Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/Health/CharacterHealth.cs
T
Joonas Rikkonen d4c8fd5649 cd50479...1ec6577
commit 1ec6577ad95e1d7ebc8cbfa261c9893c55ea987c
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 17:10:31 2019 +0200

    Don't attempt to move character's hands in UpdateUseItem if the character is disabled. May be causing "attempted to move pulljoint extremely far" errors (see #895)

commit 1aabc5110ce8e0ec208adce6380cbafd255b576f
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Mon Feb 4 16:47:50 2019 +0200

    removed syringes from the fabricator

commit 0a80a2d8029275f6cffdae580d1ba86cd44dd1a2
Merge: 039c04818 686d4c482
Author: Eetu <pitkanen.eetu@gmail.com>
Date:   Mon Feb 4 16:43:55 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit 039c04818e3598f2e4cdef4065434000a48bb229
Author: Eetu <pitkanen.eetu@gmail.com>
Date:   Mon Feb 4 16:43:51 2019 +0200

    Updated: Alien artifacts to spawn inside containers tagged artifactholders in salvage missions & artifact events

commit 686d4c482f692bcc31eb37aeaea0d5074a537fe9
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 16:42:11 2019 +0200

    Fixed a bunch more buttons/sliders being invisible while pressed

commit 823728511547f14a3dcb4fcf5025db592ea3dac9
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Mon Feb 4 16:13:36 2019 +0200

    Reset the unsaved changes when exitting the character editor (Not applied when the switching between the game view and the character editor).

commit 9ecc56db4e73dd2ccd577130014020a1a502ae15
Merge: efbeda895 b824fc3f2
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Mon Feb 4 16:04:57 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit efbeda895fceecb8b4701f23ae5a51057aa44efb
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Mon Feb 4 16:03:54 2019 +0200

    Fix crash on trying to undo limb/joint deletion. Undo does not currently work on these cases, but the ragdoll can be reset to the original state from the reset button.

commit b824fc3f281aed76e8e0ed78ffb16d2213d2fda1
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Mon Feb 4 16:03:03 2019 +0200

    removed syringe from medical doctor default kit

commit c40c716962c7ae1a16d791b0fbd744627a2283c5
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 16:01:33 2019 +0200

    Nerfed door welding (takes 4x longer to weld a door shut now)

commit 7a27fcab1cec322fe75bcfad553aa42a37ec7d53
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 16:01:09 2019 +0200

    Fixed StatusEffects not being able to target item components. Caused doors to be impossible to weld and most likely other issues with item StatusEffects as well. Closes #1053

commit 50c09ad85ee44018418f537827c009892f4feb23
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 15:52:38 2019 +0200

    Fixed depth charges disappearing from loaders when interacting them with both hand slots full. Closes #1046

commit 648a5ba889623f776f184fb30b99133a8551234a
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Mon Feb 4 15:47:16 2019 +0200

    Allow to delete the main limb in the character editor. Should not crash anymore.

commit 751bda4d29b81c58c1b1df1653158543a3b7710d
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Mon Feb 4 15:46:53 2019 +0200

    Add a bunch of null checks to prevent crashes when the main limb is null.

commit 05c068f7aa35f7070e2cf19c526eff0c8d196b53
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Mon Feb 4 15:35:20 2019 +0200

    Syringes removed from medical.xml due to being legacy items we should no longer support.

commit 74389aa95e29fc7415de48230c8f12fd4a0a6847
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 15:30:13 2019 +0200

    Attempt to fix LightSource removal causing nullref exceptions.

commit 0907516bcac599b5ae20dc8e35f3a66adb8704b5
Merge: 659e1c58d f042994f4
Author: Eetu <pitkanen.eetu@gmail.com>
Date:   Mon Feb 4 15:25:07 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit 659e1c58d3fb03d21acf2bb6065d07d1ac2ab914
Author: Eetu <pitkanen.eetu@gmail.com>
Date:   Mon Feb 4 15:24:59 2019 +0200

    Added: Yes to All / No to All to the prompts when deleting multiple containers with contents. Fixed: Aforementioned prompts staying active when quitting the submarine editor. Moved: Logic for the prompts from ItemContainer.cs to SubEditorScreen.cs

commit f042994f4b7eeff8cf5a6a68715c7c6aa6b8ddfb
Merge: 70a968a16 5a2ca22bd
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 15:08:15 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit 70a968a165c383c2ee765164b4507aa6072e0504
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 15:08:01 2019 +0200

    Use inventory icons in the extra cargo menu, layout fixes

commit 5a2ca22bde4be43f4577d20ae4e0a1ec20a23497
Merge: b2f89ea59 9ca7440be
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Mon Feb 4 15:06:11 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit b2f89ea59d481c109046d1edbd2807a516502b0c
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Mon Feb 4 15:05:39 2019 +0200

    redesigned walls in junction compartment of Typhon, closing #1042

commit 9ca7440be41a4fc2082b73618e90312af57c0817
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Mon Feb 4 15:05:35 2019 +0200

    Add some null checks to prevent crashing if the xml document or the source element is not found.

commit 6d1331e9b86a5583761bc374c5dfb42868b03f45
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 15:03:53 2019 +0200

    Fixed the layout of the extra cargo menu in server settings. Closes #1038

commit 02ac14076ace0418a5d35df7a574f99811d56017
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 14:10:34 2019 +0200

    Fixed fire sounds persisting in menus. Closes #1047

commit d7d4516ddc9e21a2dba8f7bfd14a61ba7a805d4a
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 14:06:03 2019 +0200

    Added a null check to CampaignUI to help diagnose #1029

commit 0fee58808c261cecd4a602db22e39dfb855ee018
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 13:55:50 2019 +0200

    Fixed "attempting to remove an already removed item" console errors when ending a round.

commit 5e4448024ce00231e9e479aa238ed4b134b07321
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 13:53:59 2019 +0200

    Fixed crashing when ending a round while a character is outside the sub. Closes #1040

commit e3ff050561a8f823fc8abfddfec9d22ad4dc14a5
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 13:35:28 2019 +0200

    Fixed battery positioning in charging docks. Closes #1041

commit d383aec6cb7f4525906fa858375729d4ad4fc0d4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 13:26:00 2019 +0200

    Fixed debugconsole adding the file number after the extension ("file123.txt (2)" instead of "file123 (2).txt"). Closes #1043

commit fee18b7ebcaea949c3f7d0c8027ab6253769b49c
Merge: d03807237 c06e8990f
Author: Eetu <pitkanen.eetu@gmail.com>
Date:   Mon Feb 4 12:10:12 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit d038072372ab1993a44542298fe4031db6448ae4
Author: Eetu <pitkanen.eetu@gmail.com>
Date:   Mon Feb 4 12:10:04 2019 +0200

    Fixed: Setting an item's condition to zero in the SubmarineEditor causing its OnBroken status effects to be fired

commit c06e8990f97af7ae9b4788b281bf2801cdd8e2ff
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 11:43:35 2019 +0200

    Fixed chatbox being deselected in the net lobby when receiving a lobby update from the server. Closes #1019

commit 2962647c37cec01fdb01092b94c25063c74c9ee0
Merge: b77bc3654 c89df8750
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 10:41:24 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit b77bc365470c8cfb86dc83e4b21e5b36e0e28918
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 10:41:08 2019 +0200

    Warning about automatic hull generation not working correctly with sloped walls when using the autohull command

commit 85ef20a48532e06ef0c2774aa81e1fb517814b14
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 10:40:20 2019 +0200

    Log the name of the item in the "attempting to remove an already removed item" error

commit b6e32d4009a898db9c97316bcb6236170a7a92fe
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 10:39:46 2019 +0200

    Fixed sliders not moving in the PowerContainer interface when an AI character is operating it

commit 4b4848b5caa7bf3893e4ae2f5afef3c980f60e46
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 10:39:09 2019 +0200

    Nullref fix in AIObjectiveGoto

commit c89df87500c9026b3a6e75139391e64a4b1073e7
Author: Juan Pablo Arce <juanjp600@users.noreply.github.com>
Date:   Sun Feb 3 21:02:59 2019 -0300

    whoops

commit a85cc7705ea7611fff02fff7c18bc9826f03029a
Author: Juan Pablo Arce <juanjp600@users.noreply.github.com>
Date:   Sun Feb 3 21:01:51 2019 -0300

    ReduceAffliction loops back around if there's a surplus on index 0

commit e0047df3e089fd8be1646aecbd53b86b69949b13
Author: Juan Pablo Arce <juanjp600@users.noreply.github.com>
Date:   Sun Feb 3 19:45:52 2019 -0300

    Fixed ReduceAffliction freezing

    Thanks to nilanthanimosus for catching this
2019-03-18 21:11:46 +02:00

717 lines
29 KiB
C#

using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class CharacterHealth
{
class LimbHealth
{
public Sprite IndicatorSprite;
public Rectangle HighlightArea;
public readonly string Name;
public readonly List<Affliction> Afflictions = new List<Affliction>();
public readonly Dictionary<string, float> VitalityMultipliers = new Dictionary<string, float>();
public readonly Dictionary<string, float> VitalityTypeMultipliers = new Dictionary<string, float>();
private readonly CharacterHealth characterHealth;
public float TotalDamage
{
get { return Afflictions.Sum(a => a.GetVitalityDecrease(characterHealth)); }
}
public LimbHealth() { }
public LimbHealth(XElement element, CharacterHealth characterHealth)
{
Name = TextManager.Get("HealthLimbName." + element.GetAttributeString("name", ""));
this.characterHealth = characterHealth;
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
IndicatorSprite = new Sprite(subElement);
HighlightArea = subElement.GetAttributeRect("highlightarea", new Rectangle(0, 0, (int)IndicatorSprite.size.X, (int)IndicatorSprite.size.Y));
break;
case "vitalitymultiplier":
if (subElement.Attribute("name") != null)
{
DebugConsole.ThrowError("Error in character health config (" + characterHealth.Character.Name + ") - define vitality multipliers using affliction identifiers or types instead of names.");
continue;
}
string afflictionIdentifier = subElement.GetAttributeString("identifier", "");
string afflictionType = subElement.GetAttributeString("type", "");
float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
if (!string.IsNullOrEmpty(afflictionIdentifier))
{
VitalityMultipliers.Add(afflictionIdentifier.ToLowerInvariant(), multiplier);
}
else
{
VitalityTypeMultipliers.Add(afflictionType.ToLowerInvariant(), multiplier);
}
break;
}
}
}
public List<Affliction> GetActiveAfflictions(AfflictionPrefab prefab)
{
return Afflictions.FindAll(a => a.Prefab == prefab);
}
public List<Affliction> GetActiveAfflictions(string afflictionType)
{
return Afflictions.FindAll(a => a.Prefab.AfflictionType == afflictionType);
}
}
const float InsufficientOxygenThreshold = 30.0f;
const float LowOxygenThreshold = 50.0f;
protected float minVitality, maxVitality;
public bool Unkillable;
//bleeding settings
public bool DoesBleed { get; private set; }
public bool UseHealthWindow { get; set; }
private List<LimbHealth> limbHealths = new List<LimbHealth>();
//non-limb-specific afflictions
private List<Affliction> afflictions = new List<Affliction>();
private HashSet<Affliction> irremovableAfflictions = new HashSet<Affliction>();
private Affliction bloodlossAffliction;
private Affliction oxygenLowAffliction;
private Affliction pressureAffliction;
private Affliction stunAffliction;
public bool IsUnconscious
{
get { return Vitality <= 0.0f; }
}
public float CrushDepth { get; private set; }
public float Vitality { get; private set; }
public float MaxVitality
{
get
{
if (Character?.Info?.Job?.Prefab != null)
{
return maxVitality + Character.Info.Job.Prefab.VitalityModifier;
}
return maxVitality;
}
}
public float MinVitality
{
get
{
if (Character?.Info?.Job?.Prefab != null)
{
return -MaxVitality;
}
return minVitality;
}
}
public float OxygenAmount
{
get
{
if (!Character.NeedsAir || Unkillable) return 100.0f;
return -oxygenLowAffliction.Strength + 100;
}
set
{
if (!Character.NeedsAir || Unkillable) return;
oxygenLowAffliction.Strength = MathHelper.Clamp(-value + 100, 0.0f, 200.0f);
}
}
public float BloodlossAmount
{
get { return bloodlossAffliction.Strength; }
set { bloodlossAffliction.Strength = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public float StunTimer
{
get { return stunAffliction.Strength; }
set { stunAffliction.Strength = MathHelper.Clamp(value, 0.0f, stunAffliction.Prefab.MaxStrength); }
}
public Affliction PressureAffliction
{
get { return pressureAffliction; }
}
public Character Character { get; private set; }
public CharacterHealth(Character character)
{
this.Character = character;
Vitality = 100.0f;
maxVitality = 100.0f;
DoesBleed = true;
UseHealthWindow = false;
InitIrremovableAfflictions();
limbHealths.Add(new LimbHealth());
InitProjSpecific(null, character);
}
public CharacterHealth(XElement element, Character character)
{
this.Character = character;
InitIrremovableAfflictions();
CrushDepth = element.GetAttributeFloat("crushdepth", float.NegativeInfinity);
maxVitality = element.GetAttributeFloat("vitality", 100.0f);
Vitality = maxVitality;
DoesBleed = element.GetAttributeBool("doesbleed", true);
UseHealthWindow = element.GetAttributeBool("usehealthwindow", false);
minVitality = (character.ConfigPath == Character.HumanConfigFile) ? -100.0f : 0.0f;
limbHealths.Clear();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "limb") continue;
limbHealths.Add(new LimbHealth(subElement, this));
}
if (limbHealths.Count == 0)
{
limbHealths.Add(new LimbHealth());
}
InitProjSpecific(element, character);
}
private void InitIrremovableAfflictions()
{
irremovableAfflictions.Add(bloodlossAffliction = new Affliction(AfflictionPrefab.Bloodloss, 0.0f));
irremovableAfflictions.Add(stunAffliction = new Affliction(AfflictionPrefab.Stun, 0.0f));
irremovableAfflictions.Add(pressureAffliction = new Affliction(AfflictionPrefab.Pressure, 0.0f));
irremovableAfflictions.Add(oxygenLowAffliction = new Affliction(AfflictionPrefab.OxygenLow, 0.0f));
foreach (Affliction affliction in irremovableAfflictions)
{
afflictions.Add(affliction);
}
}
partial void InitProjSpecific(XElement element, Character character);
public IEnumerable<Affliction> GetAllAfflictions()
{
return afflictions.Concat(limbHealths.SelectMany(lh => lh.Afflictions).ToList());
}
public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
{
foreach (Affliction affliction in afflictions)
{
if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
}
if (!allowLimbAfflictions) return null;
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
{
if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
}
}
return null;
}
public Affliction GetAffliction(string afflictionType, Limb limb)
{
foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
{
if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
}
return null;
}
public Limb GetAfflictionLimb(Affliction affliction)
{
for (int i = 0; i < limbHealths.Count; i++)
{
if (!limbHealths[i].Afflictions.Contains(affliction)) continue;
return Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i);
}
return null;
}
/// <summary>
/// Get the total strength of the afflictions of a specific type attached to a specific limb
/// </summary>
/// <param name="afflictionType">Type of the affliction</param>
/// <param name="limb">The limb the affliction is attached to</param>
/// <param name="requireLimbSpecific">Does the affliction have to be attached to only the specific limb.
/// Most monsters for example don't have separate healths for different limbs, essentially meaning that every affliction is applied to every limb.</param>
public float GetAfflictionStrength(string afflictionType, Limb limb, bool requireLimbSpecific)
{
if (requireLimbSpecific && limbHealths.Count == 1) return 0.0f;
float strength = 0.0f;
foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
}
return strength;
}
public float GetAfflictionStrength(string afflictionType, bool allowLimbAfflictions = true)
{
float strength = 0.0f;
foreach (Affliction affliction in afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
}
if (!allowLimbAfflictions) return strength;
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
}
}
return strength;
}
public void ApplyAffliction(Limb targetLimb, Affliction affliction)
{
if (Unkillable) { return; }
if (affliction.Prefab.LimbSpecific)
{
if (targetLimb == null)
{
//if a limb-specific affliction is applied to no specific limb, apply to all limbs
foreach (LimbHealth limbHealth in limbHealths)
{
AddLimbAffliction(limbHealth, affliction);
}
}
else
{
AddLimbAffliction(targetLimb, affliction);
}
}
else
{
AddAffliction(affliction);
}
}
public void ReduceAffliction(Limb targetLimb, string affliction, float amount)
{
affliction = affliction.ToLowerInvariant();
List<Affliction> matchingAfflictions = new List<Affliction>(afflictions);
if (targetLimb != null)
{
matchingAfflictions.AddRange(limbHealths[targetLimb.HealthIndex].Afflictions);
}
else
{
foreach (LimbHealth limbHealth in limbHealths)
{
matchingAfflictions.AddRange(limbHealth.Afflictions);
}
}
matchingAfflictions.RemoveAll(a =>
a.Prefab.Identifier.ToLowerInvariant() != affliction &&
a.Prefab.AfflictionType.ToLowerInvariant() != affliction);
if (matchingAfflictions.Count == 0) return;
float reduceAmount = amount / matchingAfflictions.Count;
for (int i = matchingAfflictions.Count - 1; i >= 0; i--)
{
var matchingAffliction = matchingAfflictions[i];
if (matchingAffliction.Strength < reduceAmount)
{
float surplus = reduceAmount - matchingAffliction.Strength;
amount -= matchingAffliction.Strength;
matchingAffliction.Strength = 0.0f;
matchingAfflictions.RemoveAt(i);
if (i == 0) i = matchingAfflictions.Count;
if (i > 0) reduceAmount += surplus / i;
SteamAchievementManager.OnAfflictionRemoved(matchingAffliction, Character);
}
else
{
matchingAffliction.Strength -= reduceAmount;
amount -= reduceAmount;
}
}
}
public void ApplyDamage(Limb hitLimb, AttackResult attackResult)
{
if (Unkillable) { return; }
if (hitLimb.HealthIndex < 0 || hitLimb.HealthIndex >= limbHealths.Count)
{
DebugConsole.ThrowError("Limb health index out of bounds. Character\"" + Character.Name +
"\" only has health configured for" + limbHealths.Count + " limbs but the limb " + hitLimb.type + " is targeting index " + hitLimb.HealthIndex);
return;
}
foreach (Affliction newAffliction in attackResult.Afflictions)
{
if (newAffliction.Prefab.LimbSpecific)
{
AddLimbAffliction(hitLimb, newAffliction);
}
else
{
AddAffliction(newAffliction);
}
}
}
public void SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount)
{
if (Unkillable) { return; }
foreach (LimbHealth limbHealth in limbHealths)
{
limbHealth.Afflictions.RemoveAll(a =>
a.Prefab.AfflictionType == AfflictionPrefab.InternalDamage.AfflictionType ||
a.Prefab.AfflictionType == AfflictionPrefab.Burn.AfflictionType ||
a.Prefab.AfflictionType == AfflictionPrefab.Bleeding.AfflictionType);
if (damageAmount > 0.0f) limbHealth.Afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(damageAmount));
if (bleedingDamageAmount > 0.0f && DoesBleed) limbHealth.Afflictions.Add(AfflictionPrefab.Bleeding.Instantiate(bleedingDamageAmount));
if (burnDamageAmount > 0.0f) limbHealth.Afflictions.Add(AfflictionPrefab.Burn.Instantiate(burnDamageAmount));
}
CalculateVitality();
if (Vitality <= MinVitality) { Kill(); }
}
public void RemoveAllAfflictions()
{
foreach (LimbHealth limbHealth in limbHealths)
{
limbHealth.Afflictions.Clear();
}
afflictions.RemoveAll(a => !irremovableAfflictions.Contains(a));
foreach (Affliction affliction in irremovableAfflictions)
{
affliction.Strength = 0.0f;
}
}
private void AddLimbAffliction(Limb limb, Affliction newAffliction)
{
if (!newAffliction.Prefab.LimbSpecific) return;
AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction);
}
private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction)
{
if (!DoesBleed && newAffliction is AfflictionBleeding) return;
if (!Character.NeedsAir && newAffliction.Prefab == AfflictionPrefab.OxygenLow) return;
foreach (Affliction affliction in limbHealth.Afflictions)
{
if (newAffliction.Prefab == affliction.Prefab)
{
affliction.Strength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + newAffliction.Strength * (100.0f / MaxVitality));
affliction.Source = newAffliction.Source;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
return;
}
}
//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
//or modify the affliction instance of an Attack or a StatusEffect
var copyAffliction = newAffliction.Prefab.Instantiate(
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality)),
newAffliction.Source);
limbHealth.Afflictions.Add(copyAffliction);
CalculateVitality();
if (Vitality <= MinVitality) Kill();
}
private void AddAffliction(Affliction newAffliction)
{
if (!DoesBleed && newAffliction is AfflictionBleeding) return;
if (!Character.NeedsAir && newAffliction.Prefab == AfflictionPrefab.OxygenLow) return;
foreach (Affliction affliction in afflictions)
{
if (newAffliction.Prefab == affliction.Prefab)
{
float newStrength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + newAffliction.Strength * (100.0f / MaxVitality));
if (affliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
affliction.Strength = newStrength;
affliction.Source = newAffliction.Source;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
return;
}
}
//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
//or modify the affliction instance of an Attack or a StatusEffect
afflictions.Add(newAffliction.Prefab.Instantiate(
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality)),
source: newAffliction.Source));
CalculateVitality();
if (Vitality <= MinVitality) Kill();
}
public void Update(float deltaTime)
{
UpdateOxygen(deltaTime);
for (int i = 0; i < limbHealths.Count; i++)
{
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
{
if (limbHealths[i].Afflictions[j].Strength <= 0.0f)
{
SteamAchievementManager.OnAfflictionRemoved(limbHealths[i].Afflictions[j], Character);
limbHealths[i].Afflictions.RemoveAt(j);
}
}
foreach (Affliction affliction in limbHealths[i].Afflictions)
{
Limb targetLimb = Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i);
affliction.Update(this, targetLimb, deltaTime);
affliction.DamagePerSecondTimer += deltaTime;
if (affliction is AfflictionBleeding)
{
UpdateBleedingProjSpecific((AfflictionBleeding)affliction, targetLimb, deltaTime);
}
}
}
for (int i = afflictions.Count - 1; i >= 0; i--)
{
if (irremovableAfflictions.Contains(afflictions[i])) continue;
if (afflictions[i].Strength <= 0.0f)
{
SteamAchievementManager.OnAfflictionRemoved(afflictions[i], Character);
afflictions.RemoveAt(i);
}
}
for (int i = 0; i < afflictions.Count; i++)
{
afflictions[i].Update(this, null, deltaTime);
afflictions[i].DamagePerSecondTimer += deltaTime;
}
#if CLIENT
foreach (Limb limb in Character.AnimController.Limbs)
{
limb.BurnOverlayStrength = 0.0f;
limb.DamageOverlayStrength = 0.0f;
if (limbHealths[limb.HealthIndex].Afflictions.Count == 0) continue;
foreach (Affliction a in limbHealths[limb.HealthIndex].Afflictions)
{
limb.BurnOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.BurnOverlayAlpha;
limb.DamageOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.DamageOverlayAlpha;
}
limb.BurnOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count;
limb.DamageOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count;
}
#endif
CalculateVitality();
if (Vitality <= MinVitality) Kill();
}
private void UpdateOxygen(float deltaTime)
{
if (!Character.NeedsAir) return;
float prevOxygen = OxygenAmount;
if (IsUnconscious)
{
//the character dies of oxygen deprivation in 100 seconds after losing consciousness
OxygenAmount = MathHelper.Clamp(OxygenAmount - 1.0f * deltaTime, -100.0f, 100.0f);
}
else
{
OxygenAmount = MathHelper.Clamp(OxygenAmount + deltaTime * (Character.OxygenAvailable < InsufficientOxygenThreshold ? -5.0f : 10.0f), -100.0f, 100.0f);
}
UpdateOxygenProjSpecific(prevOxygen);
}
partial void UpdateOxygenProjSpecific(float prevOxygen);
partial void UpdateBleedingProjSpecific(AfflictionBleeding affliction, Limb targetLimb, float deltaTime);
public void CalculateVitality()
{
Vitality = MaxVitality;
if (Unkillable) { return; }
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
{
float vitalityDecrease = affliction.GetVitalityDecrease(this);
if (limbHealth.VitalityMultipliers.ContainsKey(affliction.Prefab.Identifier.ToLowerInvariant()))
{
vitalityDecrease *= limbHealth.VitalityMultipliers[affliction.Prefab.Identifier.ToLowerInvariant()];
}
if (limbHealth.VitalityTypeMultipliers.ContainsKey(affliction.Prefab.AfflictionType.ToLowerInvariant()))
{
vitalityDecrease *= limbHealth.VitalityTypeMultipliers[affliction.Prefab.AfflictionType.ToLowerInvariant()];
}
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
}
foreach (Affliction affliction in afflictions)
{
float vitalityDecrease = affliction.GetVitalityDecrease(this);
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
}
private void Kill()
{
if (Unkillable) { return; }
var causeOfDeath = GetCauseOfDeath();
Character.Kill(causeOfDeath.First, causeOfDeath.Second);
}
public Pair<CauseOfDeathType, Affliction> GetCauseOfDeath()
{
List<Affliction> currentAfflictions = GetAllAfflictions(true);
Affliction strongestAffliction = null;
float largestStrength = 0.0f;
foreach (Affliction affliction in currentAfflictions)
{
if (strongestAffliction == null || affliction.GetVitalityDecrease(this) > largestStrength)
{
strongestAffliction = affliction;
largestStrength = affliction.GetVitalityDecrease(this);
}
}
CauseOfDeathType causeOfDeath = strongestAffliction == null ? CauseOfDeathType.Unknown : CauseOfDeathType.Affliction;
if (strongestAffliction == oxygenLowAffliction)
{
causeOfDeath = Character.AnimController.InWater ? CauseOfDeathType.Drowning : CauseOfDeathType.Suffocation;
}
return new Pair<CauseOfDeathType, Affliction>(causeOfDeath, strongestAffliction);
}
private List<Affliction> GetAllAfflictions(bool mergeSameAfflictions)
{
List<Affliction> allAfflictions = new List<Affliction>(afflictions);
foreach (LimbHealth limbHealth in limbHealths)
{
allAfflictions.AddRange(limbHealth.Afflictions);
}
if (mergeSameAfflictions)
{
List<Affliction> mergedAfflictions = new List<Affliction>();
foreach (Affliction affliction in allAfflictions)
{
var existingAffliction = mergedAfflictions.Find(a => a.Prefab == affliction.Prefab);
if (existingAffliction == null)
{
var newAffliction = affliction.Prefab.Instantiate(affliction.Strength);
newAffliction.DamagePerSecond = affliction.DamagePerSecond;
newAffliction.DamagePerSecondTimer = affliction.DamagePerSecondTimer;
mergedAfflictions.Add(newAffliction);
}
else
{
existingAffliction.DamagePerSecond += affliction.DamagePerSecond;
existingAffliction.Strength += affliction.Strength;
}
}
return mergedAfflictions;
}
return allAfflictions;
}
public void ServerWrite(NetBuffer msg)
{
List<Affliction> activeAfflictions = afflictions.FindAll(a => a.Strength > 0.0f && a.Strength >= a.Prefab.ActivationThreshold);
msg.Write((byte)activeAfflictions.Count);
foreach (Affliction affliction in activeAfflictions)
{
msg.WriteRangedInteger(0, AfflictionPrefab.List.Count - 1, AfflictionPrefab.List.IndexOf(affliction.Prefab));
msg.Write(affliction.Strength);
}
List<Pair<LimbHealth, Affliction>> limbAfflictions = new List<Pair<LimbHealth, Affliction>>();
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction limbAffliction in limbHealth.Afflictions)
{
if (limbAffliction.Strength <= 0.0f || limbAffliction.Strength < limbAffliction.Prefab.ActivationThreshold) continue;
limbAfflictions.Add(new Pair<LimbHealth, Affliction>(limbHealth, limbAffliction));
}
}
msg.Write((byte)limbAfflictions.Count);
foreach (var limbAffliction in limbAfflictions)
{
msg.WriteRangedInteger(0, limbHealths.Count - 1, limbHealths.IndexOf(limbAffliction.First));
msg.WriteRangedInteger(0, AfflictionPrefab.List.Count - 1, AfflictionPrefab.List.IndexOf(limbAffliction.Second.Prefab));
msg.Write(limbAffliction.Second.Strength);
}
}
public void Remove()
{
RemoveProjSpecific();
}
partial void RemoveProjSpecific();
}
}