d4c8fd5649
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
717 lines
29 KiB
C#
717 lines
29 KiB
C#
using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class CharacterHealth
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{
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class LimbHealth
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{
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public Sprite IndicatorSprite;
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public Rectangle HighlightArea;
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public readonly string Name;
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public readonly List<Affliction> Afflictions = new List<Affliction>();
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public readonly Dictionary<string, float> VitalityMultipliers = new Dictionary<string, float>();
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public readonly Dictionary<string, float> VitalityTypeMultipliers = new Dictionary<string, float>();
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private readonly CharacterHealth characterHealth;
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public float TotalDamage
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{
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get { return Afflictions.Sum(a => a.GetVitalityDecrease(characterHealth)); }
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}
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public LimbHealth() { }
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public LimbHealth(XElement element, CharacterHealth characterHealth)
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{
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Name = TextManager.Get("HealthLimbName." + element.GetAttributeString("name", ""));
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this.characterHealth = characterHealth;
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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IndicatorSprite = new Sprite(subElement);
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HighlightArea = subElement.GetAttributeRect("highlightarea", new Rectangle(0, 0, (int)IndicatorSprite.size.X, (int)IndicatorSprite.size.Y));
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break;
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case "vitalitymultiplier":
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if (subElement.Attribute("name") != null)
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{
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DebugConsole.ThrowError("Error in character health config (" + characterHealth.Character.Name + ") - define vitality multipliers using affliction identifiers or types instead of names.");
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continue;
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}
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string afflictionIdentifier = subElement.GetAttributeString("identifier", "");
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string afflictionType = subElement.GetAttributeString("type", "");
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float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
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if (!string.IsNullOrEmpty(afflictionIdentifier))
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{
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VitalityMultipliers.Add(afflictionIdentifier.ToLowerInvariant(), multiplier);
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}
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else
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{
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VitalityTypeMultipliers.Add(afflictionType.ToLowerInvariant(), multiplier);
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}
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break;
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}
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}
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}
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public List<Affliction> GetActiveAfflictions(AfflictionPrefab prefab)
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{
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return Afflictions.FindAll(a => a.Prefab == prefab);
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}
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public List<Affliction> GetActiveAfflictions(string afflictionType)
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{
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return Afflictions.FindAll(a => a.Prefab.AfflictionType == afflictionType);
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}
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}
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const float InsufficientOxygenThreshold = 30.0f;
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const float LowOxygenThreshold = 50.0f;
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protected float minVitality, maxVitality;
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public bool Unkillable;
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//bleeding settings
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public bool DoesBleed { get; private set; }
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public bool UseHealthWindow { get; set; }
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private List<LimbHealth> limbHealths = new List<LimbHealth>();
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//non-limb-specific afflictions
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private List<Affliction> afflictions = new List<Affliction>();
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private HashSet<Affliction> irremovableAfflictions = new HashSet<Affliction>();
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private Affliction bloodlossAffliction;
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private Affliction oxygenLowAffliction;
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private Affliction pressureAffliction;
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private Affliction stunAffliction;
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public bool IsUnconscious
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{
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get { return Vitality <= 0.0f; }
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}
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public float CrushDepth { get; private set; }
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public float Vitality { get; private set; }
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public float MaxVitality
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{
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get
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{
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if (Character?.Info?.Job?.Prefab != null)
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{
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return maxVitality + Character.Info.Job.Prefab.VitalityModifier;
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}
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return maxVitality;
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}
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}
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public float MinVitality
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{
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get
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{
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if (Character?.Info?.Job?.Prefab != null)
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{
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return -MaxVitality;
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}
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return minVitality;
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}
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}
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public float OxygenAmount
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{
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get
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{
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if (!Character.NeedsAir || Unkillable) return 100.0f;
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return -oxygenLowAffliction.Strength + 100;
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}
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set
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{
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if (!Character.NeedsAir || Unkillable) return;
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oxygenLowAffliction.Strength = MathHelper.Clamp(-value + 100, 0.0f, 200.0f);
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}
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}
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public float BloodlossAmount
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{
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get { return bloodlossAffliction.Strength; }
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set { bloodlossAffliction.Strength = MathHelper.Clamp(value, 0.0f, 100.0f); }
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}
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public float StunTimer
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{
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get { return stunAffliction.Strength; }
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set { stunAffliction.Strength = MathHelper.Clamp(value, 0.0f, stunAffliction.Prefab.MaxStrength); }
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}
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public Affliction PressureAffliction
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{
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get { return pressureAffliction; }
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}
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public Character Character { get; private set; }
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public CharacterHealth(Character character)
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{
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this.Character = character;
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Vitality = 100.0f;
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maxVitality = 100.0f;
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DoesBleed = true;
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UseHealthWindow = false;
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InitIrremovableAfflictions();
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limbHealths.Add(new LimbHealth());
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InitProjSpecific(null, character);
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}
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public CharacterHealth(XElement element, Character character)
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{
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this.Character = character;
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InitIrremovableAfflictions();
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CrushDepth = element.GetAttributeFloat("crushdepth", float.NegativeInfinity);
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maxVitality = element.GetAttributeFloat("vitality", 100.0f);
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Vitality = maxVitality;
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DoesBleed = element.GetAttributeBool("doesbleed", true);
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UseHealthWindow = element.GetAttributeBool("usehealthwindow", false);
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minVitality = (character.ConfigPath == Character.HumanConfigFile) ? -100.0f : 0.0f;
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limbHealths.Clear();
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "limb") continue;
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limbHealths.Add(new LimbHealth(subElement, this));
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}
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if (limbHealths.Count == 0)
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{
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limbHealths.Add(new LimbHealth());
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}
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InitProjSpecific(element, character);
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}
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private void InitIrremovableAfflictions()
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{
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irremovableAfflictions.Add(bloodlossAffliction = new Affliction(AfflictionPrefab.Bloodloss, 0.0f));
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irremovableAfflictions.Add(stunAffliction = new Affliction(AfflictionPrefab.Stun, 0.0f));
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irremovableAfflictions.Add(pressureAffliction = new Affliction(AfflictionPrefab.Pressure, 0.0f));
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irremovableAfflictions.Add(oxygenLowAffliction = new Affliction(AfflictionPrefab.OxygenLow, 0.0f));
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foreach (Affliction affliction in irremovableAfflictions)
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{
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afflictions.Add(affliction);
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}
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}
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partial void InitProjSpecific(XElement element, Character character);
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public IEnumerable<Affliction> GetAllAfflictions()
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{
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return afflictions.Concat(limbHealths.SelectMany(lh => lh.Afflictions).ToList());
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}
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public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
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{
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foreach (Affliction affliction in afflictions)
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{
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if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
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}
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if (!allowLimbAfflictions) return null;
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foreach (LimbHealth limbHealth in limbHealths)
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{
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foreach (Affliction affliction in limbHealth.Afflictions)
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{
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if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
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}
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}
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return null;
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}
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public Affliction GetAffliction(string afflictionType, Limb limb)
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{
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foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
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{
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if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
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}
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return null;
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}
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public Limb GetAfflictionLimb(Affliction affliction)
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{
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for (int i = 0; i < limbHealths.Count; i++)
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{
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if (!limbHealths[i].Afflictions.Contains(affliction)) continue;
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return Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i);
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}
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return null;
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}
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/// <summary>
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/// Get the total strength of the afflictions of a specific type attached to a specific limb
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/// </summary>
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/// <param name="afflictionType">Type of the affliction</param>
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/// <param name="limb">The limb the affliction is attached to</param>
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/// <param name="requireLimbSpecific">Does the affliction have to be attached to only the specific limb.
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/// Most monsters for example don't have separate healths for different limbs, essentially meaning that every affliction is applied to every limb.</param>
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public float GetAfflictionStrength(string afflictionType, Limb limb, bool requireLimbSpecific)
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{
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if (requireLimbSpecific && limbHealths.Count == 1) return 0.0f;
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float strength = 0.0f;
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foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
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{
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if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
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if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
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}
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return strength;
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}
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public float GetAfflictionStrength(string afflictionType, bool allowLimbAfflictions = true)
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{
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float strength = 0.0f;
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foreach (Affliction affliction in afflictions)
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{
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if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
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if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
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}
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if (!allowLimbAfflictions) return strength;
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foreach (LimbHealth limbHealth in limbHealths)
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{
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foreach (Affliction affliction in limbHealth.Afflictions)
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{
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if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
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if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
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}
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}
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return strength;
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}
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public void ApplyAffliction(Limb targetLimb, Affliction affliction)
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{
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if (Unkillable) { return; }
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if (affliction.Prefab.LimbSpecific)
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{
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if (targetLimb == null)
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{
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//if a limb-specific affliction is applied to no specific limb, apply to all limbs
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foreach (LimbHealth limbHealth in limbHealths)
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{
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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();
|
|
}
|
|
}
|