Files
2023-10-02 16:43:54 +03:00

158 lines
6.9 KiB
C#

using Barotrauma.Lights;
using Barotrauma.Particles;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
namespace Barotrauma
{
partial class Explosion
{
partial void ExplodeProjSpecific(Vector2 worldPosition, Hull hull)
{
if (GameMain.Client?.MidRoundSyncing ?? false) { return; }
if (shockwave)
{
GameMain.ParticleManager.CreateParticle("shockwave", worldPosition,
Vector2.Zero, 0.0f, hull);
}
hull ??= Hull.FindHull(worldPosition, useWorldCoordinates: true);
bool underwater = hull == null || worldPosition.Y < hull.WorldSurface;
if (underwater && underwaterBubble)
{
var underwaterExplosion = GameMain.ParticleManager.CreateParticle("underwaterexplosion", worldPosition, Vector2.Zero, 0.0f, hull);
if (underwaterExplosion != null)
{
underwaterExplosion.Size *= MathHelper.Clamp(Attack.Range / 150.0f, 0.5f, 10.0f);
underwaterExplosion.StartDelay = 0.0f;
}
}
if (!underwater && (flames || smoke))
{
for (int i = 0; i < Attack.Range * 0.025f; i++)
{
float distFactor = 0.0f;
if (i > 0 && Attack.Range > 100.0f)
{
distFactor = Rand.Range(0.0f, 1.0f);
//sqrt to make larger values more common (= more particles spawn further away from the origin)
distFactor = MathF.Sqrt(distFactor);
}
float sizeFactor = MathHelper.Clamp(Attack.Range / 1000.0f, 0.0f, 1.0f);
float minScale = MathHelper.Lerp(0.2f, 1.0f, sizeFactor);
float maxScale = MathUtils.InverseLerp(2.0f, 3.0f, sizeFactor);
//larger particles closer to the origin
float particleScale = MathHelper.Clamp(1.0f - distFactor, minScale, maxScale);
var particlePrefab = ParticleManager.FindPrefab("explosionfire");
Vector2 pos = worldPosition;
if (i > 0)
{
pos = ClampParticlePos(worldPosition + Rand.Vector(Attack.Range * distFactor * 0.3f), hull, particlePrefab);
}
if (flames)
{
var flameParticle = GameMain.ParticleManager.CreateParticle(particlePrefab,
pos,
velocity: Vector2.Zero, hullGuess: hull);
if (flameParticle != null)
{
//brief delay to particles futher from origin
flameParticle.StartDelay = distFactor * sizeFactor;
flameParticle.Size *= particleScale;
}
}
if (smoke)
{
GameMain.ParticleManager.CreateParticle(
ParticleManager.FindPrefab(Rand.Range(0.0f, 1.0f) < 0.5f ? "explosionsmoke" : "smoke"),
pos, velocity: Vector2.Zero, hullGuess: hull);
}
}
}
for (int i = 0; i < Attack.Range * 0.1f; i++)
{
if (underwater && underwaterBubble)
{
Vector2 bubblePos = Rand.Vector(Rand.Range(0.0f, Attack.Range * 0.5f));
GameMain.ParticleManager.CreateParticle("risingbubbles", worldPosition + bubblePos,
velocity: Vector2.Zero, hullGuess: hull);
if (i < Attack.Range * 0.02f)
{
var underwaterExplosion = GameMain.ParticleManager.CreateParticle("underwaterexplosion", worldPosition + bubblePos,
Vector2.Zero, 0.0f, hull);
if (underwaterExplosion != null)
{
underwaterExplosion.Size *= MathHelper.Clamp(Attack.Range / 300.0f, 0.5f, 2.0f) * Rand.Range(0.8f, 1.2f);
}
}
}
if (sparks)
{
GameMain.ParticleManager.CreateParticle("spark", worldPosition,
Rand.Vector(Rand.Range(800.0f, 1500.0f)), 0.0f, hull);
}
if (debris)
{
GameMain.ParticleManager.CreateParticle("explosiondebris", worldPosition,
Rand.Vector(Rand.Range(800.0f, 2000.0f)), 0.0f, hull);
}
}
if (flash)
{
float displayRange = flashRange ?? (Attack.Range * 2);
if (displayRange < 0.1f) { return; }
var light = new LightSource(worldPosition, displayRange, flashColor, null);
CoroutineManager.StartCoroutine(DimLight(light));
}
}
private static Vector2 ClampParticlePos(Vector2 particlePos, Hull hull, ParticlePrefab particlePrefab)
{
float minX = hull.WorldRect.X;
float maxX = hull.WorldRect.Right;
float minY = hull.WorldRect.Y - hull.WorldRect.Height;
float maxY = hull.WorldRect.Y;
if (particlePrefab != null)
{
minX = Math.Min(minX + particlePrefab.CollisionRadius, hull.WorldRect.Center.X);
maxX = Math.Max(maxX - particlePrefab.CollisionRadius, hull.WorldRect.Center.X);
minY = Math.Min(minY + particlePrefab.CollisionRadius, hull.WorldRect.Y - hull.WorldRect.Height / 2);
maxY = Math.Max(maxY - particlePrefab.CollisionRadius, hull.WorldRect.Y - hull.WorldRect.Height / 2);
}
return new Vector2(
MathHelper.Clamp(particlePos.X, minX, maxX),
MathHelper.Clamp(particlePos.Y, minY, maxY));
}
private IEnumerable<CoroutineStatus> DimLight(LightSource light)
{
float currBrightness = 1.0f;
while (light.Color.A > 0.0f && flashDuration > 0.0f && currBrightness > 0.0f)
{
if (!CoroutineManager.Paused)
{
light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, (byte)(currBrightness * 255));
currBrightness -= 1.0f / flashDuration * CoroutineManager.DeltaTime;
}
yield return CoroutineStatus.Running;
}
light.Remove();
yield return CoroutineStatus.Success;
}
static partial void PlayTinnitusProjSpecific(float volume) => SoundPlayer.PlaySound("tinnitus", volume: volume);
}
}