Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/Health/Afflictions/AfflictionPrefab.cs
2019-03-27 20:52:47 +02:00

361 lines
17 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Xml.Linq;
namespace Barotrauma
{
public static class CPRSettings
{
public static float ReviveChancePerSkill { get; private set; }
public static float ReviveChanceExponent { get; private set; }
public static float ReviveChanceMin { get; private set; }
public static float ReviveChanceMax { get; private set; }
public static float StabilizationPerSkill { get; private set; }
public static float StabilizationMin { get; private set; }
public static float StabilizationMax { get; private set; }
public static float DamageSkillThreshold { get; private set; }
public static float DamageSkillMultiplier { get; private set; }
public static void Load(XElement element)
{
ReviveChancePerSkill = Math.Max(element.GetAttributeFloat("revivechanceperskill", 0.01f), 0.0f);
ReviveChanceExponent = Math.Max(element.GetAttributeFloat("revivechanceexponent", 2.0f), 0.0f);
ReviveChanceMin = MathHelper.Clamp(element.GetAttributeFloat("revivechancemin", 0.05f), 0.0f, 1.0f);
ReviveChanceMax = MathHelper.Clamp(element.GetAttributeFloat("revivechancemax", 0.9f), ReviveChanceMin, 1.0f);
StabilizationPerSkill = Math.Max(element.GetAttributeFloat("stabilizationperskill", 0.01f), 0.0f);
StabilizationMin = MathHelper.Max(element.GetAttributeFloat("stabilizationmin", 0.05f), 0.0f);
StabilizationMax = MathHelper.Max(element.GetAttributeFloat("stabilizationmax", 2.0f), StabilizationMin);
DamageSkillThreshold = MathHelper.Clamp(element.GetAttributeFloat("damageskillthreshold", 40.0f), 0.0f, 100.0f);
DamageSkillMultiplier = MathHelper.Clamp(element.GetAttributeFloat("damageskillmultiplier", 0.1f), 0.0f, 100.0f);
}
}
class AfflictionPrefab
{
public class Effect
{
//this effect is applied when the strength is within this range
public float MinStrength, MaxStrength;
public readonly float MinVitalityDecrease = 0.0f;
public readonly float MaxVitalityDecrease = 0.0f;
//how much the strength of the affliction changes per second
public readonly float StrengthChange = 0.0f;
public readonly bool MultiplyByMaxVitality;
public float MinScreenBlurStrength, MaxScreenBlurStrength;
public float MinScreenDistortStrength, MaxScreenDistortStrength;
public float MinRadialDistortStrength, MaxRadialDistortStrength;
public float MinChromaticAberrationStrength, MaxChromaticAberrationStrength;
public float MinSpeedMultiplier, MaxSpeedMultiplier;
public float MinBuffMultiplier, MaxBuffMultiplier;
public float MinResistance, MaxResistance;
public string ResistanceFor;
public string DialogFlag;
//statuseffects applied on the character when the affliction is active
public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
public Effect(XElement element, string parentDebugName)
{
MinStrength = element.GetAttributeFloat("minstrength", 0);
MaxStrength = element.GetAttributeFloat("maxstrength", 0);
MultiplyByMaxVitality = element.GetAttributeBool("multiplybymaxvitality", false);
MinVitalityDecrease = element.GetAttributeFloat("minvitalitydecrease", 0.0f);
MaxVitalityDecrease = element.GetAttributeFloat("maxvitalitydecrease", 0.0f);
MaxVitalityDecrease = Math.Max(MinVitalityDecrease, MaxVitalityDecrease);
MinScreenDistortStrength = element.GetAttributeFloat("minscreendistort", 0.0f);
MaxScreenDistortStrength = element.GetAttributeFloat("maxscreendistort", 0.0f);
MaxScreenDistortStrength = Math.Max(MinScreenDistortStrength, MaxScreenDistortStrength);
MinRadialDistortStrength = element.GetAttributeFloat("minradialdistort", 0.0f);
MaxRadialDistortStrength = element.GetAttributeFloat("maxradialdistort", 0.0f);
MaxRadialDistortStrength = Math.Max(MinRadialDistortStrength, MaxRadialDistortStrength);
MinChromaticAberrationStrength = element.GetAttributeFloat("minchromaticaberration", 0.0f);
MaxChromaticAberrationStrength = element.GetAttributeFloat("maxchromaticaberration", 0.0f);
MaxChromaticAberrationStrength = Math.Max(MinChromaticAberrationStrength, MaxChromaticAberrationStrength);
MinScreenBlurStrength = element.GetAttributeFloat("minscreenblur", 0.0f);
MaxScreenBlurStrength = element.GetAttributeFloat("maxscreenblur", 0.0f);
MaxScreenBlurStrength = Math.Max(MinScreenBlurStrength, MaxScreenBlurStrength);
ResistanceFor = element.GetAttributeString("resistancefor", "");
MinResistance = element.GetAttributeFloat("minresistance", 0.0f);
MaxResistance = element.GetAttributeFloat("maxresistance", 0.0f);
MaxResistance = Math.Max(MinResistance, MaxResistance);
MinSpeedMultiplier = element.GetAttributeFloat("minspeedmultiplier", 1.0f);
MaxSpeedMultiplier = element.GetAttributeFloat("maxspeedmultiplier", 1.0f);
MaxSpeedMultiplier = Math.Max(MinSpeedMultiplier, MaxSpeedMultiplier);
MinBuffMultiplier = element.GetAttributeFloat("minmultiplier", 1.0f);
MaxBuffMultiplier = element.GetAttributeFloat("maxmultiplier", 1.0f);
MaxBuffMultiplier = Math.Max(MinBuffMultiplier, MaxBuffMultiplier);
DialogFlag = element.GetAttributeString("dialogflag", "");
StrengthChange = element.GetAttributeFloat("strengthchange", 0.0f);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "statuseffect":
StatusEffects.Add(StatusEffect.Load(subElement, parentDebugName));
break;
}
}
}
}
public static AfflictionPrefab InternalDamage;
public static AfflictionPrefab Bleeding;
public static AfflictionPrefab Burn;
public static AfflictionPrefab OxygenLow;
public static AfflictionPrefab Bloodloss;
public static AfflictionPrefab Pressure;
public static AfflictionPrefab Stun;
public static AfflictionPrefab Husk;
public static List<AfflictionPrefab> List = new List<AfflictionPrefab>();
//Arbitrary string that is used to identify the type of the affliction.
//Afflictions with the same type stack up, and items may be configured to cure specific types of afflictions.
public readonly string AfflictionType;
//Does the affliction affect a specific limb or the whole character
public readonly bool LimbSpecific;
//If not a limb-specific affliction, which limb is the indicator shown on in the health menu
//(e.g. mental health problems on head, lack of oxygen on torso...)
public readonly LimbType IndicatorLimb;
public readonly string Identifier;
public readonly string Name, Description;
public readonly bool IsBuff;
public readonly string CauseOfDeathDescription, SelfCauseOfDeathDescription;
//how high the strength has to be for the affliction to take affect
public readonly float ActivationThreshold = 0.0f;
//how high the strength has to be for the affliction icon to be shown in the UI
public readonly float ShowIconThreshold = 0.05f;
public readonly float MaxStrength = 100.0f;
//how high the strength has to be for the affliction icon to be shown with a health scanner
public readonly float ShowInHealthScannerThreshold = 0.05f;
public float BurnOverlayAlpha;
public float DamageOverlayAlpha;
//steam achievement given when the affliction is removed from the controlled character
public readonly string AchievementOnRemoved;
public readonly Sprite Icon;
public readonly Color IconColor;
private List<Effect> effects = new List<Effect>();
private Dictionary<string, float> treatmentSuitability = new Dictionary<string, float>();
private readonly string typeName;
private readonly ConstructorInfo constructor;
public Dictionary<string, float> TreatmentSuitability
{
get { return treatmentSuitability; }
}
public static void LoadAll(IEnumerable<string> filePaths)
{
foreach (string filePath in filePaths)
{
XDocument doc = XMLExtensions.TryLoadXml(filePath);
if (doc == null || doc.Root == null) continue;
foreach (XElement element in doc.Root.Elements())
{
switch (element.Name.ToString().ToLowerInvariant())
{
case "internaldamage":
List.Add(InternalDamage = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "bleeding":
List.Add(Bleeding = new AfflictionPrefab(element, typeof(AfflictionBleeding)));
break;
case "burn":
List.Add(Burn = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "oxygenlow":
List.Add(OxygenLow = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "bloodloss":
List.Add(Bloodloss = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "pressure":
List.Add(Pressure = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "stun":
List.Add(Stun = new AfflictionPrefab(element, typeof(Affliction)));
break;
case "husk":
case "afflictionhusk":
List.Add(Husk = new AfflictionPrefab(element, typeof(AfflictionHusk)));
break;
case "cprsettings":
CPRSettings.Load(element);
break;
default:
List.Add(new AfflictionPrefab(element));
break;
}
}
}
if (InternalDamage == null) DebugConsole.ThrowError("Affliction \"Internal Damage\" not defined in the affliction prefabs.");
if (Bleeding == null) DebugConsole.ThrowError("Affliction \"Bleeding\" not defined in the affliction prefabs.");
if (Burn == null) DebugConsole.ThrowError("Affliction \"Burn\" not defined in the affliction prefabs.");
if (OxygenLow == null) DebugConsole.ThrowError("Affliction \"OxygenLow\" not defined in the affliction prefabs.");
if (Bloodloss == null) DebugConsole.ThrowError("Affliction \"Bloodloss\" not defined in the affliction prefabs.");
if (Pressure == null) DebugConsole.ThrowError("Affliction \"Pressure\" not defined in the affliction prefabs.");
if (Stun == null) DebugConsole.ThrowError("Affliction \"Stun\" not defined in the affliction prefabs.");
if (Husk == null) DebugConsole.ThrowError("Affliction \"Husk\" not defined in the affliction prefabs.");
}
public AfflictionPrefab(XElement element, Type type = null)
{
typeName = type == null ? element.Name.ToString() : type.Name;
Identifier = element.GetAttributeString("identifier", "");
AfflictionType = element.GetAttributeString("type", "");
Name = TextManager.Get("AfflictionName." + Identifier, true) ?? element.GetAttributeString("name", "");
Description = TextManager.Get("AfflictionDescription." + Identifier, true) ?? element.GetAttributeString("description", "");
IsBuff = element.GetAttributeBool("isbuff", false);
LimbSpecific = element.GetAttributeBool("limbspecific", false);
if (!LimbSpecific)
{
string indicatorLimbName = element.GetAttributeString("indicatorlimb", "Torso");
if (!Enum.TryParse(indicatorLimbName, out IndicatorLimb))
{
DebugConsole.ThrowError("Error in affliction prefab " + Name + " - limb type \"" + indicatorLimbName + "\" not found.");
}
}
ActivationThreshold = element.GetAttributeFloat("activationthreshold", 0.0f);
ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", Math.Max(ActivationThreshold, 0.05f));
MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
ShowInHealthScannerThreshold = element.GetAttributeFloat("showinhealthscannerthreshold", Math.Max(ActivationThreshold, 0.05f));
DamageOverlayAlpha = element.GetAttributeFloat("damageoverlayalpha", 0.0f);
BurnOverlayAlpha = element.GetAttributeFloat("burnoverlayalpha", 0.0f);
CauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeath." + Identifier, true) ?? element.GetAttributeString("causeofdeathdescription", "");
SelfCauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeathSelf." + Identifier, true) ?? element.GetAttributeString("selfcauseofdeathdescription", "");
AchievementOnRemoved = element.GetAttributeString("achievementonremoved", "");
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "icon":
Icon = new Sprite(subElement);
IconColor = subElement.GetAttributeColor("color", Color.White);
break;
case "effect":
effects.Add(new Effect(subElement, Name));
break;
}
}
try
{
if (type == null)
{
type = Type.GetType("Barotrauma." + typeName, true, true);
if (type == null)
{
DebugConsole.ThrowError("Could not find an affliction class of the type \"" + typeName + "\".");
return;
}
}
}
catch
{
DebugConsole.ThrowError("Could not find an affliction class of the type \"" + typeName + "\".");
return;
}
constructor = type.GetConstructor(new[] { typeof(AfflictionPrefab), typeof(float) });
}
public override string ToString()
{
return "AfflictionPrefab (" + Name + ")";
}
public Affliction Instantiate(float strength, Character source = null)
{
object instance = null;
try
{
instance = constructor.Invoke(new object[] { this, strength });
}
catch (Exception ex)
{
DebugConsole.ThrowError(ex.InnerException != null ? ex.InnerException.ToString() : ex.ToString());
}
Affliction affliction = instance as Affliction;
affliction.Source = source;
return affliction;
}
public Effect GetActiveEffect(float currentStrength)
{
foreach (Effect effect in effects)
{
if (currentStrength > effect.MinStrength && currentStrength <= effect.MaxStrength) return effect;
}
//if above the strength range of all effects, use the highest strength effect
Effect strongestEffect = null;
float largestStrength = currentStrength;
foreach (Effect effect in effects)
{
if (currentStrength > effect.MaxStrength &&
(strongestEffect == null || effect.MaxStrength > largestStrength))
{
strongestEffect = effect;
largestStrength = effect.MaxStrength;
}
}
return strongestEffect;
}
public float GetTreatmentSuitability(Item item)
{
if (item == null || !treatmentSuitability.ContainsKey(item.Prefab.Identifier.ToLowerInvariant()))
{
return 0.0f;
}
return treatmentSuitability[item.Prefab.Identifier.ToLowerInvariant()];
}
}
}