Merge branch 'dedicated-server' (TODO: make sure I didn't break anything)
Conflicts: Barotrauma/Barotrauma.csproj Barotrauma/BarotraumaShared/Source/Characters/AI/AIController.cs Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs Barotrauma/BarotraumaShared/Source/Characters/AICharacter.cs Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs Barotrauma/BarotraumaShared/Source/Characters/Attack.cs Barotrauma/BarotraumaShared/Source/Characters/Character.cs Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs Barotrauma/BarotraumaShared/Source/Characters/Limb.cs Barotrauma/BarotraumaShared/Source/Events/MonsterEvent.cs Barotrauma/BarotraumaShared/Source/Map/Explosion.cs
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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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using System.Collections.Generic;
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namespace Barotrauma
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{
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enum CauseOfDeath
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{
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Damage, Bloodloss, Pressure, Suffocation, Drowning, Burn, Husk, Disconnected
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}
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public enum DamageType { None, Blunt, Slash, Burn }
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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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partial class Attack
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{
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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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private readonly float structureDamage;
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private readonly float damage;
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private readonly float bleedingDamage;
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private readonly List<StatusEffect> statusEffects;
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public readonly float Force;
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public readonly float Torque;
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public readonly float TargetForce;
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public readonly float SeverLimbsProbability;
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//the indices of the limbs Force is applied on
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//(if none, force is applied only to the limb the attack is attached to)
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public readonly List<int> ApplyForceOnLimbs;
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public readonly float Stun;
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private float priority;
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public float GetDamage(float deltaTime)
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{
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return (Duration == 0.0f) ? damage : damage * deltaTime;
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}
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public float GetBleedingDamage(float deltaTime)
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{
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return (Duration == 0.0f) ? bleedingDamage : bleedingDamage * deltaTime;
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}
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public float GetStructureDamage(float deltaTime)
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{
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return (Duration == 0.0f) ? structureDamage : structureDamage * deltaTime;
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}
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public Attack(float damage, float structureDamage, float bleedingDamage, float range = 0.0f)
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{
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Range = range;
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this.damage = damage;
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this.structureDamage = structureDamage;
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this.bleedingDamage = bleedingDamage;
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}
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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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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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SeverLimbsProbability = ToolBox.GetAttributeFloat(element, "severlimbsprobability", 0.0f);
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Force = ToolBox.GetAttributeFloat(element,"force", 0.0f);
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TargetForce = ToolBox.GetAttributeFloat(element, "targetforce", 0.0f);
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Torque = ToolBox.GetAttributeFloat(element, "torque", 0.0f);
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Range = 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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InitProjSpecific(element);
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string limbIndicesStr = ToolBox.GetAttributeString(element, "applyforceonlimbs", "");
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if (!string.IsNullOrWhiteSpace(limbIndicesStr))
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{
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ApplyForceOnLimbs = new List<int>();
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foreach (string limbIndexStr in limbIndicesStr.Split(','))
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{
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int limbIndex;
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if (int.TryParse(limbIndexStr, out limbIndex))
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{
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ApplyForceOnLimbs.Add(limbIndex);
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}
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}
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}
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "statuseffect":
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if (statusEffects == null)
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{
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statusEffects = new List<StatusEffect>();
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}
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statusEffects.Add(StatusEffect.Load(subElement));
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break;
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}
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}
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}
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partial void InitProjSpecific(XElement element);
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public AttackResult DoDamage(IDamageable attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true)
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{
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DamageParticles(worldPosition);
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var attackResult = target.AddDamage(attacker, worldPosition, this, deltaTime, playSound);
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var effectType = attackResult.Damage > 0.0f ? ActionType.OnUse : ActionType.OnFailure;
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if (statusEffects == null)
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{
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return attackResult;
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}
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foreach (StatusEffect effect in statusEffects)
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{
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if (effect.Targets.HasFlag(StatusEffect.TargetType.This) && attacker is Character)
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{
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effect.Apply(effectType, deltaTime, (Character)attacker, (Character)attacker);
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}
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if (effect.Targets.HasFlag(StatusEffect.TargetType.Character) && target is Character)
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{
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effect.Apply(effectType, deltaTime, (Character)target, (Character)target);
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}
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}
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return attackResult;
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}
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partial void DamageParticles(Vector2 worldPosition);
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}
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}
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