Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/MeleeWeapon.cs
T
Joonas Rikkonen 63493d2b9d Added a Character.AddDamage override method that does damage to a specific limb instead of the limb closest to the source of the damage. Projectiles and melee weapons now always do damage to the limb they hit, even if the center point of some other limb happens to be closer.
Also refactored the IDamageable interface to make more sense; now the attacker has to be a character instead of an IDamageable and damageable classes don't need to have an AiTarget.

Closes #69
2017-12-05 18:03:00 +02:00

273 lines
8.5 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class MeleeWeapon : Holdable
{
private float hitPos;
private bool hitting;
private Attack attack;
private float range;
private Character user;
private float reload;
private float reloadTimer;
[Serialize(0.0f, false)]
public float Range
{
get { return ConvertUnits.ToDisplayUnits(range); }
set { range = ConvertUnits.ToSimUnits(value); }
}
[Serialize(0.5f, false)]
public float Reload
{
get { return reload; }
set { reload = Math.Max(0.0f, value); }
}
public MeleeWeapon(Item item, XElement element)
: base(item, element)
{
//throwForce = ToolBox.GetAttributeFloat(element, "throwforce", 1.0f);
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 || reloadTimer>0.0f) return false;
if (!character.IsKeyDown(InputType.Aim) || hitting) return false;
//don't allow hitting if the character is already hitting with another weapon
for (int i = 0; i < 2; i++ )
{
if (character.SelectedItems[i] == null || character.SelectedItems[i] == Item) continue;
var otherWeapon = character.SelectedItems[i].GetComponent<MeleeWeapon>();
if (otherWeapon == null) continue;
if (otherWeapon.hitting) return false;
}
SetUser(character);
if (hitPos < MathHelper.Pi * 0.69f) return false;
reloadTimer = reload;
item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
item.body.FarseerBody.OnCollision += OnCollision;
foreach (Limb l in character.AnimController.Limbs)
{
//item.body.FarseerBody.IgnoreCollisionWith(l.body.FarseerBody);
if (character.AnimController.InWater) continue;
if (l.type == LimbType.LeftFoot || l.type == LimbType.LeftThigh || l.type == LimbType.LeftLeg) continue;
if (l.type == LimbType.Head || l.type == LimbType.Torso)
{
l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 7.0f, -4.0f));
}
else
{
l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 5.0f, -2.0f));
}
}
hitting = true;
IsActive = true;
return false;
}
public override void Drop(Character dropper)
{
base.Drop(dropper);
hitting = false;
hitPos = 0.0f;
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
Update(deltaTime, cam);
}
public override void Update(float deltaTime, Camera cam)
{
if (!item.body.Enabled) return;
if (!picker.HasSelectedItem(item)) IsActive = false;
reloadTimer -= deltaTime;
if (!picker.IsKeyDown(InputType.Aim) && !hitting) hitPos = 0.0f;
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
if (item.body.Dir != picker.AnimController.Dir) Flip(item);
AnimController ac = picker.AnimController;
if (!hitting)
{
if (picker.IsKeyDown(InputType.Aim))
{
hitPos = Math.Min(hitPos+deltaTime*5.0f, MathHelper.Pi*0.7f);
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.1f), new Vector2(-0.3f, 0.2f), false, hitPos);
}
else
{
ac.HoldItem(deltaTime, item, handlePos, new Vector2(hitPos, 0.0f), aimPos, false, holdAngle);
}
}
else
{
//Vector2 diff = Vector2.Normalize(picker.CursorPosition - ac.RefLimb.Position);
//diff.X = diff.X * ac.Dir;
hitPos -= deltaTime*15.0f;
//angl = -hitPos * 2.0f;
// System.Diagnostics.Debug.WriteLine("<1.0f "+hitPos);
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.1f), new Vector2(-0.3f, 0.2f), false, hitPos);
//}
//else
//{
// System.Diagnostics.Debug.WriteLine(">1.0f " + hitPos);
// ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.5f, 0.2f), new Vector2(1.0f, 0.2f), false, 0.0f);
//}
if (hitPos < -MathHelper.PiOver4*1.2f)
{
RestoreCollision();
hitting = false;
}
}
}
private void SetUser(Character character)
{
if (user == character) return;
if (user != null)
{
foreach (Limb limb in user.AnimController.Limbs)
{
try
{
item.body.FarseerBody.RestoreCollisionWith(limb.body.FarseerBody);
}
catch
{
continue;
}
}
}
foreach (Limb limb in character.AnimController.Limbs)
{
item.body.FarseerBody.IgnoreCollisionWith(limb.body.FarseerBody);
}
user = character;
}
private void RestoreCollision()
{
item.body.FarseerBody.OnCollision -= OnCollision;
item.body.CollisionCategories = Physics.CollisionItem;
item.body.CollidesWith = Physics.CollisionWall;
//foreach (Limb l in picker.AnimController.Limbs)
//{
// item.body.FarseerBody.RestoreCollisionWith(l.body.FarseerBody);
//}
}
private bool OnCollision(Fixture f1, Fixture f2, Contact contact)
{
Character targetCharacter = null;
Limb targetLimb = null;
if (f2.Body.UserData is Limb)
{
targetLimb = (Limb)f2.Body.UserData;
if (targetLimb.IsSevered || targetLimb.character == null) return false;
targetCharacter = targetLimb.character;
}
else if (f2.Body.UserData is Character)
{
targetCharacter = (Character)f2.Body.UserData;
}
else
{
return false;
}
if (targetCharacter == picker) return false;
if (attack != null)
{
if (targetLimb == null)
{
attack.DoDamageToLimb(user, targetLimb, item.WorldPosition, 1.0f);
}
else
{
attack.DoDamage(user, targetCharacter, item.WorldPosition, 1.0f);
}
}
RestoreCollision();
hitting = false;
if (GameMain.Client != null) return true;
if (GameMain.Server != null)
{
GameMain.Server.CreateEntityEvent(item, new object[] { Networking.NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, targetCharacter.ID });
string logStr = picker?.Name + " used " + item.Name;
if (item.ContainedItems != null && item.ContainedItems.Length > 0)
{
logStr += "(" + string.Join(", ", item.ContainedItems.Select(i => i?.Name)) + ")";
}
logStr += " on " + targetCharacter + ".";
Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
}
ApplyStatusEffects(ActionType.OnUse, 1.0f, targetLimb.character);
return true;
}
}
}