Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/RepairTool.cs
2026-04-30 21:59:54 +08:00

967 lines
47 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using Barotrauma.Extensions;
using Barotrauma.MapCreatures.Behavior;
namespace Barotrauma.Items.Components
{
partial class RepairTool : ItemComponent
{
public enum UseEnvironment
{
Air, Water, Both, None
};
private readonly HashSet<Identifier> fixableEntities;
private readonly HashSet<Identifier> nonFixableEntities;
private Vector2 pickedPosition;
private float activeTimer;
private Vector2 debugRayStartPos, debugRayEndPos;
private readonly List<Body> ignoredBodies = new List<Body>();
[Serialize("Both", IsPropertySaveable.No, description: "Can the item be used in air, water or both.")]
public UseEnvironment UsableIn
{
get; set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "The distance at which the item can repair targets.")]
public float Range { get; set; }
[Serialize(0.0f, IsPropertySaveable.No, description: "Random spread applied to the firing angle when used by a character with sufficient skills to use the tool (in degrees).")]
public float Spread
{
get;
set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "Random spread applied to the firing angle when used by a character with insufficient skills to use the tool (in degrees).")]
public float UnskilledSpread
{
get;
set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "How many units of damage the item removes from structures per second.")]
public float StructureFixAmount
{
get; set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "How much damage is applied to ballast flora.")]
public float FireDamage
{
get; set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "How many units of damage the item removes from destructible level walls per second.")]
public float LevelWallFixAmount
{
get; set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "How much the item decreases the size of fires per second.")]
public float ExtinguishAmount
{
get; set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "How much water the item provides to planters per second.")]
public float WaterAmount { get; set; }
[Serialize("0.0,0.0", IsPropertySaveable.No, description: "The position of the barrel as an offset from the item's center (in pixels).")]
public Vector2 BarrelPos { get; set; }
[Serialize(false, IsPropertySaveable.No, description: "Can the item repair things through walls.")]
public bool RepairThroughWalls { get; set; }
[Serialize(false, IsPropertySaveable.No, description: "Can the item repair multiple things at once, or will it only affect the first thing the ray from the barrel hits.")]
public bool RepairMultiple { get; set; }
[Serialize(true, IsPropertySaveable.No, description: "Can the item repair multiple walls at once? Only relevant if RepairMultiple is true.")]
public bool RepairMultipleWalls { get; set; }
[Serialize(false, IsPropertySaveable.No, description: "Can the item repair things through holes in walls.")]
public bool RepairThroughHoles { get; set; }
[Serialize(100.0f, IsPropertySaveable.No, description: "How far two walls need to not be considered overlapping and to stop the ray.")]
public float MaxOverlappingWallDist { get; set; }
[Serialize(1.0f, IsPropertySaveable.No, description: "How fast the tool detaches level resources (e.g. minerals). Acts as a multiplier on the speed: with a value of 2, detaching an item whose DeattachDuration is set to 30 seconds would take 15 seconds.")]
public float DeattachSpeed { get; set; }
[Serialize(true, IsPropertySaveable.No, description: "Can the item hit doors.")]
public bool HitItems { get; set; }
[Serialize(false, IsPropertySaveable.No, description: "Can the item hit broken doors.")]
public bool HitBrokenDoors { get; set; }
[Serialize(false, IsPropertySaveable.No, description: "Should the tool ignore characters? Enabled e.g. for fire extinguisher.")]
public bool IgnoreCharacters { get; set; }
[Serialize(0.0f, IsPropertySaveable.No, description: "The probability of starting a fire somewhere along the ray fired from the barrel (for example, 0.1 = 10% chance to start a fire during a second of use).")]
public float FireProbability { get; set; }
[Serialize(0.0f, IsPropertySaveable.No, description: "Force applied to the entity the ray hits.")]
public float TargetForce { get; set; }
[Serialize(0.0f, IsPropertySaveable.No, description: "Rotation of the barrel in degrees."), Editable(MinValueFloat = 0, MaxValueFloat = 360, VectorComponentLabels = new string[] { "editable.minvalue", "editable.maxvalue" })]
public float BarrelRotation
{
get; set;
}
public Vector2 TransformedBarrelPos
{
get
{
if (item.body == null) { return BarrelPos; }
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation + MathHelper.ToRadians(BarrelRotation));
Vector2 flippedPos = BarrelPos;
if (item.body.Dir < 0.0f) { flippedPos.X = -flippedPos.X; }
return Vector2.Transform(flippedPos, bodyTransform);
}
}
public RepairTool(Item item, ContentXElement element)
: base(item, element)
{
this.item = item;
if (element.GetAttribute("limbfixamount") != null)
{
DebugConsole.ThrowError("Error in item \"" + item.Name + "\" - RepairTool damage should be configured using a StatusEffect with Afflictions, not the limbfixamount attribute.",
contentPackage: element.ContentPackage);
}
fixableEntities = new HashSet<Identifier>();
nonFixableEntities = new HashSet<Identifier>();
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "fixable":
if (subElement.GetAttribute("name") != null)
{
DebugConsole.ThrowError("Error in RepairTool " + item.Name + " - use identifiers instead of names to configure fixable entities.",
contentPackage: element.ContentPackage);
fixableEntities.Add(subElement.GetAttribute("name").Value.ToIdentifier());
}
else
{
foreach (Identifier id in subElement.GetAttributeIdentifierArray("identifier", Array.Empty<Identifier>()))
{
fixableEntities.Add(id);
}
}
break;
case "nonfixable":
foreach (Identifier id in subElement.GetAttributeIdentifierArray("identifier", Array.Empty<Identifier>()))
{
nonFixableEntities.Add(id);
}
break;
}
}
item.IsShootable = true;
item.RequireAimToUse = element.Parent.GetAttributeBool(nameof(item.RequireAimToUse), true);
InitProjSpecific(element);
}
partial void InitProjSpecific(ContentXElement element);
public override void Update(float deltaTime, Camera cam)
{
activeTimer -= deltaTime;
if (activeTimer <= 0.0f) { IsActive = false; }
}
public override bool Use(float deltaTime, Character character = null)
{
if (character != null)
{
if (item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) { return false; }
}
float degreeOfSuccess = character == null ? 0.5f : DegreeOfSuccess(character);
bool failed = false;
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
{
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
failed = true;
}
if (UsableIn == UseEnvironment.None)
{
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
failed = true;
}
if (item.InWater)
{
if (UsableIn == UseEnvironment.Air)
{
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
failed = true;
}
}
else
{
if (UsableIn == UseEnvironment.Water)
{
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
failed = true;
}
}
if (failed)
{
// Always apply ActionType.OnUse. If doesn't fail, the effect is called later.
ApplyStatusEffects(ActionType.OnUse, deltaTime, character);
return false;
}
Vector2 rayStart;
Vector2 rayStartWorld;
Vector2 sourcePos = character?.AnimController == null ? item.SimPosition : character.AnimController.AimSourceSimPos;
Vector2 barrelPos = item.SimPosition + ConvertUnits.ToSimUnits(TransformedBarrelPos);
//make sure there's no obstacles between the base of the item (or the shoulder of the character) and the end of the barrel
if (Submarine.PickBody(sourcePos, barrelPos, collisionCategory: Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking) == null)
{
//no obstacles -> we start the raycast at the end of the barrel
rayStart = ConvertUnits.ToSimUnits(item.Position + TransformedBarrelPos);
rayStartWorld = ConvertUnits.ToSimUnits(item.WorldPosition + TransformedBarrelPos);
}
else
{
rayStart = rayStartWorld = Submarine.LastPickedPosition + Submarine.LastPickedNormal * 0.1f;
if (item.Submarine != null) { rayStartWorld += item.Submarine.SimPosition; }
}
//if the calculated barrel pos is in another hull, use the origin of the item to make sure the particles don't end up in an incorrect hull
if (item.CurrentHull != null)
{
var barrelHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(rayStartWorld), item.CurrentHull, useWorldCoordinates: true);
if (barrelHull != null && barrelHull != item.CurrentHull)
{
if (MathUtils.GetLineWorldRectangleIntersection(ConvertUnits.ToDisplayUnits(sourcePos), ConvertUnits.ToDisplayUnits(rayStart), item.CurrentHull.Rect, out Vector2 hullIntersection))
{
if (!item.CurrentHull.ConnectedGaps.Any(g => g.Open > 0.0f && Submarine.RectContains(g.Rect, hullIntersection)))
{
Vector2 rayDir = rayStart.NearlyEquals(sourcePos) ? Vector2.Zero : Vector2.Normalize(rayStart - sourcePos);
rayStartWorld = ConvertUnits.ToSimUnits(hullIntersection - rayDir * 5.0f);
if (item.Submarine != null) { rayStartWorld += item.Submarine.SimPosition; }
}
}
}
}
float spread = MathHelper.ToRadians(MathHelper.Lerp(UnskilledSpread, Spread, degreeOfSuccess));
float angle = MathHelper.ToRadians(BarrelRotation) + spread * Rand.Range(-0.5f, 0.5f);
float dir = 1;
if (item.body != null)
{
angle += item.body.Rotation;
dir = item.body.Dir;
}
Vector2 rayEnd = rayStartWorld + ConvertUnits.ToSimUnits(new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * Range * dir);
ignoredBodies.Clear();
if (character != null)
{
foreach (Limb limb in character.AnimController.Limbs)
{
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess) continue;
ignoredBodies.Add(limb.body.FarseerBody);
}
ignoredBodies.Add(character.AnimController.Collider.FarseerBody);
}
IsActive = true;
activeTimer = 0.1f;
debugRayStartPos = ConvertUnits.ToDisplayUnits(rayStartWorld);
debugRayEndPos = ConvertUnits.ToDisplayUnits(rayEnd);
Submarine parentSub = character?.Submarine ?? item.Submarine;
if (parentSub == null)
{
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle subBorders = sub.Borders;
subBorders.Location += new Point((int)sub.WorldPosition.X, (int)sub.WorldPosition.Y - sub.Borders.Height);
if (!MathUtils.CircleIntersectsRectangle(item.WorldPosition, Range * 5.0f, subBorders))
{
continue;
}
Repair(rayStartWorld - sub.SimPosition, rayEnd - sub.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
Repair(rayStartWorld, rayEnd, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
else
{
Repair(rayStartWorld - parentSub.SimPosition, rayEnd - parentSub.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
UseProjSpecific(deltaTime, rayStartWorld);
return true;
}
partial void UseProjSpecific(float deltaTime, Vector2 raystart);
private static readonly ThreadLocal<List<Body>> hitBodies = new ThreadLocal<List<Body>>(() => new List<Body>());
private readonly HashSet<Character> hitCharacters = new HashSet<Character>();
private readonly List<FireSource> fireSourcesInRange = new List<FireSource>();
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
{
var collisionCategories = Physics.CollisionWall | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepairableWall | Physics.CollisionItemBlocking;
if (!IgnoreCharacters)
{
collisionCategories |= Physics.CollisionCharacter;
}
//if the item can cut off limbs, activate nearby bodies to allow the raycast to hit them
if (statusEffectLists != null)
{
static bool CanSeverJoints(ActionType type, Dictionary<ActionType, List<StatusEffect>> effectList) =>
effectList.TryGetValue(type, out List<StatusEffect> effects) && effects.Any(e => e.SeverLimbsProbability > 0);
if (CanSeverJoints(ActionType.OnUse, statusEffectLists) || CanSeverJoints(ActionType.OnSuccess, statusEffectLists))
{
float rangeSqr = ConvertUnits.ToSimUnits(Range);
rangeSqr *= rangeSqr;
foreach (Character c in Character.CharacterList)
{
if (!c.Enabled || !c.AnimController.BodyInRest) { continue; }
//do a broad check first
if (Math.Abs(c.WorldPosition.X - item.WorldPosition.X) > 1000.0f) { continue; }
if (Math.Abs(c.WorldPosition.Y - item.WorldPosition.Y) > 1000.0f) { continue; }
foreach (Limb limb in c.AnimController.Limbs)
{
if (Vector2.DistanceSquared(limb.SimPosition, item.SimPosition) < rangeSqr && Vector2.Dot(rayEnd - rayStart, limb.SimPosition - rayStart) > 0)
{
c.AnimController.BodyInRest = false;
break;
}
}
}
}
}
float lastPickedFraction = 0.0f;
if (RepairMultiple)
{
var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories,
ignoreSensors: false,
customPredicate: (Fixture f) =>
{
if (f.IsSensor)
{
if (RepairThroughHoles && f.Body?.UserData is Structure) { return false; }
if (f.Body?.UserData is PhysicsBody) { return false; }
}
if (f.Body?.UserData is Item it && it.GetComponent<Planter>() != null) { return false; }
if (f.Body?.UserData as string == "ruinroom") { return false; }
if (f.Body?.UserData is VineTile && !(FireDamage > 0)) { return false; }
return true;
},
allowInsideFixture: true);
hitBodies.Value.Clear();
hitBodies.Value.AddRange(bodies.Distinct());
lastPickedFraction = Submarine.LastPickedFraction;
Type lastHitType = null;
hitCharacters.Clear();
foreach (Body body in hitBodies.Value)
{
Type bodyType = body.UserData?.GetType();
if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
{
//stop the ray if it already hit a door/wall and is now about to hit some other type of entity
if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
}
if (!RepairMultipleWalls && (bodyType == typeof(Structure) || (body.UserData as Item)?.GetComponent<Door>() != null)) { break; }
Character hitCharacter = null;
if (body.UserData is Limb limb)
{
hitCharacter = limb.character;
}
else if (body.UserData is Character character)
{
hitCharacter = character;
}
//only do damage once to each character even if they ray hit multiple limbs
if (hitCharacter != null)
{
if (hitCharacters.Contains(hitCharacter)) { continue; }
hitCharacters.Add(hitCharacter);
}
//if repairing through walls is not allowed and the next wall is more than 100 pixels away from the previous one, stop here
//(= repairing multiple overlapping walls is allowed as long as the edges of the walls are less than MaxOverlappingWallDist pixels apart)
float thisBodyFraction = Submarine.LastPickedBodyDist(body);
if (!RepairThroughWalls && lastHitType == typeof(Structure) && Range * (thisBodyFraction - lastPickedFraction) > MaxOverlappingWallDist)
{
break;
}
pickedPosition = rayStart + (rayEnd - rayStart) * thisBodyFraction;
if (FixBody(user, pickedPosition, deltaTime, degreeOfSuccess, body))
{
lastPickedFraction = thisBodyFraction;
if (bodyType != null) { lastHitType = bodyType; }
}
}
}
else
{
var pickedBody = Submarine.PickBody(rayStart, rayEnd,
ignoredBodies, collisionCategories,
ignoreSensors: false,
customPredicate: (Fixture f) =>
{
if (f.IsSensor)
{
if (RepairThroughHoles && f.Body?.UserData is Structure) { return false; }
if (f.Body?.UserData is PhysicsBody) { return false; }
}
if (f.Body?.UserData as string == "ruinroom") { return false; }
if (f.Body?.UserData is VineTile && !(FireDamage > 0)) { return false; }
if (f.Body?.UserData is Item targetItem)
{
if (!HitItems) { return false; }
if (HitBrokenDoors)
{
if (targetItem.GetComponent<Door>() == null && targetItem.Condition <= 0) { return false; }
}
else
{
if (targetItem.Condition <= 0) { return false; }
}
}
return f.Body?.UserData != null;
},
allowInsideFixture: true);
pickedPosition = Submarine.LastPickedPosition;
FixBody(user, pickedPosition, deltaTime, degreeOfSuccess, pickedBody);
lastPickedFraction = Submarine.LastPickedFraction;
}
if (ExtinguishAmount > 0.0f && item.CurrentHull != null)
{
fireSourcesInRange.Clear();
//step along the ray in 10% intervals, collecting all fire sources in the range
for (float x = 0.0f; x <= lastPickedFraction; x += 0.1f)
{
Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * x);
if (item.CurrentHull.Submarine != null) { displayPos += item.CurrentHull.Submarine.Position; }
Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
if (hull == null) continue;
foreach (FireSource fs in hull.FireSources)
{
if (fs.IsInDamageRange(displayPos, 100.0f) && !fireSourcesInRange.Contains(fs))
{
fireSourcesInRange.Add(fs);
}
}
foreach (FireSource fs in hull.FakeFireSources)
{
if (fs.IsInDamageRange(displayPos, 100.0f) && !fireSourcesInRange.Contains(fs))
{
fireSourcesInRange.Add(fs);
}
}
}
foreach (FireSource fs in fireSourcesInRange)
{
fs.Extinguish(deltaTime, ExtinguishAmount);
#if SERVER
if (!(fs is DummyFireSource))
{
GameMain.Server.KarmaManager.OnExtinguishingFire(user, deltaTime);
}
#endif
}
}
if (WaterAmount > 0.0f && item.Submarine != null)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(rayStart + item.Submarine.SimPosition);
// Could probably be done much efficiently here
foreach (Item it in Item.ItemList)
{
if (it.Submarine == item.Submarine && it.GetComponent<Planter>() is { } planter)
{
if (it.GetComponent<Holdable>() is { } holdable && holdable.Attachable && !holdable.Attached) { continue; }
Rectangle collisionRect = it.WorldRect;
collisionRect.Y -= collisionRect.Height;
if (collisionRect.Left < pos.X && collisionRect.Right > pos.X && collisionRect.Bottom < pos.Y)
{
Body collision = Submarine.PickBody(rayStart, it.SimPosition, ignoredBodies, collisionCategories);
if (collision == null)
{
for (var i = 0; i < planter.GrowableSeeds.Length; i++)
{
Growable seed = planter.GrowableSeeds[i];
if (seed == null || seed.Decayed) { continue; }
seed.Health += WaterAmount * deltaTime;
#if CLIENT
float barOffset = 10f * GUI.Scale;
Vector2 offset = planter.PlantSlots.ContainsKey(i) ? planter.PlantSlots[i].Offset : Vector2.Zero;
user?.UpdateHUDProgressBar(planter, planter.Item.DrawPosition + new Vector2(barOffset, 0) + offset, seed.Health / seed.MaxWater, GUIStyle.Blue, GUIStyle.Blue, "progressbar.watering");
#endif
}
}
}
}
}
}
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
if (Rand.Range(0.0f, 1.0f) < FireProbability * deltaTime && item.CurrentHull != null)
{
Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * lastPickedFraction * 0.9f);
if (item.CurrentHull.Submarine != null) { displayPos += item.CurrentHull.Submarine.Position; }
new FireSource(displayPos, sourceCharacter: user);
}
}
}
private bool FixBody(Character user, Vector2 hitPosition, float deltaTime, float degreeOfSuccess, Body targetBody)
{
if (targetBody?.UserData == null) { return false; }
if (targetBody.UserData is Structure targetStructure)
{
if (targetStructure.IsPlatform) { return false; }
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) { return false; }
if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) { return true; }
if (nonFixableEntities.Contains(targetStructure.Prefab.Identifier) || nonFixableEntities.Any(t => targetStructure.Tags.Contains(t))) { return false; }
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, structure: targetStructure);
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnSuccess, structure: targetStructure);
FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
float structureFixAmount = StructureFixAmount;
if (structureFixAmount >= 0f)
{
structureFixAmount *= 1 + user.GetStatValue(StatTypes.RepairToolStructureRepairMultiplier);
structureFixAmount *= 1 + item.GetQualityModifier(Quality.StatType.RepairToolStructureRepairMultiplier);
}
else
{
structureFixAmount *= 1 + user.GetStatValue(StatTypes.RepairToolStructureDamageMultiplier);
structureFixAmount *= 1 + item.GetQualityModifier(Quality.StatType.RepairToolStructureDamageMultiplier);
}
var didLeak = targetStructure.SectionIsLeakingFromOutside(sectionIndex);
targetStructure.AddDamage(sectionIndex, -structureFixAmount * degreeOfSuccess, user);
if (didLeak && !targetStructure.SectionIsLeakingFromOutside(sectionIndex))
{
user.CheckTalents(AbilityEffectType.OnRepairedOutsideLeak);
}
//if the next section is small enough, apply the effect to it as well
//(to make it easier to fix a small "left-over" section)
for (int i = -1; i < 2; i += 2)
{
int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
if ((sectionIndex == 1 && i == -1) ||
(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
(nextSectionLength > 0 && nextSectionLength < Structure.WallSectionSize * 0.3f))
{
//targetStructure.HighLightSection(sectionIndex + i);
targetStructure.AddDamage(sectionIndex + i, -structureFixAmount * degreeOfSuccess);
}
}
return true;
}
else if (targetBody.UserData is Voronoi2.VoronoiCell cell && cell.IsDestructible)
{
if (Level.Loaded?.ExtraWalls.Find(w => w.Body == cell.Body) is DestructibleLevelWall levelWall)
{
levelWall.AddDamage(-LevelWallFixAmount * deltaTime, ConvertUnits.ToDisplayUnits(hitPosition));
}
return true;
}
else if (targetBody.UserData is LevelObject levelObject && levelObject.Prefab.TakeLevelWallDamage)
{
levelObject.AddDamage(-LevelWallFixAmount, deltaTime, item);
return true;
}
else if (targetBody.UserData is Character targetCharacter)
{
if (targetCharacter.Removed) { return false; }
targetCharacter.LastDamageSource = item;
Limb closestLimb = null;
float closestDist = float.MaxValue;
foreach (Limb limb in targetCharacter.AnimController.Limbs)
{
if (limb.Removed || limb.IgnoreCollisions || limb.Hidden || limb.IsSevered) { continue; }
float dist = Vector2.DistanceSquared(item.SimPosition, limb.SimPosition);
if (dist < closestDist)
{
closestLimb = limb;
closestDist = dist;
}
}
if (closestLimb != null && !MathUtils.NearlyEqual(TargetForce, 0.0f))
{
Vector2 dir = closestLimb.WorldPosition - item.WorldPosition;
dir = dir.LengthSquared() < 0.0001f ? Vector2.UnitY : Vector2.Normalize(dir);
closestLimb.body.ApplyForce(dir * TargetForce, maxVelocity: 10.0f);
}
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, character: targetCharacter, limb: closestLimb);
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnSuccess, character: targetCharacter, limb: closestLimb);
FixCharacterProjSpecific(user, deltaTime, targetCharacter);
return true;
}
else if (targetBody.UserData is Limb targetLimb)
{
if (targetLimb.character == null || targetLimb.character.Removed) { return false; }
if (!MathUtils.NearlyEqual(TargetForce, 0.0f))
{
Vector2 dir = targetLimb.WorldPosition - item.WorldPosition;
dir = dir.LengthSquared() < 0.0001f ? Vector2.UnitY : Vector2.Normalize(dir);
targetLimb.body.ApplyForce(dir * TargetForce, maxVelocity: 10.0f);
}
targetLimb.character.LastDamageSource = item;
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, character: targetLimb.character, limb: targetLimb);
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnSuccess, character: targetLimb.character, limb: targetLimb);
FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
return true;
}
else if (targetBody.UserData is Barotrauma.Item or Holdable)
{
Item targetItem = targetBody.UserData is Holdable holdable ? holdable.Item : (Item)targetBody.UserData;
if (!HitItems || !targetItem.IsInteractable(user)) { return false; }
var levelResource = targetItem.GetComponent<LevelResource>();
if (levelResource != null && levelResource.Attached &&
levelResource.RequiredItems.Any() &&
levelResource.HasRequiredItems(user, addMessage: false))
{
float addedDetachTime = deltaTime *
DeattachSpeed *
(1f + user.GetStatValue(StatTypes.RepairToolDeattachTimeMultiplier)) *
(1f + item.GetQualityModifier(Quality.StatType.RepairToolDeattachTimeMultiplier));
levelResource.DeattachTimer += addedDetachTime;
#if CLIENT
if (targetItem.Prefab.ShowHealthBar && Character.Controlled != null &&
(user == Character.Controlled || Character.Controlled.CanSeeTarget(item)))
{
Character.Controlled.UpdateHUDProgressBar(
this,
targetItem.WorldPosition,
levelResource.DeattachTimer / levelResource.DeattachDuration,
GUIStyle.Red, GUIStyle.Green, "progressbar.deattaching");
}
#endif
FixItemProjSpecific(user, deltaTime, targetItem, showProgressBar: false);
return true;
}
if (!targetItem.Prefab.DamagedByRepairTools) { return false; }
if (HitBrokenDoors)
{
if (targetItem.GetComponent<Door>() == null && targetItem.Condition <= 0) { return false; }
}
else
{
if (targetItem.Condition <= 0) { return false; }
}
targetItem.IsHighlighted = true;
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, targetItem);
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnSuccess, targetItem);
if (targetItem.body != null && !MathUtils.NearlyEqual(TargetForce, 0.0f))
{
Vector2 dir = targetItem.WorldPosition - item.WorldPosition;
dir = dir.LengthSquared() < 0.0001f ? Vector2.UnitY : Vector2.Normalize(dir);
targetItem.body.ApplyForce(dir * TargetForce, maxVelocity: 10.0f);
}
FixItemProjSpecific(user, deltaTime, targetItem, showProgressBar: true);
return true;
}
else if (targetBody.UserData is BallastFloraBranch branch)
{
if (branch.ParentBallastFlora is { } ballastFlora)
{
ballastFlora.DamageBranch(branch, FireDamage * deltaTime, BallastFloraBehavior.AttackType.Fire, user);
}
}
return false;
}
partial void FixStructureProjSpecific(Character user, float deltaTime, Structure targetStructure, int sectionIndex);
partial void FixCharacterProjSpecific(Character user, float deltaTime, Character targetCharacter);
partial void FixItemProjSpecific(Character user, float deltaTime, Item targetItem, bool showProgressBar);
private float sinTime;
private float repairTimer;
private Gap previousGap;
private readonly float repairTimeOut = 5;
public override bool CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
if (objective.OperateTarget is not Gap leak)
{
Reset();
return true;
}
if (leak.Submarine == null || leak.Submarine != character.Submarine)
{
Reset();
return true;
}
if (leak != previousGap)
{
Reset();
previousGap = leak;
}
Vector2 fromCharacterToLeak = leak.WorldPosition - character.AnimController.AimSourceWorldPos;
float dist = fromCharacterToLeak.Length();
float reach = AIObjectiveFixLeak.CalculateReach(this, character);
if (dist > reach * 2)
{
// Too far away -> consider this done and hope the AI is smart enough to move closer
Reset();
return true;
}
character.AIController.SteeringManager.Reset();
if (character.AIController.SteeringManager is IndoorsSteeringManager pathSteering)
{
pathSteering.ResetPath();
}
if (!character.AnimController.InWater)
{
// TODO: use the collider size?
if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController humanAnim &&
Math.Abs(fromCharacterToLeak.X) < 100.0f && fromCharacterToLeak.Y < 0.0f && fromCharacterToLeak.Y > -150.0f)
{
humanAnim.Crouch();
}
}
if (!character.IsClimbing)
{
if (dist > reach * 0.8f || dist > reach * 0.5f && character.AnimController.Limbs.Any(l => l.InWater))
{
// Steer closer
Vector2 dir = Vector2.Normalize(fromCharacterToLeak);
if (!character.InWater)
{
dir.Y = 0;
}
character.AIController.SteeringManager.SteeringManual(deltaTime, dir);
}
else if (dist < reach * 0.25f && !character.IsClimbing)
{
// Too close -> steer away
character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition));
}
}
if (dist <= reach || character.IsClimbing)
{
// In range
character.CursorPosition = leak.WorldPosition;
if (character.Submarine != null)
{
character.CursorPosition -= character.Submarine.Position;
}
character.CursorPosition += VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, dist / 2);
if (character.AnimController.InWater)
{
var torso = character.AnimController.GetLimb(LimbType.Torso);
// Turn facing the target when not moving (handled in the animcontroller if not moving)
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
Vector2 diff = (mousePos - torso.SimPosition) * character.AnimController.Dir;
float newRotation = MathUtils.VectorToAngle(diff);
character.AnimController.Collider.SmoothRotate(newRotation, 5.0f);
if (VectorExtensions.Angle(VectorExtensions.Forward(torso.body.TransformedRotation), fromCharacterToLeak) < MathHelper.PiOver4)
{
// Swim past
Vector2 moveDir = leak.IsHorizontal ? Vector2.UnitY : Vector2.UnitX;
moveDir *= character.AnimController.Dir;
character.AIController.SteeringManager.SteeringManual(deltaTime, moveDir);
}
}
if (item.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
sinTime += deltaTime * 5;
}
// Press the trigger only when the tool is approximately facing the target.
Vector2 fromItemToLeak = leak.WorldPosition - item.WorldPosition;
var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
bool repair = true;
if (angle < MathHelper.PiOver4)
{
if (Submarine.PickBody(item.SimPosition, leak.SimPosition, collisionCategory: Physics.CollisionWall, allowInsideFixture: true)?.UserData is Item i)
{
if (i.GetComponent<Door>() is Door door && !door.CanBeTraversed )
{
// Hit a door, don't repair so that we don't weld it shut.
if (door.Stuck > 90)
{
// Almost stuck -> just abandon.
return false;
}
if (door.Stuck > 50)
{
repair = false;
}
}
}
if (repair)
{
// Check that we don't hit any friendlies
if (Submarine.PickBodies(item.SimPosition, leak.SimPosition, collisionCategory: Physics.CollisionCharacter).None(hit =>
{
if (hit.UserData is Character c)
{
if (c == character) { return false; }
return HumanAIController.IsFriendly(character, c);
}
return false;
}))
{
character.SetInput(InputType.Shoot, false, true);
Use(deltaTime, character);
}
}
repairTimer += deltaTime;
if (repairTimer > repairTimeOut)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: timed out while welding a leak in {leak.FlowTargetHull.DisplayName}.", color: Color.Yellow);
#endif
Reset();
return true;
}
}
}
else
{
// Reset the timer so that we don't time out if the water forces push us away
repairTimer = 0;
}
bool leakFixed = (leak.Open <= 0.0f || leak.Removed) &&
(leak.ConnectedWall == null || leak.ConnectedWall.Sections.Max(s => s.damage) < 0.1f);
if (leakFixed && leak.FlowTargetHull?.DisplayName != null && character.IsOnPlayerTeam)
{
if (!leak.FlowTargetHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.Open > 0.0f))
{
character.Speak(TextManager.GetWithVariable("DialogLeaksFixed", "[roomname]", leak.FlowTargetHull.DisplayName, FormatCapitals.Yes).Value, null, 0.0f, "leaksfixed".ToIdentifier(), 10.0f);
}
else
{
character.Speak(TextManager.GetWithVariable("DialogLeakFixed", "[roomname]", leak.FlowTargetHull.DisplayName, FormatCapitals.Yes).Value, null, 0.0f, "leakfixed".ToIdentifier(), 10.0f);
}
}
return leakFixed;
void Reset()
{
sinTime = 0;
repairTimer = 0;
}
}
private static readonly ThreadLocal<List<ISerializableEntity>> currentTargets = new ThreadLocal<List<ISerializableEntity>>(() => new List<ISerializableEntity>());
private void ApplyStatusEffectsOnTarget(Character user, float deltaTime, ActionType actionType, Item targetItem = null, Character character = null, Limb limb = null, Structure structure = null)
{
if (statusEffectLists == null) { return; }
if (!statusEffectLists.TryGetValue(actionType, out List<StatusEffect> statusEffects)) { return; }
var targets = currentTargets.Value;
foreach (StatusEffect effect in statusEffects)
{
targets.Clear();
effect.SetUser(user);
if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
{
if (targetItem != null)
{
targets.AddRange(targetItem.AllPropertyObjects);
}
if (structure != null)
{
targets.Add(structure);
}
if (character != null)
{
targets.Add(character);
}
effect.Apply(actionType, deltaTime, item, targets);
}
else if (effect.HasTargetType(StatusEffect.TargetType.Character))
{
targets.Add(user);
effect.Apply(actionType, deltaTime, item, targets);
}
else if (effect.HasTargetType(StatusEffect.TargetType.Limb))
{
targets.Add(limb);
effect.Apply(actionType, deltaTime, item, targets);
}
#if CLIENT
if (user == null) { return; }
// Hard-coded progress bars for welding doors stuck.
// A general purpose system could be better, but it would most likely require changes in the way we define the status effects in xml.
foreach (ISerializableEntity target in targets)
{
if (target is not Door door) { continue; }
if (!door.CanBeWelded || !door.Item.IsInteractable(user)) { continue; }
foreach (var propertyEffect in effect.PropertyEffects)
{
if (propertyEffect.propertyName != "stuck") { continue; }
if (door.SerializableProperties == null || !door.SerializableProperties.TryGetValue(propertyEffect.propertyName, out SerializableProperty property)) { continue; }
object value = property.GetValue(target);
if (door.Stuck > 0)
{
bool isCutting = propertyEffect.value is float and < 0;
var progressBar = user.UpdateHUDProgressBar(door, door.Item.WorldPosition, door.Stuck / 100, Color.DarkGray * 0.5f, Color.White,
textTag: isCutting ? "progressbar.cutting" : "progressbar.welding");
if (progressBar != null) { progressBar.Size = new Vector2(60.0f, 20.0f); }
if (!isCutting) { HintManager.OnWeldingDoor(user, door); }
}
}
}
#endif
}
}
}
}