Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Projectile.cs
Joonas Rikkonen 6bfca5f7fe - Hitscan projectiles, projectiles can be set to disappear after hitting something.
- Option to adjust ranged weapon spread (separate values for "normal spread" and when being used by an unskilled character).
- Option to disable explosion flashes.
2017-10-18 23:48:25 +03:00

341 lines
10 KiB
C#

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.Xml.Linq;
namespace Barotrauma.Items.Components
{
class Projectile : ItemComponent
{
private float launchImpulse;
private bool doesStick;
private PrismaticJoint stickJoint;
private Body stickTarget;
private Attack attack;
public List<Body> IgnoredBodies;
public Character User;
[HasDefaultValue(10.0f, false)]
public float LaunchImpulse
{
get { return launchImpulse; }
set { launchImpulse = value; }
}
[HasDefaultValue(false, false)]
public bool CharacterUsable
{
get { return characterUsable; }
set { characterUsable = value; }
}
[HasDefaultValue(false, false)]
public bool DoesStick
{
get { return doesStick; }
set { doesStick = value; }
}
[HasDefaultValue(false, false)]
public bool Hitscan
{
get;
set;
}
[HasDefaultValue(false, false)]
public bool RemoveOnHit
{
get;
set;
}
public Projectile(Item item, XElement element)
: base (item, element)
{
IgnoredBodies = new List<Body>();
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 && !characterUsable) return false;
Vector2 launchDir = new Vector2((float)Math.Cos(item.body.Rotation), (float)Math.Sin(item.body.Rotation));
if (Hitscan)
{
DoHitscan(launchDir);
}
else
{
Launch(launchDir * launchImpulse * item.body.Mass);
}
User = character;
return true;
}
private void Launch(Vector2 impulse)
{
item.Drop();
item.body.Enabled = true;
item.body.ApplyLinearImpulse(impulse);
item.body.FarseerBody.OnCollision += OnProjectileCollision;
item.body.FarseerBody.IsBullet = true;
item.body.CollisionCategories = Physics.CollisionProjectile;
item.body.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
IsActive = true;
if (stickJoint == null || !doesStick) return;
if (stickTarget != null)
{
try
{
item.body.FarseerBody.RestoreCollisionWith(stickTarget);
}
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("Failed to restore collision with stickTarget", e);
#endif
}
stickTarget = null;
}
GameMain.World.RemoveJoint(stickJoint);
stickJoint = null;
}
private void DoHitscan(Vector2 dir)
{
float rotation = item.body.Rotation;
item.Drop();
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 = item.SimPosition;
Vector2 rayEnd = item.SimPosition + dir * 1000.0f;
bool hitSomething = false;
GameMain.World.RayCast((fixture, point, normal, fraction) =>
{
if (fixture == null || fixture.IsSensor) return -1;
if (!fixture.CollisionCategories.HasFlag(Physics.CollisionCharacter) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) &&
!fixture.CollisionCategories.HasFlag(Physics.CollisionLevel)) return -1;
item.body.SetTransform(point, rotation);
if (OnProjectileCollision(fixture, normal))
{
hitSomething = true;
return 0;
}
return 1;
}, rayStart, rayEnd);
//the raycast didn't hit anything -> the projectile flew somewhere outside the level and is permanently lost
if (!hitSomething)
{
Item.Spawner.AddToRemoveQueue(item);
}
}
public override void Update(float deltaTime, Camera cam)
{
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
if (stickJoint != null &&
(stickJoint.JointTranslation < stickJoint.LowerLimit * 0.9f || stickJoint.JointTranslation > stickJoint.UpperLimit * 0.9f))
{
if (stickTarget != null)
{
try
{
item.body.FarseerBody.RestoreCollisionWith(stickTarget);
}
catch
{
//the body that the projectile was stuck to has been removed
}
stickTarget = null;
}
try
{
GameMain.World.RemoveJoint(stickJoint);
}
catch
{
//the body that the projectile was stuck to has been removed
}
stickJoint = null;
IsActive = false;
}
}
private bool OnProjectileCollision(Fixture f1, Fixture f2, Contact contact)
{
return OnProjectileCollision(f2, contact.Manifold.LocalNormal);
}
private bool OnProjectileCollision(Fixture target, Vector2 collisionNormal)
{
if (IgnoredBodies.Contains(target.Body)) return false;
if (target.CollisionCategories == Physics.CollisionCharacter && !(target.Body.UserData is Limb))
{
return false;
}
AttackResult attackResult = new AttackResult();
if (attack != null)
{
var submarine = target.Body.UserData as Submarine;
if (submarine != null)
{
item.Move(-submarine.Position);
item.Submarine = submarine;
item.body.Submarine = submarine;
//item.FindHull();
return true;
}
Limb limb;
Structure structure;
if ((limb = (target.Body.UserData as Limb)) != null)
{
attackResult = attack.DoDamage(User, limb.character, item.WorldPosition, 1.0f);
}
else if ((structure = (target.Body.UserData as Structure)) != null)
{
attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f);
}
}
ApplyStatusEffects(ActionType.OnUse, 1.0f);
ApplyStatusEffects(ActionType.OnImpact, 1.0f);
IsActive = false;
item.body.FarseerBody.OnCollision -= OnProjectileCollision;
item.body.FarseerBody.IsBullet = false;
item.body.CollisionCategories = Physics.CollisionItem;
item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
IgnoredBodies.Clear();
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
if (attackResult.HitArmor)
{
item.body.LinearVelocity *= 0.1f;
}
else if (doesStick)
{
Vector2 dir = new Vector2(
(float)Math.Cos(item.body.Rotation),
(float)Math.Sin(item.body.Rotation));
if (Vector2.Dot(item.body.LinearVelocity, collisionNormal) < 0.0f)
{
StickToTarget(target.Body, dir);
return Hitscan;
}
}
else
{
item.body.LinearVelocity *= 0.5f;
}
var containedItems = item.ContainedItems;
if (containedItems != null)
{
foreach (Item contained in containedItems)
{
if (contained.body != null)
{
contained.SetTransform(item.SimPosition, contained.body.Rotation);
}
contained.Condition = 0.0f;
}
}
if (RemoveOnHit)
{
Item.Spawner.AddToRemoveQueue(item);
}
return true;
}
private void StickToTarget(Body targetBody, Vector2 axis)
{
if (stickJoint != null) return;
stickJoint = new PrismaticJoint(targetBody, item.body.FarseerBody, item.body.SimPosition, axis, true);
stickJoint.MotorEnabled = true;
stickJoint.MaxMotorForce = 30.0f;
stickJoint.LimitEnabled = true;
if (item.Sprite != null)
{
stickJoint.LowerLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X * -0.3f);
stickJoint.UpperLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X * 0.3f);
}
item.body.FarseerBody.IgnoreCollisionWith(targetBody);
stickTarget = targetBody;
GameMain.World.AddJoint(stickJoint);
IsActive = true;
}
protected override void RemoveComponentSpecific()
{
if (stickJoint != null)
{
try
{
GameMain.World.RemoveJoint(stickJoint);
}
catch
{
//the body that the projectile was stuck to has been removed
}
stickJoint = null;
}
}
}
}