Limb attack refactoring (moved attack update logic from EnemyAIController to Limb, removed the Hit/PinchCW/PinchCCW attacktypes)
This commit is contained in:
@@ -218,24 +218,27 @@ namespace Barotrauma
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}
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//steeringManager.SteeringAvoid(deltaTime, 1.0f);
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steeringManager.SteeringSeek(attackSimPosition);
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Limb attackLimb = attackingLimb;
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//check if any of the limbs is close enough to attack the target
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if (attackingLimb == null)
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{
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foreach (Limb limb in Character.AnimController.Limbs)
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{
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if (limb.attack==null || limb.attack.Type == AttackType.None) continue;
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if (limb.attack==null) continue;
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attackLimb = limb;
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if (ConvertUnits.ToDisplayUnits(Vector2.Distance(limb.SimPosition, attackSimPosition)) > limb.attack.Range) continue;
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attackingLimb = limb;
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break;
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}
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return;
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}
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UpdateLimbAttack(deltaTime, attackingLimb, attackSimPosition);
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if (attackLimb != null)
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{
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steeringManager.SteeringSeek(attackSimPosition - (attackLimb.SimPosition - SimPosition));
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if (attackingLimb != null) UpdateLimbAttack(deltaTime, attackingLimb, attackSimPosition);
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}
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}
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private void UpdateCoolDown(Vector2 attackPosition, float deltaTime)
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@@ -330,84 +333,15 @@ namespace Barotrauma
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private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackPosition)
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{
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IDamageable damageTarget = null;
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var damageTarget = (wallAttackPos != Vector2.Zero && targetEntity != null) ? targetEntity : selectedAiTarget.Entity as IDamageable;
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float dist = ConvertUnits.ToDisplayUnits(Vector2.Distance(limb.SimPosition, attackPosition));
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limb.UpdateAttack(deltaTime, attackPosition, damageTarget);
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switch (limb.attack.Type)
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{
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case AttackType.PinchCW:
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case AttackType.PinchCCW:
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float dir = (limb.attack.Type == AttackType.PinchCW) ? 1.0f : -1.0f;
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damageTarget = (wallAttackPos != Vector2.Zero && targetEntity != null) ? targetEntity : selectedAiTarget.Entity as IDamageable;
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attackTimer += deltaTime*0.05f;
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if (damageTarget == null)
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{
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attackTimer = limb.attack.Duration;
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break;
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}
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if (dist < limb.attack.Range * 0.5f)
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{
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attackTimer += deltaTime;
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limb.body.ApplyTorque(limb.Mass * 50.0f * Character.AnimController.Dir * dir);
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if (attackTimer >= limb.attack.Duration)
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{
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limb.attack.DoDamage(Character, damageTarget, limb.WorldPosition, 1.0f, (limb.soundTimer <= 0.0f));
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limb.soundTimer = Limb.SoundInterval;
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}
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}
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Vector2 diff = attackPosition - limb.SimPosition;
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if (diff.LengthSquared() > 0.00001f)
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{
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limb.body.ApplyLinearImpulse(limb.Mass * 10.0f *
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Vector2.Normalize(attackPosition - limb.SimPosition));
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}
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steeringManager.SteeringSeek(attackPosition + (limb.SimPosition-SimPosition), 5.0f);
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break;
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case AttackType.Hit:
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damageTarget = (wallAttackPos != Vector2.Zero && targetEntity != null) ? targetEntity : selectedAiTarget.Entity as IDamageable;
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if (damageTarget == null)
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{
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attackTimer = limb.attack.Duration;
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break;
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}
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if (dist < limb.attack.Range)
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{
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attackTimer += deltaTime;
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limb.body.ApplyForce(limb.Mass * limb.attack.Force * Vector2.Normalize(attackPosition - limb.SimPosition));
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if (damageTarget is Character && dist<limb.attack.Range*0.5f)
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{
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limb.attack.DoDamage(Character, damageTarget, limb.WorldPosition, deltaTime, (limb.soundTimer <= 0.0f));
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limb.soundTimer = Limb.SoundInterval;
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}
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}
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steeringManager.SteeringSeek(attackPosition + (limb.SimPosition-SimPosition), 5.0f);
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break;
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default:
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attackTimer = limb.attack.Duration;
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break;
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}
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if (attackTimer >= limb.attack.Duration)
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if (limb.AttackTimer >= limb.attack.Duration)
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{
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wallAttackPos = Vector2.Zero;
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attackTimer = 0.0f;
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if (Vector2.Distance(limb.SimPosition, attackPosition)<5.0) coolDownTimer = attackCoolDown;
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limb.AttackTimer = 0.0f;
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if (Vector2.Distance(limb.SimPosition, attackPosition)<5.0) coolDownTimer = attackCoolDown;
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}
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}
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@@ -2,6 +2,7 @@
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using Barotrauma.Particles;
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using System;
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using System.Xml.Linq;
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using System.Collections.Generic;
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namespace Barotrauma
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@@ -13,11 +14,6 @@ namespace Barotrauma
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public enum DamageType { None, Blunt, Slash, Burn }
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public enum AttackType
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{
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None, PinchCW, PinchCCW, Hit
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}
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struct AttackResult
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{
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public readonly float Damage;
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@@ -36,8 +32,6 @@ namespace Barotrauma
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class Attack
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{
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public readonly AttackType Type;
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public readonly float Range;
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public readonly float Duration;
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@@ -47,8 +41,12 @@ namespace Barotrauma
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private readonly float damage;
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private readonly float bleedingDamage;
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private readonly List<StatusEffect> statusEffects;
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public readonly float Force;
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public readonly float Torque;
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public readonly float TargetForce;
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private Sound sound;
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@@ -74,23 +72,8 @@ namespace Barotrauma
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return (Duration == 0.0f) ? structureDamage : structureDamage * deltaTime;
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}
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//public Attack(AttackType type, float range,)
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//{
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//}
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public Attack(XElement element)
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{
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try
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{
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Type = (AttackType)Enum.Parse(typeof(AttackType), element.Attribute("type").Value, true);
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}
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catch
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{
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Type = AttackType.None;
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}
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try
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{
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DamageType = (DamageType)Enum.Parse(typeof(DamageType), ToolBox.GetAttributeString(element, "damagetype", "None"), true);
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@@ -106,9 +89,10 @@ namespace Barotrauma
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bleedingDamage = ToolBox.GetAttributeFloat(element, "bleedingdamage", 0.0f);
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Force = ToolBox.GetAttributeFloat(element,"force", 0.0f);
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TargetForce = ToolBox.GetAttributeFloat(element, "targetforce", 0.0f);
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Torque = ToolBox.GetAttributeFloat(element, "torque", 0.0f);
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Stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
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string soundPath = ToolBox.GetAttributeString(element, "sound", "");
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@@ -123,10 +107,20 @@ namespace Barotrauma
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priority = ToolBox.GetAttributeFloat(element, "priority", 1.0f);
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statusEffects = new List<StatusEffect>();
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "particleemitter") continue;
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particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "particleemitter":
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particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
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break;
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case "statuseffect":
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statusEffects.Add(StatusEffect.Load(subElement));
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break;
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}
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}
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}
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@@ -143,6 +137,19 @@ namespace Barotrauma
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sound.Play(1.0f, 500.0f, worldPosition);
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}
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foreach (StatusEffect effect in statusEffects)
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{
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if (effect.Targets.HasFlag(StatusEffect.TargetType.This) && attacker is Character)
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{
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effect.Apply(ActionType.OnUse, deltaTime, (Character)attacker, (Character)attacker);
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}
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if (effect.Targets.HasFlag(StatusEffect.TargetType.Character) && target is Character)
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{
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effect.Apply(ActionType.OnUse, deltaTime, (Character)target, (Character)target);
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}
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}
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return target.AddDamage(attacker, worldPosition, this, deltaTime, playSound);
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}
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@@ -156,6 +156,8 @@ namespace Barotrauma
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private float scale;
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public float AttackTimer;
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//public float Damage
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//{
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// get { return damage; }
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@@ -223,6 +225,8 @@ namespace Barotrauma
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refJointIndex = -1;
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Vector2 pullJointPos = Vector2.Zero;
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if (element.Attribute("type") != null)
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{
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try
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@@ -236,25 +240,26 @@ namespace Barotrauma
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}
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Vector2 jointPos = ToolBox.GetAttributeVector2(element, "pullpos", Vector2.Zero) * scale;
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jointPos = ConvertUnits.ToSimUnits(jointPos);
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pullJointPos = ToolBox.GetAttributeVector2(element, "pullpos", Vector2.Zero) * scale;
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pullJointPos = ConvertUnits.ToSimUnits(pullJointPos);
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stepOffset = ToolBox.GetAttributeVector2(element, "stepoffset", Vector2.Zero) * scale;
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stepOffset = ConvertUnits.ToSimUnits(stepOffset);
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refJointIndex = ToolBox.GetAttributeInt(element, "refjoint", -1);
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pullJoint = new FixedMouseJoint(body.FarseerBody, jointPos);
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pullJoint.Enabled = false;
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pullJoint.MaxForce = ((type == LimbType.LeftHand || type == LimbType.RightHand) ? 400.0f : 150.0f) * body.Mass;
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GameMain.World.AddJoint(pullJoint);
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}
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else
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{
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type = LimbType.None;
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}
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pullJoint = new FixedMouseJoint(body.FarseerBody, pullJointPos);
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pullJoint.Enabled = false;
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pullJoint.MaxForce = ((type == LimbType.LeftHand || type == LimbType.RightHand) ? 400.0f : 150.0f) * body.Mass;
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GameMain.World.AddJoint(pullJoint);
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steerForce = ToolBox.GetAttributeFloat(element, "steerforce", 0.0f);
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//maxHealth = Math.Max(ToolBox.GetAttributeFloat(element, "health", 100.0f),1.0f);
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@@ -484,6 +489,39 @@ namespace Barotrauma
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//}
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}
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public void ActivateDamagedSprite()
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{
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damage = 100.0f;
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}
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public void UpdateAttack(float deltaTime, Vector2 attackPosition, IDamageable damageTarget)
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{
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float dist = ConvertUnits.ToDisplayUnits(Vector2.Distance(SimPosition, attackPosition));
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AttackTimer += deltaTime;
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if (dist < attack.Range * 0.5f)
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{
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AttackTimer += deltaTime;
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body.ApplyTorque(Mass * character.AnimController.Dir * attack.Torque);
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if (AttackTimer >= attack.Duration && damageTarget != null)
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{
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attack.DoDamage(character, damageTarget, WorldPosition, 1.0f, (soundTimer <= 0.0f));
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soundTimer = Limb.SoundInterval;
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}
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}
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Vector2 diff = attackPosition - SimPosition;
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if (diff.LengthSquared() > 0.00001f)
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{
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Vector2 pos = pullJoint == null ? body.SimPosition : pullJoint.WorldAnchorA;
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body.ApplyLinearImpulse(Mass * attack.Force *
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Vector2.Normalize(attackPosition - SimPosition), pos);
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}
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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@@ -492,7 +530,9 @@ namespace Barotrauma
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body.Dir = Dir;
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if (wearingItems.Find(w => w != null && w.HideLimb) == null)
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bool hideLimb = wearingItems.Any(w => w != null && w.HideLimb);
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if (!hideLimb)
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{
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body.Draw(spriteBatch, sprite, color, null, scale);
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}
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@@ -526,7 +566,7 @@ namespace Barotrauma
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scale, spriteEffect, depth);
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}
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if (damage>0.0f && damagedSprite!=null)
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if (damage>0.0f && damagedSprite!=null && !hideLimb)
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{
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SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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@@ -173,20 +173,8 @@ namespace Barotrauma
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break;
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}
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}
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//oxygen = ToolBox.GetAttributeFloat(element, "oxygen", 0.0f);
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//deteriorateOnActive = ToolBox.GetAttributeFloat(element, "deteriorateonactive", 0.0f);
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//deteriorateOnUse = ToolBox.GetAttributeFloat(element, "deteriorateonuse", 0.0f);
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}
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//public virtual void Apply(ActionType type, float deltaTime, Item item, Character Character = null)
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//{
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// if (this.type == type) Apply(deltaTime, Character, item);
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//}
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private bool HasRequiredItems(Entity entity)
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{
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if (requiredItems == null) return true;
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