Beispiel #1
0
        public override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
        {
            m_subsystemTime      = base.Project.FindSubsystem <SubsystemTime>(throwOnError: true);
            m_subsystemTimeOfDay = base.Project.FindSubsystem <SubsystemTimeOfDay>(throwOnError: true);
            m_subsystemTerrain   = base.Project.FindSubsystem <SubsystemTerrain>(throwOnError: true);
            m_subsystemParticles = base.Project.FindSubsystem <SubsystemParticles>(throwOnError: true);
            m_subsystemGameInfo  = base.Project.FindSubsystem <SubsystemGameInfo>(throwOnError: true);
            m_subsystemPickables = base.Project.FindSubsystem <SubsystemPickables>(throwOnError: true);
            m_componentCreature  = base.Entity.FindComponent <ComponentCreature>(throwOnError: true);
            m_componentPlayer    = base.Entity.FindComponent <ComponentPlayer>();
            m_componentOnFire    = base.Entity.FindComponent <ComponentOnFire>(throwOnError: true);
            AttackResilience     = valuesDictionary.GetValue <float>("AttackResilience");
            FallResilience       = valuesDictionary.GetValue <float>("FallResilience");
            FireResilience       = valuesDictionary.GetValue <float>("FireResilience");
            CorpseDuration       = valuesDictionary.GetValue <float>("CorpseDuration");
            BreathingMode        = valuesDictionary.GetValue <BreathingMode>("BreathingMode");
            CanStrand            = valuesDictionary.GetValue <bool>("CanStrand");
            Health      = valuesDictionary.GetValue <float>("Health");
            Air         = valuesDictionary.GetValue <float>("Air");
            AirCapacity = valuesDictionary.GetValue <float>("AirCapacity");
            double value = valuesDictionary.GetValue <double>("DeathTime");

            DeathTime    = ((value >= 0.0) ? new double?(value) : null);
            CauseOfDeath = valuesDictionary.GetValue <string>("CauseOfDeath");
            if (m_subsystemGameInfo.WorldSettings.GameMode == GameMode.Creative && base.Entity.FindComponent <ComponentPlayer>() != null)
            {
                IsInvulnerable = true;
            }
        }
Beispiel #2
0
 public override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
 {
     m_subsystemTerrain   = base.Project.FindSubsystem <SubsystemTerrain>(throwOnError: true);
     m_subsystemAudio     = base.Project.FindSubsystem <SubsystemAudio>(throwOnError: true);
     m_subsystemParticles = base.Project.FindSubsystem <SubsystemParticles>(throwOnError: true);
     m_componentBody      = base.Entity.FindComponent <ComponentBody>(throwOnError: true);
     m_componentOnFire    = base.Entity.FindComponent <ComponentOnFire>();
     Hitpoints            = valuesDictionary.GetValue <float>("Hitpoints");
     AttackResilience     = valuesDictionary.GetValue <float>("AttackResilience");
     m_fallResilience     = valuesDictionary.GetValue <float>("FallResilience");
     m_fireResilience     = valuesDictionary.GetValue <float>("FireResilience");
     m_debrisTextureSlot  = valuesDictionary.GetValue <int>("DebrisTextureSlot");
     m_debrisStrength     = valuesDictionary.GetValue <float>("DebrisStrength");
     m_debrisScale        = valuesDictionary.GetValue <float>("DebrisScale");
     DamageSoundName      = valuesDictionary.GetValue <string>("DestructionSoundName");
 }
        public override bool OnUse(Ray3 ray, ComponentMiner componentMiner)
        {
            object obj = componentMiner.Raycast(ray, RaycastMode.Digging);

            if (obj is TerrainRaycastResult)
            {
                CellFace cellFace = ((TerrainRaycastResult)obj).CellFace;
                if (m_subsystemExplosivesBlockBehavior.IgniteFuse(cellFace.X, cellFace.Y, cellFace.Z))
                {
                    m_subsystemAudio.PlaySound("Audio/Match", 1f, m_random.Float(-0.1f, 0.1f), ray.Position, 1f, autoDelay: true);
                    componentMiner.RemoveActiveTool(1);
                    return(true);
                }
                if (m_subsystemFireBlockBehavior.SetCellOnFire(cellFace.X, cellFace.Y, cellFace.Z, 1f))
                {
                    m_subsystemAudio.PlaySound("Audio/Match", 1f, m_random.Float(-0.1f, 0.1f), ray.Position, 1f, autoDelay: true);
                    componentMiner.RemoveActiveTool(1);
                    return(true);
                }
            }
            else if (obj is BodyRaycastResult)
            {
                ComponentOnFire componentOnFire = ((BodyRaycastResult)obj).ComponentBody.Entity.FindComponent <ComponentOnFire>();
                if (componentOnFire != null)
                {
                    if (m_subsystemGameInfo.WorldSettings.GameMode < GameMode.Challenging || m_random.Float(0f, 1f) < 0.33f)
                    {
                        componentOnFire.SetOnFire(componentMiner.ComponentCreature, m_random.Float(6f, 8f));
                    }
                    m_subsystemAudio.PlaySound("Audio/Match", 1f, m_random.Float(-0.1f, 0.1f), ray.Position, 1f, autoDelay: true);
                    componentMiner.RemoveActiveTool(1);
                    return(true);
                }
            }
            return(false);
        }
Beispiel #4
0
        public void PostprocessExplosions(bool playExplosionSound)
        {
            Point3 point = Point3.Zero;
            float  num   = float.MaxValue;
            float  num2  = 0f;

            foreach (KeyValuePair <Point3, float> item in m_pressureByPoint.ToDictionary())
            {
                num2 += item.Value;
                float num3 = m_subsystemAudio.CalculateListenerDistance(new Vector3(item.Key));
                if (num3 < num)
                {
                    num   = num3;
                    point = item.Key;
                }
                float num4 = 0.001f * MathUtils.Pow(num2, 0.5f);
                float num5 = MathUtils.Saturate(item.Value / 15f - num4) * m_random.Float(0.2f, 1f);
                if (num5 > 0.1f)
                {
                    m_explosionParticleSystem.SetExplosionCell(item.Key, num5);
                }
            }
            foreach (KeyValuePair <Point3, SurroundingPressurePoint> item2 in m_surroundingPressureByPoint.ToDictionary())
            {
                int cellValue = m_subsystemTerrain.Terrain.GetCellValue(item2.Key.X, item2.Key.Y, item2.Key.Z);
                int num6      = Terrain.ExtractContents(cellValue);
                SubsystemBlockBehavior[] blockBehaviors = m_subsystemBlockBehaviors.GetBlockBehaviors(num6);
                if (blockBehaviors.Length != 0)
                {
                    for (int i = 0; i < blockBehaviors.Length; i++)
                    {
                        blockBehaviors[i].OnExplosion(cellValue, item2.Key.X, item2.Key.Y, item2.Key.Z, item2.Value.Pressure);
                    }
                }
                float probability = item2.Value.IsIncendiary ? 0.5f : 0.2f;
                Block block       = BlocksManager.Blocks[num6];
                if (block.FireDuration > 0f && item2.Value.Pressure / block.ExplosionResilience > 0.2f && m_random.Bool(probability))
                {
                    m_subsystemFireBlockBehavior.SetCellOnFire(item2.Key.X, item2.Key.Y, item2.Key.Z, item2.Value.IsIncendiary ? 1f : 0.3f);
                }
            }
            foreach (ComponentBody body in m_subsystemBodies.Bodies)
            {
                CalculateImpulseAndDamage(body, null, out Vector3 impulse, out float damage);
                impulse *= m_random.Float(0.5f, 1.5f);
                damage  *= m_random.Float(0.5f, 1.5f);
                body.ApplyImpulse(impulse);
                body.Entity.FindComponent <ComponentHealth>()?.Injure(damage, null, ignoreInvulnerability: false, "Blasted by explosion");
                body.Entity.FindComponent <ComponentDamage>()?.Damage(damage);
                ComponentOnFire componentOnFire = body.Entity.FindComponent <ComponentOnFire>();
                if (componentOnFire != null && m_random.Float(0f, 1f) < MathUtils.Min(damage - 0.1f, 0.5f))
                {
                    componentOnFire.SetOnFire(null, m_random.Float(6f, 8f));
                }
            }
            foreach (Pickable pickable in m_subsystemPickables.Pickables)
            {
                Block block2 = BlocksManager.Blocks[Terrain.ExtractContents(pickable.Value)];
                CalculateImpulseAndDamage(pickable.Position + new Vector3(0f, 0.5f, 0f), 20f, null, out Vector3 impulse2, out float damage2);
                if (damage2 / block2.ExplosionResilience > 0.1f)
                {
                    TryExplodeBlock(Terrain.ToCell(pickable.Position.X), Terrain.ToCell(pickable.Position.Y), Terrain.ToCell(pickable.Position.Z), pickable.Value);
                    pickable.ToRemove = true;
                }
                else
                {
                    Vector3 vector = (impulse2 + new Vector3(0f, 0.1f * impulse2.Length(), 0f)) * m_random.Float(0.75f, 1f);
                    if (vector.Length() > 10f)
                    {
                        Projectile projectile = m_subsystemProjectiles.AddProjectile(pickable.Value, pickable.Position, pickable.Velocity + vector, m_random.Vector3(0f, 20f), null);
                        if (m_random.Float(0f, 1f) < 0.33f)
                        {
                            m_subsystemProjectiles.AddTrail(projectile, Vector3.Zero, new SmokeTrailParticleSystem(15, m_random.Float(0.75f, 1.5f), m_random.Float(1f, 6f), Color.White));
                        }
                        pickable.ToRemove = true;
                    }
                    else
                    {
                        pickable.Velocity += vector;
                    }
                }
            }
            foreach (Projectile projectile2 in m_subsystemProjectiles.Projectiles)
            {
                if (!m_generatedProjectiles.ContainsKey(projectile2))
                {
                    CalculateImpulseAndDamage(projectile2.Position + new Vector3(0f, 0.5f, 0f), 20f, null, out Vector3 impulse3, out float _);
                    projectile2.Velocity += (impulse3 + new Vector3(0f, 0.1f * impulse3.Length(), 0f)) * m_random.Float(0.75f, 1f);
                }
            }
            Vector3 position = new Vector3(point.X, point.Y, point.Z);
            float   delay    = m_subsystemAudio.CalculateDelay(num);

            if (num2 > 1000000f)
            {
                if (playExplosionSound)
                {
                    m_subsystemAudio.PlaySound("Audio/ExplosionEnormous", 1f, m_random.Float(-0.1f, 0.1f), position, 40f, delay);
                }
                m_subsystemNoise.MakeNoise(position, 1f, 100f);
            }
            else if (num2 > 100000f)
            {
                if (playExplosionSound)
                {
                    m_subsystemAudio.PlaySound("Audio/ExplosionHuge", 1f, m_random.Float(-0.2f, 0.2f), position, 30f, delay);
                }
                m_subsystemNoise.MakeNoise(position, 1f, 70f);
            }
            else if (num2 > 20000f)
            {
                if (playExplosionSound)
                {
                    m_subsystemAudio.PlaySound("Audio/ExplosionLarge", 1f, m_random.Float(-0.2f, 0.2f), position, 26f, delay);
                }
                m_subsystemNoise.MakeNoise(position, 1f, 50f);
            }
            else if (num2 > 4000f)
            {
                if (playExplosionSound)
                {
                    m_subsystemAudio.PlaySound("Audio/ExplosionMedium", 1f, m_random.Float(-0.2f, 0.2f), position, 24f, delay);
                }
                m_subsystemNoise.MakeNoise(position, 1f, 40f);
            }
            else if (num2 > 100f)
            {
                if (playExplosionSound)
                {
                    m_subsystemAudio.PlaySound("Audio/ExplosionSmall", 1f, m_random.Float(-0.2f, 0.2f), position, 22f, delay);
                }
                m_subsystemNoise.MakeNoise(position, 1f, 35f);
            }
            else if (num2 > 0f)
            {
                if (playExplosionSound)
                {
                    m_subsystemAudio.PlaySound("Audio/ExplosionTiny", 1f, m_random.Float(-0.2f, 0.2f), position, 20f, delay);
                }
                m_subsystemNoise.MakeNoise(position, 1f, 30f);
            }
        }