316 lines
13 KiB
C#
316 lines
13 KiB
C#
using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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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.Globalization;
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using System.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class TriggerComponent : ItemComponent
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{
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[Editable, Serialize(0.0f, IsPropertySaveable.Yes, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
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public float Force { get; set; }
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[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Determines if the force gets higher the closer the triggerer is to the center of the trigger.", alwaysUseInstanceValues: true)]
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public bool DistanceBasedForce { get; set; }
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[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Determines if the force fluctuates over time or if it stays constant.", alwaysUseInstanceValues: true)]
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public bool ForceFluctuation { get; set; }
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[Serialize(1.0f, IsPropertySaveable.Yes, description: "How much the fluctuation affects the force. 1 is the maximum fluctuation, 0 is no fluctuation.", alwaysUseInstanceValues: true)]
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private float ForceFluctuationStrength
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{
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get
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{
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return forceFluctuationStrength;
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}
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set
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{
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forceFluctuationStrength = Math.Clamp(value, 0.0f, 1.0f);
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}
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}
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[Serialize(1.0f, IsPropertySaveable.Yes, description: "How fast (cycles per second) the force fluctuates.", alwaysUseInstanceValues: true)]
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private float ForceFluctuationFrequency
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{
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get
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{
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return forceFluctuationFrequency;
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}
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set
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{
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forceFluctuationFrequency = Math.Max(value, 0.01f);
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}
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}
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[Serialize(0.01f, IsPropertySaveable.Yes, description: "How often (in seconds) the force fluctuation is calculated.", alwaysUseInstanceValues: true)]
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private float ForceFluctuationInterval
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{
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get
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{
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return forceFluctuationInterval;
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}
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set
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{
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forceFluctuationInterval = Math.Max(value, 0.01f);
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}
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}
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public PhysicsBody PhysicsBody { get; private set; }
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private float Radius { get; set; }
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private float RadiusInDisplayUnits { get; set; }
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private bool TriggeredOnce { get; set; }
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private float CurrentForceFluctuation { get; set; } = 1.0f;
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public bool TriggerActive { get; private set; }
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private float ForceFluctuationTimer { get; set; }
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private static float TimeInLevel
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{
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get
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{
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return GameMain.GameSession?.RoundDuration ?? 0.0f;
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}
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}
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[Serialize(false, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
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public bool ApplyEffectsToCharactersInsideSub { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
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public bool MoveOutsideSub { get; set; }
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private readonly LevelTrigger.TriggererType triggeredBy;
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private readonly HashSet<Entity> triggerers = new HashSet<Entity>();
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private readonly bool triggerOnce;
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private readonly List<ISerializableEntity> statusEffectTargets = new List<ISerializableEntity>();
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/// <summary>
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/// Effects applied to entities inside the trigger
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/// </summary>
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private readonly List<StatusEffect> statusEffects = new List<StatusEffect>();
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/// <summary>
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/// Attacks applied to entities inside the trigger
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/// </summary>
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private readonly List<Attack> attacks = new List<Attack>();
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private float forceFluctuationStrength;
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private float forceFluctuationFrequency;
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private float forceFluctuationInterval;
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public TriggerComponent(Item item, ContentXElement element) : base(item, element)
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{
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string triggeredByAttribute = element.GetAttributeString("triggeredby", "Character");
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if (!Enum.TryParse(triggeredByAttribute, out triggeredBy))
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{
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DebugConsole.ThrowError($"Error in ForceComponent config: \"{triggeredByAttribute}\" is not a valid triggerer type.",
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contentPackage: element.ContentPackage);
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}
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triggerOnce = element.GetAttributeBool("triggeronce", false);
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string parentDebugName = $"TriggerComponent in {item.Name}";
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foreach (var subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "statuseffect":
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LevelTrigger.LoadStatusEffect(statusEffects, subElement, parentDebugName);
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break;
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case "attack":
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case "damage":
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LevelTrigger.LoadAttack(subElement, parentDebugName, triggerOnce, attacks);
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break;
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}
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}
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IsActive = true;
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}
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public override void OnItemLoaded()
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{
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base.OnItemLoaded();
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float radiusAttribute = originalElement.GetAttributeFloat("radius", 10.0f);
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Radius = ConvertUnits.ToSimUnits(radiusAttribute * item.Scale);
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PhysicsBody = new PhysicsBody(0.0f, 0.0f, Radius, 1.5f, BodyType.Static, Physics.CollisionWall, LevelTrigger.GetCollisionCategories(triggeredBy))
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{
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UserData = item
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};
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PhysicsBody.SetTransformIgnoreContacts(item.SimPosition, 0.0f);
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PhysicsBody.FarseerBody.SetIsSensor(true);
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PhysicsBody.FarseerBody.OnCollision += OnCollision;
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PhysicsBody.FarseerBody.OnSeparation += OnSeparation;
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RadiusInDisplayUnits = ConvertUnits.ToDisplayUnits(PhysicsBody.Radius);
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}
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public override void OnMapLoaded()
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{
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base.OnMapLoaded();
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PhysicsBody.SetTransformIgnoreContacts(item.SimPosition, 0.0f);
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PhysicsBody.Submarine = item.Submarine;
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}
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private bool OnCollision(Fixture sender, Fixture other, Contact contact)
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{
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if (!(LevelTrigger.GetEntity(other) is Entity entity)) { return false; }
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if (!LevelTrigger.IsTriggeredByEntity(entity, triggeredBy, mustBeOnSpecificSub: (!MoveOutsideSub, item.Submarine))) { return false; }
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triggerers.Add(entity);
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return true;
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}
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private void OnSeparation(Fixture sender, Fixture other, Contact contact)
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{
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if (!(LevelTrigger.GetEntity(other) is Entity entity))
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{
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return;
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}
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if (entity is Character character && (!character.Enabled || character.Removed) && triggerers.Contains(entity))
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{
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triggerers.Remove(entity);
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return;
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}
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if (LevelTrigger.CheckContactsForOtherFixtures(PhysicsBody, other, entity))
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{
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return;
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}
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triggerers.Remove(entity);
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}
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public override void Update(float deltaTime, Camera cam)
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{
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if (item.Submarine != null && MoveOutsideSub)
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{
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item.SetTransform(ConvertUnits.ToSimUnits(item.WorldPosition), item.Rotation);
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item.CurrentHull = null;
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item.Submarine = null;
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PhysicsBody.SetTransformIgnoreContacts(item.SimPosition, 0.0f);
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PhysicsBody.Submarine = item.Submarine;
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}
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LevelTrigger.RemoveInActiveTriggerers(PhysicsBody, triggerers);
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if (triggerOnce)
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{
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if (TriggeredOnce) { return; }
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if (triggerers.Count > 0)
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{
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TriggeredOnce = true;
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IsActive = false;
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triggerers.Clear();
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}
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}
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TriggerActive = triggerers.Any();
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if (ForceFluctuation && TriggerActive && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
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{
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ForceFluctuationTimer += deltaTime;
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if (ForceFluctuationTimer >= ForceFluctuationInterval)
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{
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float v = MathF.Sin(2 * MathF.PI * ForceFluctuationFrequency * TimeInLevel);
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float amount = MathUtils.InverseLerp(-1.0f, 1.0f, v);
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CurrentForceFluctuation = MathHelper.Lerp(1.0f - ForceFluctuationStrength, 1.0f, amount);
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ForceFluctuationTimer = 0.0f;
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GameMain.NetworkMember?.CreateEntityEvent(this);
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}
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}
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foreach (Entity triggerer in triggerers)
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{
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LevelTrigger.ApplyStatusEffects(statusEffects, item.WorldPosition, triggerer, deltaTime, statusEffectTargets);
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if (triggerer is IDamageable damageable)
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{
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LevelTrigger.ApplyAttacks(attacks, damageable, item.WorldPosition, deltaTime);
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}
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else if (triggerer is Submarine submarine)
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{
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LevelTrigger.ApplyAttacks(attacks, item.WorldPosition, deltaTime);
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foreach (Character c2 in Character.CharacterList)
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{
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if (c2.Submarine == submarine)
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{
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LevelTrigger.ApplyAttacks(attacks, c2, item.WorldPosition, deltaTime);
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}
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}
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}
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if (Math.Abs(Force) < 0.01f)
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{
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// Just ignore very minimal forces
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continue;
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}
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else if (triggerer is Character c)
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{
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ApplyForce(c.AnimController.Collider);
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}
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else if (triggerer is Submarine s)
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{
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ApplyForce(s.SubBody.Body);
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}
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else if (triggerer is Item i && i.body != null)
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{
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ApplyForce(i.body);
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}
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}
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item.SendSignal(IsActive ? "1" : "0", "state_out");
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}
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private void ApplyForce(PhysicsBody body)
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{
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Vector2 diff = ConvertUnits.ToDisplayUnits(PhysicsBody.SimPosition - body.SimPosition);
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if (diff.LengthSquared() < 0.0001f) { return; }
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float distanceFactor = DistanceBasedForce ? LevelTrigger.GetDistanceFactor(body, PhysicsBody, RadiusInDisplayUnits) : 1.0f;
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if (distanceFactor <= 0.0f) { return; }
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Vector2 force = distanceFactor * (CurrentForceFluctuation * Force) * Vector2.Normalize(diff);
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if (force.LengthSquared() < 0.01f) { return; }
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body.ApplyForce(force);
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}
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public override void Move(Vector2 amount, bool ignoreContacts = false)
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{
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if (PhysicsBody != null)
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{
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if (ignoreContacts)
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{
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PhysicsBody.SetTransformIgnoreContacts(PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
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}
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else
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{
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PhysicsBody.SetTransform(PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
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}
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PhysicsBody.Submarine = item.Submarine;
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}
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}
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public override void ReceiveSignal(Signal signal, Connection connection)
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{
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base.ReceiveSignal(signal, connection);
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switch (connection.Name)
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{
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case "set_force":
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if (!FloatTryParse(signal, out float force)) { break; }
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Force = force;
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break;
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case "set_distancebasedforce":
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if (!bool.TryParse(signal.value, out bool distanceBasedForce)) { break; }
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DistanceBasedForce = distanceBasedForce;
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break;
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case "set_forcefluctuation":
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if (!bool.TryParse(signal.value, out bool forceFluctuation)) { break; }
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ForceFluctuation = forceFluctuation;
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break;
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case "set_forcefluctuationstrength":
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if (!FloatTryParse(signal, out float forceFluctuationStrength)) { break; }
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ForceFluctuationStrength = forceFluctuationStrength;
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break;
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case "set_forcefluctuationfrequency":
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if (!FloatTryParse(signal, out float forceFluctuationFrequency)) { break; }
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ForceFluctuationFrequency = forceFluctuationFrequency;
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break;
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case "set_forcefluctuationinterval":
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if (!FloatTryParse(signal, out float forceFluctuationInterval)) { break; }
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ForceFluctuationInterval = forceFluctuationInterval;
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break;
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}
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static bool FloatTryParse(Signal signal, out float value)
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{
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return float.TryParse(signal.value, NumberStyles.Any, CultureInfo.InvariantCulture, out value);
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}
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}
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}
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}
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