Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Map/SubmarineBody.cs
2024-04-24 18:09:05 +03:00

141 lines
5.6 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Voronoi2;
namespace Barotrauma
{
partial class SubmarineBody
{
partial void HandleLevelCollisionProjSpecific(Impact impact)
{
float wallImpact = Vector2.Dot(impact.Velocity, -impact.Normal);
int particleAmount = (int)Math.Min(wallImpact, 10);
const float BurstParticleThreshold = 5.0f;
float velocityFactor = MathHelper.Clamp(wallImpact / 10.0f, 0.0f, 1.0f);
for (int i = 0; i < particleAmount * 5; i++)
{
GameMain.ParticleManager.CreateParticle("iceshards",
ConvertUnits.ToDisplayUnits(impact.ImpactPos) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
(Rand.Vector(0.9f) + impact.Normal) * Rand.Range(100.0f, 10000) * velocityFactor);
}
for (int i = 0; i < particleAmount; i++)
{
float particleVelocityMultiplier = Rand.Range(0.0f, 1);
var p = GameMain.ParticleManager.CreateParticle("iceexplosion",
ConvertUnits.ToDisplayUnits(impact.ImpactPos) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
(Rand.Vector(0.5f) + impact.Normal) * particleVelocityMultiplier * 500 * velocityFactor);
if (p != null)
{
p.VelocityChangeMultiplier = particleVelocityMultiplier * Rand.Range(0.0f, 1.0f);
p.Size *= Math.Max(particleVelocityMultiplier, 0);
}
}
if (wallImpact > BurstParticleThreshold)
{
for (int i = 0; i < particleAmount; i++)
{
GameMain.ParticleManager.CreateParticle("iceburst",
ConvertUnits.ToDisplayUnits(impact.ImpactPos) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
angle: MathUtils.VectorToAngle(impact.Normal.FlipY() + Rand.Vector(0.25f)), speed: 0.0f);
}
}
}
partial void ClientUpdatePosition(float deltaTime)
{
if (GameMain.Client == null) { return; }
Body.CorrectPosition(positionBuffer, out Vector2 newPosition, out Vector2 newVelocity, out _, out _);
Vector2 moveAmount = ConvertUnits.ToDisplayUnits(newPosition - Body.SimPosition);
newVelocity = newVelocity.ClampLength(100.0f);
if (!MathUtils.IsValid(newVelocity) || moveAmount.LengthSquared() < 0.0001f)
{
return;
}
var subsToMove = submarine.GetConnectedSubs();
foreach (Submarine dockedSub in subsToMove)
{
if (dockedSub == submarine) { continue; }
//clear the position buffer of the docked subs to prevent unnecessary position corrections
dockedSub.SubBody.positionBuffer.Clear();
}
Submarine closestSub;
if (Character.Controlled == null)
{
closestSub = Submarine.FindClosest(GameMain.GameScreen.Cam.Position);
}
else
{
closestSub = Character.Controlled.Submarine;
}
bool displace = moveAmount.LengthSquared() > 100.0f * 100.0f;
foreach (Submarine sub in subsToMove)
{
sub.PhysicsBody.LinearVelocity = newVelocity;
if (displace)
{
sub.PhysicsBody.SetTransform(sub.PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(moveAmount), 0.0f);
sub.SubBody.DisplaceCharacters(moveAmount);
}
else
{
sub.PhysicsBody.SetTransformIgnoreContacts(sub.PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(moveAmount), 0.0f);
}
}
if (closestSub != null && subsToMove.Contains(closestSub))
{
GameMain.GameScreen.Cam.Position += moveAmount;
if (GameMain.GameScreen.Cam.TargetPos != Vector2.Zero) { GameMain.GameScreen.Cam.TargetPos += moveAmount; }
if (Character.Controlled != null) { Character.Controlled.CursorPosition += moveAmount; }
}
}
private void PlayDamageSounds(Dictionary<Structure, float> damagedStructures, Vector2 impactSimPos, float impact, string soundTag)
{
if (impact < MinCollisionImpact) { return; }
//play a damage sound for the structure that took the most damage
float maxDamage = 0.0f;
Structure maxDamageStructure = null;
foreach (KeyValuePair<Structure, float> structureDamage in damagedStructures)
{
if (maxDamageStructure == null || structureDamage.Value > maxDamage)
{
maxDamage = structureDamage.Value;
maxDamageStructure = structureDamage.Key;
}
}
if (maxDamageStructure != null)
{
PlayDamageSound(impactSimPos, impact, soundTag, maxDamageStructure);
}
}
private void PlayDamageSound(Vector2 impactSimPos, float impact, string soundTag, Structure hitStructure = null)
{
if (impact < MinCollisionImpact) { return; }
SoundPlayer.PlayDamageSound(
soundTag,
impact * 10.0f,
ConvertUnits.ToDisplayUnits(impactSimPos),
MathHelper.Lerp(2000.0f, 10000.0f, (impact - MinCollisionImpact) / 2.0f),
hitStructure?.Tags);
}
}
}