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

142 lines
6.0 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Linq;
namespace Barotrauma
{
class Affliction
{
public readonly AfflictionPrefab Prefab;
public float Strength;
public float DamagePerSecond;
public float DamagePerSecondTimer;
public float PreviousVitalityDecrease;
/// <summary>
/// Which character gave this affliction
/// </summary>
public Character Source;
public Affliction(AfflictionPrefab prefab, float strength)
{
Prefab = prefab;
Strength = strength;
}
public Affliction CreateMultiplied(float multiplier)
{
return Prefab.Instantiate(Strength * multiplier, Source);
}
public override string ToString()
{
return "Affliction (" + Prefab.Name + ")";
}
public float GetVitalityDecrease(CharacterHealth characterHealth)
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
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 GetScreenDistortStrength()
{
if (Strength < Prefab.ActivationThreshold) return 0.0f;
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
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 = Prefab.GetActiveEffect(Strength);
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 = Prefab.GetActiveEffect(Strength);
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 = Prefab.GetActiveEffect(Strength);
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 void CalculateDamagePerSecond(float currentVitalityDecrease)
{
DamagePerSecond = Math.Max(DamagePerSecond, currentVitalityDecrease - PreviousVitalityDecrease);
if (DamagePerSecondTimer >= 1.0f)
{
DamagePerSecond = currentVitalityDecrease - PreviousVitalityDecrease;
PreviousVitalityDecrease = currentVitalityDecrease;
DamagePerSecondTimer = 0.0f;
}
}
public virtual void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
if (currentEffect == null) return;
Strength += currentEffect.StrengthChange * deltaTime;
foreach (StatusEffect statusEffect in currentEffect.StatusEffects)
{
if (statusEffect.HasTargetType(StatusEffect.TargetType.Character))
{
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, characterHealth.Character);
}
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.Limb))
{
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, targetLimb);
}
if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs))
{
statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targetLimb.character.AnimController.Limbs.Cast<ISerializableEntity>().ToList());
}
}
}
}
}