Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Map/Explosion.cs
Eero 046483b9da Revert "OBT1.1.0 Merge branch 'dev_pte' into dev"
This reverts commit 177cf89756, reversing
changes made to 42ba733cd4.
2025-12-29 11:18:11 +08:00

819 lines
37 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.MapCreatures.Behavior;
using Barotrauma.Networking;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Explosions are area of effect attacks that can damage characters, items and structures.
/// </summary>
/// <doc>
/// <Field Identifier="showEffects" Type="bool" DefaultValue="true">
/// Used to enable all particle effects without having to specify them one by one.
/// </Field>
/// </doc>
partial class Explosion
{
public readonly Attack Attack;
/// <summary>
/// How much force the explosion applies to the characters.
/// </summary>
private readonly float force;
/// <summary>
/// Intensity of the screen shake effect.
/// </summary>
/// <doc>
/// <override type="DefaultValue">
/// 10% of the range if showEffects is true, 0 otherwise.
/// </override>
/// </doc>
public float CameraShake { get; set; }
/// <summary>
/// How far away does the camera shake effect reach.
/// </summary>
/// <doc>
/// <override type="DefaultValue">
/// Same as attack range if showEffects is true, 0 otherwise.
/// </override>
/// </doc>
public float CameraShakeRange { get; set; }
/// <summary>
/// Color tint to apply to the player's screen when in range of the explosion.
/// </summary>
private readonly Color screenColor;
/// <summary>
/// How far away can the screen color effect be seen.
/// </summary>
/// <doc>
/// <override type="DefaultValue">
/// 10% of the range if showEffects is true, 0 otherwise.
/// </override>
/// </doc>
private readonly float screenColorRange;
/// <summary>
/// How long the screen color effect lasts.
/// </summary>
private readonly float screenColorDuration;
/// <summary>
/// Whether a spark particle effect is created when the explosion happens.
/// </summary>
private bool sparks;
/// <summary>
/// Whether a shockwave particle effect is created when the explosion happens.
/// </summary>
private bool shockwave;
/// <summary>
/// Whether a flame particle effect is created when the explosion happens.
/// </summary>
private bool flames;
/// <summary>
/// Whether a smoke particle effect is created when the explosion happens.
/// </summary>
private bool smoke;
/// <summary>
/// Whether a flash effect is created when the explosion happens.
/// </summary>
private bool flash;
/// <summary>
/// Whether a debris particle effect is created when the explosion happens.
/// </summary>
private bool debris;
/// <summary>
/// Whether a underwater bubble particle effect is created when the explosion happens.
/// </summary>
private bool underwaterBubble;
/// <summary>
/// Color of the light source created by the explosion.
/// </summary>
private readonly Color flashColor;
/// <summary>
/// Whether the explosion plays a tinnitus sound to players who get hit by it.
/// </summary>
private readonly bool playTinnitus;
/// <summary>
/// Whether the explosion executes 'OnFire' status effects on the items it hits.
/// </summary>
/// <doc>
/// <override type="DefaultValue">
/// true if showEffects is true and flames haven't been explicitly set to false, false otherwise.
/// </override>
/// </doc>
private readonly bool applyFireEffects;
/// <summary>
/// List of item tags that the explosion ignores when applying fire effects.
/// </summary>
private readonly Identifier[] ignoreFireEffectsForTags;
/// <summary>
/// When set to true, the explosion don't deal less damage when the target is behind a solid object.
/// </summary>
public bool IgnoreCover { get; set; }
/// <summary>
/// Does the damage from the explosion decrease with distance from the origin of the explosion?
/// </summary>
public bool DistanceFalloff { get; set; } = true;
/// <summary>
/// Structures that don't count as "cover" that reduces damage from the explosion. Only relevant if IgnoreCover is set to false.
/// </summary>
public IEnumerable<Structure> IgnoredCover;
/// <summary>
/// How long the light source created by the explosion lasts.
/// </summary>
private readonly float flashDuration;
/// <summary>
/// How large the light source created by the explosion is.
/// </summary>
private readonly float? flashRange;
/// <summary>
/// Identifier of the decal the explosion creates on the background structure it explodes over.
/// Set to empty string to disable.
/// </summary>
private readonly string decal;
/// <summary>
/// Relative size of the decal created by the explosion.
/// </summary>
private readonly float decalSize;
/// <summary>
/// Whether the explosion only affects characters inside a submarine.
/// </summary>
public bool OnlyInside;
/// <summary>
/// Whether the explosion only affects characters outside a submarine.
/// </summary>
public bool OnlyOutside;
/// <summary>
/// Should the normal damage sounds be played when the explosion damages something. Usually disabled.
/// </summary>
public bool PlayDamageSounds;
/// <summary>
/// How much the explosion repairs items.
/// </summary>
private readonly float itemRepairStrength;
public readonly HashSet<Submarine> IgnoredSubmarines = new HashSet<Submarine>();
public readonly HashSet<Character> IgnoredCharacters = new HashSet<Character>();
/// <summary>
/// Strength of the EMP effect created by the explosion.
/// </summary>
public float EmpStrength { get; set; }
/// <summary>
/// How much damage the explosion does to ballast flora.
/// </summary>
public float BallastFloraDamage { get; set; }
public Explosion(float range, float force, float damage, float structureDamage, float itemDamage, float empStrength = 0.0f, float ballastFloraStrength = 0.0f)
{
Attack = new Attack(damage, 0.0f, 0.0f, structureDamage, itemDamage, Math.Min(range, 1000000))
{
SeverLimbsProbability = 1.0f
};
this.force = force;
this.EmpStrength = empStrength;
BallastFloraDamage = ballastFloraStrength;
sparks = true;
debris = true;
shockwave = true;
smoke = true;
flames = true;
underwaterBubble = true;
ignoreFireEffectsForTags = Array.Empty<Identifier>();
}
public Explosion(ContentXElement element, string parentDebugName)
{
Attack = new Attack(element, parentDebugName + ", Explosion");
force = element.GetAttributeFloat("force", 0.0f);
//the "abilityexplosion" field is kept for backwards compatibility (basically the opposite of "showeffects")
bool showEffects = !element.GetAttributeBool("abilityexplosion", false) && element.GetAttributeBool("showeffects", true);
sparks = element.GetAttributeBool("sparks", showEffects);
shockwave = element.GetAttributeBool("shockwave", showEffects);
flames = element.GetAttributeBool("flames", showEffects);
underwaterBubble = element.GetAttributeBool("underwaterbubble", showEffects);
smoke = element.GetAttributeBool("smoke", showEffects);
debris = element.GetAttributeBool("debris", false);
playTinnitus = element.GetAttributeBool("playtinnitus", showEffects);
applyFireEffects = element.GetAttributeBool("applyfireeffects", flames && showEffects);
ignoreFireEffectsForTags = element.GetAttributeIdentifierArray("ignorefireeffectsfortags", Array.Empty<Identifier>());
IgnoreCover = element.GetAttributeBool("ignorecover", false);
OnlyInside = element.GetAttributeBool("onlyinside", false);
OnlyOutside = element.GetAttributeBool("onlyoutside", false);
DistanceFalloff = element.GetAttributeBool(nameof(DistanceFalloff), true);
flash = element.GetAttributeBool("flash", showEffects);
flashDuration = element.GetAttributeFloat("flashduration", 0.05f);
if (element.GetAttribute("flashrange") != null) { flashRange = element.GetAttributeFloat("flashrange", 100.0f); }
flashColor = element.GetAttributeColor("flashcolor", Color.LightYellow);
PlayDamageSounds = element.GetAttributeBool(nameof(PlayDamageSounds), false);
EmpStrength = element.GetAttributeFloat("empstrength", 0.0f);
BallastFloraDamage = element.GetAttributeFloat("ballastfloradamage", 0.0f);
itemRepairStrength = element.GetAttributeFloat("itemrepairstrength", 0.0f);
decal = element.GetAttributeString("decal", "");
decalSize = element.GetAttributeFloat(1.0f, "decalSize", "decalsize");
CameraShake = element.GetAttributeFloat("camerashake", showEffects ? Attack.Range * 0.1f : 0f);
CameraShakeRange = element.GetAttributeFloat("camerashakerange", showEffects ? Attack.Range : 0f);
screenColorRange = element.GetAttributeFloat("screencolorrange", showEffects ? Attack.Range * 0.1f : 0f);
screenColor = element.GetAttributeColor("screencolor", Color.Transparent);
screenColorDuration = element.GetAttributeFloat("screencolorduration", 0.1f);
}
public void DisableParticles()
{
sparks = false;
shockwave = false;
smoke = false;
flash = false;
debris = false;
flames = false;
underwaterBubble = false;
}
public void Explode(Vector2 worldPosition, Entity damageSource, Character attacker = null)
{
Hull hull = Hull.FindHull(worldPosition);
ExplodeProjSpecific(worldPosition, hull);
if (hull != null && !string.IsNullOrWhiteSpace(decal) && decalSize > 0.0f)
{
hull.AddDecal(decal, worldPosition, decalSize, isNetworkEvent: false);
}
Attack.DamageMultiplier = 1.0f;
float displayRange = Attack.Range;
if (damageSource is Item sourceItem)
{
var launcher = sourceItem.GetComponent<Projectile>()?.Launcher;
displayRange *=
1.0f
+ sourceItem.GetQualityModifier(Quality.StatType.ExplosionRadius)
+ (launcher?.GetQualityModifier(Quality.StatType.ExplosionRadius) ?? 0);
Attack.DamageMultiplier *=
1.0f
+ sourceItem.GetQualityModifier(Quality.StatType.ExplosionDamage)
+ (launcher?.GetQualityModifier(Quality.StatType.ExplosionDamage) ?? 0);
Attack.SourceItem ??= sourceItem;
}
if (attacker is not null)
{
displayRange *= 1f + attacker.GetStatValue(StatTypes.ExplosionRadiusMultiplier);
Attack.DamageMultiplier *= 1f + attacker.GetStatValue(StatTypes.ExplosionDamageMultiplier);
}
Vector2 cameraPos = GameMain.GameScreen.Cam.Position;
float cameraDist = Vector2.Distance(cameraPos, worldPosition) / 2.0f;
GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((CameraShakeRange - cameraDist) / CameraShakeRange, 0.0f);
#if CLIENT
if (screenColor != Color.Transparent)
{
Color flashColor = Color.Lerp(Color.Transparent, screenColor, Math.Max((screenColorRange - cameraDist) / screenColorRange, 0.0f));
Screen.Selected.ColorFade(flashColor, Color.Transparent, screenColorDuration);
}
foreach (Sonar sonar in Sonar.SonarList)
{
sonar.RegisterExplosion(this, worldPosition);
}
#endif
if (displayRange < 0.1f) { return; }
if (!MathUtils.NearlyEqual(Attack.GetStructureDamage(1.0f), 0.0f) || !MathUtils.NearlyEqual(Attack.GetLevelWallDamage(1.0f), 0.0f))
{
RangedStructureDamage(worldPosition, displayRange,
Attack.GetStructureDamage(1.0f),
Attack.GetLevelWallDamage(1.0f),
attacker, IgnoredSubmarines,
Attack.EmitStructureDamageParticles,
Attack.CreateWallDamageProjectiles,
DistanceFalloff);
}
if (BallastFloraDamage > 0.0f)
{
RangedBallastFloraDamage(worldPosition, displayRange, BallastFloraDamage, attacker, DistanceFalloff);
}
if (EmpStrength > 0.0f)
{
float displayRangeSqr = displayRange * displayRange;
foreach (Item item in Item.ItemList)
{
float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition);
if (distSqr > displayRangeSqr) { continue; }
float distFactor = DistanceFalloff ? CalculateDistanceFactor(distSqr, displayRange) : 1.0f;
//damage repairable power-consuming items
var powered = item.GetComponent<Powered>();
if (powered == null || !powered.VulnerableToEMP) { continue; }
if (item.Repairables.Any())
{
item.Condition -= item.MaxCondition * EmpStrength * distFactor;
}
var lightComponent = item.GetComponent<LightComponent>();
if (lightComponent != null)
{
//multiply by 10 to make the effect more noticeable
//(a strength of 1 is already enough to kill power and shut down the lights, but we want weaker EMPs to make the lights flicker noticeably)
lightComponent.TemporaryFlickerTimer = Math.Min(EmpStrength * distFactor * 10.0f, 10.0f);
}
//discharge batteries
var powerContainer = item.GetComponent<PowerContainer>();
if (powerContainer != null)
{
powerContainer.Charge -= powerContainer.GetCapacity() * EmpStrength * distFactor;
}
}
static float CalculateDistanceFactor(float distSqr, float displayRange) => 1.0f - MathF.Sqrt(distSqr) / displayRange;
}
if (itemRepairStrength > 0.0f)
{
float displayRangeSqr = displayRange * displayRange;
foreach (Item item in Item.ItemList)
{
float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition);
if (distSqr > displayRangeSqr) { continue; }
float distFactor =
DistanceFalloff ?
1.0f - (float)Math.Sqrt(distSqr) / displayRange :
1.0f;
//repair repairable items
if (item.Repairables.Any())
{
item.Condition += itemRepairStrength * distFactor;
}
}
}
if (Attack.Afflictions.None() &&
MathUtils.NearlyEqual(force, 0.0f) && MathUtils.NearlyEqual(Attack.Stun, 0.0f) &&
MathUtils.NearlyEqual(Attack.ItemDamage, 0.0f) &&
MathUtils.NearlyEqual(Attack.StructureDamage, 0.0f))
{
return;
}
DamageCharacters(worldPosition, Attack, force, damageSource, attacker, displayRange);
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
{
foreach (Item item in Item.ItemList)
{
if (item.Condition <= 0.0f) { continue; }
float dist = Vector2.Distance(item.WorldPosition, worldPosition);
float itemRadius = item.body == null ? 0.0f : item.body.GetMaxExtent();
dist = Math.Max(0.0f, dist - ConvertUnits.ToDisplayUnits(itemRadius));
if (dist > displayRange) { continue; }
if (dist < displayRange * 0.5f && applyFireEffects && !item.FireProof && ignoreFireEffectsForTags.None(t => item.HasTag(t)))
{
//don't apply OnFire effects if the item is inside a fireproof container
//(or if it's inside a container that's inside a fireproof container, etc)
Item container = item.Container;
bool fireProof = false;
while (container != null)
{
if (container.FireProof)
{
fireProof = true;
break;
}
container = container.Container;
}
if (!fireProof)
{
item.ApplyStatusEffects(ActionType.OnFire, 1.0f);
if (item.Condition <= 0.0f && GameMain.NetworkMember is { IsServer: true })
{
GameMain.NetworkMember.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnFire));
}
}
}
if (!item.Indestructible)
{
if (item.Prefab.DamagedByExplosions ||
(item.Prefab.DamagedByContainedItemExplosions && item.ContainedItems.Contains(damageSource)))
{
float distFactor =
DistanceFalloff ?
1.0f - dist / displayRange :
1.0f;
float damageAmount = Attack.GetItemDamage(1.0f, item.Prefab.ExplosionDamageMultiplier);
Vector2 explosionPos = worldPosition;
if (item.Submarine != null) { explosionPos -= item.Submarine.Position; }
damageAmount *= GetObstacleDamageMultiplier(ConvertUnits.ToSimUnits(explosionPos), worldPosition, item.SimPosition, IgnoredCover);
item.Condition -= damageAmount * distFactor;
}
}
}
}
}
partial void ExplodeProjSpecific(Vector2 worldPosition, Hull hull);
private void DamageCharacters(Vector2 worldPosition, Attack attack, float force, Entity damageSource, Character attacker, float range)
{
if (range <= 0.0f) { return; }
//long range for the broad distance check, because large characters may still be in range even if their collider isn't
float broadRange = Math.Max(range * 10.0f, 10000.0f);
foreach (Character c in Character.CharacterList)
{
if (attack.OnlyHumans && !c.IsHuman) { continue; }
if (IgnoredCharacters.Contains(c)) { continue; }
if (!c.Enabled ||
Math.Abs(c.WorldPosition.X - worldPosition.X) > broadRange ||
Math.Abs(c.WorldPosition.Y - worldPosition.Y) > broadRange)
{
continue;
}
if (OnlyInside && c.Submarine == null)
{
continue;
}
else if (OnlyOutside && c.Submarine != null)
{
continue;
}
Vector2 explosionPos = worldPosition;
if (c.Submarine != null) { explosionPos -= c.Submarine.Position; }
Hull hull = Hull.FindHull(explosionPos, null, false);
bool underWater = hull == null || explosionPos.Y < hull.Surface;
explosionPos = ConvertUnits.ToSimUnits(explosionPos);
Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
Dictionary<Limb, float> damages = new Dictionary<Limb, float>();
List<Affliction> modifiedAfflictions = new List<Affliction>();
Limb closestLimb = null;
float closestDistFactor = 0;
foreach (Limb limb in c.AnimController.Limbs)
{
if (limb.IsSevered || limb.IgnoreCollisions || !limb.body.Enabled) { continue; }
float dist = Vector2.Distance(limb.WorldPosition, worldPosition);
//calculate distance from the "outer surface" of the physics body
//doesn't take the rotation of the limb into account, but should be accurate enough for this purpose
float limbRadius = limb.body.GetMaxExtent();
dist = Math.Max(0.0f, dist - ConvertUnits.ToDisplayUnits(limbRadius));
if (dist > range) { continue; }
float distFactor =
DistanceFalloff ?
1.0f - dist / attack.Range :
1.0f;
//solid obstacles between the explosion and the limb reduce the effect of the explosion
if (!IgnoreCover)
{
distFactor *= GetObstacleDamageMultiplier(explosionPos, worldPosition, limb.SimPosition, IgnoredCover);
}
if (distFactor > 0)
{
distFactors.Add(limb, distFactor);
if (distFactor > closestDistFactor)
{
closestLimb = limb;
closestDistFactor = distFactor;
}
}
}
foreach (Limb limb in distFactors.Keys)
{
if (!distFactors.TryGetValue(limb, out float distFactor)) { continue; }
modifiedAfflictions.Clear();
foreach (Affliction affliction in attack.Afflictions.Keys)
{
float dmgMultiplier = distFactor;
if (affliction.DivideByLimbCount)
{
float limbCountFactor = distFactors.Count;
if (affliction.Prefab.LimbSpecific && affliction.Prefab.AfflictionType == AfflictionPrefab.DamageType)
{
// Shouldn't go above 15, or the damage can be unexpectedly low -> doesn't break armor
// Effectively this makes large explosions more effective against large creatures (because more limbs are affected), but I don't think that's necessarily a bad thing.
limbCountFactor = Math.Min(distFactors.Count, 15);
}
dmgMultiplier /= limbCountFactor;
}
modifiedAfflictions.Add(affliction.CreateMultiplied(dmgMultiplier, affliction));
}
c.LastDamageSource = damageSource;
if (attacker == null)
{
if (damageSource is Item item)
{
attacker = item.GetComponent<Projectile>()?.User;
attacker ??= item.GetComponent<MeleeWeapon>()?.User;
}
}
if (attack.Afflictions.Any() || attack.Stun > 0.0f)
{
if (!attack.OnlyHumans || c.IsHuman)
{
AbilityAttackData attackData = new AbilityAttackData(Attack, c, attacker);
if (attackData.Afflictions != null)
{
modifiedAfflictions.AddRange(attackData.Afflictions);
}
//use a position slightly from the limb's position towards the explosion
//ensures that the attack hits the correct limb and that the direction of the hit can be determined correctly in the AddDamage methods
Vector2 dir = worldPosition - limb.WorldPosition;
Vector2 hitPos = limb.WorldPosition + (dir.LengthSquared() <= 0.001f ? Rand.Vector(1.0f) : Vector2.Normalize(dir)) * 0.01f;
//only play the damage sound on the closest limb (playing it on all just sounds like a mess)
bool playSound = PlayDamageSounds && limb == closestLimb;
AttackResult attackResult = c.AddDamage(hitPos, modifiedAfflictions, attack.Stun * distFactor, playSound: playSound, attacker: attacker, damageMultiplier: attack.DamageMultiplier * attackData.DamageMultiplier);
damages.Add(limb, attackResult.Damage);
}
}
if (attack.StatusEffects != null && attack.StatusEffects.Any())
{
attack.SetUser(attacker);
var statusEffectTargets = new List<ISerializableEntity>();
foreach (StatusEffect statusEffect in attack.StatusEffects)
{
statusEffectTargets.Clear();
if (statusEffect.HasTargetType(StatusEffect.TargetType.Character)) { statusEffectTargets.Add(c); }
if (statusEffect.HasTargetType(StatusEffect.TargetType.Limb)) { statusEffectTargets.Add(limb); }
statusEffect.Apply(ActionType.OnUse, 1.0f, damageSource, statusEffectTargets);
statusEffect.Apply(ActionType.Always, 1.0f, damageSource, statusEffectTargets);
statusEffect.Apply(underWater ? ActionType.InWater : ActionType.NotInWater, 1.0f, damageSource, statusEffectTargets);
}
}
if (limb.WorldPosition != worldPosition && !MathUtils.NearlyEqual(force, 0.0f))
{
Vector2 limbDiff = Vector2.Normalize(limb.WorldPosition - worldPosition);
if (!MathUtils.IsValid(limbDiff)) { limbDiff = Rand.Vector(1.0f); }
Vector2 impulse = limbDiff * distFactor * force;
Vector2 impulsePoint = limb.SimPosition - limbDiff * limb.body.GetMaxExtent();
limb.body.ApplyLinearImpulse(impulse, impulsePoint, maxVelocity: NetConfig.MaxPhysicsBodyVelocity * 0.2f);
}
}
if (c == Character.Controlled && !c.IsDead && playTinnitus)
{
Limb head = c.AnimController.GetLimb(LimbType.Head);
if (head != null && damages.TryGetValue(head, out float headDamage) && headDamage > 0.0f && distFactors.TryGetValue(head, out float headFactor))
{
PlayTinnitusProjSpecific(headFactor);
}
}
//sever joints
if (attack.SeverLimbsProbability > 0.0f)
{
foreach (Limb limb in c.AnimController.Limbs)
{
if (limb.character.Removed || limb.Removed) { continue; }
if (limb.IsSevered) { continue; }
if (!c.IsDead && !limb.CanBeSeveredAlive) { continue; }
if (distFactors.TryGetValue(limb, out float distFactor))
{
if (damages.TryGetValue(limb, out float damage))
{
c.TrySeverLimbJoints(limb, attack.SeverLimbsProbability * distFactor, damage, allowBeheading: true, attacker: attacker);
}
}
}
}
}
}
private static readonly Dictionary<Structure, float> damagedStructures = new Dictionary<Structure, float>();
/// <summary>
/// Returns a dictionary where the keys are the structures that took damage and the values are the amount of damage taken
/// </summary>
public static Dictionary<Structure, float> RangedStructureDamage(Vector2 worldPosition, float worldRange, float damage, float levelWallDamage, Character attacker = null, IEnumerable<Submarine> ignoredSubmarines = null,
bool emitWallDamageParticles = true,
bool createWallDamageProjectiles = false,
bool distanceFalloff = true)
{
float dist = 600.0f;
damagedStructures.Clear();
foreach (Structure structure in Structure.WallList)
{
if (ignoredSubmarines != null && structure.Submarine != null && ignoredSubmarines.Contains(structure.Submarine)) { continue; }
if (structure.HasBody &&
!structure.IsPlatform &&
Vector2.Distance(structure.WorldPosition, worldPosition) < dist * 3.0f)
{
for (int i = 0; i < structure.SectionCount; i++)
{
float distFactor =
distanceFalloff ?
1.0f - (Vector2.Distance(structure.SectionPosition(i, true), worldPosition) / worldRange) :
1.0f;
if (distFactor <= 0.0f) { continue; }
structure.AddDamage(i, damage * distFactor, attacker, emitParticles: emitWallDamageParticles, createWallDamageProjectiles);
if (damagedStructures.ContainsKey(structure))
{
damagedStructures[structure] += damage * distFactor;
}
else
{
damagedStructures.Add(structure, damage * distFactor);
}
}
}
}
if (Level.Loaded != null && !MathUtils.NearlyEqual(levelWallDamage, 0.0f))
{
if (Level.Loaded?.LevelObjectManager != null)
{
foreach (var levelObject in Level.Loaded.LevelObjectManager.GetAllObjects(worldPosition, worldRange))
{
if (levelObject.Prefab.TakeLevelWallDamage)
{
float distFactor = 1.0f - (Vector2.Distance(levelObject.WorldPosition, worldPosition) / worldRange);
if (distFactor <= 0.0f) { continue; }
levelObject.AddDamage(levelWallDamage * distFactor, 1.0f, null);
}
}
}
for (int i = Level.Loaded.ExtraWalls.Count - 1; i >= 0; i--)
{
if (Level.Loaded.ExtraWalls[i] is not DestructibleLevelWall destructibleWall) { continue; }
bool inRange = false;
foreach (var cell in destructibleWall.Cells)
{
if (cell.IsPointInside(worldPosition))
{
inRange = true;
break;
}
foreach (var edge in cell.Edges)
{
if (MathUtils.LineSegmentToPointDistanceSquared((edge.Point1 + cell.Translation).ToPoint(), (edge.Point2 + cell.Translation).ToPoint(), worldPosition.ToPoint()) < worldRange * worldRange)
{
inRange = true;
break;
}
}
if (inRange) { break; }
}
if (inRange)
{
destructibleWall.AddDamage(levelWallDamage, worldPosition);
}
}
}
return damagedStructures;
}
public static void RangedBallastFloraDamage(Vector2 worldPosition, float worldRange, float damage, Character attacker = null, bool distanceFalloff = true)
{
List<BallastFloraBehavior> ballastFlorae = new List<BallastFloraBehavior>();
foreach (Hull hull in Hull.HullList)
{
if (hull.BallastFlora != null) { ballastFlorae.Add(hull.BallastFlora); }
}
foreach (BallastFloraBehavior ballastFlora in ballastFlorae)
{
float resistanceMuliplier = ballastFlora.HasBrokenThrough ? 1f : 1f - ballastFlora.ExplosionResistance;
ballastFlora.Branches.ForEachMod(branch =>
{
Vector2 branchWorldPos = ballastFlora.GetWorldPosition() + branch.Position;
float branchDist = Vector2.Distance(branchWorldPos, worldPosition);
if (branchDist < worldRange)
{
float distFactor =
distanceFalloff ?
1.0f - (branchDist / worldRange) :
1.0f;
if (distFactor <= 0.0f) { return; }
Vector2 explosionPos = worldPosition;
Vector2 branchPos = branchWorldPos;
if (ballastFlora.Parent?.Submarine != null)
{
explosionPos -= ballastFlora.Parent.Submarine.Position;
branchPos -= ballastFlora.Parent.Submarine.Position;
}
distFactor *= GetObstacleDamageMultiplier(ConvertUnits.ToSimUnits(explosionPos), worldPosition, ConvertUnits.ToSimUnits(branchPos));
ballastFlora.DamageBranch(branch, damage * distFactor * resistanceMuliplier, BallastFloraBehavior.AttackType.Explosives, attacker);
}
});
}
}
private static float GetObstacleDamageMultiplier(Vector2 explosionSimPos, Vector2 explosionWorldPos, Vector2 targetSimPos, IEnumerable<Structure> ignoredCover = null)
{
float damageMultiplier = 1.0f;
var obstacles = Submarine.PickBodies(targetSimPos, explosionSimPos, collisionCategory: Physics.CollisionItem | Physics.CollisionItemBlocking | Physics.CollisionWall);
foreach (var body in obstacles)
{
if (body.UserData is Item item)
{
var door = item.GetComponent<Door>();
if (door != null && !door.IsOpen && !door.IsBroken) { damageMultiplier *= 0.01f; }
}
else if (body.UserData is Structure structure)
{
if (ignoredCover != null)
{
if (ignoredCover.Contains(structure)) { continue; }
}
int sectionIndex = structure.FindSectionIndex(explosionWorldPos, world: true, clamp: true);
if (structure.SectionBodyDisabled(sectionIndex))
{
continue;
}
else if (structure.SectionIsLeaking(sectionIndex))
{
damageMultiplier *= 0.1f;
}
else
{
damageMultiplier *= 0.01f;
}
}
else
{
damageMultiplier *= 0.1f;
}
}
return damageMultiplier;
}
static partial void PlayTinnitusProjSpecific(float volume);
}
}