(6eeea9b7c) v0.9.10.0.0

This commit is contained in:
Joonas Rikkonen
2020-06-04 16:41:07 +03:00
parent ce4ccd99ac
commit eeac247a8e
366 changed files with 7772 additions and 3692 deletions
@@ -97,11 +97,13 @@ namespace Barotrauma
private void ApplyDamage(float deltaTime, bool applyForce)
{
int limbCount = character.AnimController.Limbs.Count(l => !l.ignoreCollisions && !l.IsSevered);
foreach (Limb limb in character.AnimController.Limbs)
{
if (limb.IsSevered) { continue; }
float random = Rand.Value(Rand.RandSync.Server);
huskInfection.Clear();
huskInfection.Add(AfflictionPrefab.InternalDamage.Instantiate(random * 10 * deltaTime / character.AnimController.Limbs.Length));
huskInfection.Add(AfflictionPrefab.InternalDamage.Instantiate(random * 10 * deltaTime / limbCount));
character.LastDamageSource = null;
float force = applyForce ? random * 0.5f * limb.Mass : 0;
character.DamageLimb(limb.WorldPosition, limb, huskInfection, 0, false, force);
@@ -186,18 +188,20 @@ namespace Barotrauma
}
}
if (character.Inventory.Items.Length != husk.Inventory.Items.Length)
if (character.Inventory != null && husk.Inventory != null)
{
string errorMsg = "Failed to move items from the source character's inventory into a husk's inventory (inventory sizes don't match)";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("AfflictionHusk.CreateAIHusk:InventoryMismatch", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
yield return CoroutineStatus.Success;
}
for (int i = 0; i < character.Inventory.Items.Length && i < husk.Inventory.Items.Length; i++)
{
if (character.Inventory.Items[i] == null) continue;
husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true, false, null);
if (character.Inventory.Items.Length != husk.Inventory.Items.Length)
{
string errorMsg = "Failed to move items from the source character's inventory into a husk's inventory (inventory sizes don't match)";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("AfflictionHusk.CreateAIHusk:InventoryMismatch", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
yield return CoroutineStatus.Success;
}
for (int i = 0; i < character.Inventory.Items.Length && i < husk.Inventory.Items.Length; i++)
{
if (character.Inventory.Items[i] == null) continue;
husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true, false, null);
}
}
husk.SetStun(5);
@@ -255,20 +259,19 @@ namespace Barotrauma
Limb attachLimb = null;
if (matchingAffliction.AttachLimbId > -1)
{
attachLimb = ragdoll.Limbs.FirstOrDefault(l => l.Params.ID == matchingAffliction.AttachLimbId);
attachLimb = ragdoll.Limbs.FirstOrDefault(l => !l.IsSevered && l.Params.ID == matchingAffliction.AttachLimbId);
}
else if (matchingAffliction.AttachLimbName != null)
{
attachLimb = ragdoll.Limbs.FirstOrDefault(l => l.Name == matchingAffliction.AttachLimbName);
attachLimb = ragdoll.Limbs.FirstOrDefault(l => !l.IsSevered && l.Name == matchingAffliction.AttachLimbName);
}
else if (matchingAffliction.AttachLimbType != LimbType.None)
{
attachLimb = ragdoll.Limbs.FirstOrDefault(l => l.type == matchingAffliction.AttachLimbType);
attachLimb = ragdoll.Limbs.FirstOrDefault(l => !l.IsSevered && l.type == matchingAffliction.AttachLimbType);
}
if (attachLimb == null)
{
DebugConsole.Log("Attachment limb not defined in the affliction prefab or no matching limb could be found. Using the appendage definition as it is.");
attachLimb = ragdoll.Limbs.FirstOrDefault(l => l.Params.ID == jointParams.Limb1);
attachLimb = ragdoll.Limbs.FirstOrDefault(l => !l.IsSevered && l.Params.ID == jointParams.Limb1);
}
if (attachLimb != null)
{
@@ -286,10 +289,6 @@ namespace Barotrauma
ragdoll.AddJoint(jointParams);
appendage.Add(huskAppendage);
}
else
{
DebugConsole.ThrowError("Attachment limb not found!");
}
}
}
return appendage;
@@ -189,6 +189,7 @@ namespace Barotrauma
}
public static AfflictionPrefab InternalDamage;
public static AfflictionPrefab ImpactDamage;
public static AfflictionPrefab Bleeding;
public static AfflictionPrefab Burn;
public static AfflictionPrefab OxygenLow;
@@ -291,6 +292,7 @@ namespace Barotrauma
{
CPRSettings.Unload();
InternalDamage = null;
ImpactDamage = null;
Bleeding = null;
Burn = null;
OxygenLow = null;
@@ -437,6 +439,9 @@ namespace Barotrauma
case "internaldamage":
InternalDamage = prefab;
break;
case "blunttrauma":
ImpactDamage = prefab;
break;
case "bleeding":
Bleeding = prefab;
break;
@@ -456,6 +461,8 @@ namespace Barotrauma
Stun = prefab;
break;
}
if (ImpactDamage == null) { ImpactDamage = InternalDamage; }
if (prefab != null)
{
Prefabs.Add(prefab, isOverride);
@@ -1,6 +1,6 @@
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.IO;
using Barotrauma.IO;
using System.Linq;
using Barotrauma.Extensions;
using System.Xml.Linq;
@@ -1,4 +1,5 @@
using Microsoft.Xna.Framework;
using System;
namespace Barotrauma
{
@@ -19,7 +20,7 @@ namespace Barotrauma
{
foreach (Affliction affliction in afflictions)
{
if (!affliction.Prefab.IsBuff || affliction == this || affliction.MultiplierSource != this) continue;
if (!affliction.Prefab.IsBuff || affliction == this || affliction.MultiplierSource != this) { continue; }
affliction.MultiplierSource = null;
affliction.StrengthDiminishMultiplier = 1f;
}
@@ -28,9 +29,9 @@ namespace Barotrauma
{
foreach (Affliction affliction in afflictions)
{
if (!affliction.Prefab.IsBuff || affliction == this || affliction.MultiplierSource == this) continue;
if (!affliction.Prefab.IsBuff || affliction == this) { continue; }
float multiplier = GetDiminishMultiplier();
if (affliction.StrengthDiminishMultiplier < multiplier) continue;
if (affliction.StrengthDiminishMultiplier < multiplier && affliction.MultiplierSource != this) { continue; }
affliction.MultiplierSource = this;
affliction.StrengthDiminishMultiplier = multiplier;
@@ -40,14 +41,15 @@ namespace Barotrauma
private float GetDiminishMultiplier()
{
if (Strength < Prefab.ActivationThreshold) return 1.0f;
if (Strength < Prefab.ActivationThreshold) { return 1.0f; }
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return 1.0f;
if (currentEffect == null) { return 1.0f; }
return MathHelper.Lerp(
float multiplier = MathHelper.Lerp(
currentEffect.MinBuffMultiplier,
currentEffect.MaxBuffMultiplier,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
return 1.0f / Math.Max(multiplier, 0.001f);
}
}
}
@@ -127,7 +127,7 @@ namespace Barotrauma
public bool IsUnconscious
{
get { return Vitality <= 0.0f; }
get { return Vitality <= 0.0f || Character.IsDead; }
}
public float PressureKillDelay { get; private set; } = 5.0f;
@@ -252,8 +252,8 @@ namespace Barotrauma
: afflictions.Where(limbHealthFilter).Union(limbHealths.SelectMany(lh => lh.Afflictions.Where(limbHealthFilter)));
}
private LimbHealth GetMatchingLimbHealth(Limb limb) => limbHealths[limb.HealthIndex];
private LimbHealth GetMatchingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
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.
@@ -349,13 +349,16 @@ namespace Barotrauma
/// Most monsters for example don't have separate healths for different limbs, essentially meaning that every affliction is applied to every limb.</param>
public float GetAfflictionStrength(string afflictionType, Limb limb, bool requireLimbSpecific)
{
if (requireLimbSpecific && limbHealths.Count == 1) return 0.0f;
if (requireLimbSpecific && limbHealths.Count == 1) { return 0.0f; }
float strength = 0.0f;
foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
if (affliction.Strength < affliction.Prefab.ActivationThreshold) { continue; }
if (affliction.Prefab.AfflictionType == afflictionType)
{
strength += affliction.Strength;
}
}
return strength;
}
@@ -365,17 +368,23 @@ namespace Barotrauma
float strength = 0.0f;
foreach (Affliction affliction in afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
if (affliction.Strength < affliction.Prefab.ActivationThreshold) { continue; }
if (affliction.Prefab.AfflictionType == afflictionType)
{
strength += affliction.Strength;
}
}
if (!allowLimbAfflictions) return strength;
if (!allowLimbAfflictions) { return strength; }
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
if (affliction.Strength < affliction.Prefab.ActivationThreshold) { continue; }
if (affliction.Prefab.AfflictionType == afflictionType)
{
strength += affliction.Strength;
}
}
}
@@ -506,6 +515,34 @@ namespace Barotrauma
if (Vitality <= MinVitality) { Kill(); }
}
public float GetLimbDamage(Limb limb, string afflictionType = null)
{
float damageStrength;
if (limb.IsSevered)
{
return 1;
}
else
{
// Instead of using the limbhealth count here, I think it's best to define the max vitality per limb roughly with a constant value.
// Therefore with e.g. 80 health, the max damage per limb would be 20.
// Having at least 20 damage on both legs would cause maximum limping.
float max = MaxVitality / 4;
if (string.IsNullOrEmpty(afflictionType))
{
float damage = GetAfflictionStrength("damage", limb, true);
float bleeding = GetAfflictionStrength("bleeding", limb, true);
float burn = GetAfflictionStrength("burn", limb, true);
damageStrength = Math.Min(damage + bleeding + burn, max);
}
else
{
damageStrength = Math.Min(GetAfflictionStrength("damage", limb, true), max);
}
return damageStrength / max;
}
}
public void RemoveAllAfflictions()
{
foreach (LimbHealth limbHealth in limbHealths)
@@ -523,7 +560,7 @@ namespace Barotrauma
private void AddLimbAffliction(Limb limb, Affliction newAffliction)
{
if (!newAffliction.Prefab.LimbSpecific || limb == null) return;
if (!newAffliction.Prefab.LimbSpecific || limb == null) { return; }
if (limb.HealthIndex < 0 || limb.HealthIndex >= limbHealths.Count)
{
DebugConsole.ThrowError("Limb health index out of bounds. Character\"" + Character.Name +
@@ -535,8 +572,8 @@ namespace Barotrauma
private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction)
{
if (!DoesBleed && newAffliction is AfflictionBleeding) return;
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) return;
if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
foreach (Affliction affliction in limbHealth.Afflictions)
{
@@ -545,7 +582,10 @@ namespace Barotrauma
affliction.Strength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
affliction.Source = newAffliction.Source;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
if (Vitality <= MinVitality)
{
Kill();
}
return;
}
}
@@ -560,7 +600,10 @@ namespace Barotrauma
Character.HealthUpdateInterval = 0.0f;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
if (Vitality <= MinVitality)
{
Kill();
}
#if CLIENT
selectedLimbIndex = -1;
#endif
@@ -894,10 +937,7 @@ namespace Barotrauma
partial void RemoveProjSpecific();
/// <summary>
/// Automatically filters out buffs.
/// </summary>
public static IEnumerable<Affliction> SortAfflictionsBySeverity(IEnumerable<Affliction> afflictions) =>
afflictions.Where(a => !a.Prefab.IsBuff).OrderByDescending(a => a.DamagePerSecond).ThenByDescending(a => a.Strength);
public static IEnumerable<Affliction> SortAfflictionsBySeverity(IEnumerable<Affliction> afflictions, bool excludeBuffs = true) =>
afflictions.Where(a => !excludeBuffs || !a.Prefab.IsBuff).OrderByDescending(a => a.DamagePerSecond).ThenByDescending(a => a.Strength);
}
}