869 lines
37 KiB
C#
869 lines
37 KiB
C#
using Barotrauma.Items.Components;
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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.Xml.Linq;
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namespace Barotrauma
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{
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class DurationListElement
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{
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public StatusEffect Parent;
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public Entity Entity;
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public List<ISerializableEntity> Targets;
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public float Timer;
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}
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partial class StatusEffect
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{
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[Flags]
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public enum TargetType
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{
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This = 1,
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Parent = 2,
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Character = 4,
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Contained = 8,
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NearbyCharacters = 16,
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NearbyItems = 32,
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UseTarget = 64,
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Hull = 128,
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Limb = 256,
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AllLimbs = 512
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}
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class ItemSpawnInfo
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{
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public enum SpawnPositionType
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{
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This,
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ThisInventory,
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ContainedInventory
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}
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public readonly ItemPrefab ItemPrefab;
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public readonly SpawnPositionType SpawnPosition;
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public readonly float Speed;
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public readonly float Rotation;
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public ItemSpawnInfo(XElement element, string parentDebugName)
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{
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if (element.Attribute("name") != null)
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{
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//backwards compatibility
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DebugConsole.ThrowError("Error in StatusEffect config (" + element.ToString() + ") - use item identifier instead of the name.");
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string itemPrefabName = element.GetAttributeString("name", "");
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ItemPrefab = MapEntityPrefab.List.Find(m => m is ItemPrefab && (m.NameMatches(itemPrefabName) || m.Tags.Contains(itemPrefabName))) as ItemPrefab;
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if (ItemPrefab == null)
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{
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DebugConsole.ThrowError("Error in StatusEffect \""+ parentDebugName + "\" - item prefab \"" + itemPrefabName + "\" not found.");
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}
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}
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else
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{
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string itemPrefabIdentifier = element.GetAttributeString("identifier", "");
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if (string.IsNullOrEmpty(itemPrefabIdentifier)) itemPrefabIdentifier = element.GetAttributeString("identifiers", "");
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if (string.IsNullOrEmpty(itemPrefabIdentifier))
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{
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DebugConsole.ThrowError("Invalid item spawn in StatusEffect \"" + parentDebugName + "\" - identifier not found in the element \"" + element.ToString() + "\"");
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}
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ItemPrefab = MapEntityPrefab.List.Find(m => m is ItemPrefab && m.Identifier == itemPrefabIdentifier) as ItemPrefab;
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if (ItemPrefab == null)
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{
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DebugConsole.ThrowError("Error in StatusEffect config - item prefab with the identifier \"" + itemPrefabIdentifier + "\" not found.");
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return;
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}
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}
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Speed = element.GetAttributeFloat("speed", 0.0f);
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Rotation = MathHelper.ToRadians(element.GetAttributeFloat("rotation", 0.0f));
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string spawnTypeStr = element.GetAttributeString("spawnposition", "This");
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if (!Enum.TryParse(spawnTypeStr, out SpawnPosition))
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{
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DebugConsole.ThrowError("Error in StatusEffect config - \"" + spawnTypeStr + "\" is not a valid spawn position.");
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}
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}
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}
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private TargetType targetTypes;
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protected HashSet<string> targetIdentifiers;
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private List<RelatedItem> requiredItems;
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public string[] propertyNames;
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private object[] propertyEffects;
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private PropertyConditional.Comparison conditionalComparison = PropertyConditional.Comparison.Or;
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private List<PropertyConditional> propertyConditionals;
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private bool setValue;
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private bool disableDeltaTime;
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private HashSet<string> tags;
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private readonly float duration;
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public static readonly List<DurationListElement> DurationList = new List<DurationListElement>();
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public bool CheckConditionalAlways; //Always do the conditional checks for the duration/delay. If false, only check conditional on apply.
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public bool Stackable = true; //Can the same status effect be applied several times to the same targets?
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private readonly int useItemCount;
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private readonly bool removeItem;
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public readonly ActionType type = ActionType.OnActive;
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private Explosion explosion;
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private List<ItemSpawnInfo> spawnItems;
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public readonly float FireSize;
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public HashSet<string> TargetIdentifiers
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{
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get { return targetIdentifiers; }
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}
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public List<Affliction> Afflictions
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{
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get;
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private set;
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}
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private List<Pair<string, float>> ReduceAffliction;
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//only applicable if targeting NearbyCharacters or NearbyItems
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public float Range
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{
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get;
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private set;
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}
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public string Tags
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{
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get { return string.Join(",", tags); }
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set
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{
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tags.Clear();
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if (value == null) return;
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string[] newTags = value.Split(',');
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foreach (string tag in newTags)
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{
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string newTag = tag.Trim();
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if (!tags.Contains(newTag)) tags.Add(newTag);
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}
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}
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}
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public static StatusEffect Load(XElement element, string parentDebugName)
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{
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if (element.Attribute("delay") != null)
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{
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return new DelayedEffect(element, parentDebugName);
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}
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return new StatusEffect(element, parentDebugName);
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}
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protected StatusEffect(XElement element, string parentDebugName)
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{
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requiredItems = new List<RelatedItem>();
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spawnItems = new List<ItemSpawnInfo>();
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Afflictions = new List<Affliction>();
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ReduceAffliction = new List<Pair<string, float>>();
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tags = new HashSet<string>(element.GetAttributeString("tags", "").Split(','));
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Range = element.GetAttributeFloat("range", 0.0f);
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IEnumerable<XAttribute> attributes = element.Attributes();
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List<XAttribute> propertyAttributes = new List<XAttribute>();
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propertyConditionals = new List<PropertyConditional>();
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foreach (XAttribute attribute in attributes)
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{
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switch (attribute.Name.ToString())
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{
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case "type":
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if (!Enum.TryParse(attribute.Value, true, out type))
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{
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DebugConsole.ThrowError("Invalid action type \"" + attribute.Value + "\" in StatusEffect (" + parentDebugName + ")");
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}
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break;
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case "target":
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string[] Flags = attribute.Value.Split(',');
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foreach (string s in Flags)
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{
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if (!Enum.TryParse(s, true, out TargetType targetType))
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{
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DebugConsole.ThrowError("Invalid target type \"" + s + "\" in StatusEffect (" + parentDebugName + ")");
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}
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else
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{
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targetTypes |= targetType;
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}
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}
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break;
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case "disabledeltatime":
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disableDeltaTime = attribute.GetAttributeBool(false);
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break;
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case "setvalue":
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setValue = attribute.GetAttributeBool(false);
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break;
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case "targetnames":
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DebugConsole.ThrowError("Error in StatusEffect config (" + parentDebugName + ") - use identifiers or tags to define the targets instead of names.");
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break;
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case "targetidentifiers":
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string[] identifiers = attribute.Value.Split(',');
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targetIdentifiers = new HashSet<string>();
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for (int i = 0; i < identifiers.Length; i++)
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{
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targetIdentifiers.Add(identifiers[i].Trim().ToLowerInvariant());
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}
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break;
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case "duration":
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duration = attribute.GetAttributeFloat(0.0f);
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break;
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case "stackable":
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Stackable = attribute.GetAttributeBool(true);
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break;
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case "checkconditionalalways":
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CheckConditionalAlways = attribute.GetAttributeBool(false);
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break;
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case "conditionalcomparison":
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case "comparison":
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if (!Enum.TryParse(attribute.Value, out conditionalComparison))
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{
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DebugConsole.ThrowError("Invalid conditional comparison type \"" + attribute.Value + "\" in StatusEffect (" + parentDebugName + ")");
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}
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break;
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case "sound":
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DebugConsole.ThrowError("Error in StatusEffect " + element.Parent.Name.ToString() +
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" - sounds should be defined as child elements of the StatusEffect, not as attributes.");
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break;
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default:
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propertyAttributes.Add(attribute);
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break;
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}
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}
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int count = propertyAttributes.Count;
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propertyNames = new string[count];
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propertyEffects = new object[count];
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int n = 0;
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foreach (XAttribute attribute in propertyAttributes)
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{
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propertyNames[n] = attribute.Name.ToString().ToLowerInvariant();
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propertyEffects[n] = XMLExtensions.GetAttributeObject(attribute);
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n++;
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}
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "explosion":
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explosion = new Explosion(subElement, parentDebugName);
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break;
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case "fire":
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FireSize = subElement.GetAttributeFloat("size",10.0f);
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break;
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case "use":
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case "useitem":
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useItemCount++;
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break;
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case "remove":
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case "removeitem":
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removeItem = true;
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break;
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case "requireditem":
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case "requireditems":
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RelatedItem newRequiredItem = RelatedItem.Load(subElement, parentDebugName);
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if (newRequiredItem == null)
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{
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DebugConsole.ThrowError("Error in StatusEffect config - requires an item with no identifiers.");
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continue;
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}
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requiredItems.Add(newRequiredItem);
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break;
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case "conditional":
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IEnumerable<XAttribute> conditionalAttributes = subElement.Attributes();
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foreach (XAttribute attribute in conditionalAttributes)
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{
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if (attribute.Name.ToString().ToLowerInvariant() == "targetitemcomponent") { continue; }
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propertyConditionals.Add(new PropertyConditional(attribute));
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}
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break;
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case "affliction":
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AfflictionPrefab afflictionPrefab;
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if (subElement.Attribute("name") != null)
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{
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DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - define afflictions using identifiers instead of names.");
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string afflictionName = subElement.GetAttributeString("name", "").ToLowerInvariant();
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afflictionPrefab = AfflictionPrefab.List.Find(ap => ap.Name.ToLowerInvariant() == afflictionName);
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if (afflictionPrefab == null)
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{
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DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab \"" + afflictionName + "\" not found.");
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continue;
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}
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}
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else
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{
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string afflictionIdentifier = subElement.GetAttributeString("identifier", "").ToLowerInvariant();
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afflictionPrefab = AfflictionPrefab.List.Find(ap => ap.Identifier.ToLowerInvariant() == afflictionIdentifier);
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if (afflictionPrefab == null)
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{
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DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab with the identifier \"" + afflictionIdentifier + "\" not found.");
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continue;
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}
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}
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float afflictionStrength = subElement.GetAttributeFloat(1.0f, "amount", "strength");
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Afflictions.Add(afflictionPrefab.Instantiate(afflictionStrength));
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break;
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case "reduceaffliction":
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if (subElement.Attribute("name") != null)
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{
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DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - define afflictions using identifiers or types instead of names.");
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ReduceAffliction.Add(new Pair<string, float>(
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subElement.GetAttributeString("name", "").ToLowerInvariant(),
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subElement.GetAttributeFloat(1.0f, "amount", "strength", "reduceamount")));
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}
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else
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{
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string name = subElement.GetAttributeString("identifier", null) ?? subElement.GetAttributeString("type", null);
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name = name.ToLowerInvariant();
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if (AfflictionPrefab.List.Any(ap => ap.Identifier == name || ap.AfflictionType == name))
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{
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ReduceAffliction.Add(new Pair<string, float>(
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name,
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subElement.GetAttributeFloat(1.0f, "amount", "strength", "reduceamount")));
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}
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else
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{
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DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab with the identifier or type \"" + name + "\" not found.");
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}
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}
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break;
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case "spawnitem":
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var newSpawnItem = new ItemSpawnInfo(subElement, parentDebugName);
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if (newSpawnItem.ItemPrefab != null) spawnItems.Add(newSpawnItem);
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break;
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}
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}
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InitProjSpecific(element, parentDebugName);
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}
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partial void InitProjSpecific(XElement element, string parentDebugName);
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public bool HasTargetType(TargetType targetType)
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{
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return (targetTypes & targetType) != 0;
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}
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public virtual bool HasRequiredItems(Entity entity)
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{
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if (requiredItems == null) return true;
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foreach (RelatedItem requiredItem in requiredItems)
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{
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if (entity == null)
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{
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return false;
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}
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else if (entity is Item item)
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{
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if (!requiredItem.CheckRequirements(null, item)) return false;
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}
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else if (entity is Character character)
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{
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if (!requiredItem.CheckRequirements(character, null)) return false;
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}
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}
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return true;
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}
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public void GetNearbyTargets(Vector2 worldPosition, List<ISerializableEntity> targets)
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{
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if (Range <= 0.0f) { return; }
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if (HasTargetType(TargetType.NearbyCharacters))
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{
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foreach (Character c in Character.CharacterList)
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{
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if (!c.Enabled || c.Removed || !IsValidTarget(c)) { continue; }
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float xDiff = Math.Abs(c.WorldPosition.X - worldPosition.X);
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if (xDiff > Range) { continue; }
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float yDiff = Math.Abs(c.WorldPosition.Y - worldPosition.Y);
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if (yDiff > Range) { continue; }
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if (xDiff * xDiff + yDiff * yDiff < Range * Range) { targets.Add(c); }
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}
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}
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if (HasTargetType(TargetType.NearbyItems))
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{
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foreach (Item item in Item.ItemList)
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{
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if (item.Removed || !IsValidTarget(item)) { continue; }
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float xDiff = Math.Abs(item.WorldPosition.X - worldPosition.X);
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if (xDiff > Range) { continue; }
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float yDiff = Math.Abs(item.WorldPosition.Y - worldPosition.Y);
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if (yDiff > Range) { continue; }
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if (xDiff * xDiff + yDiff * yDiff < Range * Range) { targets.Add(item); }
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}
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}
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}
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public virtual bool HasRequiredConditions(List<ISerializableEntity> targets)
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{
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if (!propertyConditionals.Any()) return true;
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if (requiredItems.All(ri => ri.MatchOnEmpty) && targets.Count == 0) return true;
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switch (conditionalComparison)
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{
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case PropertyConditional.Comparison.Or:
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foreach (ISerializableEntity target in targets)
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{
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if (target == null || target.SerializableProperties == null) { continue; }
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foreach (PropertyConditional pc in propertyConditionals)
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{
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if (!string.IsNullOrEmpty(pc.TargetItemComponentName))
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{
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if (!(target is ItemComponent ic) || ic.Name != pc.TargetItemComponentName)
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{
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continue;
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}
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}
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if (pc.Matches(target)) { return true; }
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}
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}
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return false;
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case PropertyConditional.Comparison.And:
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foreach (ISerializableEntity target in targets)
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{
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if (target == null || target.SerializableProperties == null) { continue; }
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foreach (PropertyConditional pc in propertyConditionals)
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{
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if (!string.IsNullOrEmpty(pc.TargetItemComponentName))
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{
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if (!(target is ItemComponent ic) || ic.Name != pc.TargetItemComponentName)
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{
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continue;
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}
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}
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if (!pc.Matches(target)) { return false; }
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}
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}
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return true;
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default:
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throw new NotImplementedException();
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}
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}
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protected bool IsValidTarget(ISerializableEntity entity)
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{
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if (targetIdentifiers == null) { return true; }
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if (entity is Item item)
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{
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if (item.HasTag(targetIdentifiers)) return true;
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if (targetIdentifiers.Any(id => id == item.Prefab.Identifier)) return true;
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}
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else if (entity is ItemComponent itemComponent)
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{
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if (itemComponent.Item.HasTag(targetIdentifiers)) return true;
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if (targetIdentifiers.Any(id => id == itemComponent.Item.Prefab.Identifier)) return true;
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}
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else if (entity is Structure structure)
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{
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if (targetIdentifiers.Any(id => id == structure.Prefab.Identifier)) return true;
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}
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else if (entity is Character character)
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{
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if (targetIdentifiers.Any(id => id == character.SpeciesName)) return true;
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}
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return targetIdentifiers.Any(id => id == entity.Name);
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}
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public void SetUser(Character user)
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{
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foreach (Affliction affliction in Afflictions)
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{
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affliction.Source = user;
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}
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}
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public virtual void Apply(ActionType type, float deltaTime, Entity entity, ISerializableEntity target)
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{
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if (this.type != type || !HasRequiredItems(entity)) return;
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if (targetIdentifiers != null && !IsValidTarget(target)) return;
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if (duration > 0.0f && !Stackable)
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{
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//ignore if not stackable and there's already an identical statuseffect
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DurationListElement existingEffect = DurationList.Find(d => d.Parent == this && d.Targets.FirstOrDefault() == target);
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if (existingEffect != null)
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{
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existingEffect.Timer = Math.Max(existingEffect.Timer, duration);
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return;
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}
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}
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List<ISerializableEntity> targets = new List<ISerializableEntity> { target };
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if (!HasRequiredConditions(targets)) return;
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Apply(deltaTime, entity, targets);
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}
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protected readonly List<ISerializableEntity> currentTargets = new List<ISerializableEntity>();
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public virtual void Apply(ActionType type, float deltaTime, Entity entity, IEnumerable<ISerializableEntity> targets)
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{
|
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if (this.type != type) return;
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currentTargets.Clear();
|
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foreach (ISerializableEntity target in targets)
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{
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if (targetIdentifiers != null)
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{
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//ignore invalid targets
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if (!IsValidTarget(target)) { continue; }
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}
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currentTargets.Add(target);
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}
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|
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if (targetIdentifiers != null && currentTargets.Count == 0) { return; }
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|
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if (!HasRequiredItems(entity) || !HasRequiredConditions(currentTargets)) return;
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|
|
if (duration > 0.0f && !Stackable)
|
|
{
|
|
//ignore if not stackable and there's already an identical statuseffect
|
|
DurationListElement existingEffect = DurationList.Find(d => d.Parent == this && d.Targets.SequenceEqual(currentTargets));
|
|
if (existingEffect != null)
|
|
{
|
|
existingEffect.Timer = Math.Max(existingEffect.Timer, duration);
|
|
return;
|
|
}
|
|
}
|
|
|
|
Apply(deltaTime, entity, currentTargets);
|
|
}
|
|
|
|
protected void Apply(float deltaTime, Entity entity, List<ISerializableEntity> targets)
|
|
{
|
|
Hull hull = null;
|
|
if (entity is Character)
|
|
{
|
|
hull = ((Character)entity).AnimController.CurrentHull;
|
|
}
|
|
else if (entity is Item)
|
|
{
|
|
hull = ((Item)entity).CurrentHull;
|
|
}
|
|
|
|
foreach (ISerializableEntity serializableEntity in targets)
|
|
{
|
|
if (!(serializableEntity is Item item)) continue;
|
|
|
|
Character targetCharacter = targets.FirstOrDefault(t => t is Character character && !character.Removed) as Character;
|
|
if (targetCharacter == null)
|
|
{
|
|
foreach (var target in targets)
|
|
{
|
|
if (target is Limb limb && limb.character != null && !limb.character.Removed) targetCharacter = ((Limb)target).character;
|
|
}
|
|
}
|
|
for (int i = 0; i < useItemCount; i++)
|
|
{
|
|
if (item.Removed) continue;
|
|
item.Use(deltaTime, targetCharacter, targets.FirstOrDefault(t => t is Limb) as Limb);
|
|
}
|
|
}
|
|
|
|
if (removeItem)
|
|
{
|
|
foreach (Item item in targets.Where(t => t is Item).Cast<Item>())
|
|
{
|
|
Entity.Spawner?.AddToRemoveQueue(item);
|
|
}
|
|
}
|
|
|
|
if (duration > 0.0f)
|
|
{
|
|
DurationListElement element = new DurationListElement
|
|
{
|
|
Parent = this,
|
|
Timer = duration,
|
|
Entity = entity,
|
|
Targets = targets
|
|
};
|
|
|
|
DurationList.Add(element);
|
|
}
|
|
else
|
|
{
|
|
foreach (ISerializableEntity target in targets)
|
|
{
|
|
if (target is Entity targetEntity)
|
|
{
|
|
if (targetEntity.Removed) continue;
|
|
}
|
|
|
|
for (int i = 0; i < propertyNames.Length; i++)
|
|
{
|
|
if (target == null || target.SerializableProperties == null ||
|
|
!target.SerializableProperties.TryGetValue(propertyNames[i], out SerializableProperty property)) continue;
|
|
ApplyToProperty(target, property, propertyEffects[i], deltaTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (explosion != null && entity != null) explosion.Explode(entity.WorldPosition, entity);
|
|
|
|
foreach (ISerializableEntity target in targets)
|
|
{
|
|
foreach (Affliction affliction in Afflictions)
|
|
{
|
|
Affliction multipliedAffliction = affliction;
|
|
if (!disableDeltaTime) multipliedAffliction = affliction.CreateMultiplied(deltaTime);
|
|
|
|
if (target is Character character)
|
|
{
|
|
character.LastDamageSource = entity;
|
|
foreach (Limb limb in character.AnimController.Limbs)
|
|
{
|
|
limb.character.DamageLimb(entity.WorldPosition, limb, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
|
|
//only apply non-limb-specific afflictions to the first limb
|
|
if (!affliction.Prefab.LimbSpecific) { break; }
|
|
}
|
|
}
|
|
else if (target is Limb limb)
|
|
{
|
|
limb.character.DamageLimb(entity.WorldPosition, limb, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
|
|
}
|
|
}
|
|
|
|
foreach (Pair<string, float> reduceAffliction in ReduceAffliction)
|
|
{
|
|
float reduceAmount = disableDeltaTime ? reduceAffliction.Second : reduceAffliction.Second * deltaTime;
|
|
if (target is Character character)
|
|
{
|
|
character.CharacterHealth.ReduceAffliction(null, reduceAffliction.First, reduceAmount);
|
|
}
|
|
else if (target is Limb limb)
|
|
{
|
|
limb.character.CharacterHealth.ReduceAffliction(limb, reduceAffliction.First, reduceAmount);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (FireSize > 0.0f && entity != null)
|
|
{
|
|
var fire = new FireSource(entity.WorldPosition, hull);
|
|
fire.Size = new Vector2(FireSize, fire.Size.Y);
|
|
}
|
|
|
|
bool isNotClient = GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient;
|
|
if (isNotClient && entity != null && Entity.Spawner != null) //clients are not allowed to spawn items
|
|
{
|
|
foreach (ItemSpawnInfo itemSpawnInfo in spawnItems)
|
|
{
|
|
switch (itemSpawnInfo.SpawnPosition)
|
|
{
|
|
case ItemSpawnInfo.SpawnPositionType.This:
|
|
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, entity.WorldPosition);
|
|
break;
|
|
case ItemSpawnInfo.SpawnPositionType.ThisInventory:
|
|
{
|
|
if (entity is Character character)
|
|
{
|
|
if (character.Inventory != null && character.Inventory.Items.Any(it => it == null))
|
|
{
|
|
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, character.Inventory);
|
|
}
|
|
}
|
|
else if (entity is Item item)
|
|
{
|
|
var inventory = item?.GetComponent<ItemContainer>()?.Inventory;
|
|
if (inventory != null && inventory.Items.Any(it => it == null))
|
|
{
|
|
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, inventory);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case ItemSpawnInfo.SpawnPositionType.ContainedInventory:
|
|
{
|
|
Inventory thisInventory = null;
|
|
if (entity is Character character)
|
|
{
|
|
thisInventory = character.Inventory;
|
|
}
|
|
else if (entity is Item item)
|
|
{
|
|
thisInventory = item?.GetComponent<ItemContainer>()?.Inventory;
|
|
}
|
|
if (thisInventory != null)
|
|
{
|
|
foreach (Item item in thisInventory.Items)
|
|
{
|
|
if (item == null) continue;
|
|
Inventory containedInventory = item.GetComponent<ItemContainer>()?.Inventory;
|
|
if (containedInventory == null || !containedInventory.Items.Any(i => i == null)) continue;
|
|
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, containedInventory);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
ApplyProjSpecific(deltaTime, entity, targets, hull);
|
|
}
|
|
|
|
partial void ApplyProjSpecific(float deltaTime, Entity entity, List<ISerializableEntity> targets, Hull currentHull);
|
|
|
|
private void ApplyToProperty(ISerializableEntity target, SerializableProperty property, object value, float deltaTime)
|
|
{
|
|
if (disableDeltaTime || setValue) deltaTime = 1.0f;
|
|
|
|
Type type = value.GetType();
|
|
if (type == typeof(float) ||
|
|
(type == typeof(int) && property.GetValue(target) is float))
|
|
{
|
|
float floatValue = Convert.ToSingle(value) * deltaTime;
|
|
|
|
if (!setValue) floatValue += (float)property.GetValue(target);
|
|
property.TrySetValue(target, floatValue);
|
|
}
|
|
else if (type == typeof(int) && value is int)
|
|
{
|
|
int intValue = (int)((int)value * deltaTime);
|
|
if (!setValue) intValue += (int)property.GetValue(target);
|
|
property.TrySetValue(target, intValue);
|
|
}
|
|
else if (type == typeof(bool) && value is bool)
|
|
{
|
|
property.TrySetValue(target, (bool)value);
|
|
}
|
|
else if (type == typeof(string))
|
|
{
|
|
property.TrySetValue(target, (string)value);
|
|
}
|
|
else
|
|
{
|
|
DebugConsole.ThrowError("Couldn't apply value " + value.ToString() + " (" + type + ") to property \"" + property.Name + "\" (" + property.GetValue(target).GetType() + ")! "
|
|
+ "Make sure the type of the value set in the config files matches the type of the property.");
|
|
}
|
|
}
|
|
|
|
public static void UpdateAll(float deltaTime)
|
|
{
|
|
UpdateAllProjSpecific(deltaTime);
|
|
|
|
DelayedEffect.Update(deltaTime);
|
|
for (int i = DurationList.Count - 1; i >= 0; i--)
|
|
{
|
|
DurationListElement element = DurationList[i];
|
|
|
|
if (element.Parent.CheckConditionalAlways && !element.Parent.HasRequiredConditions(element.Targets))
|
|
{
|
|
DurationList.RemoveAt(i);
|
|
continue;
|
|
}
|
|
|
|
element.Targets.RemoveAll(t =>
|
|
(t is Entity entity && entity.Removed) ||
|
|
(t is Limb limb && (limb.character == null || limb.character.Removed)));
|
|
if (element.Targets.Count == 0)
|
|
{
|
|
DurationList.RemoveAt(i);
|
|
continue;
|
|
}
|
|
|
|
foreach (ISerializableEntity target in element.Targets)
|
|
{
|
|
for (int n = 0; n < element.Parent.propertyNames.Length; n++)
|
|
{
|
|
if (target == null ||
|
|
target.SerializableProperties == null ||
|
|
!target.SerializableProperties.TryGetValue(element.Parent.propertyNames[n], out SerializableProperty property))
|
|
{
|
|
continue;
|
|
}
|
|
element.Parent.ApplyToProperty(target, property, element.Parent.propertyEffects[n], CoroutineManager.UnscaledDeltaTime);
|
|
}
|
|
|
|
foreach (Affliction affliction in element.Parent.Afflictions)
|
|
{
|
|
Affliction multipliedAffliction = affliction;
|
|
if (!element.Parent.disableDeltaTime) { multipliedAffliction = affliction.CreateMultiplied(deltaTime); }
|
|
|
|
if (target is Character character)
|
|
{
|
|
character.AddDamage(character.WorldPosition, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false);
|
|
}
|
|
else if (target is Limb limb)
|
|
{
|
|
limb.character.DamageLimb(limb.WorldPosition, limb, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attackImpulse: 0.0f);
|
|
}
|
|
}
|
|
|
|
foreach (Pair<string, float> reduceAffliction in element.Parent.ReduceAffliction)
|
|
{
|
|
if (target is Character)
|
|
{
|
|
((Character)target).CharacterHealth.ReduceAffliction(null, reduceAffliction.First, reduceAffliction.Second * deltaTime);
|
|
}
|
|
else if (target is Limb limb)
|
|
{
|
|
limb.character.CharacterHealth.ReduceAffliction(limb, reduceAffliction.First, reduceAffliction.Second * deltaTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
element.Timer -= deltaTime;
|
|
|
|
if (element.Timer > 0.0f) continue;
|
|
DurationList.Remove(element);
|
|
}
|
|
}
|
|
|
|
static partial void UpdateAllProjSpecific(float deltaTime);
|
|
|
|
public static void StopAll()
|
|
{
|
|
CoroutineManager.StopCoroutines("statuseffect");
|
|
DelayedEffect.DelayList.Clear();
|
|
DurationList.Clear();
|
|
#if CLIENT
|
|
//ActiveLoopingSounds.Clear();
|
|
#endif
|
|
}
|
|
|
|
public void AddTag(string tag)
|
|
{
|
|
if (tags.Contains(tag)) return;
|
|
tags.Add(tag);
|
|
}
|
|
|
|
public bool HasTag(string tag)
|
|
{
|
|
if (tag == null) return true;
|
|
|
|
return (tags.Contains(tag) || tags.Contains(tag.ToLowerInvariant()));
|
|
}
|
|
}
|
|
}
|