From e56f5c49467aeb06c15863fd70aa92078b748671 Mon Sep 17 00:00:00 2001 From: Alex Noir Date: Tue, 19 Dec 2017 22:11:45 +0300 Subject: [PATCH] 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! --- .../Animation/HumanoidAnimController.cs | 63 +++++++++++++++++++ .../Source/Characters/Character.cs | 10 +-- 2 files changed, 66 insertions(+), 7 deletions(-) diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs b/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs index 18b1316a0..d77bc2bac 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs @@ -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; } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs index 737abc64d..a1de13a8f 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs @@ -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 {