Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/Affliction.cs
T
2021-09-02 20:14:10 +02:00

350 lines
15 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
class Affliction : ISerializableEntity
{
public readonly AfflictionPrefab Prefab;
public string Name => ToString();
public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
public float PendingAdditionStrength { get; set; }
public float AdditionStrength { get; set; }
protected float _strength;
[Serialize(0f, true), Editable]
public virtual float Strength
{
get { return _strength; }
set
{
if (_nonClampedStrength < 0 && value > 0)
{
_nonClampedStrength = value;
}
float newValue = MathHelper.Clamp(value, 0.0f, Prefab.MaxStrength);
if (newValue > _strength)
{
PendingAdditionStrength = Prefab.GrainBurst;
}
_strength = newValue;
}
}
private float _nonClampedStrength = -1;
public float NonClampedStrength => _nonClampedStrength > 0 ? _nonClampedStrength : _strength;
[Serialize("", true), Editable]
public string Identifier { get; private set; }
[Serialize(1.0f, true, description: "The probability for the affliction to be applied."), Editable(minValue: 0f, maxValue: 1f)]
public float Probability { get; set; } = 1.0f;
public float DamagePerSecond;
public float DamagePerSecondTimer;
public float PreviousVitalityDecrease;
public float StrengthDiminishMultiplier = 1.0f;
public Affliction MultiplierSource;
public readonly Dictionary<AfflictionPrefab.PeriodicEffect, float> PeriodicEffectTimers = new Dictionary<AfflictionPrefab.PeriodicEffect, float>();
/// <summary>
/// Which character gave this affliction
/// </summary>
public Character Source;
public Affliction(AfflictionPrefab prefab, float strength)
{
Prefab = prefab;
PendingAdditionStrength = Prefab.GrainBurst;
_strength = strength;
Identifier = prefab?.Identifier;
foreach (var periodicEffect in prefab.PeriodicEffects)
{
PeriodicEffectTimers[periodicEffect] = Rand.Range(periodicEffect.MinInterval, periodicEffect.MaxInterval);
}
}
public void Serialize(XElement element)
{
SerializableProperty.SerializeProperties(this, element);
}
public void Deserialize(XElement element)
{
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
}
public Affliction CreateMultiplied(float multiplier)
{
return Prefab.Instantiate(NonClampedStrength * multiplier, Source);
}
public override string ToString() => Prefab == null ? "Affliction (Invalid)" : $"Affliction ({Prefab.Name})";
public AfflictionPrefab.Effect GetActiveEffect() => Prefab.GetActiveEffect(Strength);
public float GetVitalityDecrease(CharacterHealth characterHealth)
{
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxStrength - currentEffect.MinStrength <= 0.0f) { return 0.0f; }
float currVitalityDecrease = MathHelper.Lerp(
currentEffect.MinVitalityDecrease,
currentEffect.MaxVitalityDecrease,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
if (currentEffect.MultiplyByMaxVitality)
{
currVitalityDecrease *= characterHealth == null ? 100.0f : characterHealth.MaxVitality;
}
return currVitalityDecrease;
}
public float GetScreenGrainStrength()
{
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (MathUtils.NearlyEqual(currentEffect.MaxGrainStrength, 0f)) { return 0.0f; }
float amount = MathHelper.Lerp(
currentEffect.MinGrainStrength,
currentEffect.MaxGrainStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
if (Prefab.GrainBurst > 0 && AdditionStrength > amount)
{
return Math.Min(AdditionStrength, 1.0f);
}
return amount;
}
public float GetScreenDistortStrength()
{
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxScreenDistortStrength - currentEffect.MinScreenDistortStrength < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinScreenDistortStrength,
currentEffect.MaxScreenDistortStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetRadialDistortStrength()
{
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxRadialDistortStrength - currentEffect.MinRadialDistortStrength < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinRadialDistortStrength,
currentEffect.MaxRadialDistortStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetChromaticAberrationStrength()
{
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxChromaticAberrationStrength - currentEffect.MinChromaticAberrationStrength < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinChromaticAberrationStrength,
currentEffect.MaxChromaticAberrationStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetScreenBlurStrength()
{
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxScreenBlurStrength - currentEffect.MinScreenBlurStrength < 0.0f) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinScreenBlurStrength,
currentEffect.MaxScreenBlurStrength,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetSkillMultiplier()
{
if (Strength < Prefab.ActivationThreshold) { return 1.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 1.0f; }
float amount = MathHelper.Lerp(
currentEffect.MinSkillMultiplier,
currentEffect.MaxSkillMultiplier,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
return amount;
}
public void CalculateDamagePerSecond(float currentVitalityDecrease)
{
DamagePerSecond = Math.Max(DamagePerSecond, currentVitalityDecrease - PreviousVitalityDecrease);
if (DamagePerSecondTimer >= 1.0f)
{
DamagePerSecond = currentVitalityDecrease - PreviousVitalityDecrease;
PreviousVitalityDecrease = currentVitalityDecrease;
DamagePerSecondTimer = 0.0f;
}
}
public float GetResistance(string afflictionId)
{
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 0.0f; }
if (currentEffect.MaxResistance - currentEffect.MinResistance <= 0.0f) { return 0.0f; }
if (afflictionId != null && afflictionId != currentEffect.ResistanceFor) { return 0.0f; }
return MathHelper.Lerp(
currentEffect.MinResistance,
currentEffect.MaxResistance,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public float GetSpeedMultiplier()
{
if (Strength < Prefab.ActivationThreshold) { return 1.0f; }
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return 1.0f; }
if (currentEffect.MaxSpeedMultiplier - currentEffect.MinSpeedMultiplier <= 0.0f) { return 1.0f; }
return MathHelper.Lerp(
currentEffect.MinSpeedMultiplier,
currentEffect.MaxSpeedMultiplier,
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
}
public virtual void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
foreach (AfflictionPrefab.PeriodicEffect periodicEffect in Prefab.PeriodicEffects)
{
PeriodicEffectTimers[periodicEffect] -= deltaTime;
if (PeriodicEffectTimers[periodicEffect] <= 0.0f)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
{
PeriodicEffectTimers[periodicEffect] = 0.0f;
}
else
{
foreach (StatusEffect statusEffect in periodicEffect.StatusEffects)
{
ApplyStatusEffect(ActionType.OnActive, statusEffect, 1.0f, characterHealth, targetLimb);
PeriodicEffectTimers[periodicEffect] = Rand.Range(periodicEffect.MinInterval, periodicEffect.MaxInterval);
}
}
}
}
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
if (currentEffect == null) { return; }
if (currentEffect.StrengthChange < 0) // Reduce diminishing of buffs if boosted
{
_strength += currentEffect.StrengthChange * deltaTime * StrengthDiminishMultiplier;
}
else // Reduce strengthening of afflictions if resistant
{
_strength += currentEffect.StrengthChange * deltaTime * (1f - characterHealth.GetResistance(Prefab.Identifier));
}
// Don't use the property, because it's virtual and some afflictions like husk overload it for external use.
_strength = MathHelper.Clamp(_strength, 0.0f, Prefab.MaxStrength);
foreach (StatusEffect statusEffect in currentEffect.StatusEffects)
{
ApplyStatusEffect(ActionType.OnActive, statusEffect, deltaTime, characterHealth, targetLimb);
}
float amount = deltaTime;
if (Prefab.GrainBurst > 0)
{
amount /= Prefab.GrainBurst;
}
if (PendingAdditionStrength >= 0)
{
AdditionStrength += amount;
PendingAdditionStrength -= deltaTime;
}
else if (AdditionStrength > 0)
{
AdditionStrength -= amount;
}
#if SERVER
GameMain.Lua.hook.Call("afflictionUpdate", new object[] { this, characterHealth, targetLimb, deltaTime });
#endif
}
public void ApplyStatusEffects(ActionType type, float deltaTime, CharacterHealth characterHealth, Limb targetLimb)
{
var currentEffect = GetActiveEffect();
if (currentEffect != null)
{
currentEffect.StatusEffects.ForEach(se => ApplyStatusEffect(type, se, deltaTime, characterHealth, targetLimb));
}
}
private readonly List<ISerializableEntity> targets = new List<ISerializableEntity>();
public void ApplyStatusEffect(ActionType type, StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb)
{
statusEffect.SetUser(Source);
if (statusEffect.HasTargetType(StatusEffect.TargetType.Character))
{
statusEffect.Apply(type, deltaTime, characterHealth.Character, characterHealth.Character);
}
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.Limb))
{
statusEffect.Apply(type, deltaTime, characterHealth.Character, targetLimb);
}
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs))
{
statusEffect.Apply(type, deltaTime, targetLimb.character, targets: targetLimb.character.AnimController.Limbs);
}
if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
{
targets.Clear();
targets.AddRange(statusEffect.GetNearbyTargets(characterHealth.Character.WorldPosition, targets));
statusEffect.Apply(type, deltaTime, characterHealth.Character, targets);
}
}
/// <summary>
/// Use this method to skip clamping and additional logic of the setters.
/// Ideally we would keep this private, but doing so would require too much refactoring.
/// </summary>
public void SetStrength(float strength)
{
_nonClampedStrength = strength;
_strength = _nonClampedStrength;
}
public bool ShouldShowIcon(Character afflictedCharacter)
{
return Strength >= (afflictedCharacter == Character.Controlled ? Prefab.ShowIconThreshold : Prefab.ShowIconToOthersThreshold);
}
}
}