Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/HuskInfection.cs
T

224 lines
7.2 KiB
C#

using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.IO;
using System.Xml.Linq;
namespace Barotrauma
{
partial class HuskInfection
{
public enum InfectionState
{
Dormant, Transition, Active
}
const float IncubationDuration = 300.0f;
private InfectionState state;
private Limb huskAppendage;
private float incubationTimer;
public float IncubationTimer
{
get { return incubationTimer; }
set
{
incubationTimer = MathHelper.Clamp(value, 0.0f, 1.0f);
}
}
public InfectionState State
{
get { return state; }
}
public bool CanSpeak
{
get { return IncubationTimer < 0.5f; }
}
public HuskInfection(Character character)
{
character.OnDeath += CharacterDead;
}
public void Update(float deltaTime, Character character)
{
float prevTimer = IncubationTimer;
UpdateProjSpecific(prevTimer,character);
if (IncubationTimer < 0.5f)
{
UpdateDormantState(deltaTime, character);
}
else if (IncubationTimer < 1.0f)
{
UpdateTransitionState(deltaTime, character);
}
else
{
UpdateActiveState(deltaTime, character);
}
}
partial void UpdateProjSpecific(float prevTimer, Character character);
private void UpdateDormantState(float deltaTime, Character character)
{
if (state != InfectionState.Dormant)
{
DeactivateHusk(character);
}
float prevTimer = IncubationTimer;
state = InfectionState.Dormant;
IncubationTimer += deltaTime / IncubationDuration;
}
private void UpdateTransitionState(float deltaTime, Character character)
{
if (state != InfectionState.Transition)
{
DeactivateHusk(character);
}
IncubationTimer += deltaTime / IncubationDuration;
state = InfectionState.Transition;
}
private void UpdateActiveState(float deltaTime, Character character)
{
if (state != InfectionState.Active)
{
ActivateHusk(character);
state = InfectionState.Active;
}
character.AddDamage(CauseOfDeath.Husk, 0.5f * deltaTime, null);
}
private void ActivateHusk(Character character)
{
character.NeedsAir = false;
AttachHuskAppendage(character);
}
private void AttachHuskAppendage(Character character)
{
//husk appendage already created, don't do anything
if (huskAppendage != null) return;
XDocument doc = XMLExtensions.TryLoadXml(Path.Combine("Content", "Characters", "Human", "huskappendage.xml"));
if (doc == null || doc.Root == null) return;
var limbElement = doc.Root.Element("limb");
if (limbElement == null)
{
DebugConsole.ThrowError("Error in huskappendage.xml - limb element not found");
return;
}
var jointElement = doc.Root.Element("joint");
if (jointElement == null)
{
DebugConsole.ThrowError("Error in huskappendage.xml - joint element not found");
return;
}
character.SetStun(0.5f);
if (character.AnimController.Dir < 1.0f)
{
character.AnimController.Flip();
}
var torso = character.AnimController.GetLimb(LimbType.Torso);
huskAppendage = new Limb(character, limbElement);
huskAppendage.body.Submarine = character.Submarine;
huskAppendage.body.SetTransform(torso.SimPosition, torso.Rotation);
character.AnimController.AddLimb(huskAppendage);
character.AnimController.AddJoint(jointElement);
}
private void DeactivateHusk(Character character)
{
character.NeedsAir = true;
RemoveHuskAppendage(character);
}
private void RemoveHuskAppendage(Character character)
{
if (huskAppendage == null) return;
character.AnimController.RemoveLimb(huskAppendage);
huskAppendage = null;
}
public void Remove(Character character)
{
DeactivateHusk(character);
if (character != null) character.OnDeath -= CharacterDead;
}
private void CharacterDead(Character character, CauseOfDeath causeOfDeath)
{
if (GameMain.Client != null) 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<object> CreateAIHusk(Character character)
{
character.Enabled = false;
Entity.Spawner.AddToRemoveQueue(character);
var characterFiles = GameMain.SelectedPackage.GetFilesOfType(ContentType.Character);
var configFile = characterFiles.Find(f => Path.GetFileNameWithoutExtension(f) == "humanhusk");
if (string.IsNullOrEmpty(configFile))
{
DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - humanhusk config file not found.");
yield return CoroutineStatus.Success;
}
var husk = Character.Create(configFile, character.WorldPosition, character.Info, false, 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;
}
}
}