float HealCostMultiplier;
public readonly int BaseHealCost;
public readonly string CauseOfDeathDescription, SelfCauseOfDeathDescription;
public readonly LocalizedString CauseOfDeathDescription, SelfCauseOfDeathDescription;
//how high the strength has to be for the affliction to take affect
public readonly float ActivationThreshold = 0.0f;
@@ -392,7 +360,7 @@ namespace Barotrauma
public float DamageOverlayAlpha;
//steam achievement given when the affliction is removed from the controlled character
public readonly string AchievementOnRemoved;
public readonly Identifier AchievementOnRemoved;
public readonly Sprite Icon;
public readonly Color[] IconColors;
@@ -407,11 +375,9 @@ namespace Barotrauma
public IList<PeriodicEffect> PeriodicEffects => periodicEffects;
private readonly string typeName;
private readonly ConstructorInfo constructor;
public IEnumerable<KeyValuePair<string, float>> TreatmentSuitability
public IEnumerable<KeyValuePair<Identifier, float>> TreatmentSuitability
{
get
{
@@ -420,255 +386,32 @@ namespace Barotrauma
float suitability = Math.Max(itemPrefab.GetTreatmentSuitability(Identifier), itemPrefab.GetTreatmentSuitability(AfflictionType));
if (suitability > 0.0f)
{
yield return new KeyValuePair<string, float>(itemPrefab.Identifier, suitability);
yield return new KeyValuePair<Identifier, float>(itemPrefab.Identifier, suitability);
}
}
}
}
public static void LoadAll(IEnumerable<ContentFile> files)
public AfflictionPrefab(ContentXElement element, AfflictionsFile file, Type type) : base(file, element.GetAttributeIdentifier("identifier", ""))
{
CPRSettings.Unload();
InternalDamage = null;
ImpactDamage = null;
Bleeding = null;
Burn = null;
OxygenLow = null;
Bloodloss = null;
Pressure = null;
Stun = null;
RadiationSickness = null;
#if CLIENT
CharacterHealth.DamageOverlay?.Remove();
CharacterHealth.DamageOverlay = null;
CharacterHealth.DamageOverlayFile = string.Empty;
#endif
var prevPrefabs = Prefabs.AllPrefabs.SelectMany(kvp => kvp.Value).ToList();
foreach (var prefab in prevPrefabs)
{
prefab?.Dispose();
}
System.Diagnostics.Debug.Assert(Prefabs.Count() == 0, "All previous AfflictionPrefabs were not removed in AfflictionPrefab.LoadAll");
foreach (ContentFile file in files)
{
LoadFromFile(file);
}
if (InternalDamage == null) { DebugConsole.ThrowError("Affliction \"Internal Damage\" not defined in the affliction prefabs."); }
if (Bleeding == null) { DebugConsole.ThrowError("Affliction \"Bleeding\" not defined in the affliction prefabs."); }
if (Burn == null) { DebugConsole.ThrowError("Affliction \"Burn\" not defined in the affliction prefabs."); }
if (OxygenLow == null) { DebugConsole.ThrowError("Affliction \"OxygenLow\" not defined in the affliction prefabs."); }
if (Bloodloss == null) { DebugConsole.ThrowError("Affliction \"Bloodloss\" not defined in the affliction prefabs."); }
if (Pressure == null) { DebugConsole.ThrowError("Affliction \"Pressure\" not defined in the affliction prefabs."); }
if (Stun == null) { DebugConsole.ThrowError("Affliction \"Stun\" not defined in the affliction prefabs."); }
if (RadiationSickness == null) { DebugConsole.ThrowError("Affliction \"RadiationSickness\" not defined in the affliction prefabs."); }
}
public static void LoadFromFile(ContentFile file)
{
XDocument doc = XMLExtensions.TryLoadXml(file.Path);
if (doc == null) { return; }
var mainElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
if (doc.Root.IsOverride())
{
DebugConsole.ThrowError("Cannot override all afflictions, because many of them are required by the main game! Please try overriding them one by one.");
}
List<(AfflictionPrefab prefab, XElement element)> loadedAfflictions = new List<(AfflictionPrefab prefab, XElement element)>();
foreach (XElement element in mainElement.Elements())
{
bool isOverride = element.IsOverride();
XElement sourceElement = isOverride ? element.FirstElement() : element;
string elementName = sourceElement.Name.ToString().ToLowerInvariant();
string identifier = sourceElement.GetAttributeString("identifier", null);
if (!elementName.Equals("cprsettings", StringComparison.OrdinalIgnoreCase) &&
!elementName.Equals("damageoverlay", StringComparison.OrdinalIgnoreCase))
{
if (string.IsNullOrWhiteSpace(identifier))
{
DebugConsole.ThrowError($"No identifier defined for the affliction '{elementName}' in file '{file.Path}'");
continue;
}
if (Prefabs.ContainsKey(identifier))
{
if (isOverride)
{
DebugConsole.NewMessage($"Overriding an affliction or a buff with the identifier '{identifier}' using the file '{file.Path}'", Color.Yellow);
}
else
{
DebugConsole.ThrowError($"Duplicate affliction: '{identifier}' defined in {elementName} of '{file.Path}'");
continue;
}
}
}
string type = sourceElement.GetAttributeString("type", "");
switch (sourceElement.Name.ToString().ToLowerInvariant())
{
case "cprsettings":
type = "cprsettings";
break;
case "damageoverlay":
type = "damageoverlay";
break;
}
AfflictionPrefab prefab = null;
switch (type)
{
case "damageoverlay":
#if CLIENT
if (CharacterHealth.DamageOverlay != null)
{
if (isOverride)
{
DebugConsole.NewMessage($"Overriding damage overlay with '{file.Path}'", Color.Yellow);
}
else
{
DebugConsole.ThrowError($"Error in '{file.Path}': damage overlay already loaded. Add <override></override> tags as the parent of the custom damage overlay sprite to allow overriding the vanilla one.");
break;
}
}
CharacterHealth.DamageOverlay?.Remove();
CharacterHealth.DamageOverlay = new Sprite(element);
CharacterHealth.DamageOverlayFile = file.Path;
#endif
break;
case "bleeding":
prefab = new AfflictionPrefab(sourceElement, file.Path, typeof(AfflictionBleeding));
break;
case "huskinfection":
case "alieninfection":
prefab = new AfflictionPrefabHusk(sourceElement, file.Path, typeof(AfflictionHusk));
break;
case "cprsettings":
if (CPRSettings.IsLoaded)
{
if (isOverride)
{
DebugConsole.NewMessage($"Overriding the CPR settings with '{file.Path}'", Color.Yellow);
}
else
{
DebugConsole.ThrowError($"Error in '{file.Path}': CPR settings already loaded. Add <override></override> tags as the parent of the custom CPRSettings to allow overriding the vanilla values.");
break;
}
}
CPRSettings.Load(sourceElement, file.Path);
break;
case "damage":
case "burn":
case "oxygenlow":
case "bloodloss":
case "stun":
case "pressure":
case "internaldamage":
prefab = new AfflictionPrefab(sourceElement, file.Path, typeof(Affliction))
{
ContentPackage = file.ContentPackage
};
break;
default:
prefab = new AfflictionPrefab(sourceElement, file.Path)
{
ContentPackage = file.ContentPackage
};
break;
}
switch (identifier)
{
case "internaldamage":
InternalDamage = prefab;
break;
case "blunttrauma":
ImpactDamage = prefab;
break;
case "bleeding":
Bleeding = prefab;
break;
case "burn":
Burn = prefab;
break;
case "oxygenlow":
OxygenLow = prefab;
break;
case "bloodloss":
Bloodloss = prefab;
break;
case "pressure":
Pressure = prefab;
break;
case "stun":
Stun = prefab;
break;
case "radiationsickness":
RadiationSickness = prefab;
break;
}
if (ImpactDamage == null) { ImpactDamage = InternalDamage; }
if (prefab != null)
{
loadedAfflictions.Add((prefab, sourceElement));
Prefabs.Add(prefab, isOverride);
prefab.CalculatePrefabUIntIdentifier(Prefabs);
}
}
//load the effects after all the afflictions in the file have been instantiated
//otherwise afflictions can't inflict other afflictions that are defined at a later point in the file
foreach ((AfflictionPrefab prefab, XElement element) in loadedAfflictions)
{
prefab.LoadEffects(element);
}
}
public static void RemoveByFile(string filePath)
{
if (CPRSettings.FilePath == filePath) { CPRSettings.Unload(); }
#if CLIENT
if (CharacterHealth.DamageOverlayFile == filePath)
{
CharacterHealth.DamageOverlay?.Remove();
CharacterHealth.DamageOverlay = null;
}
#endif
Prefabs.RemoveByFile(filePath);
}
public AfflictionPrefab(XElement element, string filePath, Type type = null)
{
FilePath = filePath;
typeName = type == null ? element.Name.ToString() : type.Name;
if (typeName == "InternalDamage" && type == null)
{
type = typeof(Affliction);
}
Identifier = element.GetAttributeString("identifier", "");
AfflictionType = element.GetAttributeString("type", "");
TranslationOverride = element.GetAttributeString("translationoverride", null);
string translationId = TranslationOverride ?? Identifier;
Name = TextManager.Get("AfflictionName." + translationId, true) ?? element.GetAttributeString("name", "");
Description = TextManager.Get("AfflictionDescription." + translationId, true) ?? element.GetAttributeString("description", "");
configElement = element;
AfflictionType = element.GetAttributeIdentifier("type", "");
TranslationIdentifier = element.GetAttributeIdentifier("translationoverride", Identifier);
Name = TextManager.Get($"AfflictionName.{TranslationIdentifier}").Fallback(element.GetAttributeString("name", ""));
Description = TextManager.Get($"AfflictionDescription.{TranslationIdentifier}").Fallback(element.GetAttributeString("description", ""));
IsBuff = element.GetAttributeBool("isbuff", false);
HealableInMedicalClinic = element.GetAttributeBool("healableinmedicalclinic",
!IsBuff &&
!AfflictionType.Equals("geneticmaterialbuff", StringComparison.OrdinalIgnoreCase) &&
!AfflictionType.Equals("geneticmaterialdebuff", StringComparison.OrdinalIgnoreCase));
AfflictionType != "geneticmaterialbuff" &&
AfflictionType != "geneticmaterialdebuff");
HealCostMultiplier = element.GetAttributeFloat(nameof(HealCostMultiplier).ToLowerInvariant(), 1f);
BaseHealCost = element.GetAttributeInt(nameof(BaseHealCost).ToLowerInvariant(), 0);
if (element.Attribute("nameidentifier") != null)
if (element.GetAttribute("nameidentifier") != null)
{
Name = TextManager.Get(element.GetAttributeString("nameidentifier", string.Empty), returnNull: true) ?? Name;
Name = TextManager.Get(element.GetAttributeString("nameidentifier", string.Empty)).Fallback(Name);
}
LimbSpecific = element.GetAttributeBool("limbspecific", false);
@@ -687,7 +430,8 @@ namespace Barotrauma
MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
GrainBurst = element.GetAttributeFloat(nameof(GrainBurst).ToLowerInvariant(), 0.0f);
ShowInHealthScannerThreshold = element.GetAttributeFloat("showinhealthscannerthreshold", Math.Max(ActivationThreshold, AfflictionType == "talentbuff" ? float.MaxValue : 0.05f));
ShowInHealthScannerThreshold = element.GetAttributeFloat("showinhealthscannerthreshold",
Math.Max(ActivationThreshold, AfflictionType == "talentbuff" ? float.MaxValue : ShowIconToOthersThreshold));
TreatmentThreshold = element.GetAttributeFloat("treatmentthreshold", Math.Max(ActivationThreshold, 5.0f));
DamageOverlayAlpha = element.GetAttributeFloat("damageoverlayalpha", 0.0f);
@@ -695,14 +439,14 @@ namespace Barotrauma
KarmaChangeOnApplied = element.GetAttributeFloat("karmachangeonapplied", 0.0f);
CauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeath." + translationId, true) ?? element.GetAttributeString("causeofdeathdescription", "");
SelfCauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeathSelf." + translationId, true) ?? element.GetAttributeString("selfcauseofdeathdescription", "");
CauseOfDeathDescription = TextManager.Get($"AfflictionCauseOfDeath.{TranslationIdentifier}").Fallback(element.GetAttributeString("causeofdeathdescription", ""));
SelfCauseOfDeathDescription = TextManager.Get($"AfflictionCauseOfDeathSelf.{TranslationIdentifier}").Fallback(element.GetAttributeString("selfcauseofdeathdescription", ""));
IconColors = element.GetAttributeColorArray("iconcolors", null);
AfflictionOverlayAlphaIsLinear = element.GetAttributeBool("afflictionoverlayalphaislinear", false);
AchievementOnRemoved = element.GetAttributeString("achievementonremoved", "");
AchievementOnRemoved = element.GetAttributeIdentifier("achievementonremoved", "");
foreach (XElement subElement in element.Elements())
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
@@ -724,43 +468,42 @@ namespace Barotrauma
}
}
try
{
if (type == null)
{
type = Type.GetType("Barotrauma." + typeName, true, true);
if (type == null)
{
DebugConsole.ThrowError("Could not find an affliction class of the type \"" + typeName + "\".");
return;
}
}
}
catch
{
DebugConsole.ThrowError("Could not find an affliction class of the type \"" + typeName + "\".");
type = typeof(Affliction);
}
constructor = type.GetConstructor(new[] { typeof(AfflictionPrefab), typeof(float) });
}
private void LoadEffects(XElement element)
public static void LoadAllEffects()
{
foreach (XElement subElement in element.Elements())
Prefabs.ForEach(p => p.LoadEffects());
}
public static void ClearAllEffects()
{
Prefabs.ForEach(p => p.ClearEffects());
}
public void LoadEffects()
{
ClearEffects();
foreach (var subElement in configElement.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "effect":
effects.Add(new Effect(subElement, Name));
effects.Add(new Effect(subElement, Name.Value));
break;
case "periodiceffect":
periodicEffects.Add(new PeriodicEffect(subElement, Name));
periodicEffects.Add(new PeriodicEffect(subElement, Name.Value));
break;
}
}
}
public void ClearEffects()
{
effects.Clear();
periodicEffects.Clear();
}
#if CLIENT
public void ReloadSoundsIfNeeded()
{
@@ -770,7 +513,7 @@ namespace Barotrauma
{
foreach (var sound in statusEffect.Sounds)
{
if (sound.Sound == null) { Submarine.ReloadRoundSound(sound); }
if (sound.Sound == null) { RoundSound.Reload(sound); }
}
}
}
@@ -780,7 +523,7 @@ namespace Barotrauma
{
foreach (var sound in statusEffect.Sounds)
{
if (sound.Sound == null) { Submarine.ReloadRoundSound(sound); }
if (sound.Sound == null) { RoundSound.Reload(sound); }
}
}
}
@@ -789,7 +532,7 @@ namespace Barotrauma
public override string ToString()
{
return "AfflictionPrefab (" + Name + ")";
return $"AfflictionPrefab ({Name})";
}
public Affliction Instantiate(float strength, Character source = null)
@@ -41,7 +41,7 @@ namespace Barotrauma
invertControlsToggleTimer = 5.0f;
if (Rand.Range(0.0f, 1.0f) < 0.5f)
{
characterHealth.ReduceAffliction(null, "invertcontrols", 100);
characterHealth.ReduceAfflictionOnAllLimbs("invertcontrols".ToIdentifier(), 100);
}
else
{
@@ -20,23 +20,23 @@ namespace Barotrauma
public Rectangle HighlightArea;
public readonly string Name;
public readonly LocalizedString Name;
//public readonly List<Affliction> Afflictions = new List<Affliction>();
public readonly Dictionary<string, float> VitalityMultipliers = new Dictionary<string, float>();
public readonly Dictionary<string, float> VitalityTypeMultipliers = new Dictionary<string, float>();
public readonly Dictionary<Identifier, float> VitalityMultipliers = new Dictionary<Identifier, float>();
public readonly Dictionary<Identifier, float> VitalityTypeMultipliers = new Dictionary<Identifier, float>();
public LimbHealth() { }
public LimbHealth(XElement element, CharacterHealth characterHealth)
public LimbHealth(ContentXElement element, CharacterHealth characterHealth)
{
string limbName = element.GetAttributeString("name", null) ?? "generic";
if (limbName != "generic")
{
Name = TextManager.Get("HealthLimbName." + limbName);
}
foreach (XElement subElement in element.Elements())
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
@@ -48,22 +48,26 @@ namespace Barotrauma
HighlightSprite = new Sprite(subElement);
break;
case "vitalitymultiplier":
if (subElement.Attribute("name") != null)
if (subElement.GetAttribute("name") != null)
{
DebugConsole.ThrowError("Error in character health config (" + characterHealth.Character.Name + ") - define vitality multipliers using affliction identifiers or types instead of names.");
continue;
}
string afflictionIdentifier = subElement.GetAttributeString("identifier", "");
string afflictionType = subElement.GetAttributeString("type", "");
float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
if (!string.IsNullOrEmpty(afflictionIdentifier))
var vitalityMultipliers = subElement.GetAttributeIdentifierArray("identifier", null) ?? subElement.GetAttributeIdentifierArray("identifiers", null);
if (vitalityMultipliers != null)
{
VitalityMultipliers.Add(afflictionIdentifier.ToLowerInvariant(), multiplier);
float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
vitalityMultipliers.ForEach(i => VitalityMultipliers.Add(i, multiplier));
}
else
var vitalityTypeMultipliers = subElement.GetAttributeIdentifierArray("type", null) ?? subElement.GetAttributeIdentifierArray("types", null);
if (vitalityTypeMultipliers != null)
{
VitalityTypeMultipliers.Add(afflictionType.ToLowerInvariant(), multiplier);
float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
vitalityTypeMultipliers.ForEach(i => VitalityTypeMultipliers.Add(i, multiplier));
}
if (vitalityMultipliers == null && VitalityTypeMultipliers == null)
{
DebugConsole.ThrowError($"Error in character health config {characterHealth.Character.Name}: affliction identifier(s) or type(s) not defined in the \"VitalityMultiplier\" elements!");
}
break;
}
@@ -220,7 +224,7 @@ namespace Barotrauma
InitProjSpecific(null, character);
}
public CharacterHealth(XElement element, Character character, XElement limbHealthElement = null)
public CharacterHealth(ContentXElement element, Character character, ContentXElement limbHealthElement = null)
{
this.Character = character;
InitIrremovableAfflictions();
@@ -231,7 +235,7 @@ namespace Barotrauma
limbHealths.Clear();
limbHealthElement ??= element;
foreach (XElement subElement in limbHealthElement.Elements())
foreach (var subElement in limbHealthElement.Elements())
{
if (!subElement.Name.ToString().Equals("limb", StringComparison.OrdinalIgnoreCase)) { continue; }
limbHealths.Add(new LimbHealth(subElement, this));
@@ -256,7 +260,7 @@ namespace Barotrauma
}
}
partial void InitProjSpecific(XElement element, Character character);
partial void InitProjSpecific(ContentXElement element, Character character);
public IReadOnlyCollection<Affliction> GetAllAfflictions()
{
@@ -283,10 +287,13 @@ namespace Barotrauma
private LimbHealth GetMatchingLimbHealth(Limb limb) => limb == null ? null : limbHealths[limb.HealthIndex];
private LimbHealth GetMatchingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb, excludeSevered: false));
public Affliction GetAffliction(string identifier, bool allowLimbAfflictions = true)
public Affliction GetAffliction(string identifier, bool allowLimbAfflictions = true) =>
GetAffliction(identifier.ToIdentifier(), allowLimbAfflictions);
public Affliction GetAffliction(Identifier identifier, bool allowLimbAfflictions = true)
=> GetAffliction(a => a.Prefab.Identifier == identifier, allowLimbAfflictions);
public Affliction GetAfflictionOfType(string afflictionType, bool allowLimbAfflictions = true)
public Affliction GetAfflictionOfType(Identifier afflictionType, bool allowLimbAfflictions = true)
=> GetAffliction(a => a.Prefab.AfflictionType == afflictionType, allowLimbAfflictions);
private Affliction GetAffliction(Func<Affliction, bool> predicate, bool allowLimbAfflictions = true)
@@ -411,7 +418,7 @@ namespace Barotrauma
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
{
var affliction = kvp.Key;
resistance += affliction.GetResistance(afflictionPrefab);
resistance += affliction.GetResistance(afflictionPrefab.Identifier);
}
return 1 - ((1 - resistance) * Character.GetAbilityResistance(afflictionPrefab));
}
@@ -438,37 +445,58 @@ namespace Barotrauma
}
private readonly List<Affliction> matchingAfflictions = new List<Affliction>();
public void ReduceAffliction(Limb targetLimb, string afflictionIdentifier, float amount, ActionType? treatmentAction = null)
public void ReduceAllAfflictionsOnAllLimbs(float amount, ActionType? treatmentAction = null)
{
matchingAfflictions.Clear();
matchingAfflictions.AddRange(afflictions.Keys);
if (targetLimb == null)
{
matchingAfflictions.AddRange(afflictions.Keys);
}
else
{
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
{
var affliction = kvp.Key;
if (kvp.Value == null)
{
matchingAfflictions.Add(affliction);
}
else if (limbHealths[targetLimb.HealthIndex] == kvp.Value)
{
matchingAfflictions.Add(affliction);
}
}
}
ReduceMatchingAfflictions(amount, treatmentAction);
}
public void ReduceAfflictionOnAllLimbs(Identifier affliction, float amount, ActionType? treatmentAction = null)
{
if (affliction.IsEmpty) { throw new ArgumentException($"{nameof(affliction)} is empty"); }
matchingAfflictions.Clear();
matchingAfflictions.AddRange(afflictions.Keys);
matchingAfflictions.RemoveAll(a =>
a.Prefab.Identifier != affliction &&
a.Prefab.AfflictionType != affliction);
ReduceMatchingAfflictions(amount, treatmentAction);
}
if (!string.IsNullOrEmpty(afflictionIdentifier))
{
matchingAfflictions.RemoveAll(a =>
!a.Prefab.Identifier.Equals(afflictionIdentifier, StringComparison.OrdinalIgnoreCase) &&
!a.Prefab.AfflictionType.Equals(afflictionIdentifier, StringComparison.OrdinalIgnoreCase));
}
private IEnumerable<Affliction> GetAfflictionsForLimb(Limb targetLimb)
=> afflictions.Keys.Where(k => afflictions[k] == limbHealths[targetLimb.HealthIndex]);
public void ReduceAllAfflictionsOnLimb(Limb targetLimb, float amount, ActionType? treatmentAction = null)
{
if (targetLimb is null) { throw new ArgumentNullException(nameof(targetLimb)); }
matchingAfflictions.Clear();
matchingAfflictions.AddRange(GetAfflictionsForLimb(targetLimb));
ReduceMatchingAfflictions(amount, treatmentAction);
}
public void ReduceAfflictionOnLimb(Limb targetLimb, Identifier affliction, float amount, ActionType? treatmentAction = null)
{
if (affliction.IsEmpty) { throw new ArgumentException($"{nameof(affliction)} is empty"); }
if (targetLimb is null) { throw new ArgumentNullException(nameof(targetLimb)); }
matchingAfflictions.Clear();
matchingAfflictions.AddRange(GetAfflictionsForLimb(targetLimb));
matchingAfflictions.RemoveAll(a =>
a.Prefab.Identifier != affliction &&
a.Prefab.AfflictionType != affliction);
ReduceMatchingAfflictions(amount, treatmentAction);
}
private void ReduceMatchingAfflictions(float amount, ActionType? treatmentAction)
{
if (matchingAfflictions.Count == 0) { return; }
float reduceAmount = amount / matchingAfflictions.Count;
@@ -640,9 +668,10 @@ namespace Barotrauma
if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
if (Character.Params.Health.StunImmunity && newAffliction.Prefab.AfflictionType == "stun") { return; }
if (Character.Params.Health.PoisonImmunity && newAffliction.Prefab.AfflictionType == "poison") { return; }
if (newAffliction.Prefab is AfflictionPrefabHusk huskPrefab)
{
if (huskPrefab.TargetSpecies.None(s => s.Equals(Character.SpeciesName, StringComparison.OrdinalIgnoreCase)))
if (huskPrefab.TargetSpecies.None(s => s == Character.SpeciesName))
{
return;
}
@@ -719,48 +748,47 @@ namespace Barotrauma
StunTimer = Stun > 0 ? StunTimer + deltaTime : 0;
if (Character.GodMode) { return; }
afflictionsToRemove.Clear();
afflictionsToUpdate.Clear();
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
if (!Character.GodMode)
{
var affliction = kvp.Key;
if (affliction.Strength <= 0.0f)
afflictionsToRemove.Clear();
afflictionsToUpdate.Clear();
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
{
SteamAchievementManager.OnAfflictionRemoved(affliction, Character);
if (!irremovableAfflictions.Contains(affliction)) { afflictionsToRemove.Add(affliction); }
continue;
var affliction = kvp.Key;
if (affliction.Strength <= 0.0f)
{
SteamAchievementManager.OnAfflictionRemoved(affliction, Character);
if (!irremovableAfflictions.Contains(affliction)) { afflictionsToRemove.Add(affliction); }
continue;
}
afflictionsToUpdate.Add(kvp);
}
afflictionsToUpdate.Add(kvp);
}
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictionsToUpdate)
{
var affliction = kvp.Key;
Limb targetLimb = null;
if (kvp.Value != null)
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictionsToUpdate)
{
int healthIndex = limbHealths.IndexOf(kvp.Value);
targetLimb =
Character.AnimController.Limbs.LastOrDefault(l => !l.IsSevered && !l.Hidden && l.HealthIndex == healthIndex) ??
Character.AnimController.MainLimb;
var affliction = kvp.Key;
Limb targetLimb = null;
if (kvp.Value != null)
{
int healthIndex = limbHealths.IndexOf(kvp.Value);
targetLimb =
Character.AnimController.Limbs.LastOrDefault(l => !l.IsSevered && !l.Hidden && l.HealthIndex == healthIndex) ??
Character.AnimController.MainLimb;
}
affliction.Update(this, targetLimb, deltaTime);
affliction.DamagePerSecondTimer += deltaTime;
if (affliction is AfflictionBleeding bleeding)
{
UpdateBleedingProjSpecific(bleeding, targetLimb, deltaTime);
}
Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
}
affliction.Update(this, targetLimb, deltaTime);
affliction.DamagePerSecondTimer += deltaTime;
if (affliction is AfflictionBleeding bleeding)
foreach (var affliction in afflictionsToRemove)
{
UpdateBleedingProjSpecific(bleeding, targetLimb, deltaTime);
}
Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
}
foreach (var affliction in afflictionsToRemove)
{
afflictions.Remove(affliction);
afflictions.Remove(affliction);
}
}
Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.MovementSpeed));
if (Character.InWater)
{
Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.SwimmingSpeed));
@@ -770,13 +798,16 @@ namespace Barotrauma
Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.WalkingSpeed));
}
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
CalculateVitality();
if (Vitality <= MinVitality)
if (!Character.GodMode)
{
Kill();
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
CalculateVitality();
if (Vitality <= MinVitality)
{
Kill();
}
}
}
@@ -965,7 +996,7 @@ 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<string, float> treatmentSuitability, bool normalize, Limb limb = null, bool ignoreHiddenAfflictions = false, float predictFutureDuration = 0.0f)
public void GetSuitableTreatments(Dictionary<Identifier, float> treatmentSuitability, bool normalize, Limb limb = null, bool ignoreHiddenAfflictions = false, float predictFutureDuration = 0.0f)
{
//key = item identifier
//float = suitability
@@ -991,7 +1022,7 @@ namespace Barotrauma
if (strength <= affliction.Prefab.TreatmentThreshold) { continue; }
if (ignoreHiddenAfflictions && strength < affliction.Prefab.ShowIconThreshold) { continue; }
foreach (KeyValuePair<string, float> treatment in affliction.Prefab.TreatmentSuitability)
foreach (KeyValuePair<Identifier, float> treatment in affliction.Prefab.TreatmentSuitability)
{
if (!treatmentSuitability.ContainsKey(treatment.Key))
{
@@ -1008,23 +1039,23 @@ namespace Barotrauma
//normalize the suitabilities to a range of 0 to 1
if (normalize)
{
foreach (string treatment in treatmentSuitability.Keys.ToList())
foreach (Identifier treatment in treatmentSuitability.Keys.ToList())
{
treatmentSuitability[treatment] = (treatmentSuitability[treatment] - minSuitability) / (maxSuitability - minSuitability);
}
}
}
public IEnumerable<string> GetActiveAfflictionTags() => GetActiveAfflictionTags(afflictions.Keys);
public IEnumerable<Identifier> GetActiveAfflictionTags() => GetActiveAfflictionTags(afflictions.Keys);
private readonly HashSet<string> afflictionTags = new HashSet<string>();
public IEnumerable<string> GetActiveAfflictionTags(IEnumerable<Affliction> afflictions)
private readonly HashSet<Identifier> afflictionTags = new HashSet<Identifier>();
public IEnumerable<Identifier> GetActiveAfflictionTags(IEnumerable<Affliction> afflictions)
{
afflictionTags.Clear();
foreach (Affliction affliction in afflictions)
{
var currentEffect = affliction.GetActiveEffect();
if (currentEffect != null && !string.IsNullOrEmpty(currentEffect.Tag))
if (currentEffect != null && !currentEffect.Tag.IsEmpty)
{
afflictionTags.Add(currentEffect.Tag);
}
@@ -1048,10 +1079,10 @@ namespace Barotrauma
}
foreach (var statusEffectAffliction in statusEffect.Parent.ReduceAffliction)
{
if (statusEffectAffliction.affliction.Equals(affliction.Identifier, StringComparison.OrdinalIgnoreCase) ||
statusEffectAffliction.affliction.Equals(affliction.Prefab.AfflictionType, StringComparison.OrdinalIgnoreCase))
if (statusEffectAffliction.AfflictionIdentifier == affliction.Identifier ||
statusEffectAffliction.AfflictionIdentifier == affliction.Prefab.AfflictionType)
{
strength -= statusEffectAffliction.amount * statusEffectDuration;
strength -= statusEffectAffliction.ReduceAmount * statusEffectDuration;
}
}
}
@@ -1076,7 +1107,7 @@ namespace Barotrauma
msg.Write((byte)activeAfflictions.Count);
foreach (Affliction affliction in activeAfflictions)
{
msg.Write(affliction.Prefab.UIntIdentifier);
msg.Write(affliction.Prefab.UintIdentifier);
msg.WriteRangedSingle(
MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
0.0f, affliction.Prefab.MaxStrength, 8);
@@ -1101,7 +1132,7 @@ namespace Barotrauma
foreach (var (limbHealth, affliction) in limbAfflictions)
{
msg.WriteRangedInteger(limbHealths.IndexOf(limbHealth), 0, limbHealths.Count - 1);
msg.Write(affliction.Prefab.UIntIdentifier);
msg.Write(affliction.Prefab.UintIdentifier);
msg.WriteRangedSingle(
MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
0.0f, affliction.Prefab.MaxStrength, 8);
@@ -1156,7 +1187,7 @@ namespace Barotrauma
public void Load(XElement element)
{
foreach (XElement subElement in element.Elements())
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
@@ -2,6 +2,7 @@
using System;
using System.Xml.Linq;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
namespace Barotrauma
@@ -10,23 +11,23 @@ namespace Barotrauma
{
public string Name => "Damage Modifier";
public Dictionary<string, SerializableProperty> SerializableProperties { get; private set; }
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; private set; }
[Serialize(1.0f, false), Editable(DecimalCount = 2)]
[Serialize(1.0f, IsPropertySaveable.No), Editable(DecimalCount = 2)]
public float DamageMultiplier
{
get;
private set;
}
[Serialize(1.0f, false), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = 1)]
[Serialize(1.0f, IsPropertySaveable.No), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = 1)]
public float ProbabilityMultiplier
{
get;
private set;
}
[Serialize("0.0,360", false), Editable]
[Serialize("0.0,360", IsPropertySaveable.No), Editable]
public Vector2 ArmorSector
{
get;
@@ -35,14 +36,14 @@ namespace Barotrauma
public Vector2 ArmorSectorInRadians => new Vector2(MathHelper.ToRadians(ArmorSector.X), MathHelper.ToRadians(ArmorSector.Y));
[Serialize(false, false), Editable]
[Serialize(false, IsPropertySaveable.No), Editable]
public bool DeflectProjectiles
{
get;
private set;
}
[Serialize("", true), Editable]
[Serialize("", IsPropertySaveable.Yes), Editable]
public string AfflictionIdentifiers
{
get
@@ -56,7 +57,7 @@ namespace Barotrauma
}
}
[Serialize("", true), Editable]
[Serialize("", IsPropertySaveable.Yes), Editable]
public string AfflictionTypes
{
get
@@ -72,22 +73,11 @@ namespace Barotrauma
private string rawAfflictionIdentifierString;
private string rawAfflictionTypeString;
private string[] parsedAfflictionIdentifiers;
private string[] parsedAfflictionTypes;
public string[] ParsedAfflictionIdentifiers
{
get
{
return parsedAfflictionIdentifiers;
}
}
public string[] ParsedAfflictionTypes
{
get
{
return parsedAfflictionTypes;
}
}
private ImmutableArray<Identifier> parsedAfflictionIdentifiers;
private ImmutableArray<Identifier> parsedAfflictionTypes;
public ref readonly ImmutableArray<Identifier> ParsedAfflictionIdentifiers => ref parsedAfflictionIdentifiers;
public ref readonly ImmutableArray<Identifier> ParsedAfflictionTypes => ref parsedAfflictionTypes;
public DamageModifier(XElement element, string parentDebugName)
{
@@ -102,55 +92,58 @@ namespace Barotrauma
{
if (string.IsNullOrWhiteSpace(rawAfflictionTypeString))
{
parsedAfflictionTypes = new string[0];
parsedAfflictionTypes = Enumerable.Empty<Identifier>().ToImmutableArray();
return;
}
string[] splitValue = rawAfflictionTypeString.Split(',', '');
for (int i = 0; i < splitValue.Length; i++)
{
splitValue[i] = splitValue[i].ToLowerInvariant().Trim();
}
parsedAfflictionTypes = splitValue;
parsedAfflictionTypes = rawAfflictionTypeString.Split(',', '')
.Select(s => s.Trim()).ToIdentifiers().ToImmutableArray();
}
private void ParseAfflictionIdentifiers()
{
if (string.IsNullOrWhiteSpace(rawAfflictionIdentifierString))
{
parsedAfflictionIdentifiers = new string[0];
parsedAfflictionIdentifiers = Enumerable.Empty<Identifier>().ToImmutableArray();
return;
}
string[] splitValue = rawAfflictionIdentifierString.Split(',', '');
for (int i = 0; i < splitValue.Length; i++)
{
splitValue[i] = splitValue[i].ToLowerInvariant().Trim();
}
parsedAfflictionIdentifiers = splitValue;
parsedAfflictionIdentifiers = rawAfflictionIdentifierString.Split(',', '')
.Select(s => s.Trim()).ToIdentifiers().ToImmutableArray();
}
public bool MatchesAfflictionIdentifier(string identifier)
public bool MatchesAfflictionIdentifier(string identifier) =>
MatchesAfflictionIdentifier(identifier.ToIdentifier());
public bool MatchesAfflictionIdentifier(Identifier identifier)
{
//if no identifiers have been defined, the damage modifier affects all afflictions
if (AfflictionIdentifiers.Length == 0) { return true; }
return parsedAfflictionIdentifiers.Any(id => id.Equals(identifier, StringComparison.OrdinalIgnoreCase));
return parsedAfflictionIdentifiers.Any(id => id == identifier);
}
public bool MatchesAfflictionType(string type)
public bool MatchesAfflictionType(string type) =>
MatchesAfflictionType(type.ToIdentifier());
public bool MatchesAfflictionType(Identifier type)
{
//if no types have been defined, the damage modifier affects all afflictions
if (AfflictionTypes.Length == 0) { return true; }
return parsedAfflictionTypes.Any(t => t.Equals(type, StringComparison.OrdinalIgnoreCase));
return parsedAfflictionTypes.Any(t => t == type);
}
/// <summary>
/// Returns true if the type or the identifier matches the defined types/identifiers.
/// </summary>
public bool MatchesAffliction(string identifier, string type)
public bool MatchesAffliction(string identifier, string type) =>
MatchesAffliction(identifier.ToIdentifier(), type.ToIdentifier());
public bool MatchesAffliction(Identifier identifier, Identifier type)
{
//if no identifiers or types have been defined, the damage modifier affects all afflictions
if (AfflictionIdentifiers.Length == 0 && AfflictionTypes.Length == 0) { return true; }
return parsedAfflictionIdentifiers.Any(id => id.Equals(identifier, StringComparison.OrdinalIgnoreCase))
|| parsedAfflictionTypes.Any(t => t.Equals(type, StringComparison.OrdinalIgnoreCase));
return parsedAfflictionIdentifiers.Any(id => id == identifier)
|| parsedAfflictionTypes.Any(t => t == type);
}
public bool MatchesAffliction(Affliction affliction) => MatchesAffliction(affliction.Identifier, affliction.Prefab.AfflictionType);