public void Explode(Vector2 worldPosition, Entity damageSource, Character attacker = null) { prevExplosions.Add(new Triplet <Explosion, Vector2, float>(this, worldPosition, (float)Timing.TotalTime)); if (prevExplosions.Count > 100) { prevExplosions.RemoveAt(0); } Hull hull = Hull.FindHull(worldPosition); ExplodeProjSpecific(worldPosition, hull); if (hull != null && !string.IsNullOrWhiteSpace(decal) && decalSize > 0.0f) { hull.AddDecal(decal, worldPosition, decalSize, true); } float displayRange = attack.Range; Vector2 cameraPos = Character.Controlled != null ? Character.Controlled.WorldPosition : GameMain.GameScreen.Cam.Position; float cameraDist = Vector2.Distance(cameraPos, worldPosition) / 2.0f; GameMain.GameScreen.Cam.Shake = cameraShake * Math.Max((cameraShakeRange - cameraDist) / cameraShakeRange, 0.0f); #if CLIENT if (screenColor != Color.Transparent) { Color flashColor = Color.Lerp(Color.Transparent, screenColor, Math.Max((screenColorRange - cameraDist) / screenColorRange, 0.0f)); Screen.Selected.ColorFade(flashColor, Color.Transparent, screenColorDuration); } #endif if (displayRange < 0.1f) { return; } if (attack.GetStructureDamage(1.0f) > 0.0f) { RangedStructureDamage(worldPosition, displayRange, attack.GetStructureDamage(1.0f), attacker); } if (EmpStrength > 0.0f) { float displayRangeSqr = displayRange * displayRange; foreach (Item item in Item.ItemList) { float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition); if (distSqr > displayRangeSqr) { continue; } float distFactor = 1.0f - (float)Math.Sqrt(distSqr) / displayRange; //damage repairable power-consuming items var powered = item.GetComponent <Powered>(); if (powered == null || !powered.VulnerableToEMP) { continue; } if (item.Repairables.Any()) { item.Condition -= item.MaxCondition * EmpStrength * distFactor; } //discharge batteries var powerContainer = item.GetComponent <PowerContainer>(); if (powerContainer != null) { powerContainer.Charge -= powerContainer.Capacity * EmpStrength * distFactor; } } } if (MathUtils.NearlyEqual(force, 0.0f) && MathUtils.NearlyEqual(attack.Stun, 0.0f) && MathUtils.NearlyEqual(attack.GetTotalDamage(false), 0.0f)) { return; } DamageCharacters(worldPosition, attack, force, damageSource, attacker); if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) { foreach (Item item in Item.ItemList) { if (item.Condition <= 0.0f) { continue; } if (Vector2.Distance(item.WorldPosition, worldPosition) > attack.Range * 0.5f) { continue; } if (applyFireEffects && !item.FireProof) { //don't apply OnFire effects if the item is inside a fireproof container //(or if it's inside a container that's inside a fireproof container, etc) Item container = item.Container; bool fireProof = false; while (container != null) { if (container.FireProof) { fireProof = true; break; } container = container.Container; } if (!fireProof) { item.ApplyStatusEffects(ActionType.OnFire, 1.0f); if (item.Condition <= 0.0f && GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer) { GameMain.NetworkMember.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFire }); } } } if (item.Prefab.DamagedByExplosions && !item.Indestructible) { float limbRadius = item.body == null ? 0.0f : item.body.GetMaxExtent(); float dist = Vector2.Distance(item.WorldPosition, worldPosition); dist = Math.Max(0.0f, dist - ConvertUnits.ToDisplayUnits(limbRadius)); if (dist > attack.Range) { continue; } float distFactor = 1.0f - dist / attack.Range; float damageAmount = attack.GetItemDamage(1.0f) * item.Prefab.ExplosionDamageMultiplier; item.Condition -= damageAmount * distFactor; } } } }
public void Explode(Vector2 worldPosition, Entity damageSource, Character attacker = null) { Hull hull = Hull.FindHull(worldPosition); ExplodeProjSpecific(worldPosition, hull); if (hull != null && !string.IsNullOrWhiteSpace(decal) && decalSize > 0.0f) { hull.AddDecal(decal, worldPosition, decalSize, isNetworkEvent: false); } float displayRange = Attack.Range; if (damageSource is Item sourceItem) { displayRange *= 1.0f + sourceItem.GetQualityModifier(Quality.StatType.ExplosionRadius); Attack.DamageMultiplier *= 1.0f + sourceItem.GetQualityModifier(Quality.StatType.ExplosionDamage); } Vector2 cameraPos = GameMain.GameScreen.Cam.Position; float cameraDist = Vector2.Distance(cameraPos, worldPosition) / 2.0f; GameMain.GameScreen.Cam.Shake = cameraShake * Math.Max((cameraShakeRange - cameraDist) / cameraShakeRange, 0.0f); #if CLIENT if (screenColor != Color.Transparent) { Color flashColor = Color.Lerp(Color.Transparent, screenColor, Math.Max((screenColorRange - cameraDist) / screenColorRange, 0.0f)); Screen.Selected.ColorFade(flashColor, Color.Transparent, screenColorDuration); } #endif if (displayRange < 0.1f) { return; } if (!MathUtils.NearlyEqual(Attack.GetStructureDamage(1.0f), 0.0f) || !MathUtils.NearlyEqual(Attack.GetLevelWallDamage(1.0f), 0.0f)) { RangedStructureDamage(worldPosition, displayRange, Attack.GetStructureDamage(1.0f), Attack.GetLevelWallDamage(1.0f), attacker); } if (BallastFloraDamage > 0.0f) { RangedBallastFloraDamage(worldPosition, displayRange, BallastFloraDamage, attacker); } if (EmpStrength > 0.0f) { float displayRangeSqr = displayRange * displayRange; foreach (Item item in Item.ItemList) { float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition); if (distSqr > displayRangeSqr) { continue; } float distFactor = 1.0f - (float)Math.Sqrt(distSqr) / displayRange; //damage repairable power-consuming items var powered = item.GetComponent <Powered>(); if (powered == null || !powered.VulnerableToEMP) { continue; } if (item.Repairables.Any()) { item.Condition -= item.MaxCondition * EmpStrength * distFactor; } //discharge batteries var powerContainer = item.GetComponent <PowerContainer>(); if (powerContainer != null) { powerContainer.Charge -= powerContainer.Capacity * EmpStrength * distFactor; } } } if (itemRepairStrength > 0.0f) { float displayRangeSqr = displayRange * displayRange; foreach (Item item in Item.ItemList) { float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition); if (distSqr > displayRangeSqr) { continue; } float distFactor = 1.0f - (float)Math.Sqrt(distSqr) / displayRange; //repair repairable items if (item.Repairables.Any()) { item.Condition += itemRepairStrength * distFactor; } } } if (MathUtils.NearlyEqual(force, 0.0f) && MathUtils.NearlyEqual(Attack.Stun, 0.0f) && MathUtils.NearlyEqual(Attack.GetTotalDamage(false), 0.0f) && !abilityExplosion) { return; } DamageCharacters(worldPosition, Attack, force, damageSource, attacker, applyToSelf); if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) { foreach (Item item in Item.ItemList) { if (item.Condition <= 0.0f) { continue; } float dist = Vector2.Distance(item.WorldPosition, worldPosition); float itemRadius = item.body == null ? 0.0f : item.body.GetMaxExtent(); dist = Math.Max(0.0f, dist - ConvertUnits.ToDisplayUnits(itemRadius)); if (dist > displayRange) { continue; } if (dist < displayRange * 0.5f && applyFireEffects && !item.FireProof && ignoreFireEffectsForTags.None(t => item.HasTag(t))) { //don't apply OnFire effects if the item is inside a fireproof container //(or if it's inside a container that's inside a fireproof container, etc) Item container = item.Container; bool fireProof = false; while (container != null) { if (container.FireProof) { fireProof = true; break; } container = container.Container; } if (!fireProof) { item.ApplyStatusEffects(ActionType.OnFire, 1.0f); if (item.Condition <= 0.0f && GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer) { GameMain.NetworkMember.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFire }); } } } if (item.Prefab.DamagedByExplosions && !item.Indestructible) { float distFactor = 1.0f - dist / displayRange; float damageAmount = Attack.GetItemDamage(1.0f) * item.Prefab.ExplosionDamageMultiplier; Vector2 explosionPos = worldPosition; if (item.Submarine != null) { explosionPos -= item.Submarine.Position; } damageAmount *= GetObstacleDamageMultiplier(ConvertUnits.ToSimUnits(explosionPos), worldPosition, item.SimPosition); item.Condition -= damageAmount * distFactor; } } } }