Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/GeneticMaterial.cs
2025-03-12 12:56:27 +00:00

462 lines
19 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class GeneticMaterial : ItemComponent, IServerSerializable
{
private readonly LocalizedString materialName;
private Character targetCharacter;
private AfflictionPrefab selectedEffect, selectedTaintedEffect;
[Serialize("", IsPropertySaveable.Yes)]
public string Effect { get; set; }
[Serialize("geneticmaterialdebuff", IsPropertySaveable.Yes, description: "Either the identifier or the type for the tainted effect prefab")]
public Identifier TaintedEffect { get; set; }
private bool tainted;
[Serialize(false, IsPropertySaveable.Yes)]
public bool Tainted
{
get { return tainted; }
set
{
tainted = value;
if (tainted)
{
if (!TaintedEffect.IsEmpty)
{
selectedTaintedEffect = AfflictionPrefab.Prefabs.Where(a =>
a.Identifier == TaintedEffect ||
a.AfflictionType == TaintedEffect).GetRandomUnsynced();
}
}
else
{
if (targetCharacter != null)
{
var affliction = targetCharacter.CharacterHealth.GetAllAfflictions().FirstOrDefault(a => a.Prefab == selectedEffect);
if (affliction != null)
{
affliction.Strength = 0;
}
}
selectedTaintedEffect = null;
}
}
}
[Serialize(false, IsPropertySaveable.Yes)]
public bool SetTaintedOnDeath { get; private set; }
[Serialize(false, IsPropertySaveable.Yes)]
public bool CanBeUntainted { get; private set; }
//only for saving the selected tainted effect
[Serialize("", IsPropertySaveable.Yes)]
public Identifier SelectedTaintedEffect
{
get { return selectedTaintedEffect?.Identifier ?? Identifier.Empty; }
private set { selectedTaintedEffect = !value.IsEmpty ? AfflictionPrefab.Prefabs.Find(a => a.Identifier == value) : null; }
}
public GeneticMaterial(Item item, ContentXElement element)
: base(item, element)
{
string nameId = element.GetAttributeString("nameidentifier", "");
if (!string.IsNullOrEmpty(nameId))
{
materialName = TextManager.Get(nameId);
}
if (!string.IsNullOrEmpty(Effect))
{
selectedEffect = AfflictionPrefab.Prefabs.Where(a =>
a.Identifier == Effect ||
a.AfflictionType == Effect).GetRandomUnsynced();
}
}
[Serialize(0.0f, IsPropertySaveable.No)]
public float ConditionIncreaseOnCombineMin { get; set; }
[Serialize(0.0f, IsPropertySaveable.No)]
public float ConditionIncreaseOnCombineMax { get; set; }
[Serialize(3.0f, IsPropertySaveable.No, description: "When refining, min value for condition increase bonus based on the quality of the worse gene.")]
public float ConditionIncreaseOnLowQualityCombine { get; set; }
[Serialize(25.0f, IsPropertySaveable.No, description: "When refining, max value for condition increase bonus based on the quality of the worse gene.")]
public float ConditionIncreaseOnHighQualityCombine { get; set; }
private bool SharesTypeWith(GeneticMaterial otherGeneticMaterial)
{
return GetSharedTypeOrDefault(otherGeneticMaterial) != null;
}
private ItemPrefab GetSharedTypeOrDefault(GeneticMaterial otherGeneticMaterial)
{
if (otherGeneticMaterial == null) { return default; }
return AllMaterialTypes.FirstOrDefault(materialType => otherGeneticMaterial.AllMaterialTypes.Contains(materialType));
}
private IEnumerable<ItemPrefab> AllMaterialTypes
{
get
{
yield return item.Prefab;
if (IsCombined) { yield return NestedMaterial.item.Prefab; }
}
}
private GeneticMaterial NestedMaterial
{
get
{
if (item == null || item.OwnInventory == null) { return null; }
var nestedItemWithGeneticMaterial = item.OwnInventory.AllItems.FirstOrDefault(it => it.GetComponent<GeneticMaterial>() != null);
if (nestedItemWithGeneticMaterial == null) { return null; }
return nestedItemWithGeneticMaterial.GetComponent<GeneticMaterial>();
}
}
private bool IsCombined
{
get
{
if (NestedMaterial != null) { return true; }
// check if this is the nested material
if (item.ParentInventory != null &&
item.ParentInventory.Owner is Item parentItem &&
parentItem.GetComponent<GeneticMaterial>()?.NestedMaterial == this)
{
return true;
}
return false;
}
}
private CombineResult GetCombineRefineResult(GeneticMaterial otherGeneticMaterial)
{
if (otherGeneticMaterial == null)
{
return CombineResult.None;
}
// both are combined, no more processing is possible
if (IsCombined && otherGeneticMaterial.IsCombined)
{
return CombineResult.None;
}
// neither is combined, can be either refined or combined
if (!IsCombined && !otherGeneticMaterial.IsCombined)
{
return SharesTypeWith(otherGeneticMaterial) ? CombineResult.Refined : CombineResult.Combined;
}
// one is combined, if they share a type, they can be refined
return SharesTypeWith(otherGeneticMaterial) ? CombineResult.Refined : CombineResult.None;
}
public bool CanBeCombinedWith(GeneticMaterial otherGeneticMaterial)
{
return GetCombineRefineResult(otherGeneticMaterial) != CombineResult.None;
}
public override void Equip(Character character)
{
if (character == null) { return; }
IsActive = true;
if (targetCharacter != null) { return; }
if (selectedEffect != null)
{
targetCharacter = character;
ApplyStatusEffects(ActionType.OnWearing, 1.0f, targetCharacter);
float selectedEffectStrength = GetCombinedEffectStrength();
character.CharacterHealth.ApplyAffliction(null, selectedEffect.Instantiate(selectedEffectStrength));
var affliction = character.CharacterHealth.GetAllAfflictions().FirstOrDefault(a => a.Prefab == selectedEffect);
if (affliction != null)
{
affliction.Strength = selectedEffectStrength;
//force strength to the correct value to bypass any clamping e.g. AfflictionHusk might be doing
affliction.SetStrength(selectedEffectStrength);
}
#if SERVER
item.CreateServerEvent(this);
#endif
}
if (tainted && selectedTaintedEffect != null)
{
float selectedTaintedEffectStrength = GetCombinedTaintedEffectStrength();
character.CharacterHealth.ApplyAffliction(null, selectedTaintedEffect.Instantiate(selectedTaintedEffectStrength));
var affliction = character.CharacterHealth.GetAllAfflictions().FirstOrDefault(a => a.Prefab == selectedTaintedEffect);
if (affliction != null)
{
affliction.Strength = selectedTaintedEffectStrength;
//force strength to the correct value to bypass any clamping e.g. AfflictionHusk might be doing
affliction.SetStrength(selectedTaintedEffectStrength);
}
targetCharacter = character;
#if SERVER
item.CreateServerEvent(this);
#endif
}
foreach (Item containedItem in item.ContainedItems)
{
containedItem.GetComponent<GeneticMaterial>()?.Equip(character);
}
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
if (targetCharacter != null)
{
if (SetTaintedOnDeath && !tainted &&
targetCharacter.IsDead && targetCharacter.CauseOfDeath is not { Type: CauseOfDeathType.Disconnected })
{
SetTainted(true);
}
var rootContainer = item.RootContainer;
if (!targetCharacter.HasEquippedItem(item) &&
(rootContainer == null || !targetCharacter.HasEquippedItem(rootContainer) || !targetCharacter.Inventory.IsInLimbSlot(rootContainer, InvSlotType.HealthInterface)))
{
Character prevTargetCharacter = targetCharacter;
//deactivate so the material is no longer updated or considered to be "in effect" in GetCombinedEffectStrength
Deactivate();
if (rootContainer != null)
{
foreach (var otherItem in rootContainer.ContainedItems)
{
if (otherItem != item && otherItem.GetComponent<GeneticMaterial>() is { IsActive: true } otherGeneticMaterial)
{
//we need to deactivate other genetic materials in the container too at this point,
//otherwise their effects might get triggered by the damage done by removing the gene
otherGeneticMaterial.Deactivate();
}
}
}
//do this after nullifying the effects, otherwise the damage from removing the genes could trigger the gene's own effects
item.ApplyStatusEffects(ActionType.OnSevered, 1.0f, prevTargetCharacter);
}
}
}
private void Deactivate()
{
IsActive = false;
if (targetCharacter != null)
{
var affliction = targetCharacter.CharacterHealth.GetAllAfflictions().FirstOrDefault(a => a.Prefab == selectedEffect);
if (affliction != null)
{
affliction.Strength = GetCombinedEffectStrength();
}
var taintedAffliction = targetCharacter.CharacterHealth.GetAllAfflictions().FirstOrDefault(a => a.Prefab == selectedTaintedEffect);
if (taintedAffliction != null)
{
taintedAffliction.Strength = GetCombinedTaintedEffectStrength();
}
}
NestedMaterial?.Deactivate();
targetCharacter = null;
}
public enum CombineResult
{
None,
Refined,
Combined
}
public CombineResult Combine(GeneticMaterial otherGeneticMaterial, Character user, out Item itemToDestroy)
{
var combineRefineResult = GetCombineRefineResult(otherGeneticMaterial);
float randomQualityIncrease = Rand.Range(ConditionIncreaseOnCombineMin, ConditionIncreaseOnCombineMax);
float talentIncrease = user?.GetStatValue(StatTypes.GeneticMaterialRefineBonus) ?? 0.0f;
bool perfectQuality = item.IsFullCondition || otherGeneticMaterial.item.IsFullCondition;
itemToDestroy = otherGeneticMaterial.item;
if (combineRefineResult == CombineResult.Refined)
{
float maxQuality = Math.Max(item.Condition, otherGeneticMaterial.item.Condition);
float minQuality = Math.Min(item.Condition, otherGeneticMaterial.item.Condition);
bool oneIsCombined = IsCombined || otherGeneticMaterial.IsCombined;
float minQualityProportionalIncreaseBonus = MathHelper.Lerp(ConditionIncreaseOnLowQualityCombine, ConditionIncreaseOnHighQualityCombine, Math.Clamp(minQuality / 80.0f, 0f, 1f));
float totalQualityIncrease = minQualityProportionalIncreaseBonus + randomQualityIncrease + talentIncrease;
if (oneIsCombined) { totalQualityIncrease /= 2f; }
float newQuality = maxQuality + totalQualityIncrease;
// the deconstructor wants to remove and delete the item for otherGeneticMaterial,
// we want to keep the type that's not being refined here, so we move around the items
if (!IsCombined && otherGeneticMaterial.IsCombined)
{
if (item.Prefab == otherGeneticMaterial.item.Prefab)
{
// main items share type, nest the non-shared item
item.OwnInventory?.TryPutItem(otherGeneticMaterial.NestedMaterial.item, user: null);
}
else
{
// the non-shared item is the main item in otherGeneticMaterial,
// we need to nest it...
item.OwnInventory?.TryPutItem(otherGeneticMaterial.item, user: null);
// ...and get rid of the now triple-nested item inside it
var otherNestedItem = otherGeneticMaterial.NestedMaterial.item;
otherGeneticMaterial.item.OwnInventory?.RemoveItem(otherNestedItem);
itemToDestroy = otherNestedItem;
}
}
// note: the condition of combined items represents the quality of both materials,
// and the condition of the nested item should equal that of the housing item
item.Condition = newQuality;
// this can become combined as a result of the item shuffling above
if (IsCombined) { NestedMaterial.item.Condition = newQuality; }
// if one item is 100% condition, remove taint when refining
if (CanBeUntainted && perfectQuality)
{
SetTainted(false, affectsNestedGene: true);
}
else if (GetTaintedProbabilityOnRefine(otherGeneticMaterial, user) >= Rand.Range(0.0f, 1.0f))
{
SetTainted(true);
}
}
else if (combineRefineResult == CombineResult.Combined)
{
float averageQuality = (item.Condition + otherGeneticMaterial.Item.Condition) / 2.0f;
item.Condition = otherGeneticMaterial.Item.Condition = averageQuality + randomQualityIncrease + talentIncrease;
item.OwnInventory?.TryPutItem(otherGeneticMaterial.Item, user: null);
// if one item is 100% condition, remove taint when combining
if (CanBeUntainted && perfectQuality)
{
SetTainted(false, affectsNestedGene: true);
}
else if (GetTaintedProbabilityOnCombine(user) >= Rand.Range(0.0f, 1.0f))
{
SetTainted(true);
}
}
return combineRefineResult;
}
private float GetCombinedEffectStrength()
{
float effectStrength = 0.0f;
foreach (Item otherItem in targetCharacter.Inventory.FindAllItems(recursive: true))
{
var geneticMaterial = otherItem.GetComponent<GeneticMaterial>();
if (geneticMaterial == null || !geneticMaterial.IsActive) { continue; }
if (geneticMaterial.selectedEffect == selectedEffect)
{
effectStrength += otherItem.ConditionPercentage / 100.0f * selectedEffect.MaxStrength;
}
}
return effectStrength;
}
private float GetCombinedTaintedEffectStrength()
{
float taintedEffectStrength = 0.0f;
foreach (Item otherItem in targetCharacter.Inventory.FindAllItems(recursive: true))
{
var geneticMaterial = otherItem.GetComponent<GeneticMaterial>();
if (geneticMaterial == null || !geneticMaterial.IsActive) { continue; }
if (selectedTaintedEffect != null && geneticMaterial.selectedTaintedEffect == selectedTaintedEffect)
{
taintedEffectStrength += otherItem.ConditionPercentage / 100.0f * selectedTaintedEffect.MaxStrength;
}
}
return taintedEffectStrength;
}
private float GetTaintedProbabilityOnRefine(GeneticMaterial otherGeneticMaterial, Character user)
{
if (user == null) { return 1.0f; }
float probability = MathHelper.Lerp(0.0f, 0.99f, Math.Max(item.Condition, otherGeneticMaterial.Item.Condition) / 100.0f);
probability *= MathHelper.Lerp(1.0f, 0.25f, DegreeOfSuccess(user));
return MathHelper.Clamp(probability, 0.0f, 1.0f);
}
private static float GetTaintedProbabilityOnCombine(Character user)
{
if (user == null) { return 1.0f; }
float probability = 1.0f - user.GetStatValue(StatTypes.GeneticMaterialTaintedProbabilityReductionOnCombine);
return MathHelper.Clamp(probability, 0.0f, 1.0f);
}
public void SetTainted(bool newValue, bool affectsNestedGene = false)
{
if (GameMain.NetworkMember?.IsClient ?? false) { return; }
Tainted = newValue;
#if SERVER
item.CreateServerEvent(this);
#endif
if (affectsNestedGene && NestedMaterial != null)
{
NestedMaterial.SetTainted(newValue);
}
}
public static LocalizedString TryCreateName(ItemPrefab prefab, XElement element)
{
foreach (XElement subElement in element.Elements())
{
if (subElement.NameAsIdentifier() == nameof(GeneticMaterial))
{
Identifier nameId = subElement.GetAttributeIdentifier("nameidentifier", "");
if (!nameId.IsEmpty)
{
return prefab.Name.Replace("[type]", TextManager.Get(nameId).Fallback(nameId.Value));
}
}
}
return prefab.Name;
}
}
}