public static void Postfix(ref Projectile __instance) { ArmorPiercing armorPiercing = __instance.GetComponent <ArmorPiercing>(); if (armorPiercing == null) { armorPiercing = __instance.gameObject.AddComponent <ArmorPiercing>(); armorPiercing.armorPierce = 0.5f; } armorPiercing.remainingDamage = (float)(int)m_Damage.GetValue(__instance); }
private static int HandleCollision(Projectile __instance, ArmorPiercing armorPiercing, Damageable damageable, Vector3 hitPoint, Vector3 impactVector, Collider otherCollider, bool ForceDestroy) { int retVal = 0; if (!((Component)__instance).gameObject.activeInHierarchy) { DebugPrint("projectile is inactive in hierarchy"); return(0); } if ((bool)PatchProjectile.m_Stuck.GetValue(__instance)) { DebugPrint("projectile is stuck"); return(0); } bool singleImpact = (bool)PatchProjectile.m_SingleImpact.GetValue(__instance); bool hasHitTerrain = false; bool stickOnContact = (bool)PatchProjectile.m_StickOnContact.GetValue(__instance); float deathDelay = (float)PatchProjectile.GetDeathDelay.Invoke(__instance, null); // handle damage calculations and explosions if (damageable) { DebugPrint("Projectile hit a damageable"); float damage = armorPiercing.remainingDamage; // Armor pierce works as follows: // Deal full damage to the first block we hit. After that, (1 - pierce) * dealt damage is subtracted from remaining damage (if any) DebugPrint($"Stage 1 - create new DamageInfo"); ManDamage.DamageInfo damageInfo = new ManDamage.DamageInfo(damage, (ManDamage.DamageType)PatchProjectile.m_DamageType.GetValue(__instance), (ModuleWeapon)PatchProjectile.m_Weapon.GetValue(__instance), __instance.Shooter, hitPoint, __instance.rbody.velocity, 0f, 0f); DebugPrint($"Stage 2 - deal the damage"); float fracDamageRemaining = Singleton.Manager <ManDamage> .inst.DealDamage(damageInfo, damageable); DebugPrint("break 3"); float damageDealt = fracDamageRemaining > 0.0f ? damage * (1 - fracDamageRemaining) : damage; DebugPrint($"Stage 4a - Just dealt {damageDealt} damage to damageable {damageable.name} ({damageable.Health}), original shell has damage {damage}"); // block was destroyed, damage potentially leftover if (fracDamageRemaining > 0.0f) { retVal = (int)Mathf.Max(0.0f, (damage * fracDamageRemaining) - (damageDealt * (1.0f - armorPiercing.armorPierce))); DebugPrint($"Killed damageable {damageable.name}, SHELL DMG {damage} ==[REMAINING DMG]=> {retVal}"); } else { DebugPrint($"Failed to kill damageable {damageable.name}, SHELL DMG {damage} ==[REMAINING DMG]=> 0"); } // no damage leftover cases: if (retVal == 0) { if (deathDelay != 0.0f && !stickOnContact) { // penetration fuse, but failed to kill = flattened, spawn the explosion now deathDelay = 0.0f; PatchProjectile.SpawnExplosion.Invoke(__instance, new object[] { hitPoint, damageable }); } else if ((bool)PatchProjectile.IsProjectileArmed.Invoke(__instance, null) && !stickOnContact) { // no penetration fuse, check if armed and not stick on contact - stick on contact explosions are done later PatchProjectile.SpawnExplosion.Invoke(__instance, new object[] { hitPoint, damageable }); } } } else if (otherCollider is TerrainCollider || otherCollider.gameObject.layer == Globals.inst.layerLandmark || otherCollider.GetComponentInParents <TerrainObject>(true)) { DebugPrint("Stage 4b"); hasHitTerrain = true; PatchProjectile.SpawnTerrainHitEffect.Invoke(__instance, new object[] { hitPoint }); DebugPrint("Stage 4bb"); // if explode on terrain, explode and end, no matter death delay if ((bool)PatchProjectile.m_ExplodeOnTerrain.GetValue(__instance) && (bool)PatchProjectile.IsProjectileArmed.Invoke(__instance, null)) { PatchProjectile.SpawnExplosion.Invoke(__instance, new object[] { hitPoint, null }); // if default single impact behavior, explode on terrain, then die. // else, keep the bouncing explosions if (singleImpact) { __instance.Recycle(false); return(0); } } } DebugPrint("Stage 5 - play sfx"); Singleton.Manager <ManSFX> .inst.PlayImpactSFX(__instance.Shooter, (ManSFX.WeaponImpactSfxType) PatchProjectile.m_ImpactSFXType.GetValue(__instance), damageable, hitPoint, otherCollider); DebugPrint("Stage 6 - handle recycle"); // if here, then no stick on contact, and no damage is leftover, so start destruction sequence if (ForceDestroy) // if projectile hits a shield, always destroy { __instance.Recycle(false); } else if (deathDelay == 0f) { // If hasn't hit terrain, and still damage left, return here - don't recycle if (!hasHitTerrain && retVal > 0) { return(retVal); } __instance.Recycle(false); } else if (!(bool)PatchProjectile.m_HasSetCollisionDeathDelay.GetValue(__instance)) { PatchProjectile.m_HasSetCollisionDeathDelay.SetValue(__instance, true); PatchProjectile.SetProjectileForDelayedDestruction.Invoke(__instance, new object[] { deathDelay }); if (__instance.SeekingProjectile) { __instance.SeekingProjectile.enabled = false; } PatchProjectile.OnDelayedDeathSet.Invoke(__instance, null); } DebugPrint("Stage 7 - handle stick on terrain"); bool stickOnTerrain = (bool)PatchProjectile.m_StickOnTerrain.GetValue(__instance); DebugPrint("HUH"); if (stickOnContact && (stickOnTerrain || !hasHitTerrain)) { DebugPrint("WHAT"); GameObject test3 = otherCollider.gameObject; DebugPrint("WHAT 1"); Transform trans = test3.transform; DebugPrint("WHAT 2"); Vector3 scale = trans.lossyScale; DebugPrint("WHAT 3"); if (otherCollider.gameObject.transform.lossyScale.Approximately(Vector3.one, 0.001f)) { DebugPrint("Stage 7a"); ((Component)__instance).transform.SetParent(otherCollider.gameObject.transform); PatchProjectile.SetStuck.Invoke(__instance, new object[] { true }); SmokeTrail smoke = (SmokeTrail)PatchProjectile.m_Smoke.GetValue(__instance); if (smoke) { smoke.enabled = false; smoke.Reset(); } DebugPrint("Stage 7b"); Visible stuckTo = Singleton.Manager <ManVisible> .inst.FindVisible(otherCollider); PatchProjectile.m_VisibleStuckTo.SetValue(__instance, stuckTo); if (stuckTo.IsNotNull()) { stuckTo.RecycledEvent.Subscribe(new Action <Visible>((Action <Visible>)PatchProjectile.OnParentDestroyed.GetValue(__instance))); } DebugPrint("Stage 7c"); if ((bool)PatchProjectile.m_ExplodeOnStick.GetValue(__instance)) { Visible visible = (Visible)PatchProjectile.m_VisibleStuckTo.GetValue(__instance); Damageable directHitTarget = visible.IsNotNull() ? visible.damageable : null; PatchProjectile.SpawnExplosion.Invoke(__instance, new object[] { hitPoint, directHitTarget }); } DebugPrint("Stage 7d"); if (((Transform)PatchProjectile.m_StickImpactEffect.GetValue(__instance)).IsNotNull()) { PatchProjectile.SpawnStickImpactEffect.Invoke(__instance, new object[] { hitPoint }); } } else { d.LogWarning(string.Concat(new string[] { "Won't attach projectile ", __instance.name, " to ", otherCollider.name, ", as scale is not one" })); } } DebugPrint("FINAL"); return(retVal); }
public static bool Prefix(ref Projectile __instance, ref Collision collision) { debugLog.Clear(); ArmorPiercing armorPiercing = __instance.GetComponent <ArmorPiercing>(); if (!armorPiercing || __instance.GetType() != typeof(Projectile) || __instance.GetType().IsSubclassOf(typeof(Projectile))) { return(true); } ContactPoint[] contacts = collision.contacts; if (contacts.Length == 0) { return(false); } ContactPoint contactPoint = contacts[0]; Vector3 relativeVelocity = collision.relativeVelocity; Rigidbody targetRigidbody = collision.collider.attachedRigidbody; Vector3 targetVelocity = Vector3.zero; if (targetRigidbody) { targetVelocity = targetRigidbody.velocity; } Vector3 originalVelocity = targetVelocity - relativeVelocity; try { Damageable damageable = contactPoint.otherCollider.GetComponentInParents <Damageable>(true); string targetName = targetRigidbody ? targetRigidbody.name : (damageable ? damageable.name : "UNKNOWN"); DebugPrint($"Handle collision for {__instance.name} vs {targetName}"); int remainderDamage = PatchProjectile.HandleCollision(__instance, armorPiercing, damageable, contactPoint.point, originalVelocity, collision.collider, false); // if returns 0, then standard behavior, has hit the limit. if (remainderDamage > 0) { // else, block is destroyed. Decrease damage accordingly, reset relative velocity armorPiercing.remainingDamage = remainderDamage; DebugPrint(relativeVelocity.ToString()); DebugPrint(targetVelocity.ToString()); DebugPrint(__instance.rbody.velocity.ToString()); __instance.rbody.velocity = originalVelocity; } } catch (Exception e) { Console.WriteLine("[AP-P] EXCEPTION IN HANDLE COLLISION:"); Console.WriteLine(e.ToString()); if (!IngressPoint.Debug) { foreach (string line in IngressPoint.debugLog) { Console.WriteLine(" " + line); } } if (__instance) { __instance.Recycle(false); } } return(false); }