public void AddDamage(int sectionIndex, float damage, Character attacker = null) { if (!Prefab.Body || Prefab.Platform || Indestructible) { return; } if (sectionIndex < 0 || sectionIndex > Sections.Length - 1) { return; } var section = Sections[sectionIndex]; #if CLIENT float particleAmount = Math.Min(Health - section.damage, damage) * Rand.Range(0.01f, 1.0f); particleAmount = Math.Min(particleAmount + Rand.Range(-5, 1), 5); for (int i = 0; i < particleAmount; i++) { Vector2 particlePos = new Vector2( Rand.Range(section.rect.X, section.rect.Right), Rand.Range(section.rect.Y - section.rect.Height, section.rect.Y)); if (Submarine != null) { particlePos += Submarine.DrawPosition; } var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, Rand.Vector(Rand.Range(1.0f, 50.0f))); if (particle == null) { break; } } #endif #if CLIENT if (GameMain.Client == null) { #endif SetDamage(sectionIndex, section.damage + damage, attacker); #if CLIENT } #endif }
public override void Update(float deltaTime) { if (disallowed) { Finished(); return; } if (isFinished) { return; } //isActive = false; bool spawnReady = false; if (spawnPending) { //wait until there are no submarines at the spawnpos foreach (Submarine submarine in Submarine.Loaded) { if (submarine.IsOutpost) { continue; } float minDist = GetMinDistanceToSub(submarine); if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos) < minDist * minDist) { return; } } spawnPending = false; //+1 because Range returns an integer less than the max value int amount = Rand.Range(minAmount, maxAmount + 1, Rand.RandSync.Server); monsters = new List <Character>(); float offsetAmount = spawnPosType == Level.PositionType.MainPath ? 1000 : 100; for (int i = 0; i < amount; i++) { CoroutineManager.InvokeAfter(() => { bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient; monsters.Add(Character.Create(characterFile, spawnPos + Rand.Vector(offsetAmount, Rand.RandSync.Server), i.ToString(), null, isClient, true, true)); if (monsters.Count == amount) { spawnReady = true; //this will do nothing if the monsters have no swarm behavior defined, //otherwise it'll make the spawned characters act as a swarm SwarmBehavior.CreateSwarm(monsters.Cast <AICharacter>()); } }, Rand.Range(0f, amount / 2, Rand.RandSync.Server)); } } if (!spawnReady) { return; } Entity targetEntity = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter); #if CLIENT if (Character.Controlled != null) { targetEntity = (Entity)Character.Controlled; } #endif bool monstersDead = true; foreach (Character monster in monsters) { if (!monster.IsDead) { monstersDead = false; if (targetEntity != null && Vector2.DistanceSquared(monster.WorldPosition, targetEntity.WorldPosition) < 5000.0f * 5000.0f) { break; } } } if (monstersDead) { Finished(); } }
partial void UpdateProjSpecific(float deltaTime, Camera cam) { if (EditWater) { Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition); if (Submarine.RectContains(WorldRect, position)) { if (PlayerInput.LeftButtonHeld()) { WaterVolume += 1500.0f; } else if (PlayerInput.RightButtonHeld()) { WaterVolume -= 1500.0f; } } } else if (EditFire) { Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition); if (Submarine.RectContains(WorldRect, position)) { if (PlayerInput.LeftButtonClicked()) { new FireSource(position, this); } } } foreach (Decal decal in decals) { decal.Update(deltaTime); } decals.RemoveAll(d => d.FadeTimer >= d.LifeTime); float strongestFlow = 0.0f; foreach (Gap gap in ConnectedGaps) { if (gap.IsRoomToRoom) { //only the first linked hull plays the flow sound if (gap.linkedTo[1] == this) { continue; } } float gapFlow = gap.LerpedFlowForce.Length(); if (gapFlow > strongestFlow) { strongestFlow = gapFlow; } } if (strongestFlow > 1.0f) { soundVolume = soundVolume + ((strongestFlow < 100.0f) ? -deltaTime * 0.5f : deltaTime * 0.5f); soundVolume = MathHelper.Clamp(soundVolume, 0.0f, 1.0f); int index = (int)Math.Floor(strongestFlow / 100.0f); index = Math.Min(index, 2); var flowSound = SoundPlayer.flowSounds[index]; if (flowSound != currentFlowSound && soundIndex > -1) { Sounds.SoundManager.Stop(soundIndex); currentFlowSound = null; soundIndex = -1; } currentFlowSound = flowSound; soundIndex = currentFlowSound.Loop(soundIndex, soundVolume, WorldPosition, Math.Min(strongestFlow * 5.0f, 2000.0f)); } else { if (soundIndex > -1) { Sounds.SoundManager.Stop(soundIndex); currentFlowSound = null; soundIndex = -1; } } for (int i = 0; i < waveY.Length; i++) { float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i])); if (maxDelta > Rand.Range(1.0f, 10.0f)) { var particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]); if (Submarine != null) { particlePos += Submarine.Position; } GameMain.ParticleManager.CreateParticle("mist", particlePos, new Vector2(0.0f, -50.0f), 0.0f, this); } } }
public static void CreateItems(List <PurchasedItem> itemsToSpawn) { if (itemsToSpawn.Count == 0) { return; } WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo, null, Submarine.MainSub); if (wp == null) { DebugConsole.ThrowError("The submarine must have a waypoint marked as Cargo for bought items to be placed correctly!"); return; } Hull cargoRoom = Hull.FindHull(wp.WorldPosition); if (cargoRoom == null) { DebugConsole.ThrowError("A waypoint marked as Cargo must be placed inside a room!"); return; } #if CLIENT new GUIMessageBox("", TextManager.GetWithVariable("CargoSpawnNotification", "[roomname]", cargoRoom.DisplayName, true), new string[0], type: GUIMessageBox.Type.InGame, iconStyle: "StoreShoppingCrateIcon"); #else foreach (Client client in GameMain.Server.ConnectedClients) { ChatMessage msg = ChatMessage.Create("", $"CargoSpawnNotification~[roomname]=§{cargoRoom.RoomName}", ChatMessageType.ServerMessageBoxInGame, null); msg.IconStyle = "StoreShoppingCrateIcon"; GameMain.Server.SendDirectChatMessage(msg, client); } #endif Dictionary <ItemContainer, int> availableContainers = new Dictionary <ItemContainer, int>(); ItemPrefab containerPrefab = null; foreach (PurchasedItem pi in itemsToSpawn) { float floorPos = cargoRoom.Rect.Y - cargoRoom.Rect.Height; Vector2 position = new Vector2( Rand.Range(cargoRoom.Rect.X + 20, cargoRoom.Rect.Right - 20), floorPos); //check where the actual floor structure is in case the bottom of the hull extends below it if (Submarine.PickBody( ConvertUnits.ToSimUnits(new Vector2(position.X, cargoRoom.Rect.Y - cargoRoom.Rect.Height / 2)), ConvertUnits.ToSimUnits(position), collisionCategory: Physics.CollisionWall) != null) { float floorStructurePos = ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition.Y); if (floorStructurePos > floorPos) { floorPos = floorStructurePos; } } position.Y = floorPos + pi.ItemPrefab.Size.Y / 2; ItemContainer itemContainer = null; if (!string.IsNullOrEmpty(pi.ItemPrefab.CargoContainerIdentifier)) { itemContainer = availableContainers.Keys.ToList().Find(ac => ac.Item.Prefab.Identifier == pi.ItemPrefab.CargoContainerIdentifier || ac.Item.Prefab.Tags.Contains(pi.ItemPrefab.CargoContainerIdentifier.ToLowerInvariant())); if (itemContainer == null) { containerPrefab = ItemPrefab.Prefabs.Find(ep => ep.Identifier == pi.ItemPrefab.CargoContainerIdentifier || (ep.Tags != null && ep.Tags.Contains(pi.ItemPrefab.CargoContainerIdentifier.ToLowerInvariant()))); if (containerPrefab == null) { DebugConsole.ThrowError("Cargo spawning failed - could not find the item prefab for container \"" + containerPrefab.Name + "\"!"); continue; } Item containerItem = new Item(containerPrefab, position, wp.Submarine); itemContainer = containerItem.GetComponent <ItemContainer>(); if (itemContainer == null) { DebugConsole.ThrowError("Cargo spawning failed - container \"" + containerItem.Name + "\" does not have an ItemContainer component!"); continue; } availableContainers.Add(itemContainer, itemContainer.Capacity); #if SERVER if (GameMain.Server != null) { Entity.Spawner.CreateNetworkEvent(itemContainer.Item, false); } #endif } } for (int i = 0; i < pi.Quantity; i++) { if (itemContainer == null) { //no container, place at the waypoint if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer) { Entity.Spawner.AddToSpawnQueue(pi.ItemPrefab, position, wp.Submarine, onSpawned: itemSpawned); } else { var item = new Item(pi.ItemPrefab, position, wp.Submarine); itemSpawned(item); } continue; } //if the intial container has been removed due to it running out of space, add a new container //of the same type and begin filling it if (!availableContainers.ContainsKey(itemContainer)) { Item containerItemOverFlow = new Item(containerPrefab, position, wp.Submarine); itemContainer = containerItemOverFlow.GetComponent <ItemContainer>(); availableContainers.Add(itemContainer, itemContainer.Capacity); #if SERVER if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer) { Entity.Spawner.CreateNetworkEvent(itemContainer.Item, false); } #endif } //place in the container if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer) { Entity.Spawner.AddToSpawnQueue(pi.ItemPrefab, itemContainer.Inventory, onSpawned: itemSpawned); } else { var item = new Item(pi.ItemPrefab, position, wp.Submarine); itemContainer.Inventory.TryPutItem(item, null); itemSpawned(item); }
private void HandleLevelCollision(Contact contact, Vector2 collisionNormal) { float wallImpact = Vector2.Dot(Velocity, -collisionNormal); ApplyImpact(wallImpact, -collisionNormal, contact); foreach (Submarine dockedSub in submarine.DockedTo) { dockedSub.SubBody.ApplyImpact(wallImpact, -collisionNormal, contact); } #if CLIENT Vector2 n; FixedArray2 <Vector2> particlePos; contact.GetWorldManifold(out n, out particlePos); int particleAmount = (int)Math.Min(wallImpact * 10.0f, 50); for (int i = 0; i < particleAmount; i++) { GameMain.ParticleManager.CreateParticle("iceshards", ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)), Rand.Vector(Rand.Range(50.0f, 500.0f)) + Velocity); } #endif }
private void ProgressWorld() { foreach (Location location in Locations) { if (furthestDiscoveredLocation == null || location.MapPosition.X > furthestDiscoveredLocation.MapPosition.X) { furthestDiscoveredLocation = location; } } foreach (Location location in Locations) { if (location.MapPosition.X < furthestDiscoveredLocation.MapPosition.X) { furthestDiscoveredLocation = location; } if (location == CurrentLocation || location == SelectedLocation) { continue; } //find which types of locations this one can change to var cct = location.Type.CanChangeTo; List <LocationTypeChange> allowedTypeChanges = new List <LocationTypeChange>(); List <int> readyTypeChanges = new List <int>(); for (int i = 0; i < cct.Count; i++) { LocationTypeChange typeChange = cct[i]; if (typeChange.RequireDiscovered && !location.Discovered) { continue; } //check if there are any adjacent locations that would prevent the change bool disallowedFound = false; foreach (string disallowedLocationName in typeChange.DisallowedAdjacentLocations) { if (location.Connections.Any(c => c.OtherLocation(location).Type.Identifier.Equals(disallowedLocationName, StringComparison.OrdinalIgnoreCase))) { disallowedFound = true; break; } } if (disallowedFound) { continue; } //check that there's a required adjacent location present bool requiredFound = false; foreach (string requiredLocationName in typeChange.RequiredAdjacentLocations) { if (location.Connections.Any(c => c.OtherLocation(location).Type.Identifier.Equals(requiredLocationName, StringComparison.OrdinalIgnoreCase))) { requiredFound = true; break; } } if (!requiredFound && typeChange.RequiredAdjacentLocations.Count > 0) { continue; } allowedTypeChanges.Add(typeChange); if (location.TypeChangeTimer >= typeChange.RequiredDuration) { readyTypeChanges.Add(i); } } List <float> readyTypeProbabilities = readyTypeChanges.Select(i => cct[i].DetermineProbability(location)).ToList(); //select a random type change if (Rand.Range(0.0f, 1.0f) < readyTypeChanges.Sum(i => readyTypeProbabilities[i])) { var selectedTypeChangeIndex = ToolBox.SelectWeightedRandom( readyTypeChanges, readyTypeChanges.Select(i => readyTypeProbabilities[i]).ToList(), Rand.RandSync.Unsynced); var selectedTypeChange = cct[selectedTypeChangeIndex]; if (selectedTypeChange != null) { string prevName = location.Name; location.ChangeType(LocationType.List.Find(lt => lt.Identifier.Equals(selectedTypeChange.ChangeToType, StringComparison.OrdinalIgnoreCase))); ChangeLocationType(location, prevName, selectedTypeChange); location.TypeChangeTimer = -1; } } if (allowedTypeChanges.Count > 0) { location.TypeChangeTimer++; } else { location.TypeChangeTimer = 0; } location.UpdateStore(); } }
/// <summary> /// Load a previously saved campaign map from XML /// </summary> private Map(CampaignMode campaign, XElement element) : this() { Seed = element.GetAttributeString("seed", "a"); Rand.SetSyncedSeed(ToolBox.StringToInt(Seed)); foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "location": int i = subElement.GetAttributeInt("i", 0); while (Locations.Count <= i) { Locations.Add(null); } Locations[i] = new Location(subElement); break; } } System.Diagnostics.Debug.Assert(!Locations.Contains(null)); for (int i = 0; i < Locations.Count; i++) { Locations[i].Reputation ??= new Reputation(campaign.CampaignMetadata, $"location.{i}", -100, 100, Rand.Range(-10, 10, Rand.RandSync.Server)); } foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "connection": Point locationIndices = subElement.GetAttributePoint("locations", new Point(0, 1)); var connection = new LocationConnection(Locations[locationIndices.X], Locations[locationIndices.Y]) { Passed = subElement.GetAttributeBool("passed", false), Difficulty = subElement.GetAttributeFloat("difficulty", 0.0f) }; Locations[locationIndices.X].Connections.Add(connection); Locations[locationIndices.Y].Connections.Add(connection); connection.LevelData = new LevelData(subElement.Element("Level")); string biomeId = subElement.GetAttributeString("biome", ""); connection.Biome = LevelGenerationParams.GetBiomes().FirstOrDefault(b => b.Identifier == biomeId) ?? LevelGenerationParams.GetBiomes().FirstOrDefault(b => b.OldIdentifier == biomeId) ?? LevelGenerationParams.GetBiomes().First(); Connections.Add(connection); break; } } int startLocationindex = element.GetAttributeInt("startlocation", -1); if (startLocationindex > 0 && startLocationindex < Locations.Count) { StartLocation = Locations[startLocationindex]; } else { DebugConsole.AddWarning($"Error while loading the map. Start location index out of bounds (index: {startLocationindex}, location count: {Locations.Count})."); foreach (Location location in Locations) { if (!location.Type.HasOutpost) { continue; } if (StartLocation == null || location.MapPosition.X < StartLocation.MapPosition.X) { StartLocation = location; } } } int endLocationindex = element.GetAttributeInt("endlocation", -1); if (endLocationindex > 0 && endLocationindex < Locations.Count) { EndLocation = Locations[endLocationindex]; } else { DebugConsole.AddWarning($"Error while loading the map. End location index out of bounds (index: {endLocationindex}, location count: {Locations.Count})."); foreach (Location location in Locations) { if (EndLocation == null || location.MapPosition.X > EndLocation.MapPosition.X) { EndLocation = location; } } } InitProjectSpecific(); }
private void Generate() { Connections.Clear(); Locations.Clear(); List <Vector2> voronoiSites = new List <Vector2>(); for (float x = 10.0f; x < Width - 10.0f; x += generationParams.VoronoiSiteInterval.X) { for (float y = 10.0f; y < Height - 10.0f; y += generationParams.VoronoiSiteInterval.Y) { voronoiSites.Add(new Vector2( x + generationParams.VoronoiSiteVariance.X * Rand.Range(-0.5f, 0.5f, Rand.RandSync.Server), y + generationParams.VoronoiSiteVariance.Y * Rand.Range(-0.5f, 0.5f, Rand.RandSync.Server))); } } Voronoi voronoi = new Voronoi(0.5f); List <GraphEdge> edges = voronoi.MakeVoronoiGraph(voronoiSites, Width, Height); float zoneWidth = Width / generationParams.DifficultyZones; Vector2 margin = new Vector2( Math.Min(10, Width * 0.1f), Math.Min(10, Height * 0.2f)); float startX = margin.X, endX = Width - margin.X; float startY = margin.Y, endY = Height - margin.Y; if (!edges.Any()) { throw new Exception($"Generating a campaign map failed (no edges in the voronoi graph). Width: {Width}, height: {Height}, margin: {margin}"); } voronoiSites.Clear(); foreach (GraphEdge edge in edges) { if (edge.Point1 == edge.Point2) { continue; } if (edge.Point1.X < margin.X || edge.Point1.X > Width - margin.X || edge.Point1.Y < startY || edge.Point1.Y > endY) { continue; } if (edge.Point2.X < margin.X || edge.Point2.X > Width - margin.X || edge.Point2.Y < startY || edge.Point2.Y > endY) { continue; } Location[] newLocations = new Location[2]; newLocations[0] = Locations.Find(l => l.MapPosition == edge.Point1 || l.MapPosition == edge.Point2); newLocations[1] = Locations.Find(l => l != newLocations[0] && (l.MapPosition == edge.Point1 || l.MapPosition == edge.Point2)); for (int i = 0; i < 2; i++) { if (newLocations[i] != null) { continue; } Vector2[] points = new Vector2[] { edge.Point1, edge.Point2 }; int positionIndex = Rand.Int(1, Rand.RandSync.Server); Vector2 position = points[positionIndex]; if (newLocations[1 - i] != null && newLocations[1 - i].MapPosition == position) { position = points[1 - positionIndex]; } int zone = MathHelper.Clamp((int)Math.Floor(position.X / zoneWidth) + 1, 1, generationParams.DifficultyZones); newLocations[i] = Location.CreateRandom(position, zone, Rand.GetRNG(Rand.RandSync.Server), requireOutpost: false, Locations); Locations.Add(newLocations[i]); } var newConnection = new LocationConnection(newLocations[0], newLocations[1]); Connections.Add(newConnection); } //remove connections that are too short float minConnectionDistanceSqr = generationParams.MinConnectionDistance * generationParams.MinConnectionDistance; for (int i = Connections.Count - 1; i >= 0; i--) { LocationConnection connection = Connections[i]; if (Vector2.DistanceSquared(connection.Locations[0].MapPosition, connection.Locations[1].MapPosition) > minConnectionDistanceSqr) { continue; } //locations.Remove(connection.Locations[0]); Connections.Remove(connection); foreach (LocationConnection connection2 in Connections) { if (connection2.Locations[0] == connection.Locations[0]) { connection2.Locations[0] = connection.Locations[1]; } if (connection2.Locations[1] == connection.Locations[0]) { connection2.Locations[1] = connection.Locations[1]; } } } HashSet <Location> connectedLocations = new HashSet <Location>(); foreach (LocationConnection connection in Connections) { connection.Locations[0].Connections.Add(connection); connection.Locations[1].Connections.Add(connection); connectedLocations.Add(connection.Locations[0]); connectedLocations.Add(connection.Locations[1]); } //remove orphans Locations.RemoveAll(c => !connectedLocations.Contains(c)); //remove locations that are too close to each other float minLocationDistanceSqr = generationParams.MinLocationDistance * generationParams.MinLocationDistance; for (int i = Locations.Count - 1; i >= 0; i--) { for (int j = Locations.Count - 1; j > i; j--) { float dist = Vector2.DistanceSquared(Locations[i].MapPosition, Locations[j].MapPosition); if (dist > minLocationDistanceSqr) { continue; } //move connections from Locations[j] to Locations[i] foreach (LocationConnection connection in Locations[j].Connections) { if (connection.Locations[0] == Locations[j]) { connection.Locations[0] = Locations[i]; } else { connection.Locations[1] = Locations[i]; } Locations[i].Connections.Add(connection); } Locations[i].Connections.RemoveAll(c => c.OtherLocation(Locations[i]) == Locations[j]); Locations.RemoveAt(j); } } for (int i = Connections.Count - 1; i >= 0; i--) { i = Math.Min(i, Connections.Count - 1); LocationConnection connection = Connections[i]; for (int n = Math.Min(i - 1, Connections.Count - 1); n >= 0; n--) { if (connection.Locations.Contains(Connections[n].Locations[0]) && connection.Locations.Contains(Connections[n].Locations[1])) { Connections.RemoveAt(n); } } } foreach (Location location in Locations) { for (int i = location.Connections.Count - 1; i >= 0; i--) { if (!Connections.Contains(location.Connections[i])) { location.Connections.RemoveAt(i); } } } foreach (LocationConnection connection in Connections) { connection.Difficulty = MathHelper.Clamp((connection.CenterPos.X / Width * 100) + Rand.Range(-10.0f, 0.0f, Rand.RandSync.Server), 1.2f, 100.0f); } AssignBiomes(); CreateEndLocation(); foreach (Location location in Locations) { location.LevelData = new LevelData(location); } foreach (LocationConnection connection in Connections) { connection.LevelData = new LevelData(connection); } }
/// <summary> /// Generate a new campaign map from the seed /// </summary> public Map(CampaignMode campaign, string seed) : this() { Seed = seed; Rand.SetSyncedSeed(ToolBox.StringToInt(Seed)); Generate(); if (Locations.Count == 0) { throw new Exception($"Generating a campaign map failed (no locations created). Width: {Width}, height: {Height}"); } for (int i = 0; i < Locations.Count; i++) { Locations[i].Reputation ??= new Reputation(campaign.CampaignMetadata, $"location.{i}", -100, 100, Rand.Range(-10, 10, Rand.RandSync.Server)); } foreach (Location location in Locations) { if (!location.Type.Identifier.Equals("city", StringComparison.OrdinalIgnoreCase) && !location.Type.Identifier.Equals("outpost", StringComparison.OrdinalIgnoreCase)) { continue; } if (CurrentLocation == null || location.MapPosition.X < CurrentLocation.MapPosition.X) { CurrentLocation = StartLocation = furthestDiscoveredLocation = location; } } System.Diagnostics.Debug.Assert(StartLocation != null, "Start location not assigned after level generation."); CurrentLocation.CreateStore(); CurrentLocation.Discovered = true; InitProjectSpecific(); }
private void Attack(float deltaTime) { character.CursorPosition = Enemy.Position; visibilityCheckTimer -= deltaTime; if (visibilityCheckTimer <= 0.0f) { canSeeTarget = character.CanSeeTarget(Enemy); visibilityCheckTimer = visibilityCheckInterval; } if (!canSeeTarget) { return; } if (Weapon.RequireAimToUse) { character.SetInput(InputType.Aim, false, true); } hasAimed = true; if (holdFireTimer > 0) { holdFireTimer -= deltaTime; return; } if (aimTimer > 0) { aimTimer -= deltaTime; return; } if (Mode == CombatMode.Arrest && isLethalWeapon && Enemy.Stun > 0) { return; } if (holdFireCondition != null && holdFireCondition()) { return; } float sqrDist = Vector2.DistanceSquared(character.Position, Enemy.Position); if (!character.IsFacing(Enemy.WorldPosition)) { aimTimer = Rand.Range(1f, 1.5f); return; } if (WeaponComponent is MeleeWeapon meleeWeapon) { float sqrRange = meleeWeapon.Range * meleeWeapon.Range; if (character.AnimController.InWater) { if (sqrDist > sqrRange) { return; } } else { // It's possible that the center point of the creature is out of reach, but we could still hit the character. float xDiff = Math.Abs(Enemy.WorldPosition.X - character.WorldPosition.X); if (xDiff > meleeWeapon.Range) { return; } float yDiff = Math.Abs(Enemy.WorldPosition.Y - character.WorldPosition.Y); if (yDiff > Math.Max(meleeWeapon.Range, 100)) { return; } if (Enemy.WorldPosition.Y < character.WorldPosition.Y && yDiff > 25) { // The target is probably knocked down? -> try to reach it by crouching. HumanAIController.AnimController.Crouching = true; } } character.SetInput(InputType.Shoot, false, true); Weapon.Use(deltaTime, character); } else { if (WeaponComponent is RepairTool repairTool) { if (sqrDist > repairTool.Range * repairTool.Range) { return; } } if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4) { if (myBodies == null) { myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody); } var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel; var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories); if (pickedBody != null) { Character target = null; if (pickedBody.UserData is Character c) { target = c; } else if (pickedBody.UserData is Limb limb) { target = limb.character; } if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target))) { character.SetInput(InputType.Shoot, false, true); Weapon.Use(deltaTime, character); float reloadTime = 0; if (WeaponComponent is RangedWeapon rangedWeapon) { reloadTime = rangedWeapon.Reload; } if (WeaponComponent is MeleeWeapon mw) { reloadTime = mw.Reload; } aimTimer = reloadTime * Rand.Range(1f, 1.5f); } } } } }
private Item GetWeapon(IEnumerable <ItemComponent> weaponList, out ItemComponent weaponComponent) { weaponComponent = null; float bestPriority = 0; float lethalDmg = -1; foreach (var weapon in weaponList) { // By default, the bots won't go offensive with bad weapons, unless they are close to the enemy or ordered to fight enemies. // NPC characters ignore this check. if ((initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest) && character.TeamID != Character.TeamType.FriendlyNPC) { if (!objectiveManager.IsCurrentOrder <AIObjectiveFightIntruders>() && !EnemyIsClose()) { if (weapon.CombatPriority < goodWeaponPriority) { continue; } } } float priority = weapon.CombatPriority; if (!IsLoaded(weapon)) { if (weapon is RangedWeapon && EnemyIsClose()) { // Close to the enemy. Ignore weapons that don't have any ammunition (-> Don't seek ammo). continue; } else { // Halve the priority for weapons that don't have proper ammunition loaded. priority /= 2; } } if (Enemy.Stun > 1) { // Enemy is stunned, reduce the priority of stunner weapons. Attack attack = GetAttackDefinition(weapon); if (attack != null) { lethalDmg = attack.GetTotalDamage(); float max = lethalDmg + 1; if (weapon.Item.HasTag("stunner")) { priority = max; } else { float stunDmg = ApproximateStunDamage(weapon, attack); float diff = stunDmg - lethalDmg; priority = Math.Clamp(priority - Math.Max(diff * 2, 0), min: 1, max); } } } else if (Mode == CombatMode.Arrest) { // Enemy is not stunned, increase the priority of stunner weapons and decrease the priority of lethal weapons. if (weapon.Item.HasTag("stunner")) { priority *= 2; } else { Attack attack = GetAttackDefinition(weapon); if (attack != null) { lethalDmg = attack.GetTotalDamage(); float stunDmg = ApproximateStunDamage(weapon, attack); float diff = stunDmg - lethalDmg; if (diff < 0) { priority /= 2; } } } } if (priority > bestPriority) { weaponComponent = weapon; bestPriority = priority; } } if (weaponComponent == null) { return(null); } if (bestPriority < 1) { return(null); } if (Mode == CombatMode.Arrest) { if (weaponComponent.Item.HasTag("stunner")) { isLethalWeapon = false; } else { if (lethalDmg < 0) { lethalDmg = GetLethalDamage(weaponComponent); } isLethalWeapon = lethalDmg > 1; } if (allowHoldFire && !hasAimed && holdFireTimer <= 0) { holdFireTimer = arrestHoldFireTime * Rand.Range(0.75f, 1.25f); } } return(weaponComponent.Item); bool EnemyIsClose() => character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500; Attack GetAttackDefinition(ItemComponent weapon) { Attack attack = null; if (weapon is MeleeWeapon meleeWeapon) { attack = meleeWeapon.Attack; } else if (weapon is RangedWeapon rangedWeapon) { attack = rangedWeapon.FindProjectile(triggerOnUseOnContainers: false)?.Attack; } return(attack); } float GetLethalDamage(ItemComponent weapon) { float lethalDmg = 0; Attack attack = GetAttackDefinition(weapon); if (attack != null) { lethalDmg = attack.GetTotalDamage(); } return(lethalDmg); } float ApproximateStunDamage(ItemComponent weapon, Attack attack) { // Try to reduce the priority using the actual damage values and status effects. // This is an approximation, because we can't check the status effect conditions here. // The result might be incorrect if there is a high stun effect that's only applied in certain conditions. var statusEffects = attack.StatusEffects.Where(se => !se.HasConditions && se.type == ActionType.OnUse && se.HasRequiredItems(character)); if (weapon.statusEffectLists != null && weapon.statusEffectLists.TryGetValue(ActionType.OnUse, out List <StatusEffect> hitEffects)) { statusEffects = statusEffects.Concat(hitEffects); } float afflictionsStun = attack.Afflictions.Keys.Sum(a => a.Identifier == "stun" ? a.Strength : 0); float effectsStun = statusEffects.None() ? 0 : statusEffects.Max(se => { float stunAmount = 0; var stunAffliction = se.Afflictions.Find(a => a.Identifier == "stun"); if (stunAffliction != null) { stunAmount = stunAffliction.Strength; } return(stunAmount); }); return(attack.Stun + afflictionsStun + effectsStun); } }
public float GetRandomFrequencyMultiplier() { return(Rand.Range(FrequencyMultiplierRange.X, FrequencyMultiplierRange.Y)); }