Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/TriggerComponent.cs
2023-11-30 13:53:00 +02:00

325 lines
13 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
namespace Barotrauma.Items.Components
{
partial class TriggerComponent : ItemComponent
{
[Editable, Serialize(0.0f, IsPropertySaveable.Yes, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
public float Force { 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)]
private 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)]
private 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)]
private float ForceFluctuationInterval
{
get
{
return forceFluctuationInterval;
}
set
{
forceFluctuationInterval = Math.Max(value, 0.01f);
}
}
public PhysicsBody PhysicsBody { get; private set; }
private float Radius { get; set; }
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; }
private readonly LevelTrigger.TriggererType triggeredBy;
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 triggeredByAttribute = element.GetAttributeString("triggeredby", "Character");
if (!Enum.TryParse(triggeredByAttribute, out triggeredBy))
{
DebugConsole.ThrowError($"Error in ForceComponent config: \"{triggeredByAttribute}\" 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;
}
}
IsActive = true;
}
public override void OnItemLoaded()
{
base.OnItemLoaded();
float radiusAttribute = originalElement.GetAttributeFloat("radius", 10.0f);
Radius = ConvertUnits.ToSimUnits(radiusAttribute * item.Scale);
PhysicsBody = new PhysicsBody(0.0f, 0.0f, Radius, 1.5f, BodyType.Static, Physics.CollisionWall, LevelTrigger.GetCollisionCategories(triggeredBy))
{
UserData = item
};
PhysicsBody.SetTransformIgnoreContacts(item.SimPosition, 0.0f);
PhysicsBody.FarseerBody.SetIsSensor(true);
PhysicsBody.FarseerBody.OnCollision += OnCollision;
PhysicsBody.FarseerBody.OnSeparation += OnSeparation;
RadiusInDisplayUnits = ConvertUnits.ToDisplayUnits(PhysicsBody.Radius);
}
public override void OnMapLoaded()
{
base.OnMapLoaded();
PhysicsBody.SetTransformIgnoreContacts(item.SimPosition, 0.0f);
PhysicsBody.Submarine = item.Submarine;
}
private bool OnCollision(Fixture sender, Fixture other, Contact contact)
{
if (!(LevelTrigger.GetEntity(other) is Entity entity)) { return false; }
if (!LevelTrigger.IsTriggeredByEntity(entity, triggeredBy, 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 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;
PhysicsBody.SetTransformIgnoreContacts(item.SimPosition, 0.0f);
PhysicsBody.Submarine = item.Submarine;
}
LevelTrigger.RemoveInActiveTriggerers(PhysicsBody, triggerers);
if (triggerOnce)
{
if (TriggeredOnce) { return; }
if (triggerers.Count > 0)
{
TriggeredOnce = true;
IsActive = false;
triggerers.Clear();
}
}
TriggerActive = triggerers.Any();
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;
GameMain.NetworkMember?.CreateEntityEvent(this);
}
}
foreach (Entity triggerer in triggerers)
{
LevelTrigger.ApplyStatusEffects(statusEffects, item.WorldPosition, triggerer, deltaTime, statusEffectTargets);
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 (Math.Abs(Force) < 0.01f)
{
// Just ignore very minimal forces
continue;
}
else if (triggerer is Character c)
{
ApplyForce(c.AnimController.Collider);
}
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)
{
Vector2 diff = ConvertUnits.ToDisplayUnits(PhysicsBody.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 force = distanceFactor * (CurrentForceFluctuation * Force) * Vector2.Normalize(diff);
if (force.LengthSquared() < 0.01f) { return; }
body.ApplyForce(force);
}
public override void Move(Vector2 amount, bool ignoreContacts = false)
{
if (PhysicsBody != null)
{
if (ignoreContacts)
{
PhysicsBody.SetTransformIgnoreContacts(PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
}
else
{
PhysicsBody.SetTransform(PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
}
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);
}
}
}
}