Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/Explosion.cs

141 lines
4.7 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using Subsurface.Lights;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Subsurface
{
class Explosion
{
private Vector2 position;
private float range;
private float damage;
private float structureDamage;
private float stun;
private float force;
private LightSource light;
public float CameraShake;
public Explosion(Vector2 position, float range, float damage, float structureDamage, float stun = 0.0f, float force = 0.0f)
{
this.position = position;
this.range = Math.Max(range, 1.0f);
this.damage = damage;
this.structureDamage = structureDamage;
this.stun = stun;
this.force = force;
CameraShake = range*10.0f;
}
public Explosion(XElement element)
{
range = Math.Max(ToolBox.GetAttributeFloat(element, "range", 1.0f), 1.0f);
damage = ToolBox.GetAttributeFloat(element, "damage", 0.0f);
structureDamage = ToolBox.GetAttributeFloat(element, "structuredamage", 0.0f);
stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
force = ToolBox.GetAttributeFloat(element, "force", 0.0f);
}
public void Explode()
{
Explode(position);
}
public void Explode(Vector2 simPosition)
{
for (int i = 0; i < range * 10; i++)
{
Game1.ParticleManager.CreateParticle("explosionfire", simPosition,
Rand.Vector(Rand.Range(3.0f, 4.0f)), 0.0f);
}
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
float displayRange = ConvertUnits.ToDisplayUnits(range);
light = new LightSource(displayPosition, displayRange, Color.LightYellow);
CoroutineManager.StartCoroutine(DimLight());
float cameraDist = Vector2.Distance(Game1.GameScreen.Cam.Position, displayPosition)/2.0f;
Game1.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist)/displayRange, 0.0f);
if (structureDamage > 0.0f)
{
List<Structure> structureList = new List<Structure>();
float dist = 600.0f;
foreach (MapEntity entity in MapEntity.mapEntityList)
{
Structure structure = entity as Structure;
if (structure == null) continue;
if (structure.HasBody &&
!structure.IsPlatform &&
Vector2.Distance(structure.Position, displayPosition) < dist*3.0f)
{
structureList.Add(structure);
}
}
foreach (Structure structure in structureList)
{
for (int i = 0; i < structure.SectionCount; i++)
{
float distFactor = 1.0f - (Vector2.Distance(structure.SectionPosition(i), displayPosition) / displayRange);
if (distFactor > 0.0f) structure.AddDamage(i, structureDamage*distFactor);
}
}
}
foreach (Character c in Character.CharacterList)
{
float dist = Vector2.Distance(c.SimPosition, simPosition);
if (dist > range) continue;
float distFactor = 1.0f - dist / range;
foreach (Limb limb in c.AnimController.limbs)
{
distFactor = 1.0f - Vector2.Distance(limb.SimPosition, simPosition)/range;
c.AddDamage(limb.SimPosition, DamageType.None, damage / c.AnimController.limbs.Length * distFactor, 0.0f, stun * distFactor);
if (force>0.0f)
{
limb.body.ApplyLinearImpulse(Vector2.Normalize(limb.SimPosition - simPosition) * distFactor * force);
}
}
}
}
private IEnumerable<object> DimLight()
{
float currBrightness= 1.0f;
float startRange = light.Range;
while (light.Color.A > 0.0f)
{
light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
light.Range = startRange * currBrightness;
currBrightness -= 0.1f;
yield return CoroutineStatus.Running;
}
light.Remove();
yield return CoroutineStatus.Success;
}
}
}