コード例 #1
0
ファイル: Main.cs プロジェクト: cleoman/RoR2ModMenu
 // try and setup our character, if we hit an error we set it to false
 //TODO: Find a way to stop it from checking whilst in main menu/lobby menu
 private static void GetCharacter()
 {
     try
     {
         LocalNetworkUser = null;
         foreach (NetworkUser readOnlyInstance in NetworkUser.readOnlyInstancesList)
         {
             //localplayer == you!
             if (readOnlyInstance.isLocalPlayer)
             {
                 LocalNetworkUser = readOnlyInstance;
                 LocalPlayer      = LocalNetworkUser.master;
                 LocalPlayerInv   = LocalPlayer.GetComponent <Inventory>();
                 LocalHealth      = LocalPlayer.GetBody().GetComponent <HealthComponent>();
                 LocalSkills      = LocalPlayer.GetBody().GetComponent <SkillLocator>();
                 if (LocalHealth.alive)
                 {
                     _CharacterCollected = true;
                 }
                 else
                 {
                     _CharacterCollected = false;
                 }
             }
         }
     }
     catch (Exception e)
     {
         _CharacterCollected = false;
     }
 }
コード例 #2
0
ファイル: SharkTeeth.cs プロジェクト: swuff-star/AetheriumMod
        private void TakeDamage(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            if (!damageInfo.rejected || damageInfo == null)
            {
                var bleedComponent = self.GetComponent <BleedTrackerComponent>();
                if (!bleedComponent)
                {
                    bleedComponent = self.gameObject.AddComponent <BleedTrackerComponent>();
                }
                var inventoryCount = GetCount(self.body.inventory);
                //var healthBefore = self.health; //debug
                if (damageInfo.inflictor != SharkTeeth.instance.BleedInflictor && inventoryCount > 0)
                {
                    //Chat.AddMessage($"Damage Before: {damageInfo.damage}"); //debug
                    var percentage = baseDamageSpreadPercentage + (maxDamageSpreadPercentage - maxDamageSpreadPercentage / (1 + additionalDamageSpreadPercentage * (inventoryCount - 1)));
                    var damage     = damageInfo.damage * percentage;
                    var time       = durationOfDamageSpread;
                    var segments   = ticksOfDamageDuringDuration;
                    damageInfo.damage -= damage;
                    bleedComponent.BleedStacks.Add(new BleedStack(time / segments, damage / segments, segments, damageInfo.attacker, damageInfo.damageType));
                }
            }

            orig(self, damageInfo);
            //if (inventoryCount > 0) {Chat.AddMessage($"Actual Damage: {healthBefore - self.health}");} //debug
        }
コード例 #3
0
        private void ClearFire(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            InventoryCount = GetCount(self.body);

            if (InventoryCount > 0)
            {
                if (self.body.HasBuff(BuffIndex.OnFire))
                {
                    self.body.RemoveBuff(BuffIndex.OnFire);
                    Chat.AddMessage("Extinguished!");
                }
                //if (DotController.HasDotActive(DotController.DotIndex.Burn) | DotController.HasDotActive(DotController.DotIndex.PercentBurn) | DotController.HasDotActive(DotController.DotIndex.Helfire))
                //if (DotController.FindDotController(self.body.))
                //DoTController Remove
                //Material remove
                //ModelLocator component = victimObject.GetComponent<ModelLocator>();
                //UnityEngine.Object.Destroy(this.burnEffectController)
                switch (damageInfo.damageType)
                {
                case DamageType.IgniteOnHit:
                case DamageType.PercentIgniteOnHit:
                    damageInfo.damageType = DamageType.Generic;
                    Chat.AddMessage("Removed Fire from attack!");
                    break;

                default:
                    break;
                }
            }
            orig(self, damageInfo);
        }
コード例 #4
0
 private void hook(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
 {
     orig(self, damageInfo);
     if (damageInfo.rejected)
     {
         PlayerStatsComponent.FindBodyStatSheet(self.body).PushStatValue(Definition, 1);
     }
 }
コード例 #5
0
        private void FireSplinter(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            var body = self.body;

            if (body)
            {
                if (body.HasBuff(EliteBuffIndex))
                {
                    var newProjectileInfo = new FireProjectileInfo();
                    newProjectileInfo.owner              = body.gameObject;
                    newProjectileInfo.projectilePrefab   = SplinteringProjectile;
                    newProjectileInfo.speedOverride      = 50.0f;
                    newProjectileInfo.damage             = body.damage;
                    newProjectileInfo.damageTypeOverride = null;
                    newProjectileInfo.damageColorIndex   = DamageColorIndex.Default;
                    newProjectileInfo.procChainMask      = default(RoR2.ProcChainMask);
                    //var theta = (Math.PI * 2) / swordsPerFlower;
                    //var angle = theta * i;
                    //var radius = 3;
                    //var positionChosen = new Vector3((float)(radius * Math.Cos(angle) + damageInfo.position.x), damageInfo.position.y + 3, (float)(radius * Math.Sin(angle) + damageInfo.position.z));
                    Vector3 PositionChosen;
                    if (damageInfo.attacker)
                    {
                        var attackerBody = damageInfo.attacker.GetComponent <CharacterBody>();
                        if (attackerBody)
                        {
                            PositionChosen = attackerBody.corePosition;
                        }
                        else
                        {
                            PositionChosen = body.transform.position;
                        }
                    }
                    else
                    {
                        PositionChosen = body.transform.position;
                    }
                    if (random.nextNormalizedFloat > 0.15f)
                    {
                        var randomOffset = new Vector3(random.RangeFloat(-1, 1), random.RangeFloat(-1, 1), random.RangeFloat(-1, 1));
                        if (randomOffset.Equals(Vector3.zero))
                        {
                            randomOffset = Vector3.one;
                        }
                        PositionChosen += randomOffset.normalized * random.RangeFloat(0, 10);
                    }
                    newProjectileInfo.position = damageInfo.position;
                    newProjectileInfo.rotation = RoR2.Util.QuaternionSafeLookRotation(PositionChosen - damageInfo.position);
                    if (NetworkServer.active)
                    {
                        EffectManager.SimpleEffect(Resources.Load <GameObject>("Prefabs/Effects/BrittleDeath"), newProjectileInfo.position, newProjectileInfo.rotation, true);
                    }
                    ProjectileManager.instance.FireProjectile(newProjectileInfo);
                }
            }
            orig(self, damageInfo);
        }
コード例 #6
0
 private void IceEliteChanges(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
 {
     RoR2.CharacterBody characterBody = null;
     if (damageInfo.attacker)
     {
         characterBody = damageInfo.attacker.GetComponent <RoR2.CharacterBody>();
     }
     if (damageInfo.damage > 0)
     {
         if (characterBody)
         {
             RoR2.CharacterMaster master = characterBody.master;
             if (master && master.inventory)
             {
                 if (damageInfo.procCoefficient > 0f)
                 {
                     if (characterBody.GetBuffCount(Resources.Load <BuffDef>("buffdefs/AffixWhite")) > 0)
                     {
                         self.body.AddTimedBuff(FreezingBlood.buffIndex, 2f * damageInfo.procCoefficient);
                         if (self.body.GetBuffCount(FreezingBlood.buffIndex) >= 10)
                         {
                             self.body.ClearTimedBuffs(FreezingBlood.buffIndex);
                             RoR2.CharacterBody component     = damageInfo.attacker.GetComponent <RoR2.CharacterBody>();
                             RoR2.ProcChainMask procChainMask = damageInfo.procChainMask;
                             int     AffixWhiteStack          = master.inventory.GetItemCount(AspectsToItems.AspectsToItems.NewDefsList.Find(x => x.name == "AffixWhite").itemIndex);
                             Vector3 position          = damageInfo.position;
                             float   damageCoefficient = 10f + 10f * AffixWhiteStack;
                             if (AffixWhiteStack == 0)
                             {
                                 damageCoefficient = 20f;
                             }
                             float           damage2     = RoR2.Util.OnHitProcDamage(component.damage, component.damage, damageCoefficient);
                             RoR2.DamageInfo damageInfo2 = new RoR2.DamageInfo
                             {
                                 damage           = damage2,
                                 damageColorIndex = DamageColorIndex.Item,
                                 damageType       = DamageType.Generic,
                                 attacker         = damageInfo.attacker,
                                 crit             = damageInfo.crit,
                                 force            = Vector3.zero,
                                 inflictor        = null,
                                 position         = position,
                                 procChainMask    = procChainMask,
                                 procCoefficient  = 1f
                             };
                             RoR2.EffectManager.SimpleImpactEffect(Resources.Load <GameObject>("Prefabs/Effects/ImpactEffects/IceCullExplosion"), position, Vector3.up, true);
                             self.TakeDamage(damageInfo2);
                         }
                     }
                 }
             }
         }
     }
     orig(self, damageInfo);
 }
コード例 #7
0
        private void BFBuffLoss(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            var BuffCount = self.body.GetBuffCount(BFBuff);

            while (BuffCount > 0)
            {
                self.body.RemoveBuff(BFBuff);
                BuffCount -= 1;
            }
            orig(self, damageInfo);
        }
コード例 #8
0
        private void ReduceKnockback(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            var InventoryCount = GetCount(self.body);

            if (InventoryCount > 0)
            {
                var percentReduction = Mathf.Clamp(1 - (InventoryCount * baseKnockbackReductionPercentage), 0, 1);
                damageInfo.force = damageInfo.force * percentReduction;
            }
            orig(self, damageInfo);
        }
コード例 #9
0
 private void GetOverHere(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
 {
     if (damageInfo?.attacker) //Do we even have a valid attacker?
     {
         var attackerBody = damageInfo.attacker.GetComponent <RoR2.CharacterBody>();
         if (attackerBody) //Does this attacker have a body we can use?
         {
             int ItemCount = GetCount(attackerBody);
             if (ItemCount > 0) //Does the attacker have any of our item?
             {
                 var mass      = self.body.characterMotor?.mass ?? (self.body.rigidbody?.mass ?? 1f);
                 var forceCalc = Mathf.Clamp(startingForceMultiplier + (additionalForceMultiplier * (ItemCount - 1)), minimumForceMultiplier, maximumForceMultiplier);
                 damageInfo.force += Vector3.Normalize(attackerBody.corePosition - self.body.corePosition) * forceCalc * mass;
             }
         }
     }
     orig(self, damageInfo);
 }
コード例 #10
0
        private void CalculateBuff(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            var preDamageShield = self.body.healthComponent.shield;

            orig(self, damageInfo);
            var inventoryCount = GetCount(self.body);

            if (inventoryCount > 0)
            {
                float dmgTaken = damageInfo.damage;
                if (dmgTaken >= preDamageShield && preDamageShield > 0)
                {
                    if (self.body.GetBuffCount(SecondWindBuff) == 0 && self.body.GetBuffCount(WindedDebuff) == 0)
                    {
                        self.body.AddTimedBuffAuthority(SecondWindBuff, 4f + (5f * (self.body.maxShield / self.body.maxHealth)));
                    }
                }
            }
        }
コード例 #11
0
        private void PunishHeretics(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            if (damageInfo == null || damageInfo.rejected)
            {
                return;
            }

            var body = self.body;

            if (body && body.HasBuff(EliteBuffIndex) && damageInfo.attacker)
            {
                var attackerBody = damageInfo.attacker.GetComponent <CharacterBody>();
                if (attackerBody && (attackerBody.corePosition - body.corePosition).sqrMagnitude > 40 * 40)
                {
                    var        Ray = new Ray(attackerBody.corePosition, Vector3.up);
                    RaycastHit HitResults;
                    var        RayHit            = Util.CharacterRaycast(damageInfo.attacker, Ray, out HitResults, 1000, LayerIndex.world.mask, QueryTriggerInteraction.Ignore);
                    var        newProjectileInfo = new FireProjectileInfo();
                    newProjectileInfo.owner            = body.gameObject;
                    newProjectileInfo.projectilePrefab = RadiantProjectile;
                    newProjectileInfo.damage           = body.damage * 4;
                    newProjectileInfo.procChainMask    = default(RoR2.ProcChainMask);
                    if (RayHit)
                    {
                        Debug.Log("Terrain Detected");
                        newProjectileInfo.position = HitResults.point;
                        newProjectileInfo.rotation = Util.QuaternionSafeLookRotation(Vector3.down);
                    }
                    else
                    {
                        Debug.Log("Sky Detected");
                        newProjectileInfo.position = attackerBody.corePosition + (Vector3.up * 100);
                        newProjectileInfo.rotation = Util.QuaternionSafeLookRotation(Vector3.down);
                    }
                    if (NetworkServer.active)
                    {
                        EffectManager.SimpleEffect(Resources.Load <GameObject>("Prefabs/Effects/ImpactEffects/ExplosionVFX"), newProjectileInfo.position, newProjectileInfo.rotation, true);
                    }
                    ProjectileManager.instance.FireProjectile(newProjectileInfo);
                }
            }
            orig(self, damageInfo);
        }
コード例 #12
0
ファイル: OSP_Endscreen.cs プロジェクト: harbingerofme/R2Mods
        private void HealthDamageHook(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            orig.Invoke(self, damageInfo);
            float dmg = damageInfo.damage;

            if (!self.body || !self.body.isPlayerControlled)
            {
                return; //Ignore if it's not a player.
            }
            if (damageInfo.damageType.HasFlag(DamageType.NonLethal) || damageInfo.rejected || !self.alive)
            {
                return;                              //Ignore if it's fall damage, blocked, or we just straight up died.
            }
            if (dmg > self.fullCombinedHealth * 0.9) //the big Damage
            {
#if DEBUG
                PlayerStatsComponent.FindBodyStatSheet(self.body).PushStatValue(this.testDef, 1UL);
#endif
                if (self.combinedHealthFraction <= 0.12) //Are we barely alive?
                {
                    PlayerStatsComponent.FindBodyStatSheet(self.body).PushStatValue(this.ourStatDef, 1UL);
                }
            }
        }
コード例 #13
0
        private void ApplyBloodBookBuff(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            int   inventoryCount = GetCount(self.body);
            float dmgTaken       = damageInfo.damage;
            float maxHealth      = self.body.maxHealth;

            if (inventoryCount > 0)
            {
                //This bit will cache the damage you took for use by the actual damage boost calculator, only if the damage exceeds any previous cached damage numbers
                var cachedDamageComponent = self.body.gameObject.GetComponent <DamageComponent>();
                if (!cachedDamageComponent)
                {
                    cachedDamageComponent = self.body.gameObject.AddComponent <DamageComponent>();
                }

                if (cachedDamageComponent.cachedDamage < dmgTaken)
                {
                    cachedDamageComponent.cachedDamage = dmgTaken;
                }

                //Check your current buff, and what your potential next buff would be. currentBuffLevel returns -1 if you don't have a buff already
                int currentBuffLevel = Array.FindIndex(ranges, r => self.body.HasBuff(r.Buff));
                int nextBuffLevel    = Array.FindIndex(ranges, r => r.Contains((dmgTaken / maxHealth) * 100));
                if (nextBuffLevel > currentBuffLevel)
                {
                    if (currentBuffLevel != -1)
                    {
                        self.body.RemoveBuff(ranges[currentBuffLevel].Buff);
                    }

                    self.body.AddTimedBuff(ranges[nextBuffLevel].Buff, ranges[nextBuffLevel].Duration);

                    //Bombinomicon (Fear of Reading) stuff is handled here
                    if (fearOfReading == true)
                    {
                        int willBookRead = new System.Random().Next(1, 101);

                        if (willBookRead <= chanceBookReads)
                        {
                            AkSoundEngine.PostEvent(4030648726u, self.body.gameObject);
                        }
                    }
                }
            }
            orig(self, damageInfo);
        }
コード例 #14
0
ファイル: Voidheart.cs プロジェクト: swuff-star/AetheriumMod
        private float Voidheart30PercentTimebomb(On.RoR2.HealthComponent.orig_Heal orig, RoR2.HealthComponent self, float amount, RoR2.ProcChainMask procChainMask, bool nonRegen)
        {
            var InventoryCount = GetCount(self.body);

            if (self.body && InventoryCount > 0)
            {
                if (self.combinedHealth <= self.fullCombinedHealth * Mathf.Clamp((voidHeartBaseTickingTimeBombHealthThreshold + (voidHeartAdditionalTickingTimeBombHealthThreshold * InventoryCount - 1)), voidHeartBaseTickingTimeBombHealthThreshold, voidHeartMaxTickingTimeBombHealthThreshold) &&
                    //This check is for the timer to determine time since spawn, at <= 10f it'll only activate after the tenth second
                    self.GetComponent <VoidHeartPrevention>().internalTimer >= 7f)
                {
                    RoR2.DamageInfo damageInfo = new RoR2.DamageInfo();
                    damageInfo.crit             = false;
                    damageInfo.damage           = amount;
                    damageInfo.force            = Vector3.zero;
                    damageInfo.position         = self.transform.position;
                    damageInfo.procChainMask    = procChainMask;
                    damageInfo.procCoefficient  = 0f;
                    damageInfo.damageColorIndex = DamageColorIndex.Default;
                    damageInfo.damageType       = DamageType.Generic;
                    self.TakeDamage(damageInfo);
                    return(orig(self, 0, procChainMask, nonRegen));
                }
            }
            return(orig(self, amount, procChainMask, nonRegen));
        }
コード例 #15
0
        private void CalculateBloodBookBuff(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            var inventoryCount    = GetCount(self.body);
            var patheticBuffCount = self.body.GetBuffCount(PatheticBloodBuff);
            var weakBuffCount     = self.body.GetBuffCount(WeakBloodBuff);
            var averageBuffCount  = self.body.GetBuffCount(AverageBloodBuff);
            var strongBuffCount   = self.body.GetBuffCount(StrongBloodBuff);
            var insaneBuffCount   = self.body.GetBuffCount(InsaneBloodBuff);
            var devotedBuffCount  = self.body.GetBuffCount(DevotedBloodBuff);

            float dmgTaken  = damageInfo.damage;
            float maxHealth = self.body.maxHealth;

            if (inventoryCount > 0)
            {
                //This bit simply caches the damage you take for usage by the actual AddBloodBuffStats hook
                var cachedDamageComponent = self.body.gameObject.GetComponent <DamageComponent>();
                if (!cachedDamageComponent)
                {
                    cachedDamageComponent = self.body.gameObject.AddComponent <DamageComponent>();
                }

                //Each of these checks to make sure a higher-tier buff isn't already active, and cleanses any lower-tier buffs before applying their buff. Maybe there's a cleaner way to do it but oh well...
                if (dmgTaken <= maxHealth * .1 && weakBuffCount == 0 && averageBuffCount == 0 && strongBuffCount == 0 && insaneBuffCount == 0 && devotedBuffCount == 0)
                {
                    self.body.AddTimedBuffAuthority(PatheticBloodBuff, 4f);
                    cachedDamageComponent.cachedDamage = dmgTaken;
                }
                if (dmgTaken >= maxHealth * .1 && dmgTaken <= maxHealth * .2 && averageBuffCount == 0 && strongBuffCount == 0 && insaneBuffCount == 0 && devotedBuffCount == 0)
                {
                    self.body.RemoveBuff(PatheticBloodBuff);
                    self.body.AddTimedBuffAuthority(WeakBloodBuff, 6f);
                    cachedDamageComponent.cachedDamage = dmgTaken;
                }
                if (dmgTaken >= maxHealth * .2 && dmgTaken <= maxHealth * .3 && strongBuffCount == 0 && insaneBuffCount == 0 && devotedBuffCount == 0)
                {
                    self.body.RemoveBuff(PatheticBloodBuff);
                    self.body.RemoveBuff(WeakBloodBuff);
                    self.body.AddTimedBuffAuthority(AverageBloodBuff, 8f);
                    cachedDamageComponent.cachedDamage = dmgTaken;
                }
                if (dmgTaken >= maxHealth * .3 && dmgTaken <= maxHealth * .4 && insaneBuffCount == 0 && devotedBuffCount == 0)
                {
                    self.body.RemoveBuff(PatheticBloodBuff);
                    self.body.RemoveBuff(WeakBloodBuff);
                    self.body.RemoveBuff(AverageBloodBuff);
                    self.body.AddTimedBuffAuthority(StrongBloodBuff, 10f);
                    cachedDamageComponent.cachedDamage = dmgTaken;
                }
                if (dmgTaken >= maxHealth * .4 && dmgTaken <= maxHealth * .5 && devotedBuffCount == 0)
                {
                    self.body.RemoveBuff(PatheticBloodBuff);
                    self.body.RemoveBuff(WeakBloodBuff);
                    self.body.RemoveBuff(AverageBloodBuff);
                    self.body.RemoveBuff(StrongBloodBuff);
                    self.body.AddTimedBuffAuthority(InsaneBloodBuff, 12f);
                    cachedDamageComponent.cachedDamage = dmgTaken;
                }
                if (dmgTaken >= maxHealth * .5)
                {
                    self.body.RemoveBuff(PatheticBloodBuff);
                    self.body.RemoveBuff(WeakBloodBuff);
                    self.body.RemoveBuff(AverageBloodBuff);
                    self.body.RemoveBuff(StrongBloodBuff);
                    self.body.RemoveBuff(InsaneBloodBuff);
                    self.body.AddTimedBuffAuthority(InsaneBloodBuff, 14f);
                    cachedDamageComponent.cachedDamage = dmgTaken;
                }
            }
            orig(self, damageInfo);
        }
コード例 #16
0
        // Token: 0x06000A05 RID: 2565 RVA: 0x00031D38 File Offset: 0x0002FF38
        public void Fire()
        {
            Collider[] array = Physics.OverlapSphere(this.position, this.radius, LayerIndex.entityPrecise.mask);
            int        num   = array.Length;

            for (int i = 0; i < num; i++)
            {
                Collider collider  = array[i];
                HurtBox  component = collider.GetComponent <HurtBox>();
                if (component)
                {
                    HealthComponent healthComponent = component.healthComponent;
                    if (healthComponent && ((this.canHurtAttacker && healthComponent.gameObject == this.attacker) || healthComponent.GetComponent <TeamComponent>().teamIndex != this.teamIndex))
                    {
                        BlastAttack.HitPoint hitPoint   = default(BlastAttack.HitPoint);
                        RaycastHit           raycastHit = default(RaycastHit);
                        hitPoint.hurtBox = component;
                        Vector3 direction = collider.transform.position - this.position;
                        if (direction.sqrMagnitude > 0f && collider.Raycast(new Ray(this.position, direction), out raycastHit, this.radius))
                        {
                            hitPoint.hitPosition = raycastHit.point;
                            hitPoint.hitNormal   = raycastHit.normal;
                        }
                        else
                        {
                            hitPoint.hitPosition = collider.transform.position;
                            hitPoint.hitNormal   = this.position - hitPoint.hitPosition;
                        }
                        hitPoint.distanceSqr = (hitPoint.hitPosition - this.position).sqrMagnitude;
                        if (!BlastAttack.bestHitPoints.ContainsKey(healthComponent) || BlastAttack.bestHitPoints[healthComponent].distanceSqr > hitPoint.distanceSqr)
                        {
                            BlastAttack.bestHitPoints[healthComponent] = hitPoint;
                        }
                    }
                }
            }
            BlastAttack.HitPoint[] array2 = new BlastAttack.HitPoint[BlastAttack.bestHitPoints.Count];
            int num2 = 0;

            foreach (KeyValuePair <HealthComponent, BlastAttack.HitPoint> keyValuePair in BlastAttack.bestHitPoints)
            {
                array2[num2++] = keyValuePair.Value;
            }
            BlastAttack.bestHitPoints.Clear();
            Array.Sort <BlastAttack.HitPoint>(array2, new Comparison <BlastAttack.HitPoint>(BlastAttack.HitPoint.DistanceSort));
            foreach (BlastAttack.HitPoint hitPoint2 in array2)
            {
                float num3 = Mathf.Sqrt(hitPoint2.distanceSqr);
                float num4 = 0f;
                switch (this.falloffModel)
                {
                case BlastAttack.FalloffModel.None:
                    num4 = 1f;
                    break;

                case BlastAttack.FalloffModel.Linear:
                    num4 = 1f - Mathf.Clamp01(num3 / this.radius);
                    break;

                case BlastAttack.FalloffModel.SweetSpot:
                    num4 = 1f - ((num3 > this.radius / 2f) ? 0.75f : 0f);
                    break;
                }
                DamageInfo damageInfo = new DamageInfo();
                damageInfo.attacker         = this.attacker;
                damageInfo.inflictor        = this.inflictor;
                damageInfo.damage           = this.baseDamage * num4;
                damageInfo.crit             = this.crit;
                damageInfo.force            = this.bonusForce * num4 + this.baseForce * num4 * (hitPoint2.hitPosition - this.position).normalized;
                damageInfo.procChainMask    = this.procChainMask;
                damageInfo.procCoefficient  = this.procCoefficient;
                damageInfo.damageType       = this.damageType;
                damageInfo.damageColorIndex = this.damageColorIndex;
                damageInfo.position         = hitPoint2.hitPosition;
                damageInfo.ModifyDamageInfo(hitPoint2.hurtBox.damageModifier);
                hitPoint2.hurtBox.healthComponent.TakeDamage(damageInfo);
                GlobalEventManager.instance.OnHitEnemy(damageInfo, hitPoint2.hurtBox.healthComponent.gameObject);
                GlobalEventManager.instance.OnHitAll(damageInfo, hitPoint2.hurtBox.healthComponent.gameObject);
            }
        }
コード例 #17
0
ファイル: QSGen.cs プロジェクト: cheeeeeeeeeen/Supply-Drop
        private void CalculateDamageReduction(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            float currentShield = self.body.healthComponent.shield;

            orig(self, damageInfo);
            var inventoryCount = GetCount(self.body);

            if (inventoryCount > 0)
            {
                float dmgTaken     = damageInfo.damage;
                float maxShield    = self.body.maxShield;
                float shieldDamage = Math.Min(dmgTaken, currentShield);
                if (currentShield > 0 && dmgTaken > currentShield)
                {
                    float baseReduction        = dmgTaken * (.1f + (.05f * (inventoryCount - 1)));
                    float bonusReduction       = ((shieldDamage / maxShield) * 100) * (0.05f + ((inventoryCount - 1) * 0.025f));
                    float totalDamageReduction = baseReduction + bonusReduction;
                    damageInfo.damage -= totalDamageReduction;
                }
            }
        }
コード例 #18
0
        // Token: 0x060006F2 RID: 1778 RVA: 0x0001D0F4 File Offset: 0x0001B2F4
        private void UpdateCrosshair(Vector3 raycastStartPlanePoint)
        {
            this.lastAimAssist = this.aimAssist;
            Vector2 zero = Vector2.zero;
            Ray     crosshairRaycastRay = this.GetCrosshairRaycastRay(zero, raycastStartPlanePoint);
            bool    flag = false;

            this.lastCrosshairHurtBox = null;
            RaycastHit raycastHit = default(RaycastHit);

            RaycastHit[] array = Physics.RaycastAll(crosshairRaycastRay, this.maxAimRaycastDistance, LayerIndex.world.mask | LayerIndex.entityPrecise.mask, QueryTriggerInteraction.Ignore);
            float        num   = float.PositiveInfinity;
            int          num2  = -1;

            for (int i = 0; i < array.Length; i++)
            {
                RaycastHit    raycastHit2 = array[i];
                HurtBox       hurtBox     = raycastHit2.collider.GetComponent <HurtBox>();
                EntityLocator component   = raycastHit2.collider.GetComponent <EntityLocator>();
                float         distance    = raycastHit2.distance;
                if (distance > 3f && num > distance)
                {
                    if (hurtBox)
                    {
                        if (hurtBox.teamIndex == this.targetTeamIndex)
                        {
                            goto IL_145;
                        }
                        if (hurtBox.healthComponent && hurtBox.healthComponent.dontShowHealthbar)
                        {
                            hurtBox = null;
                        }
                    }
                    if (component)
                    {
                        VehicleSeat vehicleSeat = component.entity ? component.entity.GetComponent <VehicleSeat>() : null;
                        if (vehicleSeat && vehicleSeat.currentPassengerBody == this.targetBody)
                        {
                            goto IL_145;
                        }
                    }
                    num  = distance;
                    num2 = i;
                    this.lastCrosshairHurtBox = hurtBox;
                }
                IL_145 :;
            }
            if (num2 != -1)
            {
                flag       = true;
                raycastHit = array[num2];
            }
            this.aimAssist.aimAssistHurtbox = null;
            if (flag)
            {
                this.crosshairWorldPosition = raycastHit.point;
                float num3 = 1000f;
                if (raycastHit.distance < num3)
                {
                    HurtBox component2 = raycastHit.collider.GetComponent <HurtBox>();
                    if (component2)
                    {
                        HealthComponent healthComponent = component2.healthComponent;
                        if (healthComponent)
                        {
                            TeamComponent component3 = healthComponent.GetComponent <TeamComponent>();
                            if (component3 && component3.teamIndex != this.targetTeamIndex && component3.teamIndex != TeamIndex.None)
                            {
                                CharacterBody body     = healthComponent.body;
                                HurtBox       hurtBox2 = (body != null) ? body.mainHurtBox : null;
                                if (hurtBox2)
                                {
                                    this.aimAssist.aimAssistHurtbox       = hurtBox2;
                                    this.aimAssist.worldPosition          = raycastHit.point;
                                    this.aimAssist.localPositionOnHurtbox = hurtBox2.transform.InverseTransformPoint(raycastHit.point);
                                    return;
                                }
                            }
                        }
                    }
                }
            }
            else
            {
                this.crosshairWorldPosition = crosshairRaycastRay.GetPoint(this.maxAimRaycastDistance);
            }
        }
コード例 #19
0
        private void CalculateSpeedReward(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            var InventoryCount = GetCount(self.body);

            if (InventoryCount > 0 && self.body.GetBuffCount(SpeedBuff) < buffStacksPerFeatheredPlume * InventoryCount)
            {
                self.body.AddTimedBuffAuthority(SpeedBuff, (baseDurationOfBuffInSeconds + (additionalDurationOfBuffInSeconds * InventoryCount - 1)));
            }
            orig(self, damageInfo);
        }
コード例 #20
0
        private void AddDotModBurnDamageFix(GameObject attackerObject, float duration, DotIndex dotIndex, float damageMultiplier, float damageThatProccedIt)
        {
            if (!NetworkServer.active)
            {
                Debug.LogWarning("[Server] function 'System.Void RoR2.DotController::AddDot(UnityEngine.GameObject,System.Single,RoR2.DotController/DotIndex,System.Single)' called on client");
                return;
            }

            if (dotIndex < DotIndex.Bleed || dotIndex >= DotIndex.Count)
            {
                return;
            }

            TeamIndex     teamIndex = TeamIndex.Neutral;
            float         single    = 0f;
            TeamComponent component = attackerObject.GetComponent <TeamComponent>();

            if (component)
            {
                teamIndex = component.teamIndex;
            }

            CharacterBody characterBody = attackerObject.GetComponent <CharacterBody>();

            if (characterBody)
            {
                single = characterBody.damage;
            }

            DotDef   dotDef   = dotDefs[(int)dotIndex];
            DotStack dotStack = new DotStack
            {
                dotIndex       = dotIndex,
                dotDef         = dotDef,
                attackerObject = attackerObject,
                attackerTeam   = teamIndex,
                timer          = duration,
                damageType     = DamageType.Generic
            };

            if (teamIndex != TeamIndex.Monster || damageThatProccedIt == 0f)
            {
                dotStack.damage = dotDef.damageCoefficient * single * damageMultiplier;
            }
            else
            {
                dotStack.damage = dotDef.damageCoefficient * damageThatProccedIt * damageMultiplier * 0.6f;
            }

            if (dotIndex == DotIndex.Helfire)
            {
                if (!characterBody)
                {
                    return;
                }

                HealthComponent healthComponent = characterBody.healthComponent;
                if (!healthComponent)
                {
                    return;
                }

                dotStack.damage = healthComponent.fullHealth * 0.01f * damageMultiplier;
                if (victimObject == attackerObject)
                {
                    DotStack dotStack1 = dotStack;
                    dotStack1.damageType = dotStack1.damageType | DamageType.NonLethal | DamageType.Silent;
                }
                else if (victimTeam != teamIndex)
                {
                    dotStack.damage *= 24f;
                }
                else
                {
                    dotStack.damage *= 0.5f;
                }

                int num   = 0;
                int count = dotStackList.Count;
                while (num < count)
                {
                    if (dotStackList[num].dotIndex == DotIndex.Helfire && dotStackList[num].attackerObject == attackerObject)
                    {
                        dotStackList[num].timer  = Mathf.Max(dotStackList[num].timer, duration);
                        dotStackList[num].damage = dotStack.damage;
                        return;
                    }

                    num++;
                }

                if (victimBody)
                {
                    EffectManager.instance.SpawnEffect(Resources.Load <GameObject>("Prefabs/Effects/HelfireIgniteEffect"), new EffectData
                    {
                        origin = victimBody.corePosition
                    }, true);
                }
            }

            dotStackList.Add(dotStack);
        }
コード例 #21
0
ファイル: Hooks.cs プロジェクト: Reinms/RoR2Modding
        private void HealthComponent_TakeDamage(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            if (damageInfo.damageType.HasFlag(DamageType.Freeze2s))
            {
                this.frozenBy[self.gameObject] = damageInfo.attacker;
            }

            if (damageInfo.dotIndex == this.burnDot)
            {
                if (damageInfo.attacker)
                {
                    CharacterBody attackerBody = damageInfo.attacker.GetComponent <CharacterBody>();
                    if (attackerBody)
                    {
                        Int32 buffCount = attackerBody.GetBuffCount(this.fireBuff);

                        if (buffCount >= 0)
                        {
                            damageInfo.damage *= 1f + (AltArtiPassive.burnDamageMult * buffCount);
                        }
                    }
                }
            }
            orig(self, damageInfo);
        }
コード例 #22
0
        private static void Init()
        {
            CostTypeCatalog.costTypeDefs = new CostTypeDef[11];
            CostTypeIndex costType     = CostTypeIndex.None;
            CostTypeDef   costTypeDef7 = new CostTypeDef();

            costTypeDef7.buildCostString = delegate(CostTypeDef costTypeDef, CostTypeDef.BuildCostStringContext context)
            {
                context.stringBuilder.Append("");
            };
            costTypeDef7.isAffordable = ((CostTypeDef costTypeDef, CostTypeDef.IsAffordableContext context) => true);
            costTypeDef7.payCost      = delegate(CostTypeDef costTypeDef, CostTypeDef.PayCostContext context)
            {
            };
            CostTypeCatalog.Register(costType, costTypeDef7);
            CostTypeIndex costType2    = CostTypeIndex.Money;
            CostTypeDef   costTypeDef2 = new CostTypeDef();

            costTypeDef2.costStringFormatToken = "COST_MONEY_FORMAT";
            costTypeDef2.isAffordable          = delegate(CostTypeDef costTypeDef, CostTypeDef.IsAffordableContext context)
            {
                CharacterBody component = context.activator.GetComponent <CharacterBody>();
                if (component)
                {
                    CharacterMaster master = component.master;
                    if (master)
                    {
                        return((ulong)master.money >= (ulong)((long)context.cost));
                    }
                }
                return(false);
            };
            costTypeDef2.payCost = delegate(CostTypeDef costTypeDef, CostTypeDef.PayCostContext context)
            {
                if (context.activatorMaster)
                {
                    context.activatorMaster.money -= (uint)context.cost;
                }
            };
            costTypeDef2.colorIndex = ColorCatalog.ColorIndex.Money;
            CostTypeCatalog.Register(costType2, costTypeDef2);
            CostTypeIndex costType3    = CostTypeIndex.PercentHealth;
            CostTypeDef   costTypeDef3 = new CostTypeDef();

            costTypeDef3.costStringFormatToken         = "COST_PERCENTHEALTH_FORMAT";
            costTypeDef3.saturateWorldStyledCostString = false;
            costTypeDef3.darkenWorldStyledCostString   = true;
            costTypeDef3.isAffordable = delegate(CostTypeDef costTypeDef, CostTypeDef.IsAffordableContext context)
            {
                HealthComponent component = context.activator.GetComponent <HealthComponent>();
                return(component && component.combinedHealth / component.fullCombinedHealth * 100f >= (float)context.cost);
            };
            costTypeDef3.payCost = delegate(CostTypeDef costTypeDef, CostTypeDef.PayCostContext context)
            {
                HealthComponent component = context.activator.GetComponent <HealthComponent>();
                if (component)
                {
                    float combinedHealth = component.combinedHealth;
                    float num            = component.fullCombinedHealth * (float)context.cost / 100f;
                    if (combinedHealth > num)
                    {
                        component.TakeDamage(new DamageInfo
                        {
                            damage     = num,
                            attacker   = context.purchasedObject,
                            position   = context.purchasedObject.transform.position,
                            damageType = (DamageType.NonLethal | DamageType.BypassArmor)
                        });
                    }
                }
            };
            costTypeDef3.colorIndex = ColorCatalog.ColorIndex.Blood;
            CostTypeCatalog.Register(costType3, costTypeDef3);
            CostTypeIndex costType4    = CostTypeIndex.LunarCoin;
            CostTypeDef   costTypeDef4 = new CostTypeDef();

            costTypeDef4.costStringFormatToken         = "COST_LUNARCOIN_FORMAT";
            costTypeDef4.saturateWorldStyledCostString = false;
            costTypeDef4.darkenWorldStyledCostString   = true;
            costTypeDef4.isAffordable = delegate(CostTypeDef costTypeDef, CostTypeDef.IsAffordableContext context)
            {
                NetworkUser networkUser = Util.LookUpBodyNetworkUser(context.activator.gameObject);
                return(networkUser && (ulong)networkUser.lunarCoins >= (ulong)((long)context.cost));
            };
            costTypeDef4.payCost = delegate(CostTypeDef costTypeDef, CostTypeDef.PayCostContext context)
            {
                NetworkUser networkUser = Util.LookUpBodyNetworkUser(context.activator.gameObject);
                if (networkUser)
                {
                    networkUser.DeductLunarCoins((uint)context.cost);
                }
            };
            costTypeDef4.colorIndex = ColorCatalog.ColorIndex.LunarCoin;
            CostTypeCatalog.Register(costType4, costTypeDef4);
            CostTypeCatalog.Register(CostTypeIndex.WhiteItem, new CostTypeDef
            {
                costStringFormatToken = "COST_ITEM_FORMAT",
                isAffordable          = new CostTypeDef.IsAffordableDelegate(CostTypeCatalog.< > c.< > 9. < Init > g__IsAffordableItem | 5_0),
                payCost    = new CostTypeDef.PayCostDelegate(CostTypeCatalog.< > c.< > 9. < Init > g__PayCostItems | 5_1),
                colorIndex = ColorCatalog.ColorIndex.Tier1Item,
                itemTier   = ItemTier.Tier1
            });
コード例 #23
0
        // Token: 0x0600070C RID: 1804 RVA: 0x0001DEC8 File Offset: 0x0001C0C8
        public void OnProjectileImpact(ProjectileImpactInfo impactInfo)
        {
            if (!this.alive)
            {
                return;
            }
            Collider collider = impactInfo.collider;

            if (collider)
            {
                DamageInfo damageInfo = new DamageInfo();
                if (this.projectileDamage)
                {
                    damageInfo.damage           = this.projectileDamage.damage;
                    damageInfo.crit             = this.projectileDamage.crit;
                    damageInfo.attacker         = (this.projectileController.owner ? this.projectileController.owner.gameObject : null);
                    damageInfo.inflictor        = base.gameObject;
                    damageInfo.position         = impactInfo.estimatedPointOfImpact;
                    damageInfo.force            = this.projectileDamage.force * this.transform.forward;
                    damageInfo.procChainMask    = this.projectileController.procChainMask;
                    damageInfo.procCoefficient  = this.projectileController.procCoefficient;
                    damageInfo.damageColorIndex = this.projectileDamage.damageColorIndex;
                }
                HurtBox component = collider.GetComponent <HurtBox>();
                if (component)
                {
                    HealthComponent healthComponent = component.healthComponent;
                    if (healthComponent)
                    {
                        Transform transform = healthComponent.gameObject.transform;
                        if (healthComponent.gameObject == this.projectileController.owner)
                        {
                            return;
                        }
                        if ((!this.pastTargetList.Contains(transform) || (this.canBounceToSameTarget && transform != this.lastTarget)) && (transform == this.currentTarget || this.canHitNonTarget || !this.currentTarget))
                        {
                            this.pastTargetList.Add(transform);
                            if (this.currentTarget)
                            {
                                this.lastTarget = this.currentTarget;
                            }
                            else
                            {
                                this.lastTarget = transform;
                            }
                            this.currentTarget = this.FindTarget();
                            this.bounceCount++;
                            healthComponent.TakeDamage(damageInfo);
                            GlobalEventManager.instance.OnHitAll(damageInfo, collider.gameObject);
                            GlobalEventManager.instance.OnHitEnemy(damageInfo, component.healthComponent.gameObject);
                            if (this.projectileDamage)
                            {
                                this.projectileDamage.damage *= this.damageMultiplier;
                            }
                            if (this.impactEffect)
                            {
                                EffectManager.SimpleImpactEffect(this.impactEffect, this.transform.position, -this.transform.forward, !this.projectileController.isPrediction);
                            }
                            if (this.bounceCount >= this.maxBounceCount)
                            {
                                this.alive = false;
                            }
                        }
                    }
                }
                else if (this.destroyOnWorldIfNoTarget && this.currentTarget == null)
                {
                    damageInfo.position = this.transform.position;
                    GlobalEventManager.instance.OnHitAll(damageInfo, collider.gameObject);
                    if (this.impactEffect)
                    {
                        EffectManager.SimpleImpactEffect(this.impactEffect, this.transform.position, -this.transform.forward, !this.projectileController.isPrediction);
                    }
                    this.alive = false;
                }
            }
            if (!this.alive)
            {
                UnityEngine.Object.Destroy(base.gameObject);
            }
        }
コード例 #24
0
 private void HealthComponent_TakeDamage(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
 {
     if (damageInfo.dotIndex == RoR2.DotController.DotIndex.Poison)
     {
         damageInfo.damage = self.combinedHealth * (1 - Mathf.Exp(-damageInfo.damage / self.fullCombinedHealth));
     }
     orig(self, damageInfo);
 }
コード例 #25
0
        private void CalculateBerryBuff(On.RoR2.HealthComponent.orig_TakeDamage orig, RoR2.HealthComponent self, RoR2.DamageInfo damageInfo)
        {
            var InventoryCount = GetCount(self.body);

            if (InventoryCount > 0)
            {
                self.body.AddTimedBuffAuthority(NumbBerryBuff, 2f + (.5f * (InventoryCount - 1)));
            }
            orig(self, damageInfo);
        }
コード例 #26
0
        // Token: 0x0600138F RID: 5007 RVA: 0x0005F7EC File Offset: 0x0005D9EC
        public void OnInteractionBegin(Interactor activator)
        {
            if (!this.CanBeAffordedByInteractor(activator))
            {
                return;
            }
            CharacterBody component = activator.GetComponent <CharacterBody>();

            switch (this.costType)
            {
            case CostType.Money:
                if (component)
                {
                    CharacterMaster master = component.master;
                    if (master)
                    {
                        master.money -= (uint)this.cost;
                    }
                }
                break;

            case CostType.PercentHealth:
            {
                HealthComponent component2 = activator.GetComponent <HealthComponent>();
                if (component2)
                {
                    float health = component2.health;
                    float num    = component2.fullHealth * (float)this.cost / 100f;
                    if (health > num)
                    {
                        component2.TakeDamage(new DamageInfo
                            {
                                damage     = num,
                                attacker   = base.gameObject,
                                position   = base.transform.position,
                                damageType = DamageType.BypassArmor
                            });
                    }
                }
                break;
            }

            case CostType.Lunar:
            {
                NetworkUser networkUser = Util.LookUpBodyNetworkUser(activator.gameObject);
                if (networkUser)
                {
                    networkUser.DeductLunarCoins((uint)this.cost);
                }
                break;
            }

            case CostType.WhiteItem:
            case CostType.GreenItem:
            case CostType.RedItem:
            {
                ItemTier itemTier = PurchaseInteraction.CostTypeToItemTier(this.costType);
                if (component)
                {
                    Inventory inventory = component.inventory;
                    if (inventory)
                    {
                        ItemIndex            itemIndex  = ItemIndex.None;
                        ShopTerminalBehavior component3 = base.GetComponent <ShopTerminalBehavior>();
                        if (component3)
                        {
                            itemIndex = component3.CurrentPickupIndex().itemIndex;
                        }
                        WeightedSelection <ItemIndex> weightedSelection = new WeightedSelection <ItemIndex>(8);
                        foreach (ItemIndex itemIndex2 in ItemCatalog.allItems)
                        {
                            if (itemIndex2 != itemIndex)
                            {
                                int itemCount = inventory.GetItemCount(itemIndex2);
                                if (itemCount > 0 && ItemCatalog.GetItemDef(itemIndex2).tier == itemTier)
                                {
                                    weightedSelection.AddChoice(itemIndex2, (float)itemCount);
                                }
                            }
                        }
                        List <ItemIndex> list = new List <ItemIndex>();
                        int num2 = 0;
                        while (weightedSelection.Count > 0 && num2 < this.cost)
                        {
                            int num3 = weightedSelection.EvaluteToChoiceIndex(this.rng.nextNormalizedFloat);
                            WeightedSelection <ItemIndex> .ChoiceInfo choice = weightedSelection.GetChoice(num3);
                            ItemIndex value = choice.value;
                            int       num4  = (int)choice.weight;
                            num4--;
                            if (num4 <= 0)
                            {
                                weightedSelection.RemoveChoice(num3);
                            }
                            else
                            {
                                weightedSelection.ModifyChoiceWeight(num3, (float)num4);
                            }
                            list.Add(value);
                            num2++;
                        }
                        for (int i = num2; i < this.cost; i++)
                        {
                            list.Add(itemIndex);
                        }
                        for (int j = 0; j < list.Count; j++)
                        {
                            ItemIndex itemIndex3 = list[j];
                            PurchaseInteraction.CreateItemTakenOrb(component.corePosition, base.gameObject, itemIndex3);
                            inventory.RemoveItem(itemIndex3, 1);
                            if (itemIndex3 != itemIndex)
                            {
                                Action <PurchaseInteraction, Interactor> action = PurchaseInteraction.onItemSpentOnPurchase;
                                if (action != null)
                                {
                                    action(this, activator);
                                }
                            }
                        }
                    }
                }
                break;
            }
            }
            IEnumerable <StatDef> statDefsToIncrement = this.purchaseStatNames.Select(new Func <string, StatDef>(StatDef.Find));

            StatManager.OnPurchase <IEnumerable <StatDef> >(component, this.costType, statDefsToIncrement);
            this.onPurchase.Invoke(activator);
            this.lastActivator = activator;
        }