Reorganized project to start work on dedicated server
This commit is contained in:
@@ -0,0 +1,244 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Projectile : ItemComponent
|
||||
{
|
||||
private float launchImpulse;
|
||||
|
||||
private bool doesStick;
|
||||
private PrismaticJoint stickJoint;
|
||||
private Body stickTarget;
|
||||
|
||||
private Attack attack;
|
||||
|
||||
public List<Body> IgnoredBodies;
|
||||
|
||||
public Character User;
|
||||
|
||||
[HasDefaultValue(10.0f, false)]
|
||||
public float LaunchImpulse
|
||||
{
|
||||
get { return launchImpulse; }
|
||||
set { launchImpulse = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool CharacterUsable
|
||||
{
|
||||
get { return characterUsable; }
|
||||
set { characterUsable = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool DoesStick
|
||||
{
|
||||
get { return doesStick; }
|
||||
set { doesStick = value; }
|
||||
}
|
||||
|
||||
public Projectile(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
IgnoredBodies = new List<Body>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
|
||||
attack = new Attack(subElement);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character != null && !characterUsable) return false;
|
||||
|
||||
Launch(new Vector2(
|
||||
(float)Math.Cos(item.body.Rotation),
|
||||
(float)Math.Sin(item.body.Rotation)) * launchImpulse * item.body.Mass);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void Launch(Vector2 impulse)
|
||||
{
|
||||
item.Drop();
|
||||
|
||||
item.body.Enabled = true;
|
||||
item.body.ApplyLinearImpulse(impulse);
|
||||
|
||||
item.body.FarseerBody.OnCollision += OnProjectileCollision;
|
||||
item.body.FarseerBody.IsBullet = true;
|
||||
|
||||
item.body.CollisionCategories = Physics.CollisionProjectile;
|
||||
item.body.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
|
||||
|
||||
IsActive = true;
|
||||
|
||||
if (stickJoint == null || !doesStick) return;
|
||||
|
||||
if (stickTarget != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
item.body.FarseerBody.RestoreCollisionWith(stickTarget);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Failed to restore collision with stickTarget", e);
|
||||
#endif
|
||||
}
|
||||
|
||||
stickTarget = null;
|
||||
}
|
||||
GameMain.World.RemoveJoint(stickJoint);
|
||||
stickJoint = null;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
|
||||
if (stickJoint != null && stickJoint.JointTranslation < 0.01f)
|
||||
{
|
||||
if (stickTarget != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
item.body.FarseerBody.RestoreCollisionWith(stickTarget);
|
||||
}
|
||||
catch
|
||||
{
|
||||
//the body that the projectile was stuck to has been removed
|
||||
}
|
||||
|
||||
stickTarget = null;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
GameMain.World.RemoveJoint(stickJoint);
|
||||
}
|
||||
catch
|
||||
{
|
||||
//the body that the projectile was stuck to has been removed
|
||||
}
|
||||
|
||||
stickJoint = null;
|
||||
|
||||
IsActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
private bool OnProjectileCollision(Fixture f1, Fixture f2, Contact contact)
|
||||
{
|
||||
if (IgnoredBodies.Contains(f2.Body)) return false;
|
||||
|
||||
if (f2.CollisionCategories == Physics.CollisionCharacter && !(f2.Body.UserData is Limb))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
AttackResult attackResult = new AttackResult(0.0f, 0.0f);
|
||||
if (attack != null)
|
||||
{
|
||||
var submarine = f2.Body.UserData as Submarine;
|
||||
if (submarine != null)
|
||||
{
|
||||
item.Move(-submarine.Position);
|
||||
item.Submarine = submarine;
|
||||
item.body.Submarine = submarine;
|
||||
//item.FindHull();
|
||||
return true;
|
||||
}
|
||||
|
||||
Limb limb;
|
||||
Structure structure;
|
||||
if ((limb = (f2.Body.UserData as Limb)) != null)
|
||||
{
|
||||
attackResult = attack.DoDamage(User, limb.character, item.WorldPosition, 1.0f);
|
||||
}
|
||||
else if ((structure = (f2.Body.UserData as Structure)) != null)
|
||||
{
|
||||
attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
ApplyStatusEffects(ActionType.OnUse, 1.0f);
|
||||
ApplyStatusEffects(ActionType.OnImpact, 1.0f);
|
||||
|
||||
IsActive = false;
|
||||
|
||||
item.body.FarseerBody.OnCollision -= OnProjectileCollision;
|
||||
|
||||
item.body.FarseerBody.IsBullet = false;
|
||||
item.body.CollisionCategories = Physics.CollisionItem;
|
||||
item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
|
||||
|
||||
IgnoredBodies.Clear();
|
||||
|
||||
f2.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
|
||||
|
||||
if (attackResult.HitArmor)
|
||||
{
|
||||
item.body.LinearVelocity *= 0.1f;
|
||||
}
|
||||
else if (doesStick)
|
||||
{
|
||||
Vector2 normal = contact.Manifold.LocalNormal;
|
||||
Vector2 dir = new Vector2(
|
||||
(float)Math.Cos(item.body.Rotation),
|
||||
(float)Math.Sin(item.body.Rotation));
|
||||
|
||||
if (Vector2.Dot(f1.Body.LinearVelocity, normal) < 0.0f) return StickToTarget(f2.Body, dir);
|
||||
}
|
||||
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);
|
||||
}
|
||||
contained.Condition = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
return f2.CollisionCategories != Physics.CollisionCharacter;
|
||||
}
|
||||
|
||||
private bool StickToTarget(Body targetBody, Vector2 axis)
|
||||
{
|
||||
if (stickJoint != null) return false;
|
||||
|
||||
stickJoint = new PrismaticJoint(targetBody, item.body.FarseerBody, item.body.SimPosition, axis, true);
|
||||
stickJoint.MotorEnabled = true;
|
||||
stickJoint.MaxMotorForce = 30.0f;
|
||||
|
||||
stickJoint.LimitEnabled = true;
|
||||
stickJoint.UpperLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X*0.7f);
|
||||
|
||||
item.body.FarseerBody.IgnoreCollisionWith(targetBody);
|
||||
stickTarget = targetBody;
|
||||
GameMain.World.AddJoint(stickJoint);
|
||||
|
||||
IsActive = true;
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user