Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Map/Map/Radiation.cs
T
2025-03-12 12:56:27 +00:00

178 lines
7.1 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
namespace Barotrauma
{
internal partial class Radiation : ISerializableEntity
{
public string Name => nameof(Radiation);
[Serialize(defaultValue: 0f, isSaveable: IsPropertySaveable.Yes)]
public float Amount { get; set; }
[Serialize(defaultValue: true, isSaveable: IsPropertySaveable.Yes)]
public bool Enabled { get; set; }
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; }
public readonly Map Map;
public readonly RadiationParams Params;
private float radiationTimer;
private float increasedAmount;
private float lastIncrease;
public Radiation(Map map, RadiationParams radiationParams, XElement? element = null)
{
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
Map = map;
Params = radiationParams;
radiationTimer = Params.RadiationDamageDelay;
if (element == null)
{
Amount = Params.StartingRadiation;
}
}
/// <summary>
/// Advances the progress of the radiation.
/// </summary>
/// <param name="steps"></param>
public void OnStep(float steps = 1)
{
if (!Enabled) { return; }
if (steps <= 0) { return; }
float increaseAmount = Params.RadiationStep * steps;
if (Params.MaxRadiation > 0 && Params.MaxRadiation < Amount + increaseAmount)
{
increaseAmount = Params.MaxRadiation - Amount;
}
IncreaseRadiation(increaseAmount);
int amountOfOutposts = Map.Locations.Count(location => location.Type.HasOutpost && !location.IsCriticallyRadiated());
foreach (Location location in Map.Locations.Where(l => DepthInRadiation(l) > 0))
{
if (location.IsGateBetweenBiomes)
{
location.Connections.ForEach(c => c.Locked = false);
continue;
}
if (amountOfOutposts <= Params.MinimumOutpostAmount) { break; }
if (Map.CurrentLocation is { } currLocation)
{
// Don't advance on nearby locations to avoid buggy behavior
if (currLocation == location || currLocation.Connections.Any(lc => lc.OtherLocation(currLocation) == location)) { continue; }
}
bool wasCritical = location.IsCriticallyRadiated();
location.TurnsInRadiation++;
if (location.Type.HasOutpost && !wasCritical && location.IsCriticallyRadiated())
{
location.ClearMissions();
amountOfOutposts--;
}
}
}
public void IncreaseRadiation(float amount)
{
Amount += amount;
increasedAmount = lastIncrease = amount;
}
public void UpdateRadiation(float deltaTime)
{
if (!(GameMain.GameSession?.IsCurrentLocationRadiated() ?? false)) { return; }
if (GameMain.NetworkMember is { IsClient: true }) { return; }
if (radiationTimer > 0)
{
radiationTimer -= deltaTime;
return;
}
radiationTimer = Params.RadiationDamageDelay;
foreach (Character character in Character.CharacterList)
{
if (character.IsDead || character.Removed || !(character.CharacterHealth is { } health)) { continue; }
float depthInRadiation = DepthInRadiation(character);
if (depthInRadiation > 0)
{
AfflictionPrefab afflictionPrefab;
// Get the related affliction (if necessary, fall back to the traditional radiation sickness for slightly better backwards compatibility)
afflictionPrefab = AfflictionPrefab.JovianRadiation ?? AfflictionPrefab.RadiationSickness;
float currentAfflictionStrength = character.CharacterHealth.GetAfflictionStrengthByIdentifier(afflictionPrefab.Identifier);
// Get Jovian radiation strength, and cancel out the affliction's strength change (meant for decaying it)
// (for simplicity, let's assume each Effect of the Affliction has the same strengthchange)
float addedStrength = Params.RadiationDamageAmount - afflictionPrefab.Effects.FirstOrDefault()?.StrengthChange ?? 0.0f;
// Damage is applied periodically, so we must apply the total damage for the full period at once (after deducting strengthchange)
addedStrength *= Params.RadiationDamageDelay;
// The JovianRadiation affliction has brackets of 25 strength determined by the multiplier (1x = 0-25, 2x = 25-50 etc.)
int multiplier = (int)Math.Ceiling(depthInRadiation / Params.RadiationEffectMultipliedPerPixelDistance);
float growthPotentialInBracket = (multiplier * 25) - currentAfflictionStrength;
if (growthPotentialInBracket > 0)
{
addedStrength = Math.Min(addedStrength, growthPotentialInBracket);
character.CharacterHealth.ApplyAffliction(
character.AnimController?.MainLimb,
afflictionPrefab.Instantiate(addedStrength));
}
}
}
}
public float DepthInRadiation(Location location)
{
return DepthInRadiation(location.MapPosition);
}
private float DepthInRadiation(Vector2 pos)
{
return Amount - pos.X;
}
public float DepthInRadiation(Entity entity)
{
if (!Enabled) { return 0; }
if (Level.Loaded is { Type: LevelData.LevelType.LocationConnection, StartLocation: { } startLocation, EndLocation: { } endLocation } level)
{
// Approximate how far between the level start and end points the entity is on the map
float distanceNormalized = MathHelper.Clamp((entity.WorldPosition.X - level.StartPosition.X) / (level.EndPosition.X - level.StartPosition.X), 0.0f, 1.0f);
var (startX, startY) = startLocation.MapPosition;
var (endX, endY) = endLocation.MapPosition;
Vector2 mapPos = new Vector2(startX, startY) + (new Vector2(endX - startX, endY - startY) * distanceNormalized);
return DepthInRadiation(mapPos);
}
return 0;
}
public XElement Save()
{
XElement element = new XElement(nameof(Radiation));
SerializableProperty.SerializeProperties(this, element, saveIfDefault: true);
return element;
}
}
}