38f1ddb...178a853: v0.8.9.1, removed content folder

This commit is contained in:
Joonas Rikkonen
2019-03-18 19:46:58 +02:00
parent 38f1ddb6fe
commit 6c0679c297
1054 changed files with 151673 additions and 144931 deletions
@@ -4,19 +4,22 @@ using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class Explosion
{
private static List<Triplet<Explosion, Vector2, float>> prevExplosions = new List<Triplet<Explosion, Vector2, float>>();
private Attack attack;
private float force;
public float CameraShake;
private bool sparks, shockwave, flames, smoke, flash;
private bool sparks, shockwave, flames, smoke, flash, underwaterBubble;
private float empStrength;
@@ -25,24 +28,27 @@ namespace Barotrauma
public Explosion(float range, float force, float damage, float structureDamage, float empStrength = 0.0f)
{
attack = new Attack(damage, structureDamage, 0.0f, range);
attack = new Attack(damage, 0.0f, 0.0f, structureDamage, range);
attack.SeverLimbsProbability = 1.0f;
this.force = force;
this.empStrength = empStrength;
sparks = true;
shockwave = true;
smoke = true;
flames = true;
underwaterBubble = true;
}
public Explosion(XElement element)
public Explosion(XElement element, string parentDebugName)
{
attack = new Attack(element);
attack = new Attack(element, parentDebugName + ", Explosion");
force = element.GetAttributeFloat("force", 0.0f);
sparks = element.GetAttributeBool("sparks", true);
shockwave = element.GetAttributeBool("shockwave", true);
flames = element.GetAttributeBool("flames", true);
underwaterBubble = element.GetAttributeBool("underwaterbubble", true);
smoke = element.GetAttributeBool("smoke", true);
flash = element.GetAttributeBool("flash", true);
@@ -53,9 +59,20 @@ namespace Barotrauma
CameraShake = element.GetAttributeFloat("camerashake", attack.Range * 0.1f);
}
public void Explode(Vector2 worldPosition)
public List<Triplet<Explosion, Vector2, float>> GetRecentExplosions(float maxSecondsAgo)
{
return prevExplosions.FindAll(e => e.Third >= Timing.TotalTime - maxSecondsAgo);
}
public void Explode(Vector2 worldPosition, Entity damageSource)
{
prevExplosions.Add(new Triplet<Explosion, Vector2, float>(this, worldPosition, (float)Timing.TotalTime));
if (prevExplosions.Count > 100)
{
prevExplosions.RemoveAt(0);
}
Hull hull = Hull.FindHull(worldPosition);
ExplodeProjSpecific(worldPosition, hull);
@@ -85,7 +102,7 @@ namespace Barotrauma
//damage repairable power-consuming items
var powered = item.GetComponent<Powered>();
if (powered == null || !powered.VulnerableToEMP) continue;
if (item.FixRequirements.Count > 0)
if (item.Repairables.Any())
{
item.Condition -= 100 * empStrength * distFactor;
}
@@ -99,9 +116,9 @@ namespace Barotrauma
}
}
if (force == 0.0f && attack.Stun == 0.0f && attack.GetDamage(1.0f) == 0.0f) return;
if (force == 0.0f && attack.Stun == 0.0f && attack.GetTotalDamage(false) == 0.0f) return;
ApplyExplosionForces(worldPosition, attack, force);
DamageCharacters(worldPosition, attack, force, damageSource);
if (flames && GameMain.Client == null)
{
@@ -142,7 +159,7 @@ namespace Barotrauma
MathHelper.Clamp(particlePos.Y, hull.WorldRect.Y - hull.WorldRect.Height, hull.WorldRect.Y));
}
public static void ApplyExplosionForces(Vector2 worldPosition, Attack attack, float force)
public static void DamageCharacters(Vector2 worldPosition, Attack attack, float force, Entity damageSource)
{
if (attack.Range <= 0.0f) return;
@@ -151,6 +168,9 @@ namespace Barotrauma
Vector2 explosionPos = worldPosition;
if (c.Submarine != null) explosionPos -= c.Submarine.Position;
Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
bool underWater = hull == null || explosionPos.Y < hull.Surface;
explosionPos = ConvertUnits.ToSimUnits(explosionPos);
Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
@@ -171,13 +191,33 @@ namespace Barotrauma
if (Submarine.CheckVisibility(limb.SimPosition, explosionPos) != null) distFactor *= 0.1f;
distFactors.Add(limb, distFactor);
c.AddDamage(limb.WorldPosition, DamageType.None,
attack.GetDamage(1.0f) / c.AnimController.Limbs.Length * distFactor,
attack.GetBleedingDamage(1.0f) / c.AnimController.Limbs.Length * distFactor,
attack.Stun * distFactor,
false);
List<Affliction> modifiedAfflictions = new List<Affliction>();
foreach (Affliction affliction in attack.Afflictions)
{
modifiedAfflictions.Add(affliction.CreateMultiplied(distFactor / c.AnimController.Limbs.Length));
}
c.LastDamageSource = damageSource;
Character attacker = null;
if (damageSource is Item item)
{
attacker = item.GetComponent<Projectile>()?.User;
if (attacker == null) attacker = item.GetComponent<MeleeWeapon>()?.User;
}
c.AddDamage(limb.WorldPosition, modifiedAfflictions, attack.Stun * distFactor, false, attacker: attacker);
if (attack.StatusEffects != null && attack.StatusEffects.Any())
{
attack.SetUser(attacker);
var statusEffectTargets = new List<ISerializableEntity>() { c, limb };
foreach (StatusEffect statusEffect in attack.StatusEffects)
{
statusEffect.Apply(ActionType.OnUse, 1.0f, damageSource, statusEffectTargets);
statusEffect.Apply(ActionType.Always, 1.0f, damageSource, statusEffectTargets);
statusEffect.Apply(underWater ? ActionType.InWater : ActionType.NotInWater, 1.0f, damageSource, statusEffectTargets);
}
}
if (limb.WorldPosition != worldPosition && force > 0.0f)
{
Vector2 limbDiff = Vector2.Normalize(limb.WorldPosition - worldPosition);
@@ -211,7 +251,7 @@ namespace Barotrauma
/// <summary>
/// Returns a dictionary where the keys are the structures that took damage and the values are the amount of damage taken
/// </summary>
public static Dictionary<Structure,float> RangedStructureDamage(Vector2 worldPosition, float worldRange, float damage)
public static Dictionary<Structure, float> RangedStructureDamage(Vector2 worldPosition, float worldRange, float damage)
{
List<Structure> structureList = new List<Structure>();
float dist = 600.0f;