things/Bullet.cs
using static Manager;
public enum BulletStat
{
Damage, Force, AddTempWeight, Lifetime, NumPiercing, CriticalChance, CriticalMultiplier, BulletSpread, BulletInaccuracy, BulletSpeed, BulletLifetime,
GrowDamageAmount, ShrinkDamageAmount, DistanceDamageAmount, HealTeammateAmount,
WillIgnite, WillFreeze,
NumBouncing,
}
public class Bullet : Thing
{
[Property] Sprite HomingSprite { get; set; }
public TimeSince TimeSinceSpawn { get; private set; }
public Player Shooter { get; set; }
public Dictionary<BulletStat, float> Stats { get; private set; }
public List<Thing> _hitThings = new List<Thing>();
//private float _scaleFactor;
public bool IsHoming { get; set; }
private TimeSince _timeSinceHoming;
private float _nextHomingTime;
private int _numHomingsToClearHit;
private const float HOMING_DELAY_MIN = 0.05f;
private const float HOMING_DELAY_MAX = 0.2f;
private float _startingSpriteY;
protected override void OnAwake()
{
base.OnAwake();
//OffsetY = -0.45f;
//Sprite.LocalPosition = new Vector3( 0f, -OffsetY, 0f );
Sprite.LocalPosition = new Vector3( 0f, 0.45f, 0f );
Radius = 0.1f;
ShadowOpacity = 0.8f;
ShadowScale = 0.3f;
SpawnShadow( ShadowScale, ShadowOpacity );
//Log.Info( $"ShadowScale: {ShadowScale} ShadowSprite.LocalScale: {ShadowSprite.LocalScale}" );
if ( IsProxy )
return;
//Scale = new Vector2( 0.1f, 0.1f );
TimeSinceSpawn = 0f;
Stats = new Dictionary<BulletStat, float>();
Stats[BulletStat.Damage] = 1f;
Stats[BulletStat.AddTempWeight] = 2f;
Stats[BulletStat.Force] = 0.75f;
Stats[BulletStat.Lifetime] = 1f;
Stats[BulletStat.NumPiercing] = 0;
Stats[BulletStat.CriticalChance] = 0;
Stats[BulletStat.CriticalMultiplier] = 1f;
Stats[BulletStat.HealTeammateAmount] = 0f;
CollideWith.Add( typeof( Enemy ) );
_timeSinceHoming = 0f;
_nextHomingTime = Game.Random.Float( HOMING_DELAY_MIN, HOMING_DELAY_MAX );
_startingSpriteY = Sprite.LocalPosition.y;
}
public void Init()
{
if ( IsHoming )
{
Sprite.Sprite = HomingSprite;
FaceDirection( Velocity.Normal );
}
//_scaleFactor = Utils.Map( Stats[BulletStat.Damage], 10f, 120f, 0.015f, 0.003f, EasingType.Linear );
DetermineSize();
//if ( Stats[BulletStat.HealTeammateAmount] > 0f )
//{
// CollideWith.Add( typeof( Player ) );
// Sprite.Tint = Color.Green;
//}
Color color = Color.White;
if ( Stats[BulletStat.WillIgnite] > 0f && Stats[BulletStat.WillFreeze] > 0f )
color = new Color( 0.9f, 0f, 1f );
else if ( Stats[BulletStat.WillIgnite] > 0f )
color = new Color( 1f, 0.06f, 0.06f );
else if ( Stats[BulletStat.WillFreeze] > 0f )
color = new Color( 0.1f, 0.1f, 1f );
Sprite.Tint = color;
}
void FaceDirection( Vector2 dir )
{
Sprite.LocalRotation = new Angles( 0f, Utils.VectorToDegrees( -dir ), 0f );
}
void DetermineSize()
{
var damage = Stats[BulletStat.Damage];
//float scale = 0.125f + damage * _scaleFactor;
float scale = damage < 30f
? Utils.Map( damage, 0f, 30f, 0.1f, 0.5f, EasingType.QuadOut )
: Utils.Map( damage, 30f, 150f, 0.5f, 1.75f, EasingType.QuadIn );
if ( IsHoming )
scale *= 1.15f;
Scale = scale;
//Sprite.Size = new Vector2( scale );
Sprite.LocalScale = new Vector3( 1f ) * scale * Globals.SPRITE_SCALE;
Radius = 0.07f + scale * 0.2f;
ShadowScale = scale * 1.3f;
ShadowSpriteDirty = true;
}
protected override void OnUpdate()
{
base.OnUpdate();
//Log.Info( $"Stats: {Stats}" );
if ( !IsProxy )
{
//Gizmo.Draw.Color = Color.White;
//Gizmo.Draw.Text( $"TimeSinceSpawn: {TimeSinceSpawn}\nStats[BulletStat.Damage]: {Stats[BulletStat.Damage]}\nStats[BulletStat.Lifetime]: {Stats[BulletStat.Lifetime]}", new global::Transform( (Vector3)Position2D + new Vector3( 0f, -0.2f, 0f ) ) );
}
//Gizmo.Draw.Color = Color.White.WithAlpha( 0.05f );
//Gizmo.Draw.LineSphere( (Vector3)Position2D, Radius );
if ( !Manager.Instance.ShouldUpdateThings )
return;
if ( IsProxy )
return;
//if ( Shooter == null || Shooter.IsDead )
//{
// Remove();
// return;
//}
float dt = Time.Delta;
Position2D += Velocity * dt;
WorldPosition = WorldPosition.WithZ( Globals.GetZPos( Position2D.y ) );
bool changedDamage = false;
if ( Stats[BulletStat.GrowDamageAmount] > 0f )
{
Stats[BulletStat.Damage] += Stats[BulletStat.GrowDamageAmount] * dt;
changedDamage = true;
}
if ( Stats[BulletStat.ShrinkDamageAmount] > 0f )
{
Stats[BulletStat.Damage] -= Stats[BulletStat.ShrinkDamageAmount] * dt;
changedDamage = true;
if ( Stats[BulletStat.Damage] <= 0f )
{
Remove();
return;
}
}
if ( Stats[BulletStat.DistanceDamageAmount] > 0f )
{
Stats[BulletStat.Damage] += Stats[BulletStat.DistanceDamageAmount] * Velocity.Length * dt;
changedDamage = true;
}
if ( changedDamage )
DetermineSize();
if ( TimeSinceSpawn > Stats[BulletStat.Lifetime] )
{
var cloud = Manager.Instance.SpawnCloud( Position2D );
cloud.Lifetime = Game.Random.Float( 0.15f, 0.3f );
cloud.Velocity = Velocity * Game.Random.Float( 0f, 1f );
cloud.Deceleration = Game.Random.Float( 20f, 50f );
cloud.LocalScale *= Game.Random.Float( 0.4f, 0.75f ) * Utils.Map( Scale, 0.175f, 0.5f, 0.9f, 2f );
Remove();
return;
}
float progress = Utils.Map( TimeSinceSpawn, 0f, Stats[BulletStat.Lifetime], 0f, 1f, EasingType.QuadIn );
Sprite.LocalPosition = Sprite.LocalPosition.WithY( Utils.Map( progress, 0f, 1f, _startingSpriteY, Radius * 0.6f ) );
float shadowSize = Utils.Map( progress, 0f, 1f, Scale * 1.3f, Scale * 1.5f );
ShadowSprite.LocalScale = new Vector3( shadowSize * Globals.SPRITE_SCALE, 1f, shadowSize * Globals.SPRITE_SCALE );
ShadowSprite.Tint = Color.Black.WithAlpha( Utils.Map( progress, 0f, 1f, 0.5f, 1f ) );
for ( int dx = -1; dx <= 1; dx++ )
{
for ( int dy = -1; dy <= 1; dy++ )
{
Manager.Instance.HandleThingCollisionForGridSquare( this, new GridSquare( GridPos.x + dx, GridPos.y + dy ), dt );
if ( IsRemoved )
return;
}
}
if ( IsHoming && _timeSinceHoming > _nextHomingTime )
ActivateHoming();
if ( Stats[BulletStat.NumBouncing] > 0f )
CheckBoundsForBounce();
}
void CheckBoundsForBounce()
{
var xMin = Manager.Instance.BOUNDS_MIN.x;
var yMin = Manager.Instance.BOUNDS_MIN.y;
var xMax = Manager.Instance.BOUNDS_MAX.x;
var yMax = Manager.Instance.BOUNDS_MAX.y;
var x = Position2D.x;
var y = Position2D.y;
bool didHit = false;
if ( x < xMin )
{
Position2D = new Vector2( xMin, y );
Velocity = new Vector2( -Velocity.x, Velocity.y );
didHit = true;
}
else if ( x > xMax )
{
Position2D = new Vector2( xMax, y );
Velocity = new Vector2( -Velocity.x, Velocity.y );
didHit = true;
}
if ( y < yMin )
{
Position2D = new Vector2( x, yMin );
Velocity = new Vector2( Velocity.x, -Velocity.y );
didHit = true;
}
else if ( y > yMax )
{
Position2D = new Vector2( x, yMax );
Velocity = new Vector2( Velocity.x, -Velocity.y );
didHit = true;
}
if ( didHit )
BounceBounds();
}
public override void Colliding( Thing other, float percent, float dt )
{
base.Colliding( other, percent, dt );
if ( Shooter == null )
return;
if ( other is Enemy enemy )
{
bool ignoreCharmedEnemies = true; // todo: upgrade that reduces dmg to charmed enemies, final level ignores collision
if ( enemy.IsDying || (enemy.IsSpawning && enemy.TimeSinceSpawn < 1.5f) || enemy.IgnoreCollision || (enemy.IsCharmed && ignoreCharmedEnemies) )
return;
if ( _hitThings.Contains( enemy ) )
return;
if ( Stats[BulletStat.WillIgnite] > 0f )
{
var burning = enemy.GetEnemyStatus<BurningEnemyStatus>();
if ( burning != null )
{
burning.AddStack( Shooter.Stats[PlayerStat.FireDamage], Shooter.Stats[PlayerStat.FireLifetime], Shooter.Stats[PlayerStat.FireSpreadChance] );
}
else
{
enemy.Burn( Shooter, Shooter.Stats[PlayerStat.FireDamage], Shooter.Stats[PlayerStat.FireLifetime], Shooter.Stats[PlayerStat.FireSpreadChance] );
Manager.Instance.PlaySfxNearby( "burn", Position2D, pitch: Sandbox.Game.Random.Float( 0.95f, 1.05f ), volume: 0.85f, maxDist: 5f );
}
enemy.TimeSinceBurn = 0f;
}
if ( Stats[BulletStat.WillFreeze] > 0f )
{
if ( !enemy.HasEnemyStatus<FrozenEnemyStatus>() )
Manager.Instance.PlaySfxNearby( "frozen_02", Position2D, pitch: Game.Random.Float( 1.3f, 1.4f ), volume: 1.1f, maxDist: 3f );
enemy.Freeze( Shooter );
}
bool isCrit = Game.Random.Float( 0f, 1f ) < Stats[BulletStat.CriticalChance];
float damage = Stats[BulletStat.Damage] * (isCrit ? Stats[BulletStat.CriticalMultiplier] : 1f);
var addVel = Velocity.Normal * Stats[BulletStat.Force] * (8f / enemy.PushStrength);// * (Math.Min(damage, 5f) / 5f);
enemy.Damage( damage, Shooter, addVel, Stats[BulletStat.AddTempWeight], isCrit, DamageType.PlayerBullet );
//if(isCrit)
// Manager.Instance.PlaySfxNearby( "crit_0", Position2D, pitch: Utils.Map( enemy.Health, enemy.MaxHealth, 0f, 1.3f, 1.5f, EasingType.SineIn ), volume: 1f, maxDist: 4f );
//else
Manager.Instance.PlaySfxNearby( "enemy.hit", Position2D, pitch: Utils.Map( enemy.Health, enemy.MaxHealth, 0f, 0.9f, 1.3f, EasingType.SineIn ), volume: 1f, maxDist: 4f );
//enemy.Charm();
int numPierces = (int)Stats[BulletStat.NumPiercing];
int numBounces = (int)Stats[BulletStat.NumBouncing];
if ( numPierces > 0 )
{
Pierce( enemy );
}
else if ( numBounces > 0 )
{
Bounce( enemy );
}
else
{
Remove();
return;
}
}
//else if ( other is Player player && player != Shooter && !player.IsDead )
//{
// if ( _hitThings.Contains( player ) )
// return;
// player.Heal( Stats[BulletStat.HealTeammateAmount], 0.05f );
// NumHits++;
// if ( NumHits > (int)Stats[BulletStat.NumPiercing] )
// {
// Remove();
// return;
// }
// else
// {
// _hitThings.Add( player );
// }
//}
}
void Pierce( Enemy enemy )
{
_hitThings.Add( enemy );
if ( IsHoming )
{
_timeSinceHoming = 0f;
_nextHomingTime = Game.Random.Float( HOMING_DELAY_MIN, HOMING_DELAY_MAX );
_numHomingsToClearHit = 3;
}
Stats[BulletStat.NumPiercing] -= 1f;
}
public void Bounce( Enemy enemy )
{
Vector2 dir = (Position2D - enemy.Position2D).LengthSquared > 0.01f
? (Position2D - enemy.Position2D).Normal
: Utils.GetRandomVector();
Velocity = dir * Velocity.Length;
FaceDirection( dir );
Stats[BulletStat.NumBouncing] -= 1f;
_hitThings.Clear();
_hitThings.Add( enemy );
if ( IsHoming )
{
_timeSinceHoming = 0f;
_nextHomingTime = Game.Random.Float( HOMING_DELAY_MIN, HOMING_DELAY_MAX );
_numHomingsToClearHit = 3;
}
}
void BounceBounds()
{
Vector2 dir = Velocity.Normal;
FaceDirection( dir );
Stats[BulletStat.NumBouncing] -= 1f;
_hitThings.Clear();
Manager.Instance.PlaySfxNearby( "enemy.hit", Position2D, pitch: Game.Random.Float( 1.55f, 1.6f ), volume: 0.7f, maxDist: 3f );
}
void ActivateHoming()
{
_numHomingsToClearHit--;
if ( _numHomingsToClearHit == 0 )
_hitThings.Clear();
Enemy closestEnemy = null;
float closestDistSqr = float.MaxValue;
for ( int dx = -1; dx <= 1; dx++ )
{
for ( int dy = -1; dy <= 1; dy++ )
{
Enemy enemy;
GetClosestEnemyInGridSquare( new GridSquare( GridPos.x + dx, GridPos.y + dy ), out enemy );
if ( enemy != null && !_hitThings.Contains( enemy ) )
{
float distSqr = (enemy.Position2D - Position2D).LengthSquared;
if ( distSqr < closestDistSqr )
{
closestEnemy = enemy;
closestDistSqr = distSqr;
}
}
}
}
if ( closestEnemy != null )
{
var dir = (closestEnemy.Position2D - Position2D).Normal;
Velocity = dir * Velocity.Length;
FaceDirection( dir );
}
_timeSinceHoming = 0f;
_nextHomingTime = Game.Random.Float( HOMING_DELAY_MIN, HOMING_DELAY_MAX );
}
public void GetClosestEnemyInGridSquare( GridSquare gridSquare, out Enemy closestEnemy )
{
closestEnemy = null;
float closestDistSqr = float.MaxValue;
if ( !Manager.Instance.ThingGridPositions.ContainsKey( gridSquare ) )
return;
var things = Manager.Instance.ThingGridPositions[gridSquare];
if ( things.Count == 0 )
return;
for ( int i = things.Count - 1; i >= 0; i-- )
{
if ( i >= things.Count )
continue;
var other = things[i];
if ( other == this || other.IsRemoved || !other.IsValid() )
continue;
if ( other is not Enemy enemy || enemy.IsDying || enemy.IsSpawning || enemy.IgnoreCollision || enemy.IsCharmed )
continue;
var dist_sqr = (Position2D - enemy.Position2D).LengthSquared;
if ( dist_sqr < closestDistSqr )
{
closestDistSqr = dist_sqr;
closestEnemy = enemy;
}
}
}
}