Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/Health/AfflictionHusk.cs
T
2019-03-18 20:39:27 +02:00

259 lines
9.1 KiB
C#

#if CLIENT
using Microsoft.Xna.Framework;
#endif
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class AfflictionHusk : Affliction
{
public enum InfectionState
{
Dormant, Transition, Active
}
private bool subscribedToDeathEvent;
private InfectionState state;
private Limb huskAppendage;
public InfectionState State
{
get { return state; }
}
public AfflictionHusk(AfflictionPrefab prefab, float strength) :
base(prefab, strength)
{
}
public override void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
float prevStrength = Strength;
base.Update(characterHealth, targetLimb, deltaTime);
if (!subscribedToDeathEvent)
{
characterHealth.Character.OnDeath += CharacterDead;
subscribedToDeathEvent = true;
}
if (characterHealth.Character == Character.Controlled) UpdateMessages(prevStrength, characterHealth.Character);
if (Strength < Prefab.MaxStrength * 0.5f)
{
UpdateDormantState(deltaTime, characterHealth.Character);
}
else if (Strength < Prefab.MaxStrength)
{
characterHealth.Character.SpeechImpediment = 100.0f;
UpdateTransitionState(deltaTime, characterHealth.Character);
}
else
{
characterHealth.Character.SpeechImpediment = 100.0f;
UpdateActiveState(deltaTime, characterHealth.Character);
}
}
private void UpdateMessages(float prevStrength, Character character)
{
#if CLIENT
if (Strength < Prefab.MaxStrength * 0.5f)
{
if (prevStrength % 10.0f > 0.05f && Strength % 10.0f < 0.05f)
{
GUI.AddMessage(TextManager.Get("HuskDormant"), Color.Red);
}
}
else if (Strength < Prefab.MaxStrength)
{
if (state == InfectionState.Dormant && Character.Controlled == character)
{
GUI.AddMessage(TextManager.Get("HuskCantSpeak"), Color.Red);
}
}
else if (state != InfectionState.Active && Character.Controlled == character)
{
GUI.AddMessage(TextManager.Get("HuskActivate").Replace("[Attack]", GameMain.Config.KeyBind(InputType.Attack).ToString()),
Color.Red);
}
#endif
}
private void UpdateDormantState(float deltaTime, Character character)
{
if (state != InfectionState.Dormant)
{
DeactivateHusk(character);
}
state = InfectionState.Dormant;
}
private void UpdateTransitionState(float deltaTime, Character character)
{
if (state != InfectionState.Transition)
{
DeactivateHusk(character);
}
state = InfectionState.Transition;
}
private void UpdateActiveState(float deltaTime, Character character)
{
if (state != InfectionState.Active)
{
ActivateHusk(character);
state = InfectionState.Active;
}
foreach (Limb limb in character.AnimController.Limbs)
{
character.LastDamageSource = null;
character.DamageLimb(
limb.WorldPosition, limb,
new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate(0.5f * deltaTime / character.AnimController.Limbs.Length) },
0.0f, false, 0.0f);
}
}
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.AnimController, character, new LimbParams(limbElement, character.AnimController.RagdollParams));
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;
subscribedToDeathEvent = false;
}
private void CharacterDead(Character character, CauseOfDeath causeOfDeath)
{
if (GameMain.Client != null) { return; }
if (Strength < Prefab.MaxStrength * 0.5f || character.Removed) { 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.Instance.GetFilesOfType(ContentType.Character);
var configFile = characterFiles.FirstOrDefault(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;
}
XDocument doc = XMLExtensions.TryLoadXml(configFile);
if (doc?.Root == null)
{
DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - humanhusk config file ("+configFile+") could not be read.");
yield return CoroutineStatus.Success;
}
character.Info.Ragdoll = null;
character.Info.SourceElement = doc.Root;
var husk = Character.Create(configFile, character.WorldPosition, character.Info.Name, 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;
}
}
}