using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma { class Affliction { public readonly AfflictionPrefab Prefab; public float Strength; public float DamagePerSecond; public float DamagePerSecondTimer; public float PreviousVitalityDecrease; public float StrengthDiminishMultiplier = 1.0f; public Affliction MultiplierSource; /// /// Which character gave this affliction /// public Character Source; public Affliction(AfflictionPrefab prefab, float strength) { Prefab = prefab; Strength = strength; } public Affliction CreateMultiplied(float multiplier) { return Prefab.Instantiate(Strength * multiplier, Source); } public override string ToString() { return "Affliction (" + Prefab.Name + ")"; } public float GetVitalityDecrease(CharacterHealth characterHealth) { if (Strength < Prefab.ActivationThreshold) return 0.0f; 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 GetScreenDistortStrength() { if (Strength < Prefab.ActivationThreshold) return 0.0f; AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength); if (currentEffect == null) return 0.0f; if (currentEffect.MaxScreenDistortStrength - currentEffect.MinScreenDistortStrength <= 0.0f) return 0.0f; return MathHelper.Lerp( currentEffect.MinScreenDistortStrength, currentEffect.MaxScreenDistortStrength, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); } public float GetRadialDistortStrength() { if (Strength < Prefab.ActivationThreshold) return 0.0f; AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength); if (currentEffect == null) return 0.0f; if (currentEffect.MaxRadialDistortStrength - currentEffect.MinRadialDistortStrength <= 0.0f) return 0.0f; return MathHelper.Lerp( currentEffect.MinRadialDistortStrength, currentEffect.MaxRadialDistortStrength, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); } public float GetChromaticAberrationStrength() { if (Strength < Prefab.ActivationThreshold) return 0.0f; AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength); if (currentEffect == null) return 0.0f; if (currentEffect.MaxChromaticAberrationStrength - currentEffect.MinChromaticAberrationStrength <= 0.0f) return 0.0f; return MathHelper.Lerp( currentEffect.MinChromaticAberrationStrength, currentEffect.MaxChromaticAberrationStrength, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); } public float GetScreenBlurStrength() { if (Strength < Prefab.ActivationThreshold) return 0.0f; AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength); if (currentEffect == null) return 0.0f; if (currentEffect.MaxScreenBlurStrength - currentEffect.MinScreenBlurStrength <= 0.0f) return 0.0f; return MathHelper.Lerp( currentEffect.MinScreenBlurStrength, currentEffect.MaxScreenBlurStrength, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); } 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(string afflictionId) { if (Strength < Prefab.ActivationThreshold) return 0.0f; AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength); if (currentEffect == null) return 0.0f; if (currentEffect.MaxResistance - currentEffect.MinResistance <= 0.0f) return 0.0f; if (afflictionId != currentEffect.ResistanceFor) 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 = Prefab.GetActiveEffect(Strength); if (currentEffect == null) return 1.0f; if (currentEffect.MaxSpeedMultiplier - currentEffect.MinSpeedMultiplier <= 0.0f) return 1.0f; return MathHelper.Lerp( currentEffect.MinSpeedMultiplier, currentEffect.MaxSpeedMultiplier, (Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength)); } public virtual void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime) { AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength); if (currentEffect == null) return; if (currentEffect.StrengthChange < 0) // Reduce diminishing of buffs if boosted { Strength += currentEffect.StrengthChange * deltaTime * StrengthDiminishMultiplier; } else // Reduce strengthening of afflictions if resistant { Strength += currentEffect.StrengthChange * deltaTime * (1f - characterHealth.GetResistance(Prefab.Identifier)); } foreach (StatusEffect statusEffect in currentEffect.StatusEffects) { if (statusEffect.HasTargetType(StatusEffect.TargetType.Character)) { statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, characterHealth.Character); } if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.Limb)) { statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, targetLimb); } if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs)) { statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targetLimb.character.AnimController.Limbs.Cast().ToList()); } if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) || statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters)) { var targets = new List(); statusEffect.GetNearbyTargets(characterHealth.Character.WorldPosition, targets); statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targets); } } } } }