Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Projectile.cs

408 lines
13 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class Projectile : ItemComponent
{
//continuous collision detection is used while the projectile is moving faster than this
const float ContinuousCollisionThreshold = 5.0f;
//a duration during which the projectile won't drop from the body it's stuck to
private const float PersistentStickJointDuration = 1.0f;
private float launchImpulse;
private PrismaticJoint stickJoint;
private Body stickTarget;
private Attack attack;
public List<Body> IgnoredBodies;
public Character User;
private float persistentStickJointTimer;
[Serialize(10.0f, false)]
public float LaunchImpulse
{
get { return launchImpulse; }
set { launchImpulse = value; }
}
[Serialize(false, false)]
//backwards compatibility, can stick to anything
public bool DoesStick
{
get;
set;
}
[Serialize(false, false)]
public bool StickToCharacters
{
get;
set;
}
[Serialize(false, false)]
public bool StickToStructures
{
get;
set;
}
[Serialize(false, false)]
public bool StickToItems
{
get;
set;
}
[Serialize(false, false)]
public bool Hitscan
{
get;
set;
}
[Serialize(false, false)]
public bool RemoveOnHit
{
get;
set;
}
public Projectile(Item item, XElement element)
: base (item, element)
{
IgnoredBodies = new List<Body>();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
attack = new Attack(subElement);
}
}
public override bool Use(float deltaTime, Character character = null)
{
if (character != null && !characterUsable) return false;
Vector2 launchDir = new Vector2((float)Math.Cos(item.body.Rotation), (float)Math.Sin(item.body.Rotation));
if (Hitscan)
{
DoHitscan(launchDir);
}
else
{
Launch(launchDir * launchImpulse * item.body.Mass);
}
User = character;
return true;
}
private void Launch(Vector2 impulse)
{
item.Drop();
item.body.Enabled = true;
item.body.ApplyLinearImpulse(impulse);
item.body.FarseerBody.OnCollision += OnProjectileCollision;
item.body.FarseerBody.IsBullet = true;
item.body.CollisionCategories = Physics.CollisionProjectile;
item.body.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
IsActive = true;
if (stickJoint == null) return;
if (stickTarget != null)
{
try
{
item.body.FarseerBody.RestoreCollisionWith(stickTarget);
}
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("Failed to restore collision with stickTarget", e);
#endif
}
stickTarget = null;
}
GameMain.World.RemoveJoint(stickJoint);
stickJoint = null;
}
private void DoHitscan(Vector2 dir)
{
float rotation = item.body.Rotation;
item.Drop();
item.body.Enabled = true;
//set the velocity of the body because the OnProjectileCollision method
//uses it to determine the direction from which the projectile hit
item.body.LinearVelocity = dir;
IsActive = true;
Vector2 rayStart = item.SimPosition;
Vector2 rayEnd = item.SimPosition + dir * 1000.0f;
List<Tuple<Fixture, Vector2, Vector2>> hits = new List<Tuple<Fixture, Vector2, Vector2>>();
GameMain.World.RayCast((fixture, point, normal, fraction) =>
{
if (fixture == null || fixture.IsSensor) return -1;
if (!fixture.CollisionCategories.HasFlag(Physics.CollisionCharacter) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) return -1;
/*item.body.SetTransform(point, rotation);
if (OnProjectileCollision(fixture, normal))
{
Character.Controlled.AnimController.Teleport(point - Character.Controlled.SimPosition, Vector2.Zero);
hitSomething = true;
return 0;
}*/
hits.Add(new Tuple<Fixture, Vector2, Vector2>(fixture,point,normal));
return hits.Count<25 ? 1 : 0;
}, rayStart, rayEnd);
bool hitSomething = false;
hits = hits.OrderBy(t => Vector2.DistanceSquared(rayStart, t.Item2)).ToList();
foreach (Tuple<Fixture, Vector2, Vector2> t in hits)
{
Fixture fixture = t.Item1;
Vector2 point = t.Item2;
Vector2 normal = t.Item3;
item.body.SetTransform(point, rotation);
if (OnProjectileCollision(fixture, normal))
{
hitSomething = true;
//Character.Controlled.AnimController.Teleport(point - Character.Controlled.SimPosition, Vector2.Zero);
break;
}
}
//the raycast didn't hit anything -> the projectile flew somewhere outside the level and is permanently lost
if (!hitSomething)
{
Entity.Spawner.AddToRemoveQueue(item);
}
}
public override void Update(float deltaTime, Camera cam)
{
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
if (item.body != null && item.body.FarseerBody.IsBullet)
{
if (item.body.LinearVelocity.LengthSquared() < ContinuousCollisionThreshold * ContinuousCollisionThreshold)
{
item.body.FarseerBody.IsBullet = false;
//projectiles with a stickjoint don't become inactive until the stickjoint is detached
if (stickJoint == null) IsActive = false;
}
}
if (stickJoint == null) return;
if (persistentStickJointTimer > 0.0f)
{
persistentStickJointTimer -= deltaTime;
return;
}
if (stickJoint.JointTranslation < stickJoint.LowerLimit * 0.9f || stickJoint.JointTranslation > stickJoint.UpperLimit * 0.9f)
{
if (stickTarget != null)
{
try
{
item.body.FarseerBody.RestoreCollisionWith(stickTarget);
}
catch
{
//the body that the projectile was stuck to has been removed
}
stickTarget = null;
}
try
{
GameMain.World.RemoveJoint(stickJoint);
}
catch
{
//the body that the projectile was stuck to has been removed
}
stickJoint = null;
if (!item.body.FarseerBody.IsBullet) IsActive = false;
}
}
private bool OnProjectileCollision(Fixture f1, Fixture f2, Contact contact)
{
return OnProjectileCollision(f2, contact.Manifold.LocalNormal);
}
private bool OnProjectileCollision(Fixture target, Vector2 collisionNormal)
{
if (User != null && User.Removed) User = null;
if (IgnoredBodies.Contains(target.Body)) return false;
if (target.CollisionCategories == Physics.CollisionCharacter && !(target.Body.UserData is Limb))
{
return false;
}
AttackResult attackResult = new AttackResult();
Character character = null;
if (attack != null)
{
var submarine = target.Body.UserData as Submarine;
if (submarine != null)
{
item.Move(-submarine.Position);
item.Submarine = submarine;
item.body.Submarine = submarine;
return true;
}
Limb limb = target.Body.UserData as Limb;
Structure structure;
if (limb != null)
{
attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f);
if (limb.character != null)
character = limb.character;
}
else if ((structure = (target.Body.UserData as Structure)) != null)
{
attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f);
}
}
ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
ApplyStatusEffects(ActionType.OnImpact, 1.0f, character);
item.body.FarseerBody.OnCollision -= OnProjectileCollision;
item.body.CollisionCategories = Physics.CollisionItem;
item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
IgnoredBodies.Clear();
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
if (attackResult.AppliedDamageModifiers != null &&
attackResult.AppliedDamageModifiers.Any(dm => dm.DeflectProjectiles))
{
item.body.LinearVelocity *= 0.1f;
}
else if (Vector2.Dot(item.body.LinearVelocity, collisionNormal) < 0.0f &&
(DoesStick ||
(StickToCharacters && target.Body.UserData is Limb) ||
(StickToStructures && target.Body.UserData is Structure) ||
(StickToItems && target.Body.UserData is Item)))
{
Vector2 dir = new Vector2(
(float)Math.Cos(item.body.Rotation),
(float)Math.Sin(item.body.Rotation));
StickToTarget(target.Body, dir);
item.body.LinearVelocity *= 0.5f;
return Hitscan;
}
else
{
item.body.LinearVelocity *= 0.5f;
}
var containedItems = item.ContainedItems;
if (containedItems != null)
{
foreach (Item contained in containedItems)
{
if (contained.body != null)
{
contained.SetTransform(item.SimPosition, contained.body.Rotation);
}
//contained.Condition = 0.0f; //Let the freaking .xml handle it jeez
}
}
if (RemoveOnHit)
{
Item.Spawner.AddToRemoveQueue(item);
}
return true;
}
private void StickToTarget(Body targetBody, Vector2 axis)
{
if (stickJoint != null) return;
stickJoint = new PrismaticJoint(targetBody, item.body.FarseerBody, item.body.SimPosition, axis, true);
stickJoint.MotorEnabled = true;
stickJoint.MaxMotorForce = 30.0f;
stickJoint.LimitEnabled = true;
if (item.Sprite != null)
{
stickJoint.LowerLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X * -0.3f);
stickJoint.UpperLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X * 0.3f);
}
persistentStickJointTimer = PersistentStickJointDuration;
item.body.FarseerBody.IgnoreCollisionWith(targetBody);
stickTarget = targetBody;
GameMain.World.AddJoint(stickJoint);
IsActive = true;
}
protected override void RemoveComponentSpecific()
{
if (stickJoint != null)
{
try
{
GameMain.World.RemoveJoint(stickJoint);
}
catch
{
//the body that the projectile was stuck to has been removed
}
stickJoint = null;
}
}
}
}