public override bool Use(float deltaTime, Character character = null) { if (character == null || character.Removed) { return(false); } if (!character.IsKeyDown(InputType.Aim) || reloadTimer > 0.0f) { return(false); } IsActive = true; reloadTimer = reload; List <Body> limbBodies = new List <Body>(); foreach (Limb l in character.AnimController.Limbs) { limbBodies.Add(l.body.FarseerBody); } float degreeOfFailure = 1.0f - DegreeOfSuccess(character); degreeOfFailure *= degreeOfFailure; if (degreeOfFailure > Rand.Range(0.0f, 1.0f)) { ApplyStatusEffects(ActionType.OnFailure, 1.0f, character); } Projectile projectile = null; var containedItems = item.ContainedItems; if (containedItems == null) { return(true); } foreach (Item item in containedItems) { projectile = item.GetComponent <Projectile>(); if (projectile != null) { break; } } //projectile not found, see if one of the contained items contains projectiles if (projectile == null) { foreach (Item item in containedItems) { projectile = item.GetComponent <Projectile>(); if (projectile != null) { break; } } //projectile not found, see if one of the contained items contains projectiles if (projectile == null) { foreach (Item item in containedItems) { var containedSubItems = item.ContainedItems; if (containedSubItems == null) { continue; } foreach (Item subItem in containedSubItems) { projectile = subItem.GetComponent <Projectile>(); //apply OnUse statuseffects to the container in case it has to react to it somehow //(play a sound, spawn more projectiles, reduce condition...) subItem.GetComponent <ItemContainer>()?.Item.ApplyStatusEffects(ActionType.OnUse, deltaTime); if (projectile != null) { break; } } } } } if (projectile == null) { return(true); } float spread = MathHelper.ToRadians(MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure)); float rotation = (item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi; rotation += spread * Rand.Range(-0.5f, 0.5f); projectile.User = character; //add the limbs of the shooter to the list of bodies to be ignored //so that the player can't shoot himself projectile.IgnoredBodies = new List <Body>(limbBodies); Vector2 projectilePos = item.SimPosition; Vector2 sourcePos = character?.AnimController == null ? item.SimPosition : character.AnimController.AimSourceSimPos; Vector2 barrelPos = TransformedBarrelPos; //make sure there's no obstacles between the base of the weapon (or the shoulder of the character) and the end of the barrel if (Submarine.PickBody(sourcePos, barrelPos, projectile.IgnoredBodies) == null) { //no obstacles -> we can spawn the projectile at the barrel projectilePos = barrelPos; } else if ((sourcePos - barrelPos).LengthSquared() > 0.0001f) { //spawn the projectile body.GetMaxExtent() away from the position where the raycast hit the obstacle projectilePos = sourcePos - Vector2.Normalize(barrelPos - projectilePos) * Math.Max(projectile.Item.body.GetMaxExtent(), 0.1f); } projectile.Item.body.ResetDynamics(); projectile.Item.SetTransform(projectilePos, rotation); projectile.Use(deltaTime); projectile.User = character; projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f)); //set the rotation of the projectile again because dropping the projectile resets the rotation projectile.Item.SetTransform(projectilePos, rotation + ((item.body.Dir == 1.0f) ? projectile.LaunchRotationRadians : projectile.LaunchRotationRadians - MathHelper.Pi)); //recoil item.body.ApplyLinearImpulse( new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f); item.RemoveContained(projectile.Item); Rope rope = item.GetComponent <Rope>(); if (rope != null) { rope.Attach(projectile.Item); } return(true); }
public override bool Use(float deltaTime, Character character = null) { if (character == null) { return(false); } if (!character.IsKeyDown(InputType.Aim) || reloadTimer > 0.0f) { return(false); } IsActive = true; reloadTimer = reload; List <Body> limbBodies = new List <Body>(); foreach (Limb l in character.AnimController.Limbs) { limbBodies.Add(l.body.FarseerBody); } float degreeOfFailure = (100.0f - DegreeOfSuccess(character)) / 100.0f; degreeOfFailure *= degreeOfFailure; if (degreeOfFailure > Rand.Range(0.0f, 1.0f)) { ApplyStatusEffects(ActionType.OnFailure, 1.0f, character); } Item[] containedItems = item.ContainedItems; if (containedItems != null) { foreach (Item projectile in containedItems) { if (projectile == null) { continue; } //find the projectile-itemcomponent of the projectile, //and add the limbs of the shooter to the list of bodies to be ignored //so that the player can't shoot himself Projectile projectileComponent = projectile.GetComponent <Projectile>(); if (projectileComponent == null) { continue; } float spread = MathHelper.ToRadians(MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure)); float rotation = (item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi; rotation += spread * Rand.Range(-0.5f, 0.5f); projectile.body.ResetDynamics(); projectile.SetTransform(TransformedBarrelPos, rotation); projectileComponent.User = character; projectileComponent.IgnoredBodies = new List <Body>(limbBodies); projectile.Use(deltaTime); projectile.body.ApplyTorque(projectile.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f)); //set the rotation of the projectile again because dropping the projectile resets the rotation projectile.SetTransform(projectile.SimPosition, rotation); //recoil item.body.ApplyLinearImpulse( new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -50.0f); item.RemoveContained(projectile); Rope rope = item.GetComponent <Rope>(); if (rope != null) { rope.Attach(projectile); } return(true); } } return(true); }