Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/Attack.cs
Regalis 2c5d272acd - special death messages for husk infections
- fixed husk infections not being removed from clients
- more accurate bleeding indicators
- humanoid standing anim tweaking
2016-08-28 20:22:45 +03:00

160 lines
4.8 KiB
C#

using Microsoft.Xna.Framework;
using Barotrauma.Particles;
using System;
using System.Xml.Linq;
using System.Collections.Generic;
namespace Barotrauma
{
enum CauseOfDeath
{
Damage, Bloodloss, Pressure, Suffocation, Drowning, Burn, Husk, Disconnected
}
public enum DamageType { None, Blunt, Slash, Burn }
struct AttackResult
{
public readonly float Damage;
public readonly float Bleeding;
public readonly bool HitArmor;
public AttackResult(float damage, float bleeding, bool hitArmor=false)
{
this.Damage = damage;
this.Bleeding = bleeding;
this.HitArmor = hitArmor;
}
}
class Attack
{
public readonly float Range;
public readonly float Duration;
public readonly DamageType DamageType;
private readonly float structureDamage;
private readonly float damage;
private readonly float bleedingDamage;
private readonly List<StatusEffect> statusEffects;
public readonly float Force;
public readonly float Torque;
public readonly float TargetForce;
private Sound sound;
private ParticleEmitterPrefab particleEmitterPrefab;
public readonly float Stun;
private float priority;
public float GetDamage(float deltaTime)
{
return (Duration == 0.0f) ? damage : damage * deltaTime;
}
public float GetBleedingDamage(float deltaTime)
{
return (Duration == 0.0f) ? bleedingDamage : bleedingDamage * deltaTime;
}
public float GetStructureDamage(float deltaTime)
{
return (Duration == 0.0f) ? structureDamage : structureDamage * deltaTime;
}
public Attack(XElement element)
{
try
{
DamageType = (DamageType)Enum.Parse(typeof(DamageType), ToolBox.GetAttributeString(element, "damagetype", "None"), true);
}
catch
{
DamageType = DamageType.None;
}
damage = ToolBox.GetAttributeFloat(element, "damage", 0.0f);
structureDamage = ToolBox.GetAttributeFloat(element, "structuredamage", 0.0f);
bleedingDamage = ToolBox.GetAttributeFloat(element, "bleedingdamage", 0.0f);
Force = ToolBox.GetAttributeFloat(element,"force", 0.0f);
TargetForce = ToolBox.GetAttributeFloat(element, "targetforce", 0.0f);
Torque = ToolBox.GetAttributeFloat(element, "torque", 0.0f);
Stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
string soundPath = ToolBox.GetAttributeString(element, "sound", "");
if (!string.IsNullOrWhiteSpace(soundPath))
{
sound = Sound.Load(soundPath);
}
Range = ToolBox.GetAttributeFloat(element, "range", 0.0f);
Duration = ToolBox.GetAttributeFloat(element, "duration", 0.0f);
priority = ToolBox.GetAttributeFloat(element, "priority", 1.0f);
statusEffects = new List<StatusEffect>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "particleemitter":
particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
break;
case "statuseffect":
statusEffects.Add(StatusEffect.Load(subElement));
break;
}
}
}
public AttackResult DoDamage(IDamageable attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true)
{
if (particleEmitterPrefab != null)
{
particleEmitterPrefab.Emit(worldPosition);
}
if (sound != null)
{
sound.Play(1.0f, 500.0f, worldPosition);
}
var attackResult = target.AddDamage(attacker, worldPosition, this, deltaTime, playSound);
var effectType = attackResult.Damage > 0.0f ? ActionType.OnUse : ActionType.OnFailure;
foreach (StatusEffect effect in statusEffects)
{
if (effect.Targets.HasFlag(StatusEffect.TargetType.This) && attacker is Character)
{
effect.Apply(effectType, deltaTime, (Character)attacker, (Character)attacker);
}
if (effect.Targets.HasFlag(StatusEffect.TargetType.Character) && target is Character)
{
effect.Apply(effectType, deltaTime, (Character)target, (Character)target);
}
}
return attackResult;
}
}
}