Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Characters/Health/AfflictionPsychosis.cs
2025-03-12 12:56:27 +00:00

202 lines
8.0 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
namespace Barotrauma
{
partial class AfflictionPsychosis : Affliction
{
const int MaxFakeFireSources = 10;
const float MinFakeFireSourceInterval = 30.0f, MaxFakeFireSourceInterval = 240.0f;
private float createFireSourceTimer;
private readonly List<DummyFireSource> fakeFireSources = new List<DummyFireSource>();
public enum FloodType
{
None,
Minor,
Major,
HideFlooding
}
const float MinSoundInterval = 60.0f, MaxSoundInterval = 240.0f;
private FloodType currentFloodType;
private float soundTimer;
const float MinFloodInterval = 60.0f, MaxFloodInterval = 240.0f;
private float createFloodTimer;
private float currentFloodState;
private float currentFloodDuration;
private float fakeBrokenInterval = 30.0f;
private float fakeBrokenTimer = 0.0f;
private float invisibleCharacterInterval = 30.0f;
private float invisibleCharacterTimer = 0.0f;
public FloodType CurrentFloodType
{
get { return currentFloodType; }
}
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);
UpdateInvisibleCharacters(deltaTime);
UpdateFakeBroken(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 15 units above the floor within 10 seconds
foreach (Hull hull in Hull.HullList)
{
for (int i = hull.FakeFireSources.Count - 1; i >= 0; i--)
{
hull.FakeFireSources[i].Extinguish(deltaTime, 50.0f);
}
hull.DrawSurface = hull.Rect.Y - hull.Rect.Height + MathHelper.Lerp(0.0f, 15.0f, currentFloodState / 10.0f);
}
break;
case FloodType.Major:
currentFloodState += deltaTime;
//create a full flood in 10 seconds
foreach (Hull hull in Hull.HullList)
{
for (int i = hull.FakeFireSources.Count - 1; i >= 0; i--)
{
hull.FakeFireSources[i].Extinguish(deltaTime, 200.0f);
}
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))
{
currentFloodType = FloodType.None;
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;
currentFloodType = FloodType.Minor;
}
else
{
//disabled Major flooding because it's too easy to tell it's fake
currentFloodType = FloodType.Minor;// 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;
fakeFireSources.RemoveAll(fs => fs.Removed);
if (fakeFireSources.Count < MaxFakeFireSources &&
character.Submarine != null &&
createFireSourceTimer > MathHelper.Lerp(MaxFakeFireSourceInterval, MinFakeFireSourceInterval, Strength / 100.0f))
{
Hull fireHull = Hull.HullList.GetRandomUnsynced(h => h.Submarine == character.Submarine);
if (fireHull != null)
{
var fakeFire = new DummyFireSource(Vector2.One * 500.0f, new Vector2(Rand.Range(fireHull.WorldRect.X, fireHull.WorldRect.Right), fireHull.WorldPosition.Y + 1), fireHull, isNetworkMessage: true)
{
CausedByPsychosis = true,
DamagesItems = false,
DamagesCharacters = false
};
fakeFireSources.Add(fakeFire);
createFireSourceTimer = 0.0f;
}
}
}
private void UpdateInvisibleCharacters(float deltaTime)
{
invisibleCharacterTimer -= deltaTime;
if (invisibleCharacterTimer > 0.0f) { return; }
foreach (Character c in Character.CharacterList)
{
if (c.IsDead || c == Character.Controlled) { continue; }
if (c.WorldPosition.X < GameMain.GameScreen.Cam.WorldView.X || c.WorldPosition.X > GameMain.GameScreen.Cam.WorldView.Right) { continue; }
if (c.WorldPosition.Y < GameMain.GameScreen.Cam.WorldView.Y - GameMain.GameScreen.Cam.WorldView.Height || c.WorldPosition.Y > GameMain.GameScreen.Cam.WorldView.Y) { continue; }
if (Rand.Range(0.0f, 500.0f) < Strength)
{
c.InvisibleTimer = 60.0f;
}
}
invisibleCharacterTimer = invisibleCharacterInterval;
}
private void UpdateFakeBroken(float deltaTime)
{
fakeBrokenTimer -= deltaTime;
if (fakeBrokenTimer > 0.0f) { return; }
foreach (Item item in Item.RepairableItems)
{
var repairable = item.GetComponent<Repairable>();
if (repairable == null) { continue; }
if (ShouldFakeBrokenItem(item))
{
repairable.FakeBrokenTimer = 60.0f;
}
}
fakeBrokenTimer = fakeBrokenInterval;
}
private bool ShouldFakeBrokenItem(Item item)
{
return Rand.Range(0.0f, 1000.0f) < Strength;
}
}
}