126 lines
4.2 KiB
C#
126 lines
4.2 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Xml.Linq;
|
|
using FarseerPhysics;
|
|
using FarseerPhysics.Dynamics;
|
|
using Microsoft.Xna.Framework;
|
|
|
|
namespace Subsurface.Items.Components
|
|
{
|
|
class RangedWeapon : ItemComponent
|
|
{
|
|
private float reload;
|
|
|
|
private Vector2 barrelPos;
|
|
|
|
[HasDefaultValue("0.0,0.0", false)]
|
|
public string BarrelPos
|
|
{
|
|
get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
|
|
set { barrelPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
|
|
}
|
|
|
|
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)
|
|
{
|
|
//barrelPos = ToolBox.GetAttributeVector2(element, "barrelpos", Vector2.Zero);
|
|
//barrelPos = ConvertUnits.ToSimUnits(barrelPos);
|
|
}
|
|
|
|
public override void Update(float deltaTime, Camera cam)
|
|
{
|
|
reload -= deltaTime;
|
|
|
|
if (reload < 0.0f)
|
|
{
|
|
reload = 0.0f;
|
|
isActive = false;
|
|
}
|
|
}
|
|
|
|
public override bool Use(float deltaTime, Character character = null)
|
|
{
|
|
if (character == null) return false;
|
|
if (!character.GetInputState(InputType.SecondaryHeld) || reload > 0.0f) return false;
|
|
isActive = true;
|
|
reload = 1.0f;
|
|
|
|
List<Body> limbBodies = new List<Body>();
|
|
foreach (Limb l in character.AnimController.Limbs)
|
|
{
|
|
limbBodies.Add(l.body.FarseerBody);
|
|
}
|
|
|
|
Item[] containedItems = item.ContainedItems;
|
|
if (containedItems == null || !containedItems.Any()) return false;
|
|
|
|
float degreeOfFailure = (100.0f - DegreeOfSuccess(character))/100.0f;
|
|
|
|
degreeOfFailure *= degreeOfFailure;
|
|
|
|
if (degreeOfFailure > Rand.Range(0.0f, 1.0f))
|
|
{
|
|
ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
|
|
}
|
|
|
|
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;
|
|
|
|
projectile.body.ResetDynamics();
|
|
projectile.SetTransform(TransformedBarrelPos,
|
|
((item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi)
|
|
+ Rand.Range(-degreeOfFailure, degreeOfFailure));
|
|
|
|
projectile.Use(deltaTime);
|
|
|
|
projectile.body.ApplyTorque(projectile.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
|
|
|
|
//recoil
|
|
item.body.ApplyLinearImpulse(
|
|
new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -50.0f);
|
|
|
|
//else
|
|
//{
|
|
projectileComponent.ignoredBodies = limbBodies;
|
|
|
|
//recoil
|
|
//item.body.ApplyLinearImpulse(
|
|
// new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * -item.body.Mass);
|
|
//}
|
|
|
|
item.RemoveContained(projectile);
|
|
|
|
|
|
|
|
Rope rope = item.GetComponent<Rope>();
|
|
if (rope != null) rope.Attach(projectile);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
}
|