Пример #1
0
        public void CollidedWithBody(ComponentBody body)
        {
            if (body.Density - 4.76f <= float.Epsilon)
            {
                return;
            }
            Vector2 v      = m_componentBody.Velocity.XZ - body.Velocity.XZ;
            float   amount = v.LengthSquared() * .3f;

            if (amount < .02f)
            {
                return;
            }
            var health = body.Entity.FindComponent <ComponentHealth>();

            if (health != null)
            {
                health.Injure(amount / health.AttackResilience, null, false, "Train");
            }
            else
            {
                body.Entity.FindComponent <ComponentDamage>()?.Damage(amount);
            }
            body.ApplyImpulse(MathUtils.Clamp(1.25f * 6f * MathUtils.Pow(m_componentBody.Mass / body.Mass, 0.33f), 0f, 6f) * Vector3.Normalize(body.Position - m_componentBody.Position));
        }
Пример #2
0
        public static void AttackBody(ComponentBody target, ComponentCreature attacker, Vector3 hitPoint, Vector3 hitDirection, float attackPower, bool isMeleeAttack)
        {
            if (attacker != null && attacker is ComponentPlayer && target.Entity.FindComponent <ComponentPlayer>() != null && !target.Project.FindSubsystem <SubsystemGameInfo>(throwOnError: true).WorldSettings.IsFriendlyFireEnabled)
            {
                attacker.Entity.FindComponent <ComponentGui>(throwOnError: true).DisplaySmallMessage(LanguageControl.Get(fName, 3), Color.White, blinking: true, playNotificationSound: true);
                return;
            }
            if (attackPower > 0f)
            {
                ComponentClothing componentClothing = target.Entity.FindComponent <ComponentClothing>();
                if (componentClothing != null)
                {
                    attackPower = componentClothing.ApplyArmorProtection(attackPower);
                }
                ComponentLevel componentLevel = target.Entity.FindComponent <ComponentLevel>();
                if (componentLevel != null)
                {
                    attackPower /= componentLevel.ResilienceFactor;
                }
                ComponentHealth componentHealth = target.Entity.FindComponent <ComponentHealth>();
                if (componentHealth != null)
                {
                    float  num = attackPower / componentHealth.AttackResilience;
                    string cause;
                    if (attacker != null)
                    {
                        string str          = attacker.KillVerbs[s_random.Int(0, attacker.KillVerbs.Count - 1)];
                        string attackerName = attacker.DisplayName;
                        cause = string.Format(LanguageControl.Get(fName, 4), attackerName, LanguageControl.Get(fName, str));
                    }
                    else
                    {
                        switch (s_random.Int(0, 5))
                        {
                        case 0:
                            cause = LanguageControl.Get(fName, 5);
                            break;

                        case 1:
                            cause = LanguageControl.Get(fName, 6);
                            break;

                        case 2:
                            cause = LanguageControl.Get(fName, 7);
                            break;

                        case 3:
                            cause = LanguageControl.Get(fName, 8);
                            break;

                        case 4:
                            cause = LanguageControl.Get(fName, 9);
                            break;

                        default:
                            cause = LanguageControl.Get(fName, 10);
                            break;
                        }
                    }
                    float health = componentHealth.Health;
                    componentHealth.Injure(num, attacker, ignoreInvulnerability: false, cause);
                    if (num > 0f)
                    {
                        target.Project.FindSubsystem <SubsystemAudio>(throwOnError: true).PlayRandomSound("Audio/Impacts/Body", 1f, s_random.Float(-0.3f, 0.3f), target.Position, 4f, autoDelay: false);
                        float num2 = (health - componentHealth.Health) * componentHealth.AttackResilience;
                        if (attacker is ComponentPlayer && num2 > 0f)
                        {
                            string text2 = (0f - num2).ToString("0", CultureInfo.InvariantCulture);
                            HitValueParticleSystem particleSystem = new HitValueParticleSystem(hitPoint + 0.75f * hitDirection, 1f * hitDirection + attacker.ComponentBody.Velocity, Color.White, text2);
                            target.Project.FindSubsystem <SubsystemParticles>(throwOnError: true).AddParticleSystem(particleSystem);
                        }
                    }
                }
                ComponentDamage componentDamage = target.Entity.FindComponent <ComponentDamage>();
                if (componentDamage != null)
                {
                    float num3 = attackPower / componentDamage.AttackResilience;
                    componentDamage.Damage(num3);
                    if (num3 > 0f)
                    {
                        target.Project.FindSubsystem <SubsystemAudio>(throwOnError: true).PlayRandomSound(componentDamage.DamageSoundName, 1f, s_random.Float(-0.3f, 0.3f), target.Position, 4f, autoDelay: false);
                    }
                }
            }
            float num4 = 0f;
            float x    = 0f;

            if (isMeleeAttack && attacker != null)
            {
                float num5 = (attackPower >= 2f) ? 1.25f : 1f;
                float num6 = MathUtils.Pow(attacker.ComponentBody.Mass / target.Mass, 0.5f);
                float x2   = num5 * num6;
                num4 = 5.5f * MathUtils.Saturate(x2);
                x    = 0.25f * MathUtils.Saturate(x2);
            }
            else if (attackPower > 0f)
            {
                num4 = 2f;
                x    = 0.2f;
            }
            if (num4 > 0f)
            {
                target.ApplyImpulse(num4 * Vector3.Normalize(hitDirection + s_random.Vector3(0.1f) + 0.2f * Vector3.UnitY));
                ComponentLocomotion componentLocomotion = target.Entity.FindComponent <ComponentLocomotion>();
                if (componentLocomotion != null)
                {
                    componentLocomotion.StunTime = MathUtils.Max(componentLocomotion.StunTime, x);
                }
            }
        }
 public override void OnCollide(CellFace cellFace, float velocity, ComponentBody componentBody)
 {
     Press(componentBody.Mass);
     componentBody.ApplyImpulse(new Vector3(0f, -2E-05f, 0f));
 }