Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs
2024-06-18 16:50:02 +03:00

390 lines
16 KiB
C#

using Barotrauma.Abilities;
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma.Items.Components
{
partial class RangedWeapon : ItemComponent
{
private float reload;
public float ReloadTimer { get; private set; }
private Vector2 barrelPos;
[Serialize("0.0,0.0", IsPropertySaveable.No, description: "The position of the barrel as an offset from the item's center (in pixels). Determines where the projectiles spawn.")]
public string BarrelPos
{
get { return XMLExtensions.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
set { barrelPos = ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(value)); }
}
[Serialize(1.0f, IsPropertySaveable.No, description: "How long the user has to wait before they can fire the weapon again (in seconds).")]
public float Reload
{
get { return reload; }
set { reload = Math.Max(value, 0.0f); }
}
[Serialize(0f, IsPropertySaveable.No, description: "Weapons skill requirement to reload at normal speed.")]
public float ReloadSkillRequirement
{
get;
set;
}
[Serialize(1.0f, IsPropertySaveable.No, description: "Reload time at 0 skill level. Reload time scales with skill level up to the Weapons skill requirement.")]
public float ReloadNoSkill
{
get;
set;
}
[Serialize(false, IsPropertySaveable.No, description: "Tells the AI to hold the trigger down when it uses this weapon")]
public bool HoldTrigger
{
get;
set;
}
[Serialize(1, IsPropertySaveable.No, description: "How many projectiles the weapon launches when fired once.")]
public int ProjectileCount
{
get;
set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "Random spread applied to the firing angle of the projectiles when used by a character with sufficient skills to use the weapon (in degrees).")]
public float Spread
{
get;
set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "Random spread applied to the firing angle of the projectiles when used by a character with insufficient skills to use the weapon (in degrees).")]
public float UnskilledSpread
{
get;
set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "The impulse applied to the physics body of the projectile (the higher the impulse, the faster the projectiles are launched). Sum of weapon + projectile.")]
public float LaunchImpulse
{
get;
set;
}
[Serialize(0.0f, IsPropertySaveable.Yes, description: "Percentage of damage mitigation ignored when hitting armored body parts (deflecting limbs). Sum of weapon + projectile."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1f)]
public float Penetration { get; private set; }
[Serialize(1f, IsPropertySaveable.Yes, description: "Weapon's damage modifier")]
public float WeaponDamageModifier
{
get;
private set;
}
[Serialize(0f, IsPropertySaveable.Yes, description: "The time required for a charge-type turret to charge up before able to fire.")]
public float MaxChargeTime
{
get;
private set;
}
[Serialize(defaultValue: 1f, IsPropertySaveable.Yes, description: "Penalty multiplier to reload time when dual-wielding.")]
public float DualWieldReloadTimePenaltyMultiplier
{
get;
private set;
}
[Serialize(defaultValue: 0f, IsPropertySaveable.Yes, description: "Additive penalty to accuracy (spread angle) when dual-wielding.")]
public float DualWieldAccuracyPenalty
{
get;
private set;
}
private readonly IReadOnlySet<Identifier> suitableProjectiles;
private enum ChargingState
{
Inactive,
WindingUp,
WindingDown,
}
private ChargingState currentChargingState;
public Vector2 TransformedBarrelPos
{
get
{
Matrix bodyTransform = Matrix.CreateRotationZ(item.body == null ? item.RotationRad : item.body.Rotation);
Vector2 flippedPos = barrelPos;
if (item.body != null && item.body.Dir < 0.0f) { flippedPos.X = -flippedPos.X; }
return Vector2.Transform(flippedPos, bodyTransform) * item.Scale;
}
}
public Projectile LastProjectile { get; private set; }
private float currentChargeTime;
private bool tryingToCharge;
public RangedWeapon(Item item, ContentXElement element)
: base(item, element)
{
item.IsShootable = true;
if (element.Parent is { } parent)
{
item.RequireAimToUse = parent.GetAttributeBool(nameof(item.RequireAimToUse), true);
}
characterUsable = true;
suitableProjectiles = element.GetAttributeIdentifierArray(nameof(suitableProjectiles), Array.Empty<Identifier>()).ToHashSet();
if (ReloadSkillRequirement > 0 && ReloadNoSkill <= reload)
{
DebugConsole.AddWarning($"Invalid XML at {item.Name}: ReloadNoSkill is lower or equal than it's reload skill, despite having ReloadSkillRequirement.",
item.Prefab.ContentPackage);
}
InitProjSpecific(element);
}
partial void InitProjSpecific(ContentXElement rangedWeaponElement);
public override void Equip(Character character)
{
//clamp above 1 to prevent rapid-firing by swapping weapons
ReloadTimer = Math.Max(Math.Min(reload, 1.0f), ReloadTimer);
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
ReloadTimer -= deltaTime;
if (ReloadTimer < 0.0f)
{
ReloadTimer = 0.0f;
if (MaxChargeTime <= 0f)
{
IsActive = false;
return;
}
}
float previousChargeTime = currentChargeTime;
float chargeDeltaTime = tryingToCharge && ReloadTimer <= 0f ? deltaTime : -deltaTime;
currentChargeTime = Math.Clamp(currentChargeTime + chargeDeltaTime, 0f, MaxChargeTime);
tryingToCharge = false;
if (currentChargeTime == 0f)
{
currentChargingState = ChargingState.Inactive;
}
else if (currentChargeTime < previousChargeTime)
{
currentChargingState = ChargingState.WindingDown;
}
else
{
// if we are charging up or at maxed charge, remain winding up
currentChargingState = ChargingState.WindingUp;
}
UpdateProjSpecific(deltaTime);
}
partial void UpdateProjSpecific(float deltaTime);
private float GetSpread(Character user)
{
float degreeOfFailure = MathHelper.Clamp(1.0f - DegreeOfSuccess(user), 0.0f, 1.0f);
degreeOfFailure *= degreeOfFailure;
float spread = MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure) / (1f + user.GetStatValue(StatTypes.RangedSpreadReduction));
if (user.IsDualWieldingRangedWeapons())
{
spread += Math.Max(0f, ApplyDualWieldPenaltyReduction(user, DualWieldAccuracyPenalty, neutralValue: 0f));
}
return MathHelper.ToRadians(spread);
}
/// <summary>
/// Lerps between the original penalty and a neutral value, which should be 1 for multipliers and 0 for additive penalties.
/// </summary>
/// <param name="character">The character to get stat values from</param>
/// <param name="originalPenalty">The original penalty value</param>
/// <param name="neutralValue">Neutral value to lerp towards. Should be 1 for multipliers and 0 for additives.</param>
/// <returns></returns>
private static float ApplyDualWieldPenaltyReduction(Character character, float originalPenalty, float neutralValue)
{
float statAdjustmentPrc = character.GetStatValue(StatTypes.DualWieldingPenaltyReduction);
statAdjustmentPrc = MathHelper.Clamp(statAdjustmentPrc, 0f, 1f);
float reducedPenaltyMultiplier = MathHelper.Lerp(originalPenalty, neutralValue, statAdjustmentPrc);
return reducedPenaltyMultiplier;
}
private readonly List<Body> ignoredBodies = new List<Body>();
public override bool Use(float deltaTime, Character character = null)
{
tryingToCharge = true;
if (character == null || character.Removed) { return false; }
if ((item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) || ReloadTimer > 0.0f) { return false; }
if (currentChargeTime < MaxChargeTime) { return false; }
IsActive = true;
float baseReloadTime = reload;
float weaponSkill = character.GetSkillLevel("weapons");
bool applyReloadFailure = ReloadSkillRequirement > 0 && ReloadNoSkill > reload && weaponSkill < ReloadSkillRequirement;
if (applyReloadFailure)
{
//Examples, assuming 40 weapon skill required: 1 - 40/40 = 0 ... 1 - 0/40 = 1 ... 1 - 20 / 40 = 0.5
float reloadFailure = MathHelper.Clamp(1 - (weaponSkill / ReloadSkillRequirement), 0, 1);
baseReloadTime = MathHelper.Lerp(reload, ReloadNoSkill, reloadFailure);
}
if (character.IsDualWieldingRangedWeapons())
{
baseReloadTime *= Math.Max(1f, ApplyDualWieldPenaltyReduction(character, DualWieldReloadTimePenaltyMultiplier, neutralValue: 1f));
}
ReloadTimer = baseReloadTime / (1 + character?.GetStatValue(StatTypes.RangedAttackSpeed) ?? 0f);
ReloadTimer /= 1f + item.GetQualityModifier(Quality.StatType.FiringRateMultiplier);
currentChargeTime = 0f;
var abilityRangedWeapon = new AbilityRangedWeapon(item);
character.CheckTalents(AbilityEffectType.OnUseRangedWeapon, abilityRangedWeapon);
if (item.AiTarget != null)
{
item.AiTarget.SoundRange = item.AiTarget.MaxSoundRange;
item.AiTarget.SightRange = item.AiTarget.MaxSightRange;
}
float degreeOfFailure = 1.0f - DegreeOfSuccess(character);
degreeOfFailure *= degreeOfFailure;
if (degreeOfFailure > Rand.Range(0.0f, 1.0f))
{
ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
}
for (int i = 0; i < ProjectileCount; i++)
{
Projectile projectile = FindProjectile(triggerOnUseOnContainers: true);
if (projectile != null)
{
Vector2 barrelPos = TransformedBarrelPos + item.body.SimPosition;
float rotation = (Item.body.Dir == 1.0f) ? Item.body.Rotation : Item.body.Rotation - MathHelper.Pi;
float spread = GetSpread(character) * projectile.GetSpreadFromPool();
var lastProjectile = LastProjectile;
if (lastProjectile != projectile)
{
lastProjectile?.Item.GetComponent<Rope>()?.Snap();
}
float damageMultiplier = (1f + item.GetQualityModifier(Quality.StatType.FirepowerMultiplier)) * WeaponDamageModifier;
projectile.Launcher = item;
ignoredBodies.Clear();
if (!projectile.DamageUser)
{
foreach (Limb l in character.AnimController.Limbs)
{
if (l.IsSevered) { continue; }
ignoredBodies.Add(l.body.FarseerBody);
}
foreach (Item heldItem in character.HeldItems)
{
var holdable = heldItem.GetComponent<Holdable>();
if (holdable?.Pusher != null)
{
ignoredBodies.Add(holdable.Pusher.FarseerBody);
}
}
}
projectile.Shoot(character, character.AnimController.AimSourceSimPos, barrelPos, rotation + spread, ignoredBodies: ignoredBodies.ToList(), createNetworkEvent: false, damageMultiplier, LaunchImpulse);
projectile.Item.GetComponent<Rope>()?.Attach(Item, projectile.Item);
if (projectile.Item.body != null)
{
if (i == 0)
{
Item.body.ApplyLinearImpulse(new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * Item.body.Mass * -50.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * 20.0f * projectile.GetSpreadFromPool());
}
Item.RemoveContained(projectile.Item);
}
LastProjectile = projectile;
}
LaunchProjSpecific();
return true;
}
public override bool SecondaryUse(float deltaTime, Character character = null)
{
return characterUsable || character == null;
}
public Projectile FindProjectile(bool triggerOnUseOnContainers = false)
{
foreach (ItemContainer container in item.GetComponents<ItemContainer>())
{
foreach (Item containedItem in container.Inventory.AllItemsMod)
{
if (containedItem == null) { continue; }
Projectile projectile = containedItem.GetComponent<Projectile>();
if (IsSuitableProjectile(projectile)) { return projectile; }
//projectile not found, see if the contained item contains projectiles
var containedSubItems = containedItem.OwnInventory?.AllItemsMod;
if (containedSubItems == null) { continue; }
foreach (Item subItem in containedSubItems)
{
if (subItem == null) { continue; }
Projectile subProjectile = subItem.GetComponent<Projectile>();
//apply OnUse statuseffects to the container in case it has to react to it somehow
//(play a sound, spawn more projectiles, reduce condition...)
if (triggerOnUseOnContainers && subItem.Condition > 0.0f)
{
subItem.GetComponent<ItemContainer>()?.Item.ApplyStatusEffects(ActionType.OnUse, 1.0f);
}
if (IsSuitableProjectile(subProjectile)) { return subProjectile; }
}
}
}
return null;
}
private bool IsSuitableProjectile(Projectile projectile)
{
if (projectile?.Item == null) { return false; }
if (!suitableProjectiles.Any()) { return true; }
return suitableProjectiles.Any(s => projectile.Item.Prefab.Identifier == s || projectile.Item.HasTag(s));
}
partial void LaunchProjSpecific();
}
class AbilityRangedWeapon : AbilityObject, IAbilityItem
{
public AbilityRangedWeapon(Item item)
{
Item = item;
}
public Item Item { get; set; }
}
}