public static void ServerExplode(
            [CanBeNull] ICharacter character,
            [CanBeNull] IProtoObjectExplosive protoObjectExplosive,
            ExplosionPreset explosionPreset,
            Vector2D epicenterPosition,
            DamageDescription damageDescriptionCharacters,
            IPhysicsSpace physicsSpace,
            ExecuteExplosionDelegate executeExplosionCallback)
        {
            ValidateIsServer();

            // schedule explosion charred ground spawning
            ServerTimersSystem.AddAction(
                // the delay is quite small and just needed to ensure
                // that the charred ground spawned some time after this object is destroyed
                delaySeconds: explosionPreset.SpriteAnimationDuration * 0.5,
                () =>
            {
                var tilePosition = (Vector2Ushort)epicenterPosition;
                if (!Server.World.GetTile(tilePosition)
                    .StaticObjects
                    .Any(so => so.ProtoStaticWorldObject is ObjectCharredGround))
                {
                    // spawn charred ground
                    var objectCharredGround =
                        Server.World.CreateStaticWorldObject <ObjectCharredGround>(tilePosition);
                    var objectCharredGroundOffset = epicenterPosition - tilePosition.ToVector2D();
                    if (objectCharredGroundOffset != Vector2D.Zero)
                    {
                        ObjectCharredGround.ServerSetWorldOffset(objectCharredGround,
                                                                 objectCharredGroundOffset.ToVector2F());
                    }
                }
            });

            // schedule explosion damage
            ServerTimersSystem.AddAction(
                delaySeconds: explosionPreset.ServerDamageApplyDelay,
                () =>
            {
                // prepare weapon caches
                var characterFinalStatsCache = character != null
                                                       ? character.SharedGetFinalStatsCache()
                                                       : FinalStatsCache.Empty;

                var weaponFinalCache = new WeaponFinalCache(character,
                                                            characterFinalStatsCache,
                                                            weapon: null,
                                                            protoWeapon: null,
                                                            protoObjectExplosive: protoObjectExplosive,
                                                            damageDescription: damageDescriptionCharacters);

                // execute explosion
                executeExplosionCallback(
                    positionEpicenter: epicenterPosition,
                    physicsSpace: physicsSpace,
                    weaponFinalCache: weaponFinalCache);
            });
        }
Example #2
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        protected override void PrepareProtoVehicleDestroyedExplosionPreset(
            out double damageRadius,
            out ExplosionPreset explosionPreset,
            out DamageDescription damageDescriptionCharacters)
        {
            damageRadius    = 2.1;
            explosionPreset = ExplosionPresets.VeryLarge;

            damageDescriptionCharacters = new DamageDescription(
                damageValue: 75,
                armorPiercingCoef: 0.25,
                finalDamageMultiplier: 1,
                rangeMax: damageRadius,
                damageDistribution: new DamageDistribution(DamageType.Explosion, 1));
        }
Example #3
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 protected override void PrepareExplosionPreset(out ExplosionPreset explosionPreset)
 {
     explosionPreset = ExplosionPresets.Grenade;
 }
Example #4
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 protected override void PrepareProtoObjectExplosive(out ExplosionPreset explosionPresets)
 {
     explosionPresets = ExplosionPresets.Large;
 }
 protected override void PrepareProtoObjectExplosive(out ExplosionPreset explosionPresets)
 {
     explosionPresets = ExplosionPresets.SpecialPragmiumSourceExplosion;
 }
Example #6
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 protected abstract void PrepareProtoVehicleDestroyedExplosionPreset(
     out double damageRadius,
     out ExplosionPreset explosionPreset,
     out DamageDescription damageDescriptionCharacters);
Example #7
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        public static void ClientExplode(
            Vector2D position,
            ExplosionPreset explosionPreset,
            float volume = 1.0f)
        {
            // add screen shakes
            ClientComponentCameraScreenShakes.AddRandomShakes(
                duration: explosionPreset.ScreenShakesDuration,
                worldDistanceMin: explosionPreset.ScreenShakesWorldDistanceMin,
                worldDistanceMax: explosionPreset.ScreenShakesWorldDistanceMax);

            // play sound
            var explosionSoundEmitter = Client.Audio.PlayOneShot(explosionPreset.SoundSet.GetSound(),
                                                                 worldPosition: position,
                                                                 volume: volume,
                                                                 pitch: RandomHelper.Range(0.95f, 1.05f));

            // extend explosion sound distance
            explosionSoundEmitter.CustomMinDistance = (float)explosionPreset.LightWorldSize / 3;
            explosionSoundEmitter.CustomMaxDistance = (float)explosionPreset.LightWorldSize;

            // create explosion renderer
            var explosionSpriteAnimationDuration = explosionPreset.SpriteAnimationDuration;
            var explosionSceneObject             = Client.Scene.CreateSceneObject("Temp explosion",
                                                                                  position);

            explosionSceneObject.Destroy(delay: explosionSpriteAnimationDuration);

            var explosionSpriteRenderer = Client.Rendering.CreateSpriteRenderer(
                explosionSceneObject,
                TextureResource.NoTexture,
                drawOrder: DrawOrder.Explosion,
                spritePivotPoint: (0.5, 0.5));

            explosionSpriteRenderer.Color = explosionPreset.SpriteColorMultiplicative;
            explosionSpriteRenderer.Size  = explosionPreset.SpriteSize;
            if (explosionPreset.SpriteColorAdditive.HasValue
                // ReSharper disable once CompareOfFloatsByEqualityOperator
                || explosionPreset.SpriteBrightness != 1)
            {
                var renderingMaterial = RenderingMaterial.Create(EffectResourceAdditiveColorEffect);
                renderingMaterial.EffectParameters
                .Set("ColorAdditive", explosionPreset.SpriteColorAdditive ?? Colors.Black)
                .Set("Brightness", explosionPreset.SpriteBrightness);
                explosionSpriteRenderer.RenderingMaterial = renderingMaterial;
            }

            var isFlipped = 0
                            == PositionalRandom.Get(position.ToVector2Ushort(),
                                                    minInclusive: 0,
                                                    maxExclusive: 2,
                                                    seed: 893243289);

            if (isFlipped)
            {
                explosionSpriteRenderer.DrawMode = DrawMode.FlipHorizontally;
            }

            ClientComponentOneShotSpriteSheetAnimationHelper.Setup(
                explosionSpriteRenderer,
                explosionPreset.SpriteAtlasResources.TakeByRandom(),
                explosionSpriteAnimationDuration);

            // add light source for the explosion
            var explosionLight = ClientLighting.CreateLightSourceSpot(
                explosionSceneObject,
                explosionPreset.LightColor,
                size: explosionPreset.LightWorldSize,
                positionOffset: (0, 0),
                spritePivotPoint: (0.5, 0.5));

            ClientComponentOneShotLightAnimation.Setup(
                explosionLight,
                explosionPreset.LightDuration);

            // add blast wave
            var blastAnimationDuration = explosionPreset.BlastwaveAnimationDuration;

            if (blastAnimationDuration > 0)
            {
                ClientTimersSystem.AddAction(
                    explosionPreset.BlastwaveDelay,
                    () =>
                {
                    var blastSceneObject = Client.Scene.CreateSceneObject("Temp explosion",
                                                                          position);

                    blastSceneObject.Destroy(delay: blastAnimationDuration);

                    var blastSpriteRenderer = Client.Rendering.CreateSpriteRenderer(
                        blastSceneObject,
                        new TextureResource("FX/ExplosionBlast"),
                        drawOrder: DrawOrder.Explosion - 1,
                        spritePivotPoint: (0.5, 0.5));

                    // animate blast wave
                    ClientComponentGenericAnimationHelper.Setup(
                        blastSceneObject,
                        blastAnimationDuration,
                        updateCallback: alpha =>
                    {
                        var blastwaveAlpha        = (byte)(byte.MaxValue * (1 - alpha));
                        blastSpriteRenderer.Color = explosionPreset.BlastWaveColor
                                                    .WithAlpha(blastwaveAlpha);

                        var sizeX = MathHelper.Lerp(explosionPreset.BlastwaveSizeFrom.X,
                                                    explosionPreset.BlastwaveSizeTo.X,
                                                    alpha);
                        var sizeY = MathHelper.Lerp(explosionPreset.BlastwaveSizeFrom.Y,
                                                    explosionPreset.BlastwaveSizeTo.Y,
                                                    alpha);
                        blastSpriteRenderer.Size = new Size2F(sizeX, sizeY);
                    });
                });
            }

            ClientGroundExplosionAnimationHelper.OnExplode(
                delaySeconds: explosionSpriteAnimationDuration / 2,
                position: position);
        }
Example #8
0
        public static void ServerExplode(
            [CanBeNull] ICharacter character,
            [CanBeNull] IProtoObjectExplosive protoObjectExplosive,
            ExplosionPreset explosionPreset,
            Vector2D epicenterPosition,
            DamageDescription damageDescriptionCharacters,
            IPhysicsSpace physicsSpace,
            ExecuteExplosionDelegate executeExplosionCallback)
        {
            ValidateIsServer();

            // schedule explosion charred ground spawning
            ServerTimersSystem.AddAction(
                delaySeconds: explosionPreset.SpriteAnimationDuration * 0.5,
                () =>
            {
                var tilePosition = (Vector2Ushort)epicenterPosition;

                // remove existing charred ground objects at the same tile
                foreach (var staticWorldObject in Shared.WrapInTempList(
                             Server.World.GetTile(tilePosition).StaticObjects))
                {
                    if (staticWorldObject.ProtoStaticWorldObject is ObjectCharredGround)
                    {
                        Server.World.DestroyObject(staticWorldObject);
                    }
                }

                // spawn charred ground
                var objectCharredGround = Server.World
                                          .CreateStaticWorldObject <ObjectCharredGround>(tilePosition);
                var objectCharredGroundOffset = epicenterPosition - tilePosition.ToVector2D();
                if (objectCharredGroundOffset != Vector2D.Zero)
                {
                    ObjectCharredGround.ServerSetWorldOffset(objectCharredGround,
                                                             (Vector2F)objectCharredGroundOffset);
                }
            });

            // schedule explosion damage
            ServerTimersSystem.AddAction(
                delaySeconds: explosionPreset.ServerDamageApplyDelay,
                () =>
            {
                // prepare weapon caches
                var characterFinalStatsCache = character?.SharedGetFinalStatsCache()
                                               ?? FinalStatsCache.Empty;

                var weaponFinalCache = new WeaponFinalCache(character,
                                                            characterFinalStatsCache,
                                                            weapon: null,
                                                            protoWeapon: null,
                                                            protoObjectExplosive: protoObjectExplosive,
                                                            damageDescription: damageDescriptionCharacters);

                // execute explosion
                executeExplosionCallback(
                    positionEpicenter: epicenterPosition,
                    physicsSpace: physicsSpace,
                    weaponFinalCache: weaponFinalCache);
            });
        }
 protected override void PrepareProtoObjectExplosive(out ExplosionPreset explosionPresets)
 {
     explosionPresets = ExplosionPresets.ExtraLargePragmiumResonanceBomb;
 }
Example #10
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 protected abstract void PrepareExplosionPreset(out ExplosionPreset explosionPreset);
Example #11
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 protected override void PrepareProtoObjectExplosive(out ExplosionPreset explosionPresets)
 {
     explosionPresets = ExplosionPresets.PragmiumResonanceBomb_Center;
 }
Example #12
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        public static void ServerExplode(
            [CanBeNull] ICharacter character,
            [CanBeNull] IProtoExplosive protoExplosive,
            [CanBeNull] IProtoItemWeapon protoWeapon,
            ExplosionPreset explosionPreset,
            Vector2D epicenterPosition,
            DamageDescription damageDescriptionCharacters,
            IPhysicsSpace physicsSpace,
            ExecuteExplosionDelegate executeExplosionCallback)
        {
            ValidateIsServer();

            // schedule explosion charred ground spawning
            var protoObjectCharredGround = explosionPreset.ProtoObjectCharredGround;

            if (protoObjectCharredGround is not null)
            {
                ServerTimersSystem.AddAction(
                    delaySeconds: explosionPreset.SpriteAnimationDuration * 0.5,
                    () =>
                {
                    var tilePosition          = (Vector2Ushort)(epicenterPosition - protoObjectCharredGround.Layout.Center);
                    var canSpawnCharredGround = true;

                    var tile = Server.World.GetTile(tilePosition);
                    if (tile.ProtoTile.Kind != TileKind.Solid ||
                        tile.EightNeighborTiles.Any(t => t.ProtoTile.Kind != TileKind.Solid))
                    {
                        // allow charred ground only on solid ground
                        canSpawnCharredGround = false;
                    }

                    if (canSpawnCharredGround)
                    {
                        // remove existing charred ground objects at the same tile
                        foreach (var staticWorldObject in Shared.WrapInTempList(
                                     tile.StaticObjects)
                                 .EnumerateAndDispose())
                        {
                            switch (staticWorldObject.ProtoStaticWorldObject)
                            {
                            case ProtoObjectCharredGround _:
                                Server.World.DestroyObject(staticWorldObject);
                                break;

                            case IProtoObjectDeposit _:
                                // don't show charred ground over resource deposits (it looks wrong)
                                canSpawnCharredGround = false;
                                break;
                            }
                        }
                    }

                    if (canSpawnCharredGround &&
                        PveSystem.ServerIsPvE)
                    {
                        var bounds = protoObjectCharredGround.Layout.Bounds;
                        if (LandClaimSystem.SharedIsLandClaimedByAnyone(
                                new RectangleInt(tilePosition, bounds.Size + (1, 1))))
                        {
                            // ensure that it's not possible to create charred ground in a land claim area in PvE
                            canSpawnCharredGround = false;
                        }
                    }

                    if (canSpawnCharredGround)
                    {
                        // spawn charred ground
                        var objectCharredGround =
                            Server.World.CreateStaticWorldObject(protoObjectCharredGround,
                                                                 tilePosition);
                        var objectCharredGroundOffset = epicenterPosition - tilePosition.ToVector2D();
                        if (objectCharredGroundOffset != Vector2D.Zero)
                        {
                            ProtoObjectCharredGround.ServerSetWorldOffset(objectCharredGround,
                                                                          (Vector2F)objectCharredGroundOffset);
                        }
                    }
                });
            }

            // schedule explosion damage
            ServerTimersSystem.AddAction(
                delaySeconds: explosionPreset.ServerDamageApplyDelay,
                () =>
            {
                // prepare weapon caches
                var characterFinalStatsCache = character?.SharedGetFinalStatsCache()
                                               ?? FinalStatsCache.Empty;

                var weaponFinalCache = new WeaponFinalCache(character,
                                                            characterFinalStatsCache,
                                                            weapon: null,
                                                            protoWeapon: protoWeapon,
                                                            protoAmmo: null,
                                                            damageDescription: damageDescriptionCharacters,
                                                            protoExplosive: protoExplosive);

                // execute explosion
                executeExplosionCallback(
                    positionEpicenter: epicenterPosition,
                    physicsSpace: physicsSpace,
                    weaponFinalCache: weaponFinalCache);
            });
        }
Example #13
0
 private void PrepareExplosionPreset(out ExplosionPreset explosionPreset)
 {
     explosionPreset = ExplosionPresets.KeiniteSmall;
 }