Damage System Rewrite

New damage system, much easier to understand
Splash damage support
Hardpoint armor consolidated with hull armor
Minimap shows view cone
New industry standard palette for temperature display
Temperature range display contains palette
Restoring loadouts now ignores temperature and armor
Items can ignore thermal mass when adding heat
Burst weapons can consume single ammo (mainly shotguns)
New missile type that follows crosshairs
New airburst projectile type that deals splash damage
Auto Shotgun and Charged Shotgun
This commit is contained in:
Reinier Vens 2021-02-01 08:13:14 +00:00
commit 3a9ee2ccf7
55 changed files with 14253 additions and 2206 deletions

View file

@ -36,9 +36,6 @@ public class EntityPack
[Key(8)]
public bool2[,] Conductivity;
[Key(9)]
public Dictionary<int, float> HardpointArmor;
[Key(10)]
public int[] DockingBayAssignments;
@ -79,7 +76,6 @@ public class EntityPack
pack.Temperature = entity.Temperature;
pack.Conductivity = entity.HullConductivity;
var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
pack.HardpointArmor = entity.HardpointArmor.ToDictionary(x => hullData.Hardpoints.IndexOf(x.Key), x => x.Value);
pack.Children = entity.Children.Select(Pack).ToArray();
return pack;
}
@ -135,11 +131,16 @@ public class EntityPack
.Zip(pack.PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data})))
persistentBehaviorData.behavior.Restore(persistentBehaviorData.data);
entity.Temperature = pack.Temperature;
entity.Armor = pack.Armor;
var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
entity.HullConductivity = pack.Conductivity;
entity.HardpointArmor = pack.HardpointArmor.ToDictionary(x => hullData.Hardpoints[x.Key], x => x.Value);
if(!instantiate)
entity.Temperature = pack.Temperature;
if(!instantiate)
entity.Armor = pack.Armor;
var hullData = itemManager.GetData(entity.Hull);
foreach(var v in hullData.Shape.Coordinates)
entity.HullConductivity[v.x,v.y] = pack.Conductivity[v.x,v.y];
}
public int Price(ItemManager itemManager)