240 lines
9.6 KiB
C#
240 lines
9.6 KiB
C#
using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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namespace Barotrauma.Items.Components
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{
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class Throwable : Holdable
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{
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enum ThrowState
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{
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None,
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Initiated,
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Throwing
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}
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private const float ThrowAngleStart = -MathHelper.PiOver2, ThrowAngleEnd = MathHelper.PiOver2;
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private float throwAngle = ThrowAngleStart;
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private bool midAir;
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private ThrowState throwState;
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//continuous collision detection is used while the item is moving faster than this
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const float ContinuousCollisionThreshold = 5.0f;
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public Character CurrentThrower
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{
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get;
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private set;
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}
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[Serialize(1.0f, IsPropertySaveable.No, description: "The impulse applied to the physics body of the item when thrown. Higher values make the item be thrown faster.")]
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public float ThrowForce { get; set; }
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public Throwable(Item item, ContentXElement element)
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: base(item, element)
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{
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if (aimPos == Vector2.Zero)
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{
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aimPos = new Vector2(0.45f, 0.1f);
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}
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}
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public const float WaterDragCoefficient = 0.5f;
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public override bool Use(float deltaTime, Character character = null)
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{
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//actual throwing logic is handled in Update
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return (characterUsable && !UsageDisabledByRangedWeapon(character)) || character == null;
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}
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public override bool SecondaryUse(float deltaTime, Character character = null)
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{
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//actual throwing logic is handled in Update - SecondaryUse only triggers when the item is thrown
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return false;
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}
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public override void Drop(Character dropper, bool setTransform = true)
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{
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base.Drop(dropper, setTransform);
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throwState = ThrowState.None;
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throwAngle = ThrowAngleStart;
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Item.ResetWaterDragCoefficient();
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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 (midAir)
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{
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if (item.body.FarseerBody.IsBullet)
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{
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if (item.body.LinearVelocity.LengthSquared() < ContinuousCollisionThreshold * ContinuousCollisionThreshold)
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{
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item.body.FarseerBody.IsBullet = false;
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}
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}
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if (item.body.LinearVelocity.LengthSquared() < 0.01f)
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{
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CurrentThrower = null;
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if (statusEffectLists?.ContainsKey(ActionType.OnImpact) ?? false)
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{
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foreach (var statusEffect in statusEffectLists[ActionType.OnImpact])
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{
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statusEffect.SetUser(null);
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}
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}
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if (statusEffectLists?.ContainsKey(ActionType.OnBroken) ?? false)
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{
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foreach (var statusEffect in statusEffectLists[ActionType.OnBroken])
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{
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statusEffect.SetUser(null);
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}
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}
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item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionPlatform;
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midAir = false;
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Item.ResetWaterDragCoefficient();
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}
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return;
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}
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if (picker == null || picker.Removed || !picker.HeldItems.Contains(item))
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{
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IsActive = false;
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return;
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}
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bool aim = false;
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if (!UsageDisabledByRangedWeapon(picker))
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{
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if (throwState != ThrowState.Throwing)
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{
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if (picker.IsKeyDown(InputType.Aim))
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{
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if (picker.IsKeyDown(InputType.Shoot)) { throwState = ThrowState.Initiated; }
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}
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else if (throwState != ThrowState.Initiated)
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{
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throwAngle = ThrowAngleStart;
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}
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}
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aim = picker.IsKeyDown(InputType.Aim) && picker.CanAim;
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}
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if (picker.IsDead || !picker.AllowInput)
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{
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throwState = ThrowState.None;
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aim = false;
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}
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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//return if the status effect got rid of the picker somehow
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if (picker == null || picker.Removed || !picker.HeldItems.Contains(item))
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{
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IsActive = false;
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return;
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}
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if (item.body.Dir != picker.AnimController.Dir) { item.FlipX(relativeToSub: false); }
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AnimController ac = picker.AnimController;
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item.Submarine = picker.Submarine;
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if (throwState != ThrowState.Throwing)
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{
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if (aim || throwState == ThrowState.Initiated)
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{
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throwAngle = System.Math.Min(throwAngle + deltaTime * 8.0f, ThrowAngleEnd);
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ac.HoldItem(deltaTime, item, handlePos, itemPos: aimPos, aim: false, throwAngle);
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if (throwAngle >= ThrowAngleEnd && throwState == ThrowState.Initiated)
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{
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throwState = ThrowState.Throwing;
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}
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}
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else
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{
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throwAngle = ThrowAngleStart;
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ac.HoldItem(deltaTime, item, handlePos, itemPos: holdPos, aim: false, holdAngle);
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}
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}
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else
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{
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throwAngle = MathUtils.WrapAnglePi(throwAngle - deltaTime * 15.0f);
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ac.HoldItem(deltaTime, item, handlePos, itemPos: aimPos, aim: false, throwAngle);
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if (throwAngle < 0)
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{
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Vector2 throwVector = Vector2.Normalize(picker.CursorWorldPosition - picker.WorldPosition);
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//throw upwards if cursor is at the position of the character
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if (!MathUtils.IsValid(throwVector)) { throwVector = Vector2.UnitY; }
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#if SERVER
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GameServer.Log(GameServer.CharacterLogName(picker) + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);
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#endif
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CurrentThrower = picker;
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if (statusEffectLists?.ContainsKey(ActionType.OnImpact) ?? false)
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{
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foreach (var statusEffect in statusEffectLists[ActionType.OnImpact])
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{
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statusEffect.SetUser(CurrentThrower);
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}
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}
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if (statusEffectLists?.ContainsKey(ActionType.OnBroken) ?? false)
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{
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foreach (var statusEffect in statusEffectLists[ActionType.OnBroken])
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{
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statusEffect.SetUser(CurrentThrower);
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}
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}
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item.Drop(CurrentThrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
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item.WaterDragCoefficient = WaterDragCoefficient;
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float throwForce = ThrowForce;
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//Reduce force when aiming down
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float downwardsDotProduct = Vector2.Dot(-Vector2.UnitY, throwVector); //1 when pointing directly down, 0 when sideways, -1 when up
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if (downwardsDotProduct > 0)
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{
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throwForce *= (1.0f - downwardsDotProduct * 0.7f);
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}
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item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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//disable platform collisions until the item comes back to rest again
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item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
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item.body.FarseerBody.IsBullet = true;
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midAir = true;
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ac.GetLimb(LimbType.Head)?.body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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ac.GetLimb(LimbType.Torso)?.body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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Limb rightHand = ac.GetLimb(LimbType.RightHand);
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item.body.AngularVelocity = rightHand.body.AngularVelocity;
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throwAngle = ThrowAngleStart;
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IsActive = true;
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if (GameMain.NetworkMember is { IsServer: true })
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{
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GameMain.NetworkMember.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnSecondaryUse, this, targetCharacter: CurrentThrower));
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}
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if (!(GameMain.NetworkMember is { IsClient: true }))
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{
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//Stun grenades, flares, etc. all have their throw-related things handled in "onSecondaryUse"
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ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, character: CurrentThrower, user: CurrentThrower);
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}
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throwState = ThrowState.None;
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}
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}
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}
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}
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}
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