Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Projectile.cs
2022-03-30 00:06:59 +09:00

1098 lines
45 KiB
C#

using Barotrauma.Networking;
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;
using Voronoi2;
namespace Barotrauma.Items.Components
{
partial class Projectile : ItemComponent, IServerSerializable
{
struct HitscanResult
{
public Fixture Fixture;
public Vector2 Point;
public Vector2 Normal;
public float Fraction;
public HitscanResult(Fixture fixture, Vector2 point, Vector2 normal, float fraction)
{
Fixture = fixture;
Point = point;
Normal = normal;
Fraction = fraction;
}
}
struct Impact
{
public Fixture Fixture;
public Vector2 Normal;
public Vector2 LinearVelocity;
public Impact(Fixture fixture, Vector2 normal, Vector2 velocity)
{
Fixture = fixture;
Normal = normal;
LinearVelocity = velocity;
}
}
private readonly Queue<Impact> impactQueue = new Queue<Impact>();
private bool removePending;
//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 PrismaticJoint stickJoint;
public Attack Attack { get; private set; }
private Vector2 launchPos;
private readonly HashSet<Body> hits = new HashSet<Body>();
public List<Body> IgnoredBodies;
/// <summary>
/// The item that launched this projectile (if any)
/// </summary>
public Item Launcher;
private Character stickTargetCharacter;
private Character _user;
public Character User
{
get { return _user; }
set
{
_user = value;
Attack?.SetUser(_user);
}
}
public Character Attacker { get; set; }
public IEnumerable<Body> Hits
{
get { return hits; }
}
private float persistentStickJointTimer;
[Serialize(10.0f, IsPropertySaveable.No, description: "The impulse applied to the physics body of the item when it's launched. Higher values make the projectile faster.")]
public float LaunchImpulse { get; set; }
[Serialize(0.0f, IsPropertySaveable.No, description: "The random percentage modifier used to add variance to the launch impulse.")]
public float ImpulseSpread { get; set; }
[Serialize(0.0f, IsPropertySaveable.No, description: "The rotation of the item relative to the rotation of the weapon when launched (in degrees).")]
public float LaunchRotation
{
get { return MathHelper.ToDegrees(LaunchRotationRadians); }
set { LaunchRotationRadians = MathHelper.ToRadians(value); }
}
public float LaunchRotationRadians
{
get;
private set;
}
[Serialize(false, IsPropertySaveable.No, description: "When set to true, the item can stick to any target it hits.")]
//backwards compatibility, can stick to anything
public bool DoesStick
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "When set to true, the item won't fall of a target it's stuck to unless removed.")]
public bool StickPermanently
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "Can the item stick to the character it hits.")]
public bool StickToCharacters
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "Can the item stick to the structure it hits.")]
public bool StickToStructures
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "Can the item stick to the item it hits.")]
public bool StickToItems
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "Can the item stick even to deflective targets.")]
public bool StickToDeflective
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "Hitscan projectiles cast a ray forwards and immediately hit whatever the ray hits. "+
"It is recommended to use hitscans for very fast-moving projectiles such as bullets, because using extremely fast launch velocities may cause physics glitches.")]
public bool Hitscan
{
get;
set;
}
[Serialize(1, IsPropertySaveable.No, description: "How many hitscans should be done when the projectile is launched. "
+ "Multiple hitscans can be used to simulate weapons that fire multiple projectiles at the same time" +
" without having to actually use multiple projectile items, for example shotguns.")]
public int HitScanCount
{
get;
set;
}
[Serialize(1, IsPropertySaveable.No, description: "How many targets the projectile can hit before it stops.")]
public int MaxTargetsToHit
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "Should the item be deleted when it hits something.")]
public bool RemoveOnHit
{
get;
set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "Random spread applied to the launch angle of the projectile (in degrees).")]
public float Spread
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "Override random spread with static spread; hitscan are launched with an equal amount of angle between them. Only applies when firing multiple hitscan.")]
public bool StaticSpread
{
get;
set;
}
[Serialize(true, IsPropertySaveable.No)]
public bool FriendlyFire
{
get;
set;
}
private float deactivationTimer;
[Serialize(0f, IsPropertySaveable.No)]
public float DeactivationTime
{
get;
set;
}
public Body StickTarget
{
get;
private set;
}
public bool IsStuckToTarget
{
get { return StickTarget != null; }
}
private Category originalCollisionCategories;
private Category originalCollisionTargets;
public Projectile(Item item, ContentXElement element)
: base (item, element)
{
IgnoredBodies = new List<Body>();
foreach (var subElement in element.Elements())
{
if (!subElement.Name.ToString().Equals("attack", StringComparison.OrdinalIgnoreCase)) { continue; }
Attack = new Attack(subElement, item.Name + ", Projectile", item);
}
InitProjSpecific(element);
}
partial void InitProjSpecific(ContentXElement element);
public override void OnItemLoaded()
{
if (item.body != null)
{
if (Attack != null && Attack.DamageRange <= 0.0f)
{
switch (item.body.BodyShape)
{
case PhysicsBody.Shape.Circle:
Attack.DamageRange = item.body.radius;
break;
case PhysicsBody.Shape.Capsule:
Attack.DamageRange = item.body.height / 2 + item.body.radius;
break;
case PhysicsBody.Shape.Rectangle:
Attack.DamageRange = new Vector2(item.body.width / 2.0f, item.body.height / 2.0f).Length();
break;
}
Attack.DamageRange = ConvertUnits.ToDisplayUnits(Attack.DamageRange);
}
originalCollisionCategories = item.body.CollisionCategories;
originalCollisionTargets = item.body.CollidesWith;
}
}
private void Launch(Character user, Vector2 simPosition, float rotation, float damageMultiplier = 1f)
{
Item.body.ResetDynamics();
Item.SetTransform(simPosition, rotation);
if (Attack != null)
{
Attack.DamageMultiplier = damageMultiplier;
}
// Set user for hitscan projectiles to work properly.
User = user;
// Need to set null for non-characterusable items.
Use(character: null);
// Set user for normal projectiles to work properly.
User = user;
if (Item.Removed) { return; }
launchPos = simPosition;
//set the rotation of the projectile again because dropping the projectile resets the rotation
Item.SetTransform(simPosition, rotation + (Item.body.Dir * LaunchRotationRadians));
if (DeactivationTime > 0)
{
deactivationTimer = DeactivationTime;
}
}
public void Shoot(Character user, Vector2 weaponPos, Vector2 spawnPos, float rotation, List<Body> ignoredBodies, bool createNetworkEvent, float damageMultiplier = 1f)
{
//add the limbs of the shooter to the list of bodies to be ignored
//so that the player can't shoot himself
IgnoredBodies = ignoredBodies;
Vector2 projectilePos = weaponPos;
//make sure there's no obstacles between the base of the weapon (or the shoulder of the character) and the end of the barrel
if (Submarine.PickBody(weaponPos, spawnPos, IgnoredBodies, Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking,
customPredicate: (Fixture f) => { return !IgnoredBodies.Contains(f.Body); }) == null)
{
//no obstacles -> we can spawn the projectile at the barrel
projectilePos = spawnPos;
}
else if ((weaponPos - spawnPos).LengthSquared() > 0.0001f)
{
//spawn the projectile body.GetMaxExtent() away from the position where the raycast hit the obstacle
Vector2 newPos = weaponPos - Vector2.Normalize(spawnPos - projectilePos) * Math.Max(Item.body.GetMaxExtent(), 0.1f);
if (MathUtils.IsValid(newPos))
{
projectilePos = newPos;
}
}
Launch(user, projectilePos, rotation, damageMultiplier);
if (createNetworkEvent && !Item.Removed && GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
#if SERVER
launchRot = rotation;
Item.CreateServerEvent(this, new EventData(launch: true));
#endif
}
}
public bool Use(Character character = null)
{
if (character != null && !characterUsable) { return false; }
for (int i = 0; i < HitScanCount; i++)
{
float launchAngle;
if (StaticSpread)
{
float staticSpread = Spread / (HitScanCount - 1);
// because the position of the item changes as hitscan are fired, we will set an
// initial offset on the first hitscan and then increase the item's angle by a set amount as hitscan are fired
float offset = i == 0 ? -staticSpread * (HitScanCount -1) : 0f;
launchAngle = item.body.Rotation + MathHelper.ToRadians(staticSpread + offset);
}
else
{
launchAngle = item.body.Rotation + MathHelper.ToRadians(Spread * Rand.Range(-0.5f, 0.5f));
}
Vector2 launchDir = new Vector2((float)Math.Cos(launchAngle), (float)Math.Sin(launchAngle));
if (Hitscan)
{
Vector2 prevSimpos = item.SimPosition;
item.body.SetTransformIgnoreContacts(item.body.SimPosition, launchAngle);
DoHitscan(launchDir);
if (i < HitScanCount - 1)
{
item.SetTransform(prevSimpos, item.body.Rotation);
}
}
else
{
item.body.SetTransform(item.body.SimPosition, launchAngle);
float modifiedLaunchImpulse = LaunchImpulse * (1 + Rand.Range(-ImpulseSpread, ImpulseSpread));
DoLaunch(launchDir * modifiedLaunchImpulse * item.body.Mass);
System.Diagnostics.Debug.WriteLine("launch: " + modifiedLaunchImpulse + " - " + item.body.LinearVelocity);
}
}
User = character;
return true;
}
public override bool Use(float deltaTime, Character character = null) => Use(character);
private void DoLaunch(Vector2 impulse)
{
hits.Clear();
if (item.AiTarget != null)
{
item.AiTarget.SightRange = item.AiTarget.MaxSightRange;
item.AiTarget.SoundRange = item.AiTarget.MaxSoundRange;
}
item.Drop(null, createNetworkEvent: false);
launchPos = item.SimPosition;
item.body.Enabled = true;
item.body.ApplyLinearImpulse(impulse, maxVelocity: NetConfig.MaxPhysicsBodyVelocity * 0.95f);
item.body.FarseerBody.OnCollision += OnProjectileCollision;
item.body.FarseerBody.IsBullet = true;
item.body.CollisionCategories = Physics.CollisionProjectile;
item.body.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking;
IsActive = true;
if (stickJoint == null) { return; }
StickTarget = null;
GameMain.World.Remove(stickJoint);
stickJoint = null;
}
private void DoHitscan(Vector2 dir)
{
float rotation = item.body.Rotation;
Vector2 simPositon = item.SimPosition;
Vector2 rayStartWorld = item.WorldPosition;
item.Drop(null);
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 = simPositon;
Vector2 rayEnd = rayStart + dir * 500.0f;
float worldDist = 1000.0f;
#if CLIENT
worldDist = Screen.Selected?.Cam?.WorldView.Width ?? GameMain.GraphicsWidth;
#endif
Vector2 rayEndWorld = rayStartWorld + dir * worldDist;
List<HitscanResult> hits = new List<HitscanResult>();
hits.AddRange(DoRayCast(rayStart, rayEnd, submarine: item.Submarine));
if (item.Submarine != null)
{
//shooting indoors, do a hitscan outside as well
hits.AddRange(DoRayCast(rayStart + item.Submarine.SimPosition, rayEnd + item.Submarine.SimPosition, submarine: null));
//also in the coordinate space of docked subs
foreach (Submarine dockedSub in item.Submarine.DockedTo)
{
if (dockedSub == item.Submarine) { continue; }
hits.AddRange(DoRayCast(rayStart + item.Submarine.SimPosition - dockedSub.SimPosition, rayEnd + item.Submarine.SimPosition - dockedSub.SimPosition, dockedSub));
}
}
else
{
//shooting outdoors, see if we can hit anything inside a sub
foreach (Submarine submarine in Submarine.Loaded)
{
var inSubHits = DoRayCast(rayStart - submarine.SimPosition, rayEnd - submarine.SimPosition, submarine);
//transform back to world coordinates
for (int i = 0; i < inSubHits.Count; i++)
{
inSubHits[i] = new HitscanResult(
inSubHits[i].Fixture,
inSubHits[i].Point + submarine.SimPosition,
inSubHits[i].Normal,
inSubHits[i].Fraction);
}
hits.AddRange(inSubHits);
}
}
int hitCount = 0;
Vector2 lastHitPos = item.WorldPosition;
hits = hits.OrderBy(h => h.Fraction).ToList();
for (int i = 0; i < hits.Count; i++)
{
var h = hits[i];
item.SetTransform(h.Point, rotation);
if (HandleProjectileCollision(h.Fixture, h.Normal, Vector2.Zero))
{
hitCount++;
if (hitCount >= MaxTargetsToHit || i == hits.Count - 1)
{
LaunchProjSpecific(rayStartWorld, item.WorldPosition);
break;
}
}
}
//the raycast didn't hit anything (or didn't hit enough targets to stop the projectile) -> the projectile flew somewhere outside the level and is permanently lost
if (hitCount < MaxTargetsToHit)
{
item.body.SetTransformIgnoreContacts(item.body.SimPosition, rotation);
LaunchProjSpecific(rayStartWorld, rayEndWorld);
if (Entity.Spawner == null)
{
item.Remove();
}
else
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
{
//clients aren't allowed to remove items by themselves, so lets hide the projectile until the server tells us to remove it
item.HiddenInGame = Hitscan;
}
else
{
Entity.Spawner.AddItemToRemoveQueue(item);
}
}
}
}
private List<HitscanResult> DoRayCast(Vector2 rayStart, Vector2 rayEnd, Submarine submarine)
{
List<HitscanResult> hits = new List<HitscanResult>();
Vector2 dir = rayEnd - rayStart;
dir = dir.LengthSquared() < 0.00001f ? Vector2.UnitY : Vector2.Normalize(dir);
//do an AABB query first to see if the start of the ray is inside a fixture
var aabb = new FarseerPhysics.Collision.AABB(rayStart - Vector2.One * 0.001f, rayStart + Vector2.One * 0.001f);
GameMain.World.QueryAABB((fixture) =>
{
if (fixture?.Body.UserData is LevelObject levelObj)
{
if (!levelObj.Prefab.TakeLevelWallDamage) { return true; }
}
else if (fixture?.Body == null || fixture.IsSensor)
{
//ignore sensors and items
return true;
}
if (fixture.Body.UserData is VineTile) { return true; }
if (fixture.Body.UserData is Item item && (item.GetComponent<Door>() == null && !item.Prefab.DamagedByProjectiles || item.Condition <= 0)) { return true; }
if (fixture.Body.UserData as string == "ruinroom" || fixture.Body.UserData is Hull || fixture.UserData is Hull) { return true; }
//if doing the raycast in a submarine's coordinate space, ignore anything that's not in that sub
if (submarine != null)
{
if (fixture.Body.UserData is VoronoiCell) { return true; }
if (fixture.Body.UserData is Entity entity && entity.Submarine != submarine) { return true; }
}
//ignore everything else than characters, sub walls and level walls
if (!fixture.CollisionCategories.HasFlag(Physics.CollisionCharacter) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) { return true; }
if (fixture.Body.UserData is VoronoiCell && (this.item.Submarine != null || submarine != null)) { return true; }
fixture.Body.GetTransform(out FarseerPhysics.Common.Transform transform);
if (!fixture.Shape.TestPoint(ref transform, ref rayStart)) { return true; }
hits.Add(new HitscanResult(fixture, rayStart, -dir, 0.0f));
return true;
}, ref aabb);
GameMain.World.RayCast((fixture, point, normal, fraction) =>
{
//ignore sensors and items
if (fixture?.Body.UserData is LevelObject levelObj)
{
if (!levelObj.Prefab.TakeLevelWallDamage) { return -1; }
}
else if (fixture?.Body == null || fixture.IsSensor)
{
//ignore sensors and items
return -1;
}
if (fixture.Body.UserData is VineTile) { return -1; }
if (fixture.Body.UserData is Item item && (item.GetComponent<Door>() == null && !item.Prefab.DamagedByProjectiles || item.Condition <= 0)) { return -1; }
if (fixture.Body.UserData as string == "ruinroom" || fixture.Body?.UserData is Hull || fixture.UserData is Hull) { return -1; }
if (!(fixture.Body.UserData is Holdable holdable && holdable.CanPush))
{
//ignore everything else than characters, sub walls and level walls
if (!fixture.CollisionCategories.HasFlag(Physics.CollisionCharacter) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) { return -1; }
}
//if doing the raycast in a submarine's coordinate space, ignore anything that's not in that sub
if (submarine != null)
{
if (fixture.Body.UserData is VoronoiCell) { return -1; }
if (fixture.Body.UserData is Entity entity && entity.Submarine != submarine) { return -1; }
if (fixture.Body.UserData is Limb limb && limb.character?.Submarine != submarine) { return -1; }
}
//ignore level cells if the item and the point of impact are inside a sub
if (fixture.Body.UserData is VoronoiCell)
{
if (Hull.FindHull(ConvertUnits.ToDisplayUnits(point), this.item.CurrentHull) != null && this.item.Submarine != null)
{
return -1;
}
}
if (hits.Count > 50)
{
float furthestHit = 0.0f;
int furthestHitIndex = -1;
for (int i = 0; i < hits.Count; i++)
{
if (hits[i].Fraction > furthestHit)
{
furthestHitIndex = i;
furthestHit = hits[i].Fraction;
}
}
if (furthestHitIndex > -1)
{
hits.RemoveAt(furthestHitIndex);
}
}
hits.Add(new HitscanResult(fixture, point, normal, fraction));
return 1;
}, rayStart, rayEnd, Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking);
return hits;
}
public override void Drop(Character dropper)
{
if (dropper != null)
{
DisableProjectileCollisions();
Unstick();
}
base.Drop(dropper);
}
public override void Update(float deltaTime, Camera cam)
{
if (DeactivationTime > 0)
{
deactivationTimer -= deltaTime;
if (deactivationTimer < 0)
{
DisableProjectileCollisions();
}
}
while (impactQueue.Count > 0)
{
var impact = impactQueue.Dequeue();
HandleProjectileCollision(impact.Fixture, impact.Normal, impact.LinearVelocity);
}
if (!removePending)
{
Entity useTarget = lastTarget?.Body.UserData is Limb limb ? limb.character : lastTarget?.Body.UserData as Entity;
ApplyStatusEffects(ActionType.OnActive, deltaTime, useTarget: useTarget, user: _user);
}
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 && !item.body.FarseerBody.IsBullet)
{
IsActive = false;
if (DeactivationTime > 0 && deactivationTimer > 0)
{
DisableProjectileCollisions();
}
}
if (stickJoint == null) { return; }
if (persistentStickJointTimer > 0.0f && !StickPermanently)
{
persistentStickJointTimer -= deltaTime;
return;
}
// Update the item's transform to make sure it's inside the same sub as the target (or outside)
if (StickTarget?.UserData is Limb target && target.Submarine != item.Submarine || Math.Abs(stickJoint.JointTranslation) > 100.0f)
{
item.UpdateTransform();
}
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
if (StickTargetRemoved() ||
(!StickPermanently && (stickJoint.JointTranslation < stickJoint.LowerLimit * 0.9f || stickJoint.JointTranslation > stickJoint.UpperLimit * 0.9f)) ||
Math.Abs(stickJoint.JointTranslation) > 100.0f) //failsafe unstick if the target is still extremely far
{
Unstick();
#if SERVER
item.CreateServerEvent(this, new EventData(launch: false));
#endif
}
}
}
private bool StickTargetRemoved()
{
if (StickTarget == null) { return true; }
if (StickTarget.UserData is Limb limb) { return limb.character.Removed; }
if (StickTarget.UserData is Entity entity) { return entity.Removed; }
return false;
}
private bool OnProjectileCollision(Fixture f1, Fixture target, Contact contact)
{
if (User != null && User.Removed) { User = null; return false; }
if (IgnoredBodies.Contains(target.Body)) { return false; }
//ignore character colliders (the projectile only hits limbs)
if (target.CollisionCategories == Physics.CollisionCharacter && target.Body.UserData is Character)
{
return false;
}
if (hits.Contains(target.Body)) { return false; }
if (target.Body.UserData is Submarine)
{
if (ShouldIgnoreSubmarineCollision(ref target, contact)) { return false; }
}
else if (target.Body.UserData is Limb limb)
{
if (limb.IsSevered)
{
//push the severed limb around a bit, but let the projectile pass through it
limb.body?.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass * 0.1f, item.SimPosition);
return false;
}
if (!FriendlyFire && User != null && limb.character.IsFriendly(User))
{
return false;
}
}
else if (target.Body.UserData is Item item)
{
if (item.Condition <= 0.0f) { return false; }
}
//ignore character colliders (the projectile only hits limbs)
if (target.CollisionCategories == Physics.CollisionCharacter && target.Body.UserData is Character)
{
return false;
}
hits.Add(target.Body);
impactQueue.Enqueue(new Impact(target, contact.Manifold.LocalNormal, item.body.LinearVelocity));
IsActive = true;
if (RemoveOnHit)
{
item.body.FarseerBody.ResetDynamics();
}
if (hits.Count() >= MaxTargetsToHit || target.Body.UserData is VoronoiCell)
{
DisableProjectileCollisions();
return true;
}
else
{
return false;
}
}
/// <summary>
/// Should the collision with the target submarine be ignored (e.g. did the projectile collide with the wall behind the turret when being launched)
/// </summary>
/// <param name="target">Fixture the projectile hit</param>
/// <param name="contact">Contact between the projectile and the target</param>
/// <returns>True if the target isn't a submarine or if the collision happened behind the launch position of the projectile</returns>
public bool ShouldIgnoreSubmarineCollision(Fixture target, Contact contact)
{
return ShouldIgnoreSubmarineCollision(ref target, contact);
}
private bool ShouldIgnoreSubmarineCollision(ref Fixture target, Contact contact)
{
if (target.Body.UserData is Submarine sub)
{
Vector2 dir = item.body.LinearVelocity.LengthSquared() < 0.001f ?
contact.Manifold.LocalNormal : Vector2.Normalize(item.body.LinearVelocity);
//do a raycast in the sub's coordinate space to see if it hit a structure
var wallBody = Submarine.PickBody(
item.body.SimPosition - ConvertUnits.ToSimUnits(sub.Position) - dir,
item.body.SimPosition - ConvertUnits.ToSimUnits(sub.Position) + dir,
collisionCategory: Physics.CollisionWall);
if (wallBody?.FixtureList?.First() != null && (wallBody.UserData is Structure || wallBody.UserData is Item) &&
//ignore the hit if it's behind the position the item was launched from, and the projectile is travelling in the opposite direction
Vector2.Dot(item.body.SimPosition - launchPos, dir) > 0)
{
target = wallBody.FixtureList.First();
if (hits.Contains(target.Body)) { return true; }
}
else
{
return true;
}
}
return false;
}
private readonly List<ISerializableEntity> targets = new List<ISerializableEntity>();
private Fixture lastTarget;
private bool HandleProjectileCollision(Fixture target, Vector2 collisionNormal, Vector2 velocity)
{
if (User != null && User.Removed) { User = null; }
if (IgnoredBodies.Contains(target.Body)) { return false; }
//ignore character colliders (the projectile only hits limbs)
if (target.CollisionCategories == Physics.CollisionCharacter && target.Body.UserData is Character)
{
return false;
}
lastTarget = target;
int remainingHits = Math.Max(MaxTargetsToHit - hits.Count, 0);
float speedMultiplier = Math.Min(0.4f + remainingHits * 0.1f, 1.0f);
float deflectedSpeedMultiplier = 0.1f;
AttackResult attackResult = new AttackResult();
Character character = null;
if (target.Body.UserData is Submarine submarine)
{
item.Move(-submarine.Position);
item.Submarine = submarine;
item.body.Submarine = submarine;
return !Hitscan;
}
else if (target.Body.UserData is Limb limb)
{
// when hitting limbs with piercing ammo, don't lose as much speed
if (MaxTargetsToHit > 1)
{
speedMultiplier = 1f;
deflectedSpeedMultiplier = 0.8f;
}
if (limb.IsSevered || limb.character == null || limb.character.Removed) { return false; }
limb.character.LastDamageSource = item;
if (Attack != null) { attackResult = Attack.DoDamageToLimb(User ?? Attacker, limb, item.WorldPosition, 1.0f); }
if (limb.character != null) { character = limb.character; }
}
else if ((target.Body.UserData as Item ?? (target.Body.UserData as ItemComponent)?.Item) is Item targetItem)
{
if (targetItem.Removed) { return false; }
if (Attack != null && targetItem.Prefab.DamagedByProjectiles && targetItem.Condition > 0)
{
attackResult = Attack.DoDamage(User ?? Attacker, targetItem, item.WorldPosition, 1.0f);
}
}
else if (target.Body.UserData is IDamageable damageable)
{
if (Attack != null)
{
Vector2 pos = item.WorldPosition;
if (item.Submarine == null && damageable is Structure structure && structure.Submarine != null && Vector2.DistanceSquared(item.WorldPosition, structure.WorldPosition) > 10000.0f * 10000.0f)
{
item.Submarine = structure.Submarine;
}
attackResult = Attack.DoDamage(User ?? Attacker, damageable, pos, 1.0f);
}
}
else if (target.Body.UserData is VoronoiCell voronoiCell && voronoiCell.IsDestructible && Attack != null && Math.Abs(Attack.LevelWallDamage) > 0.0f)
{
if (Level.Loaded?.ExtraWalls.Find(w => w.Body == target.Body) is DestructibleLevelWall destructibleWall)
{
attackResult = Attack.DoDamage(User ?? Attacker, destructibleWall, item.WorldPosition, 1.0f);
}
}
if (character != null) { character.LastDamageSource = item; }
ActionType actionType = ActionType.OnUse;
if (_user != null && Rand.Range(0.0f, 0.5f) > DegreeOfSuccess(_user))
{
actionType = ActionType.OnFailure;
}
#if CLIENT
PlaySound(actionType, user: _user);
PlaySound(ActionType.OnImpact, user: _user);
#endif
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
if (target.Body.UserData is Limb targetLimb)
{
ApplyStatusEffects(actionType, 1.0f, character, targetLimb, user: _user);
ApplyStatusEffects(ActionType.OnImpact, 1.0f, character, targetLimb, user: _user);
var attack = targetLimb.attack;
if (attack != null)
{
// Apply the status effects defined in the limb's attack that was hit
foreach (var effect in attack.StatusEffects)
{
if (effect.type == ActionType.OnImpact)
{
//effect.Apply(effect.type, 1.0f, targetLimb.character, targetLimb.character, targetLimb.WorldPosition);
if (effect.HasTargetType(StatusEffect.TargetType.This))
{
effect.Apply(effect.type, 1.0f, targetLimb.character, targetLimb.character, targetLimb.WorldPosition);
}
if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
{
targets.Clear();
targets.AddRange(effect.GetNearbyTargets(targetLimb.WorldPosition, targets));
effect.Apply(ActionType.OnActive, 1.0f, targetLimb.character, targets);
}
}
}
}
#if SERVER
if (GameMain.NetworkMember.IsServer)
{
GameMain.Server?.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(actionType, this, targetLimb.character, targetLimb, null, item.WorldPosition));
GameMain.Server?.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnImpact, this, targetLimb.character, targetLimb, null, item.WorldPosition));
}
#endif
}
else
{
ApplyStatusEffects(actionType, 1.0f, useTarget: target.Body.UserData as Entity, user: _user);
ApplyStatusEffects(ActionType.OnImpact, 1.0f, useTarget: target.Body.UserData as Entity, user: _user);
#if SERVER
if (GameMain.NetworkMember.IsServer)
{
GameMain.Server?.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(actionType, this, null, null, target.Body.UserData as Entity, item.WorldPosition));
GameMain.Server?.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnImpact, this, null, null, target.Body.UserData as Entity, item.WorldPosition));
}
#endif
}
}
target.Body.ApplyLinearImpulse(velocity * item.body.Mass);
target.Body.LinearVelocity = target.Body.LinearVelocity.ClampLength(NetConfig.MaxPhysicsBodyVelocity * 0.5f);
if (hits.Count() >= MaxTargetsToHit || hits.LastOrDefault()?.UserData is VoronoiCell)
{
DisableProjectileCollisions();
}
if (attackResult.AppliedDamageModifiers != null &&
(attackResult.AppliedDamageModifiers.Any(dm => dm.DeflectProjectiles) && !StickToDeflective))
{
item.body.LinearVelocity *= deflectedSpeedMultiplier;
}
else if ( // When hitting characters the collision normal seems to sometimes point into wrong direction, resulting in a failed attempt to stick
//Vector2.Dot(Vector2.Normalize(velocity), collisionNormal) < 0.0f &&
hits.Count() >= MaxTargetsToHit &&
target.Body.Mass > item.body.Mass * 0.5f &&
(DoesStick ||
(StickToCharacters && (target.Body.UserData is Limb || target.Body.UserData is Character)) ||
(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));
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
if (target.Body.UserData is Structure structure && structure.Submarine != item.Submarine && structure.Submarine != null)
{
StickToTarget(structure.Submarine.PhysicsBody.FarseerBody, dir);
}
else
{
StickToTarget(target.Body, dir);
}
}
#if SERVER
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
item.CreateServerEvent(this, new EventData(launch: false));
}
#endif
item.body.LinearVelocity *= speedMultiplier;
return Hitscan;
}
else
{
item.body.LinearVelocity *= speedMultiplier;
}
var containedItems = item.OwnInventory?.AllItems;
if (containedItems != null)
{
foreach (Item contained in containedItems)
{
if (contained.body != null)
{
contained.SetTransform(item.SimPosition, contained.body.Rotation);
}
}
}
if (RemoveOnHit)
{
removePending = true;
item.HiddenInGame = true;
item.body.FarseerBody.Enabled = false;
Entity.Spawner?.AddItemToRemoveQueue(item);
}
return true;
}
private void DisableProjectileCollisions()
{
item.body.FarseerBody.OnCollision -= OnProjectileCollision;
if (originalCollisionCategories != Category.None && originalCollisionTargets != Category.None)
{
item.body.CollisionCategories = originalCollisionCategories;
item.body.CollidesWith = originalCollisionTargets;
}
else
{
if ((item.Prefab.DamagedByProjectiles || item.Prefab.DamagedByMeleeWeapons) && item.Condition > 0)
{
item.body.CollisionCategories = Physics.CollisionCharacter;
item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionPlatform | Physics.CollisionProjectile;
}
else
{
item.body.CollisionCategories = Physics.CollisionItem;
item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
}
}
IgnoredBodies.Clear();
}
private void StickToTarget(Body targetBody, Vector2 axis)
{
if (stickJoint != null) { return; }
stickJoint = new PrismaticJoint(targetBody, item.body.FarseerBody, item.body.SimPosition, axis, true)
{
MotorEnabled = true,
MaxMotorForce = 30.0f,
LimitEnabled = true,
Breakpoint = 1000.0f
};
if (StickPermanently)
{
stickJoint.LowerLimit = stickJoint.UpperLimit = 0.0f;
item.body.ResetDynamics();
}
else if (item.Sprite != null)
{
stickJoint.LowerLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X * -0.3f * item.Scale);
stickJoint.UpperLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X * 0.3f * item.Scale);
}
persistentStickJointTimer = PersistentStickJointDuration;
StickTarget = targetBody;
GameMain.World.Add(stickJoint);
IsActive = true;
if (targetBody.UserData is Limb limb)
{
stickTargetCharacter = limb.character;
stickTargetCharacter.AttachedProjectiles.Add(this);
}
}
public void Unstick()
{
StickTarget = null;
if (stickJoint != null)
{
if (GameMain.World.JointList.Contains(stickJoint))
{
GameMain.World.Remove(stickJoint);
}
stickJoint = null;
}
if (!item.body.FarseerBody.IsBullet)
{
IsActive = false;
if (DeactivationTime > 0 && deactivationTimer > 0)
{
DisableProjectileCollisions();
}
}
item.GetComponent<Rope>()?.Snap();
if (stickTargetCharacter != null)
{
stickTargetCharacter.AttachedProjectiles.Remove(this);
stickTargetCharacter = null;
}
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
if (IsStuckToTarget || stickJoint != null || stickTargetCharacter != null)
{
Unstick();
}
}
partial void LaunchProjSpecific(Vector2 startLocation, Vector2 endLocation);
}
}