コード例 #1
0
        protected float FinalizeAndAddInjury(Pawn pawn, Hediff_Injury injury, DamageInfo dinfo, DamageResult result)
        {
            injury.TryGetComp <HediffComp_GetsPermanent>()?.PreFinalizeInjury();
            float partHealth = pawn.health.hediffSet.GetPartHealth(injury.Part);

            if (pawn.IsColonist && !dinfo.IgnoreInstantKillProtection && dinfo.Def.ExternalViolenceFor(pawn) && !Rand.Chance(Find.Storyteller.difficultyValues.allowInstantKillChance))
            {
                float num = ((injury.def.lethalSeverity > 0f) ? (injury.def.lethalSeverity * 1.1f) : 1f);
                float min = 1f;
                float max = Mathf.Min(injury.Severity, partHealth);
                for (int i = 0; i < 7; i++)
                {
                    if (!pawn.health.WouldDieAfterAddingHediff(injury))
                    {
                        break;
                    }
                    float num2 = Mathf.Clamp(partHealth - num, min, max);
                    if (DebugViewSettings.logCauseOfDeath)
                    {
                        Log.Message($"CauseOfDeath: attempt to prevent death for {pawn.Name} on {injury.Part.Label} attempt:{i + 1} severity:{injury.Severity}->{num2} part health:{partHealth}");
                    }
                    injury.Severity = num2;
                    num            *= 2f;
                    min             = 0f;
                }
            }
            pawn.health.AddHediff(injury, null, dinfo, result);
            float num3 = Mathf.Min(injury.Severity, partHealth);

            result.totalDamageDealt += num3;
            result.wounded           = true;
            result.AddPart(pawn, injury.Part);
            result.AddHediff(injury);
            return(num3);
        }
コード例 #2
0
        protected float FinalizeAndAddInjury(Pawn pawn, Hediff_Injury injury, DamageInfo dinfo, ref DamageResult result)
        {
            this.CalculateOldInjuryDamageThreshold(pawn, injury);
            pawn.health.AddHediff(injury, null, dinfo);
            float num = Mathf.Min(injury.Severity, pawn.health.hediffSet.GetPartHealth(injury.Part));

            result.totalDamageDealt += num;
            result.wounded           = true;
            result.AddPart(pawn, injury.Part);
            return(num);
        }
コード例 #3
0
        protected float FinalizeAndAddInjury(Pawn pawn, Hediff_Injury injury, DamageInfo dinfo, DamageResult result)
        {
            injury.TryGetComp <HediffComp_GetsPermanent>()?.PreFinalizeInjury();
            pawn.health.AddHediff(injury, null, dinfo, result);
            float num = Mathf.Min(injury.Severity, pawn.health.hediffSet.GetPartHealth(injury.Part));

            result.totalDamageDealt += num;
            result.wounded           = true;
            result.AddPart(pawn, injury.Part);
            result.AddHediff(injury);
            return(num);
        }
コード例 #4
0
        private void ApplyDamageToPart(DamageInfo dinfo, Pawn pawn, DamageResult result)
        {
            BodyPartRecord exactPartFromDamageInfo = GetExactPartFromDamageInfo(dinfo, pawn);

            if (exactPartFromDamageInfo != null)
            {
                dinfo.SetHitPart(exactPartFromDamageInfo);
                float num  = dinfo.Amount;
                bool  flag = !dinfo.InstantPermanentInjury;
                bool  deflectedByMetalArmor = false;
                if (flag)
                {
                    DamageDef damageDef = dinfo.Def;
                    num       = ArmorUtility.GetPostArmorDamage(pawn, num, dinfo.ArmorPenetrationInt, dinfo.HitPart, ref damageDef, out deflectedByMetalArmor, out bool diminishedByMetalArmor);
                    dinfo.Def = damageDef;
                    if (num < dinfo.Amount)
                    {
                        result.diminished             = true;
                        result.diminishedByMetalArmor = diminishedByMetalArmor;
                    }
                }
                if (num <= 0f)
                {
                    result.AddPart(pawn, dinfo.HitPart);
                    result.deflected             = true;
                    result.deflectedByMetalArmor = deflectedByMetalArmor;
                }
                else
                {
                    if (IsHeadshot(dinfo, pawn))
                    {
                        result.headshot = true;
                    }
                    if (dinfo.InstantPermanentInjury)
                    {
                        HediffDef hediffDefFromDamage = HealthUtility.GetHediffDefFromDamage(dinfo.Def, pawn, dinfo.HitPart);
                        if (hediffDefFromDamage.CompPropsFor(typeof(HediffComp_GetsPermanent)) == null || dinfo.HitPart.def.permanentInjuryChanceFactor == 0f || pawn.health.hediffSet.PartOrAnyAncestorHasDirectlyAddedParts(dinfo.HitPart))
                        {
                            return;
                        }
                    }
                    if (!dinfo.AllowDamagePropagation)
                    {
                        FinalizeAndAddInjury(pawn, num, dinfo, result);
                    }
                    else
                    {
                        ApplySpecialEffectsToPart(pawn, num, dinfo, result);
                    }
                }
            }
        }
コード例 #5
0
        private void ApplyDamageToPart(DamageInfo dinfo, Pawn pawn, DamageResult result)
        {
            BodyPartRecord exactPartFromDamageInfo = GetExactPartFromDamageInfo(dinfo, pawn);

            if (exactPartFromDamageInfo == null)
            {
                return;
            }
            dinfo.SetHitPart(exactPartFromDamageInfo);
            float num  = dinfo.Amount;
            bool  num2 = !dinfo.InstantPermanentInjury && !dinfo.IgnoreArmor;
            bool  deflectedByMetalArmor = false;

            if (num2)
            {
                DamageDef damageDef = dinfo.Def;
                num       = ArmorUtility.GetPostArmorDamage(pawn, num, dinfo.ArmorPenetrationInt, dinfo.HitPart, ref damageDef, out deflectedByMetalArmor, out bool diminishedByMetalArmor);
                dinfo.Def = damageDef;
                if (num < dinfo.Amount)
                {
                    result.diminished             = true;
                    result.diminishedByMetalArmor = diminishedByMetalArmor;
                }
            }
            if (dinfo.Def.ExternalViolenceFor(pawn))
            {
                num *= pawn.GetStatValue(StatDefOf.IncomingDamageFactor);
            }
            if (num <= 0f)
            {
                result.AddPart(pawn, dinfo.HitPart);
                result.deflected             = true;
                result.deflectedByMetalArmor = deflectedByMetalArmor;
                return;
            }
            if (IsHeadshot(dinfo, pawn))
            {
                result.headshot = true;
            }
            if (!dinfo.InstantPermanentInjury || (HealthUtility.GetHediffDefFromDamage(dinfo.Def, pawn, dinfo.HitPart).CompPropsFor(typeof(HediffComp_GetsPermanent)) != null && dinfo.HitPart.def.permanentInjuryChanceFactor != 0f && !pawn.health.hediffSet.PartOrAnyAncestorHasDirectlyAddedParts(dinfo.HitPart)))
            {
                if (!dinfo.AllowDamagePropagation)
                {
                    FinalizeAndAddInjury(pawn, num, dinfo, result);
                }
                else
                {
                    ApplySpecialEffectsToPart(pawn, num, dinfo, result);
                }
            }
        }