2f107db...5202af9
This commit is contained in:
@@ -14,9 +14,9 @@ namespace Barotrauma
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Vector2 pos = Character.WorldPosition;
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pos.Y = -pos.Y;
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if (selectedAiTarget?.Entity != null)
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if (SelectedAiTarget?.Entity != null)
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{
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GUI.DrawLine(spriteBatch, pos, new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red * 0.3f, 0, 5);
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GUI.DrawLine(spriteBatch, pos, new Vector2(SelectedAiTarget.WorldPosition.X, -SelectedAiTarget.WorldPosition.Y), Color.Red * 0.3f, 0, 5);
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if (wallTarget != null)
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{
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@@ -27,7 +27,7 @@ namespace Barotrauma
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GUI.DrawLine(spriteBatch, pos, wallTargetPos, Color.Orange * 0.5f, 0, 5);
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}
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GUI.Font.DrawString(spriteBatch, $"{selectedAiTarget.Entity.ToString()} ({targetValue.ToString()})", pos - Vector2.UnitY * 20.0f, Color.Red);
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GUI.Font.DrawString(spriteBatch, $"{SelectedAiTarget.Entity.ToString()} ({targetValue.ToString()})", pos - Vector2.UnitY * 20.0f, Color.Red);
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}
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/*GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, Color.Red);
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@@ -1,4 +1,6 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System.Linq;
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namespace Barotrauma
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{
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@@ -21,11 +23,11 @@ namespace Barotrauma
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public override void DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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{
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if (selectedAiTarget?.Entity != null)
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if (SelectedAiTarget?.Entity != null)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
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new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
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new Vector2(SelectedAiTarget.WorldPosition.X, -SelectedAiTarget.WorldPosition.Y), Color.Red);
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}
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IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
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@@ -50,5 +52,52 @@ namespace Barotrauma
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Color.LightGreen);
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}
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}
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//TODO: move this to the shared project, otherwise bots won't be able to report things in multiplayer
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partial void ReportProblems()
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{
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if (GameMain.Client != null) return;
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Order newOrder = null;
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if (Character.CurrentHull != null)
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{
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if (Character.CurrentHull.FireSources.Count > 0)
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportfire");
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newOrder = new Order(orderPrefab, Character.CurrentHull, null);
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}
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if (Character.CurrentHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.ConnectedDoor == null && g.Open > 0.0f))
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportbreach");
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newOrder = new Order(orderPrefab, Character.CurrentHull, null);
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}
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foreach (Character c in Character.CharacterList)
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{
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if (c.CurrentHull == Character.CurrentHull && !c.IsDead &&
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(c.AIController is EnemyAIController || c.TeamID != Character.TeamID))
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "reportintruders");
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newOrder = new Order(orderPrefab, Character.CurrentHull, null);
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}
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}
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}
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if (Character.CurrentHull != null && (Character.Bleeding > 1.0f || Character.Vitality < Character.MaxVitality * 0.1f))
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == "requestfirstaid");
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newOrder = new Order(orderPrefab, Character.CurrentHull, null);
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}
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if (newOrder != null)
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{
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if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
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{
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Character.Speak(
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newOrder.GetChatMessage("", Character.CurrentHull?.RoomName, givingOrderToSelf: false), ChatMessageType.Order);
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}
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}
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}
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}
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}
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@@ -2,38 +2,10 @@
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{
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partial class AICharacter : Character
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{
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partial void InitProjSpecific()
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{
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soundTimer = Rand.Range(0.0f, soundInterval);
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}
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partial void SoundUpdate(float deltaTime)
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{
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if (soundTimer > 0)
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{
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soundTimer -= deltaTime;
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}
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else
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{
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switch (aiController.State)
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{
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case AIController.AIState.Attack:
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PlaySound(CharacterSound.SoundType.Attack);
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break;
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default:
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PlaySound(CharacterSound.SoundType.Idle);
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break;
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}
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soundTimer = soundInterval;
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}
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}
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public override void DrawFront(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Camera cam)
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{
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base.DrawFront(spriteBatch, cam);
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if (GameMain.DebugDraw && !IsDead) aiController.DebugDraw(spriteBatch);
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}
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}
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}
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@@ -0,0 +1,48 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Xml;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class HumanoidAnimParams : ISerializableEntity
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{
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private static GUIListBox editor;
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public static GUIListBox Editor
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{
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get
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{
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if (editor == null)
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{
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editor = new GUIListBox(new RectTransform(new Vector2(0.3f, 1), GUI.Canvas));
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//editor.AddChild(new SerializableEntityEditor(editor.RectTransform, WalkInstance, false, true, elementHeight: 20));
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//editor.AddChild(new SerializableEntityEditor(editor.RectTransform, RunInstance, false, true, elementHeight: 20));
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}
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return editor;
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}
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}
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public void Save()
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{
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XDocument doc = XMLExtensions.TryLoadXml(filePath);
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if (doc == null || doc.Root == null) return;
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SerializableProperty.SerializeProperties(this, doc.Root, true);
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XmlWriterSettings settings = new XmlWriterSettings();
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settings.Indent = true;
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settings.OmitXmlDeclaration = true;
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settings.NewLineOnAttributes = true;
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using (var writer = XmlWriter.Create(filePath, settings))
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{
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doc.WriteTo(writer);
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writer.Flush();
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}
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}
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}
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}
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@@ -7,9 +7,9 @@ using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using Barotrauma.Particles;
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using System.Linq;
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namespace Barotrauma
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{
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@@ -17,6 +17,233 @@ namespace Barotrauma
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{
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public HashSet<SpriteDeformation> SpriteDeformations { get; protected set; } = new HashSet<SpriteDeformation>();
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/// <summary>
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/// Inversed draw order, which is used for drawing the limbs in 3d (deformable sprites).
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/// </summary>
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protected Limb[] inversedLimbDrawOrder;
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partial void UpdateNetPlayerPositionProjSpecific(float deltaTime, float lowestSubPos)
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{
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if (character != GameMain.Client.Character || !character.AllowInput)
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{
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//remove states without a timestamp (there may still be ID-based states
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//in the list when the controlled character switches to timestamp-based interpolation)
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character.MemState.RemoveAll(m => m.Timestamp == 0.0f);
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//use simple interpolation for other players' characters and characters that can't move
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if (character.MemState.Count > 0)
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{
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CharacterStateInfo serverPos = character.MemState.Last();
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if (!character.isSynced)
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{
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SetPosition(serverPos.Position, false);
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Collider.LinearVelocity = Vector2.Zero;
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character.MemLocalState.Clear();
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character.LastNetworkUpdateID = serverPos.ID;
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character.isSynced = true;
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return;
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}
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if (character.MemState[0].Interact == null || character.MemState[0].Interact.Removed)
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{
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character.DeselectCharacter();
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character.SelectedConstruction = null;
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}
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else if (character.MemState[0].Interact is Character)
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{
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character.SelectCharacter((Character)character.MemState[0].Interact);
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}
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else if (character.MemState[0].Interact is Item newSelectedConstruction)
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{
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if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
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{
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foreach (var ic in newSelectedConstruction.Components)
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{
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if (ic.CanBeSelected) ic.Select(character);
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}
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}
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character.SelectedConstruction = newSelectedConstruction;
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}
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if (character.MemState[0].Animation == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.CPR;
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}
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else if (character.AnimController.Anim == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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}
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Vector2 newVelocity = Collider.LinearVelocity;
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Vector2 newPosition = Collider.SimPosition;
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float newRotation = Collider.Rotation;
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float newAngularVelocity = Collider.AngularVelocity;
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Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
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newVelocity = newVelocity.ClampLength(100.0f);
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if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
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overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
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Collider.LinearVelocity = newVelocity;
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Collider.AngularVelocity = newAngularVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.AllowInput ? 0.01f : 0.1f;
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if (distSqrd > errorTolerance)
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{
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if (distSqrd > 10.0f || !character.AllowInput)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 1.0f);
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}
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else
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{
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Collider.TargetRotation = newRotation;
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Collider.TargetPosition = newPosition;
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Collider.MoveToTargetPosition(true);
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}
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}
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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if (!character.AllowInput)
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{
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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}
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character.MemLocalState.Clear();
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}
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else
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{
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//remove states with a timestamp (there may still timestamp-based states
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//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
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character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
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for (int i = 0; i < character.MemLocalState.Count; i++)
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{
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if (character.Submarine == null)
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{
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//transform in-sub coordinates to outside coordinates
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if (character.MemLocalState[i].Position.Y > lowestSubPos)
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{
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character.MemLocalState[i].TransformInToOutside();
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}
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}
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else if (currentHull?.Submarine != null)
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{
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//transform outside coordinates to in-sub coordinates
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if (character.MemLocalState[i].Position.Y < lowestSubPos)
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{
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character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
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}
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}
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}
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if (character.MemState.Count < 1) return;
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overrideTargetMovement = Vector2.Zero;
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CharacterStateInfo serverPos = character.MemState.Last();
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if (!character.isSynced)
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{
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SetPosition(serverPos.Position, false);
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Collider.LinearVelocity = Vector2.Zero;
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character.MemLocalState.Clear();
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character.LastNetworkUpdateID = serverPos.ID;
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character.isSynced = true;
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return;
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}
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int localPosIndex = character.MemLocalState.FindIndex(m => m.ID == serverPos.ID);
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if (localPosIndex > -1)
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{
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CharacterStateInfo localPos = character.MemLocalState[localPosIndex];
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//the entity we're interacting with doesn't match the server's
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if (localPos.Interact != serverPos.Interact)
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{
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if (serverPos.Interact == null || serverPos.Interact.Removed)
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{
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character.DeselectCharacter();
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character.SelectedConstruction = null;
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}
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else if (serverPos.Interact is Character)
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{
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character.SelectCharacter((Character)serverPos.Interact);
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}
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else
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{
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var newSelectedConstruction = (Item)serverPos.Interact;
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if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
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{
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newSelectedConstruction.TryInteract(character, true, true);
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}
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character.SelectedConstruction = newSelectedConstruction;
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}
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}
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if (localPos.Animation != serverPos.Animation)
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{
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if (serverPos.Animation == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.CPR;
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}
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else if (character.AnimController.Anim == AnimController.Animation.CPR)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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}
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}
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Hull serverHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(serverPos.Position), character.CurrentHull, serverPos.Position.Y < lowestSubPos);
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Hull clientHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(localPos.Position), serverHull, localPos.Position.Y < lowestSubPos);
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if (serverHull != null && clientHull != null && serverHull.Submarine != clientHull.Submarine)
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{
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//hull subs don't match => teleport the camera to the other sub
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character.Submarine = serverHull.Submarine;
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character.CurrentHull = currentHull = serverHull;
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SetPosition(serverPos.Position);
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character.MemLocalState.Clear();
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}
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else
|
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{
|
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Vector2 positionError = serverPos.Position - localPos.Position;
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float rotationError = serverPos.Rotation - localPos.Rotation;
|
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for (int i = localPosIndex; i < character.MemLocalState.Count; i++)
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{
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Hull pointHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(character.MemLocalState[i].Position), clientHull, character.MemLocalState[i].Position.Y < lowestSubPos);
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if (pointHull != clientHull && ((pointHull == null) || (clientHull == null) || (pointHull.Submarine == clientHull.Submarine))) break;
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character.MemLocalState[i].Translate(positionError, rotationError);
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}
|
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float errorMagnitude = positionError.Length();
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if (errorMagnitude > 0.01f)
|
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{
|
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Collider.TargetPosition = Collider.SimPosition + positionError;
|
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Collider.TargetRotation = Collider.Rotation + rotationError;
|
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Collider.MoveToTargetPosition(lerp: true);
|
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if (errorMagnitude > 0.5f)
|
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{
|
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character.MemLocalState.Clear();
|
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foreach (Limb limb in Limbs)
|
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{
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limb.body.TargetPosition = limb.body.SimPosition + positionError;
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limb.body.MoveToTargetPosition(lerp: true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
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character.MemState.Clear();
|
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}
|
||||
}
|
||||
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partial void ImpactProjSpecific(float impact, Body body)
|
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{
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float volume = Math.Min(impact - 3.0f, 1.0f);
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@@ -42,7 +269,7 @@ namespace Barotrauma
|
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}
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else if (body.UserData is Limb || body == Collider.FarseerBody)
|
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{
|
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if (!character.IsRemotePlayer || GameMain.Server != null)
|
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if (!character.IsRemotePlayer)
|
||||
{
|
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if (impact > ImpactTolerance)
|
||||
{
|
||||
@@ -115,7 +342,7 @@ namespace Barotrauma
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depthSortedLimbs.Reverse();
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inversedLimbDrawOrder = depthSortedLimbs.ToArray();
|
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}
|
||||
|
||||
|
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partial void UpdateProjSpecific(float deltaTime)
|
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{
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LimbJoints.ForEach(j => j.UpdateDeformations(deltaTime));
|
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|
||||
@@ -1,5 +1,6 @@
|
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using Barotrauma.Networking;
|
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using Barotrauma.Particles;
|
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using Barotrauma.Sounds;
|
||||
using FarseerPhysics;
|
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using FarseerPhysics.Dynamics;
|
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using Microsoft.Xna.Framework;
|
||||
@@ -22,6 +23,8 @@ namespace Barotrauma
|
||||
protected float hudInfoTimer;
|
||||
protected bool hudInfoVisible;
|
||||
|
||||
private float findFocusedTimer;
|
||||
|
||||
protected float lastRecvPositionUpdateTime;
|
||||
|
||||
private float hudInfoHeight;
|
||||
@@ -39,7 +42,6 @@ namespace Barotrauma
|
||||
if (controlled == value) return;
|
||||
controlled = value;
|
||||
if (controlled != null) controlled.Enabled = true;
|
||||
GameMain.GameSession?.CrewManager?.SetCharacterSelected(controlled);
|
||||
CharacterHealth.OpenHealthWindow = null;
|
||||
|
||||
}
|
||||
@@ -107,13 +109,7 @@ namespace Barotrauma
|
||||
partial void InitProjSpecific(XDocument doc)
|
||||
{
|
||||
soundInterval = doc.Root.GetAttributeFloat("soundinterval", 10.0f);
|
||||
|
||||
keys = new Key[Enum.GetNames(typeof(InputType)).Length];
|
||||
|
||||
for (int i = 0; i < Enum.GetNames(typeof(InputType)).Length; i++)
|
||||
{
|
||||
keys[i] = new Key((InputType)i);
|
||||
}
|
||||
soundTimer = Rand.Range(0.0f, soundInterval);
|
||||
|
||||
BloodDecalName = doc.Root.GetAttributeString("blooddecal", "");
|
||||
|
||||
@@ -140,6 +136,13 @@ namespace Barotrauma
|
||||
hudProgressBars = new Dictionary<object, HUDProgressBar>();
|
||||
}
|
||||
|
||||
partial void UpdateLimbLightSource(Limb limb)
|
||||
{
|
||||
if (limb.LightSource != null)
|
||||
{
|
||||
limb.LightSource.Enabled = enabled;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Control the Character according to player input
|
||||
@@ -196,7 +199,7 @@ namespace Barotrauma
|
||||
{
|
||||
cam.OffsetAmount = 0.0f;
|
||||
}
|
||||
else if (SelectedConstruction != null && SelectedConstruction.components.Any(ic => (ic.GuiFrame != null && GUI.IsMouseOn(ic.GuiFrame))))
|
||||
else if (SelectedConstruction != null && SelectedConstruction.Components.Any(ic => (ic.GuiFrame != null && GUI.IsMouseOn(ic.GuiFrame))))
|
||||
{
|
||||
cam.OffsetAmount = 0.0f;
|
||||
}
|
||||
@@ -229,7 +232,7 @@ namespace Barotrauma
|
||||
partial void UpdateControlled(float deltaTime, Camera cam)
|
||||
{
|
||||
if (controlled != this) return;
|
||||
|
||||
|
||||
ControlLocalPlayer(deltaTime, cam);
|
||||
|
||||
Lights.LightManager.ViewTarget = this;
|
||||
@@ -257,7 +260,17 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
partial void KillProjSpecific()
|
||||
partial void OnAttackedProjSpecific(Character attacker, AttackResult attackResult)
|
||||
{
|
||||
if (attackResult.Damage <= 0) { return; }
|
||||
if (soundTimer < soundInterval * 0.5f)
|
||||
{
|
||||
PlaySound(CharacterSound.SoundType.Damage);
|
||||
soundTimer = soundInterval;
|
||||
}
|
||||
}
|
||||
|
||||
partial void KillProjSpecific(CauseOfDeathType causeOfDeath, Affliction causeOfDeathAffliction)
|
||||
{
|
||||
if (GameMain.NetworkMember != null && controlled == this)
|
||||
{
|
||||
@@ -285,13 +298,159 @@ namespace Barotrauma
|
||||
GameMain.GameSession.CrewManager.RemoveCharacter(this);
|
||||
}
|
||||
|
||||
if (GameMain.NetworkMember?.Character == this) GameMain.NetworkMember.Character = null;
|
||||
if (GameMain.Client?.Character == this) GameMain.Client.Character = null;
|
||||
|
||||
if (Lights.LightManager.ViewTarget == this) Lights.LightManager.ViewTarget = null;
|
||||
}
|
||||
|
||||
|
||||
private List<Item> debugInteractablesInRange = new List<Item>();
|
||||
private List<Item> debugInteractablesAtCursor = new List<Item>();
|
||||
private List<Pair<Item, float>> debugInteractablesNearCursor = new List<Pair<Item, float>>();
|
||||
|
||||
/// <summary>
|
||||
/// Finds the front (lowest depth) interactable item at a position. "Interactable" in this case means that the character can "reach" the item.
|
||||
/// </summary>
|
||||
/// <param name="character">The Character who is looking for the interactable item, only items that are close enough to this character are returned</param>
|
||||
/// <param name="simPosition">The item at the simPosition, with the lowest depth, is returned</param>
|
||||
/// <param name="allowFindingNearestItem">If this is true and an item cannot be found at simPosition then a nearest item will be returned if possible</param>
|
||||
/// <param name="hull">If a hull is specified, only items within that hull are returned</param>
|
||||
public Item FindItemAtPosition(Vector2 simPosition, float aimAssistModifier = 0.0f, Item[] ignoredItems = null)
|
||||
{
|
||||
if (Submarine != null)
|
||||
{
|
||||
simPosition += Submarine.SimPosition;
|
||||
}
|
||||
|
||||
debugInteractablesInRange.Clear();
|
||||
debugInteractablesAtCursor.Clear();
|
||||
debugInteractablesNearCursor.Clear();
|
||||
|
||||
//reduce the amount of aim assist if an item has been selected
|
||||
//= can't switch selection to another item without deselecting the current one first UNLESS the cursor is directly on the item
|
||||
//otherwise it would be too easy to accidentally switch the selected item when rewiring items
|
||||
float aimAssistAmount = SelectedConstruction == null ? 100.0f * aimAssistModifier : 1.0f;
|
||||
|
||||
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
|
||||
|
||||
//use the list of visible entities if it exists
|
||||
var entityList = Submarine.VisibleEntities ?? Item.ItemList;
|
||||
|
||||
Item closestItem = null;
|
||||
float closestItemDistance = aimAssistAmount;
|
||||
foreach (MapEntity entity in entityList)
|
||||
{
|
||||
if (!(entity is Item item))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (item.body != null && !item.body.Enabled) continue;
|
||||
if (item.ParentInventory != null) continue;
|
||||
if (ignoredItems != null && ignoredItems.Contains(item)) continue;
|
||||
|
||||
float distanceToItem = float.PositiveInfinity;
|
||||
if (item.IsInsideTrigger(displayPosition, out Rectangle transformedTrigger))
|
||||
{
|
||||
debugInteractablesAtCursor.Add(item);
|
||||
//distance is between 0-1 when the cursor is directly on the item
|
||||
distanceToItem =
|
||||
Math.Abs(transformedTrigger.Center.X - displayPosition.X) / transformedTrigger.Width +
|
||||
Math.Abs((transformedTrigger.Y - transformedTrigger.Height / 2.0f) - displayPosition.Y) / transformedTrigger.Height;
|
||||
//modify the distance based on the size of the trigger (preferring smaller items)
|
||||
distanceToItem *= MathHelper.Lerp(0.05f, 2.0f, (transformedTrigger.Width + transformedTrigger.Height) / 250.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
Rectangle itemDisplayRect = new Rectangle(item.InteractionRect.X, item.InteractionRect.Y - item.InteractionRect.Height, item.InteractionRect.Width, item.InteractionRect.Height);
|
||||
|
||||
if (itemDisplayRect.Contains(displayPosition))
|
||||
{
|
||||
debugInteractablesAtCursor.Add(item);
|
||||
//distance is between 0-1 when the cursor is directly on the item
|
||||
distanceToItem =
|
||||
Math.Abs(itemDisplayRect.Center.X - displayPosition.X) / itemDisplayRect.Width +
|
||||
Math.Abs(itemDisplayRect.Center.Y - displayPosition.Y) / itemDisplayRect.Height;
|
||||
//modify the distance based on the size of the item (preferring smaller ones)
|
||||
distanceToItem *= MathHelper.Lerp(0.05f, 2.0f, (itemDisplayRect.Width + itemDisplayRect.Height) / 250.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (closestItemDistance < 2.0f) { continue; }
|
||||
//get the point on the itemDisplayRect which is closest to the cursor
|
||||
Vector2 rectIntersectionPoint = new Vector2(
|
||||
MathHelper.Clamp(displayPosition.X, itemDisplayRect.X, itemDisplayRect.Right),
|
||||
MathHelper.Clamp(displayPosition.Y, itemDisplayRect.Y, itemDisplayRect.Bottom));
|
||||
distanceToItem = 2.0f + Vector2.Distance(rectIntersectionPoint, displayPosition);
|
||||
}
|
||||
}
|
||||
|
||||
if (distanceToItem > closestItemDistance) { continue; }
|
||||
if (!CanInteractWith(item)) { continue; }
|
||||
|
||||
debugInteractablesNearCursor.Add(new Pair<Item, float>(item, 1.0f - distanceToItem / (100.0f * aimAssistModifier)));
|
||||
closestItem = item;
|
||||
closestItemDistance = distanceToItem;
|
||||
}
|
||||
|
||||
return closestItem;
|
||||
}
|
||||
|
||||
private Character FindCharacterAtPosition(Vector2 mouseSimPos, float maxDist = 150.0f)
|
||||
{
|
||||
Character closestCharacter = null;
|
||||
float closestDist = 0.0f;
|
||||
|
||||
maxDist = ConvertUnits.ToSimUnits(maxDist);
|
||||
|
||||
foreach (Character c in CharacterList)
|
||||
{
|
||||
if (!CanInteractWith(c)) continue;
|
||||
|
||||
float dist = Vector2.DistanceSquared(mouseSimPos, c.SimPosition);
|
||||
if (dist < maxDist * maxDist && (closestCharacter == null || dist < closestDist))
|
||||
{
|
||||
closestCharacter = c;
|
||||
closestDist = dist;
|
||||
}
|
||||
|
||||
/*FarseerPhysics.Common.Transform transform;
|
||||
c.AnimController.Collider.FarseerBody.GetTransform(out transform);
|
||||
for (int i = 0; i < c.AnimController.Collider.FarseerBody.FixtureList.Count; i++)
|
||||
{
|
||||
if (c.AnimController.Collider.FarseerBody.FixtureList[i].Shape.TestPoint(ref transform, ref mouseSimPos))
|
||||
{
|
||||
Console.WriteLine("Hit: " + i);
|
||||
closestCharacter = c;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
return closestCharacter;
|
||||
}
|
||||
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime, Camera cam)
|
||||
{
|
||||
if (!IsDead && !IsUnconscious)
|
||||
{
|
||||
if (soundTimer > 0)
|
||||
{
|
||||
soundTimer -= deltaTime;
|
||||
}
|
||||
else if (AIController != null)
|
||||
{
|
||||
switch (AIController.State)
|
||||
{
|
||||
case AIController.AIState.Attack:
|
||||
PlaySound(CharacterSound.SoundType.Attack);
|
||||
break;
|
||||
default:
|
||||
PlaySound(CharacterSound.SoundType.Idle);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (info != null || Vitality < MaxVitality * 0.98f)
|
||||
{
|
||||
hudInfoTimer -= deltaTime;
|
||||
@@ -421,7 +580,7 @@ namespace Barotrauma
|
||||
float cursorDist = Vector2.Distance(WorldPosition, cam.ScreenToWorld(PlayerInput.MousePosition));
|
||||
float hudInfoAlpha = MathHelper.Clamp(1.0f - (cursorDist - (hoverRange - fadeOutRange)) / fadeOutRange, 0.2f, 1.0f);
|
||||
|
||||
if (hudInfoVisible && info != null &&
|
||||
if (!GUI.DisableCharacterNames && hudInfoVisible && info != null &&
|
||||
(controlled == null || this != controlled.focusedCharacter))
|
||||
{
|
||||
string name = Info.DisplayName;
|
||||
@@ -440,7 +599,7 @@ namespace Barotrauma
|
||||
Color nameColor = Color.White;
|
||||
if (Controlled != null && TeamID != Controlled.TeamID)
|
||||
{
|
||||
nameColor = Color.Red;
|
||||
nameColor = TeamID == TeamType.FriendlyNPC ? Color.SkyBlue : Color.Red;
|
||||
}
|
||||
GUI.Font.DrawString(spriteBatch, name, namePos + new Vector2(1.0f / cam.Zoom, 1.0f / cam.Zoom), Color.Black, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.001f);
|
||||
GUI.Font.DrawString(spriteBatch, name, namePos, nameColor * hudInfoAlpha, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.0f);
|
||||
@@ -471,8 +630,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (controlled != this) return null;
|
||||
|
||||
HUDProgressBar progressBar = null;
|
||||
if (!hudProgressBars.TryGetValue(linkedObject, out progressBar))
|
||||
if (!hudProgressBars.TryGetValue(linkedObject, out HUDProgressBar progressBar))
|
||||
{
|
||||
progressBar = new HUDProgressBar(worldPosition, Submarine, emptyColor, fullColor);
|
||||
hudProgressBars.Add(linkedObject, progressBar);
|
||||
@@ -485,15 +643,21 @@ namespace Barotrauma
|
||||
return progressBar;
|
||||
}
|
||||
|
||||
private SoundChannel soundChannel;
|
||||
public void PlaySound(CharacterSound.SoundType soundType)
|
||||
{
|
||||
if (sounds == null || sounds.Count == 0) return;
|
||||
if (sounds == null || sounds.Count == 0) { return; }
|
||||
if (soundChannel != null && soundChannel.IsPlaying) { return; }
|
||||
|
||||
var matchingSounds = sounds.FindAll(s => s.Type == soundType);
|
||||
if (matchingSounds.Count == 0) return;
|
||||
var matchingSounds = sounds.Where(s =>
|
||||
s.Type == soundType &&
|
||||
(s.Gender == Gender.None || (info != null && info.Gender == s.Gender)));
|
||||
if (!matchingSounds.Any()) { return; }
|
||||
|
||||
var selectedSound = matchingSounds[Rand.Int(matchingSounds.Count)];
|
||||
SoundPlayer.PlaySound(selectedSound.Sound, selectedSound.Volume, selectedSound.Range, AnimController.WorldPosition, CurrentHull);
|
||||
var matchingSoundsList = matchingSounds.ToList();
|
||||
var selectedSound = matchingSoundsList[Rand.Int(matchingSoundsList.Count)];
|
||||
soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, selectedSound.Volume, selectedSound.Range, AnimController.WorldPosition, CurrentHull);
|
||||
soundTimer = soundInterval;
|
||||
}
|
||||
|
||||
partial void ImplodeFX()
|
||||
|
||||
@@ -60,7 +60,7 @@ namespace Barotrauma
|
||||
var item = character.Inventory.Items[i];
|
||||
if (item == null || character.Inventory.SlotTypes[i] == InvSlotType.Any) continue;
|
||||
|
||||
foreach (ItemComponent ic in item.components)
|
||||
foreach (ItemComponent ic in item.Components)
|
||||
{
|
||||
if (ic.DrawHudWhenEquipped) ic.AddToGUIUpdateList();
|
||||
}
|
||||
@@ -94,7 +94,7 @@ namespace Barotrauma
|
||||
var item = character.Inventory.Items[i];
|
||||
if (item == null || character.Inventory.SlotTypes[i] == InvSlotType.Any) continue;
|
||||
|
||||
foreach (ItemComponent ic in item.components)
|
||||
foreach (ItemComponent ic in item.Components)
|
||||
{
|
||||
if (ic.DrawHudWhenEquipped) ic.UpdateHUD(character, deltaTime, cam);
|
||||
}
|
||||
@@ -188,8 +188,14 @@ namespace Barotrauma
|
||||
}
|
||||
Vector2 textPos = startPos;
|
||||
textPos -= new Vector2(GUI.Font.MeasureString(focusName).X / 2, 20);
|
||||
|
||||
Color nameColor = Color.White;
|
||||
if (character.TeamID != character.FocusedCharacter.TeamID)
|
||||
{
|
||||
nameColor = character.FocusedCharacter.TeamID == Character.TeamType.FriendlyNPC ? Color.SkyBlue : Color.Red;
|
||||
}
|
||||
|
||||
GUI.DrawString(spriteBatch, textPos, focusName, Color.White, Color.Black * 0.7f, 2);
|
||||
GUI.DrawString(spriteBatch, textPos, focusName, nameColor, Color.Black * 0.7f, 2);
|
||||
textPos.Y += 20;
|
||||
if (character.FocusedCharacter.CanInventoryBeAccessed)
|
||||
{
|
||||
@@ -237,30 +243,35 @@ namespace Barotrauma
|
||||
scale: scale);
|
||||
}
|
||||
|
||||
var hudTexts = focusedItem.GetHUDTexts(character);
|
||||
|
||||
int dir = Math.Sign(focusedItem.WorldPosition.X - character.WorldPosition.X);
|
||||
Vector2 startPos = cam.WorldToScreen(focusedItem.DrawPosition);
|
||||
startPos.Y -= (hudTexts.Count + 1) * 20;
|
||||
if (focusedItem.Sprite != null)
|
||||
if (!GUI.DisableItemHighlights)
|
||||
{
|
||||
startPos.X += (int)(circleSize * 0.4f * dir);
|
||||
startPos.Y -= (int)(circleSize * 0.4f);
|
||||
var hudTexts = focusedItem.GetHUDTexts(character);
|
||||
|
||||
int dir = Math.Sign(focusedItem.WorldPosition.X - character.WorldPosition.X);
|
||||
Vector2 startPos = cam.WorldToScreen(focusedItem.DrawPosition);
|
||||
startPos.Y -= (hudTexts.Count + 1) * 20;
|
||||
if (focusedItem.Sprite != null)
|
||||
{
|
||||
startPos.X += (int)(circleSize * 0.4f * dir);
|
||||
startPos.Y -= (int)(circleSize * 0.4f);
|
||||
}
|
||||
|
||||
Vector2 textPos = startPos;
|
||||
if (dir == -1) textPos.X -= (int)GUI.Font.MeasureString(focusedItem.Name).X;
|
||||
|
||||
float alpha = MathHelper.Clamp((focusedItemOverlayTimer - ItemOverlayDelay) * 2.0f, 0.0f, 1.0f);
|
||||
|
||||
GUI.DrawString(spriteBatch, textPos, focusedItem.Name, Color.White * alpha, Color.Black * alpha * 0.7f, 2);
|
||||
textPos.Y += 20.0f;
|
||||
foreach (ColoredText coloredText in hudTexts)
|
||||
{
|
||||
if (dir == -1) textPos.X = (int)(startPos.X - GUI.SmallFont.MeasureString(coloredText.Text).X);
|
||||
GUI.DrawString(spriteBatch, textPos, coloredText.Text, coloredText.Color * alpha, Color.Black * alpha * 0.7f, 2, GUI.SmallFont);
|
||||
textPos.Y += 20;
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 textPos = startPos;
|
||||
if (dir == -1) textPos.X -= (int)GUI.Font.MeasureString(focusedItem.Name).X;
|
||||
|
||||
float alpha = MathHelper.Clamp((focusedItemOverlayTimer - ItemOverlayDelay) * 2.0f, 0.0f, 1.0f);
|
||||
|
||||
GUI.DrawString(spriteBatch, textPos, focusedItem.Name, Color.White * alpha, Color.Black * alpha * 0.7f, 2);
|
||||
textPos.Y += 20.0f;
|
||||
foreach (ColoredText coloredText in hudTexts)
|
||||
{
|
||||
if (dir == -1) textPos.X = (int)(startPos.X - GUI.SmallFont.MeasureString(coloredText.Text).X);
|
||||
GUI.DrawString(spriteBatch, textPos, coloredText.Text, coloredText.Color * alpha, Color.Black * alpha * 0.7f, 2, GUI.SmallFont);
|
||||
textPos.Y += 20;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
foreach (HUDProgressBar progressBar in character.HUDProgressBars.Values)
|
||||
@@ -282,7 +293,7 @@ namespace Barotrauma
|
||||
var item = character.Inventory.Items[i];
|
||||
if (item == null || character.Inventory.SlotTypes[i] == InvSlotType.Any) continue;
|
||||
|
||||
foreach (ItemComponent ic in item.components)
|
||||
foreach (ItemComponent ic in item.Components)
|
||||
{
|
||||
if (ic.DrawHudWhenEquipped) ic.DrawHUD(spriteBatch, character);
|
||||
}
|
||||
|
||||
@@ -397,9 +397,10 @@ namespace Barotrauma
|
||||
|
||||
partial void UpdateOxygenProjSpecific(float prevOxygen)
|
||||
{
|
||||
if (prevOxygen > 0.0f && OxygenAmount <= 0.0f && Character.Controlled == Character)
|
||||
if (prevOxygen > 0.0f && OxygenAmount <= 0.0f &&
|
||||
Character.Controlled == Character)
|
||||
{
|
||||
SoundPlayer.PlaySound("drown");
|
||||
SoundPlayer.PlaySound(Character.Info != null && Character.Info.Gender == Gender.Female ? "drownfemale" : "drownmale");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1110,7 +1111,7 @@ namespace Barotrauma
|
||||
|
||||
return medicalItems.Distinct().ToList();
|
||||
}
|
||||
|
||||
|
||||
private void UpdateLimbIndicators(float deltaTime, Rectangle drawArea)
|
||||
{
|
||||
limbIndicatorOverlayAnimState += deltaTime * 8.0f;
|
||||
@@ -1261,8 +1262,8 @@ namespace Barotrauma
|
||||
|
||||
private void DrawLimbAfflictionIcon(SpriteBatch spriteBatch, Affliction affliction, GUIComponentStyle slotStyle, float iconScale, ref Vector2 iconPos)
|
||||
{
|
||||
Vector2 iconSize = (affliction.Prefab.Icon.size * iconScale);
|
||||
if (affliction.Strength < affliction.Prefab.ShowIconThreshold) return;
|
||||
Vector2 iconSize = (affliction.Prefab.Icon.size * iconScale);
|
||||
|
||||
//afflictions that have a strength of less than 10 are faded out slightly
|
||||
float alpha = MathHelper.Lerp(0.3f, 1.0f,
|
||||
@@ -1293,10 +1294,10 @@ namespace Barotrauma
|
||||
byte afflictionCount = inc.ReadByte();
|
||||
for (int i = 0; i < afflictionCount; i++)
|
||||
{
|
||||
int afflictionPrefabIndex = inc.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1);
|
||||
float afflictionStrength = inc.ReadSingle();
|
||||
AfflictionPrefab afflictionPrefab = AfflictionPrefab.List[inc.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1)];
|
||||
float afflictionStrength = inc.ReadRangedSingle(0.0f, afflictionPrefab.MaxStrength, 8);
|
||||
|
||||
newAfflictions.Add(new Pair<AfflictionPrefab, float>(AfflictionPrefab.List[afflictionPrefabIndex], afflictionStrength));
|
||||
newAfflictions.Add(new Pair<AfflictionPrefab, float>(afflictionPrefab, afflictionStrength));
|
||||
}
|
||||
|
||||
foreach (Affliction affliction in afflictions)
|
||||
@@ -1327,10 +1328,10 @@ namespace Barotrauma
|
||||
for (int i = 0; i < limbAfflictionCount; i++)
|
||||
{
|
||||
int limbIndex = inc.ReadRangedInteger(0, limbHealths.Count - 1);
|
||||
int afflictionPrefabIndex = inc.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1);
|
||||
float afflictionStrength = inc.ReadSingle();
|
||||
AfflictionPrefab afflictionPrefab = AfflictionPrefab.List[inc.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1)];
|
||||
float afflictionStrength = inc.ReadRangedSingle(0.0f, afflictionPrefab.MaxStrength, 8);
|
||||
|
||||
newLimbAfflictions.Add(new Triplet<LimbHealth, AfflictionPrefab, float>(limbHealths[limbIndex], AfflictionPrefab.List[afflictionPrefabIndex], afflictionStrength));
|
||||
newLimbAfflictions.Add(new Triplet<LimbHealth, AfflictionPrefab, float>(limbHealths[limbIndex], afflictionPrefab, afflictionStrength));
|
||||
}
|
||||
|
||||
foreach (LimbHealth limbHealth in limbHealths)
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
using Barotrauma.Extensions;
|
||||
using Lidgren.Network;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -219,5 +220,55 @@ namespace Barotrauma
|
||||
}
|
||||
attachment.Sprite.Draw(spriteBatch, drawPos, Color.White, origin, rotate: 0, scale: scale, depth: depth, spriteEffect: spriteEffects);
|
||||
}
|
||||
|
||||
|
||||
public static CharacterInfo ClientRead(string configPath, NetBuffer inc)
|
||||
{
|
||||
ushort infoID = inc.ReadUInt16();
|
||||
string newName = inc.ReadString();
|
||||
int gender = inc.ReadByte();
|
||||
int race = inc.ReadByte();
|
||||
int headSpriteID = inc.ReadByte();
|
||||
int hairIndex = inc.ReadByte();
|
||||
int beardIndex = inc.ReadByte();
|
||||
int moustacheIndex = inc.ReadByte();
|
||||
int faceAttachmentIndex = inc.ReadByte();
|
||||
string ragdollFile = inc.ReadString();
|
||||
|
||||
string jobIdentifier = inc.ReadString();
|
||||
JobPrefab jobPrefab = null;
|
||||
Dictionary<string, float> skillLevels = new Dictionary<string, float>();
|
||||
if (!string.IsNullOrEmpty(jobIdentifier))
|
||||
{
|
||||
jobPrefab = JobPrefab.List.Find(jp => jp.Identifier == jobIdentifier);
|
||||
for (int i = 0; i < jobPrefab.Skills.Count; i++)
|
||||
{
|
||||
float skillLevel = inc.ReadSingle();
|
||||
skillLevels.Add(jobPrefab.Skills[i].Identifier, skillLevel);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: animations
|
||||
CharacterInfo ch = new CharacterInfo(configPath, newName, jobPrefab, ragdollFile)
|
||||
{
|
||||
ID = infoID,
|
||||
};
|
||||
ch.RecreateHead(headSpriteID,(Race)race, (Gender)gender, hairIndex, beardIndex, moustacheIndex, faceAttachmentIndex);
|
||||
System.Diagnostics.Debug.Assert(skillLevels.Count == ch.Job.Skills.Count);
|
||||
if (ch.Job != null)
|
||||
{
|
||||
foreach (KeyValuePair<string, float> skill in skillLevels)
|
||||
{
|
||||
Skill matchingSkill = ch.Job.Skills.Find(s => s.Identifier == skill.Key);
|
||||
if (matchingSkill == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Skill \"" + skill.Key + "\" not found in character \"" + newName + "\"");
|
||||
continue;
|
||||
}
|
||||
matchingSkill.Level = skill.Value;
|
||||
}
|
||||
}
|
||||
return ch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,10 +9,88 @@ namespace Barotrauma
|
||||
{
|
||||
partial class Character
|
||||
{
|
||||
partial void UpdateNetInput()
|
||||
{
|
||||
if (GameMain.Client != null)
|
||||
{
|
||||
if (this != Controlled)
|
||||
{
|
||||
//freeze AI characters if more than 1 seconds have passed since last update from the server
|
||||
if (lastRecvPositionUpdateTime < NetTime.Now - 1.0f)
|
||||
{
|
||||
AnimController.Frozen = true;
|
||||
memState.Clear();
|
||||
//hide after 2 seconds
|
||||
if (lastRecvPositionUpdateTime < NetTime.Now - 2.0f)
|
||||
{
|
||||
Enabled = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var posInfo = new CharacterStateInfo(
|
||||
SimPosition,
|
||||
AnimController.Collider.Rotation,
|
||||
LastNetworkUpdateID,
|
||||
AnimController.TargetDir,
|
||||
SelectedCharacter == null ? (Entity)SelectedConstruction : (Entity)SelectedCharacter,
|
||||
AnimController.Anim);
|
||||
|
||||
memLocalState.Add(posInfo);
|
||||
|
||||
InputNetFlags newInput = InputNetFlags.None;
|
||||
if (IsKeyDown(InputType.Left)) newInput |= InputNetFlags.Left;
|
||||
if (IsKeyDown(InputType.Right)) newInput |= InputNetFlags.Right;
|
||||
if (IsKeyDown(InputType.Up)) newInput |= InputNetFlags.Up;
|
||||
if (IsKeyDown(InputType.Down)) newInput |= InputNetFlags.Down;
|
||||
if (IsKeyDown(InputType.Run)) newInput |= InputNetFlags.Run;
|
||||
if (IsKeyDown(InputType.Crouch)) newInput |= InputNetFlags.Crouch;
|
||||
if (IsKeyHit(InputType.Select)) newInput |= InputNetFlags.Select; //TODO: clean up the way this input is registered
|
||||
if (IsKeyHit(InputType.Health)) newInput |= InputNetFlags.Health;
|
||||
if (IsKeyHit(InputType.Grab)) newInput |= InputNetFlags.Grab;
|
||||
if (IsKeyDown(InputType.Use)) newInput |= InputNetFlags.Use;
|
||||
if (IsKeyDown(InputType.Aim)) newInput |= InputNetFlags.Aim;
|
||||
if (IsKeyDown(InputType.Attack)) newInput |= InputNetFlags.Attack;
|
||||
if (IsKeyDown(InputType.Ragdoll)) newInput |= InputNetFlags.Ragdoll;
|
||||
|
||||
if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
|
||||
|
||||
Vector2 relativeCursorPos = cursorPosition - AimRefPosition;
|
||||
relativeCursorPos.Normalize();
|
||||
UInt16 intAngle = (UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI));
|
||||
|
||||
NetInputMem newMem = new NetInputMem
|
||||
{
|
||||
states = newInput,
|
||||
intAim = intAngle
|
||||
};
|
||||
if (focusedItem != null && (!newMem.states.HasFlag(InputNetFlags.Grab) && !newMem.states.HasFlag(InputNetFlags.Health)))
|
||||
{
|
||||
newMem.interact = focusedItem.ID;
|
||||
}
|
||||
else if (focusedCharacter != null)
|
||||
{
|
||||
newMem.interact = focusedCharacter.ID;
|
||||
}
|
||||
|
||||
memInput.Insert(0, newMem);
|
||||
LastNetworkUpdateID++;
|
||||
if (memInput.Count > 60)
|
||||
{
|
||||
memInput.RemoveRange(60, memInput.Count - 60);
|
||||
}
|
||||
}
|
||||
}
|
||||
else //this == Character.Controlled && GameMain.Client == null
|
||||
{
|
||||
AnimController.Frozen = false;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
if (extraData != null)
|
||||
{
|
||||
switch ((NetEntityEvent.Type)extraData[0])
|
||||
@@ -63,8 +141,6 @@ namespace Barotrauma
|
||||
|
||||
public virtual void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case ServerNetObject.ENTITY_POSITION:
|
||||
@@ -97,13 +173,9 @@ namespace Barotrauma
|
||||
keys[(int)InputType.Crouch].SetState(false, crouching);
|
||||
}
|
||||
|
||||
bool hasAttackLimb = msg.ReadBoolean();
|
||||
if (hasAttackLimb)
|
||||
{
|
||||
bool attackInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Attack].Held = attackInput;
|
||||
keys[(int)InputType.Attack].SetState(false, attackInput);
|
||||
}
|
||||
bool attackInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Attack].Held = attackInput;
|
||||
keys[(int)InputType.Attack].SetState(false, attackInput);
|
||||
|
||||
if (aimInput)
|
||||
{
|
||||
@@ -139,28 +211,44 @@ namespace Barotrauma
|
||||
Vector2 pos = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
msg.ReadFloat());
|
||||
float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
|
||||
Vector2 linearVelocity = new Vector2(
|
||||
msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
|
||||
msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
|
||||
|
||||
float rotation = msg.ReadFloat();
|
||||
bool fixedRotation = msg.ReadBoolean();
|
||||
float rotation = AnimController.Collider.Rotation;
|
||||
float angularVelocity = AnimController.Collider.AngularVelocity;
|
||||
if (!fixedRotation)
|
||||
{
|
||||
rotation = msg.ReadFloat();
|
||||
float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
|
||||
angularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8);
|
||||
}
|
||||
|
||||
ReadStatus(msg);
|
||||
bool readStatus = msg.ReadBoolean();
|
||||
if (readStatus)
|
||||
{
|
||||
ReadStatus(msg);
|
||||
}
|
||||
|
||||
msg.ReadPadBits();
|
||||
|
||||
int index = 0;
|
||||
if (GameMain.NetworkMember.Character == this && AllowInput)
|
||||
if (GameMain.Client.Character == this && AllowInput)
|
||||
{
|
||||
var posInfo = new CharacterStateInfo(pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
||||
|
||||
while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
|
||||
index++;
|
||||
|
||||
memState.Insert(index, posInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
var posInfo = new CharacterStateInfo(pos, rotation, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
||||
var posInfo = new CharacterStateInfo(pos, rotation, linearVelocity, angularVelocity, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
||||
|
||||
while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
|
||||
index++;
|
||||
|
||||
memState.Insert(index, posInfo);
|
||||
}
|
||||
|
||||
@@ -198,10 +286,13 @@ namespace Barotrauma
|
||||
GameMain.Client.Character = this;
|
||||
GameMain.LightManager.LosEnabled = true;
|
||||
}
|
||||
else if (controlled == this)
|
||||
else
|
||||
{
|
||||
Controlled = null;
|
||||
IsRemotePlayer = ownerID > 0;
|
||||
if (controlled == this)
|
||||
{
|
||||
Controlled = null;
|
||||
IsRemotePlayer = ownerID > 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
@@ -221,45 +312,59 @@ namespace Barotrauma
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public static Character ReadSpawnData(NetBuffer inc, bool spawn = true)
|
||||
{
|
||||
DebugConsole.NewMessage("READING CHARACTER SPAWN DATA", Color.Cyan);
|
||||
|
||||
if (GameMain.Server != null) return null;
|
||||
if (GameMain.Client == null) return null;
|
||||
|
||||
bool noInfo = inc.ReadBoolean();
|
||||
ushort id = inc.ReadUInt16();
|
||||
string configPath = inc.ReadString();
|
||||
string seed = inc.ReadString();
|
||||
bool noInfo = inc.ReadBoolean();
|
||||
ushort id = inc.ReadUInt16();
|
||||
string speciesName = inc.ReadString();
|
||||
string seed = inc.ReadString();
|
||||
|
||||
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
|
||||
|
||||
bool enabled = inc.ReadBoolean();
|
||||
|
||||
DebugConsole.Log("Received spawn data for " + configPath);
|
||||
DebugConsole.Log("Received spawn data for " + speciesName);
|
||||
|
||||
string configPath = GetConfigFile(speciesName);
|
||||
if (string.IsNullOrEmpty(configPath))
|
||||
{
|
||||
throw new Exception("Error in character spawn data - could not find a config file for the character \"" + configPath + "\"!");
|
||||
}
|
||||
|
||||
Character character = null;
|
||||
if (noInfo)
|
||||
{
|
||||
if (!spawn) return null;
|
||||
|
||||
character = Character.Create(configPath, position, seed, null, true);
|
||||
character = Create(configPath, position, seed, null, true);
|
||||
character.ID = id;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool hasOwner = inc.ReadBoolean();
|
||||
int ownerId = hasOwner ? inc.ReadByte() : -1;
|
||||
byte teamID = inc.ReadByte();
|
||||
bool hasAi = inc.ReadBoolean();
|
||||
|
||||
bool hasOwner = inc.ReadBoolean();
|
||||
int ownerId = hasOwner ? inc.ReadByte() : -1;
|
||||
byte teamID = inc.ReadByte();
|
||||
bool hasAi = inc.ReadBoolean();
|
||||
string infoSpeciesName = inc.ReadString();
|
||||
|
||||
if (!spawn) return null;
|
||||
|
||||
CharacterInfo info = CharacterInfo.ClientRead(configPath, inc);
|
||||
string infoConfigPath = GetConfigFile(infoSpeciesName);
|
||||
if (string.IsNullOrEmpty(infoConfigPath))
|
||||
{
|
||||
throw new Exception("Error in character spawn data - could not find a config file for the character info \"" + configPath + "\"!");
|
||||
}
|
||||
|
||||
CharacterInfo info = CharacterInfo.ClientRead(infoConfigPath, inc);
|
||||
|
||||
character = Create(configPath, position, seed, info, GameMain.Client.ID != ownerId, hasAi);
|
||||
character.ID = id;
|
||||
character.TeamID = teamID;
|
||||
character.TeamID = (TeamType)teamID;
|
||||
|
||||
if (configPath == HumanConfigFile)
|
||||
{
|
||||
@@ -267,7 +372,7 @@ namespace Barotrauma
|
||||
GameMain.GameSession.CrewManager.RemoveCharacterInfo(duplicateCharacterInfo);
|
||||
GameMain.GameSession.CrewManager.AddCharacter(character);
|
||||
}
|
||||
|
||||
|
||||
if (GameMain.Client.ID == ownerId)
|
||||
{
|
||||
GameMain.Client.HasSpawned = true;
|
||||
@@ -286,7 +391,7 @@ namespace Barotrauma
|
||||
|
||||
return character;
|
||||
}
|
||||
|
||||
|
||||
private void ReadStatus(NetBuffer msg)
|
||||
{
|
||||
bool isDead = msg.ReadBoolean();
|
||||
@@ -324,9 +429,6 @@ namespace Barotrauma
|
||||
if (IsDead) Revive();
|
||||
|
||||
CharacterHealth.ClientRead(msg);
|
||||
|
||||
bool ragdolled = msg.ReadBoolean();
|
||||
IsRagdolled = ragdolled;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@ namespace Barotrauma
|
||||
{
|
||||
public enum SoundType
|
||||
{
|
||||
Idle, Attack, Die
|
||||
Idle, Attack, Die, Damage
|
||||
}
|
||||
|
||||
private readonly RoundSound roundSound;
|
||||
@@ -28,10 +28,13 @@ namespace Barotrauma
|
||||
get { return roundSound.Sound; }
|
||||
}
|
||||
|
||||
public readonly Gender Gender;
|
||||
|
||||
public CharacterSound(XElement element)
|
||||
{
|
||||
roundSound = Submarine.LoadRoundSound(element);
|
||||
Enum.TryParse<SoundType>(element.GetAttributeString("state", "Idle"), true, out Type);
|
||||
Enum.TryParse(element.GetAttributeString("state", "Idle"), true, out Type);
|
||||
Enum.TryParse(element.GetAttributeString("gender", "None"), true, out Gender);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class AfflictionHusk : Affliction
|
||||
{
|
||||
partial void UpdateMessages(float prevStrength, Character character)
|
||||
{
|
||||
if (Strength < Prefab.MaxStrength * 0.5f)
|
||||
{
|
||||
if (prevStrength % 10.0f > 0.05f && Strength % 10.0f < 0.05f)
|
||||
{
|
||||
GUI.AddMessage(TextManager.Get("HuskDormant"), Color.Red);
|
||||
}
|
||||
}
|
||||
else if (Strength < Prefab.MaxStrength)
|
||||
{
|
||||
if (state == InfectionState.Dormant && Character.Controlled == character)
|
||||
{
|
||||
GUI.AddMessage(TextManager.Get("HuskCantSpeak"), Color.Red);
|
||||
}
|
||||
}
|
||||
else if (state != InfectionState.Active && Character.Controlled == character)
|
||||
{
|
||||
GUI.AddMessage(TextManager.Get("HuskActivate").Replace("[Attack]", GameMain.Config.KeyBind(InputType.Attack).ToString()),
|
||||
Color.Red);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class CharacterHealth
|
||||
{
|
||||
partial void UpdateLimbAfflictionOverlays()
|
||||
{
|
||||
foreach (Limb limb in Character.AnimController.Limbs)
|
||||
{
|
||||
limb.BurnOverlayStrength = 0.0f;
|
||||
limb.DamageOverlayStrength = 0.0f;
|
||||
if (limbHealths[limb.HealthIndex].Afflictions.Count == 0) continue;
|
||||
foreach (Affliction a in limbHealths[limb.HealthIndex].Afflictions)
|
||||
{
|
||||
limb.BurnOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.BurnOverlayAlpha;
|
||||
limb.DamageOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.DamageOverlayAlpha;
|
||||
}
|
||||
limb.BurnOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count;
|
||||
limb.DamageOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class DamageModifier
|
||||
{
|
||||
[Serialize("", false)]
|
||||
public string DamageSound
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -110,11 +110,28 @@ namespace Barotrauma
|
||||
|
||||
public Sprite Sprite { get; protected set; }
|
||||
public DeformableSprite DeformSprite { get; protected set; }
|
||||
public Sprite ActiveSprite => DeformSprite != null ? DeformSprite.Sprite : Sprite;
|
||||
|
||||
public Sprite ActiveSprite
|
||||
{
|
||||
get
|
||||
{
|
||||
// TODO: should we optimize this? No need to check all the conditionals each time the property is accessed.
|
||||
var conditionalSprite = ConditionalSprites.FirstOrDefault(c => c.IsActive);
|
||||
if (conditionalSprite != null)
|
||||
{
|
||||
return conditionalSprite;
|
||||
}
|
||||
else
|
||||
{
|
||||
return DeformSprite != null ? DeformSprite.Sprite : Sprite;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public float TextureScale => limbParams.Ragdoll.TextureScale;
|
||||
|
||||
public Sprite DamagedSprite { get; set; }
|
||||
public Sprite DamagedSprite { get; private set; }
|
||||
|
||||
public List<ConditionalSprite> ConditionalSprites { get; private set; } = new List<ConditionalSprite>();
|
||||
|
||||
public Color InitialLightSourceColor
|
||||
{
|
||||
@@ -156,6 +173,9 @@ namespace Barotrauma
|
||||
case "damagedsprite":
|
||||
DamagedSprite = new Sprite(subElement, "", GetSpritePath(subElement));
|
||||
break;
|
||||
case "conditionalsprite":
|
||||
ConditionalSprites.Add(new ConditionalSprite(subElement, character, file: GetSpritePath(subElement)));
|
||||
break;
|
||||
case "deformablesprite":
|
||||
DeformSprite = new DeformableSprite(subElement, filePath: GetSpritePath(subElement));
|
||||
foreach (XElement animationElement in subElement.Elements())
|
||||
@@ -241,28 +261,28 @@ namespace Barotrauma
|
||||
DeformSprite?.Sprite.LoadParams(limbParams.deformSpriteParams, isFlipped);
|
||||
}
|
||||
|
||||
partial void AddDamageProjSpecific(Vector2 position, List<Affliction> afflictions, bool playSound, List<DamageModifier> appliedDamageModifiers)
|
||||
partial void AddDamageProjSpecific(Vector2 simPosition, List<Affliction> afflictions, bool playSound, List<DamageModifier> appliedDamageModifiers)
|
||||
{
|
||||
float bleedingDamage = afflictions.FindAll(a => a is AfflictionBleeding).Sum(a => a.GetVitalityDecrease(character.CharacterHealth));
|
||||
float bleedingDamage = character.CharacterHealth.DoesBleed ? afflictions.FindAll(a => a is AfflictionBleeding).Sum(a => a.GetVitalityDecrease(character.CharacterHealth)) : 0;
|
||||
float damage = afflictions.FindAll(a => a.Prefab.AfflictionType == "damage").Sum(a => a.GetVitalityDecrease(character.CharacterHealth));
|
||||
|
||||
float damageMultiplier = 1;
|
||||
if (playSound)
|
||||
{
|
||||
string damageSoundType = (bleedingDamage > damage) ? "LimbSlash" : "LimbBlunt";
|
||||
|
||||
foreach (DamageModifier damageModifier in appliedDamageModifiers)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(damageModifier.DamageSound))
|
||||
{
|
||||
damageSoundType = damageModifier.DamageSound;
|
||||
SoundPlayer.PlayDamageSound(damageSoundType, Math.Max(damage, bleedingDamage), WorldPosition);
|
||||
damageMultiplier *= damageModifier.DamageMultiplier;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
SoundPlayer.PlayDamageSound(damageSoundType, Math.Max(damage, bleedingDamage), position);
|
||||
}
|
||||
|
||||
float damageParticleAmount = Math.Min(damage / 10, 1.0f);
|
||||
// Always spawn damage particles
|
||||
float damageParticleAmount = Math.Min(damage / 10, 1.0f) * damageMultiplier;
|
||||
foreach (ParticleEmitter emitter in character.DamageEmitters)
|
||||
{
|
||||
if (inWater && emitter.Prefab.ParticlePrefab.DrawTarget == ParticlePrefab.DrawTargetType.Air) continue;
|
||||
@@ -271,20 +291,25 @@ namespace Barotrauma
|
||||
emitter.Emit(1.0f, WorldPosition, character.CurrentHull, amountMultiplier: damageParticleAmount);
|
||||
}
|
||||
|
||||
float bloodParticleAmount = Math.Min(bleedingDamage / 5, 1.0f);
|
||||
float bloodParticleSize = MathHelper.Clamp(bleedingDamage / 5, 0.1f, 1.0f);
|
||||
foreach (ParticleEmitter emitter in character.BloodEmitters)
|
||||
if (bleedingDamage > 0)
|
||||
{
|
||||
if (inWater && emitter.Prefab.ParticlePrefab.DrawTarget == ParticlePrefab.DrawTargetType.Air) continue;
|
||||
if (!inWater && emitter.Prefab.ParticlePrefab.DrawTarget == ParticlePrefab.DrawTargetType.Water) continue;
|
||||
float bloodParticleAmount = Math.Min(bleedingDamage / 5, 1.0f) * damageMultiplier;
|
||||
float bloodParticleSize = MathHelper.Clamp(bleedingDamage / 5, 0.1f, 1.0f);
|
||||
|
||||
emitter.Emit(1.0f, WorldPosition, character.CurrentHull, sizeMultiplier: bloodParticleSize, amountMultiplier: bloodParticleAmount);
|
||||
foreach (ParticleEmitter emitter in character.BloodEmitters)
|
||||
{
|
||||
if (inWater && emitter.Prefab.ParticlePrefab.DrawTarget == ParticlePrefab.DrawTargetType.Air) continue;
|
||||
if (!inWater && emitter.Prefab.ParticlePrefab.DrawTarget == ParticlePrefab.DrawTargetType.Water) continue;
|
||||
|
||||
emitter.Emit(1.0f, WorldPosition, character.CurrentHull, sizeMultiplier: bloodParticleSize, amountMultiplier: bloodParticleAmount);
|
||||
}
|
||||
|
||||
if (bloodParticleAmount > 0 && character.CurrentHull != null && !string.IsNullOrEmpty(character.BloodDecalName))
|
||||
{
|
||||
character.CurrentHull.AddDecal(character.BloodDecalName, WorldPosition, MathHelper.Clamp(bloodParticleSize, 0.5f, 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
if (bloodParticleAmount > 0 && character.CurrentHull != null && !string.IsNullOrEmpty(character.BloodDecalName))
|
||||
{
|
||||
character.CurrentHull.AddDecal(character.BloodDecalName, WorldPosition, MathHelper.Clamp(bloodParticleSize, 0.5f, 1.0f));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime)
|
||||
@@ -353,7 +378,8 @@ namespace Barotrauma
|
||||
|
||||
if (!hideLimb)
|
||||
{
|
||||
if (DeformSprite != null)
|
||||
var activeSprite = ActiveSprite;
|
||||
if (DeformSprite != null && activeSprite == DeformSprite.Sprite)
|
||||
{
|
||||
if (Deformations != null && Deformations.Any())
|
||||
{
|
||||
@@ -368,7 +394,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
body.Draw(spriteBatch, Sprite, color, null, Scale * TextureScale);
|
||||
body.Draw(spriteBatch, activeSprite, color, null, Scale * TextureScale);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -401,11 +427,12 @@ namespace Barotrauma
|
||||
{
|
||||
float depth = ActiveSprite.Depth - 0.0000015f;
|
||||
|
||||
DamagedSprite.Draw(spriteBatch,
|
||||
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
|
||||
color * Math.Min(damageOverlayStrength / 50.0f, 1.0f), ActiveSprite.Origin,
|
||||
-body.DrawRotation,
|
||||
1.0f, spriteEffect, depth);
|
||||
// TODO: enable when the damage overlay textures have been remade.
|
||||
//DamagedSprite.Draw(spriteBatch,
|
||||
// new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
|
||||
// color * Math.Min(damageOverlayStrength, 1.0f), ActiveSprite.Origin,
|
||||
// -body.DrawRotation,
|
||||
// 1.0f, spriteEffect, depth);
|
||||
}
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
@@ -415,6 +442,8 @@ namespace Barotrauma
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true);
|
||||
}
|
||||
var bodyDrawPos = body.DrawPosition;
|
||||
bodyDrawPos.Y = -bodyDrawPos.Y;
|
||||
if (IsStuck)
|
||||
{
|
||||
Vector2 from = ConvertUnits.ToDisplayUnits(attachJoint.WorldAnchorA);
|
||||
@@ -424,9 +453,7 @@ namespace Barotrauma
|
||||
var localFront = body.GetLocalFront(MathHelper.ToRadians(limbParams.Ragdoll.SpritesheetOrientation));
|
||||
var front = ConvertUnits.ToDisplayUnits(body.FarseerBody.GetWorldPoint(localFront));
|
||||
front.Y = -front.Y;
|
||||
var drawPos = body.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
GUI.DrawLine(spriteBatch, drawPos, front, Color.Yellow, width: 2);
|
||||
GUI.DrawLine(spriteBatch, bodyDrawPos, front, Color.Yellow, width: 2);
|
||||
GUI.DrawLine(spriteBatch, from, to, Color.Red, width: 1);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)from.X, (int)from.Y, 12, 12), Color.White, true);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)to.X, (int)to.Y, 12, 12), Color.White, true);
|
||||
@@ -440,7 +467,19 @@ namespace Barotrauma
|
||||
//mainLimbDrawPos.Y = -mainLimbDrawPos.Y;
|
||||
//GUI.DrawLine(spriteBatch, mainLimbDrawPos, mainLimbFront, Color.White, width: 5);
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle((int)mainLimbFront.X, (int)mainLimbFront.Y, 10, 10), Color.Yellow, true);
|
||||
|
||||
}
|
||||
foreach (var modifier in damageModifiers)
|
||||
{
|
||||
//float midAngle = MathUtils.GetMidAngle(modifier.ArmorSector.X, modifier.ArmorSector.Y);
|
||||
//float spritesheetOrientation = MathHelper.ToRadians(limbParams.Ragdoll.SpritesheetOrientation);
|
||||
//float offset = -body.Rotation - (midAngle + spritesheetOrientation) * Dir;
|
||||
float offset = GetArmorSectorRotationOffset(modifier.ArmorSector, -body.Rotation);
|
||||
Vector2 forward = Vector2.Transform(-Vector2.UnitY, Matrix.CreateRotationZ(offset));
|
||||
float size = ConvertUnits.ToDisplayUnits(body.GetSize().Length() / 2);
|
||||
color = modifier.DamageMultiplier > 1 ? Color.Red : Color.GreenYellow;
|
||||
GUI.DrawLine(spriteBatch, bodyDrawPos, bodyDrawPos + Vector2.Normalize(forward) * size, color, width: (int)Math.Round(4 / cam.Zoom));
|
||||
if (Dir == -1) { offset += MathHelper.Pi; }
|
||||
ShapeExtensions.DrawSector(spriteBatch, bodyDrawPos, size, GetArmorSectorSize(modifier.ArmorSector) * Dir, 40, color, offset + MathHelper.Pi, thickness: 2 / cam.Zoom);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -521,6 +560,9 @@ namespace Barotrauma
|
||||
DeformSprite?.Sprite?.Remove();
|
||||
DeformSprite = null;
|
||||
|
||||
ConditionalSprites.ForEach(s => s.Remove());
|
||||
ConditionalSprites.Clear();
|
||||
|
||||
LightSource?.Remove();
|
||||
LightSource = null;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user