Option to make limb attacks do damage based on contact with physics bodies instead of distance. Attacks also do damage to all sections of a structure that are within damage range. Closes #108

This commit is contained in:
Joonas Rikkonen
2017-12-26 20:02:33 +02:00
parent ac53c5f80d
commit bc6c828a14
5 changed files with 133 additions and 63 deletions
@@ -2,6 +2,7 @@
using Barotrauma.Items.Components;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using System;
@@ -479,12 +480,69 @@ namespace Barotrauma
body.ApplyTorque(Mass * character.AnimController.Dir * attack.Torque);
if (dist < attack.DamageRange)
bool wasHit = false;
if (damageTarget != null)
{
switch (attack.HitDetectionType)
{
case HitDetection.Distance:
wasHit = dist < attack.DamageRange;
break;
case HitDetection.Contact:
List<Body> targetBodies = new List<Body>();
if (damageTarget is Character)
{
Character targetCharacter = (Character)damageTarget;
foreach (Limb limb in targetCharacter.AnimController.Limbs)
{
if (!limb.IsSevered && limb.body?.FarseerBody != null) targetBodies.Add(limb.body.FarseerBody);
}
}
else if (damageTarget is Structure)
{
Structure targetStructure = (Structure)damageTarget;
if (character.Submarine == null && targetStructure.Submarine != null)
{
targetBodies.Add(targetStructure.Submarine.PhysicsBody.FarseerBody);
}
else
{
targetBodies.AddRange(targetStructure.Bodies);
}
}
else if (damageTarget is Item)
{
Item targetItem = damageTarget as Item;
if (targetItem.body?.FarseerBody != null) targetBodies.Add(targetItem.body.FarseerBody);
}
if (targetBodies != null)
{
ContactEdge contactEdge = body.FarseerBody.ContactList;
while (contactEdge != null)
{
if (contactEdge.Contact != null &&
contactEdge.Contact.IsTouching &&
targetBodies.Any(b => b == contactEdge.Contact.FixtureA?.Body || b == contactEdge.Contact.FixtureB?.Body))
{
wasHit = true;
break;
}
contactEdge = contactEdge.Next;
}
}
break;
}
}
if (wasHit)
{
if (AttackTimer >= attack.Duration && damageTarget != null)
{
attack.DoDamage(character, damageTarget, WorldPosition, 1.0f, (SoundTimer <= 0.0f));
SoundTimer = SoundInterval;
}
}