(61d00a474) v0.9.7.1
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Collision;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class RangedWeapon : ItemComponent
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{
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private float reload, reloadTimer;
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private Vector2 barrelPos;
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[Serialize("0.0,0.0", false, description: "The position of the barrel as an offset from the item's center (in pixels). Determines where the projectiles spawn.")]
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public string BarrelPos
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{
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get { return XMLExtensions.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
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set { barrelPos = ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(value)); }
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}
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[Serialize(1.0f, false, description: "How long the user has to wait before they can fire the weapon again (in seconds).")]
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public float Reload
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{
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get { return reload; }
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set { reload = Math.Max(value, 0.0f); }
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}
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[Serialize(1, false, description: "How projectiles the weapon launches when fired once.")]
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public int ProjectileCount
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{
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get;
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set;
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}
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[Serialize(0.0f, false, description: "Random spread applied to the firing angle of the projectiles when used by a character with sufficient skills to use the weapon (in degrees).")]
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public float Spread
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{
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get;
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set;
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}
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[Serialize(0.0f, false, description: "Random spread applied to the firing angle of the projectiles when used by a character with insufficient skills to use the weapon (in degrees).")]
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public float UnskilledSpread
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{
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get;
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set;
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}
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public Vector2 TransformedBarrelPos
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{
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get
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{
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Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
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Vector2 flippedPos = barrelPos;
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if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
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return Vector2.Transform(flippedPos, bodyTransform);
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}
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}
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public RangedWeapon(Item item, XElement element)
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: base(item, element)
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{
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item.IsShootable = true;
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// TODO: should define this in xml if we have ranged weapons that don't require aim to use
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item.RequireAimToUse = true;
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InitProjSpecific(element);
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}
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partial void InitProjSpecific(XElement element);
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public override void Update(float deltaTime, Camera cam)
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{
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reloadTimer -= deltaTime;
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if (reloadTimer < 0.0f)
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{
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reloadTimer = 0.0f;
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IsActive = false;
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}
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}
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private float GetSpread(Character user)
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{
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float degreeOfFailure = 1.0f - DegreeOfSuccess(user);
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degreeOfFailure *= degreeOfFailure;
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return MathHelper.ToRadians(MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure));
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null || character.Removed) { return false; }
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if ((item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) || reloadTimer > 0.0f) { return false; }
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IsActive = true;
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reloadTimer = reload;
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if (item.AiTarget != null)
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{
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item.AiTarget.SoundRange = item.AiTarget.MaxSoundRange;
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item.AiTarget.SightRange = item.AiTarget.MaxSightRange;
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}
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List<Body> limbBodies = new List<Body>();
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foreach (Limb l in character.AnimController.Limbs)
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{
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limbBodies.Add(l.body.FarseerBody);
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}
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float degreeOfFailure = 1.0f - DegreeOfSuccess(character);
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degreeOfFailure *= degreeOfFailure;
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if (degreeOfFailure > Rand.Range(0.0f, 1.0f))
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{
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ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
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}
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for (int i = 0; i < ProjectileCount; i++)
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{
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Projectile projectile = FindProjectile(triggerOnUseOnContainers: true);
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if (projectile == null) { return true; }
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float spread = GetSpread(character);
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float rotation = (item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi;
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rotation += spread * Rand.Range(-0.5f, 0.5f);
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projectile.User = character;
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//add the limbs of the shooter to the list of bodies to be ignored
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//so that the player can't shoot himself
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projectile.IgnoredBodies = new List<Body>(limbBodies);
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Vector2 projectilePos = item.SimPosition;
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Vector2 sourcePos = character?.AnimController == null ? item.SimPosition : character.AnimController.AimSourceSimPos;
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Vector2 barrelPos = TransformedBarrelPos + item.body.SimPosition;
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//make sure there's no obstacles between the base of the weapon (or the shoulder of the character) and the end of the barrel
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if (Submarine.PickBody(sourcePos, barrelPos, projectile.IgnoredBodies, Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking) == null)
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{
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//no obstacles -> we can spawn the projectile at the barrel
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projectilePos = barrelPos;
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}
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else if ((sourcePos - barrelPos).LengthSquared() > 0.0001f)
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{
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//spawn the projectile body.GetMaxExtent() away from the position where the raycast hit the obstacle
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projectilePos = sourcePos - Vector2.Normalize(barrelPos - projectilePos) * Math.Max(projectile.Item.body.GetMaxExtent(), 0.1f);
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}
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projectile.Item.body.ResetDynamics();
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projectile.Item.SetTransform(projectilePos, rotation);
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projectile.Use(deltaTime);
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if (projectile.Item.Removed) { continue; }
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projectile.User = character;
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projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
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//set the rotation of the projectile again because dropping the projectile resets the rotation
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projectile.Item.SetTransform(projectilePos,
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rotation + (projectile.Item.body.Dir * projectile.LaunchRotationRadians));
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item.RemoveContained(projectile.Item);
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if (i == 0)
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{
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//recoil
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item.body.ApplyLinearImpulse(
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new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f,
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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}
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LaunchProjSpecific();
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return true;
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}
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private Projectile FindProjectile(bool triggerOnUseOnContainers = false)
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{
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var containedItems = item.ContainedItems;
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if (containedItems == null) { return null; }
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foreach (Item item in containedItems)
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{
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Projectile projectile = item.GetComponent<Projectile>();
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if (projectile != null) { return projectile; }
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}
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//projectile not found, see if one of the contained items contains projectiles
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foreach (Item item in containedItems)
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{
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var containedSubItems = item.ContainedItems;
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if (containedSubItems == null) { continue; }
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foreach (Item subItem in containedSubItems)
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{
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Projectile projectile = subItem.GetComponent<Projectile>();
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//apply OnUse statuseffects to the container in case it has to react to it somehow
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//(play a sound, spawn more projectiles, reduce condition...)
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if (triggerOnUseOnContainers && subItem.Condition > 0.0f)
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{
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subItem.GetComponent<ItemContainer>()?.Item.ApplyStatusEffects(ActionType.OnUse, 1.0f);
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}
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if (projectile != null) { return projectile; }
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}
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}
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return null;
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}
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partial void LaunchProjSpecific();
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}
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}
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