Exemple #1
0
        public void TakeDamage(ActorHitInfo data)
        {
            if (MetaState.Instance.SessionFlags.Contains("GodMode") || GameState.Instance.PlayerFlags.Contains(PlayerFlags.Invulnerable) || IsDying)
            {
                return;
            }

            if (!data.HarmFriendly)
            {
                string hitFaction = data.OriginatorFaction;
                if (!string.IsNullOrEmpty(hitFaction))
                {
                    FactionRelationStatus relation = FactionModel.GetRelation(hitFaction, PredefinedFaction.Player.ToString()); //this looks backwards but it's because we're checking if the Bullet is-friendly-to the Actor
                    if (relation == FactionRelationStatus.Friendly)
                    {
                        return; //no friendly fire
                    }
                }
            }

            if (DamageHandler != null)
            {
                var hitOut = DamageHandler(data);
                if (hitOut.HasValue)
                {
                    data = hitOut.Value;
                }
                else
                {
                    return;
                }
            }

            CharacterModel playerModel = GameState.Instance.PlayerRpgState;

            var(damageToShields, damageToArmor, damageToCharacter) = RpgValues.DamageRatio(data.Damage, data.DamagePierce, playerModel);

            float oldShields = playerModel.Shields;

            playerModel.Shields -= damageToShields;

            if (oldShields > 0 && playerModel.Shields <= 0)
            {
                MessageInterface.PushToBus(new QdmsFlagMessage("PlayerShieldsLost"));
                ShieldComponent.Ref()?.SignalLostShields();
            }

            var(dt, dr) = playerModel.GetDamageThresholdAndResistance(data.DamageType);
            float damageTaken = RpgValues.DamageTaken(damageToArmor, damageToCharacter, dt, dr);

            if (data.HitLocation == (int)ActorBodyPart.Head)
            {
                damageTaken *= 2.0f;
            }
            else if (data.HitLocation == (int)ActorBodyPart.LeftArm || data.HitLocation == (int)ActorBodyPart.LeftLeg || data.HitLocation == (int)ActorBodyPart.RightArm || data.HitLocation == (int)ActorBodyPart.RightLeg)
            {
                damageTaken *= 0.75f;
            }

            playerModel.Health -= damageTaken;

            if (damageTaken > PainSoundThreshold)
            {
                if (PainSound != null && !PainSound.isPlaying)
                {
                    PainSound.Play();
                }
            }

            if (damageToShields > 0 || damageTaken > 0)
            {
                ShieldComponent.Ref()?.SignalTookDamage(damageToShields, damageTaken);

                var damageValues = new Dictionary <string, object>()
                {
                    { "DamageTaken", damageTaken },
                    { "DamageToShields", damageToShields },
                    { "DamageToArmor", damageToArmor },
                    { "DamageToCharacter", damageToCharacter }
                };
                MessageInterface.PushToBus(new QdmsKeyValueMessage(damageValues, "PlayerTookDamage"));
            }
        }