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