255 lines
10 KiB
C#
255 lines
10 KiB
C#
using Barotrauma.Items.Components;
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using Barotrauma.Networking;
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using FarseerPhysics;
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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.Xml.Linq;
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namespace Barotrauma
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{
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partial class Explosion
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{
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private Attack attack;
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private float force;
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public float CameraShake;
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private bool sparks, shockwave, flames, smoke, flash;
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private float empStrength;
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private string decal;
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private float decalSize;
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public Explosion(float range, float force, float damage, float structureDamage, float empStrength = 0.0f)
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{
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attack = new Attack(damage, structureDamage, 0.0f, range);
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attack.SeverLimbsProbability = 1.0f;
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this.force = force;
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this.empStrength = empStrength;
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sparks = true;
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shockwave = true;
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flames = true;
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}
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public Explosion(XElement element)
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{
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attack = new Attack(element);
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force = element.GetAttributeFloat("force", 0.0f);
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sparks = element.GetAttributeBool("sparks", true);
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shockwave = element.GetAttributeBool("shockwave", true);
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flames = element.GetAttributeBool("flames", true);
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smoke = element.GetAttributeBool("smoke", true);
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flash = element.GetAttributeBool("flash", true);
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empStrength = element.GetAttributeFloat("empstrength", 0.0f);
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decal = element.GetAttributeString("decal", "");
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decalSize = element.GetAttributeFloat("decalSize", 1.0f);
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CameraShake = element.GetAttributeFloat("camerashake", attack.Range * 0.1f);
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}
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public void Explode(Vector2 worldPosition)
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{
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Hull hull = Hull.FindHull(worldPosition);
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ExplodeProjSpecific(worldPosition, hull);
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float displayRange = attack.Range;
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if (displayRange < 0.1f) return;
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float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, worldPosition) / 2.0f;
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GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist) / displayRange, 0.0f);
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if (attack.GetStructureDamage(1.0f) > 0.0f)
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{
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RangedStructureDamage(worldPosition, displayRange, attack.GetStructureDamage(1.0f));
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}
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if (empStrength > 0.0f)
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{
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float displayRangeSqr = displayRange * displayRange;
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foreach (Item item in Item.ItemList)
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{
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float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition);
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if (distSqr > displayRangeSqr) continue;
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float distFactor = 1.0f - (float)Math.Sqrt(distSqr) / displayRange;
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//damage repairable power-consuming items
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var powered = item.GetComponent<Powered>();
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if (powered == null || !powered.VulnerableToEMP) continue;
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if (item.FixRequirements.Count > 0)
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{
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item.Condition -= 100 * empStrength * distFactor;
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}
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//discharge batteries
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var powerContainer = item.GetComponent<PowerContainer>();
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if (powerContainer != null)
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{
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powerContainer.Charge -= powerContainer.Capacity * empStrength * distFactor;
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}
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}
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}
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if (force == 0.0f && attack.Stun == 0.0f && attack.GetDamage(1.0f) == 0.0f) return;
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ApplyExplosionForces(worldPosition, attack, force);
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if (flames && GameMain.Client == null)
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{
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foreach (Item item in Item.ItemList)
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{
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if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) continue;
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//don't apply OnFire effects if the item is inside a fireproof container
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//(or if it's inside a container that's inside a fireproof container, etc)
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Item container = item.Container;
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while (container != null)
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{
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if (container.FireProof) return;
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container = container.Container;
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}
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if (Vector2.Distance(item.WorldPosition, worldPosition) > attack.Range * 0.1f) continue;
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item.ApplyStatusEffects(ActionType.OnFire, 1.0f);
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if (item.Condition <= 0.0f && GameMain.Server != null)
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{
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GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFire });
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}
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}
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}
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}
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partial void ExplodeProjSpecific(Vector2 worldPosition, Hull hull);
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private Vector2 ClampParticlePos(Vector2 particlePos, Hull hull)
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{
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if (hull == null) return particlePos;
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return new Vector2(
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MathHelper.Clamp(particlePos.X, hull.WorldRect.X, hull.WorldRect.Right),
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MathHelper.Clamp(particlePos.Y, hull.WorldRect.Y - hull.WorldRect.Height, hull.WorldRect.Y));
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}
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public static void ApplyExplosionForces(Vector2 worldPosition, Attack attack, float force)
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{
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if (attack.Range <= 0.0f) return;
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foreach (Character c in Character.CharacterList)
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{
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Vector2 explosionPos = worldPosition;
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if (c.Submarine != null) explosionPos -= c.Submarine.Position;
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explosionPos = ConvertUnits.ToSimUnits(explosionPos);
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Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
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foreach (Limb limb in c.AnimController.Limbs)
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{
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float dist = Vector2.Distance(limb.WorldPosition, worldPosition);
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//calculate distance from the "outer surface" of the physics body
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//doesn't take the rotation of the limb into account, but should be accurate enough for this purpose
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float limbRadius = Math.Max(Math.Max(limb.body.width * 0.5f, limb.body.height * 0.5f), limb.body.radius);
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dist = Math.Max(0.0f, dist - FarseerPhysics.ConvertUnits.ToDisplayUnits(limbRadius));
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if (dist > attack.Range) continue;
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float distFactor = 1.0f - dist / attack.Range;
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//solid obstacles between the explosion and the limb reduce the effect of the explosion by 90%
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if (Submarine.CheckVisibility(limb.SimPosition, explosionPos) != null) distFactor *= 0.1f;
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distFactors.Add(limb, distFactor);
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c.AddDamage(limb.WorldPosition, DamageType.None,
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attack.GetDamage(1.0f) / c.AnimController.Limbs.Length * distFactor,
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attack.GetBleedingDamage(1.0f) / c.AnimController.Limbs.Length * distFactor,
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attack.Stun * distFactor,
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false);
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if (limb.WorldPosition != worldPosition && force > 0.0f)
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{
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Vector2 limbDiff = Vector2.Normalize(limb.WorldPosition - worldPosition);
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if (!MathUtils.IsValid(limbDiff)) limbDiff = Rand.Vector(1.0f);
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Vector2 impulsePoint = limb.SimPosition - limbDiff * limbRadius;
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limb.body.ApplyLinearImpulse(limbDiff * distFactor * force, impulsePoint);
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}
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}
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//sever joints
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if (c.IsDead && attack.SeverLimbsProbability > 0.0f)
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{
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (!distFactors.ContainsKey(limb)) continue;
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foreach (LimbJoint joint in c.AnimController.LimbJoints)
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{
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if (joint.IsSevered || (joint.LimbA != limb && joint.LimbB != limb)) continue;
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if (Rand.Range(0.0f, 1.0f) < attack.SeverLimbsProbability * distFactors[limb])
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{
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c.AnimController.SeverLimbJoint(joint);
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}
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}
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}
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}
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}
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}
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/// <summary>
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/// Returns a dictionary where the keys are the structures that took damage and the values are the amount of damage taken
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/// </summary>
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public static Dictionary<Structure,float> RangedStructureDamage(Vector2 worldPosition, float worldRange, float damage)
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{
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List<Structure> structureList = new List<Structure>();
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float dist = 600.0f;
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foreach (MapEntity entity in MapEntity.mapEntityList)
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{
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Structure structure = entity as Structure;
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if (structure == null) continue;
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if (structure.HasBody &&
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!structure.IsPlatform &&
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Vector2.Distance(structure.WorldPosition, worldPosition) < dist * 3.0f)
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{
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structureList.Add(structure);
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}
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}
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Dictionary<Structure, float> damagedStructures = new Dictionary<Structure, float>();
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foreach (Structure structure in structureList)
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{
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for (int i = 0; i < structure.SectionCount; i++)
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{
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float distFactor = 1.0f - (Vector2.Distance(structure.SectionPosition(i, true), worldPosition) / worldRange);
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if (distFactor <= 0.0f) continue;
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structure.AddDamage(i, damage * distFactor);
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if (damagedStructures.ContainsKey(structure))
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{
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damagedStructures[structure] += damage * distFactor;
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}
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else
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{
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damagedStructures.Add(structure, damage * distFactor);
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}
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}
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}
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return damagedStructures;
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}
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}
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}
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