Unstable v0.10.600.0

This commit is contained in:
Juan Pablo Arce
2020-10-01 12:19:24 -03:00
parent 20a69375ca
commit ebe1ce1427
217 changed files with 4284 additions and 1547 deletions
@@ -1,38 +1,26 @@
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Barotrauma
{
partial class AfflictionPsychosis : Affliction
{
class FakeFireSource
{
public Vector2 Size;
public Vector2 Position;
public Hull Hull;
public float LifeTime;
}
const int MaxFakeFireSources = 10;
const float MinFakeFireSourceInterval = 30.0f, MaxFakeFireSourceInterval = 240.0f;
private float createFireSourceTimer;
private readonly List<FakeFireSource> fakeFireSources = new List<FakeFireSource>();
private readonly List<DummyFireSource> fakeFireSources = new List<DummyFireSource>();
enum FloodType
public enum FloodType
{
None,
Minor,
Major,
HideFlooding
}
const float MinSoundInterval = 10.0f, MaxSoundInterval = 180.0f;
const float MinSoundInterval = 60.0f, MaxSoundInterval = 240.0f;
private FloodType currentFloodType;
private float soundTimer;
@@ -44,12 +32,21 @@ namespace Barotrauma
private float fakeBrokenInterval = 30.0f;
private float fakeBrokenTimer = 0.0f;
private float invisibleCharacterInterval = 30.0f;
private float invisibleCharacterTimer = 0.0f;
public FloodType CurrentFloodType
{
get { return currentFloodType; }
}
partial void UpdateProjSpecific(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
if (Character.Controlled != characterHealth.Character) return;
UpdateFloods(deltaTime);
UpdateSounds(characterHealth.Character, deltaTime);
UpdateFires(characterHealth.Character, deltaTime);
UpdateInvisibleCharacters(deltaTime);
UpdateFakeBroken(deltaTime);
}
@@ -77,10 +74,14 @@ namespace Barotrauma
{
case FloodType.Minor:
currentFloodState += deltaTime;
//lerp the water surface in all hulls 50 units above the floor within 10 seconds
//lerp the water surface in all hulls 15 units above the floor within 10 seconds
foreach (Hull hull in Hull.hullList)
{
hull.DrawSurface = hull.Rect.Y - hull.Rect.Height + MathHelper.Lerp(0.0f, 50.0f, currentFloodState / 10.0f);
for (int i = hull.FakeFireSources.Count - 1; i >= 0; i--)
{
hull.FakeFireSources[i].Extinguish(deltaTime, 50.0f);
}
hull.DrawSurface = hull.Rect.Y - hull.Rect.Height + MathHelper.Lerp(0.0f, 15.0f, currentFloodState / 10.0f);
}
break;
case FloodType.Major:
@@ -88,6 +89,10 @@ namespace Barotrauma
//create a full flood in 10 seconds
foreach (Hull hull in Hull.hullList)
{
for (int i = hull.FakeFireSources.Count - 1; i >= 0; i--)
{
hull.FakeFireSources[i].Extinguish(deltaTime, 200.0f);
}
hull.DrawSurface = hull.Rect.Y - MathHelper.Lerp(hull.Rect.Height, 0.0f, currentFloodState / 10.0f);
}
break;
@@ -104,6 +109,7 @@ namespace Barotrauma
if (createFloodTimer < MathHelper.Lerp(MaxFloodInterval, MinFloodInterval, Strength / 100.0f))
{
currentFloodType = FloodType.None;
createFloodTimer += deltaTime;
return;
}
@@ -114,10 +120,12 @@ namespace Barotrauma
if (Rand.Range(0.0f, 1.0f) < 0.5f)
{
currentFloodType = FloodType.HideFlooding;
currentFloodType = FloodType.Minor;
}
else
{
currentFloodType = Strength < 50.0f ? FloodType.Minor : FloodType.Major;
//disabled Major flooding because it's too easy to tell it's fake
currentFloodType = FloodType.Minor;// Strength < 50.0f ? FloodType.Minor : FloodType.Major;
}
currentFloodDuration = Rand.Range(20.0f, 100.0f);
}
@@ -127,47 +135,46 @@ namespace Barotrauma
private void UpdateFires(Character character, float deltaTime)
{
createFireSourceTimer += deltaTime;
fakeFireSources.RemoveAll(fs => fs.Removed);
if (fakeFireSources.Count < MaxFakeFireSources &&
character.Submarine != null &&
createFireSourceTimer > MathHelper.Lerp(MaxFakeFireSourceInterval, MinFakeFireSourceInterval, Strength / 100.0f))
{
Hull fireHull = Hull.hullList.GetRandom(h => h.Submarine == character.Submarine);
fakeFireSources.Add(new FakeFireSource()
if (fireHull != null)
{
Size = Vector2.One * 20.0f,
Hull = fireHull,
Position = new Vector2(Rand.Range(0.0f, fireHull.Rect.Width), 30.0f),
LifeTime = MathHelper.Lerp(10.0f, 100.0f, Strength / 100.0f)
});
createFireSourceTimer = 0.0f;
}
foreach (FakeFireSource fakeFireSource in fakeFireSources)
{
if (fakeFireSource.Hull.DrawSurface > fakeFireSource.Hull.Rect.Y - fakeFireSource.Hull.Rect.Height + fakeFireSource.Position.Y)
{
fakeFireSource.LifeTime -= deltaTime * 100.0f;
var fakeFire = new DummyFireSource(Vector2.One * 500.0f, new Vector2(Rand.Range(fireHull.WorldRect.X, fireHull.WorldRect.Right), fireHull.WorldPosition.Y), fireHull, isNetworkMessage: true)
{
CausedByPsychosis = true,
DamagesItems = false,
DamagesCharacters = false
};
fakeFireSources.Add(fakeFire);
createFireSourceTimer = 0.0f;
}
}
}
fakeFireSource.LifeTime -= deltaTime;
float growAmount = deltaTime * 5.0f;
fakeFireSource.Size.X += growAmount;
fakeFireSource.Position.X = MathHelper.Clamp(fakeFireSource.Position.X - growAmount / 2.0f, 0.0f, fakeFireSource.Hull.Rect.Width);
fakeFireSource.Position.Y = MathHelper.Clamp(fakeFireSource.Position.Y, 0.0f, fakeFireSource.Hull.Rect.Height);
fakeFireSource.Size.X = Math.Min(fakeFireSource.Hull.Rect.Width - fakeFireSource.Position.X, fakeFireSource.Size.X);
fakeFireSource.Size.Y = Math.Min(fakeFireSource.Hull.Rect.Height - fakeFireSource.Position.Y, fakeFireSource.Size.Y);
private void UpdateInvisibleCharacters(float deltaTime)
{
invisibleCharacterTimer -= deltaTime;
if (invisibleCharacterTimer > 0.0f) { return; }
FireSource.EmitParticles(
fakeFireSource.Size,
fakeFireSource.Hull.WorldRect.Location.ToVector2() + fakeFireSource.Position - Vector2.UnitY * fakeFireSource.Hull.Rect.Height,
fakeFireSource.Hull,
0.5f);
foreach (Character c in Character.CharacterList)
{
if (c.IsDead || c == Character.Controlled) { continue; }
if (c.WorldPosition.X < GameMain.GameScreen.Cam.WorldView.X || c.WorldPosition.X > GameMain.GameScreen.Cam.WorldView.Right) { continue; }
if (c.WorldPosition.Y < GameMain.GameScreen.Cam.WorldView.Y - GameMain.GameScreen.Cam.WorldView.Height || c.WorldPosition.Y > GameMain.GameScreen.Cam.WorldView.Y) { continue; }
if (Rand.Range(0.0f, 500.0f) < Strength)
{
c.InvisibleTimer = 60.0f;
}
}
fakeFireSources.RemoveAll(fs => fs.LifeTime <= 0.0f);
invisibleCharacterTimer = invisibleCharacterInterval;
}
private void UpdateFakeBroken(float deltaTime)
{
fakeBrokenTimer -= deltaTime;
@@ -545,7 +545,7 @@ namespace Barotrauma
private void OnAttacked(Character attacker, AttackResult attackResult)
{
if (Math.Abs(attackResult.Damage) < 0.01f && attackResult.Afflictions.Count == 0) { return; }
if (Math.Abs(attackResult.Damage) < 0.01f) { return; }
DamageOverlayTimer = MathHelper.Clamp(attackResult.Damage / MaxVitality, DamageOverlayTimer, 1.0f);
if (healthShadowDelay <= 0.0f) { healthShadowDelay = 1.0f; }
@@ -611,17 +611,41 @@ namespace Barotrauma
}
}
partial void UpdateOxygenProjSpecific(float prevOxygen)
private float timeUntilNextHeartbeatSound = 0.0f;
private bool nextHeartbeatSoundIsSystole = true;
private const string diastoleSoundTag = "heartbeatdiastole", systoleSoundTag = "heartbeatsystole";
partial void UpdateOxygenProjSpecific(float prevOxygen, float deltaTime)
{
if (prevOxygen > 0.0f && OxygenAmount <= 0.0f &&
Character.Controlled == Character)
if (prevOxygen > 0.0f && OxygenAmount <= 0.0f && Character.Controlled == Character)
{
SoundPlayer.PlaySound(Character.Info != null && Character.Info.Gender == Gender.Female ? "drownfemale" : "drownmale");
}
if (Character == Character.Controlled && !IsUnconscious && !Character.IsDead && OxygenAmount < LowOxygenThreshold)
{
timeUntilNextHeartbeatSound -= deltaTime;
if (timeUntilNextHeartbeatSound < 0.0f)
{
if (nextHeartbeatSoundIsSystole)
{
SoundPlayer.PlaySound(systoleSoundTag, 1.0f - (OxygenAmount / LowOxygenThreshold));
timeUntilNextHeartbeatSound = MathHelper.Lerp(0.18f, 0.3f, Math.Clamp(OxygenAmount / InsufficientOxygenThreshold, 0.0f, 1.0f));
}
else
{
SoundPlayer.PlaySound(diastoleSoundTag, 1.0f - (OxygenAmount / LowOxygenThreshold));
timeUntilNextHeartbeatSound = MathHelper.Lerp(0.3f, 0.5f, Math.Clamp(OxygenAmount / InsufficientOxygenThreshold, 0.0f, 1.0f));
}
nextHeartbeatSoundIsSystole = !nextHeartbeatSoundIsSystole;
}
}
}
partial void UpdateBleedingProjSpecific(AfflictionBleeding affliction, Limb targetLimb, float deltaTime)
{
if (Character.InvisibleTimer > 0.0f) { return; }
bloodParticleTimer -= deltaTime * (affliction.Strength / 10.0f);
if (bloodParticleTimer <= 0.0f)
{
@@ -664,7 +688,7 @@ namespace Barotrauma
{
forceAfflictionContainerUpdate = true;
currentDisplayedAfflictions = GetAllAfflictions(mergeSameAfflictions: true)
.FindAll(a => a.Strength >= a.Prefab.ShowIconThreshold && a.Prefab.Icon != null);
.FindAll(a => a.ShouldShowIcon(Character) && a.Prefab.Icon != null);
currentDisplayedAfflictions.Sort((a1, a2) =>
{
int dmgPerSecond = Math.Sign(a2.DamagePerSecond - a1.DamagePerSecond);
@@ -1147,7 +1171,7 @@ namespace Barotrauma
afflictionIconContainer.Content.ClearChildren();
return;
}
var currentAfflictions = GetMatchingAfflictions(selectedLimb, a => a.Strength >= a.Prefab.ShowIconThreshold);
var currentAfflictions = GetMatchingAfflictions(selectedLimb, a => a.ShouldShowIcon(Character));
var displayedAfflictions = afflictionIconContainer.Content.Children.Select(c => c.UserData as Affliction);
if (currentAfflictions.Any(a => !displayedAfflictions.Contains(a)) ||
displayedAfflictions.Any(a => !currentAfflictions.Contains(a)))
@@ -1675,9 +1699,9 @@ namespace Barotrauma
var tempAfflictions = GetMatchingAfflictions(limbHealth, a => true);
float negativeEffect = tempAfflictions.Where(a => !a.Prefab.IsBuff && a.Strength >= a.Prefab.ShowIconThreshold).Sum(a => a.Strength);
float negativeEffect = tempAfflictions.Where(a => !a.Prefab.IsBuff && a.ShouldShowIcon(Character)).Sum(a => a.Strength);
//float negativeMaxEffect = tempAfflictions.Where(a => !a.Prefab.IsBuff).Sum(a => a.Prefab.MaxStrength);
float positiveEffect = tempAfflictions.Where(a => a.Prefab.IsBuff && a.Strength >= a.Prefab.ShowIconThreshold).Sum(a => a.Strength * 0.2f);
float positiveEffect = tempAfflictions.Where(a => a.Prefab.IsBuff && a.ShouldShowIcon(Character)).Sum(a => a.Strength * 0.2f);
//float positiveMaxEffect = tempAfflictions.Where(a => a.Prefab.IsBuff).Sum(a => a.Prefab.MaxStrength);
float midPoint = (float)limbEffectiveArea.Center.Y / (float)limbHealth.IndicatorSprite.Texture.Height;
@@ -1786,11 +1810,11 @@ namespace Barotrauma
i = 0;
foreach (LimbHealth limbHealth in limbHealths)
{
IEnumerable<Affliction> thisAfflictions = limbHealth.Afflictions.Where(a => a.Strength >= a.Prefab.ShowIconThreshold);
IEnumerable<Affliction> thisAfflictions = limbHealth.Afflictions.Where(a => a.ShouldShowIcon(Character));
thisAfflictions = thisAfflictions.Concat(afflictions.Where(a =>
{
Limb indicatorLimb = Character.AnimController.GetLimb(a.Prefab.IndicatorLimb);
return (indicatorLimb != null && indicatorLimb.HealthIndex == i && a.Strength >= a.Prefab.ShowIconThreshold);
return indicatorLimb != null && indicatorLimb.HealthIndex == i && a.ShouldShowIcon(Character);
}));
if (thisAfflictions.Count() <= 0) { i++; continue; }
@@ -1837,12 +1861,14 @@ namespace Barotrauma
private void DrawLimbAfflictionIcon(SpriteBatch spriteBatch, Affliction affliction, float iconScale, ref Vector2 iconPos)
{
if (affliction.Strength < affliction.Prefab.ShowIconThreshold) return;
Vector2 iconSize = (affliction.Prefab.Icon.size * iconScale);
if (!affliction.ShouldShowIcon(Character)) { return; }
Vector2 iconSize = affliction.Prefab.Icon.size * iconScale;
float showIconThreshold = Character.Controlled?.CharacterHealth == this ? affliction.Prefab.ShowIconThreshold : affliction.Prefab.ShowIconToOthersThreshold;
//afflictions that have a strength of less than 10 are faded out slightly
float alpha = MathHelper.Lerp(0.3f, 1.0f,
(affliction.Strength - affliction.Prefab.ShowIconThreshold) / Math.Min(affliction.Prefab.MaxStrength - affliction.Prefab.ShowIconThreshold, 10.0f));
(affliction.Strength - showIconThreshold) / Math.Min(affliction.Prefab.MaxStrength - showIconThreshold, 10.0f));
affliction.Prefab.Icon.Draw(spriteBatch, iconPos - iconSize / 2.0f, GetAfflictionIconColor(affliction.Prefab, affliction) * alpha, 0, iconScale);
iconPos += new Vector2(10.0f, 20.0f) * iconScale;
@@ -8,5 +8,12 @@
get;
private set;
}
[Serialize("", false), Editable]
public string DamageParticle
{
get;
private set;
}
}
}