using FarseerPhysics; using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics.Contacts; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Globalization; using System.Linq; namespace Barotrauma.Items.Components { partial class TriggerComponent : ItemComponent { [Editable, Serialize(0.0f, IsPropertySaveable.Yes, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)] public float Force { get; set; } [Editable, Serialize(false, IsPropertySaveable.Yes, description: "Determines if the force gets higher the closer the triggerer is to the center of the trigger.", alwaysUseInstanceValues: true)] public bool DistanceBasedForce { get; set; } [Editable, Serialize(false, IsPropertySaveable.Yes, description: "Determines if the force fluctuates over time or if it stays constant.", alwaysUseInstanceValues: true)] public bool ForceFluctuation { get; set; } [Serialize(1.0f, IsPropertySaveable.Yes, description: "How much the fluctuation affects the force. 1 is the maximum fluctuation, 0 is no fluctuation.", alwaysUseInstanceValues: true)] private float ForceFluctuationStrength { get { return forceFluctuationStrength; } set { forceFluctuationStrength = Math.Clamp(value, 0.0f, 1.0f); } } [Serialize(1.0f, IsPropertySaveable.Yes, description: "How fast (cycles per second) the force fluctuates.", alwaysUseInstanceValues: true)] private float ForceFluctuationFrequency { get { return forceFluctuationFrequency; } set { forceFluctuationFrequency = Math.Max(value, 0.01f); } } [Serialize(0.01f, IsPropertySaveable.Yes, description: "How often (in seconds) the force fluctuation is calculated.", alwaysUseInstanceValues: true)] private float ForceFluctuationInterval { get { return forceFluctuationInterval; } set { forceFluctuationInterval = Math.Max(value, 0.01f); } } public PhysicsBody PhysicsBody { get; private set; } private float Radius { get; set; } private float RadiusInDisplayUnits { get; set; } private bool TriggeredOnce { get; set; } private float CurrentForceFluctuation { get; set; } = 1.0f; public bool TriggerActive { get; private set; } private float ForceFluctuationTimer { get; set; } private static float TimeInLevel { get { return GameMain.GameSession?.RoundDuration ?? 0.0f; } } [Serialize(false, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)] public bool ApplyEffectsToCharactersInsideSub { get; set; } [Serialize(false, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)] public bool MoveOutsideSub { get; set; } private readonly LevelTrigger.TriggererType triggeredBy; private readonly HashSet triggerers = new HashSet(); private readonly bool triggerOnce; private readonly List statusEffectTargets = new List(); /// /// Effects applied to entities inside the trigger /// private readonly List statusEffects = new List(); /// /// Attacks applied to entities inside the trigger /// private readonly List attacks = new List(); private float forceFluctuationStrength; private float forceFluctuationFrequency; private float forceFluctuationInterval; public TriggerComponent(Item item, ContentXElement element) : base(item, element) { string triggeredByAttribute = element.GetAttributeString("triggeredby", "Character"); if (!Enum.TryParse(triggeredByAttribute, out triggeredBy)) { DebugConsole.ThrowError($"Error in ForceComponent config: \"{triggeredByAttribute}\" is not a valid triggerer type.", contentPackage: element.ContentPackage); } triggerOnce = element.GetAttributeBool("triggeronce", false); string parentDebugName = $"TriggerComponent in {item.Name}"; foreach (var subElement in element.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "statuseffect": LevelTrigger.LoadStatusEffect(statusEffects, subElement, parentDebugName); break; case "attack": case "damage": LevelTrigger.LoadAttack(subElement, parentDebugName, triggerOnce, attacks); break; } } IsActive = true; } public override void OnItemLoaded() { base.OnItemLoaded(); float radiusAttribute = originalElement.GetAttributeFloat("radius", 10.0f); Radius = ConvertUnits.ToSimUnits(radiusAttribute * item.Scale); PhysicsBody = new PhysicsBody(0.0f, 0.0f, Radius, 1.5f, BodyType.Static, Physics.CollisionWall, LevelTrigger.GetCollisionCategories(triggeredBy)) { UserData = item }; PhysicsBody.SetTransformIgnoreContacts(item.SimPosition, 0.0f); PhysicsBody.FarseerBody.SetIsSensor(true); PhysicsBody.FarseerBody.OnCollision += OnCollision; PhysicsBody.FarseerBody.OnSeparation += OnSeparation; RadiusInDisplayUnits = ConvertUnits.ToDisplayUnits(PhysicsBody.Radius); } public override void OnMapLoaded() { base.OnMapLoaded(); PhysicsBody.SetTransformIgnoreContacts(item.SimPosition, 0.0f); PhysicsBody.Submarine = item.Submarine; } private bool OnCollision(Fixture sender, Fixture other, Contact contact) { if (LevelTrigger.GetEntity(other) is not Entity entity) { return false; } if (!LevelTrigger.IsTriggeredByEntity(entity, triggeredBy, mustBeOnSpecificSub: (!MoveOutsideSub, item.Submarine))) { return false; } triggerers.Add(entity); return true; } private void OnSeparation(Fixture sender, Fixture other, Contact contact) { if (LevelTrigger.GetEntity(other) is not Entity entity) { return; } if (entity is Character character && (!character.Enabled || character.Removed) && triggerers.Contains(entity)) { triggerers.Remove(entity); return; } if (LevelTrigger.CheckContactsForOtherFixtures(PhysicsBody, other, entity)) { return; } triggerers.Remove(entity); } public override void Update(float deltaTime, Camera cam) { if (item.Submarine != null && MoveOutsideSub) { item.SetTransform(ConvertUnits.ToSimUnits(item.WorldPosition), item.Rotation); item.CurrentHull = null; item.Submarine = null; PhysicsBody.SetTransformIgnoreContacts(item.SimPosition, 0.0f); PhysicsBody.Submarine = item.Submarine; } LevelTrigger.RemoveInActiveTriggerers(PhysicsBody, triggerers); if (triggerOnce) { if (TriggeredOnce) { return; } if (triggerers.Count > 0) { TriggeredOnce = true; IsActive = false; triggerers.Clear(); } } TriggerActive = triggerers.Any(); if (ForceFluctuation && TriggerActive && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)) { ForceFluctuationTimer += deltaTime; if (ForceFluctuationTimer >= ForceFluctuationInterval) { float v = MathF.Sin(2 * MathF.PI * ForceFluctuationFrequency * TimeInLevel); float amount = MathUtils.InverseLerp(-1.0f, 1.0f, v); CurrentForceFluctuation = MathHelper.Lerp(1.0f - ForceFluctuationStrength, 1.0f, amount); ForceFluctuationTimer = 0.0f; GameMain.NetworkMember?.CreateEntityEvent(this); } } foreach (Entity triggerer in triggerers) { LevelTrigger.ApplyStatusEffects(statusEffects, item.WorldPosition, triggerer, deltaTime, statusEffectTargets); if (triggerer is IDamageable damageable) { LevelTrigger.ApplyAttacks(attacks, damageable, item.WorldPosition, deltaTime); } else if (triggerer is Submarine submarine) { LevelTrigger.ApplyAttacks(attacks, item.WorldPosition, deltaTime); foreach (Character c2 in Character.CharacterList) { if (c2.Submarine == submarine) { LevelTrigger.ApplyAttacks(attacks, c2, item.WorldPosition, deltaTime); } } } if (Math.Abs(Force) < 0.01f) { // Just ignore very minimal forces continue; } else if (triggerer is Character c) { if (c.AnimController.Collider.BodyType == BodyType.Dynamic) { if (c.AnimController.Collider.Enabled) { ApplyForce(c.AnimController.Collider); } foreach (var limb in c.AnimController.Limbs) { ApplyForce(limb.body, multiplier: limb.Mass * c.AnimController.Collider.Mass / c.AnimController.Mass); } } } else if (triggerer is Submarine s) { ApplyForce(s.SubBody.Body); } else if (triggerer is Item i && i.body != null) { ApplyForce(i.body); } } item.SendSignal(IsActive ? "1" : "0", "state_out"); } private void ApplyForce(PhysicsBody body, float multiplier = 1.0f) { Vector2 diff = ConvertUnits.ToDisplayUnits(PhysicsBody.SimPosition - body.SimPosition); if (diff.LengthSquared() < 0.0001f) { return; } float distanceFactor = DistanceBasedForce ? LevelTrigger.GetDistanceFactor(body, PhysicsBody, RadiusInDisplayUnits) : 1.0f; if (distanceFactor <= 0.0f) { return; } Vector2 force = distanceFactor * (CurrentForceFluctuation * Force) * Vector2.Normalize(diff) * multiplier; if (force.LengthSquared() < 0.01f) { return; } body.ApplyForce(force); } public override void Move(Vector2 amount, bool ignoreContacts = false) { if (PhysicsBody != null) { if (ignoreContacts) { PhysicsBody.SetTransformIgnoreContacts(PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f); } else { PhysicsBody.SetTransform(PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f); } PhysicsBody.Submarine = item.Submarine; } } protected override void RemoveComponentSpecific() { if (PhysicsBody != null) { PhysicsBody.Remove(); PhysicsBody = null; } } public override void ReceiveSignal(Signal signal, Connection connection) { base.ReceiveSignal(signal, connection); switch (connection.Name) { case "set_force": if (!FloatTryParse(signal, out float force)) { break; } Force = force; break; case "set_distancebasedforce": if (!bool.TryParse(signal.value, out bool distanceBasedForce)) { break; } DistanceBasedForce = distanceBasedForce; break; case "set_forcefluctuation": if (!bool.TryParse(signal.value, out bool forceFluctuation)) { break; } ForceFluctuation = forceFluctuation; break; case "set_forcefluctuationstrength": if (!FloatTryParse(signal, out float forceFluctuationStrength)) { break; } ForceFluctuationStrength = forceFluctuationStrength; break; case "set_forcefluctuationfrequency": if (!FloatTryParse(signal, out float forceFluctuationFrequency)) { break; } ForceFluctuationFrequency = forceFluctuationFrequency; break; case "set_forcefluctuationinterval": if (!FloatTryParse(signal, out float forceFluctuationInterval)) { break; } ForceFluctuationInterval = forceFluctuationInterval; break; } static bool FloatTryParse(Signal signal, out float value) { return float.TryParse(signal.value, NumberStyles.Any, CultureInfo.InvariantCulture, out value); } } } }