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

167 lines
6.7 KiB
C#

using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Barotrauma
{
partial class AfflictionPsychosis : Affliction
{
class FakeFireSource
{
public Vector2 Size;
public Vector2 Position;
public Hull Hull;
public float LifeTime;
}
const int MaxFakeFireSources = 10;
private float minFakeFireSourceInterval = 10.0f, maxFakeFireSourceInterval = 200.0f;
private float createFireSourceTimer;
private List<FakeFireSource> fakeFireSources = new List<FakeFireSource>();
enum FloodType
{
Minor,
Major,
HideFlooding
}
private float minSoundInterval = 10.0f, maxSoundInterval = 60.0f;
private FloodType currentFloodType;
private float soundTimer;
private float minFloodInterval = 30.0f, maxFloodInterval = 180.0f;
private float createFloodTimer;
private float currentFloodState;
private float currentFloodDuration;
partial void UpdateProjSpecific(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
if (Character.Controlled != characterHealth.Character) return;
UpdateFloods(deltaTime);
UpdateSounds(characterHealth.Character, deltaTime);
UpdateFires(characterHealth.Character, deltaTime);
}
private void UpdateSounds(Character character, float deltaTime)
{
if (soundTimer < MathHelper.Lerp(maxSoundInterval, minSoundInterval, Strength / 100.0f))
{
soundTimer += deltaTime;
return;
}
float impactStrength = MathHelper.Lerp(0.1f, 1.0f, Strength / 100.0f);
SoundPlayer.PlayDamageSound("StructureBlunt", Rand.Range(10.0f, 1000.0f), character.WorldPosition + Rand.Vector(500.0f));
GameMain.GameScreen.Cam.Shake = impactStrength * 10.0f;
GameMain.GameScreen.Cam.AngularVelocity = Rand.Range(-impactStrength, impactStrength);
soundTimer = 0.0f;
}
private void UpdateFloods(float deltaTime)
{
if (currentFloodDuration > 0.0f)
{
currentFloodDuration -= deltaTime;
switch (currentFloodType)
{
case FloodType.Minor:
currentFloodState += deltaTime;
//lerp the water surface in all hulls 50 units above the floor within 10 seconds
foreach (Hull hull in Hull.hullList)
{
hull.DrawSurface = hull.Rect.Y - hull.Rect.Height + MathHelper.Lerp(0.0f, 50.0f, currentFloodState / 10.0f);
}
break;
case FloodType.Major:
currentFloodState += deltaTime;
//create a full flood in 10 seconds
foreach (Hull hull in Hull.hullList)
{
hull.DrawSurface = hull.Rect.Y - MathHelper.Lerp(hull.Rect.Height, 0.0f, currentFloodState / 10.0f);
}
break;
case FloodType.HideFlooding:
//hide water inside hulls (the player can't see which hulls are flooded)
foreach (Hull hull in Hull.hullList)
{
hull.DrawSurface = hull.Rect.Y - hull.Rect.Height;
}
break;
}
return;
}
if (createFloodTimer < MathHelper.Lerp(maxFloodInterval, minFloodInterval, Strength / 100.0f))
{
createFloodTimer += deltaTime;
return;
}
//probability of a fake flood goes from 0%-100%
if (Rand.Range(0.0f, 100.0f) < Strength)
{
if (Rand.Range(0.0f, 1.0f) < 0.5f)
{
currentFloodType = FloodType.HideFlooding;
}
else
{
currentFloodType = Strength < 50.0f ? FloodType.Minor : FloodType.Major;
}
currentFloodDuration = Rand.Range(20.0f, 100.0f);
}
createFloodTimer = 0.0f;
}
private void UpdateFires(Character character, float deltaTime)
{
createFireSourceTimer += deltaTime;
if (fakeFireSources.Count < MaxFakeFireSources &&
character.Submarine != null &&
createFireSourceTimer > MathHelper.Lerp(maxFakeFireSourceInterval, minFakeFireSourceInterval, Strength / 100.0f))
{
Hull fireHull = Hull.hullList.GetRandom(h => h.Submarine == character.Submarine);
fakeFireSources.Add(new FakeFireSource()
{
Size = Vector2.One * 20.0f,
Hull = fireHull,
Position = new Vector2(Rand.Range(0.0f, fireHull.Rect.Width), 30.0f),
LifeTime = MathHelper.Lerp(10.0f, 100.0f, Strength / 100.0f)
});
createFireSourceTimer = 0.0f;
}
foreach (FakeFireSource fakeFireSource in fakeFireSources)
{
if (fakeFireSource.Hull.Surface > fakeFireSource.Hull.Rect.Y - fakeFireSource.Hull.Rect.Height + fakeFireSource.Position.Y)
{
fakeFireSource.LifeTime -= deltaTime * 10.0f;
}
fakeFireSource.LifeTime -= deltaTime;
float growAmount = deltaTime * 5.0f;
fakeFireSource.Size.X += growAmount;
fakeFireSource.Position.X = MathHelper.Clamp(fakeFireSource.Position.X - growAmount / 2.0f, 0.0f, fakeFireSource.Hull.Rect.Width);
fakeFireSource.Position.Y = MathHelper.Clamp(fakeFireSource.Position.Y, 0.0f, fakeFireSource.Hull.Rect.Height);
fakeFireSource.Size.X = Math.Min(fakeFireSource.Hull.Rect.Width - fakeFireSource.Position.X, fakeFireSource.Size.X);
fakeFireSource.Size.Y = Math.Min(fakeFireSource.Hull.Rect.Height - fakeFireSource.Position.Y, fakeFireSource.Size.Y);
FireSource.EmitParticles(
fakeFireSource.Size,
fakeFireSource.Hull.WorldRect.Location.ToVector2() + fakeFireSource.Position - Vector2.UnitY * fakeFireSource.Hull.Rect.Height,
fakeFireSource.Hull,
0.5f);
}
fakeFireSources.RemoveAll(fs => fs.LifeTime <= 0.0f);
}
}
}