private Vector3D PlaceDecal() { Vector3D explosionPoint = m_collisionPoint.Value; MyHitInfo hitInfo = new MyHitInfo() { Position = explosionPoint, Normal = m_collisionNormal }; MyDecals.HandleAddDecal(m_collidedEntity, hitInfo, this.m_missileAmmoDefinition.PhysicalMaterial); return(explosionPoint); }
private void RemoveDecal(Vector3I position, ConcurrentQueue <MyDecalPartIdentity> decals, MyCube cube) { MyDecalPartIdentity identity; decals.TryDequeue(out identity); MyDecals.RemoveDecal(identity.DecalId); if (identity.CubePartIndex != -1) { MyCubePart part = cube.Parts[identity.CubePartIndex]; this.GetOrAddCell((Vector3)position, true).RemoveCubePartDecal(part, identity.DecalId); } }
protected void CutOutFromVoxel(MyVoxelMap voxelMap, ref BoundingSphere bigSphereForTunnel) { if (!IsDummy) { if (MyMultiplayerGameplay.IsRunning) { MyMultiplayerGameplay.Static.CutOut(voxelMap, ref bigSphereForTunnel); } //remove decals MyDecals.HideTrianglesAfterExplosion(voxelMap, ref bigSphereForTunnel); //cut off MyVoxelGenerator.CutOutSphereFast(voxelMap, bigSphereForTunnel); if (MySession.Is25DSector) { // Create debris rocks thrown from the explosion MyExplosionDebrisVoxel.CreateExplosionDebris(ref bigSphereForTunnel, 1, CommonLIB.AppCode.Networking.MyMwcVoxelMaterialsEnum.Ice_01, MinerWars.AppCode.Game.Managers.Session.MySession.PlayerShip.GroupMask, voxelMap); BoundingBox boundingBox = BoundingBoxHelper.InitialBox; BoundingBoxHelper.AddSphere(ref bigSphereForTunnel, ref boundingBox); // we need local list because this method can be called from inside of the loop var elements = MyEntities.GetElementsInBox(ref boundingBox); foreach (var el in elements) { MyEntity entity = ((MinerWars.AppCode.Game.Physics.MyPhysicsBody)el.GetRigidBody().m_UserData).Entity; MyExplosionDebrisVoxel debris = entity as MyExplosionDebrisVoxel; if (debris == null) { continue; } Vector3 awayDirection = debris.GetPosition() - bigSphereForTunnel.Center; debris.Physics.AddForce( MinerWars.AppCode.Game.Physics.MyPhysicsForceType.APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE, awayDirection * MyExplosionsConstants.EXPLOSION_FORCE_RADIUS_MULTIPLIER * 100000, bigSphereForTunnel.Center, MinerWars.CommonLIB.AppCode.Utils.MyMwcUtils.GetRandomVector3Normalized() * 10000); } elements.Clear(); } PlayVoxelCutCue(); } }
void OnCutOut(ref MyEventCutOut msg) { MyVoxelMap voxelMap; if (MyEntities.TryGetEntityById <MyVoxelMap>(msg.VoxelMapEntityId.ToEntityId(), out voxelMap)) { var sphere = new BoundingSphere(msg.Position, msg.Radius); //remove decals MyDecals.HideTrianglesAfterExplosion(voxelMap, ref sphere); //cut off MyVoxelGenerator.CutOutSphereFast(voxelMap, sphere); } }
/// <param name="position">Position of the decal in the binding pose</param> protected void AddBoneDecal(uint decalId, int boneIndex) { List <uint> decals; bool found = m_boneDecals.TryGetValue(boneIndex, out decals); if (!found) { decals = new List <uint>(MAX_BONE_DECALS_COUNT); m_boneDecals.Add(boneIndex, decals); } if (decals.Count == decals.Capacity) { MyDecals.RemoveDecal(decals[0]); decals.RemoveAt(0); } decals.Add(decalId); }
public void AddDecal(Vector3I cube, uint decalId) { List <uint> decals; bool found = m_cubeDecals.TryGetValue(cube, out decals); if (!found) { decals = new List <uint>(); m_cubeDecals[cube] = decals; } if (decals.Count > MAX_DECALS_PER_CUBE) { MyDecals.RemoveDecal(decals[0]); decals.RemoveAt(0); } decals.Add(decalId); }
/// <param name="position">Position of the decal in the binding pose</param> protected void AddBoneDecal(uint decalId, Vector3 hitPosition, Vector3 hitNormal, int boneIndex) { List <MyDecalHitInfo> decals; bool found = m_boneDecals.TryGetValue(boneIndex, out decals); if (!found) { decals = new List <MyDecalHitInfo>(MAX_BONE_DECALS_COUNT); m_boneDecals.Add(boneIndex, decals); } if (decals.Count == decals.Capacity) { MyDecals.RemoveDecal(decals[0].ID); decals.RemoveAt(0); } decals.Add(new MyDecalHitInfo() { ID = decalId, Position = hitPosition, Normal = hitNormal }); }
private void RemoveDecal(Vector3I position, List <MyDecalPartIdentity> decals, int index, ref MyCube cube) { MyDecalPartIdentity decal = decals[index]; MyDecals.RemoveDecal(decal.DecalId); if (cube == null) { bool found = m_gridRender.CubeGrid.TryGetCube(position, out cube); if (!found) { return; } } if (decal.CubePartIndex != -1) { var part = cube.Parts[decal.CubePartIndex]; var cell = GetCell(position); cell.RemoveCubePartDecal(part, decal.DecalId); } }
private void UpdateDecalPositions() { m_decalUpdateCache.Clear(); foreach (var pair in m_boneDecals) { int boneIndex = pair.Key; MyCharacterBone bone = AnimationController.CharacterBones[boneIndex]; bone.ComputeAbsoluteTransform(); Matrix boneTrans = bone.SkinTransform * bone.AbsoluteTransform;; for (int it = 0; it < pair.Value.Count; it++) { MyDecalHitInfo decal = pair.Value[it]; Vector3 positionTrans = Vector3.Transform(decal.Position, ref boneTrans); Vector3 normalTrans = Vector3.TransformNormal(decal.Normal, boneTrans); m_decalUpdateCache.Add(new MyDecalPositionUpdate() { ID = decal.ID, Position = positionTrans, Normal = normalTrans }); } } MyDecals.UpdateDecals(m_decalUpdateCache); }
private void CreateDecals(Vector3 direction) { MyRender.GetRenderProfiler().StartProfilingBlock("Collisions"); MyRender.GetRenderProfiler().StartProfilingBlock("Raycast"); var intersectionEndPoint = m_explosionSphere.Center + 1.5f * m_explosionSphere.Radius * direction; var intersectionStartPoint = m_explosionSphere.Center - 1.5f * m_explosionSphere.Radius * direction; var line = new MyLine(intersectionStartPoint, intersectionEndPoint); var result = MyEntities.GetIntersectionWithLine(ref line, null, null, true, true, false, false, true, AppCode.Physics.Collisions.IntersectionFlags.ALL_TRIANGLES, true); MyRender.GetRenderProfiler().EndProfilingBlock(); MyRender.GetRenderProfiler().StartProfilingBlock("Add decal"); if (result.HasValue) { MyIntersectionResultLineTriangleEx intersection = result.Value; var radius = m_explosionSphere.Radius * (result.Value.Entity is MyVoxelMap ? 1.0f : MyMwcUtils.GetRandomFloat(0.4f, 0.6f)); MyDecals.Add( MyDecalTexturesEnum.ExplosionSmut, radius, MyMwcUtils.GetRandomRadian(), GetSmutDecalRandomColor(), true, ref intersection, 0, 0, MyDecalsConstants.DECAL_OFFSET_BY_NORMAL_FOR_SMUT_DECALS); } MyRender.GetRenderProfiler().EndProfilingBlock(); MyRender.GetRenderProfiler().EndProfilingBlock(); //var elements = MyEntities.GetElementsInBox(ref boundingBox); //foreach (MyRBElement element in elements) //{ // var rigidBody = (MyPhysicsBody)element.GetRigidBody().m_UserData; // var entity = rigidBody.Entity; // if (entity is MyExplosionDebrisBase || entity is MyPrefabContainer) // continue; // // Making interesection of line from the explosion center to every object closed to explosion // // and placing smut decals // // FIX : when hitting another samll boat explosion and entity position are equal !!! // //if (m_explosionSphere.Center == entity.GetPosition()) // // continue; // // FIX : when hitting another samll boat explosion and direction is < Epsilon !!! // if ((entity.GetPosition() - m_explosionSphere.Center).LengthSquared() < // 2 * MyMwcMathConstants.EPSILON_SQUARED) // continue; // MyRender.GetRenderProfiler().StartProfilingBlock("Line intersection"); // MyIntersectionResultLineTriangleEx? intersection = null; // if (direction.HasValue) // { // var intersectionEndPoint = m_explosionSphere.Center + 1.5f * m_explosionSphere.Radius * direction.Value; // var intersectionStartPoint = m_explosionSphere.Center - 1.5f * m_explosionSphere.Radius * direction.Value; // MyLine intersectionLine = new MyLine(intersectionStartPoint, intersectionEndPoint, true); // entity.GetIntersectionWithLine(ref intersectionLine, out intersection); // } // else if (intersection == null && entity is MyVoxelMap) // { // // fall back if we dont have direction // var intersectionEndPoint = entity.GetPosition(); // MyLine intersectionLine = new MyLine(m_explosionSphere.Center, intersectionEndPoint, true); // entity.GetIntersectionWithLine(ref intersectionLine, out intersection); // } // MyRender.GetRenderProfiler().EndProfilingBlock(); // if (intersection == null) // continue; // MyIntersectionResultLineTriangleEx intersectionValue = intersection.Value; // if (entity is MyVoxelMap) // { // MyRender.GetRenderProfiler().StartProfilingBlock("Decals"); // MyDecals.Add( // MyDecalTexturesEnum.ExplosionSmut, // m_explosionSphere.Radius, // MyMwcUtils.GetRandomRadian(), // GetSmutDecalRandomColor(), // true, // ref intersectionValue, // 0, // 0, MyDecalsConstants.DECAL_OFFSET_BY_NORMAL_FOR_SMUT_DECALS); // MyRender.GetRenderProfiler().EndProfilingBlock(); // } // else if (((entity is MySmallShip) == false) && // ((entity is MySmallDebris) == false) // && ((entity is MyAmmoBase) == false)) // { // // Create explosion smut decal on model we hit by this missile // MyDecals.Add( // MyDecalTexturesEnum.ExplosionSmut, // MyMwcUtils.GetRandomFloat(m_explosionSphere.Radius * 0.4f, m_explosionSphere.Radius * 0.6f), // MyMwcUtils.GetRandomRadian(), // GetSmutDecalRandomColor(), // true, // ref intersectionValue, // 0, // 0, MyDecalsConstants.DECAL_OFFSET_BY_NORMAL); // } //} //elements.Clear(); }
/// <summary> /// Starts the explosion. /// </summary> /// <param name="damage"></param> /// <param name="type"></param> /// <param name="explosionSphere"></param> /// <param name="lifespanInMiliseconds"></param> /// <param name="explosionForceDirection"></param> /// <param name="groupMask"></param> /// <param name="createExplosionDebris"></param> /// <param name="cascadeLevel"></param> /// <param name="hitEntity"></param> /// <param name="particleScale"></param> /// <param name="ownerEntity"></param> /// <param name="affectVoxels"></param> /// <param name="applyForceAndDamage"></param> /// <param name="createDecals"></param> /// <param name="direction">If applicable, gives the direction of the explosion, e.g. when it was caused by a missile (with its moving direction).</param> public void Start(ref MyExplosionInfo explosionInfo) { //MyCommonDebugUtils.AssertDebug(explosionInfo.ExplosionSphere.Radius <= MyExplosionsConstants.EXPLOSION_RADIUS_MAX); MyCommonDebugUtils.AssertDebug(explosionInfo.ExplosionSphere.Radius > 0); MyRender.GetRenderProfiler().StartProfilingBlock("MyExplosion.Start"); m_explosionSphere = explosionInfo.ExplosionSphere; m_elapsedMiliseconds = 0; m_lifespanInMiliseconds = explosionInfo.LifespanMiliseconds; if (explosionInfo.PlaySound) { MyRender.GetRenderProfiler().StartProfilingBlock("Sound"); // Play explosion sound if (m_explosionCue != null && m_explosionCue.Value.IsPlaying) { m_explosionCue.Value.Stop(SharpDX.XACT3.StopFlags.Immediate); } m_explosionCue = MyAudio.AddCue3D(GetCueEnumByExplosionType(explosionInfo.ExplosionType), m_explosionSphere.Center, Vector3.Zero, Vector3.Zero, Vector3.Zero); MyRender.GetRenderProfiler().EndProfilingBlock(); } MyRender.GetRenderProfiler().StartProfilingBlock("Light"); // Light of explosion /* * m_light = MyLights.AddLight(); * if (m_light != null) * { * m_light.Start(MyLight.LightTypeEnum.PointLight, m_explosionSphere.Center, MyExplosionsConstants.EXPLOSION_LIGHT_COLOR, 1, Math.Min(m_explosionSphere.Radius * 8.0f, MyLightsConstants.MAX_POINTLIGHT_RADIUS)); * m_light.Intensity = 2.0f; * } */ MyRender.GetRenderProfiler().EndProfilingBlock(); // close explosion check bool close = IsExplosionClose(explosionInfo.ExplosionSphere); MyParticleEffectsIDEnum newParticlesType; switch (explosionInfo.ExplosionType) { case MyExplosionTypeEnum.SMALL_SHIP_EXPLOSION: // Create metal debris objects thrown from the explosion // This must be called before ApplyExplosionForceAndDamage (because there we apply impulses to the debris) // Throw a lot of debrises, more than only if some metalic object is hit (because this is destruction of a ship) //MyPhysObjectExplosionDebrises.CreateExplosionDebris(m_explosionSphere.Center, 1); newParticlesType = MyParticleEffectsIDEnum.Explosion_Smallship; break; case MyExplosionTypeEnum.MISSILE_EXPLOSION: newParticlesType = // ? MyParticleEffectsIDEnum.Explosion_Missile_Close MyParticleEffectsIDEnum.Explosion_Missile; break; case MyExplosionTypeEnum.BOMB_EXPLOSION: case MyExplosionTypeEnum.GRAVITY_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Bomb; break; case MyExplosionTypeEnum.AMMO_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Ammo; break; case MyExplosionTypeEnum.BLASTER_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Blaster; break; case MyExplosionTypeEnum.BIOCHEM_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_BioChem; break; case MyExplosionTypeEnum.EMP_EXPLOSION: case MyExplosionTypeEnum.FLASH_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_EMP; break; case MyExplosionTypeEnum.METEOR_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Meteor; break; case MyExplosionTypeEnum.NUCLEAR_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Nuclear; break; case MyExplosionTypeEnum.PLASMA_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Plasma; break; case MyExplosionTypeEnum.SMALL_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_SmallPrefab; break; case MyExplosionTypeEnum.LARGE_SHIP_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Huge; break; case MyExplosionTypeEnum.LARGE_PREFAB_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Large; break; case MyExplosionTypeEnum.MEDIUM_PREFAB_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Medium; break; case MyExplosionTypeEnum.ASTEROID_EXPLOSION: newParticlesType = MyParticleEffectsIDEnum.Explosion_Asteroid; break; default: throw new System.NotImplementedException(); break; } if (explosionInfo.Damage > 0) { MyRender.GetRenderProfiler().StartProfilingBlock("Voxel or collision"); // If explosion sphere intersects a voxel map, we need to cut out a sphere, spawn debrises, etc MyVoxelMap voxelMap = explosionInfo.AffectVoxels && explosionInfo.EmpDamage == 0 ? MyVoxelMaps.GetOverlappingWithSphere(ref m_explosionSphere) : null; if (voxelMap != null) { // Dirty explosion with a lot of dust MyMwcVoxelMaterialsEnum?voxelMaterial = null; float voxelContentRemovedInPercent = 0; bool createDebris = true; // We want to create debris if (explosionInfo.HitEntity != null) // but not when we hit prefab { createDebris &= explosionInfo.HitEntity is MyVoxelMap; } //cut off BoundingSphere voxelExpSphere = new BoundingSphere(explosionInfo.VoxelExplosionCenter, m_explosionSphere.Radius * explosionInfo.VoxelCutoutScale); if (MyVoxelGenerator.CutOutSphereFast(voxelMap, voxelExpSphere, out voxelContentRemovedInPercent, out voxelMaterial, (explosionInfo.OwnerEntity is MySmallShip && explosionInfo.OwnerEntity == Managers.Session.MySession.PlayerShip), MyFakes.VOXELS_REMOVE_RATIO)) { if (explosionInfo.HitEntity is MyVoxelMap) { HUD.MyHud.ShowIndestructableAsteroidNotification(); } createDebris = false; // and no debris when voxel is indestructible } // Only if at least something was removed from voxel map // If voxelContentRemovedInPercent is more than zero than also voxelMaterial shouldn't be null, but I rather check both of them. if ((voxelContentRemovedInPercent > 0) && (voxelMaterial != null)) { //remove decals MyDecals.HideTrianglesAfterExplosion(voxelMap, ref voxelExpSphere); MyRender.GetRenderProfiler().StartProfilingBlock("CreateDebris"); if (explosionInfo.CreateDebris && (createDebris || explosionInfo.ForceDebris) && MyRenderConstants.RenderQualityProfile.ExplosionDebrisCountMultiplier > 0) { // Create debris rocks thrown from the explosion // This must be called before ApplyExplosionForceAndDamage (because there we apply impulses to the debris) MyExplosionDebrisVoxel.CreateExplosionDebris(ref voxelExpSphere, voxelContentRemovedInPercent, voxelMaterial.Value, explosionInfo.GroupMask, voxelMap); } MyRender.GetRenderProfiler().EndProfilingBlock(); MyRender.GetRenderProfiler().StartProfilingBlock("CreateParticleEffect"); MyParticleEffect explosionEffect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.MaterialExplosion_Destructible); explosionEffect.WorldMatrix = Matrix.CreateTranslation(voxelExpSphere.Center); explosionEffect.UserRadiusMultiplier = voxelExpSphere.Radius; MyRender.GetRenderProfiler().EndProfilingBlock(); } } MyRender.GetRenderProfiler().EndProfilingBlock(); } if (explosionInfo.Damage > 0) { // Create dirt decals in player's cockpit glass MyRender.GetRenderProfiler().StartProfilingBlock("Cockpit Decals"); CreateDirtDecalOnCockpitGlass(ref m_explosionSphere); MyRender.GetRenderProfiler().EndProfilingBlock(); } if (DEBUG_EXPLOSIONS) { MyRender.GetRenderProfiler().EndProfilingBlock(); return; } if (explosionInfo.Damage > 0) { BoundingSphere influenceExplosionSphere = m_explosionSphere; influenceExplosionSphere.Radius *= MyExplosionsConstants.EXPLOSION_RADIUS_MULTPLIER_FOR_IMPULSE; for (int i = 0; i < explosionInfo.CascadeLevel; i++) { influenceExplosionSphere.Radius *= MyExplosionsConstants.EXPLOSION_CASCADE_FALLOFF; } // Throws surrounding objects away from centre of the explosion. if (explosionInfo.ApplyForceAndDamage) { if (explosionInfo.ExplosionType == MyExplosionTypeEnum.LARGE_PREFAB_EXPLOSION || explosionInfo.ExplosionType == MyExplosionTypeEnum.LARGE_SHIP_EXPLOSION || explosionInfo.ExplosionType == MyExplosionTypeEnum.MEDIUM_PREFAB_EXPLOSION) { DisableContainedDummyParticles(ref explosionInfo); } explosionInfo.StrengthImpulse = MyExplosionsConstants.EXPLOSION_STRENGTH_IMPULSE * m_explosionSphere.Radius / 20; explosionInfo.StrengthAngularImpulse = MyExplosionsConstants.EXPLOSION_STRENGTH_ANGULAR_IMPULSE; explosionInfo.HitEntity = explosionInfo.HitEntity != null?explosionInfo.HitEntity.GetBaseEntity() : null; MyRender.GetRenderProfiler().StartProfilingBlock("ApplyExplosionForceAndDamage"); MyEntities.ApplyExplosionForceAndDamage(ref explosionInfo); MyRender.GetRenderProfiler().EndProfilingBlock(); } // Look for objects in explosion radius BoundingBox boundingBox; BoundingBox.CreateFromSphere(ref influenceExplosionSphere, out boundingBox); //if (explosionInfo.CreateDecals && explosionInfo.Direction.HasValue && explosionInfo.EmpDamage == 0) //{ // CreateDecals(explosionInfo.Direction.Value); //} } if (explosionInfo.CreateParticleEffect) { MyRender.GetRenderProfiler().StartProfilingBlock("Particles"); if (explosionInfo.CustomEffect != null) { if (explosionInfo.CustomEffect.ParticleID == 0) { explosionInfo.CustomEffect.ParticleID = (int)newParticlesType; } //Reload effect explosionInfo.CustomEffect.Enabled = false; explosionInfo.CustomEffect.Enabled = true; } else { // Explosion particles GenerateExplosionParticles(newParticlesType, m_explosionSphere, explosionInfo.ParticleScale); } MyRender.GetRenderProfiler().EndProfilingBlock(); } MyRender.GetRenderProfiler().EndProfilingBlock(); /* * // When MyAmmoBase entity is closed to explosion it will explode * if (entity is MyAmmoBase) * { * (entity as MyAmmoBase).ExplodeCascade(cascadeLevel + 1); * } */ // Smut decals - must be called after the explosion, after voxels are cutted out /*if ((intersection.PhysObject is MyVoxelMap) == false) * { * if (intersection.PhysObject is MyCockpitGlass) * { * // Change phys object so rest of the code will think we hit the parent * // Same fix is in projectile too - because cockpit glass is only helper object, we don't use it for real rendering and stuff * // And if not changed, it can make problem in "phys object decals" * intersection.PhysObject = intersection.PhysObject.Parent; * } * * // Create explosion smut decal on model we hit by this missile * MyDecals.Add( * MyDecalTexturesEnum.ExplosionSmut, * MyMwcUtils.GetRandomFloat(m_explosionSphere.Radius * 0.7f, m_explosionSphere.Radius * 1.3f), * MyMwcUtils.GetRandomRadian(), * GetSmutDecalRandomColor(), * true, * ref intersection); * } * else * { * // Creating explosion smut decal on voxel is more complicated than on voxel. We will project few lines * // from explosion epicentrum to the surounding world (random directions) and place decal where intersection detected. * //if (knownMissileDirection != null) * //{ * // MyLine linePrologned = new MyLine(knownIntersection.Value.IntersectionPointInObjectSpace, * // knownIntersection.Value.IntersectionPointInObjectSpace + knownMissileDirection.Value * MyExplosionsConstants.EXPLOSION_RANDOM_RADIUS_MAX * 2, * // true); * // MyLineTriangleIntersectionResult intersectionForSmut = knownIntersection.Value.VoxelMap.GetIntersectionWithLine(ref linePrologned); * // if (intersectionForSmut.Found == true) * // { * // MyDecals.Add( * // MyDecalTexturesEnum.ExplosionSmut, * // MyMwcUtils.GetRandomFloat(m_explosionSphere.Radius * 0.5f, m_explosionSphere.Radius * 1.0f), * // MyMwcUtils.GetRandomRadian(), * // GetSmutDecalRandomColor(), * // false, * // ref intersectionForSmut); * // } * //} * }*/ // Generate dust particles that will stay in place of the explosion //doesnt look good in final //GenerateStatisDustParticles(m_explosionSphere); }
// Called when we finished harvesting current voxel void StartReleaseVoxel() { if (m_parentMinerShip == null || m_parentMinerShip.IsDead() || m_parentMinerShip.Inventory == null) { return; } StartImplodeCue(); BoundingSphere explosion = new BoundingSphere(m_headPositionTransformed, MyVoxelConstants.VOXEL_SIZE_IN_METRES * 1); //remove decals MyDecals.HideTrianglesAfterExplosion(m_inVoxelMap, ref explosion); //cut off var minedMaterialsWithContents = MyVoxelGenerator.CutOutSphereFastWithMaterials(m_inVoxelMap, explosion); var dustEffect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.Harvester_Finished); dustEffect.WorldMatrix = Matrix.CreateTranslation(m_headPositionTransformed); bool hudHarvestingCompletePlayed = false; bool harvestingFinishedAsyncSent = false; var minedOres = new Dictionary <int, float>(); foreach (var minedMaterialWithContent in minedMaterialsWithContents) { MyOreRatioFromVoxelMaterial[] oreFromVoxel = MyVoxelMapOreMaterials.GetOreFromVoxelMaterial(minedMaterialWithContent.Key); if (oreFromVoxel != null && this.Parent == MySession.PlayerShip) { // accumulate amounts of the same type foreach (MyOreRatioFromVoxelMaterial oreRatio in oreFromVoxel) { float amount = minedMaterialWithContent.Value * oreRatio.Ratio * MyHarvestingTubeConstants.MINED_CONTENT_RATIO; float oldAmount = 0; minedOres.TryGetValue((int)oreRatio.OreType, out oldAmount); minedOres[(int)oreRatio.OreType] = amount + oldAmount; } if (!harvestingFinishedAsyncSent) { try { // Disabled, still unused on server //var client = MySectorServiceClient.GetCheckedInstance(); //client.HarvestingFinishedAsync(minedMaterialWithContent.Key, (byte)(minedMaterialWithContent.Value * MyVoxelConstants.VOXEL_CONTENT_FULL_FLOAT)); } catch (Exception) { Debug.Fail("Cannot send harvesting to server"); } harvestingFinishedAsyncSent = true; } if (!hudHarvestingCompletePlayed) { hudHarvestingCompletePlayed = true; MyAudio.AddCue2D(MySoundCuesEnum.HudHarvestingComplete); } } } bool inventoryFullWarningPlayed = false; // add ores to inventory foreach (var ore in minedOres) { float amountLeft = m_parentMinerShip.Inventory.AddInventoryItem(MyMwcObjectBuilderTypeEnum.Ore, ore.Key, ore.Value, false); float amountAdded = ore.Value - amountLeft; if (amountAdded > 0f) { MyHudNotification.AddNotification(new MyHudNotification.MyNotification(MyTextsWrapperEnum.HarvestNotification, 3500, textFormatArguments: new object[] { amountAdded, ((MyGuiOreHelper)MyGuiObjectBuilderHelpers.GetGuiHelper(MyMwcObjectBuilderTypeEnum.Ore, ore.Key)).Name } )); } if (amountLeft > 0f) { MyHudNotification.AddNotification(new MyHudNotification.MyNotification(MyTextsWrapperEnum.HarvestNotificationInventoryFull, MyGuiManager.GetFontMinerWarsRed(), 3500, textFormatArguments: new object[] { amountLeft, ((MyGuiOreHelper)MyGuiObjectBuilderHelpers.GetGuiHelper(MyMwcObjectBuilderTypeEnum.Ore, ore.Key)).Name } )); if (!inventoryFullWarningPlayed) { MyAudio.AddCue2D(MySoundCuesEnum.HudInventoryFullWarning); inventoryFullWarningPlayed = true; } } } StartReturningBack(); }
public override void UpdateAfterSimulation() { base.UpdateAfterSimulation(); bool isShooting = IsShooting; if (!m_isHit && IsShooting && (MySandboxGame.Static.UpdateTime - m_lastShot > MyTimeSpan.FromSeconds(m_shotToolAction.Value.HitStart))) { IMyHandToolComponent toolComponent; if (m_toolComponents.TryGetValue(m_shotHitCondition.Component, out toolComponent)) { MyCharacterDetectorComponent detectorComponent = m_owner.Components.Get <MyCharacterDetectorComponent>(); if (detectorComponent != null) { if (m_shotToolAction.Value.CustomShapeRadius > 0 && detectorComponent is MyCharacterShapecastDetectorComponent) { var shapeCastComponent = detectorComponent as MyCharacterShapecastDetectorComponent; shapeCastComponent.ShapeRadius = m_shotToolAction.Value.CustomShapeRadius; shapeCastComponent.DoDetectionModel(); shapeCastComponent.ShapeRadius = MyCharacterShapecastDetectorComponent.DEFAULT_SHAPE_RADIUS; } if (detectorComponent.DetectedEntity != null) { MyHitInfo hitInfo = new MyHitInfo(); hitInfo.Position = detectorComponent.HitPosition; hitInfo.Normal = detectorComponent.HitNormal; bool isBlock = false; float efficiencyMultiplier = 1.0f; bool canHit = CanHit(toolComponent, detectorComponent, ref isBlock, out efficiencyMultiplier); MyDecals.HandleAddDecal(detectorComponent.DetectedEntity, hitInfo, MyDamageType.Weapon); bool isHit = false; if (canHit) { if (!string.IsNullOrEmpty(m_shotToolAction.Value.StatsEfficiency) && Owner.StatComp != null) { efficiencyMultiplier *= Owner.StatComp.GetEfficiencyModifier(m_shotToolAction.Value.StatsEfficiency); } float efficiency = m_shotToolAction.Value.Efficiency * efficiencyMultiplier; var tool = detectorComponent.DetectedEntity as MyHandToolBase; if (isBlock && tool != null) { isHit = toolComponent.Hit(tool.Owner, hitInfo, detectorComponent.ShapeKey, efficiency); } else { isHit = toolComponent.Hit((MyEntity)detectorComponent.DetectedEntity, hitInfo, detectorComponent.ShapeKey, efficiency); } if (isHit && Sync.IsServer && Owner.StatComp != null) { if (!string.IsNullOrEmpty(m_shotHitCondition.StatsActionIfHit)) { Owner.StatComp.DoAction(m_shotHitCondition.StatsActionIfHit); } if (!string.IsNullOrEmpty(m_shotHitCondition.StatsModifierIfHit)) { Owner.StatComp.ApplyModifier(m_shotHitCondition.StatsModifierIfHit); } } } if (canHit || isBlock) // real hit is not controlled now - there isn't any server-client synchronization of hit currently and hit is performed only at server { if (!string.IsNullOrEmpty(m_shotToolAction.Value.HitSound)) { PlaySound(m_shotToolAction.Value.HitSound); } else { MyStringId collisionType = MyMaterialPropertiesHelper.CollisionType.Hit; bool showParticles = false; // If it didn't play the Sound with "Hit", it will try with "Start" if (MyAudioComponent.PlayContactSound(EntityId, m_hitCue, detectorComponent.HitPosition, m_toolItemDef.PhysicalMaterial, detectorComponent.HitMaterial)) { showParticles = true; } else if (MyAudioComponent.PlayContactSound(EntityId, m_startCue, detectorComponent.HitPosition, m_toolItemDef.PhysicalMaterial, detectorComponent.HitMaterial)) { showParticles = true; collisionType = MyMaterialPropertiesHelper.CollisionType.Start; } if (showParticles) { MyMaterialPropertiesHelper.Static.TryCreateCollisionEffect( collisionType, detectorComponent.HitPosition, detectorComponent.HitNormal, m_toolItemDef.PhysicalMaterial, detectorComponent.HitMaterial); } } this.RaiseEntityEvent(MyStringHash.GetOrCompute("Hit"), new MyEntityContainerEventExtensions.HitParams(MyStringHash.GetOrCompute(m_shotHitCondition.Component), detectorComponent.HitMaterial)); m_soundEmitter.StopSound(true); } } } } m_isHit = true; } if (!m_swingSoundPlayed && IsShooting && !m_isHit && (MySandboxGame.Static.UpdateTime - m_lastShot > MyTimeSpan.FromSeconds(m_shotToolAction.Value.SwingSoundStart))) { if (!string.IsNullOrEmpty(m_shotToolAction.Value.SwingSound)) { PlaySound(m_shotToolAction.Value.SwingSound); } m_swingSoundPlayed = true; } if (!isShooting && m_wasShooting) { m_owner.StopUpperCharacterAnimation(0.4f); m_shotToolAction = null; } m_wasShooting = isShooting; if (m_owner != null) { MatrixD blockingMatrix = MatrixD.CreateWorld(((MyEntity)m_owner.CurrentWeapon).PositionComp.GetPosition(), m_owner.WorldMatrix.Forward, m_owner.WorldMatrix.Up); ((MyBlockingBody)Physics).SetWorldMatrix(blockingMatrix); } foreach (var c in m_toolComponents.Values) { c.Update(); } }
/// <summary> /// Updates resource. /// </summary> public override void UpdateBeforeSimulation() { try { VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("MyMissile.UpdateBeforeSimulation"); if (m_isExploded) { if (Sandbox.Game.Multiplayer.Sync.IsServer) { // Create explosion float radius = m_missileAmmoDefinition.MissileExplosionRadius; BoundingSphereD explosionSphere = new BoundingSphereD(m_collisionPoint.HasValue ? m_collisionPoint.Value : PositionComp.GetPosition(), radius); MyEntity ownerEntity = null; var ownerId = Sync.Players.TryGetIdentity(m_owner); if (ownerId != null) { ownerEntity = ownerId.Character; } //MyEntities.TryGetEntityById(m_owner, out ownerEntity); // Call main explosion starter MyExplosionInfo info = new MyExplosionInfo() { PlayerDamage = 0, //Damage = m_ammoProperties.Damage, Damage = MyFakes.ENABLE_VOLUMETRIC_EXPLOSION ? m_missileAmmoDefinition.MissileExplosionDamage : 200, ExplosionType = m_explosionType, ExplosionSphere = explosionSphere, LifespanMiliseconds = MyExplosionsConstants.EXPLOSION_LIFESPAN, CascadeLevel = CascadedExplosionLevel, HitEntity = m_collidedEntity, ParticleScale = 0.2f, OwnerEntity = ownerEntity, Direction = WorldMatrix.Forward, VoxelExplosionCenter = explosionSphere.Center + radius * WorldMatrix.Forward * 0.25f, ExplosionFlags = MyExplosionFlags.AFFECT_VOXELS | MyExplosionFlags.APPLY_FORCE_AND_DAMAGE | MyExplosionFlags.CREATE_DEBRIS | MyExplosionFlags.CREATE_DECALS | MyExplosionFlags.CREATE_SHRAPNELS | MyExplosionFlags.APPLY_DEFORMATION, VoxelCutoutScale = 0.3f, PlaySound = true, ApplyForceAndDamage = true }; if (!MarkedToDestroy) { info.ExplosionFlags |= MyExplosionFlags.CREATE_PARTICLE_EFFECT; } MyExplosions.AddExplosion(ref info); if (m_collidedEntity != null && !(m_collidedEntity is MyAmmoBase)) { if (!m_collidedEntity.Physics.IsStatic) { m_collidedEntity.Physics.AddForce(MyPhysicsForceType.APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE, 100 * Physics.LinearVelocity, m_collisionPoint, null); } } } //by Gregory: added null check. Decal won't be added if m_collidedEntity not found if (m_collisionPoint.HasValue && m_collidedEntity != null) { MyHitInfo hitInfo = new MyHitInfo(); hitInfo.Position = m_collisionPoint.Value; hitInfo.Normal = new Vector3D(1, 0, 0); // FIXME MyDecals.HandleAddDecal(m_collidedEntity, hitInfo, MyDamageType.Rocket); } Close(); return; } base.UpdateBeforeSimulation(); if (m_missileAmmoDefinition.MissileSkipAcceleration) { Physics.LinearVelocity = WorldMatrix.Forward * m_missileAmmoDefinition.DesiredSpeed * 0.7f; } else { Physics.LinearVelocity += PositionComp.WorldMatrix.Forward * m_missileAmmoDefinition.MissileAcceleration * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS; } if (m_smokeEffect == null) { // if (MyCamera.GetDistanceWithFOV(GetPosition()) < 150) { if (MyParticlesManager.TryCreateParticleEffect((int)MyParticleEffectsIDEnum.Smoke_Missile, out m_smokeEffect)) { m_smokeEffect.UserScale = 0.3f; var matrix = PositionComp.WorldMatrix; matrix.Translation -= matrix.Forward * m_smokeEffectOffsetMultiplier; m_smokeEffect.WorldMatrix = matrix; //m_smokeEffect.WorldMatrix = PositionComp.WorldMatrix; m_smokeEffect.AutoDelete = false; m_smokeEffect.CalculateDeltaMatrix = true; } } } Physics.AngularVelocity = Vector3.Zero; if ((Vector3.Distance(PositionComp.GetPosition(), m_origin) >= m_maxTrajectory)) { Explode(); return; } } finally { VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock(); } }
/// <summary> /// Every object must have this method, but not every phys object must necessarily have something to cleanup /// <remarks> /// </remarks> /// </summary> public void Delete() { Close(); BeforeDelete(); GameLogic.Close(); //doesnt work in parallel update //Debug.Assert(MySandboxGame.IsMainThread(), "Entity.Close() called not from Main Thread!"); Debug.Assert(MyEntities.UpdateInProgress == false, "Do not close entities directly in Update*, use MarkForClose() instead"); Debug.Assert(MyEntities.CloseAllowed == true, "Use MarkForClose()"); Debug.Assert(!Closed, "Close() called twice!"); //Children has to be cleared after close notification is send while (Hierarchy.Children.Count > 0) { MyHierarchyComponentBase compToRemove = Hierarchy.Children[Hierarchy.Children.Count - 1]; Debug.Assert(compToRemove.Parent != null, "Entity has no parent but is part of children collection"); compToRemove.Entity.Delete(); Hierarchy.Children.Remove(compToRemove); } //OnPositionChanged = null; CallAndClearOnClosing(); MyDecals.RemoveModelDecals(this); MyEntities.RemoveName(this); MyEntities.RemoveFromClosedEntities(this); if (m_physics != null) { m_physics.Close(); Physics = null; RaisePhysicsChanged(); } MyEntities.UnregisterForUpdate(this, true); if (Parent == null) //only root objects are in entities list { MyEntities.Remove(this); } else { Parent.Hierarchy.Children.Remove(this.Hierarchy); //remove children first if (Parent.InScene) { OnRemovedFromScene(this); } MyEntities.RaiseEntityRemove(this); } if (this.EntityId != 0) { MyEntityIdentifier.RemoveEntity(this.EntityId); } //this.EntityId = 0; Debug.Assert(this.Hierarchy.Children.Count == 0); CallAndClearOnClose(); Components.Clear(); Closed = true; }
//public void CloseDetector() //{ // m_targetsDetector.Close(); //} public override void Close() { MyDecals.RemoveModelDecals(m_gun); base.Close(); }
// Update position, check collisions, etc. // Return false if projectile dies/timeouts in this tick. public bool Update() { // Projectile was killed , but still not last time drawn, so we don't need to do update (we are waiting for last draw) if (m_state == MyProjectileStateEnum.KILLED) { return(true); } // Projectile was killed and last time drawn, so we can finally remove it from buffer if (m_state == MyProjectileStateEnum.KILLED_AND_DRAWN) { StopEffect(); return(false); } Vector3D position = m_position; m_position += m_velocity * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS * MyFakes.SIMULATION_SPEED; // Distance timeout Vector3 positionDelta = m_position - m_origin; if (Vector3.Dot(positionDelta, positionDelta) >= m_maxTrajectory * m_maxTrajectory) { StopEffect(); m_state = MyProjectileStateEnum.KILLED; return(true); } m_checkIntersectionIndex = ++m_checkIntersectionIndex % CHECK_INTERSECTION_INTERVAL; if (m_checkIntersectionIndex != 0 && m_positionChecked) //check only each n-th intersection { return(true); } // Calculate hit point, create decal and throw debris particles Vector3D lineEndPosition = position + CHECK_INTERSECTION_INTERVAL * (m_velocity * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS * MyFakes.SIMULATION_SPEED); LineD line = new LineD(m_positionChecked ? position : m_origin, lineEndPosition); m_positionChecked = true; IMyEntity entity; MyHitInfo hitInfo; object customdata; GetHitEntityAndPosition(line, out entity, out hitInfo, out customdata); if (entity == null || entity.Physics == null) { return(true); } if (IsIgnoredEntity(entity)) { return(true); // prevent player shooting himself } ProfilerShort.Begin("Projectile.Update"); bool headShot = false; MyCharacter hitCharacter = entity as MyCharacter; if (hitCharacter != null) { IStoppableAttackingTool stoppableTool = hitCharacter.CurrentWeapon as IStoppableAttackingTool; if (stoppableTool != null) { stoppableTool.StopShooting(OwnerEntity); } headShot = (customdata as MyCharacterHitInfo).HitHead && m_projectileAmmoDefinition.HeadShot; // allow head shots only for ammo supporting it in definition } m_position = hitInfo.Position; bool isProjectileGroupKilled = false; if (!isProjectileGroupKilled) { MySurfaceImpactEnum surfaceImpact; MyStringHash materialType; GetSurfaceAndMaterial(entity, ref line, ref hitInfo.Position, out surfaceImpact, out materialType); PlayHitSound(materialType, entity, hitInfo.Position, m_projectileAmmoDefinition.PhysicalMaterial); hitInfo.Velocity = m_velocity; float damage = entity is IMyCharacter ? (headShot ? m_projectileAmmoDefinition.ProjectileHeadShotDamage : m_projectileAmmoDefinition.ProjectileHealthDamage) : m_projectileAmmoDefinition.ProjectileMassDamage; DoDamage(damage, hitInfo, customdata, entity); MyDecals.HandleAddDecal(entity, hitInfo, materialType, m_projectileAmmoDefinition.PhysicalMaterial, (customdata as MyCharacterHitInfo), damage); //particle effect defined in materialProperties.sbc Vector3D particleHitPosition = hitInfo.Position + (Vector3D)line.Direction * -0.2; bool createdEffect = MyMaterialPropertiesHelper.Static.TryCreateCollisionEffect(MyMaterialPropertiesHelper.CollisionType.Hit, particleHitPosition, hitInfo.Normal, m_projectileAmmoDefinition.PhysicalMaterial, materialType); if (!createdEffect && surfaceImpact != MySurfaceImpactEnum.CHARACTER) { MyParticleEffects.CreateBasicHitParticles(m_projectileAmmoDefinition.ProjectileOnHitEffectName, ref hitInfo.Position, ref hitInfo.Normal, ref line.Direction, entity, m_weapon, 1, OwnerEntity); } CreateDecal(materialType); if (m_weapon == null || (entity.GetTopMostParent() != m_weapon.GetTopMostParent())) { ApplyProjectileForce(entity, hitInfo.Position, m_directionNormalized, false, m_projectileAmmoDefinition.ProjectileHitImpulse * m_impulseMultiplier); } StopEffect(); m_state = MyProjectileStateEnum.KILLED; } ProfilerShort.End(); return(true); }
// Update position, check collisions, etc. // Return false if projectile dies/timeouts in this tick. public bool Update() { // Projectile was killed , but still not last time drawn, so we don't need to do update (we are waiting for last draw) if (m_state == MyProjectileStateEnum.KILLED) { return(true); } // Projectile was killed and last time drawn, so we can finally remove it from buffer if (m_state == MyProjectileStateEnum.KILLED_AND_DRAWN) { if (m_trailEffect != null) { // stop the trail effect m_trailEffect.Stop(); m_trailEffect = null; } return(false); } Vector3 position = m_position; m_position += m_velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS; m_velocity = m_externalVelocity * m_externalAddition + m_directionNormalized * m_speed; if (m_externalAddition < 1.0f) { m_externalAddition *= 0.5f; } // Distance timeout float trajectoryLength = Vector3.Distance(m_position, m_origin); if (trajectoryLength >= m_maxTrajectory) { if (m_trailEffect != null) { // stop the trail effect m_trailEffect.Stop(); m_trailEffect = null; } m_state = MyProjectileStateEnum.KILLED; return(true); } if (m_trailEffect != null) { m_trailEffect.WorldMatrix = Matrix.CreateTranslation(m_position); } m_checkIntersectionIndex++; m_checkIntersectionIndex = m_checkIntersectionIndex % CHECK_INTERSECTION_INTERVAL; //check only each n-th intersection if (m_checkIntersectionIndex != 0) { return(true); } // Calculate hit point, create decal and throw debris particles Vector3 lineEndPosition = position + CHECK_INTERSECTION_INTERVAL * (m_velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS); MyLine line = new MyLine(m_positionChecked ? position : m_origin, lineEndPosition, true); m_positionChecked = true; MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("MyEntities.GetIntersectionWithLine()"); MyIntersectionResultLineTriangleEx?intersection = MyEntities.GetIntersectionWithLine(ref line, m_ignorePhysObject, null, false); MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock(); MyEntity physObject = intersection != null ? intersection.Value.Entity : null; if (physObject != null) { while (physObject.Physics == null && physObject.Parent != null) { physObject = physObject.Parent; } } if ((intersection != null) && (physObject != null) && (physObject.Physics.CollisionLayer != MyConstants.COLLISION_LAYER_UNCOLLIDABLE) && m_ignorePhysObject != physObject) { MyIntersectionResultLineTriangleEx intersectionValue = intersection.Value; bool isPlayerShip = MySession.PlayerShip == physObject; MyMaterialType materialType = isPlayerShip ? MyMaterialType.PLAYERSHIP : physObject.Physics.MaterialType; //material properties MyMaterialTypeProperties materialProperties = MyMaterialsConstants.GetMaterialProperties(materialType); bool isProjectileGroupKilled = false; if (m_sharedGroup != null) { isProjectileGroupKilled = m_sharedGroup.Killed; m_sharedGroup.Killed = true; } if (!isProjectileGroupKilled) { // Play bullet hit cue MyAudio.AddCue3D(m_ammoProperties.IsExplosive ? materialProperties.ExpBulletHitCue : materialProperties.BulletHitCue, intersectionValue.IntersectionPointInWorldSpace, Vector3.Zero, Vector3.Zero, Vector3.Zero); } float decalAngle = MyMwcUtils.GetRandomRadian(); // If we hit the glass of a miner ship, we need to create special bullet hole decals // drawn from inside the cockpit and change phys object so rest of the code will think we hit the parent // IMPORTANT: Intersection between projectile and glass is calculated only for mining ship in which player sits. So for enemies this will be never calculated. if (intersection.Value.Entity is MyCockpitGlassEntity) { if (!isProjectileGroupKilled) { MyCockpitGlassDecalTexturesEnum bulletHoleDecalTexture; float bulletHoleDecalSize; if (MyMwcUtils.GetRandomBool(3)) { bulletHoleDecalTexture = MyCockpitGlassDecalTexturesEnum.BulletHoleOnGlass; bulletHoleDecalSize = 0.25f; } else { bulletHoleDecalTexture = MyCockpitGlassDecalTexturesEnum.BulletHoleSmallOnGlass; bulletHoleDecalSize = 0.1f; } // Place bullet hole decal on player's cockpit glass (seen from inside the ship) MyCockpitGlassDecals.Add(bulletHoleDecalTexture, bulletHoleDecalSize, decalAngle, 1.0f, ref intersectionValue, false); // Create hit particles throwed into the cockpit (it's simulation of broken glass particles) // IMPORTANT: This particles will be relative to miner ship, so we create them in object space coordinates and update them by object WorldMatrix every time we draw them //MyParticleEffects.CreateHitParticlesGlass(ref intersectionValue.IntersectionPointInObjectSpace, ref intersectionValue.NormalInWorldSpace, ref line.Direction, physObject.Parent); } } // If this was "mine", it must explode else if (physObject is MyMineBase) { m_state = MyProjectileStateEnum.KILLED; if (!IsDummy) { (physObject as MyAmmoBase).Explode(); } return(true); } // If this was missile, cannon shot, it must explode if it is not mine missile else if (physObject is MyAmmoBase) { if (((MyAmmoBase)physObject).OwnerEntity == m_ignorePhysObject) { m_state = MyProjectileStateEnum.KILLED; if (!IsDummy) { (physObject as MyAmmoBase).Explode(); } return(true); } } else if (this.OwnerEntity is MySmallShip && (MySmallShip)this.OwnerEntity == MySession.PlayerShip && physObject is MyStaticAsteroid && !physObject.IsDestructible) { if (this.m_ammoProperties.IsExplosive || (this.m_ammoProperties.AmmoType == MyAmmoType.Explosive && this.m_weapon is Weapons.MyShotGun)) { HUD.MyHud.ShowIndestructableAsteroidNotification(); } } else if (!isProjectileGroupKilled && !isPlayerShip) { // Create smoke and debris particle at the place of voxel/model hit m_ammoProperties.OnHitParticles(ref intersectionValue.IntersectionPointInWorldSpace, ref intersectionValue.Triangle.InputTriangleNormal, ref line.Direction, physObject, m_weapon, OwnerEntity); MySurfaceImpactEnum surfaceImpact; if (intersectionValue.Entity is MyVoxelMap) { var voxelMap = intersectionValue.Entity as MyVoxelMap; var voxelCoord = voxelMap.GetVoxelCenterCoordinateFromMeters(ref intersectionValue.IntersectionPointInWorldSpace); var material = voxelMap.GetVoxelMaterial(ref voxelCoord); if (material == MyMwcVoxelMaterialsEnum.Indestructible_01 || material == MyMwcVoxelMaterialsEnum.Indestructible_02 || material == MyMwcVoxelMaterialsEnum.Indestructible_03 || material == MyMwcVoxelMaterialsEnum.Indestructible_04 || material == MyMwcVoxelMaterialsEnum.Indestructible_05_Craters_01) { surfaceImpact = MySurfaceImpactEnum.INDESTRUCTIBLE; } else { surfaceImpact = MySurfaceImpactEnum.DESTRUCTIBLE; } } else if (intersectionValue.Entity is MyStaticAsteroid) { surfaceImpact = MySurfaceImpactEnum.INDESTRUCTIBLE; } else { surfaceImpact = MySurfaceImpactEnum.METAL; } m_ammoProperties.OnHitMaterialSpecificParticles(ref intersectionValue.IntersectionPointInWorldSpace, ref intersectionValue.Triangle.InputTriangleNormal, ref line.Direction, physObject, surfaceImpact, m_weapon); } if (!(physObject is MyExplosionDebrisBase) && physObject != MySession.PlayerShip) { // Decal size depends on material. But for mining ship create smaller decal as original size looks to large on the ship. float decalSize = MyMwcUtils.GetRandomFloat(materialProperties.BulletHoleSizeMin, materialProperties.BulletHoleSizeMax); // Place bullet hole decal float randomColor = MyMwcUtils.GetRandomFloat(0.5f, 1.0f); MyDecals.Add( materialProperties.BulletHoleDecal, decalSize, decalAngle, new Vector4(randomColor, randomColor, randomColor, 1), false, ref intersectionValue, 0.0f, m_ammoProperties.DecalEmissivity, MyDecalsConstants.DECAL_OFFSET_BY_NORMAL); } if (!(physObject is MyVoxelMap) && !IsDummy) { ApplyProjectileForce(physObject, intersectionValue.IntersectionPointInWorldSpace, m_directionNormalized, isPlayerShip); } // If this object is miner ship, then shake his head little bit if (physObject is MySmallShip && !IsDummy) { MySmallShip minerShip = (MySmallShip)physObject; minerShip.IncreaseHeadShake(MyHeadShakeConstants.HEAD_SHAKE_AMOUNT_AFTER_PROJECTILE_HIT); } //Handle damage MyEntity damagedObject = intersectionValue.Entity; // not a very nice way to damage actual prefab associated with the large ship weapon (if MyPrefabLargeWeapon is reworked, it might change) if (damagedObject is MyLargeShipBarrelBase) { damagedObject = damagedObject.Parent; } if (damagedObject is MyLargeShipGunBase) { MyLargeShipGunBase physObj = damagedObject as MyLargeShipGunBase; if (physObj.PrefabParent != null) { damagedObject = physObj.PrefabParent; } } // Decrease health of stricken object if (!IsDummy) { damagedObject.DoDamage(m_ammoProperties.HealthDamage, m_ammoProperties.ShipDamage, m_ammoProperties.EMPDamage, m_ammoProperties.DamageType, m_ammoProperties.AmmoType, m_ignorePhysObject); if (MyMultiplayerGameplay.IsRunning) { var ammo = MyAmmoConstants.FindAmmo(m_ammoProperties); MyMultiplayerGameplay.Static.ProjectileHit(damagedObject, intersectionValue.IntersectionPointInWorldSpace, this.m_directionNormalized, ammo, this.OwnerEntity); } } if (m_trailEffect != null) { // stop the trail effect m_trailEffect.Stop(); m_trailEffect = null; } // Kill this projectile (set the position to intersection point, so we draw trail polyline only up to this point) m_position = intersectionValue.IntersectionPointInWorldSpace; m_state = MyProjectileStateEnum.KILLED; return(true); } return(true); }
private void DoDamage(float damage, MyHitInfo hitInfo, object customdata, IMyEntity damagedEntity) { //damage tracking MyEntity ent = (MyEntity)MySession.Static.ControlledEntity; if (this.OwnerEntityAbsolute != null && this.OwnerEntityAbsolute.Equals(MySession.Static.ControlledEntity) && (damagedEntity is IMyDestroyableObject || damagedEntity is MyCubeGrid)) { MySession.Static.TotalDamageDealt += (uint)damage; } MyDecals.HandleAddDecal(damagedEntity, hitInfo, m_projectileAmmoDefinition.PhysicalMaterial, customdata, damage); if (!Sync.IsServer) { return; } if (m_projectileAmmoDefinition.PhysicalMaterial == m_hashBolt) { IMyDestroyableObject destroyable = damagedEntity as IMyDestroyableObject; if (destroyable != null && damagedEntity is MyCharacter) { destroyable.DoDamage(damage, MyDamageType.Bolt, true, hitInfo, m_weapon != null ? GetSubpartOwner(m_weapon).EntityId : 0); } } else { var grid = damagedEntity as MyCubeGrid; IMyDestroyableObject destroyable; if (grid != null) { if (grid.Physics != null && grid.Physics.Enabled && (grid.BlocksDestructionEnabled || MyFakes.ENABLE_VR_FORCE_BLOCK_DESTRUCTIBLE)) { bool causeDeformation = false; var block = grid.GetTargetedBlock(hitInfo.Position); if (block != null && (grid.BlocksDestructionEnabled || block.ForceBlockDestructible)) { block.DoDamage(damage, MyDamageType.Bullet, true, hitInfo, m_weapon != null ? GetSubpartOwner(m_weapon).EntityId : 0); if (block.FatBlock == null) { causeDeformation = true; } } if (grid.BlocksDestructionEnabled && causeDeformation) { ApllyDeformationCubeGrid(hitInfo.Position, grid); } } } //By Gregory: When MyEntitySubpart (e.g. extended parts of pistons and doors) damage the whole parent component //Temporary fix! Maybe other solution? MyEntitySubpart cannot implement IMyDestroyableObject cause is on dependent namespace else if (damagedEntity is MyEntitySubpart) { if (damagedEntity.Parent != null && damagedEntity.Parent.Parent is MyCubeGrid) { hitInfo.Position = damagedEntity.Parent.WorldAABB.Center; DoDamage(damage, hitInfo, customdata, damagedEntity.Parent.Parent); } } else if ((destroyable = damagedEntity as IMyDestroyableObject) != null) { destroyable.DoDamage(damage, MyDamageType.Bullet, true, hitInfo, m_weapon != null ? GetSubpartOwner(m_weapon).EntityId : 0); } } //Handle damage ?? some WIP code by Ondrej //MyEntity damagedObject = entity; //damagedObject.DoDamage(m_ammoProperties.HealthDamage, m_ammoProperties.ShipDamage, m_ammoProperties.EMPDamage, m_ammoProperties.DamageType, m_ammoProperties.AmmoType, m_ignorePhysObject); //if (MyMultiplayerGameplay.IsRunning) // MyMultiplayerGameplay.Static.ProjectileHit(damagedObject, intersectionValue.IntersectionPointInWorldSpace, this.m_directionNormalized, MyAmmoConstants.FindAmmo(m_ammoProperties), this.OwnerEntity); }