using System.Collections.Generic; using System.IO; using System.Linq; using System.Xml.Linq; namespace Barotrauma { partial class AfflictionHusk : Affliction { public enum InfectionState { Dormant, Transition, Active } private bool subscribedToDeathEvent; private InfectionState state; private List huskAppendage; public InfectionState State { get { return state; } } public AfflictionHusk(AfflictionPrefab prefab, float strength) : base(prefab, strength) { } public override void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime) { float prevStrength = Strength; base.Update(characterHealth, targetLimb, deltaTime); if (!subscribedToDeathEvent) { characterHealth.Character.OnDeath += CharacterDead; subscribedToDeathEvent = true; } if (characterHealth.Character == Character.Controlled) UpdateMessages(prevStrength, characterHealth.Character); if (Strength < Prefab.MaxStrength * 0.5f) { UpdateDormantState(deltaTime, characterHealth.Character); } else if (Strength < Prefab.MaxStrength) { characterHealth.Character.SpeechImpediment = 100.0f; UpdateTransitionState(deltaTime, characterHealth.Character); } else { characterHealth.Character.SpeechImpediment = 100.0f; UpdateActiveState(deltaTime, characterHealth.Character); } } partial void UpdateMessages(float prevStrength, Character character); private void UpdateDormantState(float deltaTime, Character character) { if (state != InfectionState.Dormant) { DeactivateHusk(character); } state = InfectionState.Dormant; } private void UpdateTransitionState(float deltaTime, Character character) { if (state != InfectionState.Transition) { DeactivateHusk(character); } state = InfectionState.Transition; } private void UpdateActiveState(float deltaTime, Character character) { if (state != InfectionState.Active) { ActivateHusk(character); state = InfectionState.Active; } foreach (Limb limb in character.AnimController.Limbs) { character.LastDamageSource = null; character.DamageLimb( limb.WorldPosition, limb, new List() { AfflictionPrefab.InternalDamage.Instantiate(0.5f * deltaTime / character.AnimController.Limbs.Length) }, 0.0f, false, 0.0f); } } private void ActivateHusk(Character character) { character.NeedsAir = false; if (huskAppendage == null) { huskAppendage = AttachHuskAppendage(character); character.SetStun(0.5f); } } public static List AttachHuskAppendage(Character character, Ragdoll ragdoll = null) { var huskDoc = XMLExtensions.TryLoadXml(Character.GetConfigFile("humanhusk")); string pathToAppendage = huskDoc.Root.Element("huskappendage").GetAttributeString("path", string.Empty); XDocument doc = XMLExtensions.TryLoadXml(pathToAppendage); if (doc == null || doc.Root == null) { return null; } if (ragdoll == null) { ragdoll = character.AnimController; } if (ragdoll.Dir < 1.0f) { ragdoll.Flip(); } var huskAppendages = new List(); var limbElements = doc.Root.Elements("limb").ToDictionary(e => e.GetAttributeString("id", null), e => e); foreach (var jointElement in doc.Root.Elements("joint")) { if (limbElements.TryGetValue(jointElement.GetAttributeString("limb2", null), out XElement limbElement)) { JointParams jointParams = new JointParams(jointElement, ragdoll.RagdollParams); Limb attachLimb = ragdoll.Limbs[jointParams.Limb1]; Limb huskAppendage = new Limb(ragdoll, character, new LimbParams(limbElement, ragdoll.RagdollParams)); huskAppendage.body.Submarine = character.Submarine; huskAppendage.body.SetTransform(attachLimb.SimPosition, attachLimb.Rotation); ragdoll.AddLimb(huskAppendage); ragdoll.AddJoint(jointParams); huskAppendages.Add(huskAppendage); } } return huskAppendages; } private void DeactivateHusk(Character character) { character.NeedsAir = true; RemoveHuskAppendage(character); } private void RemoveHuskAppendage(Character character) { if (huskAppendage == null) return; huskAppendage.ForEach(l => character.AnimController.RemoveLimb(l)); huskAppendage = null; } public void Remove(Character character) { DeactivateHusk(character); if (character != null) character.OnDeath -= CharacterDead; subscribedToDeathEvent = false; } private void CharacterDead(Character character, CauseOfDeath causeOfDeath) { if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; } if (Strength < Prefab.MaxStrength * 0.5f || character.Removed) { return; } //don't turn the character into a husk if any of its limbs are severed if (character.AnimController?.LimbJoints != null) { foreach (var limbJoint in character.AnimController.LimbJoints) { if (limbJoint.IsSevered) return; } } //create the AI husk in a coroutine to ensure that we don't modify the character list while enumerating it CoroutineManager.StartCoroutine(CreateAIHusk(character)); } private IEnumerable CreateAIHusk(Character character) { character.Enabled = false; Entity.Spawner.AddToRemoveQueue(character); var configFile = Character.GetConfigFile("humanhusk"); if (string.IsNullOrEmpty(configFile)) { DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - husk config file not found."); yield return CoroutineStatus.Success; } //XDocument doc = XMLExtensions.TryLoadXml(configFile); //if (doc?.Root == null) //{ // DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - husk config file ("+configFile+") could not be read."); // yield return CoroutineStatus.Success; //} //character.Info.Ragdoll = null; //character.Info.SourceElement = doc.Root; var husk = Character.Create(configFile, character.WorldPosition, character.Info.Name, character.Info, isRemotePlayer: false, hasAi: true); foreach (Limb limb in husk.AnimController.Limbs) { if (limb.type == LimbType.None) { limb.body.SetTransform(character.SimPosition, 0.0f); continue; } var matchingLimb = character.AnimController.GetLimb(limb.type); if (matchingLimb?.body != null) { limb.body.SetTransform(matchingLimb.SimPosition, matchingLimb.Rotation); limb.body.LinearVelocity = matchingLimb.LinearVelocity; limb.body.AngularVelocity = matchingLimb.body.AngularVelocity; } } for (int i = 0; i < character.Inventory.Items.Length; i++) { if (character.Inventory.Items[i] == null) continue; husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true, false, null); } yield return CoroutineStatus.Success; } } }