Files
LuaCsForBarotraumaEP/Subsurface/Map/Explosion.cs
2015-05-25 01:04:03 +03:00

112 lines
3.7 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
class Explosion
{
Vector2 position;
float range;
float damage;
float structureDamage;
float stun;
float force;
public Explosion(Vector2 position, float range, float damage, float structureDamage, float stun=0.0f, float force=0.0f)
{
this.position = position;
this.range = Math.Max(range,1.0f);
this.damage = damage;
this.structureDamage = structureDamage;
this.stun = stun;
this.force = force;
}
public Explosion(XElement element)
{
range = Math.Max(ToolBox.GetAttributeFloat(element, "range", 1.0f),1.0f);
damage = ToolBox.GetAttributeFloat(element, "damage", 0.0f);
structureDamage = ToolBox.GetAttributeFloat(element, "structuredamage", 0.0f);
stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
force = ToolBox.GetAttributeFloat(element, "force", 0.0f);
}
public void Explode()
{
Explode(position);
}
public void Explode(Vector2 position)
{
for (int i = 0; i<range*10; i++)
{
Game1.particleManager.CreateParticle(position,
ToolBox.RandomFloat(0.0f,3.14f),
Vector2.Normalize(new Vector2(ToolBox.RandomFloat(-1.0f, 1.0f), ToolBox.RandomFloat(-1.0f, 1.0f))) * ToolBox.RandomFloat(3.0f,4.0f),
"explosionfire");
}
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(position);
float displayRange = ConvertUnits.ToDisplayUnits(range);
if (structureDamage>0.0f)
{
List<Structure> structureList = new List<Structure>();
float dist = 600.0f;
foreach (MapEntity entity in MapEntity.mapEntityList)
{
Structure structure = entity as Structure;
if (structure == null) continue;
if (structure.HasBody &&
!structure.IsPlatform &&
Vector2.Distance(structure.Position, displayPosition) < dist*3.0f)
{
structureList.Add(structure);
}
}
foreach (Structure structure in structureList)
{
for (int i = 0; i < structure.SectionCount; i++)
{
float distFactor = 1.0f - (Vector2.Distance(structure.SectionPosition(i), displayPosition) / displayRange);
if (distFactor > 0.0f) structure.AddDamage(i, structureDamage*distFactor);
}
}
}
foreach (Character c in Character.characterList)
{
float dist = Vector2.Distance(c.SimPosition, position);
if (dist > range) continue;
float distFactor = 1.0f - dist / range;
foreach (Limb limb in c.animController.limbs)
{
distFactor = 1.0f - Vector2.Distance(limb.SimPosition, position)/range;
c.AddDamage(limb.SimPosition, damage * distFactor, 0.0f, stun * distFactor);
if (force>0.0f)
{
limb.body.ApplyLinearImpulse(Vector2.Normalize(limb.SimPosition-position)*distFactor*force);
}
}
}
}
}
}