(61d00a474) v0.9.7.1
This commit is contained in:
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Dynamics.Joints;
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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.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class Projectile : ItemComponent
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{
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struct HitscanResult
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{
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public Fixture Fixture;
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public Vector2 Point;
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public Vector2 Normal;
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public float Fraction;
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public HitscanResult(Fixture fixture, Vector2 point, Vector2 normal, float fraction)
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{
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Fixture = fixture;
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Point = point;
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Normal = normal;
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Fraction = fraction;
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}
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}
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struct Impact
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{
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public Fixture Fixture;
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public Vector2 Normal;
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public Impact(Fixture fixture, Vector2 normal)
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{
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Fixture = fixture;
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Normal = normal;
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}
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}
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private readonly Queue<Impact> impactQueue = new Queue<Impact>();
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//continuous collision detection is used while the projectile is moving faster than this
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const float ContinuousCollisionThreshold = 5.0f;
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//a duration during which the projectile won't drop from the body it's stuck to
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private const float PersistentStickJointDuration = 1.0f;
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private float launchImpulse;
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private PrismaticJoint stickJoint;
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private Body stickTarget;
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private readonly Attack attack;
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private Vector2 launchPos;
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public List<Body> IgnoredBodies;
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private Character user;
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public Character User
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{
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get { return user; }
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set
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{
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user = value;
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attack?.SetUser(user);
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}
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}
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private float persistentStickJointTimer;
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[Serialize(10.0f, false, description: "The impulse applied to the physics body of the item when it's launched. Higher values make the projectile faster.")]
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public float LaunchImpulse
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{
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get { return launchImpulse; }
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set { launchImpulse = value; }
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}
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[Serialize(0.0f, false, description: "The rotation of the item relative to the rotation of the weapon when launched (in degrees).")]
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public float LaunchRotation
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{
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get { return MathHelper.ToDegrees(LaunchRotationRadians); }
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set { LaunchRotationRadians = MathHelper.ToRadians(value); }
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}
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public float LaunchRotationRadians
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{
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get;
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private set;
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}
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[Serialize(false, false, description: "When set to true, the item can stick to any target it hits.")]
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//backwards compatibility, can stick to anything
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public bool DoesStick
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{
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get;
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set;
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}
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[Serialize(false, false, description: "Can the item stick to the character it hits.")]
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public bool StickToCharacters
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{
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get;
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set;
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}
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[Serialize(false, false, description: "Can the item stick to the structure it hits.")]
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public bool StickToStructures
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{
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get;
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set;
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}
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[Serialize(false, false, description: "Can the item stick to the item it hits.")]
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public bool StickToItems
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{
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get;
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set;
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}
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[Serialize(false, false, description: "Hitscan projectiles cast a ray forwards and immediately hit whatever the ray hits. "+
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"It is recommended to use hitscans for very fast-moving projectiles such as bullets, because using extremely fast launch velocities may cause physics glitches.")]
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public bool Hitscan
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{
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get;
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set;
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}
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[Serialize(1, false, description: "How many hitscans should be done when the projectile is launched. "
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+ "Multiple hitscans can be used to simulate weapons that fire multiple projectiles at the same time" +
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" without having to actually use multiple projectile items, for example shotguns.")]
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public int HitScanCount
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{
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get;
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set;
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}
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[Serialize(false, false, description: "Should the item be deleted when it hits something.")]
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public bool RemoveOnHit
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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 launch angle of the projectile (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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public Projectile(Item item, XElement element)
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: base (item, element)
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{
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IgnoredBodies = new List<Body>();
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foreach (XElement subElement in element.Elements())
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{
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if (!subElement.Name.ToString().Equals("attack", StringComparison.OrdinalIgnoreCase)) { continue; }
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attack = new Attack(subElement, item.Name + ", Projectile");
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}
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}
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public override void OnItemLoaded()
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{
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if (attack != null && attack.DamageRange <= 0.0f && item.body != null)
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{
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switch (item.body.BodyShape)
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{
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case PhysicsBody.Shape.Circle:
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attack.DamageRange = item.body.radius;
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break;
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case PhysicsBody.Shape.Capsule:
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attack.DamageRange = item.body.height / 2 + item.body.radius;
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break;
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case PhysicsBody.Shape.Rectangle:
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attack.DamageRange = new Vector2(item.body.width / 2.0f, item.body.height / 2.0f).Length();
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break;
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}
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attack.DamageRange = ConvertUnits.ToDisplayUnits(attack.DamageRange);
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}
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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 && !characterUsable) { return false; }
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for (int i = 0; i < HitScanCount; i++)
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{
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float launchAngle = item.body.Rotation + MathHelper.ToRadians(Spread * Rand.Range(-0.5f, 0.5f));
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Vector2 launchDir = new Vector2((float)Math.Cos(launchAngle), (float)Math.Sin(launchAngle));
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if (Hitscan)
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{
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Vector2 prevSimpos = item.SimPosition;
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DoHitscan(launchDir);
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if (i < HitScanCount - 1)
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{
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item.SetTransform(prevSimpos, item.body.Rotation);
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}
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}
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else
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{
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Launch(launchDir * launchImpulse * item.body.Mass);
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}
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}
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User = character;
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return true;
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}
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private void Launch(Vector2 impulse)
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{
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if (item.AiTarget != null)
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{
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item.AiTarget.SightRange = item.AiTarget.MaxSightRange;
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item.AiTarget.SoundRange = item.AiTarget.MaxSoundRange;
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}
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item.Drop(null);
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launchPos = item.SimPosition;
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item.body.Enabled = true;
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item.body.ApplyLinearImpulse(impulse, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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item.body.FarseerBody.OnCollision += OnProjectileCollision;
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item.body.FarseerBody.IsBullet = true;
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item.body.CollisionCategories = Physics.CollisionProjectile;
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item.body.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
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IsActive = true;
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if (stickJoint == null) { return; }
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stickTarget = null;
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GameMain.World.Remove(stickJoint);
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stickJoint = null;
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}
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private void DoHitscan(Vector2 dir)
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{
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float rotation = item.body.Rotation;
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Vector2 simPositon = item.SimPosition;
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item.Drop(null);
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item.body.Enabled = true;
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//set the velocity of the body because the OnProjectileCollision method
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//uses it to determine the direction from which the projectile hit
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item.body.LinearVelocity = dir;
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IsActive = true;
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Vector2 rayStart = simPositon;
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Vector2 rayEnd = simPositon + dir * 1000.0f;
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List<HitscanResult> hits = new List<HitscanResult>();
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hits.AddRange(DoRayCast(rayStart, rayEnd));
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if (item.Submarine != null)
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{
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//shooting indoors, do a hitscan outside as well
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hits.AddRange(DoRayCast(rayStart + item.Submarine.SimPosition, rayEnd + item.Submarine.SimPosition));
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}
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else
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{
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//shooting outdoors, see if we can hit anything inside a sub
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foreach (Submarine submarine in Submarine.Loaded)
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{
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var inSubHits = DoRayCast(rayStart - submarine.SimPosition, rayEnd - submarine.SimPosition);
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//transform back to world coordinates
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for (int i = 0; i < inSubHits.Count; i++)
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{
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inSubHits[i] = new HitscanResult(
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inSubHits[i].Fixture,
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inSubHits[i].Point + submarine.SimPosition,
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inSubHits[i].Normal,
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inSubHits[i].Fraction);
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}
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hits.AddRange(inSubHits);
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}
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}
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bool hitSomething = false;
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hits = hits.OrderBy(h => h.Fraction).ToList();
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foreach (HitscanResult h in hits)
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{
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item.body.SetTransform(h.Point, rotation);
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if (HandleProjectileCollision(h.Fixture, h.Normal))
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{
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hitSomething = true;
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break;
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}
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}
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//the raycast didn't hit anything -> the projectile flew somewhere outside the level and is permanently lost
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if (!hitSomething)
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{
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if (Entity.Spawner == null)
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{
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item.Remove();
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}
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else
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{
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Entity.Spawner.AddToRemoveQueue(item);
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}
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}
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}
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private List<HitscanResult> DoRayCast(Vector2 rayStart, Vector2 rayEnd)
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{
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List<HitscanResult> hits = new List<HitscanResult>();
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Vector2 dir = rayEnd - rayStart;
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dir = dir.LengthSquared() < 0.00001f ? Vector2.UnitY : Vector2.Normalize(dir);
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//do an AABB query first to see if the start of the ray is inside a fixture
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var aabb = new FarseerPhysics.Collision.AABB(rayStart - Vector2.One * 0.001f, rayStart + Vector2.One * 0.001f);
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GameMain.World.QueryAABB((fixture) =>
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{
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//ignore sensors and items
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if (fixture?.Body == null || fixture.IsSensor) { return true; }
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if (fixture.Body.UserData is Item) { return true; }
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if (fixture.Body?.UserData as string == "ruinroom") { return true; }
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//ignore everything else than characters, sub walls and level walls
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if (!fixture.CollisionCategories.HasFlag(Physics.CollisionCharacter) &&
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!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
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!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) { return true; }
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fixture.Body.GetTransform(out FarseerPhysics.Common.Transform transform);
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if (!fixture.Shape.TestPoint(ref transform, ref rayStart)) { return true; }
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hits.Add(new HitscanResult(fixture, rayStart, -dir, 0.0f));
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return true;
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}, ref aabb);
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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//ignore sensors and items
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if (fixture?.Body == null || fixture.IsSensor) { return -1; }
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if (fixture.Body.UserData is Item item && item.GetComponent<Door>() == null) { return -1; }
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if (fixture.Body?.UserData as string == "ruinroom") { return -1; }
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//ignore everything else than characters, sub walls and level walls
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if (!fixture.CollisionCategories.HasFlag(Physics.CollisionCharacter) &&
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!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
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!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) { return -1; }
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hits.Add(new HitscanResult(fixture, point, normal, fraction));
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return hits.Count < 25 ? 1 : 0;
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}, rayStart, rayEnd, Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel);
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return hits;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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while (impactQueue.Count > 0)
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{
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var impact = impactQueue.Dequeue();
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HandleProjectileCollision(impact.Fixture, impact.Normal);
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}
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if (item.body != null && item.body.FarseerBody.IsBullet)
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{
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if (item.body.LinearVelocity.LengthSquared() < ContinuousCollisionThreshold * ContinuousCollisionThreshold)
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{
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item.body.FarseerBody.IsBullet = false;
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//projectiles with a stickjoint don't become inactive until the stickjoint is detached
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if (stickJoint == null) { IsActive = false; }
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}
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}
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if (stickJoint == null) { return; }
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if (persistentStickJointTimer > 0.0f)
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{
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persistentStickJointTimer -= deltaTime;
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return;
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}
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if (stickJoint.JointTranslation < stickJoint.LowerLimit * 0.9f || stickJoint.JointTranslation > stickJoint.UpperLimit * 0.9f)
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{
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stickTarget = null;
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if (stickJoint != null)
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{
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if (GameMain.World.JointList.Contains(stickJoint))
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{
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GameMain.World.Remove(stickJoint);
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}
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stickJoint = null;
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}
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if (!item.body.FarseerBody.IsBullet) { IsActive = false; }
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}
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}
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private bool OnProjectileCollision(Fixture f1, Fixture target, Contact contact)
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{
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if (User != null && User.Removed) { User = null; return false; }
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if (IgnoredBodies.Contains(target.Body)) { return false; }
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if (target.Body.UserData is Submarine sub)
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{
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Vector2 dir = item.body.LinearVelocity.LengthSquared() < 0.001f ?
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contact.Manifold.LocalNormal : Vector2.Normalize(item.body.LinearVelocity);
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//do a raycast in the sub's coordinate space to see if it hit a structure
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var wallBody = Submarine.PickBody(
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item.body.SimPosition - ConvertUnits.ToSimUnits(sub.Position) - dir,
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item.body.SimPosition - ConvertUnits.ToSimUnits(sub.Position) + dir,
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collisionCategory: Physics.CollisionWall);
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if (wallBody?.FixtureList?.First() != null && wallBody.UserData is Structure structure &&
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//ignore the hit if it's behind the position the item was launched from, and the projectile is travelling in the opposite direction
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Vector2.Dot(item.body.SimPosition - launchPos, dir) > 0)
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{
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target = wallBody.FixtureList.First();
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}
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else
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{
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return false;
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}
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}
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else if (target.Body.UserData is Limb limb)
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{
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//severed limbs don't deactivate the projectile (but may still slow it down enough to make it inactive)
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if (limb.IsSevered)
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{
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target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
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return true;
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}
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}
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//ignore character colliders (the projectile only hits limbs)
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if (target.CollisionCategories == Physics.CollisionCharacter && target.Body.UserData is Character)
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{
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return false;
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}
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impactQueue.Enqueue(new Impact(target, contact.Manifold.LocalNormal));
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item.body.FarseerBody.OnCollision -= OnProjectileCollision;
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return true;
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}
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private bool HandleProjectileCollision(Fixture target, Vector2 collisionNormal)
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{
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if (User != null && User.Removed) { User = null; }
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if (IgnoredBodies.Contains(target.Body)) { return false; }
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//ignore character colliders (the projectile only hits limbs)
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if (target.CollisionCategories == Physics.CollisionCharacter && target.Body.UserData is Character)
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{
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return false;
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}
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AttackResult attackResult = new AttackResult();
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Character character = null;
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if (target.Body.UserData is Submarine submarine)
|
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{
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item.Move(-submarine.Position);
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item.Submarine = submarine;
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item.body.Submarine = submarine;
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return !Hitscan;
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}
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else if (target.Body.UserData is Limb limb)
|
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{
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//severed limbs don't deactivate the projectile (but may still slow it down enough to make it inactive)
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if (limb.IsSevered)
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{
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target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
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return true;
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}
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limb.character.LastDamageSource = item;
|
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if (attack != null) { attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f); }
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if (limb.character != null) { character = limb.character; }
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}
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else if (target.Body.UserData is Item targetItem)
|
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{
|
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if (attack != null && targetItem.Prefab.DamagedByProjectiles)
|
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{
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attackResult = attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);
|
||||
}
|
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}
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else if (target.Body.UserData is IDamageable damageable)
|
||||
{
|
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if (attack != null) { attackResult = attack.DoDamage(User, damageable, item.WorldPosition, 1.0f); }
|
||||
}
|
||||
|
||||
if (character != null) { character.LastDamageSource = item; }
|
||||
|
||||
#if CLIENT
|
||||
PlaySound(ActionType.OnUse, user: user);
|
||||
PlaySound(ActionType.OnImpact, user: user);
|
||||
#endif
|
||||
|
||||
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
if (target.Body.UserData is Limb targetLimb)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnUse, 1.0f, character, targetLimb, user: user);
|
||||
ApplyStatusEffects(ActionType.OnImpact, 1.0f, character, targetLimb, user: user);
|
||||
var attack = targetLimb.attack;
|
||||
if (attack != null)
|
||||
{
|
||||
// Apply the status effects defined in the limb's attack that was hit
|
||||
foreach (var effect in attack.StatusEffects)
|
||||
{
|
||||
if (effect.type == ActionType.OnImpact)
|
||||
{
|
||||
//effect.Apply(effect.type, 1.0f, targetLimb.character, targetLimb.character, targetLimb.WorldPosition);
|
||||
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.This))
|
||||
{
|
||||
effect.Apply(effect.type, 1.0f, targetLimb.character, targetLimb.character, targetLimb.WorldPosition);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
|
||||
effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
|
||||
{
|
||||
var targets = new List<ISerializableEntity>();
|
||||
effect.GetNearbyTargets(targetLimb.WorldPosition, targets);
|
||||
effect.Apply(ActionType.OnActive, 1.0f, targetLimb.character, targets);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
#if SERVER
|
||||
if (GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
GameMain.Server?.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, this, targetLimb.character.ID, targetLimb, (ushort)0, item.WorldPosition });
|
||||
GameMain.Server?.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnImpact, this, targetLimb.character.ID, targetLimb, (ushort)0, item.WorldPosition });
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnUse, 1.0f, useTarget: target.Body.UserData as Entity, user: user);
|
||||
ApplyStatusEffects(ActionType.OnImpact, 1.0f, useTarget: target.Body.UserData as Entity, user: user);
|
||||
#if SERVER
|
||||
if (GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
GameMain.Server?.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, this, (ushort)0, null, (target.Body.UserData as Entity)?.ID ?? 0, item.WorldPosition });
|
||||
GameMain.Server?.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnImpact, this, (ushort)0, null, (target.Body.UserData as Entity)?.ID ?? 0, item.WorldPosition });
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
item.body.FarseerBody.OnCollision -= OnProjectileCollision;
|
||||
|
||||
item.body.CollisionCategories = Physics.CollisionItem;
|
||||
item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
|
||||
|
||||
IgnoredBodies.Clear();
|
||||
|
||||
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
|
||||
|
||||
if (attackResult.AppliedDamageModifiers != null &&
|
||||
attackResult.AppliedDamageModifiers.Any(dm => dm.DeflectProjectiles))
|
||||
{
|
||||
item.body.LinearVelocity *= 0.1f;
|
||||
}
|
||||
else if (Vector2.Dot(item.body.LinearVelocity, collisionNormal) < 0.0f &&
|
||||
(DoesStick ||
|
||||
(StickToCharacters && target.Body.UserData is Limb) ||
|
||||
(StickToStructures && target.Body.UserData is Structure) ||
|
||||
(StickToItems && target.Body.UserData is Item)))
|
||||
{
|
||||
Vector2 dir = new Vector2(
|
||||
(float)Math.Cos(item.body.Rotation),
|
||||
(float)Math.Sin(item.body.Rotation));
|
||||
|
||||
StickToTarget(target.Body, dir);
|
||||
item.body.LinearVelocity *= 0.5f;
|
||||
|
||||
return Hitscan;
|
||||
}
|
||||
else
|
||||
{
|
||||
item.body.LinearVelocity *= 0.5f;
|
||||
}
|
||||
|
||||
var containedItems = item.ContainedItems;
|
||||
if (containedItems != null)
|
||||
{
|
||||
foreach (Item contained in containedItems)
|
||||
{
|
||||
if (contained.body != null)
|
||||
{
|
||||
contained.SetTransform(item.SimPosition, contained.body.Rotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (RemoveOnHit)
|
||||
{
|
||||
Entity.Spawner.AddToRemoveQueue(item);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void StickToTarget(Body targetBody, Vector2 axis)
|
||||
{
|
||||
if (stickJoint != null) return;
|
||||
|
||||
stickJoint = new PrismaticJoint(targetBody, item.body.FarseerBody, item.body.SimPosition, axis, true)
|
||||
{
|
||||
MotorEnabled = true,
|
||||
MaxMotorForce = 30.0f,
|
||||
LimitEnabled = true
|
||||
};
|
||||
if (item.Sprite != null)
|
||||
{
|
||||
stickJoint.LowerLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X * -0.3f);
|
||||
stickJoint.UpperLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X * 0.3f);
|
||||
}
|
||||
|
||||
persistentStickJointTimer = PersistentStickJointDuration;
|
||||
stickTarget = targetBody;
|
||||
GameMain.World.Add(stickJoint);
|
||||
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
if (stickJoint != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
GameMain.World.Remove(stickJoint);
|
||||
}
|
||||
catch
|
||||
{
|
||||
//the body that the projectile was stuck to has been removed
|
||||
}
|
||||
|
||||
stickJoint = null;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user