Files
LuaCsForBarotraumaEP/Subsurface/Characters/LimbAttack.cs

96 lines
3.0 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
public enum DamageType { None, Blunt, Slash };
class Attack
{
public enum Type
{
None, PinchCW, PinchCCW
};
public readonly Type type;
public readonly float range;
public readonly float duration;
public readonly DamageType damageType;
public readonly float structureDamage;
public readonly float damage;
public readonly float bleedingDamage;
public readonly float stun;
private float priority;
public Attack(XElement element)
{
try
{
type = (Type)Enum.Parse(typeof(Type), element.Attribute("type").Value, true);
}
catch
{
type = Type.None;
}
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, "damage", 0.0f);
bleedingDamage = ToolBox.GetAttributeFloat(element, "bleedingdamage", 0.0f);
stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
range = FarseerPhysics.ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "range", 0.0f));
duration = ToolBox.GetAttributeFloat(element, "duration", 0.0f);
priority = ToolBox.GetAttributeFloat(element, "priority", 1.0f);
}
public void DoDamage(IDamageable target, Vector2 position, float deltaTime, bool playSound=true)
{
float damageAmount = 0.0f;
//DamageSoundType damageSoundType = DamageSoundType.None;
if (target as Character == null)
{
damageAmount = structureDamage;
//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt: DamageSoundType.StructureSlash;
}
else
{
damageAmount = damage;
//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
}
//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
//if (playSound) AmbientSoundManager.PlayDamageSound(damageSoundType, damageAmount, position);
if (duration > 0.0f) damageAmount *= deltaTime;
float bleedingAmount = (duration == 0.0f) ? bleedingDamage : bleedingDamage * deltaTime;
if (damageAmount>0.0f) target.AddDamage(position, damageType, damageAmount, bleedingAmount, stun, playSound);
}
}
}