Unstable 0.1500.1.0 (BaroDev edition)

This commit is contained in:
Markus Isberg
2021-09-03 21:56:31 +09:00
parent 501e02c026
commit e7b7c1a748
143 changed files with 2928 additions and 1356 deletions
@@ -17,6 +17,8 @@ namespace Barotrauma
public float PendingAdditionStrength { get; set; }
public float AdditionStrength { get; set; }
private float fluctuationTimer;
protected float _strength;
[Serialize(0f, true), Editable]
@@ -56,6 +58,8 @@ namespace Barotrauma
public readonly Dictionary<AfflictionPrefab.PeriodicEffect, float> PeriodicEffectTimers = new Dictionary<AfflictionPrefab.PeriodicEffect, float>();
public double AppliedAsSuccessfulTreatmentTime, AppliedAsFailedTreatmentTime;
/// <summary>
/// Which character gave this affliction
/// </summary>
@@ -123,7 +127,7 @@ namespace Barotrauma
float amount = MathHelper.Lerp(
currentEffect.MinGrainStrength,
currentEffect.MaxGrainStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)) * GetScreenEffectFluctuation(currentEffect);
if (Prefab.GrainBurst > 0 && AdditionStrength > amount)
{
@@ -138,12 +142,12 @@ namespace Barotrauma
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxScreenDistortStrength - currentEffect.MinScreenDistortStrength < 0.0f) { return 0.0f; }
if (currentEffect.MaxScreenDistort - currentEffect.MinScreenDistort < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinScreenDistortStrength,
currentEffect.MaxScreenDistortStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
currentEffect.MinScreenDistort,
currentEffect.MaxScreenDistort,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)) * GetScreenEffectFluctuation(currentEffect);
}
public float GetRadialDistortStrength()
@@ -151,12 +155,12 @@ namespace Barotrauma
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxRadialDistortStrength - currentEffect.MinRadialDistortStrength < 0.0f) { return 0.0f; }
if (currentEffect.MaxRadialDistort - currentEffect.MinRadialDistort < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinRadialDistortStrength,
currentEffect.MaxRadialDistortStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
currentEffect.MinRadialDistort,
currentEffect.MaxRadialDistort,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)) * GetScreenEffectFluctuation(currentEffect);
}
public float GetChromaticAberrationStrength()
@@ -164,12 +168,12 @@ namespace Barotrauma
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxChromaticAberrationStrength - currentEffect.MinChromaticAberrationStrength < 0.0f) { return 0.0f; }
if (currentEffect.MaxChromaticAberration - currentEffect.MinChromaticAberration < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinChromaticAberrationStrength,
currentEffect.MaxChromaticAberrationStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
currentEffect.MinChromaticAberration,
currentEffect.MaxChromaticAberration,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)) * GetScreenEffectFluctuation(currentEffect);
}
public float GetScreenBlurStrength()
@@ -177,12 +181,18 @@ namespace Barotrauma
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxScreenBlurStrength - currentEffect.MinScreenBlurStrength < 0.0f) { return 0.0f; }
if (currentEffect.MaxScreenBlur - currentEffect.MinScreenBlur < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinScreenBlurStrength,
currentEffect.MaxScreenBlurStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
currentEffect.MinScreenBlur,
currentEffect.MaxScreenBlur,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)) * GetScreenEffectFluctuation(currentEffect);
}
private float GetScreenEffectFluctuation(AfflictionPrefab.Effect currentEffect)
{
if (currentEffect == null || currentEffect.ScreenEffectFluctuationFrequency <= 0.0f) { return 1.0f; }
return ((float)Math.Sin(fluctuationTimer * MathHelper.TwoPi) + 1.0f) * 0.5f;
}
public float GetSkillMultiplier()
@@ -210,14 +220,17 @@ namespace Barotrauma
}
}
public float GetResistance(string afflictionId)
public float GetResistance(AfflictionPrefab affliction)
{
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxResistance - currentEffect.MinResistance <= 0.0f) { return 0.0f; }
if (afflictionId != null && afflictionId != currentEffect.ResistanceFor) { return 0.0f; }
if (!currentEffect.ResistanceFor.Any(r =>
r.Equals(affliction.Identifier, StringComparison.OrdinalIgnoreCase) ||
r.Equals(affliction.AfflictionType, StringComparison.OrdinalIgnoreCase)))
{
return 0.0f;
}
return MathHelper.Lerp(
currentEffect.MinResistance,
currentEffect.MaxResistance,
@@ -229,8 +242,6 @@ namespace Barotrauma
if (Strength < Prefab.ActivationThreshold) { return 1.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 1.0f; }
if (currentEffect.MaxSpeedMultiplier - currentEffect.MinSpeedMultiplier <= 0.0f) { return 1.0f; }
return MathHelper.Lerp(
currentEffect.MinSpeedMultiplier,
currentEffect.MaxSpeedMultiplier,
@@ -282,6 +293,9 @@ namespace Barotrauma
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return; }
fluctuationTimer += deltaTime * currentEffect.ScreenEffectFluctuationFrequency;
fluctuationTimer %= 1.0f;
if (currentEffect.StrengthChange < 0) // Reduce diminishing of buffs if boosted
{
float durationMultiplier = 1 / (1 + (Prefab.IsBuff ? characterHealth.Character.GetStatValue(StatTypes.BuffDurationMultiplier)
@@ -290,9 +304,9 @@ namespace Barotrauma
_strength += currentEffect.StrengthChange * deltaTime * StrengthDiminishMultiplier * durationMultiplier;
}
else // Reduce strengthening of afflictions if resistant
else if (currentEffect.StrengthChange > 0) // Reduce strengthening of afflictions if resistant
{
_strength += currentEffect.StrengthChange * deltaTime * (1f - characterHealth.GetResistance(Prefab.Identifier));
_strength += currentEffect.StrengthChange * deltaTime * (1f - characterHealth.GetResistance(Prefab));
}
// Don't use the property, because it's virtual and some afflictions like husk overload it for external use.
_strength = MathHelper.Clamp(_strength, 0.0f, Prefab.MaxStrength);
@@ -34,6 +34,10 @@ namespace Barotrauma
float threshold = _strength > ActiveThreshold ? ActiveThreshold + 1 : DormantThreshold - 1;
float max = Math.Max(threshold, previousValue);
_strength = Math.Clamp(value, 0, max);
if (previousValue > 0.0f && value <= 0.0f)
{
DeactivateHusk();
}
}
}
@@ -51,8 +55,10 @@ namespace Barotrauma
}
}
private float DormantThreshold => Prefab.MaxStrength * 0.5f;
private float ActiveThreshold => Prefab.MaxStrength * 0.75f;
private float DormantThreshold => (Prefab as AfflictionPrefabHusk)?.DormantThreshold ?? Prefab.MaxStrength * 0.5f;
private float ActiveThreshold => (Prefab as AfflictionPrefabHusk)?.ActiveThreshold ?? Prefab.MaxStrength * 0.75f;
private float TransitionThreshold => (Prefab as AfflictionPrefabHusk)?.TransitionThreshold ?? Prefab.MaxStrength * 0.75f;
public AfflictionHusk(AfflictionPrefab prefab, float strength) : base(prefab, strength) { }
@@ -83,7 +89,7 @@ namespace Barotrauma
}
State = InfectionState.Transition;
}
else if (Strength < Prefab.MaxStrength)
else if (Strength < TransitionThreshold)
{
if (State != InfectionState.Active)
{
@@ -97,6 +97,10 @@ namespace Barotrauma
CauseSpeechImpediment = element.GetAttributeBool("causespeechimpediment", true);
NeedsAir = element.GetAttributeBool("needsair", false);
ControlHusk = element.GetAttributeBool("controlhusk", false);
DormantThreshold = element.GetAttributeFloat("dormantthreshold", MaxStrength * 0.5f);
ActiveThreshold = element.GetAttributeFloat("activethreshold", MaxStrength * 0.75f);
TransitionThreshold = element.GetAttributeFloat("transitionthreshold", MaxStrength);
}
// Use any of these to define which limb the appendage is attached to.
@@ -105,6 +109,8 @@ namespace Barotrauma
public readonly string AttachLimbName;
public readonly LimbType AttachLimbType;
public float ActiveThreshold, DormantThreshold, TransitionThreshold;
public readonly string HuskedSpeciesName;
public readonly string[] TargetSpecies;
public const string Tag = "[speciesname]";
@@ -141,28 +147,31 @@ namespace Barotrauma
public bool MultiplyByMaxVitality { get; private set; }
[Serialize(0.0f, false)]
public float MinScreenBlurStrength { get; private set; }
public float MinScreenBlur { get; private set; }
[Serialize(0.0f, false)]
public float MaxScreenBlurStrength { get; private set; }
public float MaxScreenBlur { get; private set; }
[Serialize(0.0f, false)]
public float MinScreenDistortStrength { get; private set; }
public float MinScreenDistort { get; private set; }
[Serialize(0.0f, false)]
public float MaxScreenDistortStrength { get; private set; }
public float MaxScreenDistort { get; private set; }
[Serialize(0.0f, false)]
public float MinRadialDistortStrength { get; private set; }
public float MinRadialDistort { get; private set; }
[Serialize(0.0f, false)]
public float MaxRadialDistortStrength { get; private set; }
public float MaxRadialDistort { get; private set; }
[Serialize(0.0f, false)]
public float MinChromaticAberrationStrength { get; private set; }
public float MinChromaticAberration { get; private set; }
[Serialize(0.0f, false)]
public float MaxChromaticAberrationStrength { get; private set; }
public float MaxChromaticAberration { get; private set; }
[Serialize("255,255,255,255", false)]
public Color GrainColor { get; private set; }
[Serialize(0.0f, false)]
public float MinGrainStrength { get; private set; }
@@ -170,6 +179,9 @@ namespace Barotrauma
[Serialize(0.0f, false)]
public float MaxGrainStrength { get; private set; }
[Serialize(0.0f, false)]
public float ScreenEffectFluctuationFrequency { get; private set; }
[Serialize(1.0f, false)]
public float MinBuffMultiplier { get; private set; }
@@ -188,8 +200,11 @@ namespace Barotrauma
[Serialize(1.0f, false)]
public float MaxSkillMultiplier { get; private set; }
[Serialize("", false)]
public string ResistanceFor { get; private set; }
private readonly string[] resistanceFor;
public IEnumerable<string> ResistanceFor
{
get { return resistanceFor; }
}
[Serialize(0.0f, false)]
public float MinResistance { get; private set; }
@@ -209,6 +224,8 @@ namespace Barotrauma
{
SerializableProperty.DeserializeProperties(this, element);
resistanceFor = element.GetAttributeStringArray("resistancefor", new string[0], convertToLowerInvariant: true);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
@@ -266,6 +266,12 @@ 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));
/// <summary>
/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
/// </summary>
private IEnumerable<Affliction> GetMatchingAfflictions(LimbHealth limb)
=> limb.Afflictions.Union(afflictions.Where(a => GetMatchingLimbHealth(a) == limb));
/// <summary>
/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
/// </summary>
@@ -426,18 +432,14 @@ namespace Barotrauma
}
}
public float GetResistance(string resistanceId)
public float GetResistance(AfflictionPrefab affliction)
{
float resistance = 0.0f;
for (int i = 0; i < afflictions.Count; i++)
{
if (!afflictions[i].Prefab.IsBuff) continue;
float temp = afflictions[i].GetResistance(resistanceId);
if (temp > resistance) resistance = temp;
resistance += afflictions[i].GetResistance(affliction);
}
resistance = 1 - ((1 - resistance) * Character.GetAbilityResistance(resistanceId));
return resistance;
return 1 - ((1 - resistance) * Character.GetAbilityResistance(affliction.Identifier));
}
public float GetStatValue(StatTypes statType)
@@ -451,7 +453,7 @@ namespace Barotrauma
}
private readonly List<Affliction> matchingAfflictions = new List<Affliction>();
public void ReduceAffliction(Limb targetLimb, string affliction, float amount)
public void ReduceAffliction(Limb targetLimb, string affliction, float amount, ActionType? treatmentAction = null)
{
matchingAfflictions.Clear();
matchingAfflictions.AddRange(afflictions);
@@ -499,6 +501,17 @@ namespace Barotrauma
{
matchingAffliction.Strength -= reduceAmount;
amount -= reduceAmount;
if (treatmentAction != null)
{
if (treatmentAction.Value == ActionType.OnUse)
{
matchingAffliction.AppliedAsSuccessfulTreatmentTime = Timing.TotalTime;
}
else if (treatmentAction.Value == ActionType.OnFailure)
{
matchingAffliction.AppliedAsFailedTreatmentTime = Timing.TotalTime;
}
}
}
}
CalculateVitality();
@@ -610,7 +623,7 @@ namespace Barotrauma
{
if (newAffliction.Prefab == affliction.Prefab)
{
float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier));
float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab));
if (allowStacking)
{
// Add the existing strength
@@ -632,7 +645,7 @@ namespace Barotrauma
//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
//or modify the affliction instance of an Attack or a StatusEffect
var copyAffliction = newAffliction.Prefab.Instantiate(
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab.Identifier))),
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab))),
newAffliction.Source);
limbHealth.Afflictions.Add(copyAffliction);
@@ -666,7 +679,7 @@ namespace Barotrauma
{
if (newAffliction.Prefab == affliction.Prefab)
{
float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier));
float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab));
if (allowStacking)
{
// Add the existing strength
@@ -688,7 +701,7 @@ namespace Barotrauma
//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
//or modify the affliction instance of an Attack or a StatusEffect
afflictions.Add(newAffliction.Prefab.Instantiate(
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab.Identifier))),
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab))),
source: newAffliction.Source));
Character.HealthUpdateInterval = 0.0f;
@@ -700,8 +713,6 @@ namespace Barotrauma
}
}
partial void UpdateProjSpecific(float deltaTime);
partial void UpdateLimbAfflictionOverlays();
public void Update(float deltaTime)
@@ -741,7 +752,7 @@ namespace Barotrauma
for (int i = afflictions.Count - 1; i >= 0; i--)
{
var affliction = afflictions[i];
if (irremovableAfflictions.Contains(affliction)) continue;
if (irremovableAfflictions.Contains(affliction)) { continue; }
if (affliction.Strength <= 0.0f)
{
SteamAchievementManager.OnAfflictionRemoved(affliction, Character);
@@ -763,6 +774,10 @@ namespace Barotrauma
{
Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.SwimmingSpeed));
}
else
{
Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.WalkingSpeed));
}
UpdateLimbAfflictionOverlays();
@@ -786,7 +801,12 @@ namespace Barotrauma
}
else
{
OxygenAmount = MathHelper.Clamp(OxygenAmount + deltaTime * (Character.OxygenAvailable < InsufficientOxygenThreshold ? -5.0f : 10.0f), -100.0f, 100.0f);
float decreaseSpeed = -5.0f;
float increaseSpeed = 10.0f;
float oxygenlowResistance = GetResistance(oxygenLowAffliction.Prefab);
decreaseSpeed *= (1f - oxygenlowResistance);
increaseSpeed *= (1f + oxygenlowResistance);
OxygenAmount = MathHelper.Clamp(OxygenAmount + deltaTime * (Character.OxygenAvailable < InsufficientOxygenThreshold ? decreaseSpeed : increaseSpeed), -100.0f, 100.0f);
}
UpdateOxygenProjSpecific(prevOxygen, deltaTime);
@@ -807,8 +827,6 @@ namespace Barotrauma
Vitality = MaxVitality;
if (Unkillable || Character.GodMode) { return; }
float damageResistanceMultiplier = 1f - GetResistance("damage");
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
@@ -824,7 +842,6 @@ namespace Barotrauma
{
vitalityDecrease *= limbHealth.VitalityTypeMultipliers[type];
}
vitalityDecrease *= damageResistanceMultiplier;
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
@@ -833,7 +850,6 @@ namespace Barotrauma
foreach (Affliction affliction in afflictions)
{
float vitalityDecrease = affliction.GetVitalityDecrease(this);
vitalityDecrease *= damageResistanceMultiplier;
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
@@ -951,13 +967,13 @@ 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="randomization">Amount of randomization to apply to the values (0 = the values are accurate, 1 = the values are completely random)</param>
public void GetSuitableTreatments(Dictionary<string, float> treatmentSuitability, bool normalize, float randomization = 0.0f)
public void GetSuitableTreatments(Dictionary<string, float> treatmentSuitability, bool normalize, Limb limb = null, float randomization = 0.0f)
{
//key = item identifier
//float = suitability
treatmentSuitability.Clear();
float minSuitability = -10, maxSuitability = 10;
foreach (Affliction affliction in GetAllAfflictions())
foreach (Affliction affliction in getAfflictions(limb))
{
if (affliction.Strength < affliction.Prefab.TreatmentThreshold) { continue; }
foreach (KeyValuePair<string, float> treatment in affliction.Prefab.TreatmentSuitability)
@@ -990,6 +1006,18 @@ namespace Barotrauma
treatmentSuitability[treatment] += Rand.Range(-100.0f, 100.0f) * randomization;
}
}
IEnumerable<Affliction> getAfflictions(Limb limb)
{
if (limb == null)
{
return GetAllAfflictions();
}
else
{
return GetMatchingAfflictions(GetMatchingLimbHealth(limb));
}
}
}
private readonly List<Affliction> activeAfflictions = new List<Affliction>();