Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/StatusEffects/StatusEffect.cs
2024-06-18 16:50:02 +03:00

2702 lines
133 KiB
C#

using Barotrauma.Abilities;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
class DurationListElement
{
public readonly StatusEffect Parent;
public readonly Entity Entity;
public float Duration
{
get;
private set;
}
public readonly List<ISerializableEntity> Targets;
public Character User { get; private set; }
public float Timer;
public DurationListElement(StatusEffect parentEffect, Entity parentEntity, IEnumerable<ISerializableEntity> targets, float duration, Character user)
{
Parent = parentEffect;
Entity = parentEntity;
Targets = new List<ISerializableEntity>(targets);
Timer = Duration = duration;
User = user;
}
public void Reset(float duration, Character newUser)
{
Timer = Duration = duration;
User = newUser;
}
}
/// <summary>
/// StatusEffects can be used to execute various kinds of effects: modifying the state of some entity in some way, spawning things, playing sounds,
/// emitting particles, creating fire and explosions, increasing a characters' skill. They are a crucial part of modding Barotrauma: all kinds of
/// custom behaviors of an item or a creature for example are generally created using StatusEffects.
/// </summary>
/// <doc>
/// <Field identifier="delay" type="float" defaultValue="0.0">
/// Can be used to delay the execution of the effect. For example, you could have an effect that triggers when a character receives damage,
/// but takes 5 seconds before it starts to do anything.
/// </Field>
/// <Field identifier="tags" type="string[]" defaultValue="">
/// An arbitrary tag (or a list of tags) that describe the status effect and can be used by Conditionals to check whether some StatusEffect is running.
/// For example, an item could execute a StatusEffect with the tag "poisoned" on some character, and the character could have an effect that makes
/// the character do something when an effect with that tag is active.
/// </Field>
/// <Field identifier="conditionalComparison" type="Comparison" defaultValue="Or">
/// And/Or. Do all of the Conditionals defined in the effect be true for the effect to execute, or should the effect execute when any of them is true?
/// </Field>
/// <Field identifier="Any property of the target" type="Any" defaultValue="">
/// These are the meat of the StatusEffects. You can set, increment or decrement any value of the target, be it an item, character, limb or hull.
/// By default, the value is added to the existing value. If you want to instead set the value, use the setValue attribute.
/// For example, Condition="-5" would decrease the condition of the item the effect is targeting by 5 per second. If the target has no property
/// with the specified name, the attribute does nothing.
/// </Field>
/// </doc>
partial class StatusEffect
{
private static readonly ImmutableHashSet<Identifier> FieldNames;
static StatusEffect()
{
FieldNames = typeof(StatusEffect).GetFields().AsEnumerable().Select(f => f.Name.ToIdentifier()).ToImmutableHashSet();
}
[Flags]
public enum TargetType
{
/// <summary>
/// The entity (item, character, limb) the StatusEffect is defined in.
/// </summary>
This = 1,
/// <summary>
/// In the context of items, the container the item is inside (if any). In the context of limbs, the character the limb belongs to.
/// </summary>
Parent = 2,
/// <summary>
/// The character the StatusEffect is defined in. In the context of items and attacks, the character using the item/attack.
/// </summary>
Character = 4,
/// <summary>
/// The item(s) contained in the inventory of the entity the StatusEffect is defined in.
/// </summary>
Contained = 8,
/// <summary>
/// Characters near the entity the StatusEffect is defined in. The range is defined using <see cref="Range"/>.
/// </summary>
NearbyCharacters = 16,
/// <summary>
/// Items near the entity the StatusEffect is defined in. The range is defined using <see cref="Range"/>.
/// </summary>
NearbyItems = 32,
/// <summary>
/// The entity the item/attack is being used on.
/// </summary>
UseTarget = 64,
/// <summary>
/// The hull the entity is inside.
/// </summary>
Hull = 128,
/// <summary>
/// The entity the item/attack is being used on. In the context of characters, one of the character's limbs (specify which one using <see cref="targetLimbs"/>).
/// </summary>
Limb = 256,
/// <summary>
/// All limbs of the character the effect is being used on.
/// </summary>
AllLimbs = 512,
/// <summary>
/// Last limb of the character the effect is being used on.
/// </summary>
LastLimb = 1024
}
/// <summary>
/// Defines items spawned by the effect, and where and how they're spawned.
/// </summary>
class ItemSpawnInfo
{
public enum SpawnPositionType
{
/// <summary>
/// The position of the entity (item, character, limb) the StatusEffect is defined in.
/// </summary>
This,
/// <summary>
/// The inventory of the entity (item, character, limb) the StatusEffect is defined in.
/// </summary>
ThisInventory,
/// <summary>
/// The same inventory the StatusEffect's target entity is in. Only valid if the target is an Item.
/// </summary>
SameInventory,
/// <summary>
/// The inventory of an item in the inventory of the StatusEffect's target entity (e.g. a container in the character's inventory)
/// </summary>
ContainedInventory,
/// <summary>
/// The position of the entity the StatusEffect is targeting. If there are multiple targets, an item is spawned at all of them.
/// </summary>
Target
}
public enum SpawnRotationType
{
/// <summary>
/// Neutral (0) rotation. Can be rotated further using the Rotation attribute.
/// </summary>
None,
/// <summary>
/// The rotation of the entity executing the StatusEffect
/// </summary>
This,
/// <summary>
/// The rotation from the position of the spawned entity to the target of the StatusEffect
/// </summary>
Target,
/// <summary>
/// The rotation of the limb executing the StatusEffect, or the limb the StatusEffect is targeting
/// </summary>
Limb,
/// <summary>
/// The rotation of the main limb (usually torso) of the character executing the StatusEffect
/// </summary>
MainLimb,
/// <summary>
/// The rotation of the collider of the character executing the StatusEffect
/// </summary>
Collider,
/// <summary>
/// Random rotation between 0 and 360 degrees.
/// </summary>
Random
}
public readonly ItemPrefab ItemPrefab;
/// <summary>
/// Where should the item spawn?
/// </summary>
public readonly SpawnPositionType SpawnPosition;
/// <summary>
/// Should the item spawn even if the container is already full?
/// </summary>
public readonly bool SpawnIfInventoryFull;
/// <summary>
/// Should the item spawn even if this item isn't in an inventory? Only valid if the SpawnPosition is set to <see cref="SameInventory"/>. Defaults to false.
/// </summary>
public readonly bool SpawnIfNotInInventory;
/// <summary>
/// Should the item spawn even if the container can't contain items of this type or if it's already full?
/// </summary>
public readonly bool SpawnIfCantBeContained;
/// <summary>
/// Impulse applied to the item when it spawns (i.e. how fast the item launched off).
/// </summary>
public readonly float Impulse;
public readonly float RotationRad;
/// <summary>
/// How many items to spawn.
/// </summary>
public readonly int Count;
/// <summary>
/// Random offset added to the spawn position in pixels.
/// </summary>
public readonly float Spread;
/// <summary>
/// What should the initial rotation of the item be?
/// </summary>
public readonly SpawnRotationType RotationType;
/// <summary>
/// Amount of random variance in the initial rotation of the item (in degrees).
/// </summary>
public readonly float AimSpreadRad;
/// <summary>
/// Should the item be automatically equipped when it spawns? Only valid if the item spawns in a character's inventory.
/// </summary>
public readonly bool Equip;
/// <summary>
/// Condition of the item when it spawns (1.0 = max).
/// </summary>
public readonly float Condition;
public bool InheritEventTags { get; private set; }
public ItemSpawnInfo(ContentXElement element, string parentDebugName)
{
if (element.GetAttribute("name") != null)
{
//backwards compatibility
DebugConsole.ThrowError("Error in StatusEffect config (" + element.ToString() + ") - use item identifier instead of the name.", contentPackage: element.ContentPackage);
string itemPrefabName = element.GetAttributeString("name", "");
ItemPrefab = ItemPrefab.Prefabs.Find(m => m.NameMatches(itemPrefabName, StringComparison.InvariantCultureIgnoreCase) || m.Tags.Contains(itemPrefabName));
if (ItemPrefab == null)
{
DebugConsole.ThrowError("Error in StatusEffect \"" + parentDebugName + "\" - item prefab \"" + itemPrefabName + "\" not found.", contentPackage: element.ContentPackage);
}
}
else
{
string itemPrefabIdentifier = element.GetAttributeString("identifier", "");
if (string.IsNullOrEmpty(itemPrefabIdentifier)) itemPrefabIdentifier = element.GetAttributeString("identifiers", "");
if (string.IsNullOrEmpty(itemPrefabIdentifier))
{
DebugConsole.ThrowError("Invalid item spawn in StatusEffect \"" + parentDebugName + "\" - identifier not found in the element \"" + element.ToString() + "\".", contentPackage: element.ContentPackage);
}
ItemPrefab = ItemPrefab.Prefabs.Find(m => m.Identifier == itemPrefabIdentifier);
if (ItemPrefab == null)
{
DebugConsole.ThrowError("Error in StatusEffect config - item prefab with the identifier \"" + itemPrefabIdentifier + "\" not found.", contentPackage: element.ContentPackage);
return;
}
}
SpawnIfInventoryFull = element.GetAttributeBool(nameof(SpawnIfInventoryFull), false);
SpawnIfNotInInventory = element.GetAttributeBool(nameof(SpawnIfNotInInventory), false);
SpawnIfCantBeContained = element.GetAttributeBool(nameof(SpawnIfCantBeContained), true);
Impulse = element.GetAttributeFloat("impulse", element.GetAttributeFloat("launchimpulse", element.GetAttributeFloat("speed", 0.0f)));
Condition = MathHelper.Clamp(element.GetAttributeFloat("condition", 1.0f), 0.0f, 1.0f);
RotationRad = MathHelper.ToRadians(element.GetAttributeFloat("rotation", 0.0f));
Count = element.GetAttributeInt("count", 1);
Spread = element.GetAttributeFloat("spread", 0f);
AimSpreadRad = MathHelper.ToRadians(element.GetAttributeFloat("aimspread", 0f));
Equip = element.GetAttributeBool("equip", false);
SpawnPosition = element.GetAttributeEnum("spawnposition", SpawnPositionType.This);
if (element.GetAttributeString("rotationtype", string.Empty).Equals("Fixed", StringComparison.OrdinalIgnoreCase))
{
//backwards compatibility, "This" was previously (inaccurately) called "Fixed"
RotationType = SpawnRotationType.This;
}
else
{
RotationType = element.GetAttributeEnum("rotationtype", RotationRad != 0 ? SpawnRotationType.This : SpawnRotationType.Target);
}
InheritEventTags = element.GetAttributeBool(nameof(InheritEventTags), false);
}
}
/// <summary>
/// Can be used by <see cref="AbilityConditionStatusEffectIdentifier"/> to check whether some specific StatusEffect is running.
/// </summary>
/// <doc>
/// <Field identifier="EffectIdentifier" type="identifier" defaultValue="">
/// An arbitrary identifier the Ability can check for.
/// </Field>
/// </doc>
public class AbilityStatusEffectIdentifier : AbilityObject
{
public AbilityStatusEffectIdentifier(Identifier effectIdentifier)
{
EffectIdentifier = effectIdentifier;
}
public Identifier EffectIdentifier { get; set; }
}
/// <summary>
/// Unlocks a talent, or multiple talents when the effect executes. Only valid if the target is a character or a limb.
/// </summary>
public class GiveTalentInfo
{
/// <summary>
/// The identifier(s) of the talents that should be unlocked.
/// </summary>
public Identifier[] TalentIdentifiers;
/// <summary>
/// If true and there's multiple identifiers defined, a random one will be chosen instead of unlocking all of them.
/// </summary>
public bool GiveRandom;
public GiveTalentInfo(XElement element, string _)
{
TalentIdentifiers = element.GetAttributeIdentifierArray("talentidentifiers", Array.Empty<Identifier>());
GiveRandom = element.GetAttributeBool("giverandom", false);
}
}
/// <summary>
/// Increases a character's skills when the effect executes. Only valid if the target is a character or a limb.
/// </summary>
public class GiveSkill
{
/// <summary>
/// The identifier of the skill to increase.
/// </summary>
public readonly Identifier SkillIdentifier;
/// <summary>
/// How much to increase the skill.
/// </summary>
public readonly float Amount;
/// <summary>
/// Should the talents that trigger when the character gains skills be triggered by the effect?
/// </summary>
public readonly bool TriggerTalents;
/// <summary>
/// Should the amount be multiplied by delta time? Useful if you want to give a skill increase per frame.
/// </summary>
public readonly bool UseDeltaTime;
/// <summary>
/// Should the amount be inversely proportional to the current skill level?
/// Meaning, the higher the skill level, the less the skill is increased.
/// </summary>
public readonly bool Proportional;
public GiveSkill(ContentXElement element, string parentDebugName)
{
SkillIdentifier = element.GetAttributeIdentifier(nameof(SkillIdentifier), Identifier.Empty);
Amount = element.GetAttributeFloat(nameof(Amount), 0);
TriggerTalents = element.GetAttributeBool(nameof(TriggerTalents), true);
UseDeltaTime = element.GetAttributeBool(nameof(UseDeltaTime), false);
Proportional = element.GetAttributeBool(nameof(Proportional), false);
if (SkillIdentifier == Identifier.Empty)
{
DebugConsole.ThrowError($"GiveSkill StatusEffect did not have a skill identifier defined in {parentDebugName}!", contentPackage: element.ContentPackage);
}
}
}
/// <summary>
/// Defines characters spawned by the effect, and where and how they're spawned.
/// </summary>
public class CharacterSpawnInfo : ISerializableEntity
{
public string Name => $"Character Spawn Info ({SpeciesName})";
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; set; }
[Serialize("", IsPropertySaveable.No, description: "The species name (identifier) of the character to spawn.")]
public Identifier SpeciesName { get; private set; }
[Serialize(1, IsPropertySaveable.No, description: "How many characters to spawn.")]
public int Count { get; private set; }
[Serialize(false, IsPropertySaveable.No, description:
"Should the buffs of the character executing the effect be transferred to the spawned character?"+
" Useful for effects that \"transform\" a character to something else by deleting the character and spawning a new one on its place.")]
public bool TransferBuffs { get; private set; }
[Serialize(false, IsPropertySaveable.No, description:
"Should the afflictions of the character executing the effect be transferred to the spawned character?" +
" Useful for effects that \"transform\" a character to something else by deleting the character and spawning a new one on its place.")]
public bool TransferAfflictions { get; private set; }
[Serialize(false, IsPropertySaveable.No, description:
"Should the the items from the character executing the effect be transferred to the spawned character?" +
" Useful for effects that \"transform\" a character to something else by deleting the character and spawning a new one on its place.")]
public bool TransferInventory { get; private set; }
[Serialize(0, IsPropertySaveable.No, description:
"The maximum number of creatures of the given species and team that can exist in the current level before this status effect stops spawning any more.")]
public int TotalMaxCount { get; private set; }
[Serialize(0, IsPropertySaveable.No, description: "Amount of stun to apply on the spawned character.")]
public int Stun { get; private set; }
[Serialize("", IsPropertySaveable.No, description: "An affliction to apply on the spawned character.")]
public Identifier AfflictionOnSpawn { get; private set; }
[Serialize(1, IsPropertySaveable.No, description:
$"The strength of the affliction applied on the spawned character. Only relevant if {nameof(AfflictionOnSpawn)} is defined.")]
public int AfflictionStrength { get; private set; }
[Serialize(false, IsPropertySaveable.No, description:
"Should the player controlling the character that executes the effect gain control of the spawned character?" +
" Useful for effects that \"transform\" a character to something else by deleting the character and spawning a new one on its place.")]
public bool TransferControl { get; private set; }
[Serialize(false, IsPropertySaveable.No, description:
"Should the character that executes the effect be removed when the effect executes?" +
" Useful for effects that \"transform\" a character to something else by deleting the character and spawning a new one on its place.")]
public bool RemovePreviousCharacter { get; private set; }
[Serialize(0f, IsPropertySaveable.No, description: "Amount of random spread to add to the spawn position. " +
"Can be used to prevent all the characters from spawning at the exact same position if the effect spawns multiple ones.")]
public float Spread { get; private set; }
[Serialize("0,0", IsPropertySaveable.No, description:
"Offset added to the spawn position. " +
"Can be used to for example spawn a character a bit up from the center of an item executing the effect.")]
public Vector2 Offset { get; private set; }
[Serialize(false, IsPropertySaveable.No)]
public bool InheritEventTags { get; private set; }
public CharacterSpawnInfo(ContentXElement element, string parentDebugName)
{
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
if (SpeciesName.IsEmpty)
{
DebugConsole.ThrowError($"Invalid character spawn ({Name}) in StatusEffect \"{parentDebugName}\" - identifier not found in the element \"{element}\".", contentPackage: element.ContentPackage);
}
}
}
/// <summary>
/// Can be used to trigger a behavior change of some kind on an AI character. Only applicable for enemy characters, not humans.
/// </summary>
public class AITrigger : ISerializableEntity
{
public string Name => "ai trigger";
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; set; }
[Serialize(AIState.Idle, IsPropertySaveable.No, description: "The AI state the character should switch to.")]
public AIState State { get; private set; }
[Serialize(0f, IsPropertySaveable.No, description: "How long should the character stay in the specified state? If 0, the effect is permanent (unless overridden by another AITrigger).")]
public float Duration { get; private set; }
[Serialize(1f, IsPropertySaveable.No, description: "How likely is the AI to change the state when this effect executes? 1 = always, 0.5 = 50% chance, 0 = never.")]
public float Probability { get; private set; }
[Serialize(0f, IsPropertySaveable.No, description:
"How much damage the character must receive for this AITrigger to become active? " +
"Checks the amount of damage the latest attack did to the character.")]
public float MinDamage { get; private set; }
[Serialize(true, IsPropertySaveable.No, description: "Can this AITrigger override other active AITriggers?")]
public bool AllowToOverride { get; private set; }
[Serialize(true, IsPropertySaveable.No, description: "Can this AITrigger be overridden by other AITriggers?")]
public bool AllowToBeOverridden { get; private set; }
public bool IsTriggered { get; private set; }
public float Timer { get; private set; }
public bool IsActive { get; private set; }
public bool IsPermanent { get; private set; }
public void Launch()
{
IsTriggered = true;
IsActive = true;
IsPermanent = Duration <= 0;
if (!IsPermanent)
{
Timer = Duration;
}
}
public void Reset()
{
IsTriggered = false;
IsActive = false;
Timer = 0;
}
public void UpdateTimer(float deltaTime)
{
if (IsPermanent) { return; }
Timer -= deltaTime;
if (Timer < 0)
{
Timer = 0;
IsActive = false;
}
}
public AITrigger(XElement element)
{
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
}
}
/// <summary>
/// What should this status effect be applied on?
/// </summary>
private readonly TargetType targetTypes;
/// <summary>
/// Index of the slot the target must be in. Only valid when targeting a Contained item.
/// </summary>
public int TargetSlot = -1;
private readonly List<RelatedItem> requiredItems;
public readonly ImmutableArray<(Identifier propertyName, object value)> PropertyEffects;
private readonly PropertyConditional.LogicalOperatorType conditionalLogicalOperator = PropertyConditional.LogicalOperatorType.Or;
private readonly List<PropertyConditional> propertyConditionals;
public bool HasConditions => propertyConditionals != null && propertyConditionals.Any();
/// <summary>
/// If set to true, the effect will set the properties of the target to the given values, instead of incrementing them by the given value.
/// </summary>
private readonly bool setValue;
/// <summary>
/// If set to true, the values will not be multiplied by the elapsed time.
/// In other words, the values are treated as an increase per frame, as opposed to an increase per second.
/// Useful for effects that are intended to just run for one frame (e.g. firing a gun, an explosion).
/// </summary>
private readonly bool disableDeltaTime;
/// <summary>
/// Can be used in conditionals to check if a StatusEffect with a specific tag is currently running. Only relevant for effects with a non-zero duration.
/// </summary>
private readonly HashSet<Identifier> tags;
/// <summary>
/// How long _can_ the event run (in seconds). The difference to <see cref="duration"/> is that
/// lifetime doesn't force the effect to run for the given amount of time, only restricts how
/// long it can run in total. For example, you could have an effect that makes a projectile
/// emit particles for 1 second when it's active, and not do anything after that.
/// </summary>
private readonly float lifeTime;
private float lifeTimer;
private Dictionary<Entity, float> intervalTimers;
/// <summary>
/// Makes the effect only execute once. After it has executed, it'll never execute again (during the same round).
/// </summary>
private readonly bool oneShot;
public static readonly List<DurationListElement> DurationList = new List<DurationListElement>();
/// <summary>
/// Only applicable for StatusEffects with a duration or delay. Should the conditional checks only be done when the effect triggers,
/// or for the whole duration it executes / when the delay runs out and the effect executes? In other words, if false, the conditionals
/// are only checked once when the effect triggers, but after that it can keep running for the whole duration, or is
/// guaranteed to execute after the delay.
/// </summary>
public readonly bool CheckConditionalAlways;
/// <summary>
/// Only valid if the effect has a duration or delay. Can the effect be applied on the same target(s) if the effect is already being applied?
/// </summary>
public readonly bool Stackable = true;
/// <summary>
/// The interval at which the effect is executed. The difference between delay and interval is that effects with a delay find the targets, check the conditions, etc
/// immediately when Apply is called, but don't apply the effects until the delay has passed. Effects with an interval check if the interval has passed when Apply is
/// called and apply the effects if it has, otherwise they do nothing.
/// </summary>
public readonly float Interval;
#if CLIENT
/// <summary>
/// Should the sound(s) configured in the effect be played if the required items aren't found?
/// </summary>
private readonly bool playSoundOnRequiredItemFailure = false;
#endif
private readonly int useItemCount;
private readonly bool removeItem, dropContainedItems, dropItem, removeCharacter, breakLimb, hideLimb;
private readonly float hideLimbTimer;
public readonly ActionType type = ActionType.OnActive;
private readonly List<Explosion> explosions;
public IEnumerable<Explosion> Explosions
{
get { return explosions ?? Enumerable.Empty<Explosion>(); }
}
private readonly List<ItemSpawnInfo> spawnItems;
/// <summary>
/// If enabled, one of the items this effect is configured to spawn is selected randomly, as opposed to spawning all of them.
/// </summary>
private readonly bool spawnItemRandomly;
private readonly List<CharacterSpawnInfo> spawnCharacters;
public readonly List<GiveTalentInfo> giveTalentInfos;
private readonly List<AITrigger> aiTriggers;
/// <summary>
/// A list of events triggered by this status effect.
/// The fields <see cref="triggeredEventTargetTag"/>, <see cref="triggeredEventEntityTag"/>, <see cref="triggeredEventUserTag"/>
/// can be used to mark the target of the effect, the entity executing it, or the user as targets for the scripted event.
/// </summary>
private readonly List<EventPrefab> triggeredEvents;
/// <summary>
/// If the effect triggers a scripted event, the target of this effect is added as a target for the event using the specified tag.
/// For example, an item could have an effect that executes when used on some character, and triggers an event that makes said character say something.
/// </summary>
private readonly Identifier triggeredEventTargetTag = "statuseffecttarget".ToIdentifier();
/// <summary>
/// If the effect triggers a scripted event, the entity executing this effect is added as a target for the event using the specified tag.
/// For example, a character could have an effect that executes when the character takes damage, and triggers an event that makes said character say something.
/// </summary>
private readonly Identifier triggeredEventEntityTag = "statuseffectentity".ToIdentifier();
/// <summary>
/// If the effect triggers a scripted event, the user of the StatusEffect (= the character who caused it to happen, e.g. a character who used an item) is added as a target for the event using the specified tag.
/// For example, a gun could have an effect that executes when a character uses it, and triggers an event that makes said character say something.
/// </summary>
private readonly Identifier triggeredEventUserTag = "statuseffectuser".ToIdentifier();
/// <summary>
/// Can be used to tag the target entity/entities as targets in an event.
/// </summary>
private readonly List<(Identifier eventIdentifier, Identifier tag)> eventTargetTags;
private Character user;
public readonly float FireSize;
/// <summary>
/// Which types of limbs this effect can target? Only valid when targeting characters or limbs.
/// </summary>
public readonly LimbType[] targetLimbs;
/// <summary>
/// The probability of severing a limb damaged by this status effect. Only valid when targeting characters or limbs.
/// </summary>
public readonly float SeverLimbsProbability;
public PhysicsBody sourceBody;
/// <summary>
/// If enabled, this effect can only execute inside a hull.
/// </summary>
public readonly bool OnlyInside;
/// <summary>
/// If enabled, this effect can only execute outside hulls.
/// </summary>
public readonly bool OnlyOutside;
/// <summary>
/// If enabled, the effect only executes when the entity receives damage from a player character
/// (a character controlled by a human player). Only valid for characters, and effects of the type <see cref="OnDamaged"/>.
/// </summary>
public readonly bool OnlyWhenDamagedByPlayer;
/// <summary>
/// Can the StatusEffect be applied when the item applying it is broken?
/// </summary>
public readonly bool AllowWhenBroken = false;
/// <summary>
/// Identifier(s), tag(s) or species name(s) of the entity the effect can target. Null if there's no identifiers.
/// </summary>
public readonly ImmutableHashSet<Identifier> TargetIdentifiers;
/// <summary>
/// If set to the name of one of the target's ItemComponents, the effect is only applied on that component.
/// Only works on items.
/// </summary>
public readonly string TargetItemComponent;
/// <summary>
/// Which type of afflictions the target must receive for the StatusEffect to be applied. Only valid when the type of the effect is OnDamaged.
/// </summary>
private readonly HashSet<(Identifier affliction, float strength)> requiredAfflictions;
public float AfflictionMultiplier = 1.0f;
public List<Affliction> Afflictions
{
get;
private set;
} = new List<Affliction>();
/// <summary>
/// Should the affliction strength be directly proportional to the maximum vitality of the character?
/// In other words, when enabled, the strength of the affliction(s) caused by this effect is higher on higher-vitality characters.
/// Can be used to make characters take the same relative amount of damage regardless of their maximum vitality.
/// </summary>
private readonly bool multiplyAfflictionsByMaxVitality;
public IEnumerable<CharacterSpawnInfo> SpawnCharacters
{
get { return spawnCharacters ?? Enumerable.Empty<CharacterSpawnInfo>(); }
}
public readonly List<(Identifier AfflictionIdentifier, float ReduceAmount)> ReduceAffliction = new List<(Identifier affliction, float amount)>();
private readonly List<Identifier> talentTriggers;
private readonly List<int> giveExperiences;
private readonly List<GiveSkill> giveSkills;
private HashSet<(Character targetCharacter, AnimLoadInfo anim)> failedAnimations;
public readonly record struct AnimLoadInfo(AnimationType Type, Either<string, ContentPath> File, float Priority, ImmutableArray<Identifier> ExpectedSpeciesNames);
private readonly List<AnimLoadInfo> animationsToTrigger;
/// <summary>
/// How long the effect runs (in seconds). Note that if <see cref="Stackable"/> is true,
/// there can be multiple instances of the effect running at a time.
/// In other words, if the effect has a duration and executes every frame, you probably want
/// to make it non-stackable or it'll lead to a large number of overlapping effects running at the same time.
/// </summary>
public readonly float Duration;
/// <summary>
/// How close to the entity executing the effect the targets must be. Only applicable if targeting NearbyCharacters or NearbyItems.
/// </summary>
public float Range
{
get;
private set;
}
/// <summary>
/// An offset added to the position of the effect is executed at. Only relevant if the effect does something where position matters,
/// for example emitting particles or explosions, spawning something or playing sounds.
/// </summary>
public Vector2 Offset { get; private set; }
public string Tags
{
get { return string.Join(",", tags); }
set
{
tags.Clear();
if (value == null) return;
string[] newTags = value.Split(',');
foreach (string tag in newTags)
{
Identifier newTag = tag.Trim().ToIdentifier();
if (!tags.Contains(newTag)) { tags.Add(newTag); };
}
}
}
public bool Disabled { get; private set; }
public static StatusEffect Load(ContentXElement element, string parentDebugName)
{
if (element.GetAttribute("delay") != null || element.GetAttribute("delaytype") != null)
{
return new DelayedEffect(element, parentDebugName);
}
return new StatusEffect(element, parentDebugName);
}
protected StatusEffect(ContentXElement element, string parentDebugName)
{
tags = new HashSet<Identifier>(element.GetAttributeString("tags", "").Split(',').ToIdentifiers());
OnlyInside = element.GetAttributeBool("onlyinside", false);
OnlyOutside = element.GetAttributeBool("onlyoutside", false);
OnlyWhenDamagedByPlayer = element.GetAttributeBool("onlyplayertriggered", element.GetAttributeBool("onlywhendamagedbyplayer", false));
AllowWhenBroken = element.GetAttributeBool("allowwhenbroken", false);
Interval = element.GetAttributeFloat("interval", 0.0f);
Duration = element.GetAttributeFloat("duration", 0.0f);
disableDeltaTime = element.GetAttributeBool("disabledeltatime", false);
setValue = element.GetAttributeBool("setvalue", false);
Stackable = element.GetAttributeBool("stackable", true);
lifeTime = lifeTimer = element.GetAttributeFloat("lifetime", 0.0f);
CheckConditionalAlways = element.GetAttributeBool("checkconditionalalways", false);
TargetItemComponent = element.GetAttributeString("targetitemcomponent", string.Empty);
TargetSlot = element.GetAttributeInt("targetslot", -1);
Range = element.GetAttributeFloat("range", 0.0f);
Offset = element.GetAttributeVector2("offset", Vector2.Zero);
string[] targetLimbNames = element.GetAttributeStringArray("targetlimb", null) ?? element.GetAttributeStringArray("targetlimbs", null);
if (targetLimbNames != null)
{
List<LimbType> targetLimbs = new List<LimbType>();
foreach (string targetLimbName in targetLimbNames)
{
if (Enum.TryParse(targetLimbName, ignoreCase: true, out LimbType targetLimb)) { targetLimbs.Add(targetLimb); }
}
if (targetLimbs.Count > 0) { this.targetLimbs = targetLimbs.ToArray(); }
}
SeverLimbsProbability = MathHelper.Clamp(element.GetAttributeFloat(0.0f, "severlimbs", "severlimbsprobability"), 0.0f, 1.0f);
string[] targetTypesStr =
element.GetAttributeStringArray("target", null) ??
element.GetAttributeStringArray("targettype", Array.Empty<string>());
foreach (string s in targetTypesStr)
{
if (!Enum.TryParse(s, true, out TargetType targetType))
{
DebugConsole.ThrowError($"Invalid target type \"{s}\" in StatusEffect ({parentDebugName})", contentPackage: element.ContentPackage);
}
else
{
targetTypes |= targetType;
}
}
if (targetTypes == 0)
{
string errorMessage = $"Potential error in StatusEffect ({parentDebugName}). Target not defined, the effect might not work correctly. Use target=\"This\" if you want the effect to target the entity it's defined in. Setting \"This\" as the target.";
DebugConsole.AddSafeError(errorMessage);
}
var targetIdentifiers = element.GetAttributeIdentifierArray(Array.Empty<Identifier>(), "targetnames", "targets", "targetidentifiers", "targettags");
if (targetIdentifiers.Any())
{
TargetIdentifiers = targetIdentifiers.ToImmutableHashSet();
}
triggeredEventTargetTag = element.GetAttributeIdentifier("eventtargettag", triggeredEventTargetTag);
triggeredEventEntityTag = element.GetAttributeIdentifier("evententitytag", triggeredEventEntityTag);
triggeredEventUserTag = element.GetAttributeIdentifier("eventusertag", triggeredEventUserTag);
spawnItemRandomly = element.GetAttributeBool("spawnitemrandomly", false);
multiplyAfflictionsByMaxVitality = element.GetAttributeBool(nameof(multiplyAfflictionsByMaxVitality), false);
#if CLIENT
playSoundOnRequiredItemFailure = element.GetAttributeBool("playsoundonrequireditemfailure", false);
#endif
List<XAttribute> propertyAttributes = new List<XAttribute>();
propertyConditionals = new List<PropertyConditional>();
foreach (XAttribute attribute in element.Attributes())
{
switch (attribute.Name.ToString().ToLowerInvariant())
{
case "type":
if (!Enum.TryParse(attribute.Value, true, out type))
{
DebugConsole.ThrowError($"Invalid action type \"{attribute.Value}\" in StatusEffect ({parentDebugName})", contentPackage: element.ContentPackage);
}
break;
case "targettype":
case "target":
case "targetnames":
case "targets":
case "targetidentifiers":
case "targettags":
case "severlimbs":
case "targetlimb":
case "delay":
case "interval":
//aliases for fields we're already reading above, and which shouldn't be interpreted as values we're trying to set
break;
case "allowedafflictions":
case "requiredafflictions":
//backwards compatibility, should be defined as child elements instead
string[] types = attribute.Value.Split(',');
requiredAfflictions ??= new HashSet<(Identifier, float)>();
for (int i = 0; i < types.Length; i++)
{
requiredAfflictions.Add((types[i].Trim().ToIdentifier(), 0.0f));
}
break;
case "conditionalcomparison":
case "comparison":
if (!Enum.TryParse(attribute.Value, ignoreCase: true, out conditionalLogicalOperator))
{
DebugConsole.ThrowError($"Invalid conditional comparison type \"{attribute.Value}\" in StatusEffect ({parentDebugName})", contentPackage: element.ContentPackage);
}
break;
case "sound":
DebugConsole.ThrowError($"Error in StatusEffect ({parentDebugName}): sounds should be defined as child elements of the StatusEffect, not as attributes.", contentPackage: element.ContentPackage);
break;
case "range":
if (!HasTargetType(TargetType.NearbyCharacters) && !HasTargetType(TargetType.NearbyItems))
{
propertyAttributes.Add(attribute);
}
break;
case "tags":
if (Duration <= 0.0f || setValue)
{
//a workaround to "tags" possibly meaning either an item's tags or this status effect's tags:
//if the status effect doesn't have a duration, assume tags mean an item's tags, not this status effect's tags
propertyAttributes.Add(attribute);
}
break;
case "oneshot":
oneShot = attribute.GetAttributeBool(false);
break;
default:
if (FieldNames.Contains(attribute.Name.ToIdentifier())) { continue; }
propertyAttributes.Add(attribute);
break;
}
}
if (Duration > 0.0f && !setValue)
{
//a workaround to "tags" possibly meaning either an item's tags or this status effect's tags:
//if the status effect has a duration, assume tags mean this status effect's tags and leave item tags untouched.
propertyAttributes.RemoveAll(a => a.Name.ToString().Equals("tags", StringComparison.OrdinalIgnoreCase));
}
List<(Identifier propertyName, object value)> propertyEffects = new List<(Identifier propertyName, object value)>();
foreach (XAttribute attribute in propertyAttributes)
{
propertyEffects.Add((attribute.NameAsIdentifier(), XMLExtensions.GetAttributeObject(attribute)));
}
PropertyEffects = propertyEffects.ToImmutableArray();
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "explosion":
explosions ??= new List<Explosion>();
explosions.Add(new Explosion(subElement, parentDebugName));
break;
case "fire":
FireSize = subElement.GetAttributeFloat("size", 10.0f);
break;
case "use":
case "useitem":
useItemCount++;
break;
case "remove":
case "removeitem":
removeItem = true;
break;
case "dropcontaineditems":
dropContainedItems = true;
break;
case "dropitem":
dropItem = true;
break;
case "removecharacter":
removeCharacter = true;
break;
case "breaklimb":
breakLimb = true;
break;
case "hidelimb":
hideLimb = true;
hideLimbTimer = subElement.GetAttributeFloat("duration", 0);
break;
case "requireditem":
case "requireditems":
requiredItems ??= new List<RelatedItem>();
RelatedItem newRequiredItem = RelatedItem.Load(subElement, returnEmpty: false, parentDebugName: parentDebugName);
if (newRequiredItem == null)
{
DebugConsole.ThrowError("Error in StatusEffect config - requires an item with no identifiers.", contentPackage: element.ContentPackage);
continue;
}
requiredItems.Add(newRequiredItem);
break;
case "requiredaffliction":
requiredAfflictions ??= new HashSet<(Identifier, float)>();
Identifier[] ids = subElement.GetAttributeIdentifierArray("identifier", null) ?? subElement.GetAttributeIdentifierArray("type", Array.Empty<Identifier>());
foreach (var afflictionId in ids)
{
requiredAfflictions.Add((
afflictionId,
subElement.GetAttributeFloat("minstrength", 0.0f)));
}
break;
case "conditional":
propertyConditionals.AddRange(PropertyConditional.FromXElement(subElement));
break;
case "affliction":
AfflictionPrefab afflictionPrefab;
if (subElement.GetAttribute("name") != null)
{
DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - define afflictions using identifiers instead of names.", contentPackage: element.ContentPackage);
string afflictionName = subElement.GetAttributeString("name", "");
afflictionPrefab = AfflictionPrefab.List.FirstOrDefault(ap => ap.Name.Equals(afflictionName, StringComparison.OrdinalIgnoreCase));
if (afflictionPrefab == null)
{
DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab \"" + afflictionName + "\" not found.", contentPackage: element.ContentPackage);
continue;
}
}
else
{
Identifier afflictionIdentifier = subElement.GetAttributeIdentifier("identifier", "");
afflictionPrefab = AfflictionPrefab.List.FirstOrDefault(ap => ap.Identifier == afflictionIdentifier);
if (afflictionPrefab == null)
{
DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab with the identifier \"" + afflictionIdentifier + "\" not found.", contentPackage: element.ContentPackage);
continue;
}
}
Affliction afflictionInstance = afflictionPrefab.Instantiate(subElement.GetAttributeFloat(1.0f, "amount", nameof(afflictionInstance.Strength)));
// Deserializing the object normally might cause some unexpected side effects. At least it clamps the strength of the affliction, which we don't want here.
// Could probably be solved by using the NonClampedStrength or by bypassing the clamping, but ran out of time and played it safe here.
afflictionInstance.Probability = subElement.GetAttributeFloat(1.0f, nameof(afflictionInstance.Probability));
afflictionInstance.MultiplyByMaxVitality = subElement.GetAttributeBool(nameof(afflictionInstance.MultiplyByMaxVitality), false);
Afflictions.Add(afflictionInstance);
break;
case "reduceaffliction":
if (subElement.GetAttribute("name") != null)
{
DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - define afflictions using identifiers or types instead of names.", contentPackage: element.ContentPackage);
ReduceAffliction.Add((
subElement.GetAttributeIdentifier("name", ""),
subElement.GetAttributeFloat(1.0f, "amount", "strength", "reduceamount")));
}
else
{
Identifier name = subElement.GetAttributeIdentifier("identifier", subElement.GetAttributeIdentifier("type", Identifier.Empty));
if (AfflictionPrefab.List.Any(ap => ap.Identifier == name || ap.AfflictionType == name))
{
ReduceAffliction.Add((name, subElement.GetAttributeFloat(1.0f, "amount", "strength", "reduceamount")));
}
else
{
DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab with the identifier or type \"" + name + "\" not found.", contentPackage: element.ContentPackage);
}
}
break;
case "spawnitem":
var newSpawnItem = new ItemSpawnInfo(subElement, parentDebugName);
if (newSpawnItem.ItemPrefab != null)
{
spawnItems ??= new List<ItemSpawnInfo>();
spawnItems.Add(newSpawnItem);
}
break;
case "triggerevent":
triggeredEvents ??= new List<EventPrefab>();
Identifier identifier = subElement.GetAttributeIdentifier("identifier", Identifier.Empty);
if (!identifier.IsEmpty)
{
EventPrefab prefab = EventSet.GetEventPrefab(identifier);
if (prefab != null)
{
triggeredEvents.Add(prefab);
}
}
foreach (var eventElement in subElement.Elements())
{
if (eventElement.NameAsIdentifier() != "ScriptedEvent") { continue; }
triggeredEvents.Add(new EventPrefab(eventElement, file: null));
}
break;
case "spawncharacter":
var newSpawnCharacter = new CharacterSpawnInfo(subElement, parentDebugName);
if (!newSpawnCharacter.SpeciesName.IsEmpty)
{
spawnCharacters ??= new List<CharacterSpawnInfo>();
spawnCharacters.Add(newSpawnCharacter);
}
break;
case "givetalentinfo":
var newGiveTalentInfo = new GiveTalentInfo(subElement, parentDebugName);
if (newGiveTalentInfo.TalentIdentifiers.Any())
{
giveTalentInfos ??= new List<GiveTalentInfo>();
giveTalentInfos.Add(newGiveTalentInfo);
}
break;
case "aitrigger":
aiTriggers ??= new List<AITrigger>();
aiTriggers.Add(new AITrigger(subElement));
break;
case "talenttrigger":
talentTriggers ??= new List<Identifier>();
talentTriggers.Add(subElement.GetAttributeIdentifier("effectidentifier", Identifier.Empty));
break;
case "eventtarget":
eventTargetTags ??= new List<(Identifier eventIdentifier, Identifier tag)>();
eventTargetTags.Add(
(subElement.GetAttributeIdentifier("eventidentifier", Identifier.Empty),
subElement.GetAttributeIdentifier("tag", Identifier.Empty)));
break;
case "giveexperience":
giveExperiences ??= new List<int>();
giveExperiences.Add(subElement.GetAttributeInt("amount", 0));
break;
case "giveskill":
giveSkills ??= new List<GiveSkill>();
giveSkills.Add(new GiveSkill(subElement, parentDebugName));
break;
case "triggeranimation":
AnimationType animType = subElement.GetAttributeEnum("type", def: AnimationType.NotDefined);
string fileName = subElement.GetAttributeString("filename", def: null) ?? subElement.GetAttributeString("file", def: null);
Either<string, ContentPath> file = fileName != null ? fileName.ToLowerInvariant() : subElement.GetAttributeContentPath("path");
if (!file.TryGet(out string _))
{
if (!file.TryGet(out ContentPath _) || (file.TryGet(out ContentPath contentPath) && contentPath.IsNullOrWhiteSpace()))
{
DebugConsole.ThrowError($"Error in a <TriggerAnimation> element of {subElement.ParseContentPathFromUri()}: neither path nor filename defined!",
contentPackage: subElement.ContentPackage);
break;
}
}
float priority = subElement.GetAttributeFloat("priority", def: 0f);
Identifier[] expectedSpeciesNames = subElement.GetAttributeIdentifierArray("expectedspecies", Array.Empty<Identifier>());
animationsToTrigger ??= new List<AnimLoadInfo>();
animationsToTrigger.Add(new AnimLoadInfo(animType, file, priority, expectedSpeciesNames.ToImmutableArray()));
break;
}
}
InitProjSpecific(element, parentDebugName);
}
partial void InitProjSpecific(ContentXElement element, string parentDebugName);
public bool HasTargetType(TargetType targetType)
{
return (targetTypes & targetType) != 0;
}
public bool ReducesItemCondition()
{
foreach (var (propertyName, value) in PropertyEffects)
{
if (propertyName == "condition" && value.GetType() == typeof(float))
{
return (float)value < 0.0f || (setValue && (float)value <= 0.0f);
}
}
return false;
}
public bool IncreasesItemCondition()
{
foreach (var (propertyName, value) in PropertyEffects)
{
if (propertyName == "condition" && value.GetType() == typeof(float))
{
return (float)value > 0.0f || (setValue && (float)value > 0.0f);
}
}
return false;
}
public bool MatchesTagConditionals(ItemPrefab itemPrefab)
{
if (itemPrefab == null || !HasConditions)
{
return false;
}
else
{
return itemPrefab.Tags.Any(t => propertyConditionals.Any(pc => pc.TargetTagMatchesTagCondition(t)));
}
}
public bool HasRequiredAfflictions(AttackResult attackResult)
{
if (requiredAfflictions == null) { return true; }
if (attackResult.Afflictions == null) { return false; }
if (attackResult.Afflictions.None(a => requiredAfflictions.Any(a2 => a.Strength >= a2.strength && (a.Identifier == a2.affliction || a.Prefab.AfflictionType == a2.affliction))))
{
return false;
}
return true;
}
public virtual bool HasRequiredItems(Entity entity)
{
if (entity == null || requiredItems == null) { return true; }
foreach (RelatedItem requiredItem in requiredItems)
{
if (entity is Item item)
{
if (!requiredItem.CheckRequirements(null, item)) { return false; }
}
else if (entity is Character character)
{
if (!requiredItem.CheckRequirements(character, null)) { return false; }
}
}
return true;
}
public void AddNearbyTargets(Vector2 worldPosition, List<ISerializableEntity> targets)
{
if (Range <= 0.0f) { return; }
if (HasTargetType(TargetType.NearbyCharacters))
{
foreach (Character c in Character.CharacterList)
{
if (c.Enabled && !c.Removed && CheckDistance(c) && IsValidTarget(c))
{
targets.Add(c);
}
}
}
if (HasTargetType(TargetType.NearbyItems))
{
//optimization for powered components that can be easily fetched from Powered.PoweredList
if (TargetIdentifiers != null &&
TargetIdentifiers.Count == 1 &&
(TargetIdentifiers.Contains("powered") || TargetIdentifiers.Contains("junctionbox") || TargetIdentifiers.Contains("relaycomponent")))
{
foreach (Powered powered in Powered.PoweredList)
{
//make sure we didn't already add this item due to it having some other Powered component
if (targets.Contains(powered)) { continue; }
Item item = powered.Item;
if (!item.Removed && CheckDistance(item) && IsValidTarget(item))
{
targets.AddRange(item.AllPropertyObjects);
}
}
}
else
{
foreach (Item item in Item.ItemList)
{
if (!item.Removed && CheckDistance(item) && IsValidTarget(item))
{
targets.AddRange(item.AllPropertyObjects);
}
}
}
}
bool CheckDistance(ISpatialEntity e)
{
float xDiff = Math.Abs(e.WorldPosition.X - worldPosition.X);
if (xDiff > Range) { return false; }
float yDiff = Math.Abs(e.WorldPosition.Y - worldPosition.Y);
if (yDiff > Range) { return false; }
if (xDiff * xDiff + yDiff * yDiff < Range * Range)
{
return true;
}
return false;
}
}
public bool HasRequiredConditions(IReadOnlyList<ISerializableEntity> targets)
{
return HasRequiredConditions(targets, propertyConditionals);
}
private delegate bool ShouldShortCircuit(bool condition, out bool valueToReturn);
/// <summary>
/// Indicates that the Or operator should short-circuit when a condition is true
/// </summary>
private static bool ShouldShortCircuitLogicalOrOperator(bool condition, out bool valueToReturn)
{
valueToReturn = true;
return condition;
}
/// <summary>
/// Indicates that the And operator should short-circuit when a condition is false
/// </summary>
private static bool ShouldShortCircuitLogicalAndOperator(bool condition, out bool valueToReturn)
{
valueToReturn = false;
return !condition;
}
private bool HasRequiredConditions(IReadOnlyList<ISerializableEntity> targets, IReadOnlyList<PropertyConditional> conditionals, bool targetingContainer = false)
{
if (conditionals.Count == 0) { return true; }
if (targets.Count == 0 && requiredItems != null && requiredItems.All(ri => ri.MatchOnEmpty)) { return true; }
(ShouldShortCircuit, bool) shortCircuitMethodPair = conditionalLogicalOperator switch
{
PropertyConditional.LogicalOperatorType.Or => (ShouldShortCircuitLogicalOrOperator, false),
PropertyConditional.LogicalOperatorType.And => (ShouldShortCircuitLogicalAndOperator, true),
_ => throw new NotImplementedException()
};
var (shouldShortCircuit, didNotShortCircuit) = shortCircuitMethodPair;
for (int i = 0; i < conditionals.Count; i++)
{
bool valueToReturn;
var pc = conditionals[i];
if (!pc.TargetContainer || targetingContainer)
{
if (shouldShortCircuit(AnyTargetMatches(targets, pc.TargetItemComponent, pc), out valueToReturn)) { return valueToReturn; }
continue;
}
var target = FindTargetItemOrComponent(targets);
var targetItem = target as Item ?? (target as ItemComponent)?.Item;
if (targetItem?.ParentInventory == null)
{
//if we're checking for inequality, not being inside a valid container counts as success
//(not inside a container = the container doesn't have a specific tag/value)
bool comparisonIsNeq = pc.ComparisonOperator == PropertyConditional.ComparisonOperatorType.NotEquals;
if (shouldShortCircuit(comparisonIsNeq, out valueToReturn))
{
return valueToReturn;
}
continue;
}
var owner = targetItem.ParentInventory.Owner;
if (pc.TargetGrandParent && owner is Item ownerItem)
{
owner = ownerItem.ParentInventory?.Owner;
}
if (owner is Item container)
{
if (pc.Type == PropertyConditional.ConditionType.HasTag)
{
//if we're checking for tags, just check the Item object, not the ItemComponents
if (shouldShortCircuit(pc.Matches(container), out valueToReturn)) { return valueToReturn; }
}
else
{
if (shouldShortCircuit(AnyTargetMatches(container.AllPropertyObjects, pc.TargetItemComponent, pc), out valueToReturn)) { return valueToReturn; }
}
}
if (owner is Character character && shouldShortCircuit(pc.Matches(character), out valueToReturn)) { return valueToReturn; }
}
return didNotShortCircuit;
static bool AnyTargetMatches(IReadOnlyList<ISerializableEntity> targets, string targetItemComponentName, PropertyConditional conditional)
{
for (int i = 0; i < targets.Count; i++)
{
if (!string.IsNullOrEmpty(targetItemComponentName))
{
if (!(targets[i] is ItemComponent ic) || ic.Name != targetItemComponentName) { continue; }
}
if (conditional.Matches(targets[i]))
{
return true;
}
}
return false;
}
static ISerializableEntity FindTargetItemOrComponent(IReadOnlyList<ISerializableEntity> targets)
{
for (int i = 0; i < targets.Count; i++)
{
if (targets[i] is Item || targets[i] is ItemComponent) { return targets[i]; }
}
return null;
}
}
protected bool IsValidTarget(ISerializableEntity entity)
{
if (entity is Item item)
{
return IsValidTarget(item);
}
else if (entity is ItemComponent itemComponent)
{
return IsValidTarget(itemComponent);
}
else if (entity is Structure structure)
{
if (TargetIdentifiers == null) { return true; }
if (TargetIdentifiers.Contains("structure")) { return true; }
if (TargetIdentifiers.Contains(structure.Prefab.Identifier)) { return true; }
}
else if (entity is Character character)
{
return IsValidTarget(character);
}
if (TargetIdentifiers == null) { return true; }
return TargetIdentifiers.Contains(entity.Name);
}
protected bool IsValidTarget(ItemComponent itemComponent)
{
if (OnlyInside && itemComponent.Item.CurrentHull == null) { return false; }
if (OnlyOutside && itemComponent.Item.CurrentHull != null) { return false; }
if (!TargetItemComponent.IsNullOrEmpty() && itemComponent.Name != TargetItemComponent) { return false; }
if (TargetIdentifiers == null) { return true; }
if (TargetIdentifiers.Contains("itemcomponent")) { return true; }
if (itemComponent.Item.HasTag(TargetIdentifiers)) { return true; }
return TargetIdentifiers.Contains(itemComponent.Item.Prefab.Identifier);
}
protected bool IsValidTarget(Item item)
{
if (OnlyInside && item.CurrentHull == null) { return false; }
if (OnlyOutside && item.CurrentHull != null) { return false; }
if (TargetIdentifiers == null) { return true; }
if (TargetIdentifiers.Contains("item")) { return true; }
if (item.HasTag(TargetIdentifiers)) { return true; }
return TargetIdentifiers.Contains(item.Prefab.Identifier);
}
protected bool IsValidTarget(Character character)
{
if (OnlyInside && character.CurrentHull == null) { return false; }
if (OnlyOutside && character.CurrentHull != null) { return false; }
if (TargetIdentifiers == null) { return true; }
if (TargetIdentifiers.Contains("character")) { return true; }
if (TargetIdentifiers.Contains("monster"))
{
return !character.IsHuman && character.Group != CharacterPrefab.HumanSpeciesName;
}
return TargetIdentifiers.Contains(character.SpeciesName);
}
public void SetUser(Character user)
{
this.user = user;
foreach (Affliction affliction in Afflictions)
{
affliction.Source = user;
}
}
private static readonly List<Entity> intervalsToRemove = new List<Entity>();
public bool ShouldWaitForInterval(Entity entity, float deltaTime)
{
if (Interval > 0.0f && entity != null && intervalTimers != null)
{
if (intervalTimers.ContainsKey(entity))
{
intervalTimers[entity] -= deltaTime;
if (intervalTimers[entity] > 0.0f) { return true; }
}
intervalsToRemove.Clear();
intervalsToRemove.AddRange(intervalTimers.Keys.Where(e => e.Removed));
foreach (var toRemove in intervalsToRemove)
{
intervalTimers.Remove(toRemove);
}
}
return false;
}
public virtual void Apply(ActionType type, float deltaTime, Entity entity, ISerializableEntity target, Vector2? worldPosition = null)
{
if (Disabled) { return; }
if (this.type != type || !HasRequiredItems(entity)) { return; }
if (!IsValidTarget(target)) { return; }
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.FirstOrDefault() == target);
if (existingEffect != null)
{
existingEffect.Reset(Math.Max(existingEffect.Timer, Duration), user);
return;
}
}
currentTargets.Clear();
currentTargets.Add(target);
if (!HasRequiredConditions(currentTargets)) { return; }
Apply(deltaTime, entity, currentTargets, worldPosition);
}
protected readonly List<ISerializableEntity> currentTargets = new List<ISerializableEntity>();
public virtual void Apply(ActionType type, float deltaTime, Entity entity, IReadOnlyList<ISerializableEntity> targets, Vector2? worldPosition = null)
{
if (Disabled) { return; }
if (this.type != type) { return; }
if (ShouldWaitForInterval(entity, deltaTime)) { return; }
currentTargets.Clear();
foreach (ISerializableEntity target in targets)
{
if (!IsValidTarget(target)) { continue; }
currentTargets.Add(target);
}
if (TargetIdentifiers != null && currentTargets.Count == 0) { return; }
bool hasRequiredItems = HasRequiredItems(entity);
if (!hasRequiredItems || !HasRequiredConditions(currentTargets))
{
#if CLIENT
if (!hasRequiredItems && playSoundOnRequiredItemFailure)
{
PlaySound(entity, GetHull(entity), GetPosition(entity, targets, worldPosition));
}
#endif
return;
}
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?.Reset(Math.Max(existingEffect.Timer, Duration), user);
return;
}
}
Apply(deltaTime, entity, currentTargets, worldPosition);
}
private Hull GetHull(Entity entity)
{
Hull hull = null;
if (entity is Character character)
{
hull = character.AnimController.CurrentHull;
}
else if (entity is Item item)
{
hull = item.CurrentHull;
}
return hull;
}
private Vector2 GetPosition(Entity entity, IReadOnlyList<ISerializableEntity> targets, Vector2? worldPosition = null)
{
Vector2 position = worldPosition ?? (entity == null || entity.Removed ? Vector2.Zero : entity.WorldPosition);
if (worldPosition == null)
{
if (entity is Character character && !character.Removed && targetLimbs != null)
{
foreach (var targetLimbType in targetLimbs)
{
Limb limb = character.AnimController.GetLimb(targetLimbType);
if (limb != null && !limb.Removed)
{
position = limb.WorldPosition;
break;
}
}
}
else if (HasTargetType(TargetType.Contained))
{
for (int i = 0; i < targets.Count; i++)
{
if (targets[i] is Item targetItem)
{
position = targetItem.WorldPosition;
break;
}
}
}
else
{
for (int i = 0; i < targets.Count; i++)
{
if (targets[i] is Limb targetLimb && !targetLimb.Removed)
{
position = targetLimb.WorldPosition;
break;
}
}
}
}
position += Offset;
return position;
}
protected void Apply(float deltaTime, Entity entity, IReadOnlyList<ISerializableEntity> targets, Vector2? worldPosition = null)
{
if (Disabled) { return; }
if (lifeTime > 0)
{
lifeTimer -= deltaTime;
if (lifeTimer <= 0) { return; }
}
if (ShouldWaitForInterval(entity, deltaTime)) { return; }
Item parentItem = entity as Item;
PhysicsBody parentItemBody = parentItem?.body;
Hull hull = GetHull(entity);
Vector2 position = GetPosition(entity, targets, worldPosition);
if (useItemCount > 0)
{
Character useTargetCharacter = null;
Limb useTargetLimb = null;
for (int i = 0; i < targets.Count; i++)
{
if (targets[i] is Character character && !character.Removed)
{
useTargetCharacter = character;
break;
}
else if (targets[i] is Limb limb && limb.character != null && !limb.character.Removed)
{
useTargetLimb = limb;
useTargetCharacter ??= limb.character;
break;
}
}
for (int i = 0; i < targets.Count; i++)
{
if (targets[i] is not Item item) { continue; }
for (int j = 0; j < useItemCount; j++)
{
if (item.Removed) { continue; }
item.Use(deltaTime, user: null, useTargetLimb, useTargetCharacter);
}
}
}
if (dropItem)
{
for (int i = 0; i < targets.Count; i++)
{
if (targets[i] is Item item)
{
item.Drop(dropper: null);
}
}
}
if (dropContainedItems)
{
for (int i = 0; i < targets.Count; i++)
{
if (targets[i] is Item item)
{
foreach (var itemContainer in item.GetComponents<ItemContainer>())
{
foreach (var containedItem in itemContainer.Inventory.AllItemsMod)
{
containedItem.Drop(dropper: null);
}
}
}
else if (targets[i] is Character character && character.Inventory != null)
{
foreach (var containedItem in character.Inventory.AllItemsMod)
{
containedItem.Drop(dropper: null);
}
}
}
}
if (removeItem)
{
for (int i = 0; i < targets.Count; i++)
{
if (targets[i] is Item item) { Entity.Spawner?.AddItemToRemoveQueue(item); }
}
}
if (removeCharacter)
{
for (int i = 0; i < targets.Count; i++)
{
var target = targets[i];
if (target is Character character)
{
Entity.Spawner?.AddEntityToRemoveQueue(character);
}
else if (target is Limb limb)
{
Entity.Spawner?.AddEntityToRemoveQueue(limb.character);
}
}
}
if (breakLimb || hideLimb)
{
for (int i = 0; i < targets.Count; i++)
{
var target = targets[i];
Limb targetLimb = target as Limb;
if (targetLimb == null && target is Character character)
{
foreach (Limb limb in character.AnimController.Limbs)
{
if (limb.body == sourceBody)
{
targetLimb = limb;
break;
}
}
}
if (targetLimb != null)
{
if (breakLimb)
{
targetLimb.character.TrySeverLimbJoints(targetLimb, severLimbsProbability: 1, damage: -1, allowBeheading: true, ignoreSeveranceProbabilityModifier: true, attacker: user);
}
if (hideLimb)
{
targetLimb.HideAndDisable(hideLimbTimer);
}
}
}
}
if (Duration > 0.0f)
{
DurationList.Add(new DurationListElement(this, entity, targets, Duration, user));
}
else
{
for (int i = 0; i < targets.Count; i++)
{
var target = targets[i];
if (target?.SerializableProperties == null) { continue; }
if (target is Entity targetEntity)
{
if (targetEntity.Removed) { continue; }
}
else if (target is Limb limb)
{
if (limb.Removed) { continue; }
position = limb.WorldPosition + Offset;
}
foreach (var (propertyName, value) in PropertyEffects)
{
if (!target.SerializableProperties.TryGetValue(propertyName, out SerializableProperty property))
{
continue;
}
ApplyToProperty(target, property, value, deltaTime);
}
}
}
if (explosions != null)
{
foreach (Explosion explosion in explosions)
{
explosion.Explode(position, damageSource: entity, attacker: user);
}
}
bool isNotClient = GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient;
for (int i = 0; i < targets.Count; i++)
{
var target = targets[i];
//if the effect has a duration, these will be done in the UpdateAll method
if (Duration > 0) { break; }
if (target == null) { continue; }
foreach (Affliction affliction in Afflictions)
{
Affliction newAffliction = affliction;
if (target is Character character)
{
if (character.Removed) { continue; }
newAffliction = GetMultipliedAffliction(affliction, entity, character, deltaTime, multiplyAfflictionsByMaxVitality);
character.LastDamageSource = entity;
foreach (Limb limb in character.AnimController.Limbs)
{
if (limb.Removed) { continue; }
if (limb.IsSevered) { continue; }
if (targetLimbs != null && !targetLimbs.Contains(limb.type)) { continue; }
AttackResult result = limb.character.DamageLimb(position, limb, newAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attackImpulse: Vector2.Zero, attacker: affliction.Source, allowStacking: !setValue);
limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability, disableDeltaTime ? result.Damage : result.Damage / deltaTime, allowBeheading: true, attacker: affliction.Source);
RegisterTreatmentResults(user, entity as Item, limb, affliction, result);
//only apply non-limb-specific afflictions to the first limb
if (!affliction.Prefab.LimbSpecific) { break; }
}
}
else if (target is Limb limb)
{
if (limb.IsSevered) { continue; }
if (limb.character.Removed || limb.Removed) { continue; }
if (targetLimbs != null && !targetLimbs.Contains(limb.type)) { continue; }
newAffliction = GetMultipliedAffliction(affliction, entity, limb.character, deltaTime, multiplyAfflictionsByMaxVitality);
AttackResult result = limb.character.DamageLimb(position, limb, newAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attackImpulse: Vector2.Zero, attacker: affliction.Source, allowStacking: !setValue);
limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability, disableDeltaTime ? result.Damage : result.Damage / deltaTime, allowBeheading: true, attacker: affliction.Source);
RegisterTreatmentResults(user, entity as Item, limb, affliction, result);
}
}
foreach ((Identifier affliction, float amount) in ReduceAffliction)
{
Limb targetLimb = null;
Character targetCharacter = null;
if (target is Character character)
{
targetCharacter = character;
}
else if (target is Limb limb && !limb.Removed)
{
targetLimb = limb;
targetCharacter = limb.character;
}
if (targetCharacter != null && !targetCharacter.Removed)
{
ActionType? actionType = null;
if (entity is Item item && item.UseInHealthInterface) { actionType = type; }
float reduceAmount = amount * GetAfflictionMultiplier(entity, targetCharacter, deltaTime);
float prevVitality = targetCharacter.Vitality;
if (targetLimb != null)
{
targetCharacter.CharacterHealth.ReduceAfflictionOnLimb(targetLimb, affliction, reduceAmount, attacker: user, treatmentAction: actionType);
}
else
{
targetCharacter.CharacterHealth.ReduceAfflictionOnAllLimbs(affliction, reduceAmount, attacker: user, treatmentAction: actionType);
}
if (!targetCharacter.IsDead)
{
float healthChange = targetCharacter.Vitality - prevVitality;
targetCharacter.AIController?.OnHealed(healer: user, healthChange);
if (user != null)
{
targetCharacter.TryAdjustHealerSkill(user, healthChange);
#if SERVER
GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, user, -healthChange, 0.0f);
#endif
}
}
}
}
if (aiTriggers != null)
{
Character targetCharacter = target as Character;
if (targetCharacter == null)
{
if (target is Limb targetLimb && !targetLimb.Removed)
{
targetCharacter = targetLimb.character;
}
}
Character entityCharacter = entity as Character;
targetCharacter ??= entityCharacter;
if (targetCharacter != null && !targetCharacter.Removed && !targetCharacter.IsPlayer)
{
if (targetCharacter.AIController is EnemyAIController enemyAI)
{
foreach (AITrigger trigger in aiTriggers)
{
if (Rand.Value(Rand.RandSync.Unsynced) > trigger.Probability) { continue; }
if (entityCharacter != targetCharacter)
{
if (target is Limb targetLimb && targetCharacter.LastDamage.HitLimb is Limb hitLimb)
{
if (hitLimb != targetLimb) { continue; }
}
}
if (targetCharacter.LastDamage.Damage < trigger.MinDamage) { continue; }
enemyAI.LaunchTrigger(trigger);
break;
}
}
}
}
if (talentTriggers != null)
{
Character targetCharacter = CharacterFromTarget(target);
if (targetCharacter != null && !targetCharacter.Removed)
{
foreach (Identifier talentTrigger in talentTriggers)
{
targetCharacter.CheckTalents(AbilityEffectType.OnStatusEffectIdentifier, new AbilityStatusEffectIdentifier(talentTrigger));
}
}
}
TryTriggerAnimation(target, entity);
if (isNotClient)
{
// these effects do not need to be run clientside, as they are replicated from server to clients anyway
if (giveExperiences != null)
{
foreach (int giveExperience in giveExperiences)
{
Character targetCharacter = CharacterFromTarget(target);
if (targetCharacter != null && !targetCharacter.Removed)
{
targetCharacter?.Info?.GiveExperience(giveExperience);
}
}
}
if (giveSkills != null)
{
Character targetCharacter = CharacterFromTarget(target);
if (targetCharacter is { Removed: false })
{
foreach (GiveSkill giveSkill in giveSkills)
{
Identifier skillIdentifier = giveSkill.SkillIdentifier == "randomskill" ? GetRandomSkill() : giveSkill.SkillIdentifier;
float amount = giveSkill.UseDeltaTime ? giveSkill.Amount * deltaTime : giveSkill.Amount;
if (giveSkill.Proportional)
{
targetCharacter.Info?.ApplySkillGain(skillIdentifier, amount, !giveSkill.TriggerTalents);
}
else
{
targetCharacter.Info?.IncreaseSkillLevel(skillIdentifier, amount, !giveSkill.TriggerTalents);
}
Identifier GetRandomSkill()
{
return targetCharacter.Info?.Job?.GetSkills().GetRandomUnsynced()?.Identifier ?? Identifier.Empty;
}
}
}
}
if (giveTalentInfos != null)
{
Character targetCharacter = CharacterFromTarget(target);
if (targetCharacter?.Info == null) { continue; }
if (!TalentTree.JobTalentTrees.TryGet(targetCharacter.Info.Job.Prefab.Identifier, out TalentTree characterTalentTree)) { continue; }
foreach (GiveTalentInfo giveTalentInfo in giveTalentInfos)
{
if (giveTalentInfo.GiveRandom)
{
// for the sake of technical simplicity, for now do not allow talents to be given if the character could unlock them in their talent tree as well
IEnumerable<Identifier> viableTalents = giveTalentInfo.TalentIdentifiers.Where(id => !targetCharacter.Info.UnlockedTalents.Contains(id) && !characterTalentTree.AllTalentIdentifiers.Contains(id));
if (viableTalents.None()) { continue; }
targetCharacter.GiveTalent(viableTalents.GetRandomUnsynced(), true);
}
else
{
foreach (Identifier id in giveTalentInfo.TalentIdentifiers)
{
if (targetCharacter.Info.UnlockedTalents.Contains(id) || characterTalentTree.AllTalentIdentifiers.Contains(id)) { continue; }
targetCharacter.GiveTalent(id, true);
}
}
}
}
if (eventTargetTags != null)
{
foreach ((Identifier eventId, Identifier tag) in eventTargetTags)
{
if (GameMain.GameSession.EventManager.ActiveEvents.FirstOrDefault(e => e.Prefab.Identifier == eventId) is ScriptedEvent ev)
{
targets.Where(t => t is Entity).ForEach(t => ev.AddTarget(tag, (Entity)t));
}
}
}
}
}
if (FireSize > 0.0f && entity != null)
{
var fire = new FireSource(position, hull, sourceCharacter: user);
fire.Size = new Vector2(FireSize, fire.Size.Y);
}
if (isNotClient && triggeredEvents != null && GameMain.GameSession?.EventManager is { } eventManager)
{
foreach (EventPrefab eventPrefab in triggeredEvents)
{
Event ev = eventPrefab.CreateInstance(eventManager.RandomSeed);
if (ev == null) { continue; }
eventManager.QueuedEvents.Enqueue(ev);
if (ev is ScriptedEvent scriptedEvent)
{
if (!triggeredEventTargetTag.IsEmpty)
{
IEnumerable<ISerializableEntity> eventTargets = targets.Where(t => t is Entity);
if (eventTargets.Any())
{
scriptedEvent.Targets.Add(triggeredEventTargetTag, eventTargets.Cast<Entity>().ToList());
}
}
if (!triggeredEventEntityTag.IsEmpty && entity != null)
{
scriptedEvent.Targets.Add(triggeredEventEntityTag, new List<Entity> { entity });
}
if (!triggeredEventUserTag.IsEmpty && user != null)
{
scriptedEvent.Targets.Add(triggeredEventUserTag, new List<Entity> { user });
}
}
}
}
if (isNotClient && entity != null && Entity.Spawner != null) //clients are not allowed to spawn entities
{
if (spawnCharacters != null)
{
foreach (CharacterSpawnInfo characterSpawnInfo in spawnCharacters)
{
var characters = new List<Character>();
for (int i = 0; i < characterSpawnInfo.Count; i++)
{
Entity.Spawner.AddCharacterToSpawnQueue(characterSpawnInfo.SpeciesName, position + Rand.Vector(characterSpawnInfo.Spread, Rand.RandSync.Unsynced) + characterSpawnInfo.Offset,
onSpawn: newCharacter =>
{
if (characterSpawnInfo.TotalMaxCount > 0)
{
if (Character.CharacterList.Count(c => c.SpeciesName == characterSpawnInfo.SpeciesName && c.TeamID == newCharacter.TeamID) > characterSpawnInfo.TotalMaxCount)
{
Entity.Spawner?.AddEntityToRemoveQueue(newCharacter);
return;
}
}
if (newCharacter.AIController is EnemyAIController enemyAi &&
enemyAi.PetBehavior != null &&
entity is Item item &&
item.ParentInventory is CharacterInventory inv)
{
enemyAi.PetBehavior.Owner = inv.Owner as Character;
}
characters.Add(newCharacter);
if (characters.Count == characterSpawnInfo.Count)
{
SwarmBehavior.CreateSwarm(characters.Cast<AICharacter>());
}
if (!characterSpawnInfo.AfflictionOnSpawn.IsEmpty)
{
if (!AfflictionPrefab.Prefabs.TryGet(characterSpawnInfo.AfflictionOnSpawn, out AfflictionPrefab afflictionPrefab))
{
DebugConsole.NewMessage($"Could not apply an affliction to the spawned character(s). No affliction with the identifier \"{characterSpawnInfo.AfflictionOnSpawn}\" found.", Color.Red);
return;
}
newCharacter.CharacterHealth.ApplyAffliction(newCharacter.AnimController.MainLimb, afflictionPrefab.Instantiate(characterSpawnInfo.AfflictionStrength));
}
if (characterSpawnInfo.Stun > 0)
{
newCharacter.SetStun(characterSpawnInfo.Stun);
}
foreach (var target in targets)
{
if (target is not Character character) { continue; }
if (characterSpawnInfo.TransferInventory && character.Inventory != null && newCharacter.Inventory != null)
{
if (character.Inventory.Capacity != newCharacter.Inventory.Capacity) { return; }
for (int i = 0; i < character.Inventory.Capacity && i < newCharacter.Inventory.Capacity; i++)
{
character.Inventory.GetItemsAt(i).ForEachMod(item => newCharacter.Inventory.TryPutItem(item, i, allowSwapping: true, allowCombine: false, user: null));
}
}
if (characterSpawnInfo.TransferBuffs || characterSpawnInfo.TransferAfflictions)
{
foreach (Affliction affliction in character.CharacterHealth.GetAllAfflictions())
{
if (affliction.Prefab.IsBuff)
{
if (!characterSpawnInfo.TransferBuffs) { continue; }
}
else
{
if (!characterSpawnInfo.TransferAfflictions) { continue; }
}
//ApplyAffliction modified the strength based on max vitality, let's undo that before transferring the affliction
//(otherwise e.g. a character with 1000 vitality would only get a tenth of the strength)
float afflictionStrength = affliction.Strength * (newCharacter.MaxVitality / 100.0f);
newCharacter.CharacterHealth.ApplyAffliction(newCharacter.AnimController.MainLimb, affliction.Prefab.Instantiate(afflictionStrength));
}
}
if (i == characterSpawnInfo.Count) // Only perform the below actions if this is the last character being spawned.
{
if (characterSpawnInfo.TransferControl)
{
#if CLIENT
if (Character.Controlled == target)
{
Character.Controlled = newCharacter;
}
#elif SERVER
foreach (Client c in GameMain.Server.ConnectedClients)
{
if (c.Character != target) { continue; }
GameMain.Server.SetClientCharacter(c, newCharacter);
}
#endif
}
if (characterSpawnInfo.RemovePreviousCharacter) { Entity.Spawner?.AddEntityToRemoveQueue(character); }
}
}
if (characterSpawnInfo.InheritEventTags)
{
foreach (var activeEvent in GameMain.GameSession.EventManager.ActiveEvents)
{
if (activeEvent is ScriptedEvent scriptedEvent)
{
scriptedEvent.InheritTags(entity, newCharacter);
}
}
}
});
}
}
}
if (spawnItems != null && spawnItems.Count > 0)
{
if (spawnItemRandomly)
{
if (spawnItems.Count > 0)
{
var randomSpawn = spawnItems.GetRandomUnsynced();
for (int i = 0; i < randomSpawn.Count; i++)
{
ProcessItemSpawnInfo(randomSpawn);
}
}
}
else
{
foreach (ItemSpawnInfo itemSpawnInfo in spawnItems)
{
for (int i = 0; i < itemSpawnInfo.Count; i++)
{
ProcessItemSpawnInfo(itemSpawnInfo);
}
}
}
void ProcessItemSpawnInfo(ItemSpawnInfo spawnInfo)
{
if (spawnInfo.SpawnPosition == ItemSpawnInfo.SpawnPositionType.Target)
{
foreach (var target in targets)
{
if (target is Entity targetEntity)
{
SpawnItem(spawnInfo, entity, sourceBody, position, targetEntity);
}
}
}
else
{
SpawnItem(spawnInfo, entity, sourceBody, position, targetEntity: null);
}
}
}
}
ApplyProjSpecific(deltaTime, entity, targets, hull, position, playSound: true);
if (oneShot)
{
Disabled = true;
}
if (Interval > 0.0f && entity != null)
{
intervalTimers ??= new Dictionary<Entity, float>();
intervalTimers[entity] = Interval;
}
}
private static Character CharacterFromTarget(ISerializableEntity target)
{
Character targetCharacter = target as Character;
if (targetCharacter == null)
{
if (target is Limb targetLimb && !targetLimb.Removed)
{
targetCharacter = targetLimb.character;
}
}
return targetCharacter;
}
void SpawnItem(ItemSpawnInfo chosenItemSpawnInfo, Entity entity, PhysicsBody sourceBody, Vector2 position, Entity targetEntity)
{
Item parentItem = entity as Item;
PhysicsBody parentItemBody = parentItem?.body;
if (user == null && parentItem != null)
{
// Set the user for projectiles spawned from status effects (e.g. flak shrapnels)
SetUser(parentItem.GetComponent<Projectile>()?.User);
}
if (chosenItemSpawnInfo.SpawnPosition == ItemSpawnInfo.SpawnPositionType.Target && targetEntity != null)
{
entity = targetEntity;
position = entity.WorldPosition;
if (entity is Item it)
{
sourceBody ??=
(entity as Item)?.body ??
(entity as Character)?.AnimController.Collider;
}
}
switch (chosenItemSpawnInfo.SpawnPosition)
{
case ItemSpawnInfo.SpawnPositionType.This:
case ItemSpawnInfo.SpawnPositionType.Target:
Entity.Spawner?.AddItemToSpawnQueue(chosenItemSpawnInfo.ItemPrefab, position + Rand.Vector(chosenItemSpawnInfo.Spread, Rand.RandSync.Unsynced), onSpawned: newItem =>
{
Projectile projectile = newItem.GetComponent<Projectile>();
if (entity != null)
{
var rope = newItem.GetComponent<Rope>();
if (rope != null && sourceBody != null && sourceBody.UserData is Limb sourceLimb)
{
rope.Attach(sourceLimb, newItem);
#if SERVER
newItem.CreateServerEvent(rope);
#endif
}
float spread = Rand.Range(-chosenItemSpawnInfo.AimSpreadRad, chosenItemSpawnInfo.AimSpreadRad);
float rotation = chosenItemSpawnInfo.RotationRad;
Vector2 worldPos;
if (sourceBody != null)
{
worldPos = sourceBody.Position;
if (user?.Submarine != null)
{
worldPos += user.Submarine.Position;
}
}
else
{
worldPos = entity.WorldPosition;
}
switch (chosenItemSpawnInfo.RotationType)
{
case ItemSpawnInfo.SpawnRotationType.None:
rotation = chosenItemSpawnInfo.RotationRad;
break;
case ItemSpawnInfo.SpawnRotationType.This:
if (sourceBody != null)
{
rotation = sourceBody.TransformRotation(chosenItemSpawnInfo.RotationRad);
}
else if (parentItemBody != null)
{
rotation = parentItemBody.TransformRotation(chosenItemSpawnInfo.RotationRad);
}
break;
case ItemSpawnInfo.SpawnRotationType.Target:
rotation = MathUtils.VectorToAngle(entity.WorldPosition - worldPos);
break;
case ItemSpawnInfo.SpawnRotationType.Limb:
if (sourceBody != null)
{
rotation = sourceBody.TransformedRotation;
}
break;
case ItemSpawnInfo.SpawnRotationType.Collider:
if (parentItemBody != null)
{
rotation = parentItemBody.TransformedRotation;
}
else if (user != null)
{
rotation = user.AnimController.Collider.Rotation + MathHelper.PiOver2;
}
break;
case ItemSpawnInfo.SpawnRotationType.MainLimb:
if (user != null)
{
rotation = user.AnimController.MainLimb.body.TransformedRotation;
}
break;
case ItemSpawnInfo.SpawnRotationType.Random:
if (projectile != null)
{
DebugConsole.LogError("Random rotation is not supported for Projectiles.");
}
else
{
rotation = Rand.Range(0f, MathHelper.TwoPi, Rand.RandSync.Unsynced);
}
break;
default:
throw new NotImplementedException("Item spawn rotation type not implemented: " + chosenItemSpawnInfo.RotationType);
}
if (user != null)
{
rotation += chosenItemSpawnInfo.RotationRad * user.AnimController.Dir;
}
rotation += spread;
if (projectile != null)
{
var sourceEntity = (sourceBody?.UserData as ISpatialEntity) ?? entity;
Vector2 spawnPos = sourceEntity.SimPosition;
List<Body> ignoredBodies = null;
if (!projectile.DamageUser)
{
ignoredBodies = user?.AnimController.Limbs.Where(l => !l.IsSevered).Select(l => l.body.FarseerBody).ToList();
}
projectile.Shoot(user, spawnPos, spawnPos, rotation,
ignoredBodies: ignoredBodies, createNetworkEvent: true);
projectile.Item.Submarine = projectile.LaunchSub = sourceEntity?.Submarine;
}
else if (newItem.body != null)
{
newItem.body.SetTransform(newItem.SimPosition, rotation);
Vector2 impulseDir = new Vector2(MathF.Cos(rotation), MathF.Sin(rotation));
newItem.body.ApplyLinearImpulse(impulseDir * chosenItemSpawnInfo.Impulse);
}
}
OnItemSpawned(newItem, chosenItemSpawnInfo);
});
break;
case ItemSpawnInfo.SpawnPositionType.ThisInventory:
{
Inventory inventory = null;
if (entity is Character character && character.Inventory != null)
{
inventory = character.Inventory;
}
else if (entity is Item item)
{
foreach (ItemContainer itemContainer in item.GetComponents<ItemContainer>())
{
if (itemContainer.CanBeContained(chosenItemSpawnInfo.ItemPrefab))
{
inventory = itemContainer?.Inventory;
break;
}
}
if (!chosenItemSpawnInfo.SpawnIfCantBeContained && inventory == null)
{
return;
}
}
if (inventory != null && (inventory.CanBePut(chosenItemSpawnInfo.ItemPrefab) || chosenItemSpawnInfo.SpawnIfInventoryFull))
{
Entity.Spawner.AddItemToSpawnQueue(chosenItemSpawnInfo.ItemPrefab, inventory, spawnIfInventoryFull: chosenItemSpawnInfo.SpawnIfInventoryFull, onSpawned: item =>
{
if (chosenItemSpawnInfo.Equip && entity is Character character && character.Inventory != null)
{
//if the item is both pickable and wearable, try to wear it instead of picking it up
List<InvSlotType> allowedSlots =
item.GetComponents<Pickable>().Count() > 1 ?
new List<InvSlotType>(item.GetComponent<Wearable>()?.AllowedSlots ?? item.GetComponent<Pickable>().AllowedSlots) :
new List<InvSlotType>(item.AllowedSlots);
allowedSlots.Remove(InvSlotType.Any);
character.Inventory.TryPutItem(item, null, allowedSlots);
}
OnItemSpawned(item, chosenItemSpawnInfo);
});
}
}
break;
case ItemSpawnInfo.SpawnPositionType.SameInventory:
{
Inventory inventory = null;
if (entity is Character character)
{
inventory = character.Inventory;
}
else if (entity is Item item)
{
inventory = item.ParentInventory;
}
if (inventory != null)
{
Entity.Spawner.AddItemToSpawnQueue(chosenItemSpawnInfo.ItemPrefab, inventory, spawnIfInventoryFull: chosenItemSpawnInfo.SpawnIfInventoryFull, onSpawned: (Item newItem) =>
{
OnItemSpawned(newItem, chosenItemSpawnInfo);
});
}
else if (chosenItemSpawnInfo.SpawnIfNotInInventory)
{
Entity.Spawner.AddItemToSpawnQueue(chosenItemSpawnInfo.ItemPrefab, position, onSpawned: (Item newItem) =>
{
OnItemSpawned(newItem, chosenItemSpawnInfo);
});
}
}
break;
case ItemSpawnInfo.SpawnPositionType.ContainedInventory:
{
Inventory thisInventory = null;
if (entity is Character character)
{
thisInventory = character.Inventory;
}
else if (entity is Item item)
{
var itemContainer = item.GetComponent<ItemContainer>();
thisInventory = itemContainer?.Inventory;
if (!chosenItemSpawnInfo.SpawnIfCantBeContained && !itemContainer.CanBeContained(chosenItemSpawnInfo.ItemPrefab))
{
return;
}
}
if (thisInventory != null)
{
foreach (Item item in thisInventory.AllItems)
{
Inventory containedInventory = item.GetComponent<ItemContainer>()?.Inventory;
if (containedInventory != null && (containedInventory.CanBePut(chosenItemSpawnInfo.ItemPrefab) || chosenItemSpawnInfo.SpawnIfInventoryFull))
{
Entity.Spawner.AddItemToSpawnQueue(chosenItemSpawnInfo.ItemPrefab, containedInventory, spawnIfInventoryFull: chosenItemSpawnInfo.SpawnIfInventoryFull, onSpawned: (Item newItem) =>
{
OnItemSpawned(newItem, chosenItemSpawnInfo);
});
break;
}
}
}
}
break;
}
void OnItemSpawned(Item newItem, ItemSpawnInfo itemSpawnInfo)
{
newItem.Condition = newItem.MaxCondition * itemSpawnInfo.Condition;
if (itemSpawnInfo.InheritEventTags)
{
foreach (var activeEvent in GameMain.GameSession.EventManager.ActiveEvents)
{
if (activeEvent is ScriptedEvent scriptedEvent)
{
scriptedEvent.InheritTags(entity, newItem);
}
}
}
}
}
private void TryTriggerAnimation(ISerializableEntity target, Entity entity)
{
if (animationsToTrigger == null) { return; }
// Could probably use a similar pattern in other places above too, but refactoring statuseffects is very volatile.
if ((CharacterFromTarget(target) ?? entity as Character) is Character targetCharacter)
{
foreach (AnimLoadInfo animLoadInfo in animationsToTrigger)
{
if (failedAnimations != null && failedAnimations.Contains((targetCharacter, animLoadInfo))) { continue; }
if (!targetCharacter.AnimController.TryLoadTemporaryAnimation(animLoadInfo, throwErrors: animLoadInfo.ExpectedSpeciesNames.Contains(targetCharacter.SpeciesName)))
{
failedAnimations ??= new HashSet<(Character, AnimLoadInfo)>();
failedAnimations.Add((targetCharacter, animLoadInfo));
}
}
}
}
partial void ApplyProjSpecific(float deltaTime, Entity entity, IReadOnlyList<ISerializableEntity> targets, Hull currentHull, Vector2 worldPosition, bool playSound);
private void ApplyToProperty(ISerializableEntity target, SerializableProperty property, object value, float deltaTime)
{
if (disableDeltaTime || setValue) { deltaTime = 1.0f; }
if (value is int || value is float)
{
float propertyValueF = property.GetFloatValue(target);
if (property.PropertyType == typeof(float))
{
float floatValue = value is float single ? single : (int)value;
floatValue *= deltaTime;
if (!setValue)
{
floatValue += propertyValueF;
}
property.TrySetValue(target, floatValue);
return;
}
else if (property.PropertyType == typeof(int))
{
int intValue = (int)(value is float single ? single * deltaTime : (int)value * deltaTime);
if (!setValue)
{
intValue += (int)propertyValueF;
}
property.TrySetValue(target, intValue);
return;
}
}
else if (value is bool propertyValueBool)
{
property.TrySetValue(target, propertyValueBool);
return;
}
property.TrySetValue(target, value);
}
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)
{
if (target?.SerializableProperties != null)
{
foreach (var (propertyName, value) in element.Parent.PropertyEffects)
{
if (!target.SerializableProperties.TryGetValue(propertyName, out SerializableProperty property))
{
continue;
}
element.Parent.ApplyToProperty(target, property, value, CoroutineManager.DeltaTime);
}
}
foreach (Affliction affliction in element.Parent.Afflictions)
{
Affliction newAffliction = affliction;
if (target is Character character)
{
if (character.Removed) { continue; }
newAffliction = element.Parent.GetMultipliedAffliction(affliction, element.Entity, character, deltaTime, element.Parent.multiplyAfflictionsByMaxVitality);
var result = character.AddDamage(character.WorldPosition, newAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attacker: element.User);
element.Parent.RegisterTreatmentResults(element.Parent.user, element.Entity as Item, result.HitLimb, affliction, result);
}
else if (target is Limb limb)
{
if (limb.character.Removed || limb.Removed) { continue; }
newAffliction = element.Parent.GetMultipliedAffliction(affliction, element.Entity, limb.character, deltaTime, element.Parent.multiplyAfflictionsByMaxVitality);
var result = limb.character.DamageLimb(limb.WorldPosition, limb, newAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attackImpulse: Vector2.Zero, attacker: element.User);
element.Parent.RegisterTreatmentResults(element.Parent.user, element.Entity as Item, limb, affliction, result);
}
}
foreach ((Identifier affliction, float amount) in element.Parent.ReduceAffliction)
{
Limb targetLimb = null;
Character targetCharacter = null;
if (target is Character character)
{
targetCharacter = character;
}
else if (target is Limb limb)
{
targetLimb = limb;
targetCharacter = limb.character;
}
if (targetCharacter != null && !targetCharacter.Removed)
{
ActionType? actionType = null;
if (element.Entity is Item item && item.UseInHealthInterface) { actionType = element.Parent.type; }
float reduceAmount = amount * element.Parent.GetAfflictionMultiplier(element.Entity, targetCharacter, deltaTime);
float prevVitality = targetCharacter.Vitality;
if (targetLimb != null)
{
targetCharacter.CharacterHealth.ReduceAfflictionOnLimb(targetLimb, affliction, reduceAmount, treatmentAction: actionType, attacker: element.User);
}
else
{
targetCharacter.CharacterHealth.ReduceAfflictionOnAllLimbs(affliction, reduceAmount, treatmentAction: actionType, attacker: element.User);
}
if (!targetCharacter.IsDead)
{
float healthChange = targetCharacter.Vitality - prevVitality;
targetCharacter.AIController?.OnHealed(healer: element.User, healthChange);
if (element.User != null)
{
targetCharacter.TryAdjustHealerSkill(element.User, healthChange);
#if SERVER
GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, element.User, -healthChange, 0.0f);
#endif
}
}
}
}
element.Parent.TryTriggerAnimation(target, element.Entity);
}
element.Parent.ApplyProjSpecific(deltaTime,
element.Entity,
element.Targets,
element.Parent.GetHull(element.Entity),
element.Parent.GetPosition(element.Entity, element.Targets),
playSound: element.Timer >= element.Duration);
element.Timer -= deltaTime;
if (element.Timer > 0.0f) { continue; }
DurationList.Remove(element);
}
}
private float GetAfflictionMultiplier(Entity entity, Character targetCharacter, float deltaTime)
{
float afflictionMultiplier = !setValue && !disableDeltaTime ? deltaTime : 1.0f;
if (entity is Item sourceItem)
{
if (sourceItem.HasTag(Barotrauma.Tags.MedicalItem))
{
afflictionMultiplier *= 1 + targetCharacter.GetStatValue(StatTypes.MedicalItemEffectivenessMultiplier);
if (user is not null)
{
afflictionMultiplier *= 1 + user.GetStatValue(StatTypes.MedicalItemApplyingMultiplier);
}
}
else if (sourceItem.HasTag(AfflictionPrefab.PoisonType) && user is not null)
{
afflictionMultiplier *= 1 + user.GetStatValue(StatTypes.PoisonMultiplier);
}
}
return afflictionMultiplier * AfflictionMultiplier;
}
private Affliction GetMultipliedAffliction(Affliction affliction, Entity entity, Character targetCharacter, float deltaTime, bool multiplyByMaxVitality)
{
float afflictionMultiplier = GetAfflictionMultiplier(entity, targetCharacter, deltaTime);
if (multiplyByMaxVitality)
{
afflictionMultiplier *= targetCharacter.MaxVitality / 100f;
}
if (user is not null)
{
if (affliction.Prefab.IsBuff)
{
afflictionMultiplier *= 1 + user.GetStatValue(StatTypes.BuffItemApplyingMultiplier);
}
else if (affliction.Prefab.Identifier == "organdamage" && targetCharacter.CharacterHealth.GetActiveAfflictionTags().Any(t => t == "poisoned"))
{
afflictionMultiplier *= 1 + user.GetStatValue(StatTypes.PoisonMultiplier);
}
}
if (!MathUtils.NearlyEqual(afflictionMultiplier, 1.0f))
{
return affliction.CreateMultiplied(afflictionMultiplier, affliction);
}
return affliction;
}
private void RegisterTreatmentResults(Character user, Item item, Limb limb, Affliction affliction, AttackResult result)
{
if (item == null) { return; }
if (!item.UseInHealthInterface) { return; }
if (limb == null) { return; }
foreach (Affliction limbAffliction in limb.character.CharacterHealth.GetAllAfflictions())
{
if (result.Afflictions != null && result.Afflictions.Any(a => a.Prefab == limbAffliction.Prefab) &&
(!affliction.Prefab.LimbSpecific || limb.character.CharacterHealth.GetAfflictionLimb(affliction) == limb))
{
if (type == ActionType.OnUse || type == ActionType.OnSuccess)
{
limbAffliction.AppliedAsSuccessfulTreatmentTime = Timing.TotalTime;
limb.character.TryAdjustHealerSkill(user, affliction: affliction);
}
else if (type == ActionType.OnFailure)
{
limbAffliction.AppliedAsFailedTreatmentTime = Timing.TotalTime;
limb.character.TryAdjustHealerSkill(user, affliction: affliction);
}
}
}
}
static partial void UpdateAllProjSpecific(float deltaTime);
public static void StopAll()
{
CoroutineManager.StopCoroutines("statuseffect");
DelayedEffect.DelayList.Clear();
DurationList.Clear();
}
public void AddTag(Identifier tag)
{
if (tags.Contains(tag)) { return; }
tags.Add(tag);
}
public bool HasTag(Identifier tag)
{
if (tag == null) { return true; }
return tags.Contains(tag) || tags.Contains(tag);
}
}
}