341 lines
13 KiB
C#
341 lines
13 KiB
C#
using Barotrauma.Abilities;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class RangedWeapon : ItemComponent
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{
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private float reload;
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public float ReloadTimer { get; private set; }
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private Vector2 barrelPos;
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[Serialize("0.0,0.0", IsPropertySaveable.No, description: "The position of the barrel as an offset from the item's center (in pixels). Determines where the projectiles spawn.")]
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public string BarrelPos
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{
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get { return XMLExtensions.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
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set { barrelPos = ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(value)); }
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}
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[Serialize(1.0f, IsPropertySaveable.No, description: "How long the user has to wait before they can fire the weapon again (in seconds).")]
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public float Reload
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{
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get { return reload; }
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set { reload = Math.Max(value, 0.0f); }
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}
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[Serialize(0f, IsPropertySaveable.No, description: "Weapons skill requirement to reload at normal speed.")]
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public float ReloadSkillRequirement
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{
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get;
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set;
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}
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[Serialize(1.0f, IsPropertySaveable.No, description: "Reload time at 0 skill level. Reload time scales with skill level up to the Weapons skill requirement.")]
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public float ReloadNoSkill
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{
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get;
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set;
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}
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[Serialize(false, IsPropertySaveable.No, description: "Tells the AI to hold the trigger down when it uses this weapon")]
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public bool HoldTrigger
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{
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get;
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set;
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}
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[Serialize(1, IsPropertySaveable.No, description: "How many projectiles the weapon launches when fired once.")]
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public int ProjectileCount
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{
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get;
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set;
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}
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[Serialize(0.0f, IsPropertySaveable.No, description: "Random spread applied to the firing angle of the projectiles when used by a character with sufficient skills to use the weapon (in degrees).")]
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public float Spread
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{
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get;
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set;
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}
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[Serialize(0.0f, IsPropertySaveable.No, description: "Random spread applied to the firing angle of the projectiles when used by a character with insufficient skills to use the weapon (in degrees).")]
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public float UnskilledSpread
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{
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get;
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set;
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}
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[Serialize(0.0f, IsPropertySaveable.No, description: "The impulse applied to the physics body of the projectile (the higher the impulse, the faster the projectiles are launched). Sum of weapon + projectile.")]
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public float LaunchImpulse
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{
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get;
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set;
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}
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[Serialize(0.0f, IsPropertySaveable.Yes, description: "Percentage of damage mitigation ignored when hitting armored body parts (deflecting limbs). Sum of weapon + projectile."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1f)]
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public float Penetration { get; private set; }
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[Serialize(1f, IsPropertySaveable.Yes, description: "Weapon's damage modifier")]
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public float WeaponDamageModifier
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{
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get;
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private set;
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}
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[Serialize(0f, IsPropertySaveable.Yes, description: "The time required for a charge-type turret to charge up before able to fire.")]
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public float MaxChargeTime
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{
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get;
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private set;
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}
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private enum ChargingState
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{
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Inactive,
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WindingUp,
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WindingDown,
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}
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private ChargingState currentChargingState;
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public Vector2 TransformedBarrelPos
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{
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get
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{
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Matrix bodyTransform = Matrix.CreateRotationZ(item.body == null ? item.RotationRad : item.body.Rotation);
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Vector2 flippedPos = barrelPos;
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if (item.body != null && item.body.Dir < 0.0f) { flippedPos.X = -flippedPos.X; }
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return Vector2.Transform(flippedPos, bodyTransform) * item.Scale;
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}
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}
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public Projectile LastProjectile { get; private set; }
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private float currentChargeTime;
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private bool tryingToCharge;
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public RangedWeapon(Item item, ContentXElement element)
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: base(item, element)
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{
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item.IsShootable = true;
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// TODO: should define this in xml if we have ranged weapons that don't require aim to use
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item.RequireAimToUse = true;
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characterUsable = true;
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if (ReloadSkillRequirement > 0 && ReloadNoSkill <= reload)
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{
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DebugConsole.AddWarning($"Invalid XML at {item.Name}: ReloadNoSkill is lower or equal than it's reload skill, despite having ReloadSkillRequirement.");
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}
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InitProjSpecific(element);
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}
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partial void InitProjSpecific(ContentXElement element);
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public override void Equip(Character character)
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{
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ReloadTimer = Math.Min(reload, 1.0f);
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IsActive = true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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ReloadTimer -= deltaTime;
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if (ReloadTimer < 0.0f)
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{
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ReloadTimer = 0.0f;
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if (MaxChargeTime <= 0f)
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{
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IsActive = false;
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return;
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}
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}
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float previousChargeTime = currentChargeTime;
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float chargeDeltaTime = tryingToCharge && ReloadTimer <= 0f ? deltaTime : -deltaTime;
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currentChargeTime = Math.Clamp(currentChargeTime + chargeDeltaTime, 0f, MaxChargeTime);
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tryingToCharge = false;
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if (currentChargeTime == 0f)
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{
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currentChargingState = ChargingState.Inactive;
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}
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else if (currentChargeTime < previousChargeTime)
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{
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currentChargingState = ChargingState.WindingDown;
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}
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else
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{
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// if we are charging up or at maxed charge, remain winding up
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currentChargingState = ChargingState.WindingUp;
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}
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UpdateProjSpecific(deltaTime);
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}
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partial void UpdateProjSpecific(float deltaTime);
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private float GetSpread(Character user)
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{
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float degreeOfFailure = MathHelper.Clamp(1.0f - DegreeOfSuccess(user), 0.0f, 1.0f);
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degreeOfFailure *= degreeOfFailure;
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float spread = MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure) / (1f + user.GetStatValue(StatTypes.RangedSpreadReduction));
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return MathHelper.ToRadians(spread);
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}
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private readonly List<Body> ignoredBodies = new List<Body>();
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public override bool Use(float deltaTime, Character character = null)
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{
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tryingToCharge = true;
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if (character == null || character.Removed) { return false; }
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if ((item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) || ReloadTimer > 0.0f) { return false; }
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if (currentChargeTime < MaxChargeTime) { return false; }
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IsActive = true;
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float baseReloadTime = reload;
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float weaponSkill = character.GetSkillLevel("weapons");
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if (ReloadSkillRequirement > 0 && ReloadNoSkill > reload && weaponSkill < ReloadSkillRequirement)
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{
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//Examples, assuming 40 weapon skill required: 1 - 40/40 = 0 ... 1 - 0/40 = 1 ... 1 - 20 / 40 = 0.5
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float reloadFailure = MathHelper.Clamp(1 - (weaponSkill / ReloadSkillRequirement), 0, 1);
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baseReloadTime = MathHelper.Lerp(reload, ReloadNoSkill, reloadFailure);
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}
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ReloadTimer = baseReloadTime / (1 + character?.GetStatValue(StatTypes.RangedAttackSpeed) ?? 0f);
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ReloadTimer /= 1f + item.GetQualityModifier(Quality.StatType.FiringRateMultiplier);
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currentChargeTime = 0f;
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if (character != null)
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{
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var abilityRangedWeapon = new AbilityRangedWeapon(item);
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character.CheckTalents(AbilityEffectType.OnUseRangedWeapon, abilityRangedWeapon);
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}
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if (item.AiTarget != null)
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{
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item.AiTarget.SoundRange = item.AiTarget.MaxSoundRange;
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item.AiTarget.SightRange = item.AiTarget.MaxSightRange;
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}
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ignoredBodies.Clear();
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foreach (Limb l in character.AnimController.Limbs)
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{
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if (l.IsSevered) { continue; }
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ignoredBodies.Add(l.body.FarseerBody);
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}
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foreach (Item heldItem in character.HeldItems)
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{
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var holdable = heldItem.GetComponent<Holdable>();
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if (holdable?.Pusher != null)
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{
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ignoredBodies.Add(holdable.Pusher.FarseerBody);
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}
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}
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float degreeOfFailure = 1.0f - DegreeOfSuccess(character);
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degreeOfFailure *= degreeOfFailure;
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if (degreeOfFailure > Rand.Range(0.0f, 1.0f))
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{
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ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
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}
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for (int i = 0; i < ProjectileCount; i++)
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{
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Projectile projectile = FindProjectile(triggerOnUseOnContainers: true);
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if (projectile != null)
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{
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Vector2 barrelPos = TransformedBarrelPos + item.body.SimPosition;
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float rotation = (Item.body.Dir == 1.0f) ? Item.body.Rotation : Item.body.Rotation - MathHelper.Pi;
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float spread = GetSpread(character) * Rand.Range(-0.5f, 0.5f);
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var lastProjectile = LastProjectile;
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if (lastProjectile != projectile)
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{
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lastProjectile?.Item.GetComponent<Rope>()?.Snap();
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}
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float damageMultiplier = (1f + item.GetQualityModifier(Quality.StatType.FirepowerMultiplier)) * WeaponDamageModifier;
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projectile.Launcher = item;
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projectile.Shoot(character, character.AnimController.AimSourceSimPos, barrelPos, rotation + spread, ignoredBodies: ignoredBodies.ToList(), createNetworkEvent: false, damageMultiplier, LaunchImpulse);
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projectile.Item.GetComponent<Rope>()?.Attach(Item, projectile.Item);
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if (projectile.Item.body != null)
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{
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if (i == 0)
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{
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Item.body.ApplyLinearImpulse(new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * Item.body.Mass * -50.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
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}
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Item.RemoveContained(projectile.Item);
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}
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LastProjectile = projectile;
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}
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LaunchProjSpecific();
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return true;
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}
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public override bool SecondaryUse(float deltaTime, Character character = null)
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{
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return characterUsable || character == null;
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}
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public Projectile FindProjectile(bool triggerOnUseOnContainers = false)
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{
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var containedItems = item.OwnInventory?.AllItemsMod;
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if (containedItems == null) { return null; }
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foreach (Item item in containedItems)
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{
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if (item == null) { continue; }
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Projectile projectile = item.GetComponent<Projectile>();
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if (projectile != null) { return projectile; }
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}
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//projectile not found, see if one of the contained items contains projectiles
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foreach (Item it in containedItems)
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{
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if (it == null) { continue; }
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var containedSubItems = it.OwnInventory?.AllItemsMod;
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if (containedSubItems == null) { continue; }
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foreach (Item subItem in containedSubItems)
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{
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if (subItem == null) { continue; }
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Projectile projectile = subItem.GetComponent<Projectile>();
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//apply OnUse statuseffects to the container in case it has to react to it somehow
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//(play a sound, spawn more projectiles, reduce condition...)
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if (triggerOnUseOnContainers && subItem.Condition > 0.0f)
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{
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subItem.GetComponent<ItemContainer>()?.Item.ApplyStatusEffects(ActionType.OnUse, 1.0f);
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}
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if (projectile != null) { return projectile; }
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}
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}
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return null;
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}
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partial void LaunchProjSpecific();
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}
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class AbilityRangedWeapon : AbilityObject, IAbilityItem
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{
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public AbilityRangedWeapon(Item item)
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{
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Item = item;
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}
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public Item Item { get; set; }
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}
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}
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