(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 Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma.Items.Components
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{
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partial class Turret : Powered, IDrawableComponent, IServerSerializable
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{
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private Sprite barrelSprite, railSprite;
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private Vector2 barrelPos;
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private Vector2 transformedBarrelPos;
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private LightComponent lightComponent;
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private float rotation, targetRotation;
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private float reload, reloadTime;
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private float minRotation, maxRotation;
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private float launchImpulse;
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private Camera cam;
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private float angularVelocity;
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private int failedLaunchAttempts;
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private Character user;
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[Serialize("0,0", false, description: "The position of the barrel relative to the upper left corner of the base sprite (in pixels).")]
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public Vector2 BarrelPos
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{
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get
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{
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return barrelPos;
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}
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set
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{
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barrelPos = value;
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UpdateTransformedBarrelPos();
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}
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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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return transformedBarrelPos;
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}
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}
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[Serialize(0.0f, false, description: "The impulse applied to the physics body of the projectile (the higher the impulse, the faster the projectiles are launched).")]
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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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[Editable(0.0f, 1000.0f), Serialize(5.0f, false, description: "The period of time the user has to wait between shots.")]
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public float Reload
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{
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get { return reloadTime; }
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set { reloadTime = value; }
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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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[Editable, Serialize("0.0,0.0", true, description: "The range at which the barrel can rotate. TODO")]
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public Vector2 RotationLimits
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{
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get
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{
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return new Vector2(MathHelper.ToDegrees(minRotation), MathHelper.ToDegrees(maxRotation));
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}
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set
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{
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minRotation = MathHelper.ToRadians(Math.Min(value.X, value.Y));
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maxRotation = MathHelper.ToRadians(Math.Max(value.X, value.Y));
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rotation = (minRotation + maxRotation) / 2;
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#if CLIENT
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if (lightComponent != null)
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{
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lightComponent.Rotation = rotation;
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lightComponent.Light.Rotation = -rotation;
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}
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#endif
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}
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}
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[Editable(0.0f, 1000.0f, DecimalCount = 2),
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Serialize(5.0f, false, description: "How much torque is applied to rotate the barrel when the item is used by a character"
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+ " with insufficient skills to operate it. Higher values make the barrel rotate faster.")]
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public float SpringStiffnessLowSkill
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{
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get;
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private set;
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}
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[Editable(0.0f, 1000.0f, DecimalCount = 2),
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Serialize(2.0f, false, description: "How much torque is applied to rotate the barrel when the item is used by a character"
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+ " with sufficient skills to operate it. Higher values make the barrel rotate faster.")]
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public float SpringStiffnessHighSkill
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{
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get;
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private set;
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}
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[Editable(0.0f, 1000.0f, DecimalCount = 2),
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Serialize(50.0f, false, description: "How much torque is applied to resist the movement of the barrel when the item is used by a character"
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+ " with insufficient skills to operate it. Higher values make the aiming more \"snappy\", stopping the barrel from swinging around the direction it's being aimed at.")]
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public float SpringDampingLowSkill
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{
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get;
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private set;
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}
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[Editable(0.0f, 1000.0f, DecimalCount = 2),
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Serialize(10.0f, false, description: "How much torque is applied to resist the movement of the barrel when the item is used by a character"
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+ " with sufficient skills to operate it. Higher values make the aiming more \"snappy\", stopping the barrel from swinging around the direction it's being aimed at.")]
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public float SpringDampingHighSkill
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{
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get;
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private set;
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}
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[Editable(0.0f, 100.0f, DecimalCount = 2),
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Serialize(1.0f, false, description: "Maximum angular velocity of the barrel when used by a character with insufficient skills to operate it.")]
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public float RotationSpeedLowSkill
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{
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get;
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private set;
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}
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[Editable(0.0f, 100.0f, DecimalCount = 2),
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Serialize(5.0f, false, description: "Maximum angular velocity of the barrel when used by a character with sufficient skills to operate it."),]
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public float RotationSpeedHighSkill
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{
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get;
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private set;
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}
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private float baseRotationRad;
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[Editable(0.0f, 360.0f), Serialize(0.0f, true, description: "The angle of the turret's base in degrees.")]
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public float BaseRotation
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{
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get { return MathHelper.ToDegrees(baseRotationRad); }
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set
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{
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baseRotationRad = MathHelper.ToRadians(value);
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UpdateTransformedBarrelPos();
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}
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}
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public Turret(Item item, XElement element)
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: base(item, element)
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{
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IsActive = true;
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "barrelsprite":
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barrelSprite = new Sprite(subElement);
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break;
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case "railsprite":
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railSprite = new Sprite(subElement);
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break;
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}
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}
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item.IsShootable = true;
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item.RequireAimToUse = false;
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InitProjSpecific(element);
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}
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partial void InitProjSpecific(XElement element);
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private void UpdateTransformedBarrelPos()
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{
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float flippedRotation = BaseRotation;
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if (item.FlippedX) flippedRotation = -flippedRotation;
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//if (item.FlippedY) flippedRotation = 180.0f - flippedRotation;
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transformedBarrelPos = MathUtils.RotatePointAroundTarget(barrelPos * item.Scale, new Vector2(item.Rect.Width / 2, item.Rect.Height / 2), flippedRotation);
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#if CLIENT
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item.SpriteRotation = MathHelper.ToRadians(flippedRotation);
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#endif
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}
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public override void OnItemLoaded()
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{
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base.OnItemLoaded();
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var lightComponents = item.GetComponents<LightComponent>();
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if (lightComponents != null && lightComponents.Count() > 0)
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{
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lightComponent = lightComponents.FirstOrDefault(lc => lc.Parent == this);
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#if CLIENT
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if (lightComponent != null)
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{
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lightComponent.Parent = null;
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lightComponent.Rotation = rotation;
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lightComponent.Light.Rotation = -rotation;
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}
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#endif
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}
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}
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public override void Update(float deltaTime, Camera cam)
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{
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this.cam = cam;
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if (reload > 0.0f) { reload -= deltaTime; }
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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UpdateProjSpecific(deltaTime);
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if (minRotation == maxRotation) { return; }
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float targetMidDiff = MathHelper.WrapAngle(targetRotation - (minRotation + maxRotation) / 2.0f);
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float maxDist = (maxRotation - minRotation) / 2.0f;
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if (Math.Abs(targetMidDiff) > maxDist)
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{
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targetRotation = (targetMidDiff < 0.0f) ? minRotation : maxRotation;
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}
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float degreeOfSuccess = user == null ? 0.5f : DegreeOfSuccess(user);
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if (degreeOfSuccess < 0.5f) { degreeOfSuccess *= degreeOfSuccess; } //the ease of aiming drops quickly with insufficient skill levels
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float springStiffness = MathHelper.Lerp(SpringStiffnessLowSkill, SpringStiffnessHighSkill, degreeOfSuccess);
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float springDamping = MathHelper.Lerp(SpringDampingLowSkill, SpringDampingHighSkill, degreeOfSuccess);
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float rotationSpeed = MathHelper.Lerp(RotationSpeedLowSkill, RotationSpeedHighSkill, degreeOfSuccess);
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if (user?.Info != null)
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{
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user.Info.IncreaseSkillLevel("weapons",
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SkillSettings.Current.SkillIncreasePerSecondWhenOperatingTurret * deltaTime / Math.Max(user.GetSkillLevel("weapons"), 1.0f),
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user.WorldPosition + Vector2.UnitY * 150.0f);
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}
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angularVelocity +=
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(MathHelper.WrapAngle(targetRotation - rotation) * springStiffness - angularVelocity * springDamping) * deltaTime;
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angularVelocity = MathHelper.Clamp(angularVelocity, -rotationSpeed, rotationSpeed);
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rotation += angularVelocity * deltaTime;
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float rotMidDiff = MathHelper.WrapAngle(rotation - (minRotation + maxRotation) / 2.0f);
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if (rotMidDiff < -maxDist)
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{
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rotation = minRotation;
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angularVelocity *= -0.5f;
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}
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else if (rotMidDiff > maxDist)
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{
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rotation = maxRotation;
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angularVelocity *= -0.5f;
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}
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if (lightComponent != null)
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{
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lightComponent.Rotation = rotation;
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}
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}
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partial void UpdateProjSpecific(float deltaTime);
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public override bool Use(float deltaTime, Character character = null)
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{
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if (!characterUsable && character != null) { return false; }
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return TryLaunch(deltaTime, character);
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}
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private bool TryLaunch(float deltaTime, Character character = null)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return false; }
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if (reload > 0.0f) { return false; }
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if (GetAvailableBatteryPower() < powerConsumption)
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{
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#if CLIENT
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if (!flashLowPower && character != null && character == Character.Controlled)
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{
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flashLowPower = true;
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GUI.PlayUISound(GUISoundType.PickItemFail);
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}
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#endif
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return false;
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}
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Projectile launchedProjectile = null;
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for (int i = 0; i < ProjectileCount; i++)
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{
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foreach (MapEntity e in item.linkedTo)
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{
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//use linked projectile containers in case they have to react to the turret being launched somehow
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//(play a sound, spawn more projectiles)
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if (!(e is Item linkedItem)) { continue; }
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ItemContainer projectileContainer = linkedItem.GetComponent<ItemContainer>();
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if (projectileContainer != null)
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{
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linkedItem.Use(deltaTime, null);
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var repairable = linkedItem.GetComponent<Repairable>();
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if (repairable != null)
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{
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repairable.LastActiveTime = (float)Timing.TotalTime + 1.0f;
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}
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}
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}
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var projectiles = GetLoadedProjectiles(true);
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if (projectiles.Count == 0)
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{
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//coilguns spawns ammo in the ammo boxes with the OnUse statuseffect when the turret is launched,
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//causing a one frame delay before the gun can be launched (or more in multiplayer where there may be a longer delay)
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// -> attempt to launch the gun multiple times before showing the "no ammo" flash
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failedLaunchAttempts++;
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#if CLIENT
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if (!flashNoAmmo && character != null && character == Character.Controlled && failedLaunchAttempts > 20)
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{
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flashNoAmmo = true;
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failedLaunchAttempts = 0;
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GUI.PlayUISound(GUISoundType.PickItemFail);
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}
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#endif
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return false;
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}
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failedLaunchAttempts = 0;
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var batteries = item.GetConnectedComponents<PowerContainer>();
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float neededPower = powerConsumption;
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while (neededPower > 0.0001f && batteries.Count > 0)
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{
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batteries.RemoveAll(b => b.Charge <= 0.0001f || b.MaxOutPut <= 0.0001f);
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float takePower = neededPower / batteries.Count;
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takePower = Math.Min(takePower, batteries.Min(b => Math.Min(b.Charge * 3600.0f, b.MaxOutPut)));
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foreach (PowerContainer battery in batteries)
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{
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neededPower -= takePower;
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battery.Charge -= takePower / 3600.0f;
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#if SERVER
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if (GameMain.Server != null)
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{
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battery.Item.CreateServerEvent(battery);
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}
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#endif
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}
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}
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launchedProjectile = projectiles[0];
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Launch(projectiles[0].Item, character);
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}
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#if SERVER
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if (character != null && launchedProjectile != null)
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{
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string msg = character.LogName + " launched " + item.Name + " (projectile: " + launchedProjectile.Item.Name;
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var containedItems = launchedProjectile.Item.ContainedItems;
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if (containedItems == null || !containedItems.Any())
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{
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msg += ")";
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}
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else
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{
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msg += ", contained items: " + string.Join(", ", containedItems.Select(i => i.Name)) + ")";
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}
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GameServer.Log(msg, ServerLog.MessageType.ItemInteraction);
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}
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#endif
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return true;
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}
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private void Launch(Item projectile, Character user = null)
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{
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reload = reloadTime;
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projectile.Drop(null);
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projectile.body.Dir = 1.0f;
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projectile.body.ResetDynamics();
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projectile.body.Enabled = true;
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projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.WorldRect.X + transformedBarrelPos.X, item.WorldRect.Y - transformedBarrelPos.Y)), -rotation);
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projectile.UpdateTransform();
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projectile.Submarine = projectile.body.Submarine;
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Projectile projectileComponent = projectile.GetComponent<Projectile>();
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if (projectileComponent != null)
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{
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projectileComponent.Use((float)Timing.Step);
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projectileComponent.User = user;
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}
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if (projectile.Container != null) projectile.Container.RemoveContained(projectile);
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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GameMain.NetworkMember.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.GetComponentIndex(this), projectile });
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}
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ApplyStatusEffects(ActionType.OnUse, 1.0f, user: user);
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LaunchProjSpecific();
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}
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partial void LaunchProjSpecific();
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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if (character.AIController.SelectedAiTarget?.Entity is Character previousTarget &&
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previousTarget.IsDead)
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{
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character?.Speak(TextManager.Get("DialogTurretTargetDead"), null, 0.0f, "killedtarget" + previousTarget.ID, 30.0f);
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character.AIController.SelectTarget(null);
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}
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if (GetAvailableBatteryPower() < powerConsumption)
|
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{
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var batteries = item.GetConnectedComponents<PowerContainer>();
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float lowestCharge = 0.0f;
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PowerContainer batteryToLoad = null;
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foreach (PowerContainer battery in batteries)
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{
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if (batteryToLoad == null || battery.Charge < lowestCharge)
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{
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batteryToLoad = battery;
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lowestCharge = battery.Charge;
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}
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}
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if (batteryToLoad == null) return true;
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if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed * 0.4f)
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{
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objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, objective.objectiveManager, option: "", requireEquip: false));
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return false;
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}
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}
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int usableProjectileCount = 0;
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int maxProjectileCount = 0;
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foreach (MapEntity e in item.linkedTo)
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{
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if (!(e is Item projectileContainer)) continue;
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var containedItems = projectileContainer.ContainedItems;
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if (containedItems != null)
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{
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var container = projectileContainer.GetComponent<ItemContainer>();
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maxProjectileCount += container.Capacity;
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int projectiles = containedItems.Count(it => it.Condition > 0.0f);
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usableProjectileCount += projectiles;
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}
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}
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if (usableProjectileCount == 0 || (usableProjectileCount < maxProjectileCount && objective.Option.Equals("fireatwill", StringComparison.OrdinalIgnoreCase)))
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{
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ItemContainer container = null;
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Item containerItem = null;
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foreach (MapEntity e in item.linkedTo)
|
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{
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containerItem = e as Item;
|
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if (containerItem == null) { continue; }
|
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container = containerItem.GetComponent<ItemContainer>();
|
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if (container != null) { break; }
|
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}
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if (container == null || container.ContainableItems.Count == 0) { return true; }
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if (objective.SubObjectives.None())
|
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{
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if (!AIDecontainEmptyItems(character, objective, equip: true, sourceContainer: container))
|
||||
{
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return false;
|
||||
}
|
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}
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if (objective.SubObjectives.None())
|
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{
|
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var loadItemsObjective = AIContainItems<Turret>(container, character, objective, usableProjectileCount + 1, equip: true, removeEmpty: true);
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loadItemsObjective.ignoredContainerIdentifiers = new string[] { containerItem.prefab.Identifier };
|
||||
character.Speak(TextManager.GetWithVariable("DialogLoadTurret", "[itemname]", item.Name, true), null, 0.0f, "loadturret", 30.0f);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//enough shells and power
|
||||
Character closestEnemy = null;
|
||||
float closestDist = 3000 * 3000;
|
||||
foreach (Character enemy in Character.CharacterList)
|
||||
{
|
||||
// Ignore dead, friendly, and those that are inside the same sub
|
||||
if (enemy.IsDead || !enemy.Enabled || enemy.Submarine == character.Submarine) { continue; }
|
||||
if (HumanAIController.IsFriendly(character, enemy)) { continue; }
|
||||
|
||||
float dist = Vector2.DistanceSquared(enemy.WorldPosition, item.WorldPosition);
|
||||
if (dist > closestDist) { continue; }
|
||||
|
||||
float angle = -MathUtils.VectorToAngle(enemy.WorldPosition - item.WorldPosition);
|
||||
float midRotation = (minRotation + maxRotation) / 2.0f;
|
||||
while (midRotation - angle < -MathHelper.Pi) { angle -= MathHelper.TwoPi; }
|
||||
while (midRotation - angle > MathHelper.Pi) { angle += MathHelper.TwoPi; }
|
||||
|
||||
if (angle < minRotation || angle > maxRotation) { continue; }
|
||||
|
||||
closestEnemy = enemy;
|
||||
closestDist = dist;
|
||||
}
|
||||
|
||||
if (closestEnemy == null) { return false; }
|
||||
|
||||
character.AIController.SelectTarget(closestEnemy.AiTarget);
|
||||
|
||||
character.CursorPosition = closestEnemy.WorldPosition;
|
||||
if (item.Submarine != null) { character.CursorPosition -= item.Submarine.Position; }
|
||||
|
||||
float enemyAngle = MathUtils.VectorToAngle(closestEnemy.WorldPosition - item.WorldPosition);
|
||||
float turretAngle = -rotation;
|
||||
|
||||
if (Math.Abs(MathUtils.GetShortestAngle(enemyAngle, turretAngle)) > 0.15f) { return false; }
|
||||
|
||||
|
||||
Vector2 start = ConvertUnits.ToSimUnits(item.WorldPosition);
|
||||
Vector2 end = ConvertUnits.ToSimUnits(closestEnemy.WorldPosition);
|
||||
if (closestEnemy.Submarine != null)
|
||||
{
|
||||
start -= closestEnemy.Submarine.SimPosition;
|
||||
end -= closestEnemy.Submarine.SimPosition;
|
||||
}
|
||||
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel;
|
||||
var pickedBody = Submarine.PickBody(start, end, null, collisionCategories);
|
||||
if (pickedBody == null) { return false; }
|
||||
Character targetCharacter = null;
|
||||
if (pickedBody.UserData is Character c)
|
||||
{
|
||||
targetCharacter = c;
|
||||
}
|
||||
else if (pickedBody.UserData is Limb limb)
|
||||
{
|
||||
targetCharacter = limb.character;
|
||||
}
|
||||
if (targetCharacter != null && HumanAIController.IsFriendly(character, targetCharacter))
|
||||
{
|
||||
// Don't shoot friendly characters
|
||||
return false;
|
||||
}
|
||||
else if (targetCharacter == null && !(pickedBody.UserData is Structure) && !(pickedBody.UserData is Item))
|
||||
{
|
||||
// Hit something else than a wall or an item (probably a level wall)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (objective.Option.Equals("fireatwill", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
character?.Speak(TextManager.GetWithVariable("DialogFireTurret", "[itemname]", item.Name, true), null, 0.0f, "fireturret", 5.0f);
|
||||
character.SetInput(InputType.Shoot, true, true);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void GetAvailablePower(out float availableCharge, out float availableCapacity)
|
||||
{
|
||||
var batteries = item.GetConnectedComponents<PowerContainer>();
|
||||
|
||||
availableCharge = 0.0f;
|
||||
availableCapacity = 0.0f;
|
||||
foreach (PowerContainer battery in batteries)
|
||||
{
|
||||
availableCharge += battery.Charge;
|
||||
availableCapacity += battery.Capacity;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
base.RemoveComponentSpecific();
|
||||
|
||||
barrelSprite?.Remove(); barrelSprite = null;
|
||||
railSprite?.Remove(); railSprite = null;
|
||||
|
||||
#if CLIENT
|
||||
crosshairSprite?.Remove(); crosshairSprite = null;
|
||||
crosshairPointerSprite?.Remove(); crosshairPointerSprite = null;
|
||||
moveSoundChannel?.Dispose(); moveSoundChannel = null;
|
||||
#endif
|
||||
}
|
||||
|
||||
private List<Projectile> GetLoadedProjectiles(bool returnFirst = false)
|
||||
{
|
||||
List<Projectile> projectiles = new List<Projectile>();
|
||||
//check the item itself first
|
||||
CheckProjectileContainer(item, projectiles, returnFirst);
|
||||
foreach (MapEntity e in item.linkedTo)
|
||||
{
|
||||
if (e is Item projectileContainer) { CheckProjectileContainer(projectileContainer, projectiles, returnFirst); }
|
||||
if (returnFirst && projectiles.Any()) return projectiles;
|
||||
}
|
||||
|
||||
return projectiles;
|
||||
}
|
||||
|
||||
private void CheckProjectileContainer(Item projectileContainer, List<Projectile> projectiles, bool returnFirst)
|
||||
{
|
||||
var containedItems = projectileContainer.ContainedItems;
|
||||
if (containedItems == null) return;
|
||||
|
||||
foreach (Item containedItem in containedItems)
|
||||
{
|
||||
var projectileComponent = containedItem.GetComponent<Projectile>();
|
||||
if (projectileComponent != null)
|
||||
{
|
||||
projectiles.Add(projectileComponent);
|
||||
if (returnFirst) return;
|
||||
}
|
||||
else
|
||||
{
|
||||
//check if the contained item is another itemcontainer with projectiles inside it
|
||||
if (containedItem.ContainedItems == null) continue;
|
||||
foreach (Item subContainedItem in containedItem.ContainedItems)
|
||||
{
|
||||
projectileComponent = subContainedItem.GetComponent<Projectile>();
|
||||
if (projectileComponent != null)
|
||||
{
|
||||
projectiles.Add(projectileComponent);
|
||||
if (returnFirst) return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void FlipX(bool relativeToSub)
|
||||
{
|
||||
minRotation = MathHelper.Pi - minRotation;
|
||||
maxRotation = MathHelper.Pi - maxRotation;
|
||||
|
||||
var temp = minRotation;
|
||||
minRotation = maxRotation;
|
||||
maxRotation = temp;
|
||||
|
||||
barrelPos.X = item.Rect.Width / item.Scale - barrelPos.X;
|
||||
|
||||
while (minRotation < 0)
|
||||
{
|
||||
minRotation += MathHelper.TwoPi;
|
||||
maxRotation += MathHelper.TwoPi;
|
||||
}
|
||||
rotation = (minRotation + maxRotation) / 2;
|
||||
|
||||
UpdateTransformedBarrelPos();
|
||||
}
|
||||
|
||||
public override void FlipY(bool relativeToSub)
|
||||
{
|
||||
baseRotationRad = MathUtils.WrapAngleTwoPi(baseRotationRad - MathHelper.Pi);
|
||||
UpdateTransformedBarrelPos();
|
||||
|
||||
/*minRotation = -minRotation;
|
||||
maxRotation = -maxRotation;
|
||||
|
||||
var temp = minRotation;
|
||||
minRotation = maxRotation;
|
||||
maxRotation = temp;
|
||||
|
||||
barrelPos.Y = item.Rect.Height / item.Scale - barrelPos.Y;
|
||||
|
||||
while (minRotation < 0)
|
||||
{
|
||||
minRotation += MathHelper.TwoPi;
|
||||
maxRotation += MathHelper.TwoPi;
|
||||
}
|
||||
rotation = (minRotation + maxRotation) / 2;
|
||||
|
||||
UpdateTransformedBarrelPos();*/
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power, float signalStrength = 1.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "position_in":
|
||||
if (float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out float newRotation))
|
||||
{
|
||||
targetRotation = MathHelper.ToRadians(newRotation);
|
||||
IsActive = true;
|
||||
}
|
||||
user = sender;
|
||||
break;
|
||||
case "trigger_in":
|
||||
item.Use((float)Timing.Step, sender);
|
||||
user = sender;
|
||||
//triggering the Use method through item.Use will fail if the item is not characterusable and the signal was sent by a character
|
||||
//so lets do it manually
|
||||
if (!characterUsable && sender != null)
|
||||
{
|
||||
TryLaunch((float)Timing.Step, sender);
|
||||
}
|
||||
break;
|
||||
case "toggle":
|
||||
case "toggle_light":
|
||||
if (lightComponent != null)
|
||||
{
|
||||
lightComponent.IsOn = !lightComponent.IsOn;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
|
||||
{
|
||||
Item item = (Item)extraData[2];
|
||||
msg.Write(item.Removed ? (ushort)0 : item.ID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user