Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Holdable/RangedWeapon.cs
T
2017-12-03 21:51:12 -03:00

140 lines
4.7 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class RangedWeapon : ItemComponent
{
private float reload, reloadTimer;
private Vector2 barrelPos;
[Serialize("0.0,0.0", false)]
public string BarrelPos
{
get { return XMLExtensions.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
set { barrelPos = ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(value)); }
}
[Serialize(1.0f, false)]
public float Reload
{
get { return reload; }
set { reload = Math.Max(value, 0.0f); }
}
[Serialize(0.0f, false)]
public float Spread
{
get;
set;
}
[Serialize(0.0f, false)]
public float UnskilledSpread
{
get;
set;
}
public Vector2 TransformedBarrelPos
{
get
{
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
Vector2 flippedPos = barrelPos;
if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
return (Vector2.Transform(flippedPos, bodyTransform) + item.body.SimPosition);
}
}
public RangedWeapon(Item item, XElement element)
: base(item, element)
{
}
public override void Update(float deltaTime, Camera cam)
{
reloadTimer -= deltaTime;
if (reloadTimer < 0.0f)
{
reloadTimer = 0.0f;
IsActive = false;
}
}
public override bool Use(float deltaTime, Character character = null)
{
if (character == null) return false;
if (!character.IsKeyDown(InputType.Aim) || reloadTimer > 0.0f) return false;
IsActive = true;
reloadTimer = reload;
List<Body> limbBodies = new List<Body>();
foreach (Limb l in character.AnimController.Limbs)
{
limbBodies.Add(l.body.FarseerBody);
}
float degreeOfFailure = (100.0f - DegreeOfSuccess(character))/100.0f;
degreeOfFailure *= degreeOfFailure;
if (degreeOfFailure > Rand.Range(0.0f, 1.0f))
{
ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
}
Item[] containedItems = item.ContainedItems;
if (containedItems != null)
{
foreach (Item projectile in containedItems)
{
if (projectile == null) continue;
//find the projectile-itemcomponent of the projectile,
//and add the limbs of the shooter to the list of bodies to be ignored
//so that the player can't shoot himself
Projectile projectileComponent= projectile.GetComponent<Projectile>();
if (projectileComponent == null) continue;
float spread = MathHelper.ToRadians(MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure));
float rotation = (item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi;
rotation += spread * Rand.Range(-0.5f, 0.5f);
projectile.body.ResetDynamics();
projectile.SetTransform(TransformedBarrelPos, rotation);
projectileComponent.User = character;
projectileComponent.IgnoredBodies = new List<Body>(limbBodies);
projectile.Use(deltaTime);
projectileComponent.User = character;
projectile.body.ApplyTorque(projectile.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
//set the rotation of the projectile again because dropping the projectile resets the rotation
projectile.SetTransform(projectile.SimPosition, rotation);
//recoil
item.body.ApplyLinearImpulse(
new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -50.0f);
item.RemoveContained(projectile);
Rope rope = item.GetComponent<Rope>();
if (rope != null) rope.Attach(projectile);
return true;
}
}
return true;
}
}
}