345 lines
12 KiB
C#
345 lines
12 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.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class MeleeWeapon : Holdable
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{
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private float hitPos;
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private bool hitting;
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private Attack attack;
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private float range;
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private Character user;
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private float reload;
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private float reloadTimer;
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private HashSet<Entity> hitTargets = new HashSet<Entity>();
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public Character User
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{
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get { return user; }
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}
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[Serialize(0.0f, false)]
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public float Range
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{
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get { return ConvertUnits.ToDisplayUnits(range); }
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set { range = ConvertUnits.ToSimUnits(value); }
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}
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[Serialize(0.5f, false)]
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public float Reload
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{
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get { return reload; }
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set { reload = Math.Max(0.0f, value); }
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}
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[Serialize(false, false)]
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public bool AllowHitMultiple
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{
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get;
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set;
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}
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public MeleeWeapon(Item item, XElement element)
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: base(item, element)
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{
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//throwForce = ToolBox.GetAttributeFloat(element, "throwforce", 1.0f);
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
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attack = new Attack(subElement, item.Name + ", MeleeWeapon");
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}
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item.IsShootable = true;
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// TODO: should define this in xml if we have melee weapons that don't require aim to use
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item.RequireAimToUse = true;
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null || reloadTimer > 0.0f) return false;
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if (Item.RequireAimToUse && !character.IsKeyDown(InputType.Aim) || hitting) return false;
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//don't allow hitting if the character is already hitting with another weapon
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for (int i = 0; i < 2; i++ )
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{
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if (character.SelectedItems[i] == null || character.SelectedItems[i] == Item) continue;
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var otherWeapon = character.SelectedItems[i].GetComponent<MeleeWeapon>();
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if (otherWeapon == null) continue;
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if (otherWeapon.hitting) return false;
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}
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SetUser(character);
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if (hitPos < MathHelper.PiOver4) return false;
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reloadTimer = reload;
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item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
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item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
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item.body.FarseerBody.OnCollision += OnCollision;
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foreach (Limb l in character.AnimController.Limbs)
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{
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//item.body.FarseerBody.IgnoreCollisionWith(l.body.FarseerBody);
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if (character.AnimController.InWater) continue;
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if (l.type == LimbType.LeftFoot || l.type == LimbType.LeftThigh || l.type == LimbType.LeftLeg) continue;
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if (l.type == LimbType.Head || l.type == LimbType.Torso)
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{
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l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 7.0f, -4.0f));
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}
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else
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{
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l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 5.0f, -2.0f));
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}
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}
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hitting = true;
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hitTargets.Clear();
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IsActive = true;
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return false;
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}
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public override void Drop(Character dropper)
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{
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base.Drop(dropper);
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hitting = false;
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hitPos = 0.0f;
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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Update(deltaTime, cam);
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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.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) IsActive = false;
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reloadTimer -= deltaTime;
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if (reloadTimer < 0) { reloadTimer = 0; }
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if (!picker.IsKeyDown(InputType.Aim) && !hitting) hitPos = 0.0f;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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if (item.body.Dir != picker.AnimController.Dir) Flip();
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AnimController ac = picker.AnimController;
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//TODO: refactor the hitting logic (get rid of the magic numbers, make it possible to use different kinds of animations for different items)
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if (!hitting)
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{
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bool aim = picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent<Ladder>() != null);
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if (aim)
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{
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hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 5f, MathHelper.PiOver4));
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, hitPos, holdAngle + hitPos);
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}
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else
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{
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hitPos = 0;
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ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, false, holdAngle);
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}
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}
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else
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{
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hitPos = MathUtils.WrapAnglePi(hitPos - deltaTime * 15f);
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ac.HoldItem(deltaTime, item, handlePos, new Vector2(2, 0), Vector2.Zero, false, hitPos, holdAngle + hitPos); // aimPos not used -> zero (new Vector2(-0.3f, 0.2f)), holdPos new Vector2(0.6f, -0.1f)
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if (hitPos < -MathHelper.PiOver4 * 1.2f)
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{
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RestoreCollision();
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hitting = false;
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hitTargets.Clear();
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hitPos = 0;
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}
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}
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}
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private void SetUser(Character character)
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{
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if (user == character) { return; }
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if (user != null && user.Removed) { user = null; }
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user = character;
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if (item.body?.FarseerBody == null || item.Removed ||
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!GameMain.World.BodyList.Contains(item.body.FarseerBody))
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{
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return;
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}
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if (user != null)
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{
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foreach (Limb limb in user.AnimController.Limbs)
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{
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if (limb.body.FarseerBody != null && GameMain.World.BodyList.Contains(limb.body.FarseerBody))
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{
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item.body.FarseerBody.RestoreCollisionWith(limb.body.FarseerBody);
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}
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}
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}
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foreach (Limb limb in character.AnimController.Limbs)
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{
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if (limb.body.FarseerBody != null && GameMain.World.BodyList.Contains(limb.body.FarseerBody))
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{
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item.body.FarseerBody.IgnoreCollisionWith(limb.body.FarseerBody);
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}
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}
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}
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private void RestoreCollision()
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{
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item.body.FarseerBody.OnCollision -= OnCollision;
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item.body.CollisionCategories = Physics.CollisionItem;
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item.body.CollidesWith = Physics.CollisionWall;
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}
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private bool OnCollision(Fixture f1, Fixture f2, Contact contact)
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{
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if (user == null || user.Removed)
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{
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RestoreCollision();
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hitting = false;
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user = null;
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}
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Character targetCharacter = null;
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Limb targetLimb = null;
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Structure targetStructure = null;
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attack?.SetUser(user);
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if (f2.Body.UserData is Limb)
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{
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targetLimb = (Limb)f2.Body.UserData;
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if (targetLimb.IsSevered || targetLimb.character == null) return false;
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targetCharacter = targetLimb.character;
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if (targetCharacter == picker) return false;
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if (AllowHitMultiple)
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{
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if (hitTargets.Contains(targetCharacter)) return false;
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}
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else
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{
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if (hitTargets.Any(t => t is Character)) return false;
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}
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hitTargets.Add(targetCharacter);
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}
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else if (f2.Body.UserData is Character)
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{
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targetCharacter = (Character)f2.Body.UserData;
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if (targetCharacter == picker) return false;
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targetLimb = targetCharacter.AnimController.GetLimb(LimbType.Torso); //Otherwise armor can be bypassed in strange ways
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if (AllowHitMultiple)
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{
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if (hitTargets.Contains(targetCharacter)) return false;
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}
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else
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{
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if (hitTargets.Any(t => t is Character)) return false;
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}
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hitTargets.Add(targetCharacter);
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}
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else if (f2.Body.UserData is Structure)
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{
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targetStructure = (Structure)f2.Body.UserData;
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if (AllowHitMultiple)
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{
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if (hitTargets.Contains(targetStructure)) return true;
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}
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else
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{
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if (hitTargets.Any(t => t is Structure)) return true;
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}
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hitTargets.Add(targetStructure);
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}
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else
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{
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return false;
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}
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if (attack != null)
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{
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if (targetLimb != null)
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{
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targetLimb.character.LastDamageSource = item;
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attack.DoDamageToLimb(user, targetLimb, item.WorldPosition, 1.0f);
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}
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else if (targetCharacter != null)
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{
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targetCharacter.LastDamageSource = item;
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attack.DoDamage(user, targetCharacter, item.WorldPosition, 1.0f);
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}
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else if (targetStructure != null)
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{
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attack.DoDamage(user, targetStructure, item.WorldPosition, 1.0f);
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}
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else
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{
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return false;
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}
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}
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) return true;
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#if SERVER
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if (GameMain.Server != null && targetCharacter != null) //TODO: Log structure hits
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{
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GameMain.Server.CreateEntityEvent(item, new object[]
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{
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Networking.NetEntityEvent.Type.ApplyStatusEffect,
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ActionType.OnUse,
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null, //itemcomponent
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targetCharacter.ID, targetLimb
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});
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string logStr = picker?.LogName + " used " + item.Name;
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if (item.ContainedItems != null && item.ContainedItems.Any())
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{
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logStr += " (" + string.Join(", ", item.ContainedItems.Select(i => i?.Name)) + ")";
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}
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logStr += " on " + targetCharacter.LogName + ".";
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Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
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}
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#endif
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if (targetCharacter != null) //TODO: Allow OnUse to happen on structures too maybe??
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{
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ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter, targetLimb, user: user);
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}
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if (DeleteOnUse)
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{
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Entity.Spawner.AddToRemoveQueue(item);
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}
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return true;
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}
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}
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}
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