Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/TriggerComponent.cs
2025-09-17 13:44:21 +03:00

556 lines
22 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Globalization;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma.Items.Components
{
partial class TriggerComponent : ItemComponent
{
[Editable, Serialize(0f, IsPropertySaveable.Yes, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
public float Force { get; set; }
[Editable, Serialize("0,0", IsPropertySaveable.Yes, description: "The maximum amount of directional force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
public Vector2 DirectionalForce { get; set; }
[Editable, Serialize(false, IsPropertySaveable.Yes, $"If true, {nameof(DirectionalForce)} is relative to the angle between the target and the item, Similar to {nameof(Force)}.\nIf false, it always pushes in the same direction, with respect to the item's rotation.", alwaysUseInstanceValues: true)]
public bool RelativeDirectionalForce { get; set; }
[Editable, Serialize(true, IsPropertySaveable.Yes, "If false, no vertical force will be applied.", alwaysUseInstanceValues: true)]
public bool VerticalForce { get; set; }
[Editable, Serialize(true, IsPropertySaveable.Yes, "If false, no horizontal force will be applied.", alwaysUseInstanceValues: true)]
public bool HorizontalForce { get; set; }
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Determines if the force gets higher the closer the triggerer is to the center of the trigger.", alwaysUseInstanceValues: true)]
public bool DistanceBasedForce { get; set; }
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Determines if the force fluctuates over time or if it stays constant.", alwaysUseInstanceValues: true)]
public bool ForceFluctuation { get; set; }
[Serialize(1.0f, IsPropertySaveable.Yes, description: "How much the fluctuation affects the force. 1 is the maximum fluctuation, 0 is no fluctuation.", alwaysUseInstanceValues: true)]
public float ForceFluctuationStrength
{
get
{
return forceFluctuationStrength;
}
set
{
forceFluctuationStrength = Math.Clamp(value, 0.0f, 1.0f);
}
}
[Serialize(1.0f, IsPropertySaveable.Yes, description: "How fast (cycles per second) the force fluctuates.", alwaysUseInstanceValues: true)]
public float ForceFluctuationFrequency
{
get
{
return forceFluctuationFrequency;
}
set
{
forceFluctuationFrequency = Math.Max(value, 0.01f);
}
}
[Serialize(0.01f, IsPropertySaveable.Yes, description: "How often (in seconds) the force fluctuation is calculated.", alwaysUseInstanceValues: true)]
public float ForceFluctuationInterval
{
get
{
return forceFluctuationInterval;
}
set
{
forceFluctuationInterval = Math.Max(value, 0.01f);
}
}
public PhysicsBody PhysicsBody { get; private set; }
private float radius;
[Editable, Serialize(0.0f, IsPropertySaveable.Yes)]
public float Radius
{
get => radius;
set
{
if (radius == value) { return; }
radius = value;
if (PhysicsBody != null) { RefreshPhysicsBodySize(); }
}
}
private float width;
[Editable, Serialize(0.0f, IsPropertySaveable.Yes)]
public float Width
{
get => width;
set
{
if (width == value) { return; }
width = value;
if (PhysicsBody != null) { RefreshPhysicsBodySize(); }
}
}
private float height;
[Editable, Serialize(0.0f, IsPropertySaveable.Yes)]
public float Height
{
get => height;
set
{
if (height == value) { return; }
height = value;
if (PhysicsBody != null) { RefreshPhysicsBodySize(); }
}
}
private float currentRadius, currentWidth, currentHeight;
private Vector2 bodyOffset;
[Editable, Serialize("0,0", IsPropertySaveable.Yes)]
public Vector2 BodyOffset
{
get => bodyOffset;
set
{
if (bodyOffset == value) { return; }
bodyOffset = value;
if (PhysicsBody != null) { SetPhysicsBodyPosition(); }
}
}
private float RadiusInDisplayUnits { get; set; }
private bool TriggeredOnce { get; set; }
private float CurrentForceFluctuation { get; set; } = 1.0f;
public bool TriggerActive { get; private set; }
private float ForceFluctuationTimer { get; set; }
private static float TimeInLevel
{
get
{
return GameMain.GameSession?.RoundDuration ?? 0.0f;
}
}
[Serialize(false, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
public bool ApplyEffectsToCharactersInsideSub { get; set; }
[Serialize(false, IsPropertySaveable.Yes, alwaysUseInstanceValues: true)]
public bool MoveOutsideSub { get; set; }
public override bool IsActive
{
get => base.IsActive;
set
{
bool wasActive = base.IsActive;
base.IsActive = value;
if (!IsActive)
{
TriggerActive = false;
triggerers.Clear();
}
else if (!wasActive && PhysicsBody?.FarseerBody != null)
{
//when the trigger becomes active, we need to check which entities are inside it
ContactEdge ce = PhysicsBody.FarseerBody.ContactList;
while (ce != null && ce.Contact != null)
{
if (ce.Contact.Enabled)
{
var thisFixture = ce.Contact.FixtureA.Body == PhysicsBody.FarseerBody ? ce.Contact.FixtureA : ce.Contact.FixtureB;
var otherFixture = ce.Contact.FixtureA.Body == PhysicsBody.FarseerBody ? ce.Contact.FixtureB : ce.Contact.FixtureA;
OnCollision(thisFixture, otherFixture, ce.Contact);
}
ce = ce.Next;
}
}
}
}
private readonly LevelTrigger.TriggererType triggeredBy;
private readonly Identifier triggerSpeciesOrGroup;
private readonly PropertyConditional.LogicalComparison conditionals;
private readonly HashSet<Entity> triggerers = new HashSet<Entity>();
private readonly bool triggerOnce;
private readonly List<ISerializableEntity> statusEffectTargets = new List<ISerializableEntity>();
/// <summary>
/// Effects applied to entities inside the trigger
/// </summary>
private readonly List<StatusEffect> statusEffects = new List<StatusEffect>();
/// <summary>
/// Attacks applied to entities inside the trigger
/// </summary>
private readonly List<Attack> attacks = new List<Attack>();
private float forceFluctuationStrength;
private float forceFluctuationFrequency;
private float forceFluctuationInterval;
public TriggerComponent(Item item, ContentXElement element) : base(item, element)
{
string triggeredByString = element.GetAttributeString("triggeredby", "Character");
if (!Enum.TryParse(triggeredByString, out triggeredBy))
{
Identifier speciesOrGroup = triggeredByString.ToIdentifier();
if (CharacterPrefab.Prefabs.Any(p => p.MatchesSpeciesNameOrGroup(speciesOrGroup)))
{
triggerSpeciesOrGroup = speciesOrGroup;
triggeredBy = LevelTrigger.TriggererType.Character;
}
else
{
DebugConsole.ThrowError($"Error in ForceComponent config: \"{triggeredByString}\" is not a valid triggerer type.",
contentPackage: element.ContentPackage);
}
}
triggerOnce = element.GetAttributeBool("triggeronce", false);
string parentDebugName = $"TriggerComponent in {item.Name}";
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "statuseffect":
LevelTrigger.LoadStatusEffect(statusEffects, subElement, parentDebugName);
break;
case "attack":
case "damage":
LevelTrigger.LoadAttack(subElement, parentDebugName, triggerOnce, attacks);
break;
}
}
conditionals = PropertyConditional.LoadConditionals(element);
IsActive = true;
}
public override void OnItemLoaded()
{
RefreshPhysicsBodySize();
}
private void RefreshPhysicsBodySize()
{
PhysicsBody?.Remove();
currentWidth = ConvertUnits.ToSimUnits(Width * item.Scale);
currentHeight = ConvertUnits.ToSimUnits(Height * item.Scale);
if (currentWidth > 0 && currentHeight > 0)
{
PhysicsBody = new PhysicsBody(currentWidth, currentHeight, radius: 0.0f, density: 1.5f, BodyType.Static, Physics.CollisionWall, LevelTrigger.GetCollisionCategories(triggeredBy))
{
UserData = item
};
}
else
{
currentRadius = Math.Max(ConvertUnits.ToSimUnits(Radius * item.Scale), 0.01f);
PhysicsBody = new PhysicsBody(width: 0.0f, height: 0.0f, radius: currentRadius, density: 1.5f, BodyType.Static, Physics.CollisionWall, LevelTrigger.GetCollisionCategories(triggeredBy))
{
UserData = item
};
}
SetPhysicsBodyPosition();
PhysicsBody.FarseerBody.SetIsSensor(originalElement.GetAttributeBool("sensor", true));
PhysicsBody.FarseerBody.OnCollision += OnCollision;
PhysicsBody.FarseerBody.OnSeparation += OnSeparation;
RadiusInDisplayUnits = ConvertUnits.ToDisplayUnits(PhysicsBody.Radius);
}
public void SetPhysicsBodyPosition(bool ignoreContacts = true)
{
if (PhysicsBody == null) { return; }
Vector2 offset = ConvertUnits.ToSimUnits(BodyOffset * item.Scale);
if (item.FlippedX)
{
offset.X = -offset.X;
}
if (item.FlippedY)
{
offset.Y = -offset.Y;
}
if (!MathUtils.NearlyEqual(item.RotationRad, 0))
{
Matrix transform = Matrix.CreateRotationZ(-item.RotationRad);
offset = Vector2.Transform(offset, transform);
}
if (ignoreContacts)
{
PhysicsBody.SetTransformIgnoreContacts(item.SimPosition + offset, -item.RotationRad);
}
else
{
PhysicsBody.SetTransform(item.SimPosition + offset, -item.RotationRad);
}
PhysicsBody.UpdateDrawPosition();
}
public override void FlipX(bool relativeToSub)
{
SetPhysicsBodyPosition();
}
public override void FlipY(bool relativeToSub)
{
SetPhysicsBodyPosition();
}
public override void OnMapLoaded()
{
base.OnMapLoaded();
SetPhysicsBodyPosition(true);
PhysicsBody.Submarine = item.Submarine;
}
private bool OnCollision(Fixture sender, Fixture other, Contact contact)
{
if (LevelTrigger.GetEntity(other) is not Entity entity) { return false; }
if (!LevelTrigger.IsTriggeredByEntity(entity, triggeredBy, triggerSpeciesOrGroup, conditionals, mustBeOnSpecificSub: (!MoveOutsideSub, item.Submarine))) { return false; }
triggerers.Add(entity);
return true;
}
private void OnSeparation(Fixture sender, Fixture other, Contact contact)
{
if (LevelTrigger.GetEntity(other) is not Entity entity)
{
return;
}
if (entity is Character character && (!character.Enabled || character.Removed) && triggerers.Contains(entity))
{
triggerers.Remove(entity);
return;
}
if (LevelTrigger.CheckContactsForOtherFixtures(PhysicsBody, other, entity))
{
return;
}
triggerers.Remove(entity);
}
public override void Update(float deltaTime, Camera cam)
{
if (item.Submarine != null && MoveOutsideSub)
{
item.SetTransform(ConvertUnits.ToSimUnits(item.WorldPosition), item.Rotation);
item.CurrentHull = null;
item.Submarine = null;
SetPhysicsBodyPosition();
PhysicsBody.Submarine = item.Submarine;
}
else if (item.body is { BodyType: BodyType.Dynamic })
{
SetPhysicsBodyPosition();
PhysicsBody.Submarine = item.Submarine;
}
LevelTrigger.RemoveInActiveTriggerers(PhysicsBody, triggerers);
if (triggerOnce)
{
if (TriggeredOnce) { return; }
if (triggerers.Count > 0)
{
TriggeredOnce = true;
IsActive = false;
}
}
TriggerActive = triggerers.Any();
if (TriggerActive && conditionals != null)
{
switch (conditionals.LogicalOperator)
{
case PropertyConditional.LogicalOperatorType.And:
{
if (triggerers.Any(t => !PropertyConditional.CheckConditionals((ISerializableEntity)t, conditionals.Conditionals, conditionals.LogicalOperator)))
{
// Some of the conditionals doesn't match
IsActive = false;
}
break;
}
case PropertyConditional.LogicalOperatorType.Or:
{
if (triggerers.None(t => !PropertyConditional.CheckConditionals((ISerializableEntity)t, conditionals.Conditionals, conditionals.LogicalOperator)))
{
// None of the conditionals match
IsActive = false;
}
break;
}
}
}
if (ForceFluctuation && TriggerActive && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
{
ForceFluctuationTimer += deltaTime;
if (ForceFluctuationTimer >= ForceFluctuationInterval)
{
float v = MathF.Sin(2 * MathF.PI * ForceFluctuationFrequency * TimeInLevel);
float amount = MathUtils.InverseLerp(-1.0f, 1.0f, v);
CurrentForceFluctuation = MathHelper.Lerp(1.0f - ForceFluctuationStrength, 1.0f, amount);
ForceFluctuationTimer = 0.0f;
#if SERVER
item.CreateServerEvent(this);
#endif
}
}
foreach (Entity triggerer in triggerers)
{
LevelTrigger.ApplyStatusEffects(statusEffects, item.WorldPosition, triggerer, deltaTime, statusEffectTargets, targetItem: Item);
if (triggerer is IDamageable damageable)
{
LevelTrigger.ApplyAttacks(attacks, damageable, item.WorldPosition, deltaTime);
}
else if (triggerer is Submarine submarine)
{
LevelTrigger.ApplyAttacks(attacks, item.WorldPosition, deltaTime);
foreach (Character c2 in Character.CharacterList)
{
if (c2.Submarine == submarine)
{
LevelTrigger.ApplyAttacks(attacks, c2, item.WorldPosition, deltaTime);
}
}
}
if (Force < 0.01f && DirectionalForce.LengthSquared() < 0.0001f)
{
// Just ignore very minimal forces
continue;
}
else if (triggerer is Character c)
{
if (c.AnimController.Collider.BodyType == BodyType.Dynamic)
{
if (c.AnimController.Collider.Enabled)
{
ApplyForce(c.AnimController.Collider);
}
foreach (var limb in c.AnimController.Limbs)
{
ApplyForce(limb.body, multiplier: limb.Mass * c.AnimController.Collider.Mass / c.AnimController.Mass);
}
}
}
else if (triggerer is Submarine s)
{
ApplyForce(s.SubBody.Body);
}
else if (triggerer is Item i && i.body != null)
{
ApplyForce(i.body);
}
}
item.SendSignal(IsActive ? "1" : "0", "state_out");
}
private void ApplyForce(PhysicsBody body, float multiplier = 1.0f)
{
Vector2 diff = ConvertUnits.ToDisplayUnits(item.SimPosition - body.SimPosition);
if (diff.LengthSquared() < 0.0001f) { return; }
float distanceFactor = DistanceBasedForce ? LevelTrigger.GetDistanceFactor(body, PhysicsBody, RadiusInDisplayUnits) : 1.0f;
if (distanceFactor <= 0.0f) { return; }
Vector2 radialForce = Force * Vector2.Normalize(diff);
Vector2 directionalForce;
if (RelativeDirectionalForce)
{
directionalForce = DirectionalForce * new Vector2(Math.Sign(diff.X), Math.Sign(diff.Y));
}
else
{
Vector2 flippedForce = DirectionalForce;
if (item.FlippedX) { flippedForce.X = -flippedForce.X; }
if (item.FlippedY) { flippedForce.Y = -flippedForce.Y; }
directionalForce = MathUtils.RotatePoint(flippedForce, -item.RotationRad);
}
Vector2 force = (radialForce + directionalForce) * CurrentForceFluctuation * distanceFactor * multiplier;
if (!HorizontalForce) { force.Y = 0.0f; }
if (!VerticalForce) { force.Y = 0.0f; }
if (force.LengthSquared() < 0.01f) { return; }
if (body.Mass < 1)
{
//restrict the force if the body is very light, otherwise it can end up moving at a speed that breaks physics
force *= body.Mass;
}
body.ApplyForce(force);
}
public override void Move(Vector2 amount, bool ignoreContacts = false)
{
if (PhysicsBody != null)
{
SetPhysicsBodyPosition(ignoreContacts);
PhysicsBody.Submarine = item.Submarine;
}
}
protected override void RemoveComponentSpecific()
{
if (PhysicsBody != null)
{
PhysicsBody.Remove();
PhysicsBody = null;
}
}
public override void ReceiveSignal(Signal signal, Connection connection)
{
base.ReceiveSignal(signal, connection);
switch (connection.Name)
{
case "set_force":
if (!FloatTryParse(signal, out float force)) { break; }
Force = force;
break;
case "set_distancebasedforce":
if (!bool.TryParse(signal.value, out bool distanceBasedForce)) { break; }
DistanceBasedForce = distanceBasedForce;
break;
case "set_forcefluctuation":
if (!bool.TryParse(signal.value, out bool forceFluctuation)) { break; }
ForceFluctuation = forceFluctuation;
break;
case "set_forcefluctuationstrength":
if (!FloatTryParse(signal, out float forceFluctuationStrength)) { break; }
ForceFluctuationStrength = forceFluctuationStrength;
break;
case "set_forcefluctuationfrequency":
if (!FloatTryParse(signal, out float forceFluctuationFrequency)) { break; }
ForceFluctuationFrequency = forceFluctuationFrequency;
break;
case "set_forcefluctuationinterval":
if (!FloatTryParse(signal, out float forceFluctuationInterval)) { break; }
ForceFluctuationInterval = forceFluctuationInterval;
break;
}
static bool FloatTryParse(Signal signal, out float value)
{
return float.TryParse(signal.value, NumberStyles.Any, CultureInfo.InvariantCulture, out value);
}
}
}
}