public void Explode(Vector2 worldPosition) { Hull hull = Hull.FindHull(worldPosition); ExplodeProjSpecific(worldPosition, hull); float displayRange = attack.Range; if (displayRange < 0.1f) { return; } float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, worldPosition) / 2.0f; GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist) / displayRange, 0.0f); if (attack.GetStructureDamage(1.0f) > 0.0f) { RangedStructureDamage(worldPosition, displayRange, attack.GetStructureDamage(1.0f)); } if (force == 0.0f && attack.Stun == 0.0f && attack.GetDamage(1.0f) == 0.0f) { return; } ApplyExplosionForces(worldPosition, attack, force); if (flames && GameMain.Client == null) { foreach (Item item in Item.ItemList) { if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) { continue; } if (Vector2.Distance(item.WorldPosition, worldPosition) > attack.Range * 0.1f) { continue; } item.ApplyStatusEffects(ActionType.OnFire, 1.0f); if (item.Condition <= 0.0f && GameMain.Server != null) { GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFire }); } } } }
public void Explode(Vector2 worldPosition) { Hull hull = Hull.FindHull(worldPosition); if (shockwave) { GameMain.ParticleManager.CreateParticle("shockwave", worldPosition, Vector2.Zero, 0.0f, hull); } for (int i = 0; i < attack.Range * 0.1f; i++) { Vector2 bubblePos = Rand.Vector(attack.Range * 0.5f); GameMain.ParticleManager.CreateParticle("bubbles", worldPosition + bubblePos, bubblePos, 0.0f, hull); if (sparks) { GameMain.ParticleManager.CreateParticle("spark", worldPosition, Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f, hull); } if (flames) { GameMain.ParticleManager.CreateParticle("explosionfire", ClampParticlePos(worldPosition + Rand.Vector(50f), hull), Rand.Vector(Rand.Range(50.0f, 100.0f)), 0.0f, hull); } if (smoke) { GameMain.ParticleManager.CreateParticle("smoke", ClampParticlePos(worldPosition + Rand.Vector(50f), hull), Rand.Vector(Rand.Range(1.0f, 10.0f)), 0.0f, hull); } } float displayRange = attack.Range; if (displayRange < 0.1f) { return; } var light = new LightSource(worldPosition, displayRange, Color.LightYellow, null); CoroutineManager.StartCoroutine(DimLight(light)); float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, worldPosition) / 2.0f; GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist) / displayRange, 0.0f); if (attack.GetStructureDamage(1.0f) > 0.0f) { RangedStructureDamage(worldPosition, displayRange, attack.GetStructureDamage(1.0f)); } if (force == 0.0f && attack.Stun == 0.0f && attack.GetDamage(1.0f) == 0.0f) { return; } ApplyExplosionForces(worldPosition, attack.Range, force, attack.GetDamage(1.0f), attack.Stun); if (flames && GameMain.Client == null) { foreach (Item item in Item.ItemList) { if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) { continue; } if (Vector2.Distance(item.WorldPosition, worldPosition) > attack.Range * 0.1f) { continue; } item.ApplyStatusEffects(ActionType.OnFire, 1.0f); if (item.Condition <= 0.0f && GameMain.Server != null) { GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFire }); } } } }
public void Explode(Vector2 worldPosition) { Hull hull = Hull.FindHull(worldPosition); ExplodeProjSpecific(worldPosition, hull); float displayRange = attack.Range; if (displayRange < 0.1f) { return; } Vector2 cameraPos = Character.Controlled != null ? Character.Controlled.WorldPosition : GameMain.GameScreen.Cam.Position; float cameraDist = Vector2.Distance(cameraPos, worldPosition) / 2.0f; GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist) / displayRange, 0.0f); if (attack.GetStructureDamage(1.0f) > 0.0f) { RangedStructureDamage(worldPosition, displayRange, attack.GetStructureDamage(1.0f)); } if (empStrength > 0.0f) { float displayRangeSqr = displayRange * displayRange; foreach (Item item in Item.ItemList) { float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition); if (distSqr > displayRangeSqr) { continue; } float distFactor = 1.0f - (float)Math.Sqrt(distSqr) / displayRange; //damage repairable power-consuming items var powered = item.GetComponent <Powered>(); if (powered == null || !powered.VulnerableToEMP) { continue; } if (item.FixRequirements.Count > 0) { item.Condition -= 100 * empStrength * distFactor; } //discharge batteries var powerContainer = item.GetComponent <PowerContainer>(); if (powerContainer != null) { powerContainer.Charge -= powerContainer.Capacity * empStrength * distFactor; } } } if (force == 0.0f && attack.Stun == 0.0f && attack.GetDamage(1.0f) == 0.0f) { return; } ApplyExplosionForces(worldPosition, attack, force); if (flames && GameMain.Client == null) { foreach (Item item in Item.ItemList) { if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) { continue; } //don't apply OnFire effects if the item is inside a fireproof container //(or if it's inside a container that's inside a fireproof container, etc) Item container = item.Container; while (container != null) { if (container.FireProof) { return; } container = container.Container; } if (Vector2.Distance(item.WorldPosition, worldPosition) > attack.Range * 0.1f) { continue; } item.ApplyStatusEffects(ActionType.OnFire, 1.0f); if (item.Condition <= 0.0f && GameMain.Server != null) { GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFire }); } } } }
public static void ApplyExplosionForces(Vector2 worldPosition, Attack attack, float force) { if (attack.Range <= 0.0f) { return; } foreach (Character c in Character.CharacterList) { Vector2 explosionPos = worldPosition; if (c.Submarine != null) { explosionPos -= c.Submarine.Position; } explosionPos = ConvertUnits.ToSimUnits(explosionPos); Dictionary <Limb, float> distFactors = new Dictionary <Limb, float>(); foreach (Limb limb in c.AnimController.Limbs) { float dist = Vector2.Distance(limb.WorldPosition, worldPosition); //calculate distance from the "outer surface" of the physics body //doesn't take the rotation of the limb into account, but should be accurate enough for this purpose float limbRadius = Math.Max(Math.Max(limb.body.width * 0.5f, limb.body.height * 0.5f), limb.body.radius); dist = Math.Max(0.0f, dist - FarseerPhysics.ConvertUnits.ToDisplayUnits(limbRadius)); if (dist > attack.Range) { continue; } float distFactor = 1.0f - dist / attack.Range; //solid obstacles between the explosion and the limb reduce the effect of the explosion by 90% if (Submarine.CheckVisibility(limb.SimPosition, explosionPos) != null) { distFactor *= 0.1f; } distFactors.Add(limb, distFactor); c.AddDamage(limb.WorldPosition, DamageType.None, attack.GetDamage(1.0f) / c.AnimController.Limbs.Length * distFactor, attack.GetBleedingDamage(1.0f) / c.AnimController.Limbs.Length * distFactor, attack.Stun * distFactor, false); if (limb.WorldPosition != worldPosition && force > 0.0f) { Vector2 limbDiff = Vector2.Normalize(limb.WorldPosition - worldPosition); if (!MathUtils.IsValid(limbDiff)) { limbDiff = Rand.Vector(1.0f); } Vector2 impulsePoint = limb.SimPosition - limbDiff * limbRadius; limb.body.ApplyLinearImpulse(limbDiff * distFactor * force, impulsePoint); } } //sever joints if (c.IsDead && attack.SeverLimbsProbability > 0.0f) { foreach (Limb limb in c.AnimController.Limbs) { if (!distFactors.ContainsKey(limb)) { continue; } foreach (LimbJoint joint in c.AnimController.LimbJoints) { if (joint.IsSevered || (joint.LimbA != limb && joint.LimbB != limb)) { continue; } if (Rand.Range(0.0f, 1.0f) < attack.SeverLimbsProbability * distFactors[limb]) { c.AnimController.SeverLimbJoint(joint); } } } } } }