using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Xml.Linq; namespace Barotrauma { class Affliction : ISerializableEntity { public readonly AfflictionPrefab Prefab; public string Name => ToString(); public Dictionary SerializableProperties { get; set; } public float PendingAdditionStrength { get; set; } public float AdditionStrength { get; set; } private float fluctuationTimer; protected float _strength; [Serialize(0f, IsPropertySaveable.Yes), Editable] public virtual float Strength { get { return _strength; } set { if (!MathUtils.IsValid(value)) { #if DEBUG DebugConsole.ThrowError($"Attempted to set an affliction to an invalid strength ({value})\n" + Environment.StackTrace.CleanupStackTrace()); #endif return; } if (_nonClampedStrength < 0 && value > 0) { _nonClampedStrength = value; } float newValue = MathHelper.Clamp(value, 0.0f, Prefab.MaxStrength); if (newValue > _strength) { PendingAdditionStrength = Prefab.GrainBurst; Duration = Prefab.Duration; } _strength = newValue; } } private float _nonClampedStrength = -1; public float NonClampedStrength => _nonClampedStrength > 0 ? _nonClampedStrength : _strength; [Serialize("", IsPropertySaveable.Yes), Editable] public Identifier Identifier { get; private set; } [Serialize(1.0f, IsPropertySaveable.Yes, description: "The probability for the affliction to be applied."), Editable(minValue: 0f, maxValue: 1f)] public float Probability { get; set; } = 1.0f; [Serialize(true, IsPropertySaveable.Yes, description: "Explosion damage is applied per each affected limb. Should this affliction damage be divided by the count of affected limbs (1-15) or applied in full? Default: true. Only affects explosions."), Editable] public bool DivideByLimbCount { get; set; } [Serialize(false, IsPropertySaveable.Yes, description: "Is the damage relative to the max vitality (percentage) or absolute (normal)"), Editable] public bool MultiplyByMaxVitality { get; private set; } public float DamagePerSecond; public float DamagePerSecondTimer; public float PreviousVitalityDecrease; public float StrengthDiminishMultiplier = 1.0f; public Affliction MultiplierSource; public readonly Dictionary PeriodicEffectTimers = new Dictionary(); public double AppliedAsSuccessfulTreatmentTime, AppliedAsFailedTreatmentTime; public float Duration; /// /// Which character gave this affliction /// public Character Source; private readonly static LocalizedString[] strengthTexts = new LocalizedString[] { TextManager.Get("AfflictionStrengthLow"), TextManager.Get("AfflictionStrengthMedium"), TextManager.Get("AfflictionStrengthHigh") }; public Affliction(AfflictionPrefab prefab, float strength) { #if CLIENT prefab?.ReloadSoundsIfNeeded(); #endif Prefab = prefab; PendingAdditionStrength = Prefab.GrainBurst; _strength = strength; Identifier = prefab.Identifier; Duration = prefab.Duration; foreach (var periodicEffect in prefab.PeriodicEffects) { PeriodicEffectTimers[periodicEffect] = Rand.Range(periodicEffect.MinInterval, periodicEffect.MaxInterval); } } /// /// Copy properties here instead of using SerializableProperties (with reflection). /// public void CopyProperties(Affliction source) { Probability = source.Probability; DivideByLimbCount = source.DivideByLimbCount; MultiplyByMaxVitality = source.MultiplyByMaxVitality; } public void Serialize(XElement element) { SerializableProperty.SerializeProperties(this, element); } public void Deserialize(XElement element) { SerializableProperties = SerializableProperty.DeserializeProperties(this, element); } public Affliction CreateMultiplied(float multiplier, Affliction affliction) { var instance = Prefab.Instantiate(NonClampedStrength * multiplier, Source); instance.CopyProperties(affliction); return instance; } public override string ToString() => Prefab == null ? "Affliction (Invalid)" : $"Affliction ({Prefab.Name})"; public LocalizedString GetStrengthText() { return GetStrengthText(Strength, Prefab.MaxStrength); } public static LocalizedString GetStrengthText(float strength, float maxStrength) { return strengthTexts[ MathHelper.Clamp((int)Math.Floor(strength / maxStrength * strengthTexts.Length), 0, strengthTexts.Length - 1)]; } public AfflictionPrefab.Effect GetActiveEffect() => Prefab.GetActiveEffect(Strength); public float GetVitalityDecrease(CharacterHealth characterHealth) { return GetVitalityDecrease(characterHealth, Strength); } public float GetVitalityDecrease(CharacterHealth characterHealth, float strength) { if (strength < Prefab.ActivationThreshold) { return 0.0f; } strength = MathHelper.Clamp(strength, 0.0f, Prefab.MaxStrength); AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(strength); if (currentEffect == null) { return 0.0f; } if (currentEffect.MaxStrength - currentEffect.MinStrength <= 0.0f) { return 0.0f; } float currVitalityDecrease = MathHelper.Lerp( currentEffect.MinVitalityDecrease, currentEffect.MaxVitalityDecrease, (strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); if (currentEffect.MultiplyByMaxVitality) { currVitalityDecrease *= characterHealth == null ? 100.0f : characterHealth.MaxVitality; } return currVitalityDecrease; } public float GetScreenGrainStrength() { if (Strength < Prefab.ActivationThreshold) { return 0.0f; } AfflictionPrefab.Effect currentEffect = GetActiveEffect(); if (currentEffect == null) { return 0.0f; } if (MathUtils.NearlyEqual(currentEffect.MaxGrainStrength, 0f)) { return 0.0f; } float amount = MathHelper.Lerp( currentEffect.MinGrainStrength, currentEffect.MaxGrainStrength, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)) * GetScreenEffectFluctuation(currentEffect); if (Prefab.GrainBurst > 0 && AdditionStrength > amount) { return Math.Min(AdditionStrength, 1.0f); } return amount; } public float GetScreenDistortStrength() { if (Strength < Prefab.ActivationThreshold) { return 0.0f; } AfflictionPrefab.Effect currentEffect = GetActiveEffect(); if (currentEffect == null) { return 0.0f; } if (currentEffect.MaxScreenDistort - currentEffect.MinScreenDistort < 0.0f) { return 0.0f; } return MathHelper.Lerp( currentEffect.MinScreenDistort, currentEffect.MaxScreenDistort, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)) * GetScreenEffectFluctuation(currentEffect); } public float GetRadialDistortStrength() { if (Strength < Prefab.ActivationThreshold) { return 0.0f; } AfflictionPrefab.Effect currentEffect = GetActiveEffect(); if (currentEffect == null) { return 0.0f; } if (currentEffect.MaxRadialDistort - currentEffect.MinRadialDistort < 0.0f) { return 0.0f; } return MathHelper.Lerp( currentEffect.MinRadialDistort, currentEffect.MaxRadialDistort, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)) * GetScreenEffectFluctuation(currentEffect); } public float GetChromaticAberrationStrength() { if (Strength < Prefab.ActivationThreshold) { return 0.0f; } AfflictionPrefab.Effect currentEffect = GetActiveEffect(); if (currentEffect == null) { return 0.0f; } if (currentEffect.MaxChromaticAberration - currentEffect.MinChromaticAberration < 0.0f) { return 0.0f; } return MathHelper.Lerp( currentEffect.MinChromaticAberration, currentEffect.MaxChromaticAberration, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)) * GetScreenEffectFluctuation(currentEffect); } public float GetAfflictionOverlayMultiplier() { //If the overlay's alpha progresses linearly, then don't worry about affliction effects. if (Prefab.AfflictionOverlayAlphaIsLinear) { return (Strength / Prefab.MaxStrength); } if (Strength < Prefab.ActivationThreshold) { return 0.0f; } AfflictionPrefab.Effect currentEffect = GetActiveEffect(); if (currentEffect == null) { return 0.0f; } if (currentEffect.MaxAfflictionOverlayAlphaMultiplier - currentEffect.MinAfflictionOverlayAlphaMultiplier < 0.0f) { return 0.0f; } return MathHelper.Lerp( currentEffect.MinAfflictionOverlayAlphaMultiplier, currentEffect.MaxAfflictionOverlayAlphaMultiplier, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); } public Color GetFaceTint() { if (Strength < Prefab.ActivationThreshold) { return Color.TransparentBlack; } AfflictionPrefab.Effect currentEffect = GetActiveEffect(); if (currentEffect == null) { return Color.TransparentBlack; } return Color.Lerp( currentEffect.MinFaceTint, currentEffect.MaxFaceTint, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); } public Color GetBodyTint() { if (Strength < Prefab.ActivationThreshold) { return Color.TransparentBlack; } AfflictionPrefab.Effect currentEffect = GetActiveEffect(); if (currentEffect == null) { return Color.TransparentBlack; } return Color.Lerp( currentEffect.MinBodyTint, currentEffect.MaxBodyTint, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); } public float GetScreenBlurStrength() { if (Strength < Prefab.ActivationThreshold) { return 0.0f; } AfflictionPrefab.Effect currentEffect = GetActiveEffect(); if (currentEffect == null) { return 0.0f; } if (currentEffect.MaxScreenBlur - currentEffect.MinScreenBlur < 0.0f) { return 0.0f; } return MathHelper.Lerp( 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() { if (Strength < Prefab.ActivationThreshold) { return 1.0f; } AfflictionPrefab.Effect currentEffect = GetActiveEffect(); if (currentEffect == null) { return 1.0f; } float amount = MathHelper.Lerp( currentEffect.MinSkillMultiplier, currentEffect.MaxSkillMultiplier, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); return amount; } public void CalculateDamagePerSecond(float currentVitalityDecrease) { DamagePerSecond = Math.Max(DamagePerSecond, currentVitalityDecrease - PreviousVitalityDecrease); if (DamagePerSecondTimer >= 1.0f) { DamagePerSecond = currentVitalityDecrease - PreviousVitalityDecrease; PreviousVitalityDecrease = currentVitalityDecrease; DamagePerSecondTimer = 0.0f; } } public float GetResistance(Identifier afflictionId) { if (Strength < Prefab.ActivationThreshold) { return 0.0f; } var affliction = AfflictionPrefab.Prefabs[afflictionId]; AfflictionPrefab.Effect currentEffect = GetActiveEffect(); if (currentEffect == null) { return 0.0f; } if (!currentEffect.ResistanceFor.Any(r => r == affliction.Identifier || r == affliction.AfflictionType)) { return 0.0f; } return MathHelper.Lerp( currentEffect.MinResistance, currentEffect.MaxResistance, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); } public float GetSpeedMultiplier() { if (Strength < Prefab.ActivationThreshold) { return 1.0f; } AfflictionPrefab.Effect currentEffect = GetActiveEffect(); if (currentEffect == null) { return 1.0f; } return MathHelper.Lerp( currentEffect.MinSpeedMultiplier, currentEffect.MaxSpeedMultiplier, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); } public float GetStatValue(StatTypes statType) { if (!(GetViableEffect() is AfflictionPrefab.Effect currentEffect)) { return 0.0f; } if (currentEffect.AfflictionStatValues.TryGetValue(statType, out var value)) { return MathHelper.Lerp( value.minValue, value.maxValue, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); } return 0.0f; } public bool HasFlag(AbilityFlags flagType) { if (!(GetViableEffect() is AfflictionPrefab.Effect currentEffect)) { return false; } return currentEffect.AfflictionAbilityFlags.HasFlag(flagType); } private AfflictionPrefab.Effect GetViableEffect() { if (Strength < Prefab.ActivationThreshold) { return null; } return GetActiveEffect(); } public virtual void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime) { foreach (AfflictionPrefab.PeriodicEffect periodicEffect in Prefab.PeriodicEffects) { PeriodicEffectTimers[periodicEffect] -= deltaTime; if (PeriodicEffectTimers[periodicEffect] <= 0.0f) { if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { PeriodicEffectTimers[periodicEffect] = 0.0f; } else { foreach (StatusEffect statusEffect in periodicEffect.StatusEffects) { ApplyStatusEffect(ActionType.OnActive, statusEffect, 1.0f, characterHealth, targetLimb); PeriodicEffectTimers[periodicEffect] = Rand.Range(periodicEffect.MinInterval, periodicEffect.MaxInterval); } } } } 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) : characterHealth.Character.GetStatValue(StatTypes.DebuffDurationMultiplier))); _strength += currentEffect.StrengthChange * deltaTime * StrengthDiminishMultiplier * durationMultiplier; } else if (currentEffect.StrengthChange > 0) // Reduce strengthening of afflictions if resistant { _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); foreach (StatusEffect statusEffect in currentEffect.StatusEffects) { ApplyStatusEffect(ActionType.OnActive, statusEffect, deltaTime, characterHealth, targetLimb); } float amount = deltaTime; if (Prefab.GrainBurst > 0) { amount /= Prefab.GrainBurst; } if (PendingAdditionStrength >= 0) { AdditionStrength += amount; PendingAdditionStrength -= deltaTime; } else if (AdditionStrength > 0) { AdditionStrength -= amount; } #if SERVER GameMain.LuaCs.Hook.Call("afflictionUpdate", new object[] { this, characterHealth, targetLimb, deltaTime }); #endif } public void ApplyStatusEffects(ActionType type, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) { var currentEffect = GetActiveEffect(); if (currentEffect != null) { currentEffect.StatusEffects.ForEach(se => ApplyStatusEffect(type, se, deltaTime, characterHealth, targetLimb)); } } private readonly List targets = new List(); public void ApplyStatusEffect(ActionType type, StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) { if (type == ActionType.OnDamaged && !statusEffect.HasRequiredAfflictions(characterHealth.Character.LastDamage)) { return; } statusEffect.SetUser(Source); if (statusEffect.HasTargetType(StatusEffect.TargetType.Character)) { statusEffect.Apply(type, deltaTime, characterHealth.Character, characterHealth.Character); } if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.Limb)) { statusEffect.Apply(type, deltaTime, characterHealth.Character, targetLimb); } if (characterHealth?.Character?.AnimController?.Limbs != null && statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs)) { statusEffect.Apply(type, deltaTime, characterHealth.Character, targets: characterHealth.Character.AnimController.Limbs); } if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) || statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters)) { targets.Clear(); statusEffect.AddNearbyTargets(characterHealth.Character.WorldPosition, targets); statusEffect.Apply(type, deltaTime, characterHealth.Character, targets); } } /// /// Use this method to skip clamping and additional logic of the setters. /// Ideally we would keep this private, but doing so would require too much refactoring. /// public void SetStrength(float strength) { _nonClampedStrength = strength; _strength = _nonClampedStrength; } public bool ShouldShowIcon(Character afflictedCharacter) { return Strength >= (afflictedCharacter == Character.Controlled ? Prefab.ShowIconThreshold : Prefab.ShowIconToOthersThreshold); } } }