Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPrefab.cs
T
2023-01-31 18:08:26 +02:00

728 lines
33 KiB
C#

using Barotrauma.Abilities;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Xml.Linq;
using Barotrauma.Extensions;
using System.Collections.Immutable;
namespace Barotrauma
{
class CPRSettings : Prefab
{
public readonly static PrefabSelector<CPRSettings> Prefabs = new PrefabSelector<CPRSettings>();
public static CPRSettings Active => Prefabs.ActivePrefab;
public readonly float ReviveChancePerSkill;
public readonly float ReviveChanceExponent;
public readonly float ReviveChanceMin;
public readonly float ReviveChanceMax;
public readonly float StabilizationPerSkill;
public readonly float StabilizationMin;
public readonly float StabilizationMax;
public readonly float DamageSkillThreshold;
public readonly float DamageSkillMultiplier;
private readonly string insufficientSkillAfflictionIdentifier;
public AfflictionPrefab InsufficientSkillAffliction
{
get
{
return
AfflictionPrefab.Prefabs.ContainsKey(insufficientSkillAfflictionIdentifier) ?
AfflictionPrefab.Prefabs[insufficientSkillAfflictionIdentifier] :
AfflictionPrefab.InternalDamage;
}
}
public CPRSettings(XElement element, AfflictionsFile file) : base(file, file.Path.Value.ToIdentifier())
{
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);
insufficientSkillAfflictionIdentifier = element.GetAttributeString("insufficientskillaffliction", "");
}
public override void Dispose() { }
}
class AfflictionPrefabHusk : AfflictionPrefab
{
public AfflictionPrefabHusk(ContentXElement element, AfflictionsFile file, Type type = null) : base(element, file, type)
{
HuskedSpeciesName = element.GetAttributeIdentifier("huskedspeciesname", Identifier.Empty);
if (HuskedSpeciesName.IsEmpty)
{
DebugConsole.NewMessage($"No 'huskedspeciesname' defined for the husk affliction ({Identifier}) in {element}", Color.Orange);
HuskedSpeciesName = "husk".ToIdentifier();
}
// Remove "[speciesname]" for backward support (we don't use it anymore)
HuskedSpeciesName = HuskedSpeciesName.Remove("[speciesname]").ToIdentifier();
TargetSpecies = element.GetAttributeIdentifierArray("targets", Array.Empty<Identifier>(), trim: true);
if (TargetSpecies.Length == 0)
{
DebugConsole.NewMessage($"No 'targets' defined for the husk affliction ({Identifier}) in {element}", Color.Orange);
TargetSpecies = new Identifier[] { CharacterPrefab.HumanSpeciesName };
}
var attachElement = element.GetChildElement("attachlimb");
if (attachElement != null)
{
AttachLimbId = attachElement.GetAttributeInt("id", -1);
AttachLimbName = attachElement.GetAttributeString("name", null);
AttachLimbType = Enum.TryParse(attachElement.GetAttributeString("type", "none"), true, out LimbType limbType) ? limbType : LimbType.None;
}
else
{
AttachLimbId = -1;
AttachLimbName = null;
AttachLimbType = LimbType.None;
}
TransferBuffs = element.GetAttributeBool("transferbuffs", true);
SendMessages = element.GetAttributeBool("sendmessages", true);
CauseSpeechImpediment = element.GetAttributeBool("causespeechimpediment", true);
NeedsAir = element.GetAttributeBool("needsair", false);
ControlHusk = element.GetAttributeBool("controlhusk", false);
DormantThreshold = element.GetAttributeFloat("dormantthreshold", MaxStrength * 0.5f);
ActiveThreshold = element.GetAttributeFloat("activethreshold", MaxStrength * 0.75f);
TransitionThreshold = element.GetAttributeFloat("transitionthreshold", MaxStrength);
TransformThresholdOnDeath = element.GetAttributeFloat("transformthresholdondeath", ActiveThreshold);
}
// Use any of these to define which limb the appendage is attached to.
// If multiple are defined, the order of preference is: id, name, type.
public readonly int AttachLimbId;
public readonly string AttachLimbName;
public readonly LimbType AttachLimbType;
public float ActiveThreshold, DormantThreshold, TransitionThreshold;
public float TransformThresholdOnDeath;
public readonly Identifier HuskedSpeciesName;
public readonly Identifier[] TargetSpecies;
public readonly bool TransferBuffs;
public readonly bool SendMessages;
public readonly bool CauseSpeechImpediment;
public readonly bool NeedsAir;
public readonly bool ControlHusk;
}
class AfflictionPrefab : PrefabWithUintIdentifier
{
public class Effect
{
//this effect is applied when the strength is within this range
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinStrength { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxStrength { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinVitalityDecrease { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxVitalityDecrease { get; private set; }
//how much the strength of the affliction changes per second
[Serialize(0.0f, IsPropertySaveable.No)]
public float StrengthChange { get; private set; }
[Serialize(false, IsPropertySaveable.No)]
public bool MultiplyByMaxVitality { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinScreenBlur { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxScreenBlur { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinScreenDistort { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxScreenDistort { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinRadialDistort { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxRadialDistort { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinChromaticAberration { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxChromaticAberration { get; private set; }
[Serialize("255,255,255,255", IsPropertySaveable.No)]
public Color GrainColor { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinGrainStrength { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxGrainStrength { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float ScreenEffectFluctuationFrequency { get; private set; }
[Serialize(1.0f, IsPropertySaveable.No)]
public float MinAfflictionOverlayAlphaMultiplier { get; private set; }
[Serialize(1.0f, IsPropertySaveable.No)]
public float MaxAfflictionOverlayAlphaMultiplier { get; private set; }
[Serialize(1.0f, IsPropertySaveable.No)]
public float MinBuffMultiplier { get; private set; }
[Serialize(1.0f, IsPropertySaveable.No)]
public float MaxBuffMultiplier { get; private set; }
[Serialize(1.0f, IsPropertySaveable.No)]
public float MinSpeedMultiplier { get; private set; }
[Serialize(1.0f, IsPropertySaveable.No)]
public float MaxSpeedMultiplier { get; private set; }
[Serialize(1.0f, IsPropertySaveable.No)]
public float MinSkillMultiplier { get; private set; }
[Serialize(1.0f, IsPropertySaveable.No)]
public float MaxSkillMultiplier { get; private set; }
private readonly Identifier[] resistanceFor;
public IReadOnlyList<Identifier> ResistanceFor => resistanceFor;
[Serialize(0.0f, IsPropertySaveable.No)]
public float MinResistance { get; private set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float MaxResistance { get; private set; }
[Serialize("", IsPropertySaveable.No)]
public Identifier DialogFlag { get; private set; }
[Serialize("", IsPropertySaveable.No)]
public Identifier Tag { get; private set; }
[Serialize("0,0,0,0", IsPropertySaveable.No)]
public Color MinFaceTint { get; private set; }
[Serialize("0,0,0,0", IsPropertySaveable.No)]
public Color MaxFaceTint { get; private set; }
[Serialize("0,0,0,0", IsPropertySaveable.No)]
public Color MinBodyTint { get; private set; }
[Serialize("0,0,0,0", IsPropertySaveable.No)]
public Color MaxBodyTint { get; private set; }
/// <summary>
/// Prevents AfflictionHusks with the specified identifier(s) from transforming the character into an AI-controlled character
/// </summary>
public Identifier[] BlockTransformation { get; private set; }
public readonly Dictionary<StatTypes, (float minValue, float maxValue)> AfflictionStatValues = new Dictionary<StatTypes, (float minValue, float maxValue)>();
public AbilityFlags AfflictionAbilityFlags;
//statuseffects applied on the character when the affliction is active
public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
public Effect(ContentXElement element, string parentDebugName)
{
SerializableProperty.DeserializeProperties(this, element);
resistanceFor = element.GetAttributeIdentifierArray("resistancefor", Array.Empty<Identifier>());
BlockTransformation = element.GetAttributeIdentifierArray("blocktransformation", Array.Empty<Identifier>());
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "statuseffect":
StatusEffects.Add(StatusEffect.Load(subElement, parentDebugName));
break;
case "statvalue":
var statType = CharacterAbilityGroup.ParseStatType(subElement.GetAttributeString("stattype", ""), parentDebugName);
float defaultValue = subElement.GetAttributeFloat("value", 0f);
float minValue = subElement.GetAttributeFloat("minvalue", defaultValue);
float maxValue = subElement.GetAttributeFloat("maxvalue", defaultValue);
AfflictionStatValues.TryAdd(statType, (minValue, maxValue));
break;
case "abilityflag":
var flagType = CharacterAbilityGroup.ParseFlagType(subElement.GetAttributeString("flagtype", ""), parentDebugName);
AfflictionAbilityFlags |= flagType;
break;
case "affliction":
DebugConsole.AddWarning($"Error in affliction \"{parentDebugName}\" - additional afflictions caused by the affliction should be configured inside status effects.");
break;
}
}
}
}
public class Description
{
public enum TargetType
{
Any,
Self,
OtherCharacter
}
public readonly LocalizedString Text;
public readonly Identifier TextTag;
public readonly float MinStrength, MaxStrength;
public readonly TargetType Target;
public Description(ContentXElement element, AfflictionPrefab affliction)
{
TextTag = element.GetAttributeIdentifier("textidentifier", Identifier.Empty);
if (!TextTag.IsEmpty)
{
Text = TextManager.Get(TextTag);
}
string text = element.GetAttributeString("text", string.Empty);
if (!text.IsNullOrEmpty())
{
Text = Text?.Fallback(text) ?? text;
}
else if (TextTag.IsEmpty)
{
DebugConsole.ThrowError($"Error in affliction \"{affliction.Identifier}\" - no text defined for one of the descriptions.");
}
MinStrength = element.GetAttributeFloat(nameof(MinStrength), 0.0f);
MaxStrength = element.GetAttributeFloat(nameof(MaxStrength), 100.0f);
if (MinStrength >= MaxStrength)
{
DebugConsole.ThrowError($"Error in affliction \"{affliction.Identifier}\" - max strength is not larger than min.");
}
Target = element.GetAttributeEnum(nameof(Target), TargetType.Any);
}
}
public class PeriodicEffect
{
public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
public readonly float MinInterval, MaxInterval;
public readonly float MinStrength, MaxStrength;
public PeriodicEffect(ContentXElement element, string parentDebugName)
{
foreach (var subElement in element.Elements())
{
StatusEffects.Add(StatusEffect.Load(subElement, parentDebugName));
}
if (element.GetAttribute("interval") != null)
{
MinInterval = MaxInterval = Math.Max(element.GetAttributeFloat("interval", 1.0f), 1.0f);
}
else
{
MinInterval = Math.Max(element.GetAttributeFloat(nameof(MinInterval), 1.0f), 1.0f);
MaxInterval = Math.Max(element.GetAttributeFloat(nameof(MaxInterval), 1.0f), MinInterval);
MinStrength = Math.Max(element.GetAttributeFloat(nameof(MinStrength), 0f), 0f);
MaxStrength = Math.Max(element.GetAttributeFloat(nameof(MaxStrength), MinStrength), MinStrength);
}
}
}
public static AfflictionPrefab InternalDamage => Prefabs["internaldamage"];
public static AfflictionPrefab BiteWounds => Prefabs["bitewounds"];
public static AfflictionPrefab ImpactDamage => Prefabs["blunttrauma"];
public static AfflictionPrefab Bleeding => Prefabs["bleeding"];
public static AfflictionPrefab Burn => Prefabs["burn"];
public static AfflictionPrefab OxygenLow => Prefabs["oxygenlow"];
public static AfflictionPrefab Bloodloss => Prefabs["bloodloss"];
public static AfflictionPrefab Pressure => Prefabs["pressure"];
public static AfflictionPrefab Stun => Prefabs["stun"];
public static AfflictionPrefab RadiationSickness => Prefabs["radiationsickness"];
public static readonly PrefabCollection<AfflictionPrefab> Prefabs = new PrefabCollection<AfflictionPrefab>();
public override void Dispose() { }
public static IEnumerable<AfflictionPrefab> List => Prefabs;
// Arbitrary string that is used to identify the type of the affliction.
public readonly Identifier AfflictionType;
private readonly ContentXElement configElement;
//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 LocalizedString Name;
public readonly Identifier TranslationIdentifier;
public readonly bool IsBuff;
public readonly bool AffectMachines;
public readonly bool HealableInMedicalClinic;
public readonly float HealCostMultiplier;
public readonly int BaseHealCost;
public readonly bool ShowBarInHealthMenu;
public readonly LocalizedString CauseOfDeathDescription, SelfCauseOfDeathDescription;
private readonly LocalizedString defaultDescription;
public readonly ImmutableList<Description> Descriptions;
public readonly bool HideIconAfterDelay;
//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;
//how high the strength has to be for the affliction icon to be shown to others with a health scanner or via the health interface
public readonly float ShowIconToOthersThreshold = 0.05f;
public readonly float MaxStrength = 100.0f;
public readonly float GrainBurst;
//how high the strength has to be for the affliction icon to be shown with a health scanner
public readonly float ShowInHealthScannerThreshold = 0.05f;
//how strong the affliction needs to be before bots attempt to treat it
public readonly float TreatmentThreshold = 5.0f;
/// <summary>
/// Bots will not try to treat the affliction if the character has any of these afflictions
/// </summary>
public ImmutableHashSet<Identifier> IgnoreTreatmentIfAfflictedBy;
/// <summary>
/// The affliction is automatically removed after this time. 0 = unlimited
/// </summary>
public readonly float Duration;
//how much karma changes when a player applies this affliction to someone (per strength of the affliction)
public float KarmaChangeOnApplied;
public readonly float BurnOverlayAlpha;
public readonly float DamageOverlayAlpha;
//steam achievement given when the affliction is removed from the controlled character
public readonly Identifier AchievementOnRemoved;
public readonly Sprite Icon;
public readonly Color[] IconColors;
public readonly Sprite AfflictionOverlay;
public readonly bool AfflictionOverlayAlphaIsLinear;
public readonly bool DamageParticles;
/// <summary>
/// An arbitrary modifier that affects how much medical skill is increased when you apply the affliction on a target.
/// If the affliction causes damage or is of type poison or paralysis, the skill is increased only when the target is hostile.
/// If the affliction is of type buff, the skill is increased only when the target is friendly.
/// </summary>
public readonly float MedicalSkillGain;
/// <summary>
/// An arbitrary modifier that affects how much weapons skill is increased when you apply the affliction on a target.
/// The skill is increased only when the target is hostile.
/// </summary>
public readonly float WeaponsSkillGain;
private readonly List<Effect> effects = new List<Effect>();
private readonly List<PeriodicEffect> periodicEffects = new List<PeriodicEffect>();
public IEnumerable<Effect> Effects => effects;
public IList<PeriodicEffect> PeriodicEffects => periodicEffects;
private readonly ConstructorInfo constructor;
public readonly bool ResetBetweenRounds;
public IEnumerable<KeyValuePair<Identifier, float>> TreatmentSuitability
{
get
{
foreach (var itemPrefab in ItemPrefab.Prefabs)
{
float suitability = Math.Max(itemPrefab.GetTreatmentSuitability(Identifier), itemPrefab.GetTreatmentSuitability(AfflictionType));
if (!MathUtils.NearlyEqual(suitability, 0.0f))
{
yield return new KeyValuePair<Identifier, float>(itemPrefab.Identifier, suitability);
}
}
}
}
public AfflictionPrefab(ContentXElement element, AfflictionsFile file, Type type) : base(file, element.GetAttributeIdentifier("identifier", ""))
{
configElement = element;
AfflictionType = element.GetAttributeIdentifier("type", "");
TranslationIdentifier = element.GetAttributeIdentifier("translationoverride", Identifier);
Name = TextManager.Get($"AfflictionName.{TranslationIdentifier}");
string fallbackName = element.GetAttributeString("name", "");
if (!string.IsNullOrEmpty(fallbackName))
{
Name = Name.Fallback(fallbackName);
}
defaultDescription = TextManager.Get($"AfflictionDescription.{TranslationIdentifier}");
string fallbackDescription = element.GetAttributeString("description", "");
if (!string.IsNullOrEmpty(fallbackDescription))
{
defaultDescription = defaultDescription.Fallback(fallbackDescription);
}
IsBuff = element.GetAttributeBool(nameof(IsBuff), false);
AffectMachines = element.GetAttributeBool(nameof(AffectMachines), true);
ShowBarInHealthMenu = element.GetAttributeBool("showbarinhealthmenu", true);
HealableInMedicalClinic = element.GetAttributeBool("healableinmedicalclinic",
!IsBuff &&
AfflictionType != "geneticmaterialbuff" &&
AfflictionType != "geneticmaterialdebuff");
HealCostMultiplier = element.GetAttributeFloat(nameof(HealCostMultiplier), 1f);
BaseHealCost = element.GetAttributeInt(nameof(BaseHealCost), 0);
IgnoreTreatmentIfAfflictedBy = element.GetAttributeIdentifierArray(nameof(IgnoreTreatmentIfAfflictedBy), Array.Empty<Identifier>()).ToImmutableHashSet();
Duration = element.GetAttributeFloat(nameof(Duration), 0.0f);
if (element.GetAttribute("nameidentifier") != null)
{
Name = TextManager.Get(element.GetAttributeString("nameidentifier", string.Empty)).Fallback(Name);
}
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.");
}
}
HideIconAfterDelay = element.GetAttributeBool(nameof(HideIconAfterDelay), false);
ActivationThreshold = element.GetAttributeFloat(nameof(ActivationThreshold), 0.0f);
ShowIconThreshold = element.GetAttributeFloat(nameof(ShowIconThreshold), Math.Max(ActivationThreshold, 0.05f));
ShowIconToOthersThreshold = element.GetAttributeFloat(nameof(ShowIconToOthersThreshold), ShowIconThreshold);
MaxStrength = element.GetAttributeFloat(nameof(MaxStrength), 100.0f);
GrainBurst = element.GetAttributeFloat(nameof(GrainBurst), 0.0f);
ShowInHealthScannerThreshold = element.GetAttributeFloat(nameof(ShowInHealthScannerThreshold),
Math.Max(ActivationThreshold, AfflictionType == "talentbuff" ? float.MaxValue : ShowIconToOthersThreshold));
TreatmentThreshold = element.GetAttributeFloat(nameof(TreatmentThreshold), Math.Max(ActivationThreshold, 5.0f));
DamageOverlayAlpha = element.GetAttributeFloat(nameof(DamageOverlayAlpha), 0.0f);
BurnOverlayAlpha = element.GetAttributeFloat(nameof(BurnOverlayAlpha), 0.0f);
KarmaChangeOnApplied = element.GetAttributeFloat(nameof(KarmaChangeOnApplied), 0.0f);
CauseOfDeathDescription = TextManager.Get($"AfflictionCauseOfDeath.{TranslationIdentifier}").Fallback(element.GetAttributeString("causeofdeathdescription", ""));
SelfCauseOfDeathDescription = TextManager.Get($"AfflictionCauseOfDeathSelf.{TranslationIdentifier}").Fallback(element.GetAttributeString("selfcauseofdeathdescription", ""));
IconColors = element.GetAttributeColorArray(nameof(IconColors), null);
AfflictionOverlayAlphaIsLinear = element.GetAttributeBool(nameof(AfflictionOverlayAlphaIsLinear), false);
AchievementOnRemoved = element.GetAttributeIdentifier(nameof(AchievementOnRemoved), "");
ResetBetweenRounds = element.GetAttributeBool("resetbetweenrounds", false);
DamageParticles = element.GetAttributeBool(nameof(DamageParticles), true);
WeaponsSkillGain = element.GetAttributeFloat(nameof(WeaponsSkillGain), 0.0f);
MedicalSkillGain = element.GetAttributeFloat(nameof(MedicalSkillGain), 0.0f);
List<Description> descriptions = new List<Description>();
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "icon":
Icon = new Sprite(subElement);
break;
case "afflictionoverlay":
AfflictionOverlay = new Sprite(subElement);
break;
case "statvalue":
DebugConsole.ThrowError($"Error in affliction \"{Identifier}\" - stat values should be configured inside the affliction's effects.");
break;
case "effect":
case "periodiceffect":
break;
case "description":
descriptions.Add(new Description(subElement, this));
break;
default:
DebugConsole.AddWarning($"Unrecognized element in affliction \"{Identifier}\" ({subElement.Name})");
break;
}
}
Descriptions = descriptions.ToImmutableList();
constructor = type.GetConstructor(new[] { typeof(AfflictionPrefab), typeof(float) });
}
public LocalizedString GetDescription(float strength, Description.TargetType targetType)
{
foreach (var description in Descriptions)
{
if (strength < description.MinStrength || strength > description.MaxStrength) { continue; }
switch (targetType)
{
case Description.TargetType.Self:
if (description.Target == Description.TargetType.OtherCharacter) { continue; }
break;
case Description.TargetType.OtherCharacter:
if (description.Target == Description.TargetType.Self) { continue; }
break;
}
return description.Text;
}
return defaultDescription;
}
public static void LoadAllEffects()
{
Prefabs.ForEach(p => p.LoadEffects());
}
public static void ClearAllEffects()
{
Prefabs.ForEach(p => p.ClearEffects());
}
public void LoadEffects()
{
ClearEffects();
foreach (var subElement in configElement.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "effect":
effects.Add(new Effect(subElement, Name.Value));
break;
case "periodiceffect":
periodicEffects.Add(new PeriodicEffect(subElement, Name.Value));
break;
}
}
for (int i = 0; i < effects.Count; i++)
{
for (int j = i + 1; j < effects.Count; j++)
{
var a = effects[i];
var b = effects[j];
if (a.MinStrength < b.MaxStrength && b.MinStrength < a.MaxStrength)
{
DebugConsole.AddWarning($"Affliction \"{Identifier}\" contains effects with overlapping strength ranges. Only one effect can be active at a time, meaning one of the effects won't work.");
}
}
}
}
public void ClearEffects()
{
effects.Clear();
periodicEffects.Clear();
}
#if CLIENT
public void ReloadSoundsIfNeeded()
{
foreach (var effect in effects)
{
foreach (var statusEffect in effect.StatusEffects)
{
foreach (var sound in statusEffect.Sounds)
{
if (sound.Sound == null) { RoundSound.Reload(sound); }
}
}
}
foreach (var periodicEffect in periodicEffects)
{
foreach (var statusEffect in periodicEffect.StatusEffects)
{
foreach (var sound in statusEffect.Sounds)
{
if (sound.Sound == null) { RoundSound.Reload(sound); }
}
}
}
}
#endif
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)
{
return 0.0f;
}
return Math.Max(item.Prefab.GetTreatmentSuitability(Identifier), item.Prefab.GetTreatmentSuitability(AfflictionType));
}
}
}