コード例 #1
0
ファイル: CharacterHealth.cs プロジェクト: S3ler/Barotrauma
        public Pair <CauseOfDeathType, Affliction> GetCauseOfDeath()
        {
            List <Affliction> currentAfflictions = GetAllAfflictions(true);

            Affliction strongestAffliction = null;
            float      largestStrength     = 0.0f;

            foreach (Affliction affliction in currentAfflictions)
            {
                if (strongestAffliction == null || affliction.GetVitalityDecrease(this) > largestStrength)
                {
                    strongestAffliction = affliction;
                    largestStrength     = affliction.GetVitalityDecrease(this);
                }
            }

            CauseOfDeathType causeOfDeath = strongestAffliction == null ? CauseOfDeathType.Unknown : CauseOfDeathType.Affliction;

            if (strongestAffliction == oxygenLowAffliction)
            {
                causeOfDeath = Character.AnimController.InWater ? CauseOfDeathType.Drowning : CauseOfDeathType.Suffocation;
            }

            return(new Pair <CauseOfDeathType, Affliction>(causeOfDeath, strongestAffliction));
        }
コード例 #2
0
        private void ApplyTreatment(Affliction affliction, Item item)
        {
            var  targetLimb = targetCharacter.CharacterHealth.GetAfflictionLimb(affliction);
            bool remove     = false;

            foreach (ItemComponent ic in item.Components)
            {
                if (!ic.HasRequiredContainedItems(user: character, addMessage: false))
                {
                    continue;
                }
#if CLIENT
                ic.PlaySound(ActionType.OnUse, character);
#endif
                ic.WasUsed = true;
                ic.ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb, user: character);
                if (ic.DeleteOnUse)
                {
                    remove = true;
                }
            }
            if (remove)
            {
                Entity.Spawner?.AddToRemoveQueue(item);
            }
        }
コード例 #3
0
ファイル: CharacterHealth.cs プロジェクト: S3ler/Barotrauma
 public void ApplyAffliction(Limb targetLimb, Affliction affliction)
 {
     if (Unkillable)
     {
         return;
     }
     if (affliction.Prefab.LimbSpecific)
     {
         if (targetLimb == null)
         {
             //if a limb-specific affliction is applied to no specific limb, apply to all limbs
             foreach (LimbHealth limbHealth in limbHealths)
             {
                 AddLimbAffliction(limbHealth, affliction);
             }
         }
         else
         {
             AddLimbAffliction(targetLimb, affliction);
         }
     }
     else
     {
         AddAffliction(affliction);
     }
 }
コード例 #4
0
ファイル: Attack.cs プロジェクト: timgagliardi/Barotrauma
 public void ReloadAfflictions(XElement element)
 {
     Afflictions.Clear();
     foreach (var subElement in element.GetChildElements("affliction"))
     {
         AfflictionPrefab afflictionPrefab;
         Affliction       affliction;
         string           afflictionIdentifier = subElement.GetAttributeString("identifier", "").ToLowerInvariant();
         afflictionPrefab = AfflictionPrefab.List.FirstOrDefault(ap => ap.Identifier.Equals(afflictionIdentifier, System.StringComparison.OrdinalIgnoreCase));
         if (afflictionPrefab != null)
         {
             affliction = afflictionPrefab.Instantiate(0.0f);
         }
         else
         {
             affliction = new Affliction(null, 0);
         }
         affliction.Deserialize(subElement);
         //backwards compatibility
         if (subElement.Attribute("amount") != null && subElement.Attribute("strength") == null)
         {
             affliction.Strength = subElement.GetAttributeFloat("amount", 0.0f);
         }
         // add the affliction anyway, so that it can be shown in the editor.
         Afflictions.Add(affliction, subElement);
     }
 }
コード例 #5
0
        partial void KillProjSpecific(CauseOfDeathType causeOfDeath, Affliction causeOfDeathAffliction, bool log)
        {
            if (log)
            {
                if (causeOfDeath == CauseOfDeathType.Affliction)
                {
                    GameServer.Log(GameServer.CharacterLogName(this) + " has died (Cause of death: " + causeOfDeathAffliction.Prefab.Name + ")", ServerLog.MessageType.Attack);
                }
                else
                {
                    GameServer.Log(GameServer.CharacterLogName(this) + " has died (Cause of death: " + causeOfDeath + ")", ServerLog.MessageType.Attack);
                }
            }

            healthUpdateTimer = 0.0f;

            if (CauseOfDeath.Killer != null && CauseOfDeath.Killer.IsTraitor && CauseOfDeath.Killer != this)
            {
                var owner = GameMain.Server.ConnectedClients.Find(c => c.Character == this);
                if (owner != null)
                {
                    GameMain.Server.SendDirectChatMessage(TextManager.FormatServerMessage("KilledByTraitorNotification"), owner, ChatMessageType.ServerMessageBoxInGame);
                }
            }
            foreach (Client client in GameMain.Server.ConnectedClients)
            {
                if (client.InGame)
                {
                    client.PendingPositionUpdates.Enqueue(this);
                }
            }
        }
コード例 #6
0
ファイル: CharacterHealth.cs プロジェクト: S3ler/Barotrauma
 private void AddLimbAffliction(Limb limb, Affliction newAffliction)
 {
     if (!newAffliction.Prefab.LimbSpecific)
     {
         return;
     }
     AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction);
 }
コード例 #7
0
 public bool MatchesAffliction(Affliction affliction)
 {
     //if no identifiers or types have been defined, the damage modifier affects all afflictions
     if (AfflictionIdentifiers.Length == 0 && AfflictionTypes.Length == 0)
     {
         return(true);
     }
     return(parsedAfflictionIdentifiers.Any(id => id.Equals(affliction.Identifier, StringComparison.OrdinalIgnoreCase)) ||
            parsedAfflictionTypes.Any(t => t.Equals(affliction.Prefab.AfflictionType, StringComparison.OrdinalIgnoreCase)));
 }
コード例 #8
0
ファイル: CharacterHealth.cs プロジェクト: S3ler/Barotrauma
 private void InitIrremovableAfflictions()
 {
     irremovableAfflictions.Add(bloodlossAffliction = new Affliction(AfflictionPrefab.Bloodloss, 0.0f));
     irremovableAfflictions.Add(stunAffliction      = new Affliction(AfflictionPrefab.Stun, 0.0f));
     irremovableAfflictions.Add(pressureAffliction  = new Affliction(AfflictionPrefab.Pressure, 0.0f));
     irremovableAfflictions.Add(oxygenLowAffliction = new Affliction(AfflictionPrefab.OxygenLow, 0.0f));
     foreach (Affliction affliction in irremovableAfflictions)
     {
         afflictions.Add(affliction);
     }
 }
コード例 #9
0
ファイル: CharacterHealth.cs プロジェクト: S3ler/Barotrauma
 public Limb GetAfflictionLimb(Affliction affliction)
 {
     for (int i = 0; i < limbHealths.Count; i++)
     {
         if (!limbHealths[i].Afflictions.Contains(affliction))
         {
             continue;
         }
         return(Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i));
     }
     return(null);
 }
コード例 #10
0
 private void AddLimbAffliction(Limb limb, Affliction newAffliction)
 {
     if (!newAffliction.Prefab.LimbSpecific || limb == null)
     {
         return;
     }
     if (limb.HealthIndex < 0 || limb.HealthIndex >= limbHealths.Count)
     {
         DebugConsole.ThrowError("Limb health index out of bounds. Character\"" + Character.Name +
                                 "\" only has health configured for" + limbHealths.Count + " limbs but the limb " + limb.type + " is targeting index " + limb.HealthIndex);
         return;
     }
     AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction);
 }
コード例 #11
0
ファイル: CharacterHealth.cs プロジェクト: S3ler/Barotrauma
        private void AddAffliction(Affliction newAffliction)
        {
            if (!DoesBleed && newAffliction is AfflictionBleeding)
            {
                return;
            }
            if (!Character.NeedsAir && newAffliction.Prefab == AfflictionPrefab.OxygenLow)
            {
                return;
            }
            // Currently only human can get the husk infection.
            if (newAffliction.Prefab == AfflictionPrefab.Husk && Character.SpeciesName.ToLowerInvariant() != "human")
            {
                return;
            }
            foreach (Affliction affliction in afflictions)
            {
                if (newAffliction.Prefab == affliction.Prefab)
                {
                    float newStrength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
                    if (affliction == stunAffliction)
                    {
                        Character.SetStun(newStrength, true, true);
                    }
                    affliction.Strength = newStrength;
                    affliction.Source   = newAffliction.Source;
                    CalculateVitality();
                    if (Vitality <= MinVitality)
                    {
                        Kill();
                    }
                    return;
                }
            }

            //create a new instance of the affliction to make sure we don't use the same instance for multiple characters
            //or modify the affliction instance of an Attack or a StatusEffect
            afflictions.Add(newAffliction.Prefab.Instantiate(
                                Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab.Identifier))),
                                source: newAffliction.Source));

            Character.HealthUpdateInterval = 0.0f;

            CalculateVitality();
            if (Vitality <= MinVitality)
            {
                Kill();
            }
        }
コード例 #12
0
        public static void OnAfflictionRemoved(Affliction affliction, Character character)
        {
            if (string.IsNullOrEmpty(affliction.Prefab.AchievementOnRemoved))
            {
                return;
            }

#if CLIENT
            if (GameMain.Client != null)
            {
                return;
            }
#endif
            UnlockAchievement(character, affliction.Prefab.AchievementOnRemoved);
        }
コード例 #13
0
        public Affliction Instantiate(float strength, Character source = null)
        {
            object instance = null;

            try
            {
                instance = constructor.Invoke(new object[] { this, strength });
            }
            catch (Exception ex)
            {
                DebugConsole.ThrowError(ex.InnerException != null ? ex.InnerException.ToString() : ex.ToString());
            }
            Affliction affliction = instance as Affliction;

            affliction.Source = source;
            return(affliction);
        }
コード例 #14
0
ファイル: CharacterHealth.cs プロジェクト: S3ler/Barotrauma
        private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction)
        {
            if (!DoesBleed && newAffliction is AfflictionBleeding)
            {
                return;
            }
            if (!Character.NeedsAir && newAffliction.Prefab == AfflictionPrefab.OxygenLow)
            {
                return;
            }

            foreach (Affliction affliction in limbHealth.Afflictions)
            {
                if (newAffliction.Prefab == affliction.Prefab)
                {
                    affliction.Strength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
                    affliction.Source   = newAffliction.Source;
                    CalculateVitality();
                    if (Vitality <= MinVitality)
                    {
                        Kill();
                    }
                    return;
                }
            }

            //create a new instance of the affliction to make sure we don't use the same instance for multiple characters
            //or modify the affliction instance of an Attack or a StatusEffect
            var copyAffliction = newAffliction.Prefab.Instantiate(
                Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab.Identifier))),
                newAffliction.Source);

            limbHealth.Afflictions.Add(copyAffliction);

            Character.HealthUpdateInterval = 0.0f;

            CalculateVitality();
            if (Vitality <= MinVitality)
            {
                Kill();
            }
#if CLIENT
            selectedLimbIndex = -1;
#endif
        }
コード例 #15
0
        partial void KillProjSpecific(CauseOfDeathType causeOfDeath, Affliction causeOfDeathAffliction)
        {
            if (GameMain.NetworkMember != null && controlled == this)
            {
                string chatMessage = CauseOfDeath.Type == CauseOfDeathType.Affliction ?
                                     CauseOfDeath.Affliction.SelfCauseOfDeathDescription :
                                     TextManager.Get("Self_CauseOfDeathDescription." + CauseOfDeath.Type.ToString());

                if (GameMain.Client != null)
                {
                    chatMessage += " " + TextManager.Get("DeathChatNotification");
                }

                GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead);
                GameMain.LightManager.LosEnabled = false;
                controlled = null;
            }

            PlaySound(CharacterSound.SoundType.Die);
        }
コード例 #16
0
        partial void KillProjSpecific(CauseOfDeathType causeOfDeath, Affliction causeOfDeathAffliction)
        {
            if (causeOfDeath == CauseOfDeathType.Affliction)
            {
                GameServer.Log(LogName + " has died (Cause of death: " + causeOfDeathAffliction.Prefab.Name + ")", ServerLog.MessageType.Attack);
            }
            else
            {
                GameServer.Log(LogName + " has died (Cause of death: " + causeOfDeath + ")", ServerLog.MessageType.Attack);
            }

            healthUpdateTimer = 0.0f;

            foreach (Client client in GameMain.Server.ConnectedClients)
            {
                if (client.InGame)
                {
                    client.PendingPositionUpdates.Enqueue(this);
                }
            }
        }
コード例 #17
0
        private MentalType GetMentalType(Affliction affliction)
        {
            if (affliction == null)
            {
                return(MentalType.Normal);
            }
            // test this later
            int psychosisIndex = (int)(affliction.Strength / (affliction.Prefab.MaxStrength / MentalTypeCount) * Rand.Range(1f, 1.2f));

            psychosisIndex = Math.Clamp(psychosisIndex, 0, 4);
            MentalType mentalType = psychosisIndex switch
            {
                0 => MentalType.Normal,
                1 => MentalType.Confused,
                2 => MentalType.Afraid,
                3 => MentalType.Desperate,
                4 => MentalType.Berserk,
                _ => throw new ArgumentOutOfRangeException(psychosisIndex.ToString()),
            };

            return(mentalType);
        }
コード例 #18
0
 public void ReloadAfflictions(XElement element)
 {
     Afflictions.Clear();
     foreach (var subElement in element.GetChildElements("affliction"))
     {
         AfflictionPrefab afflictionPrefab;
         Affliction       affliction;
         string           afflictionIdentifier = subElement.GetAttributeString("identifier", "").ToLowerInvariant();
         afflictionPrefab = AfflictionPrefab.List.Find(ap => ap.Identifier.ToLowerInvariant() == afflictionIdentifier);
         if (afflictionPrefab != null)
         {
             float afflictionStrength = subElement.GetAttributeFloat(1.0f, "amount", "strength");
             affliction = afflictionPrefab.Instantiate(afflictionStrength);
         }
         else
         {
             affliction = new Affliction(null, 0);
         }
         affliction.Deserialize(subElement);
         // add the affliction anyway, so that it can be shown in the editor.
         Afflictions.Add(affliction, subElement);
     }
 }
コード例 #19
0
        public bool MatchesAffliction(Affliction affliction)
        {
            //if no identifiers or types have been defined, the damage modifier affects all afflictions
            if (AfflictionIdentifiers.Length == 0 && AfflictionTypes.Length == 0)
            {
                return(true);
            }

            foreach (string afflictionName in AfflictionIdentifiers)
            {
                if (affliction.Prefab.Identifier.ToLowerInvariant() == afflictionName)
                {
                    return(true);
                }
            }
            foreach (string afflictionType in AfflictionTypes)
            {
                if (affliction.Prefab.AfflictionType.ToLowerInvariant() == afflictionType)
                {
                    return(true);
                }
            }
            return(false);
        }
コード例 #20
0
 public bool MatchesAffliction(Affliction affliction) => MatchesAffliction(affliction.Identifier, affliction.Prefab.AfflictionType);
コード例 #21
0
 private LimbHealth GetMatchingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
コード例 #22
0
ファイル: CharacterHealth.cs プロジェクト: S3ler/Barotrauma
 private LimbHealth GetMathingLimbHealth(Affliction affliction) => limbHealths[Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb).HealthIndex];
コード例 #23
0
ファイル: StatusEffect.cs プロジェクト: Cavcode/Barotrauma
        public static void UpdateAll(float deltaTime)
        {
            UpdateAllProjSpecific(deltaTime);

            DelayedEffect.Update(deltaTime);
            for (int i = DurationList.Count - 1; i >= 0; i--)
            {
                DurationListElement element = DurationList[i];

                if (element.Parent.CheckConditionalAlways && !element.Parent.HasRequiredConditions(element.Targets))
                {
                    DurationList.RemoveAt(i);
                    continue;
                }

                element.Targets.RemoveAll(t =>
                                          (t is Entity entity && entity.Removed) ||
                                          (t is Limb limb && (limb.character == null || limb.character.Removed)));
                if (element.Targets.Count == 0)
                {
                    DurationList.RemoveAt(i);
                    continue;
                }

                foreach (ISerializableEntity target in element.Targets)
                {
                    for (int n = 0; n < element.Parent.propertyNames.Length; n++)
                    {
                        if (target == null ||
                            target.SerializableProperties == null ||
                            !target.SerializableProperties.TryGetValue(element.Parent.propertyNames[n], out SerializableProperty property))
                        {
                            continue;
                        }
                        element.Parent.ApplyToProperty(target, property, element.Parent.propertyEffects[n], CoroutineManager.UnscaledDeltaTime);
                    }

                    foreach (Affliction affliction in element.Parent.Afflictions)
                    {
                        Affliction multipliedAffliction = affliction;
                        if (!element.Parent.disableDeltaTime)
                        {
                            multipliedAffliction = affliction.CreateMultiplied(deltaTime);
                        }

                        if (target is Character character)
                        {
                            character.AddDamage(character.WorldPosition, new List <Affliction>()
                            {
                                multipliedAffliction
                            }, stun: 0.0f, playSound: false);
                        }
                        else if (target is Limb limb)
                        {
                            limb.character.DamageLimb(limb.WorldPosition, limb, new List <Affliction>()
                            {
                                multipliedAffliction
                            }, stun: 0.0f, playSound: false, attackImpulse: 0.0f);
                        }
                    }

                    foreach (Pair <string, float> reduceAffliction in element.Parent.ReduceAffliction)
                    {
                        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)
                        {
                            float prevVitality = targetCharacter.Vitality;
                            targetCharacter.CharacterHealth.ReduceAffliction(targetLimb, reduceAffliction.First, reduceAffliction.Second * deltaTime);
#if SERVER
                            GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, element.Parent.user, prevVitality - targetCharacter.Vitality);
#endif
                        }
                    }
                }

                element.Timer -= deltaTime;

                if (element.Timer > 0.0f)
                {
                    continue;
                }
                DurationList.Remove(element);
            }
        }
コード例 #24
0
ファイル: StatusEffect.cs プロジェクト: Cavcode/Barotrauma
        protected void Apply(float deltaTime, Entity entity, List <ISerializableEntity> targets)
        {
            Hull hull = null;

            if (entity is Character)
            {
                hull = ((Character)entity).AnimController.CurrentHull;
            }
            else if (entity is Item)
            {
                hull = ((Item)entity).CurrentHull;
            }

            foreach (ISerializableEntity serializableEntity in targets)
            {
                if (!(serializableEntity is Item item))
                {
                    continue;
                }

                Character targetCharacter = targets.FirstOrDefault(t => t is Character character && !character.Removed) as Character;
                if (targetCharacter == null)
                {
                    foreach (var target in targets)
                    {
                        if (target is Limb limb && limb.character != null && !limb.character.Removed)
                        {
                            targetCharacter = ((Limb)target).character;
                        }
                    }
                }
                for (int i = 0; i < useItemCount; i++)
                {
                    if (item.Removed)
                    {
                        continue;
                    }
                    item.Use(deltaTime, targetCharacter, targets.FirstOrDefault(t => t is Limb) as Limb);
                }
            }

            if (removeItem)
            {
                foreach (Item item in targets.Where(t => t is Item).Cast <Item>())
                {
                    Entity.Spawner?.AddToRemoveQueue(item);
                }
            }

            if (duration > 0.0f)
            {
                DurationListElement element = new DurationListElement
                {
                    Parent  = this,
                    Timer   = duration,
                    Entity  = entity,
                    Targets = targets
                };

                DurationList.Add(element);
            }
            else
            {
                foreach (ISerializableEntity target in targets)
                {
                    if (target is Entity targetEntity)
                    {
                        if (targetEntity.Removed)
                        {
                            continue;
                        }
                    }

                    for (int i = 0; i < propertyNames.Length; i++)
                    {
                        if (target == null || target.SerializableProperties == null ||
                            !target.SerializableProperties.TryGetValue(propertyNames[i], out SerializableProperty property))
                        {
                            continue;
                        }
                        ApplyToProperty(target, property, propertyEffects[i], deltaTime);
                    }
                }
            }

            if (explosion != null && entity != null)
            {
                explosion.Explode(entity.WorldPosition, damageSource: entity, attacker: user);
            }

            foreach (ISerializableEntity target in targets)
            {
                foreach (Affliction affliction in Afflictions)
                {
                    Affliction multipliedAffliction = affliction;
                    if (!disableDeltaTime)
                    {
                        multipliedAffliction = affliction.CreateMultiplied(deltaTime);
                    }

                    if (target is Character character)
                    {
                        character.LastDamageSource = entity;
                        foreach (Limb limb in character.AnimController.Limbs)
                        {
                            limb.character.DamageLimb(entity.WorldPosition, limb, new List <Affliction>()
                            {
                                multipliedAffliction
                            }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
                            //only apply non-limb-specific afflictions to the first limb
                            if (!affliction.Prefab.LimbSpecific)
                            {
                                break;
                            }
                        }
                    }
                    else if (target is Limb limb)
                    {
                        limb.character.DamageLimb(entity.WorldPosition, limb, new List <Affliction>()
                        {
                            multipliedAffliction
                        }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
                    }
                }

                foreach (Pair <string, float> reduceAffliction in ReduceAffliction)
                {
                    float     reduceAmount    = disableDeltaTime ? reduceAffliction.Second : reduceAffliction.Second * deltaTime;
                    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)
                    {
                        float prevVitality = targetCharacter.Vitality;
                        targetCharacter.CharacterHealth.ReduceAffliction(targetLimb, reduceAffliction.First, reduceAmount);
#if SERVER
                        GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, user, prevVitality - targetCharacter.Vitality);
#endif
                    }
                }
            }

            if (FireSize > 0.0f && entity != null)
            {
                var fire = new FireSource(entity.WorldPosition, hull);
                fire.Size = new Vector2(FireSize, fire.Size.Y);
            }

            bool isNotClient = GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient;
            if (isNotClient && entity != null && Entity.Spawner != null) //clients are not allowed to spawn items
            {
                foreach (ItemSpawnInfo itemSpawnInfo in spawnItems)
                {
                    switch (itemSpawnInfo.SpawnPosition)
                    {
                    case ItemSpawnInfo.SpawnPositionType.This:
                        Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, entity.WorldPosition);
                        break;

                    case ItemSpawnInfo.SpawnPositionType.ThisInventory:
                    {
                        if (entity is Character character)
                        {
                            if (character.Inventory != null && character.Inventory.Items.Any(it => it == null))
                            {
                                Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, character.Inventory);
                            }
                        }
                        else if (entity is Item item)
                        {
                            var inventory = item?.GetComponent <ItemContainer>()?.Inventory;
                            if (inventory != null && inventory.Items.Any(it => it == null))
                            {
                                Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, inventory);
                            }
                        }
                    }
                    break;

                    case ItemSpawnInfo.SpawnPositionType.ContainedInventory:
                    {
                        Inventory thisInventory = null;
                        if (entity is Character character)
                        {
                            thisInventory = character.Inventory;
                        }
                        else if (entity is Item item)
                        {
                            thisInventory = item?.GetComponent <ItemContainer>()?.Inventory;
                        }
                        if (thisInventory != null)
                        {
                            foreach (Item item in thisInventory.Items)
                            {
                                if (item == null)
                                {
                                    continue;
                                }
                                Inventory containedInventory = item.GetComponent <ItemContainer>()?.Inventory;
                                if (containedInventory == null || !containedInventory.Items.Any(i => i == null))
                                {
                                    continue;
                                }
                                Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, containedInventory);
                                break;
                            }
                        }
                    }
                    break;
                    }
                }
            }

            ApplyProjSpecific(deltaTime, entity, targets, hull);
        }
コード例 #25
0
 public override string ToDebugString()
 {
     return($"{ToolBox.GetDebugSymbol(isFinished)} {nameof(AfflictionAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " +
            $"Affliction: {Affliction.ColorizeObject()}, Strength: {Strength.ColorizeObject()}, " +
            $"LimbType: {LimbType.ColorizeObject()})");
 }
コード例 #26
0
        protected void Apply(float deltaTime, Entity entity, List <ISerializableEntity> targets)
        {
            Hull hull = null;

            if (entity is Character)
            {
                hull = ((Character)entity).AnimController.CurrentHull;
            }
            else if (entity is Item)
            {
                hull = ((Item)entity).CurrentHull;
            }
#if CLIENT
            if (entity != null && sounds.Count > 0)
            {
                if (soundChannel == null || !soundChannel.IsPlaying)
                {
                    if (soundSelectionMode == SoundSelectionMode.All)
                    {
                        foreach (RoundSound sound in sounds)
                        {
                            soundChannel = SoundPlayer.PlaySound(sound.Sound, sound.Volume, sound.Range, entity.WorldPosition, hull);
                            if (soundChannel != null)
                            {
                                soundChannel.Looping = loopSound;
                            }
                        }
                    }
                    else
                    {
                        int selectedSoundIndex = 0;
                        if (soundSelectionMode == SoundSelectionMode.ItemSpecific && entity is Item item)
                        {
                            selectedSoundIndex = item.ID % sounds.Count;
                        }
                        else if (soundSelectionMode == SoundSelectionMode.CharacterSpecific && entity is Character user)
                        {
                            selectedSoundIndex = user.ID % sounds.Count;
                        }
                        else
                        {
                            selectedSoundIndex = Rand.Int(sounds.Count);
                        }
                        var selectedSound = sounds[selectedSoundIndex];
                        soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, selectedSound.Volume, selectedSound.Range, entity.WorldPosition, hull);
                        if (soundChannel != null)
                        {
                            soundChannel.Looping = loopSound;
                        }
                    }
                }
            }
#endif

            foreach (ISerializableEntity serializableEntity in targets)
            {
                Item item = serializableEntity as Item;
                if (item == null)
                {
                    continue;
                }

                Character targetCharacter = targets.FirstOrDefault(t => t is Character character && !character.Removed) as Character;
                if (targetCharacter == null)
                {
                    foreach (var target in targets)
                    {
                        if (target is Limb limb && limb.character != null && !limb.character.Removed)
                        {
                            targetCharacter = ((Limb)target).character;
                        }
                    }
                }
                for (int i = 0; i < useItemCount; i++)
                {
                    if (item.Removed)
                    {
                        continue;
                    }
                    item.Use(deltaTime, targetCharacter, targets.FirstOrDefault(t => t is Limb) as Limb);
                }
            }

            if (removeItem)
            {
                foreach (Item item in targets.Where(t => t is Item).Cast <Item>())
                {
                    Entity.Spawner?.AddToRemoveQueue(item);
                }
            }

            if (duration > 0.0f)
            {
                DurationListElement element = new DurationListElement
                {
                    Parent  = this,
                    Timer   = duration,
                    Entity  = entity,
                    Targets = targets
                };

                DurationList.Add(element);
            }
            else
            {
                foreach (ISerializableEntity target in targets)
                {
                    if (target is Entity targetEntity)
                    {
                        if (targetEntity.Removed)
                        {
                            continue;
                        }
                    }

                    for (int i = 0; i < propertyNames.Length; i++)
                    {
                        if (target == null || target.SerializableProperties == null ||
                            !target.SerializableProperties.TryGetValue(propertyNames[i], out SerializableProperty property))
                        {
                            continue;
                        }
                        ApplyToProperty(target, property, propertyEffects[i], deltaTime);
                    }
                }
            }

            if (explosion != null && entity != null)
            {
                explosion.Explode(entity.WorldPosition, entity);
            }

            foreach (ISerializableEntity target in targets)
            {
                foreach (Affliction affliction in Afflictions)
                {
                    Affliction multipliedAffliction = affliction;
                    if (!disableDeltaTime)
                    {
                        multipliedAffliction = affliction.CreateMultiplied(deltaTime);
                    }

                    if (target is Character character)
                    {
                        character.LastDamageSource = entity;
                        foreach (Limb limb in character.AnimController.Limbs)
                        {
                            limb.character.DamageLimb(entity.WorldPosition, limb, new List <Affliction>()
                            {
                                multipliedAffliction
                            }, stun: 0.0f, playSound: false, attackImpulse: 0.0f);
                            //only apply non-limb-specific afflictions to the first limb
                            if (!affliction.Prefab.LimbSpecific)
                            {
                                break;
                            }
                        }
                    }
                    else if (target is Limb limb)
                    {
                        limb.character.DamageLimb(entity.WorldPosition, limb, new List <Affliction>()
                        {
                            multipliedAffliction
                        }, stun: 0.0f, playSound: false, attackImpulse: 0.0f);
                    }
                }

                foreach (Pair <string, float> reduceAffliction in ReduceAffliction)
                {
                    float reduceAmount = disableDeltaTime ? reduceAffliction.Second : reduceAffliction.Second * deltaTime;
                    if (target is Character character)
                    {
                        character.CharacterHealth.ReduceAffliction(null, reduceAffliction.First, reduceAmount);
                    }
                    else if (target is Limb limb)
                    {
                        limb.character.CharacterHealth.ReduceAffliction(limb, reduceAffliction.First, reduceAmount);
                    }
                }
            }

            if (FireSize > 0.0f && entity != null)
            {
                var fire = new FireSource(entity.WorldPosition, hull);
                fire.Size = new Vector2(FireSize, fire.Size.Y);
            }

            bool isNotClient = true;
#if CLIENT
            isNotClient = GameMain.Client == null;
#endif

            if (isNotClient && entity != null && Entity.Spawner != null) //clients are not allowed to spawn items
            {
                foreach (ItemSpawnInfo itemSpawnInfo in spawnItems)
                {
                    switch (itemSpawnInfo.SpawnPosition)
                    {
                    case ItemSpawnInfo.SpawnPositionType.This:
                        Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, entity.WorldPosition);
                        break;

                    case ItemSpawnInfo.SpawnPositionType.ThisInventory:
                    {
                        if (entity is Character character)
                        {
                            if (character.Inventory != null && character.Inventory.Items.Any(it => it == null))
                            {
                                Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, character.Inventory);
                            }
                        }
                        else if (entity is Item item)
                        {
                            var inventory = item?.GetComponent <ItemContainer>()?.Inventory;
                            if (inventory != null && inventory.Items.Any(it => it == null))
                            {
                                Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, inventory);
                            }
                        }
                    }
                    break;

                    case ItemSpawnInfo.SpawnPositionType.ContainedInventory:
                    {
                        Inventory thisInventory = null;
                        if (entity is Character character)
                        {
                            thisInventory = character.Inventory;
                        }
                        else if (entity is Item item)
                        {
                            thisInventory = item?.GetComponent <ItemContainer>()?.Inventory;
                        }
                        if (thisInventory != null)
                        {
                            foreach (Item item in thisInventory.Items)
                            {
                                if (item == null)
                                {
                                    continue;
                                }
                                Inventory containedInventory = item.GetComponent <ItemContainer>()?.Inventory;
                                if (containedInventory == null || !containedInventory.Items.Any(i => i == null))
                                {
                                    continue;
                                }
                                Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, containedInventory);
                                break;
                            }
                        }
                    }
                    break;
                    }
                }
            }

#if CLIENT
            if (entity != null)
            {
                foreach (ParticleEmitter emitter in particleEmitters)
                {
                    float angle = 0.0f;
                    if (emitter.Prefab.CopyEntityAngle)
                    {
                        if (entity is Item it)
                        {
                            angle = it.body == null ? 0.0f : it.body.Rotation;
                        }
                    }

                    emitter.Emit(deltaTime, entity.WorldPosition, hull, angle);
                }
            }
#endif
        }
コード例 #27
0
        public override void Update(float deltaTime)
        {
            if (disallowed)
            {
                Finished();
                return;
            }

            if (isFinished)
            {
                return;
            }

            if (spawnPos == null)
            {
                if (maxAmountPerLevel < int.MaxValue)
                {
                    if (Character.CharacterList.Count(c => c.SpeciesName == speciesName) >= maxAmountPerLevel)
                    {
                        disallowed = true;
                        return;
                    }
                }

                FindSpawnPosition(affectSubImmediately: true);
                //the event gets marked as finished if a spawn point is not found
                if (isFinished)
                {
                    return;
                }
                spawnPending = true;
            }

            bool spawnReady = false;

            if (spawnPending)
            {
                //wait until there are no submarines at the spawnpos
                if (spawnPosType == Level.PositionType.MainPath || spawnPosType == Level.PositionType.SidePath || spawnPosType == Level.PositionType.Abyss)
                {
                    foreach (Submarine submarine in Submarine.Loaded)
                    {
                        if (submarine.Info.Type != SubmarineType.Player)
                        {
                            continue;
                        }
                        float minDist = GetMinDistanceToSub(submarine);
                        if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos.Value) < minDist * minDist)
                        {
                            return;
                        }
                    }
                }

                //if spawning in a ruin/cave, wait for someone to be close to it to spawning
                //unnecessary monsters in places the players might never visit during the round
                if (spawnPosType == Level.PositionType.Ruin || spawnPosType == Level.PositionType.Cave || spawnPosType == Level.PositionType.Wreck)
                {
                    bool  someoneNearby = false;
                    float minDist       = Sonar.DefaultSonarRange * 0.8f;
                    foreach (Submarine submarine in Submarine.Loaded)
                    {
                        if (submarine.Info.Type != SubmarineType.Player)
                        {
                            continue;
                        }
                        if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos.Value) < minDist * minDist)
                        {
                            someoneNearby = true;
                            break;
                        }
                    }
                    foreach (Character c in Character.CharacterList)
                    {
                        if (c == Character.Controlled || c.IsRemotePlayer)
                        {
                            if (Vector2.DistanceSquared(c.WorldPosition, spawnPos.Value) < minDist * minDist)
                            {
                                someoneNearby = true;
                                break;
                            }
                        }
                    }
                    if (!someoneNearby)
                    {
                        return;
                    }
                }


                if (spawnPosType == Level.PositionType.Abyss || spawnPosType == Level.PositionType.AbyssCave)
                {
                    foreach (Submarine submarine in Submarine.Loaded)
                    {
                        if (submarine.Info.Type != SubmarineType.Player)
                        {
                            continue;
                        }
                        if (submarine.WorldPosition.Y > 0)
                        {
                            return;
                        }
                    }
                }

                spawnPending = false;

                //+1 because Range returns an integer less than the max value
                int amount = Rand.Range(minAmount, maxAmount + 1);
                monsters = new List <Character>();
                float offsetAmount = spawnPosType == Level.PositionType.MainPath || spawnPosType == Level.PositionType.SidePath ? scatter : 100;
                for (int i = 0; i < amount; i++)
                {
                    string seed = Level.Loaded.Seed + i.ToString();
                    CoroutineManager.InvokeAfter(() =>
                    {
                        //round ended before the coroutine finished
                        if (GameMain.GameSession == null || Level.Loaded == null)
                        {
                            return;
                        }

                        System.Diagnostics.Debug.Assert(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer, "Clients should not create monster events.");

                        Vector2 pos = spawnPos.Value + Rand.Vector(offsetAmount);
                        if (spawnPosType == Level.PositionType.MainPath || spawnPosType == Level.PositionType.SidePath)
                        {
                            if (Submarine.Loaded.Any(s => ToolBox.GetWorldBounds(s.Borders.Center, s.Borders.Size).ContainsWorld(pos)))
                            {
                                // Can't use the offset position, let's use the exact spawn position.
                                pos = spawnPos.Value;
                            }
                            else if (Level.Loaded.Ruins.Any(r => ToolBox.GetWorldBounds(r.Area.Center, r.Area.Size).ContainsWorld(pos)))
                            {
                                // Can't use the offset position, let's use the exact spawn position.
                                pos = spawnPos.Value;
                            }
                        }

                        Character createdCharacter = Character.Create(speciesName, pos, seed, characterInfo: null, isRemotePlayer: false, hasAi: true, createNetworkEvent: true);
                        if (GameMain.GameSession.IsCurrentLocationRadiated())
                        {
                            AfflictionPrefab radiationPrefab = AfflictionPrefab.RadiationSickness;
                            Affliction affliction            = new Affliction(radiationPrefab, radiationPrefab.MaxStrength);
                            createdCharacter?.CharacterHealth.ApplyAffliction(null, affliction);
                            // TODO test multiplayer
                            createdCharacter?.Kill(CauseOfDeathType.Affliction, affliction, log: false);
                        }
                        monsters.Add(createdCharacter);

                        if (monsters.Count == amount)
                        {
                            spawnReady = true;
                            //this will do nothing if the monsters have no swarm behavior defined,
                            //otherwise it'll make the spawned characters act as a swarm
                            SwarmBehavior.CreateSwarm(monsters.Cast <AICharacter>());
                        }
                    }, Rand.Range(0f, amount / 2f));
                }
            }

            if (!spawnReady)
            {
                return;
            }

            Entity targetEntity = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);

#if CLIENT
            if (Character.Controlled != null)
            {
                targetEntity = Character.Controlled;
            }
#endif

            bool monstersDead = true;
            foreach (Character monster in monsters)
            {
                if (!monster.IsDead)
                {
                    monstersDead = false;

                    if (targetEntity != null && Vector2.DistanceSquared(monster.WorldPosition, targetEntity.WorldPosition) < 5000.0f * 5000.0f)
                    {
                        break;
                    }
                }
            }

            if (monstersDead)
            {
                Finished();
            }
        }