Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/Explosion.cs
2015-12-06 16:07:25 +02:00

157 lines
5.3 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using Barotrauma.Lights;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma
{
class Explosion
{
private Vector2 position;
private Attack attack;
private float force;
private LightSource light;
public float CameraShake;
private bool sparks, shockwave, flames;
public Explosion(XElement element)
{
attack = new Attack(element);
force = ToolBox.GetAttributeFloat(element, "force", 0.0f);
sparks = ToolBox.GetAttributeBool(element, "sparks", true);
shockwave = ToolBox.GetAttributeBool(element, "shockwave", true);
flames = ToolBox.GetAttributeBool(element, "flames", true);
CameraShake = ToolBox.GetAttributeFloat(element, "camerashake", attack.Range*10.0f);
}
public void Explode()
{
Explode(position);
}
public void Explode(Vector2 simPosition)
{
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
Hull hull = Hull.FindHull(displayPosition);
if (shockwave)
{
GameMain.ParticleManager.CreateParticle("shockwave", displayPosition,
Vector2.Zero, 0.0f, hull);
}
for (int i = 0; i < attack.Range * 10; i++)
{
if (sparks)
{
GameMain.ParticleManager.CreateParticle("spark", displayPosition,
Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f, hull);
}
if (flames)
{
GameMain.ParticleManager.CreateParticle("explosionfire", displayPosition + Rand.Vector(50f),
Rand.Vector(Rand.Range(50f, 100.0f)), 0.0f, hull);
}
}
float displayRange = ConvertUnits.ToDisplayUnits(attack.Range);
light = new LightSource(displayPosition, displayRange, Color.LightYellow, hull != null ? hull.Submarine : null);
CoroutineManager.StartCoroutine(DimLight());
float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, displayPosition)/2.0f;
GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist)/displayRange, 0.0f);
if (attack.GetStructureDamage(1.0f) > 0.0f)
{
RangedStructureDamage(displayPosition, displayRange, attack.GetStructureDamage(1.0f));
}
if (force == 0.0f && attack.Stun == 0.0f && attack.GetDamage(1.0f) == 0.0f) return;
foreach (Character c in Character.CharacterList)
{
float dist = Vector2.Distance(c.SimPosition, simPosition);
if (dist > attack.Range) continue;
float distFactor = 1.0f - dist / attack.Range;
foreach (Limb limb in c.AnimController.Limbs)
{
if (limb.SimPosition == simPosition) continue;
distFactor = 1.0f - Vector2.Distance(limb.SimPosition, simPosition)/attack.Range;
c.AddDamage(limb.SimPosition, DamageType.None,
attack.GetDamage(1.0f) / c.AnimController.Limbs.Length * distFactor, 0.0f, attack.Stun * distFactor, false);
if (force>0.0f)
{
limb.body.ApplyLinearImpulse(Vector2.Normalize(limb.SimPosition - simPosition) * distFactor * force);
}
}
}
}
private IEnumerable<object> DimLight()
{
float currBrightness= 1.0f;
float startRange = light.Range;
while (light.Color.A > 0.0f)
{
light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
light.Range = startRange * currBrightness;
currBrightness -= 0.05f;
yield return CoroutineStatus.Running;
}
light.Remove();
yield return CoroutineStatus.Success;
}
public static void RangedStructureDamage(Vector2 displayPosition, float displayRange, float damage)
{
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, damage * distFactor);
}
}
}
}
}