コード例 #1
0
        public AttackResult AddDamage(Character attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = true)
        {
            if (Health <= 0.0f)
            {
                return(new AttackResult(0.0f));
            }

            float damage = 0.0f;

            if (Prefab.TakeLevelWallDamage)
            {
                damage += attack.GetLevelWallDamage(deltaTime);
            }
            damage = Math.Max(Health, damage);
            AddDamage(damage, deltaTime, attacker);
            return(new AttackResult(damage));
        }
コード例 #2
0
        public void Explode(Vector2 worldPosition, Entity damageSource, Character attacker = null)
        {
            prevExplosions.Add(new Triplet <Explosion, Vector2, float>(this, worldPosition, (float)Timing.TotalTime));
            if (prevExplosions.Count > 100)
            {
                prevExplosions.RemoveAt(0);
            }

            Hull hull = Hull.FindHull(worldPosition);

            ExplodeProjSpecific(worldPosition, hull);

            if (hull != null && !string.IsNullOrWhiteSpace(decal) && decalSize > 0.0f)
            {
                hull.AddDecal(decal, worldPosition, decalSize, isNetworkEvent: false);
            }

            float displayRange = Attack.Range;

            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((cameraShakeRange - cameraDist) / cameraShakeRange, 0.0f);
#if CLIENT
            if (screenColor != Color.Transparent)
            {
                Color flashColor = Color.Lerp(Color.Transparent, screenColor, Math.Max((screenColorRange - cameraDist) / screenColorRange, 0.0f));
                Screen.Selected.ColorFade(flashColor, Color.Transparent, screenColorDuration);
            }
#endif

            if (displayRange < 0.1f)
            {
                return;
            }

            if (Attack.GetStructureDamage(1.0f) > 0.0f || Attack.GetLevelWallDamage(1.0f) > 0.0f)
            {
                RangedStructureDamage(worldPosition, displayRange, Attack.GetStructureDamage(1.0f), Attack.GetLevelWallDamage(1.0f), attacker);
            }

            if (BallastFloraDamage > 0.0f)
            {
                RangedBallastFloraDamage(worldPosition, displayRange, BallastFloraDamage, attacker);
            }

            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.Repairables.Any())
                    {
                        item.Condition -= item.MaxCondition * EmpStrength * distFactor;
                    }

                    //discharge batteries
                    var powerContainer = item.GetComponent <PowerContainer>();
                    if (powerContainer != null)
                    {
                        powerContainer.Charge -= powerContainer.Capacity * EmpStrength * distFactor;
                    }
                }
            }

            if (MathUtils.NearlyEqual(force, 0.0f) && MathUtils.NearlyEqual(Attack.Stun, 0.0f) && MathUtils.NearlyEqual(Attack.GetTotalDamage(false), 0.0f))
            {
                return;
            }

            DamageCharacters(worldPosition, Attack, force, damageSource, attacker);

            if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
            {
                foreach (Item item in Item.ItemList)
                {
                    if (item.Condition <= 0.0f)
                    {
                        continue;
                    }
                    float dist       = Vector2.Distance(item.WorldPosition, worldPosition);
                    float itemRadius = item.body == null ? 0.0f : item.body.GetMaxExtent();
                    dist = Math.Max(0.0f, dist - ConvertUnits.ToDisplayUnits(itemRadius));
                    if (dist > Attack.Range)
                    {
                        continue;
                    }

                    if (dist < Attack.Range * 0.5f && applyFireEffects && !item.FireProof && ignoreFireEffectsForTags.None(t => item.HasTag(t)))
                    {
                        //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;
                        bool fireProof = false;
                        while (container != null)
                        {
                            if (container.FireProof)
                            {
                                fireProof = true;
                                break;
                            }
                            container = container.Container;
                        }
                        if (!fireProof)
                        {
                            item.ApplyStatusEffects(ActionType.OnFire, 1.0f);
                            if (item.Condition <= 0.0f && GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
                            {
                                GameMain.NetworkMember.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFire });
                            }
                        }
                    }

                    if (item.Prefab.DamagedByExplosions && !item.Indestructible)
                    {
                        float distFactor   = 1.0f - dist / Attack.Range;
                        float damageAmount = Attack.GetItemDamage(1.0f) * item.Prefab.ExplosionDamageMultiplier;

                        Vector2 explosionPos = worldPosition;
                        if (item.Submarine != null)
                        {
                            explosionPos -= item.Submarine.Position;
                        }

                        damageAmount   *= GetObstacleDamageMultiplier(ConvertUnits.ToSimUnits(explosionPos), worldPosition, item.SimPosition);
                        item.Condition -= damageAmount * distFactor;
                    }
                }
            }
        }