Build 0.20.8.0

This commit is contained in:
Markus Isberg
2022-11-25 19:56:30 +02:00
parent ecb6d40b4b
commit df805574c4
111 changed files with 2347 additions and 1283 deletions
@@ -56,6 +56,8 @@ namespace Barotrauma
//dimensions of the wall sections' physics bodies (only used for debug rendering)
private readonly List<Vector2> bodyDebugDimensions = new List<Vector2>();
private static Explosion explosionOnBroken;
#if DEBUG
[Serialize(false, IsPropertySaveable.Yes), Editable]
#else
@@ -1083,7 +1085,7 @@ namespace Barotrauma
return new AttackResult(damageAmount, null);
}
public void SetDamage(int sectionIndex, float damage, Character attacker = null, bool createNetworkEvent = true)
public void SetDamage(int sectionIndex, float damage, Character attacker = null, bool createNetworkEvent = true, bool createExplosionEffect = true)
{
if (Submarine != null && Submarine.GodMode || Indestructible) { return; }
if (!Prefab.Body) { return; }
@@ -1128,6 +1130,7 @@ namespace Barotrauma
}
else
{
float prevGapOpenState = Sections[sectionIndex].gap?.Open ?? 0.0f;
if (Sections[sectionIndex].gap == null)
{
Rectangle gapRect = Sections[sectionIndex].rect;
@@ -1204,8 +1207,15 @@ namespace Barotrauma
#endif
}
var gap = Sections[sectionIndex].gap;
float gapOpen = MaxHealth <= 0.0f ? 0.0f : (damage / MaxHealth - LeakThreshold) * (1.0f / (1.0f - LeakThreshold));
Sections[sectionIndex].gap.Open = gapOpen;
gap.Open = gapOpen;
//gap appeared or became much larger -> explosion effect
if (gapOpen - prevGapOpenState > 0.25f && createExplosionEffect && !gap.IsRoomToRoom)
{
CreateWallDamageExplosion(gap, attacker);
}
}
float damageDiff = damage - Sections[sectionIndex].damage;
@@ -1234,6 +1244,59 @@ namespace Barotrauma
UpdateSections();
}
private void CreateWallDamageExplosion(Gap gap, Character attacker)
{
const float explosionRange = 750.0f;
float explosionStrength = gap.Open;
var linkedHull = gap.linkedTo.FirstOrDefault() as Hull;
if (linkedHull != null)
{
//existing, nearby gaps leading to the same hull reduce the strength of the explosion
// -> the first breached section does most (or all) of the damage, making it more consistent
// (otherwise the damage would depend on how many structures and sections happen to be breached)
foreach (var otherGap in linkedHull.ConnectedGaps)
{
if (otherGap == gap || otherGap.IsRoomToRoom || otherGap.Open < 0.25f) { continue; }
explosionStrength -= Math.Max(0, explosionRange - Vector2.Distance(otherGap.WorldPosition, gap.WorldPosition)) / explosionRange;
if (explosionStrength <= 0.0f) { return; }
}
}
if (explosionOnBroken == null)
{
explosionOnBroken = new Explosion(explosionRange * gap.Open, force: 10.0f, damage: 0.0f, structureDamage: 0.0f, itemDamage: 0.0f);
if (AfflictionPrefab.Prefabs.TryGet("lacerations".ToIdentifier(), out AfflictionPrefab lacerations))
{
explosionOnBroken.Attack.Afflictions.Add(lacerations.Instantiate(50.0f), null);
}
else
{
explosionOnBroken.Attack.Afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(5.0f), null);
}
explosionOnBroken.OnlyInside = true;
explosionOnBroken.DisableParticles();
}
explosionOnBroken.Attack.DamageMultiplier = explosionStrength;
explosionOnBroken?.Explode(gap.WorldPosition, damageSource: null, attacker: attacker);
#if CLIENT
if (linkedHull != null)
{
for (int i = 0; i <= 50; i++)
{
Vector2 particlePos = new Vector2(Rand.Range(gap.WorldRect.X, gap.WorldRect.Right), Rand.Range(gap.WorldRect.Y - gap.WorldRect.Height, gap.WorldRect.Y));
var velocity = gap.IsHorizontal ?
gap.linkedTo[0].WorldPosition.X < gap.WorldPosition.X ? -Vector2.UnitX : Vector2.UnitX :
gap.linkedTo[0].WorldPosition.Y < gap.WorldPosition.Y ? -Vector2.UnitY : Vector2.UnitY;
velocity = new Vector2(velocity.X + Rand.Range(-0.2f, 0.2f), velocity.Y + Rand.Range(-0.2f, 0.2f));
var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, velocity * Rand.Range(100.0f, 3000.0f), collisionIgnoreTimer: 0.1f);
if (particle == null) { break; }
}
}
#endif
}
partial void OnHealthChangedProjSpecific(Character attacker, float damageAmount);
public void SetCollisionCategory(Category collisionCategory)
@@ -1570,7 +1633,7 @@ namespace Barotrauma
{
for (int i = 0; i < Sections.Length; i++)
{
SetDamage(i, Sections[i].damage, createNetworkEvent: false);
SetDamage(i, Sections[i].damage, createNetworkEvent: false, createExplosionEffect: false);
}
}