Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/MeleeWeapon.cs
T
Joonas Rikkonen a0d606ef5f Working on improving the serialization system and ObjectProperty/IPropertyObject (TODO: come up with better names). The plan is to:
- Add support for some of the most common types (vectors, colors, rects) so there's no need to parse the values in the setters of the serializable properties (see Holdable.HoldPos for example).
- Make a generic version of the item editing HUD that can be used on any IPropertyObject. Should make it easier to implement things like the character editor, editing structure properties, particle editor, etc.
- Improve the interface of the editing HUD. Instead of having to type in a string value into a textbox, there should be number input fields for numeric properties, sliders for properties that only accept a range of values, a color picker, etc. And tooltips.
2017-11-03 19:41:21 +02:00

262 lines
8.1 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;
[SerializableProperty(0.0f, false)]
public float Range
{
get { return ConvertUnits.ToDisplayUnits(range); }
set { range = ConvertUnits.ToSimUnits(value); }
}
[SerializableProperty(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 target = null;
Limb limb = f2.Body.UserData as Limb;
if (limb != null)
{
if (limb.character == picker) return false;
target = limb.character;
}
else
{
return false;
}
if (target == null)
{
target = f2.Body.UserData as Character;
}
if (target == null) return false;
if (attack != null) attack.DoDamage(user, target, 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, target.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 " + target + ".";
Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
}
ApplyStatusEffects(ActionType.OnUse, 1.0f, limb.character);
return true;
}
}
}