コード例 #1
0
        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 });
                    }
                }
            }
        }
コード例 #2
0
        public AttackResult AddDamage(Character attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
        {
            if (Submarine != null && Submarine.GodMode)
            {
                return(new AttackResult(0.0f, 0.0f));
            }
            if (!prefab.Body || prefab.Platform)
            {
                return(new AttackResult(0.0f, 0.0f));
            }

            Vector2 transformedPos = worldPosition;

            if (Submarine != null)
            {
                transformedPos -= Submarine.Position;
            }

            float damageAmount = 0.0f;

            for (int i = 0; i < SectionCount; i++)
            {
                Rectangle sectionRect = sections[i].rect;
                sectionRect.Y -= sections[i].rect.Height;
                if (MathUtils.CircleIntersectsRectangle(transformedPos, attack.DamageRange, sectionRect))
                {
                    damageAmount = attack.GetStructureDamage(deltaTime);
                    AddDamage(i, damageAmount, attacker);
#if CLIENT
                    GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
#endif
                }
            }

#if CLIENT
            if (playSound)
            {
                string damageSoundType = (attack.DamageType == DamageType.Blunt) ? "StructureBlunt" : "StructureSlash";
                SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition, tags: Tags);
            }
#endif

            return(new AttackResult(damageAmount, 0.0f));
        }
コード例 #3
0
        public AttackResult AddDamage(Character attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
        {
            if (Submarine != null && Submarine.GodMode)
            {
                return(new AttackResult(0.0f, 0.0f));
            }
            if (!prefab.Body || prefab.Platform)
            {
                return(new AttackResult(0.0f, 0.0f));
            }

            Vector2 transformedPos = worldPosition;

            if (Submarine != null)
            {
                transformedPos -= Submarine.Position;
            }

            float damageAmount = 0.0f;

            for (int i = 0; i < SectionCount; i++)
            {
                if (Vector2.DistanceSquared(SectionPosition(i, true), worldPosition) <= attack.DamageRange * attack.DamageRange)
                {
                    damageAmount = attack.GetStructureDamage(deltaTime);
                    AddDamage(i, damageAmount, attacker);

#if CLIENT
                    GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
#endif
                }
            }

#if CLIENT
            if (playSound)// && !SectionBodyDisabled(i))
            {
                string damageSoundType = (attack.DamageType == DamageType.Blunt) ? "StructureBlunt" : "StructureSlash";
                SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition, tags: Tags);
            }
#endif

            return(new AttackResult(damageAmount, 0.0f));
        }
コード例 #4
0
        public AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
        {
            if (Submarine != null && Submarine.GodMode)
            {
                return(new AttackResult(0.0f, 0.0f));
            }
            if (!prefab.HasBody || prefab.IsPlatform)
            {
                return(new AttackResult(0.0f, 0.0f));
            }

            Vector2 transformedPos = worldPosition;

            if (Submarine != null)
            {
                transformedPos -= Submarine.Position;
            }

            int i = FindSectionIndex(transformedPos);

            if (i == -1)
            {
                return(new AttackResult(0.0f, 0.0f));
            }

            float damageAmount = attack.GetStructureDamage(deltaTime);

            AddDamage(i, damageAmount);

#if CLIENT
            GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);

            if (playSound && !SectionBodyDisabled(i))
            {
                DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
                SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition);
            }
#endif

            return(new AttackResult(damageAmount, 0.0f));
        }
コード例 #5
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, true);
            }

            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)
            {
                RangedStructureDamage(worldPosition, displayRange, attack.GetStructureDamage(1.0f), 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;
                    }
                    if (Vector2.Distance(item.WorldPosition, worldPosition) > attack.Range * 0.5f)
                    {
                        continue;
                    }
                    if (applyFireEffects && !item.FireProof)
                    {
                        //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 limbRadius = item.body == null ? 0.0f : item.body.GetMaxExtent();
                        float dist       = Vector2.Distance(item.WorldPosition, worldPosition);
                        dist = Math.Max(0.0f, dist - ConvertUnits.ToDisplayUnits(limbRadius));
                        if (dist > attack.Range)
                        {
                            continue;
                        }
                        float distFactor   = 1.0f - dist / attack.Range;
                        float damageAmount = attack.GetItemDamage(1.0f) * item.Prefab.ExplosionDamageMultiplier;
                        item.Condition -= damageAmount * distFactor;
                    }
                }
            }
        }
コード例 #6
0
        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 });
                    }
                }
            }
        }
コード例 #7
0
        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 });
                    }
                }
            }
        }
コード例 #8
0
        public void Explode(Vector2 worldPosition, Entity damageSource, Character attacker = null)
        {
            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;

            if (damageSource is Item sourceItem)
            {
                displayRange            *= 1.0f + sourceItem.GetQualityModifier(Quality.StatType.ExplosionRadius);
                Attack.DamageMultiplier *= 1.0f + sourceItem.GetQualityModifier(Quality.StatType.ExplosionDamage);
            }

            Vector2 cameraPos  = 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 (!MathUtils.NearlyEqual(Attack.GetStructureDamage(1.0f), 0.0f) || !MathUtils.NearlyEqual(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 (itemRepairStrength > 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;
                    //repair repairable items
                    if (item.Repairables.Any())
                    {
                        item.Condition += itemRepairStrength * distFactor;
                    }
                }
            }

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

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

            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 > displayRange)
                    {
                        continue;
                    }

                    if (dist < displayRange * 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 / displayRange;
                        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;
                    }
                }
            }
        }