what started as a fix of https://github.com/Regalis11/Barotrauma/issues/103 ended up being a huge CPR overhaul. oops.

CPR:
There's now a difference between CPR on bleeding, CPR on hurting and CPR on oxygen deprivation.
If you try to CPR bleeding people, it will make bloody sounds and particles while hurting them. So don't.
If you CPR people with less than 0 health, it will do RNG based on your skill level to bring them back to life with 2 HP.
Otherwise if you CPR their oxygen back, chest pumps will simply prevent oxygen deprivation and mouth-to-mouth will bring back their oxygen while taking yours based on the skill level.

Crit:
Changed it so you always lose oxygen when critical. Your heart stopped either way!
This commit is contained in:
Alex Noir
2017-12-19 22:11:45 +03:00
parent 3b65802a95
commit e56f5c4946
2 changed files with 66 additions and 7 deletions
@@ -933,6 +933,17 @@ namespace Barotrauma
Grab(handPos, handPos);
Vector2 colliderPos = GetColliderBottom();
if (GameMain.Client == null) //Serverside code
{
if (target.Bleeding <= 0.5f && target.Oxygen <= 0.0f) //If they're bleeding too hard CPR will hurt them
{
target.Oxygen += deltaTime * 0.5f; //Stabilize them
}
}
int skill = character.GetSkillLevel("Medical");
if (cprAnimState % 17 > 15.0f)
{
float yPos = (float)Math.Sin(cprAnimState) * 0.2f;
@@ -940,6 +951,16 @@ namespace Barotrauma
head.pullJoint.Enabled = true;
torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.2f));
torso.pullJoint.Enabled = true;
if (GameMain.Client == null) //Serverside code
{
float cpr = skill / 2.0f; //Max possible oxygen addition is 20 per second
character.Oxygen -= (30.0f - cpr) * deltaTime; //Worse skill = more oxygen required
if (character.Oxygen > 0.0f) //we didn't suffocate yet did we
target.Oxygen += cpr * deltaTime;
//DebugConsole.NewMessage("CPR Us: " + character.Oxygen + " Them: " + target.Oxygen + " How good we are: restore " + cpr + " use " + (30.0f - cpr), Color.Aqua);
}
}
else
{
@@ -952,6 +973,48 @@ namespace Barotrauma
torso.body.ApplyForce(new Vector2(0, -1000f));
targetTorso.body.ApplyForce(new Vector2(0, -1000f));
cprPump = 0;
if (target.Bleeding <= 0.5f && target.Health <= 0.0f && !target.IsDead) //Have a chance to revive them to 2 HP if they were damaged.
{
if (GameMain.Client == null) //Serverside code
{
float reviveChance = (cprAnimState % 17) * (skill / 50.0f); //~5% max chance for 10 skill, ~50% max chance for 100 skill
float rng = Rand.Int(100, Rand.RandSync.Server);
//DebugConsole.NewMessage("CPR Pump cprAnimState: " + (cprAnimState % 17) + " revive chance: " + reviveChance + " rng: " + rng, Color.Aqua);
if (rng <= reviveChance) //HOLY CRAP YOU SAVED HIM!!!
{
target.Oxygen = Math.Max(target.Oxygen, 10.0f);
target.Health = 2.0f;
Anim = Animation.None;
return;
}
}
}
else if (target.Bleeding > 0.5f || skill < 50) //We will hurt them if they're bleeding or we suck
{
//If not bleeding: 10% skill causes 0.8 damage per pump, 40% skill causes only 0.2
if (target.Bleeding <= 0.5f)
target.AddDamage(CauseOfDeath.Damage, (50 - skill) * 0.02f, character);
else //If bleeding: 2 HP damage per pump. Basically speeds up their death. Don't pump bleeding people!
{
target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
#if CLIENT
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
float bloodParticleAmount = 4;
float bloodParticleSize = 1.0f;
for (int i = 0; i < bloodParticleAmount; i++)
{
var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", targetTorso.WorldPosition, Rand.Vector(10.0f), 0.0f, target.AnimController.CurrentHull);
if (blood != null)
{
blood.Size *= bloodParticleSize;
}
}
#endif
}
}
}
cprPump += deltaTime;
}
@@ -1538,15 +1538,12 @@ namespace Barotrauma
selectedConstruction = null;
}
if (SelectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
{
if (GameMain.Client == null) SelectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime;
}
UpdateSightRange();
if (aiTarget != null) aiTarget.SoundRange = 0.0f;
lowPassMultiplier = MathHelper.Lerp(lowPassMultiplier, 1.0f, 0.1f);
//CPR stuff is handled in the UpdateCPR function in HumanoidAnimController
}
partial void UpdateControlled(float deltaTime, Camera cam);
@@ -1586,8 +1583,7 @@ namespace Barotrauma
AnimController.ResetPullJoints();
selectedConstruction = null;
if (oxygen <= 0.0f) Oxygen -= deltaTime * 0.5f; //Slow down oxygen consumption to increase time in crit
else if (needsAir) UpdateOxygen(deltaTime); //So you can't simply cheat out of requiring oxygen when crit
Oxygen -= deltaTime * 0.5f; //We're critical - our heart stopped!
if (health <= 0.0f) //Critical health - use current state for crit time
{