private void ExecutePartBlastEvent(PartBlastHitEvent eventToExecute) { if (eventToExecute.Part == null || eventToExecute.Part.Rigidbody == null || eventToExecute.Part.vessel == null || eventToExecute.Part.partInfo == null) { return; } Part part = eventToExecute.Part; Rigidbody rb = part.Rigidbody; var realDistance = eventToExecute.Distance; if (!eventToExecute.IsNegativePressure) { BlastInfo blastInfo = BlastPhysicsUtils.CalculatePartBlastEffects(part, realDistance, part.vessel.totalMass * 1000f, Power, Range); // Overly simplistic approach: simply reduce damage by amount of HP/2 and Armour in the way. (HP/2 to simulate weak parts not fully blocking damage.) Does not account for armour reduction or angle of incidence of intermediate parts. // A better approach would be to properly calculate the damage and pressure in CalculatePartBlastEffects due to the series of parts in the way. var damageWithoutIntermediateParts = blastInfo.Damage; var cumulativeHPOfIntermediateParts = eventToExecute.IntermediateParts.Select(p => p.Item2).Sum(); var cumulativeArmourOfIntermediateParts = eventToExecute.IntermediateParts.Select(p => p.Item3).Sum(); blastInfo.Damage = Mathf.Max(0f, blastInfo.Damage - 0.5f * cumulativeHPOfIntermediateParts - cumulativeArmourOfIntermediateParts); if (blastInfo.Damage > 0) { if (BDArmorySettings.DRAW_DEBUG_LABELS) { Debug.Log( "[BDArmory.ExplosionFX]: Executing blast event Part: {" + part.name + "}, " + " VelocityChange: {" + blastInfo.VelocityChange + "}," + " Distance: {" + realDistance + "}," + " TotalPressure: {" + blastInfo.TotalPressure + "}," + " Damage: {" + blastInfo.Damage + "} (reduced from " + damageWithoutIntermediateParts + " by " + eventToExecute.IntermediateParts.Count + " parts)," + " EffectiveArea: {" + blastInfo.EffectivePartArea + "}," + " Positive Phase duration: {" + blastInfo.PositivePhaseDuration + "}," + " Vessel mass: {" + Math.Round(part.vessel.totalMass * 1000f) + "}," + " TimeIndex: {" + TimeIndex + "}," + " TimePlanned: {" + eventToExecute.TimeToImpact + "}," + " NegativePressure: {" + eventToExecute.IsNegativePressure + "}"); } // Add Reverse Negative Event ExplosionEvents.Enqueue(new PartBlastHitEvent() { Distance = Range - realDistance, Part = part, TimeToImpact = 2 * (Range / ExplosionVelocity) + (Range - realDistance) / ExplosionVelocity, IsNegativePressure = true, NegativeForce = blastInfo.VelocityChange * 0.25f }); if (rb != null && rb.mass > 0) { AddForceAtPosition(rb, (eventToExecute.HitPoint + rb.velocity * TimeIndex - Position).normalized * blastInfo.VelocityChange * BDArmorySettings.EXP_IMP_MOD, eventToExecute.HitPoint + rb.velocity * TimeIndex); } var damage = part.AddExplosiveDamage(blastInfo.Damage, Caliber, ExplosionSource); if (BDArmorySettings.BATTLEDAMAGE) { Misc.BattleDamageHandler.CheckDamageFX(part, 50, 0.5f, true, SourceVesselName, eventToExecute.Hit); } // Update scoring structures switch (ExplosionSource) { case ExplosionSourceType.Bullet: case ExplosionSourceType.Missile: var aName = eventToExecute.SourceVesselName; // Attacker var tName = part.vessel.GetName(); // Target if (aName != tName && BDACompetitionMode.Instance.Scores.ContainsKey(tName) && BDACompetitionMode.Instance.Scores.ContainsKey(aName)) { var tData = BDACompetitionMode.Instance.Scores[tName]; // Track damage switch (ExplosionSource) { case ExplosionSourceType.Bullet: if (tData.damageFromBullets.ContainsKey(aName)) { tData.damageFromBullets[aName] += damage; } else { tData.damageFromBullets.Add(aName, damage); } if (BDArmorySettings.REMOTE_LOGGING_ENABLED) { BDAScoreService.Instance.TrackDamage(aName, tName, damage); } break; case ExplosionSourceType.Missile: if (tData.damageFromMissiles.ContainsKey(aName)) { tData.damageFromMissiles[aName] += damage; } else { tData.damageFromMissiles.Add(aName, damage); } if (BDArmorySettings.REMOTE_LOGGING_ENABLED) { BDAScoreService.Instance.TrackMissileDamage(aName, tName, damage); } break; default: break; } } break; default: break; } } else if (BDArmorySettings.DRAW_DEBUG_LABELS) { Debug.Log("[BDArmory.ExplosiveFX]: Part " + part.name + " at distance " + realDistance + "m took no damage due to parts with " + cumulativeHPOfIntermediateParts + "HP and " + cumulativeArmourOfIntermediateParts + " Armour in the way."); } } else { if (BDArmorySettings.DRAW_DEBUG_LABELS) { Debug.Log( "[BDArmory.ExplosionFX]: Executing blast event Part: {" + part.name + "}, " + " VelocityChange: {" + eventToExecute.NegativeForce + "}," + " Distance: {" + realDistance + "}," + " Vessel mass: {" + Math.Round(part.vessel.totalMass * 1000f) + "}," + " TimeIndex: {" + TimeIndex + "}," + " TimePlanned: {" + eventToExecute.TimeToImpact + "}," + " NegativePressure: {" + eventToExecute.IsNegativePressure + "}"); } if (rb != null && rb.mass > 0) { AddForceAtPosition(rb, (Position - part.transform.position).normalized * eventToExecute.NegativeForce * BDArmorySettings.EXP_IMP_MOD * 0.25f, part.transform.position); } } }
private void ExecutePartBlastEvent(PartBlastHitEvent eventToExecute) { if (eventToExecute.Part == null || eventToExecute.Part.Rigidbody == null || eventToExecute.Part.vessel == null || eventToExecute.Part.partInfo == null) { return; } try { Part part = eventToExecute.Part; Rigidbody rb = part.Rigidbody; var realDistance = eventToExecute.Distance; if (!eventToExecute.IsNegativePressure) { BlastInfo blastInfo = BlastPhysicsUtils.CalculatePartBlastEffects(part, realDistance, part.vessel.totalMass * 1000f, Power, Range); if (BDArmorySettings.DRAW_DEBUG_LABELS) { Debug.Log( "[BDArmory]: Executing blast event Part: {" + part.name + "}, " + " VelocityChange: {" + blastInfo.VelocityChange + "}," + " Distance: {" + realDistance + "}," + " TotalPressure: {" + blastInfo.TotalPressure + "}," + " Damage: {" + blastInfo.Damage + "}," + " EffectiveArea: {" + blastInfo.EffectivePartArea + "}," + " Positive Phase duration: {" + blastInfo.PositivePhaseDuration + "}," + " Vessel mass: {" + Math.Round(part.vessel.totalMass * 1000f) + "}," + " TimeIndex: {" + TimeIndex + "}," + " TimePlanned: {" + eventToExecute.TimeToImpact + "}," + " NegativePressure: {" + eventToExecute.IsNegativePressure + "}"); } // Add Reverse Negative Event ExplosionEvents.Enqueue(new PartBlastHitEvent() { Distance = Range - realDistance, Part = part, TimeToImpact = 2 * (Range / ExplosionVelocity) + (Range - realDistance) / ExplosionVelocity, IsNegativePressure = true, NegativeForce = blastInfo.VelocityChange * 0.25f }); AddForceAtPosition(rb, (eventToExecute.HitPoint + part.rb.velocity * TimeIndex - Position).normalized * blastInfo.VelocityChange * BDArmorySettings.EXP_IMP_MOD, eventToExecute.HitPoint + part.rb.velocity * TimeIndex); var damage = part.AddExplosiveDamage(blastInfo.Damage, Caliber, ExplosionSource); if (BDArmorySettings.BATTLEDAMAGE) { Misc.BattleDamageHandler.CheckDamageFX(part, 50, 0.5f, true, SourceVesselName, eventToExecute.Hit); } // Update scoring structures switch (ExplosionSource) { case ExplosionSourceType.Bullet: case ExplosionSourceType.Missile: var aName = eventToExecute.SourceVesselName; // Attacker var tName = part.vessel.GetName(); // Target if (aName != tName && BDACompetitionMode.Instance.Scores.ContainsKey(tName) && BDACompetitionMode.Instance.Scores.ContainsKey(aName)) { var tData = BDACompetitionMode.Instance.Scores[tName]; // Track damage switch (ExplosionSource) { case ExplosionSourceType.Bullet: if (tData.damageFromBullets.ContainsKey(aName)) { tData.damageFromBullets[aName] += damage; } else { tData.damageFromBullets.Add(aName, damage); } if (BDArmorySettings.REMOTE_LOGGING_ENABLED) { BDAScoreService.Instance.TrackDamage(aName, tName, damage); } break; case ExplosionSourceType.Missile: if (tData.damageFromMissiles.ContainsKey(aName)) { tData.damageFromMissiles[aName] += damage; } else { tData.damageFromMissiles.Add(aName, damage); } if (BDArmorySettings.REMOTE_LOGGING_ENABLED) { BDAScoreService.Instance.TrackMissileDamage(aName, tName, damage); } break; default: break; } } break; default: break; } } else { if (BDArmorySettings.DRAW_DEBUG_LABELS) { Debug.Log( "[BDArmory]: Executing blast event Part: {" + part.name + "}, " + " VelocityChange: {" + eventToExecute.NegativeForce + "}," + " Distance: {" + realDistance + "}," + " Vessel mass: {" + Math.Round(part.vessel.totalMass * 1000f) + "}," + " TimeIndex: {" + TimeIndex + "}," + " TimePlanned: {" + eventToExecute.TimeToImpact + "}," + " NegativePressure: {" + eventToExecute.IsNegativePressure + "}"); } AddForceAtPosition(rb, (Position - part.transform.position).normalized * eventToExecute.NegativeForce * BDArmorySettings.EXP_IMP_MOD * 0.25f, part.transform.position); } } catch { // ignored due to depending on previous event an object could be disposed } }
private void ExecutePartBlastEvent(PartBlastHitEvent eventToExecute) { if (eventToExecute.Part == null || eventToExecute.Part.Rigidbody == null || eventToExecute.Part.vessel == null || eventToExecute.Part.partInfo == null) { return; } try { Part part = eventToExecute.Part; Rigidbody rb = part.Rigidbody; var realDistance = eventToExecute.Distance; if (!eventToExecute.IsNegativePressure) { BlastInfo blastInfo = BlastPhysicsUtils.CalculatePartBlastEffects(part, realDistance, part.vessel.totalMass * 1000f, Power, Range); if (BDArmorySettings.DRAW_DEBUG_LABELS) { Debug.Log( "[BDArmory]: Executing blast event Part: {" + part.name + "}, " + " VelocityChange: {" + blastInfo.VelocityChange + "}," + " Distance: {" + realDistance + "}," + " TotalPressure: {" + blastInfo.TotalPressure + "}," + " Damage: {" + blastInfo.Damage + "}," + " EffectiveArea: {" + blastInfo.EffectivePartArea + "}," + " Positive Phase duration: {" + blastInfo.PositivePhaseDuration + "}," + " Vessel mass: {" + Math.Round(part.vessel.totalMass * 1000f) + "}," + " TimeIndex: {" + TimeIndex + "}," + " TimePlanned: {" + eventToExecute.TimeToImpact + "}," + " NegativePressure: {" + eventToExecute.IsNegativePressure + "}"); } // Add Reverse Negative Event ExplosionEvents.Enqueue(new PartBlastHitEvent() { Distance = Range - realDistance, Part = part, TimeToImpact = 2 * (Range / ExplosionVelocity) + (Range - realDistance) / ExplosionVelocity, IsNegativePressure = true, NegativeForce = blastInfo.VelocityChange * 0.25f }); AddForceAtPosition(rb, (eventToExecute.HitPoint + part.rb.velocity * TimeIndex - Position).normalized * blastInfo.VelocityChange * BDArmorySettings.EXP_IMP_MOD, eventToExecute.HitPoint + part.rb.velocity * TimeIndex); part.AddExplosiveDamage(blastInfo.Damage, Caliber, IsMissile); } else { if (BDArmorySettings.DRAW_DEBUG_LABELS) { Debug.Log( "[BDArmory]: Executing blast event Part: {" + part.name + "}, " + " VelocityChange: {" + eventToExecute.NegativeForce + "}," + " Distance: {" + realDistance + "}," + " Vessel mass: {" + Math.Round(part.vessel.totalMass * 1000f) + "}," + " TimeIndex: {" + TimeIndex + "}," + " TimePlanned: {" + eventToExecute.TimeToImpact + "}," + " NegativePressure: {" + eventToExecute.IsNegativePressure + "}"); } AddForceAtPosition(rb, (Position - part.transform.position).normalized * eventToExecute.NegativeForce * BDArmorySettings.EXP_IMP_MOD * 0.25f, part.transform.position); } } catch { // ignored due to depending on previous event an object could be disposed } }