public void KillHulk(Collideable hulk)
        {
            Vector3 randVec = new Vector3(
                Helpers.randFloat(-3, 3),
                Helpers.randFloat(-3, 3),
                Helpers.randFloat(-3, 3));

            if (hulk.modelMesh == ModelType.debrisAsteroid01 || hulk.modelMesh == ModelType.debrisAsteroid02)
            {
                FrameworkCore.debrisManager.AddHulkDebris(hulk.Position, true);
            }
            else
            {
                FrameworkCore.debrisManager.AddHulkDebris(hulk.Position, false);
            }


            FrameworkCore.Particles.CreateNova(hulk.Position, randVec);

            //Helpers.SetRumbleExplosion();

            FrameworkCore.audiomanager.Play3DCue(sounds.Explosion.tiny, hulk.audioEmitter);


            hulks.Remove(hulk);
            FrameworkCore.playbackSystem.KillItem(hulk);
        }
        public override void Hit(Collideable ship, Vector3 intersectPoint)
        {
            //If I am an asteroid, then don't react.
            if (this.modelMesh == ModelType.debrisAsteroid01 || this.modelMesh == ModelType.debrisAsteroid02)
            {
                return;
            }

            //hulk chunks do not collide with other hulk chunks.
            if ((this.modelMesh == ModelType.debrisHulk1 || this.modelMesh == ModelType.debrisHulk2)
                &&
                (ship.modelMesh == ModelType.debrisHulk1 || ship.modelMesh == ModelType.debrisHulk2))
            {
                return;
            }


            //if a ship runs into me, don't react.
            if (Helpers.IsSpaceship(ship))
            {
                return;
            }

            //destroy the hulk.
            FrameworkCore.hulkManager.KillHulk(this);
        }
 public override void beamHit(Collideable killer, Vector3 hitPos, int minDmg, int maxDmg, Vector3 muzzleVec)
 {
     //beams evaporate all rubble.
     FrameworkCore.hulkManager.KillHulk(this);
 }
        private void BeamDamageCheck(GameTime gameTime)
        {
            if (turretWeapon.firetype != Weapon.fireType.Beam)
            {
                return;
            }

            if (!turretWeapon.beamIsFiring())
            {
                return;
            }

            if (turretWeapon.curBeamDamageTime > 0)
            {
                turretWeapon.curBeamDamageTime -= (int)gameTime.ElapsedGameTime.TotalMilliseconds;
                return;
            }

            int rayLength = turretWeapon.beamRange;

            turretWeapon.curBeamDamageTime = turretWeapon.beamDamageTime;

            Matrix turretOrientation = Matrix.CreateFromQuaternion(rotateQuat);

            //now let's check if the beam damaged any of the ships.
            for (int k = 0; k < FrameworkCore.level.Ships.Count; k++)
            {
                Collideable ship = FrameworkCore.level.Ships[k];

                //don't hit myself.
                if (ship == parentShip)
                {
                    continue;
                }

                //don't hit destroyed ships.
                if (ship.IsDestroyed)
                {
                    continue;
                }


                //no friendly fire.
                if (ship.owner != null &&
                    ship.owner.factionName == parentShip.owner.factionName)
                {
                    continue;
                }

                for (int i = 0; i < muzzleOffsets.Length; i++)
                {
                    Vector3 muzzleVec = position;
                    muzzleVec +=
                        (turretOrientation.Right * muzzleOffsets[i].X) +
                        (turretOrientation.Up * muzzleOffsets[i].Y) +
                        (turretOrientation.Forward * -muzzleOffsets[i].Z);

                    Vector3 finalPredictedPosition = muzzleVec + turretOrientation.Forward * 128;

                    Vector3 rayDir = finalPredictedPosition - muzzleVec;
                    rayDir.Normalize();
                    Ray beamRay = new Ray(muzzleVec, rayDir);


                    if (ship.CollisionSpheres.Length > 1)
                    {
                        //if this is a multi-sphere ship, then first do a
                        //preliminary check on the ship's all-encompassing bSphere.
                        //if it comes false, then skip doing the detailed check.

                        if (ship.BSphere.Intersects(beamRay) > rayLength)
                        {
                            continue;
                        }
                    }


                    for (int m = 0; m < ship.CollisionSpheres.Length; m++)
                    {
                        if (ship.CollisionSpheres[m].sphere.Intersects(beamRay) <= rayLength)
                        {
                            ship.beamHit(parentShip, ship.CollisionSpheres[m].sphere.Center,
                                         turretWeapon.beamMinDamage, turretWeapon.beamMaxDamage, muzzleVec);
                            break;
                        }
                    }
                }
            }
        }
Esempio n. 5
0
 public virtual void beamHit(Collideable killer, Vector3 hitPos, int minDmg, int maxDmg, Vector3 muzzleVec)
 {
 }
Esempio n. 6
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 public virtual void Hit(Collideable ship, Vector3 intersectPoint)
 {
 }