Merge branch 'master' of https://github.com/Regalis11/Barotrauma
Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs
This commit is contained in:
@@ -9,6 +9,8 @@ namespace Barotrauma
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public enum Animation { None, Climbing, UsingConstruction, Struggle, CPR };
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public Animation Anim;
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public LimbType GrabLimb;
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protected Character character;
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protected float walkSpeed, swimSpeed;
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+165
-34
@@ -20,6 +20,7 @@ namespace Barotrauma
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private float thighTorque;
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private float cprAnimState;
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private float cprPump;
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private float inWaterTimer;
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private bool swimming;
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@@ -872,7 +873,34 @@ namespace Barotrauma
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character.SelectedConstruction = null;
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IgnorePlatforms = false;
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}
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else if (character.SelectedCharacter != null && !character.SelectedCharacter.AllowInput)
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{
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Limb targetLeftHand = character.SelectedCharacter.AnimController.GetLimb(LimbType.LeftHand);
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Limb targetRightHand = character.SelectedCharacter.AnimController.GetLimb(LimbType.RightHand);
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Limb targetTorso = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso);
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if (character.SelectedCharacter.AnimController.Dir != Dir)
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character.SelectedCharacter.AnimController.Flip();
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targetTorso.pullJoint.Enabled = true;
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targetTorso.pullJoint.WorldAnchorB = torso.SimPosition + (Vector2.UnitX * -Dir) * 0.2f;
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targetTorso.pullJoint.MaxForce = 5000.0f;
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if (!targetLeftHand.IsSevered)
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{
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targetLeftHand.pullJoint.Enabled = true;
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targetLeftHand.pullJoint.WorldAnchorB = torso.SimPosition + (new Vector2(1 * Dir, 1)) * 0.2f;
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targetLeftHand.pullJoint.MaxForce = 5000.0f;
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}
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if (!targetRightHand.IsSevered)
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{
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targetRightHand.pullJoint.Enabled = true;
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targetRightHand.pullJoint.WorldAnchorB = torso.SimPosition + (new Vector2(1 * Dir, 1)) * 0.2f;
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targetRightHand.pullJoint.MaxForce = 5000.0f;
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}
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character.SelectedCharacter.AnimController.IgnorePlatforms = true;
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}
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}
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private void UpdateCPR(float deltaTime)
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@@ -883,11 +911,16 @@ namespace Barotrauma
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return;
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}
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Character target = character.SelectedCharacter;
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Crouching = true;
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Vector2 diff = character.SelectedCharacter.SimPosition - character.SimPosition;
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var targetHead = character.SelectedCharacter.AnimController.GetLimb(LimbType.Head);
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Vector2 diff = target.SimPosition - character.SimPosition;
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Limb targetHead = target.AnimController.GetLimb(LimbType.Head);
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Limb targetTorso = target.AnimController.GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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Limb torso = GetLimb(LimbType.Torso);
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Vector2 headDiff = targetHead == null ? diff : targetHead.SimPosition - character.SimPosition;
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targetMovement = new Vector2(diff.X, 0.0f);
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@@ -895,21 +928,98 @@ namespace Barotrauma
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UpdateStanding();
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Vector2 handPos = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso).SimPosition + Vector2.UnitY * 0.2f;
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Vector2 handPos = targetTorso.SimPosition + Vector2.UnitY * 0.2f;
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Grab(handPos, handPos);
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float yPos = (float)Math.Sin(cprAnimState) * 0.1f;
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cprAnimState += deltaTime * 8.0f;
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Vector2 colliderPos = GetColliderBottom();
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var head = GetLimb(LimbType.Head);
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.6f + yPos);
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head.pullJoint.Enabled = true;
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if (GameMain.Client == null) //Serverside code
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{
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if (target.Bleeding <= 0.5f && target.Oxygen <= 0.0f) //If they're bleeding too hard CPR will hurt them
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{
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target.Oxygen += deltaTime * 0.5f; //Stabilize them
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}
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}
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int skill = character.GetSkillLevel("Medical");
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if (cprAnimState % 17 > 15.0f)
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{
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float yPos = (float)Math.Sin(cprAnimState) * 0.2f;
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.3f + yPos);
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head.pullJoint.Enabled = true;
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torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.2f));
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torso.pullJoint.Enabled = true;
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if (GameMain.Client == null) //Serverside code
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{
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float cpr = skill / 2.0f; //Max possible oxygen addition is 20 per second
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character.Oxygen -= (30.0f - cpr) * deltaTime; //Worse skill = more oxygen required
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if (character.Oxygen > 0.0f) //we didn't suffocate yet did we
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target.Oxygen += cpr * deltaTime;
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//DebugConsole.NewMessage("CPR Us: " + character.Oxygen + " Them: " + target.Oxygen + " How good we are: restore " + cpr + " use " + (30.0f - cpr), Color.Aqua);
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}
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}
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else
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{
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head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.8f);
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head.pullJoint.Enabled = true;
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torso.pullJoint.WorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition - 0.1f));
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torso.pullJoint.Enabled = true;
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if (cprPump >= 1)
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{
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torso.body.ApplyForce(new Vector2(0, -1000f));
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targetTorso.body.ApplyForce(new Vector2(0, -1000f));
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cprPump = 0;
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if (target.Bleeding <= 0.5f && target.Health <= 0.0f && !target.IsDead) //Have a chance to revive them to 2 HP if they were damaged.
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{
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if (GameMain.Client == null) //Serverside code
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{
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float reviveChance = (cprAnimState % 17) * (skill / 50.0f); //~5% max chance for 10 skill, ~50% max chance for 100 skill
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float rng = Rand.Int(100, Rand.RandSync.Server);
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//DebugConsole.NewMessage("CPR Pump cprAnimState: " + (cprAnimState % 17) + " revive chance: " + reviveChance + " rng: " + rng, Color.Aqua);
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if (rng <= reviveChance) //HOLY CRAP YOU SAVED HIM!!!
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{
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target.Oxygen = Math.Max(target.Oxygen, 10.0f);
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target.Health = 2.0f;
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Anim = Animation.None;
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return;
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}
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}
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}
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else if (target.Bleeding > 0.5f || skill < 50) //We will hurt them if they're bleeding or we suck
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{
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//If not bleeding: 10% skill causes 0.8 damage per pump, 40% skill causes only 0.2
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if (target.Bleeding <= 0.5f)
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target.AddDamage(CauseOfDeath.Damage, (50 - skill) * 0.02f, character);
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else //If bleeding: 2 HP damage per pump. Basically speeds up their death. Don't pump bleeding people!
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{
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target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
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#if CLIENT
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
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for (int i = 0; i < 4; i++)
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{
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var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", targetTorso.WorldPosition, Rand.Vector(10.0f), 0.0f, target.AnimController.CurrentHull);
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}
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#endif
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}
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}
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}
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cprPump += deltaTime;
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}
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cprAnimState += deltaTime;
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}
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public override void DragCharacter(Character target)
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{
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if (target == null) return;
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Limb torso = GetLimb(LimbType.Torso);
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Limb leftHand = GetLimb(LimbType.LeftHand);
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Limb rightHand = GetLimb(LimbType.RightHand);
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@@ -922,31 +1032,34 @@ namespace Barotrauma
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for (int i = 0; i < 2; i++)
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{
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Limb targetLimb = target.AnimController.GetLimb(LimbType.Torso);
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Limb targetLimb = target.AnimController.GetLimb(GrabLimb);
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if (i == 0)
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if (targetLimb == null || targetLimb.IsSevered)
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{
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if (!targetLeftHand.IsSevered)
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targetLimb = target.AnimController.GetLimb(LimbType.Torso);
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if (i == 0)
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{
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targetLimb = targetLeftHand;
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if (!targetLeftHand.IsSevered)
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{
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targetLimb = targetLeftHand;
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}
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else if (!targetRightHand.IsSevered)
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{
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targetLimb = targetRightHand;
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}
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}
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else if (!targetRightHand.IsSevered)
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else
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{
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targetLimb = targetRightHand;
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if (!targetRightHand.IsSevered)
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{
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targetLimb = targetRightHand;
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}
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else if (!targetLeftHand.IsSevered)
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{
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targetLimb = targetLeftHand;
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}
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}
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}
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else
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{
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if (!targetRightHand.IsSevered)
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{
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targetLimb = targetRightHand;
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}
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else if (!targetLeftHand.IsSevered)
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{
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targetLimb = targetLeftHand;
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}
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}
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Limb pullLimb = i == 0 ? leftHand : rightHand;
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if (i == 1 && inWater)
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@@ -958,12 +1071,32 @@ namespace Barotrauma
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Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - pullLimb.WorldPosition);
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pullLimb.pullJoint.Enabled = true;
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pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
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pullLimb.pullJoint.MaxForce = 10000.0f;
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if (targetLimb.type == LimbType.Torso)
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{
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pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
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pullLimb.pullJoint.MaxForce = 5000.0f;
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targetMovement *= 0.7f; //Carrying people like that takes a lot of effort.
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if (target.AnimController.Dir != Dir)
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target.AnimController.Flip();
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}
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else
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{
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pullLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition + diff;
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pullLimb.pullJoint.MaxForce = 5000.0f;
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}
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targetLimb.pullJoint.Enabled = true;
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targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
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targetLimb.pullJoint.MaxForce = 10000.0f;
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if (targetLimb.type == LimbType.Torso)
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{
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targetLimb.pullJoint.WorldAnchorB = torso.SimPosition + (Vector2.UnitX * Dir) * 0.6f;
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targetLimb.pullJoint.MaxForce = 300.0f;
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}
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else
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{
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targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
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targetLimb.pullJoint.MaxForce = 5000.0f;
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}
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target.AnimController.movement = -diff;
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}
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@@ -1011,8 +1144,6 @@ namespace Barotrauma
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public override void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle)
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{
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Holdable holdable = item.GetComponent<Holdable>();
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if (character.IsUnconscious || character.Stun > 0.0f) aim = false;
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//calculate the handle positions
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@@ -1030,7 +1161,6 @@ namespace Barotrauma
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bool usingController = character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null;
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float itemAngle;
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if (Anim != Animation.Climbing && !usingController && character.Stun <= 0.0f && aim && itemPos != Vector2.Zero)
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{
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@@ -1042,6 +1172,7 @@ namespace Barotrauma
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itemAngle = (torso.body.Rotation + holdAngle * Dir);
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Holdable holdable = item.GetComponent<Holdable>();
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if (holdable.ControlPose)
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{
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head.body.SmoothRotate(itemAngle);
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@@ -7,6 +7,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Items.Components;
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using FarseerPhysics.Dynamics;
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namespace Barotrauma
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{
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@@ -138,6 +139,27 @@ namespace Barotrauma
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return info != null && !string.IsNullOrWhiteSpace(info.Name) ? info.Name : SpeciesName;
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}
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}
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//Only used by server logs to determine "true identity" of the player for cases when they're disguised
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public string LogName
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{
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get
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{
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return info != null && !string.IsNullOrWhiteSpace(info.Name) ? info.Name + (info.DisplayName != info.Name ? " (as " + info.DisplayName + ")" : "") : SpeciesName;
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}
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}
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private float hideFaceTimer;
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public bool HideFace
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{
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get
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{
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return hideFaceTimer > 0.0f;
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}
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set
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{
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hideFaceTimer = MathHelper.Clamp(hideFaceTimer + (value ? 1.0f : -0.5f), 0.0f, 10.0f);
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}
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}
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public string ConfigPath
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{
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@@ -591,7 +613,7 @@ namespace Barotrauma
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{
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AnimController = new HumanoidAnimController(this, doc.Root.Element("ragdoll"));
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AnimController.TargetDir = Direction.Right;
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inventory = new CharacterInventory(16, this);
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inventory = new CharacterInventory(17, this);
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}
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else
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{
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@@ -961,6 +983,56 @@ namespace Barotrauma
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}
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}
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}
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public bool CanSeeCharacter(Character character)
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{
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Limb selfLimb = AnimController.GetLimb(LimbType.Head);
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if (selfLimb == null) selfLimb = AnimController.GetLimb(LimbType.Torso);
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if (selfLimb == null) selfLimb = AnimController.Limbs[0];
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Limb targetLimb = character.AnimController.GetLimb(LimbType.Head);
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if (targetLimb == null) targetLimb = character.AnimController.GetLimb(LimbType.Torso);
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if (targetLimb == null) targetLimb = character.AnimController.Limbs[0];
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if (selfLimb != null && targetLimb != null)
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{
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Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - selfLimb.WorldPosition);
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Body closestBody = null;
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//both inside the same sub (or both outside)
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//OR the we're inside, the other character outside
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if (character.Submarine == Submarine || character.Submarine == null)
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{
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closestBody = Submarine.CheckVisibility(selfLimb.SimPosition, selfLimb.SimPosition + diff);
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if (closestBody == null) return true;
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}
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//we're outside, the other character inside
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else if (Submarine == null)
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{
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closestBody = Submarine.CheckVisibility(targetLimb.SimPosition, targetLimb.SimPosition - diff);
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if (closestBody == null) return true;
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}
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//both inside different subs
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else
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{
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closestBody = Submarine.CheckVisibility(selfLimb.SimPosition, selfLimb.SimPosition + diff);
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if (closestBody != null && closestBody.UserData is Structure)
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{
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if (((Structure)closestBody.UserData).CastShadow) return false;
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}
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closestBody = Submarine.CheckVisibility(targetLimb.SimPosition, targetLimb.SimPosition - diff);
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if (closestBody == null) return true;
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|
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}
|
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Structure wall = closestBody.UserData as Structure;
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return wall == null || !wall.CastShadow;
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}
|
||||
else
|
||||
{
|
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return false;
|
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}
|
||||
}
|
||||
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public bool HasEquippedItem(Item item)
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{
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@@ -1311,7 +1383,7 @@ namespace Barotrauma
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findFocusedTimer -= deltaTime;
|
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}
|
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|
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if (SelectedCharacter != null && IsKeyHit(InputType.Select))
|
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if (SelectedCharacter != null && focusedItem == null && IsKeyHit(InputType.Select)) //Let people use ladders and buttons and stuff when dragging chars
|
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{
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DeselectCharacter();
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}
|
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@@ -1379,6 +1451,8 @@ namespace Barotrauma
|
||||
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public virtual void Update(float deltaTime, Camera cam)
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{
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UpdateProjSpecific(deltaTime, cam);
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if (GameMain.Client != null && this == Controlled && !isSynced) return;
|
||||
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if (!Enabled) return;
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@@ -1409,6 +1483,8 @@ namespace Barotrauma
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item.Submarine = Submarine;
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}
|
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}
|
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|
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HideFace = false;
|
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if (isDead) return;
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||||
@@ -1465,26 +1541,42 @@ namespace Barotrauma
|
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}
|
||||
}
|
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//Skip health effects as critical health handles it differently
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if (IsUnconscious)
|
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{
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UpdateUnconscious(deltaTime);
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return;
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||||
}
|
||||
|
||||
//Do ragdoll shenanigans before Stun because it's still technically a stun, innit? Less network updates for us!
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if (IsForceRagdolled)
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IsRagdolled = IsForceRagdolled;
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else if (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
|
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else if ((GameMain.Server == null || GameMain.Server.AllowRagdollButton) && (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f)) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
|
||||
IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
|
||||
|
||||
//Health effects
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if (needsAir) UpdateOxygen(deltaTime);
|
||||
|
||||
Health -= bleeding * deltaTime;
|
||||
Bleeding -= BleedingDecreaseSpeed * deltaTime;
|
||||
|
||||
if (health <= minHealth) Kill(CauseOfDeath.Bloodloss);
|
||||
|
||||
if (!IsDead) LockHands = false;
|
||||
|
||||
//ragdoll button
|
||||
if (IsRagdolled)
|
||||
{
|
||||
if (AnimController is HumanoidAnimController) ((HumanoidAnimController)AnimController).Crouching = false;
|
||||
|
||||
if(GameMain.Server != null)
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
AnimController.ResetPullJoints();
|
||||
selectedConstruction = null;
|
||||
return;
|
||||
}
|
||||
|
||||
//AI and control stuff
|
||||
|
||||
Control(deltaTime, cam);
|
||||
if (controlled != this && (!(this is AICharacter) || IsRemotePlayer))
|
||||
{
|
||||
@@ -1497,28 +1589,18 @@ namespace Barotrauma
|
||||
selectedConstruction = null;
|
||||
}
|
||||
|
||||
if (SelectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
|
||||
{
|
||||
if (GameMain.Client == null) SelectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime;
|
||||
}
|
||||
|
||||
UpdateSightRange();
|
||||
if (aiTarget != null) aiTarget.SoundRange = 0.0f;
|
||||
|
||||
lowPassMultiplier = MathHelper.Lerp(lowPassMultiplier, 1.0f, 0.1f);
|
||||
|
||||
if (needsAir) UpdateOxygen(deltaTime);
|
||||
|
||||
Health -= bleeding * deltaTime;
|
||||
Bleeding -= BleedingDecreaseSpeed * deltaTime;
|
||||
|
||||
if (health <= minHealth) Kill(CauseOfDeath.Bloodloss);
|
||||
|
||||
if (!IsDead) LockHands = false;
|
||||
//CPR stuff is handled in the UpdateCPR function in HumanoidAnimController
|
||||
}
|
||||
|
||||
partial void UpdateControlled(float deltaTime, Camera cam);
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime, Camera cam);
|
||||
|
||||
private void UpdateOxygen(float deltaTime)
|
||||
{
|
||||
float prevOxygen = oxygen;
|
||||
@@ -1552,12 +1634,17 @@ namespace Barotrauma
|
||||
AnimController.ResetPullJoints();
|
||||
selectedConstruction = null;
|
||||
|
||||
if (oxygen <= 0.0f) Oxygen -= deltaTime * 0.5f;
|
||||
Oxygen -= deltaTime * 0.5f; //We're critical - our heart stopped!
|
||||
|
||||
if (health <= 0.0f)
|
||||
if (health <= 0.0f) //Critical health - use current state for crit time
|
||||
{
|
||||
AddDamage(bleeding > 0.5f ? CauseOfDeath.Bloodloss : CauseOfDeath.Damage, Math.Max(bleeding, 1.0f) * deltaTime, null);
|
||||
}
|
||||
else //Keep on bleedin'
|
||||
{
|
||||
Health -= bleeding * deltaTime;
|
||||
Bleeding -= BleedingDecreaseSpeed * deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSightRange()
|
||||
@@ -1634,7 +1721,7 @@ namespace Barotrauma
|
||||
var attackingCharacter = attacker as Character;
|
||||
if (attackingCharacter != null && attackingCharacter.AIController == null)
|
||||
{
|
||||
GameServer.Log(Name + " attacked by " + attackingCharacter.Name+". Damage: "+attackResult.Damage+" Bleeding damage: "+attackResult.Bleeding, ServerLog.MessageType.Attack);
|
||||
GameServer.Log(LogName + " attacked by " + attackingCharacter.LogName +". Damage: "+attackResult.Damage+" Bleeding damage: "+attackResult.Bleeding, ServerLog.MessageType.Attack);
|
||||
}
|
||||
|
||||
if (GameMain.Client == null &&
|
||||
@@ -1799,7 +1886,7 @@ namespace Barotrauma
|
||||
|
||||
AnimController.Frozen = false;
|
||||
|
||||
GameServer.Log(Name+" has died (Cause of death: "+causeOfDeath+")", ServerLog.MessageType.Attack);
|
||||
GameServer.Log(LogName+" has died (Cause of death: "+causeOfDeath+")", ServerLog.MessageType.Attack);
|
||||
|
||||
if (OnDeath != null) OnDeath(this, causeOfDeath);
|
||||
|
||||
|
||||
@@ -12,7 +12,38 @@ namespace Barotrauma
|
||||
partial class CharacterInfo
|
||||
{
|
||||
public string Name;
|
||||
public string DisplayName
|
||||
{
|
||||
get
|
||||
{
|
||||
string disguiseName = "?";
|
||||
if (Character == null || !Character.HideFace)
|
||||
{
|
||||
return Name;
|
||||
}
|
||||
|
||||
if (Character.Inventory != null)
|
||||
{
|
||||
int cardSlotIndex = Character.Inventory.FindLimbSlot(InvSlotType.Card);
|
||||
if (cardSlotIndex < 0) return disguiseName;
|
||||
|
||||
var idCard = Character.Inventory.Items[cardSlotIndex];
|
||||
if (idCard == null) return disguiseName;
|
||||
|
||||
//Disguise as the ID card name if it's equipped
|
||||
string[] readTags = idCard.Tags.Split(',');
|
||||
foreach (string tag in readTags)
|
||||
{
|
||||
string[] s = tag.Split(':');
|
||||
if (s[0] == "name")
|
||||
{
|
||||
return s[1];
|
||||
}
|
||||
}
|
||||
}
|
||||
return disguiseName;
|
||||
}
|
||||
}
|
||||
public Character Character;
|
||||
|
||||
public readonly string File;
|
||||
|
||||
@@ -325,7 +325,7 @@ namespace Barotrauma
|
||||
break;
|
||||
|
||||
case ClientNetObject.ENTITY_STATE:
|
||||
int eventType = msg.ReadRangedInteger(0,2);
|
||||
int eventType = msg.ReadRangedInteger(0,3);
|
||||
switch (eventType)
|
||||
{
|
||||
case 0:
|
||||
@@ -357,6 +357,9 @@ namespace Barotrauma
|
||||
Kill(lastAttackCauseOfDeath);
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
AnimController.GrabLimb = (LimbType)msg.ReadUInt16();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -436,6 +439,7 @@ namespace Barotrauma
|
||||
if (AnimController is HumanoidAnimController)
|
||||
{
|
||||
tempBuffer.Write(((HumanoidAnimController)AnimController).Crouching);
|
||||
tempBuffer.Write((UInt16)AnimController.GrabLimb);
|
||||
}
|
||||
|
||||
bool hasAttackLimb = AnimController.Limbs.Any(l => l != null && l.attack != null);
|
||||
@@ -534,6 +538,8 @@ namespace Barotrauma
|
||||
msg.WriteRangedSingle(MathHelper.Clamp(Stun, 0.0f, MaxStun), 0.0f, MaxStun, 8);
|
||||
}
|
||||
|
||||
msg.Write(IsRagdolled);
|
||||
|
||||
msg.Write(HuskInfectionState > 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -130,6 +130,10 @@ namespace Barotrauma
|
||||
{
|
||||
item.AddTag(s);
|
||||
}
|
||||
item.AddTag("name:" + character.Name);
|
||||
item.AddTag("job:" + Name);
|
||||
if (!string.IsNullOrWhiteSpace(spawnPoint.IdCardDesc))
|
||||
item.Description = spawnPoint.IdCardDesc;
|
||||
}
|
||||
|
||||
if (parentItem != null) parentItem.Combine(item);
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -10,7 +10,7 @@ namespace Barotrauma
|
||||
[Flags]
|
||||
public enum InvSlotType
|
||||
{
|
||||
None = 0, Any = 1, RightHand = 2, LeftHand = 4, Head = 8, Torso = 16, Legs = 32, Face=64
|
||||
None = 0, Any = 1, RightHand = 2, LeftHand = 4, Head = 8, Torso = 16, Legs = 32, Face=64, Card=128
|
||||
};
|
||||
|
||||
partial class CharacterInventory : Inventory
|
||||
@@ -18,7 +18,7 @@ namespace Barotrauma
|
||||
private Character character;
|
||||
|
||||
public static InvSlotType[] limbSlots = new InvSlotType[] {
|
||||
InvSlotType.Head, InvSlotType.Torso, InvSlotType.Legs, InvSlotType.LeftHand, InvSlotType.RightHand, InvSlotType.Face,
|
||||
InvSlotType.Head, InvSlotType.Torso, InvSlotType.Legs, InvSlotType.LeftHand, InvSlotType.RightHand, InvSlotType.Face, InvSlotType.Card,
|
||||
InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any,
|
||||
InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any};
|
||||
|
||||
|
||||
@@ -699,12 +699,12 @@ namespace Barotrauma.Items.Components
|
||||
if (docked)
|
||||
{
|
||||
if (item.Submarine != null && dockingTarget?.item?.Submarine != null)
|
||||
GameServer.Log(sender.Name + " docked " + item.Submarine.Name + " to " + dockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(sender.LogName + " docked " + item.Submarine.Name + " to " + dockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (item.Submarine != null && prevDockingTarget?.item?.Submarine != null)
|
||||
GameServer.Log(sender.Name + " undocked " + item.Submarine.Name + " from " + prevDockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(sender.LogName + " undocked " + item.Submarine.Name + " from " + prevDockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,7 +13,7 @@ using Barotrauma.Lights;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Door : ItemComponent, IDrawableComponent, IServerSerializable
|
||||
partial class Door : Pickable, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
private Gap linkedGap;
|
||||
|
||||
@@ -203,12 +203,13 @@ namespace Barotrauma.Items.Components
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
public override bool OnPicked(Character picker)
|
||||
{
|
||||
isOpen = !isOpen;
|
||||
|
||||
return true;
|
||||
SetState(predictedState == null ? !isOpen : !predictedState.Value, false, true); //crowbar function
|
||||
#if CLIENT
|
||||
PlaySound(ActionType.OnPicked, item.WorldPosition);
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool Select(Character character)
|
||||
@@ -419,7 +420,7 @@ namespace Barotrauma.Items.Components
|
||||
bool newState = predictedState == null ? isOpen : predictedState.Value;
|
||||
if (sender != null && wasOpen != newState)
|
||||
{
|
||||
GameServer.Log(sender.Name + (newState ? " opened " : " closed ") + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(sender.LogName + (newState ? " opened " : " closed ") + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -184,13 +184,13 @@ namespace Barotrauma.Items.Components
|
||||
item.SetTransform(rightHand.SimPosition, 0.0f);
|
||||
}
|
||||
|
||||
bool alreadySelected = character.HasSelectedItem(item);
|
||||
if (picker.TrySelectItem(item))
|
||||
bool alreadySelected = character.HasEquippedItem(item);
|
||||
if (picker.TrySelectItem(item) || picker.HasEquippedItem(item))
|
||||
{
|
||||
item.body.Enabled = true;
|
||||
IsActive = true;
|
||||
|
||||
if (!alreadySelected) GameServer.Log(character.Name + " equipped " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
if (!alreadySelected) GameServer.Log(character.LogName + " equipped " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -200,7 +200,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
picker.DeselectItem(item);
|
||||
|
||||
GameServer.Log(character.Name + " unequipped " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(character.LogName + " unequipped " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
|
||||
item.body.Enabled = false;
|
||||
IsActive = false;
|
||||
@@ -224,7 +224,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool OnPicked(Character picker)
|
||||
public override bool OnPicked(Character picker)
|
||||
{
|
||||
if (base.OnPicked(picker))
|
||||
{
|
||||
@@ -235,7 +235,7 @@ namespace Barotrauma.Items.Components
|
||||
item.CreateServerEvent(this);
|
||||
if (picker != null)
|
||||
{
|
||||
Networking.GameServer.Log(picker.Name + " detached " + item.Name + " from a wall", ServerLog.MessageType.ItemInteraction);
|
||||
Networking.GameServer.Log(picker.LogName + " detached " + item.Name + " from a wall", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
@@ -290,7 +290,7 @@ namespace Barotrauma.Items.Components
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
GameServer.Log(character.Name + " attached " + item.Name+" to a wall", ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(character.LogName + " attached " + item.Name+" to a wall", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
item.Drop();
|
||||
}
|
||||
@@ -308,7 +308,7 @@ namespace Barotrauma.Items.Components
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (item.body == null || !item.body.Enabled) return;
|
||||
if (picker == null || !picker.HasSelectedItem(item))
|
||||
if (picker == null || !picker.HasEquippedItem(item))
|
||||
{
|
||||
IsActive = false;
|
||||
return;
|
||||
@@ -320,7 +320,37 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
item.Submarine = picker.Submarine;
|
||||
|
||||
picker.AnimController.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, picker.IsKeyDown(InputType.Aim), holdAngle);
|
||||
if (picker.HasSelectedItem(item))
|
||||
{
|
||||
picker.AnimController.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, picker.IsKeyDown(InputType.Aim), holdAngle);
|
||||
}
|
||||
else
|
||||
{
|
||||
Limb equipLimb = null;
|
||||
if (picker.Inventory.IsInLimbSlot(item, InvSlotType.Face) || picker.Inventory.IsInLimbSlot(item, InvSlotType.Head))
|
||||
{
|
||||
equipLimb = picker.AnimController.GetLimb(LimbType.Head);
|
||||
}
|
||||
else if (picker.Inventory.IsInLimbSlot(item, InvSlotType.Torso))
|
||||
{
|
||||
equipLimb = picker.AnimController.GetLimb(LimbType.Torso);
|
||||
}
|
||||
else if (picker.Inventory.IsInLimbSlot(item, InvSlotType.Legs))
|
||||
{
|
||||
equipLimb = picker.AnimController.GetLimb(LimbType.Waist);
|
||||
}
|
||||
|
||||
if (equipLimb != null)
|
||||
{
|
||||
float itemAngle = (equipLimb.Rotation + holdAngle * picker.AnimController.Dir);
|
||||
|
||||
Matrix itemTransfrom = Matrix.CreateRotationZ(equipLimb.Rotation);
|
||||
Vector2 transformedHandlePos = Vector2.Transform(handlePos[0], itemTransfrom);
|
||||
|
||||
item.body.ResetDynamics();
|
||||
item.SetTransform(equipLimb.SimPosition - transformedHandlePos, itemAngle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void Flip(Item item)
|
||||
|
||||
@@ -137,7 +137,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(hitPos, 0.0f), aimPos, false, holdAngle);
|
||||
ac.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, false, holdAngle);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -255,12 +255,12 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(item, new object[] { Networking.NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, targetCharacter.ID });
|
||||
|
||||
string logStr = picker?.Name + " used " + item.Name;
|
||||
string logStr = picker?.LogName + " used " + item.Name;
|
||||
if (item.ContainedItems != null && item.ContainedItems.Length > 0)
|
||||
{
|
||||
logStr += "(" + string.Join(", ", item.ContainedItems.Select(i => i?.Name)) + ")";
|
||||
}
|
||||
logStr += " on " + targetCharacter + ".";
|
||||
logStr += " on " + targetCharacter.LogName + ".";
|
||||
Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
|
||||
}
|
||||
|
||||
|
||||
@@ -70,7 +70,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual bool OnPicked(Character picker)
|
||||
public virtual bool OnPicked(Character picker)
|
||||
{
|
||||
if (picker.Inventory.TryPutItem(item, picker, allowedSlots))
|
||||
{
|
||||
@@ -89,6 +89,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
#if CLIENT
|
||||
if (!GameMain.Instance.LoadingScreenOpen && picker == Character.Controlled) GUI.PlayUISound(GUISoundType.PickItem);
|
||||
PlaySound(ActionType.OnPicked, item.WorldPosition);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
|
||||
@@ -97,7 +97,7 @@ namespace Barotrauma.Items.Components
|
||||
Vector2 throwVector = picker.CursorWorldPosition - picker.WorldPosition;
|
||||
throwVector = Vector2.Normalize(throwVector);
|
||||
|
||||
GameServer.Log(picker.Name + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(picker.LogName + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
|
||||
item.Drop();
|
||||
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
|
||||
|
||||
@@ -105,7 +105,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (user != null)
|
||||
{
|
||||
GameServer.Log(user.Name + (IsActive ? " activated " : " deactivated ") + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(user.LogName + (IsActive ? " activated " : " deactivated ") + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
|
||||
@@ -159,7 +159,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (user != null)
|
||||
{
|
||||
GameServer.Log(user.Name + " started fabricating " + selectedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(user.LogName + " started fabricating " + selectedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
@@ -184,7 +184,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (fabricatedItem != null && user != null)
|
||||
{
|
||||
GameServer.Log(user.Name + " cancelled the fabrication of " + fabricatedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(user.LogName + " cancelled the fabrication of " + fabricatedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
IsActive = false;
|
||||
|
||||
@@ -157,11 +157,11 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (newFlowPercentage != FlowPercentage)
|
||||
{
|
||||
GameServer.Log(c.Character + " set the pumping speed of " + item.Name + " to " + (int)(newFlowPercentage) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(c.Character.LogName + " set the pumping speed of " + item.Name + " to " + (int)(newFlowPercentage) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
if (newIsActive != IsActive)
|
||||
{
|
||||
GameServer.Log(c.Character + (newIsActive ? " turned on " : " turned off ") + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(c.Character.LogName + (newIsActive ? " turned on " : " turned off ") + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
FlowPercentage = newFlowPercentage;
|
||||
|
||||
@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (Timing.TotalTime >= (float)nextServerLogWriteTime)
|
||||
{
|
||||
GameServer.Log(lastUser + " adjusted reactor settings: " +
|
||||
GameServer.Log(lastUser.LogName + " adjusted reactor settings: " +
|
||||
"Temperature: " + (int)temperature +
|
||||
", Fission rate: " + (int)fissionRate +
|
||||
", Cooling rate: " + (int)coolingRate +
|
||||
|
||||
@@ -201,7 +201,7 @@ namespace Barotrauma.Items.Components
|
||||
if (item.CanClientAccess(c))
|
||||
{
|
||||
RechargeSpeed = newRechargeSpeed;
|
||||
GameServer.Log(c.Character + " set the recharge speed of "+item.Name+" to "+ (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(c.Character.LogName + " set the recharge speed of "+item.Name+" to "+ (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
item.CreateServerEvent(this);
|
||||
|
||||
@@ -215,7 +215,7 @@ namespace Barotrauma.Items.Components
|
||||
if (existingWire.Locked)
|
||||
{
|
||||
//this should not be possible unless the client is running a modified version of the game
|
||||
GameServer.Log(c.Character.Name + " attempted to disconnect a locked wire from " +
|
||||
GameServer.Log(c.Character.LogName + " attempted to disconnect a locked wire from " +
|
||||
Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.Error);
|
||||
continue;
|
||||
}
|
||||
@@ -224,12 +224,12 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (existingWire.Connections[0] == null && existingWire.Connections[1] == null)
|
||||
{
|
||||
GameServer.Log(c.Character.Name + " disconnected a wire from " +
|
||||
GameServer.Log(c.Character.LogName + " disconnected a wire from " +
|
||||
Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (existingWire.Connections[0] != null)
|
||||
{
|
||||
GameServer.Log(c.Character.Name + " disconnected a wire from " +
|
||||
GameServer.Log(c.Character.LogName + " disconnected a wire from " +
|
||||
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[0].Item.Name + " (" + existingWire.Connections[0].Name + ")", ServerLog.MessageType.ItemInteraction);
|
||||
|
||||
//wires that are not in anyone's inventory (i.e. not currently being rewired)
|
||||
@@ -244,7 +244,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else if (existingWire.Connections[1] != null)
|
||||
{
|
||||
GameServer.Log(c.Character.Name + " disconnected a wire from " +
|
||||
GameServer.Log(c.Character.LogName + " disconnected a wire from " +
|
||||
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[1].Item.Name + " (" + existingWire.Connections[1].Name + ")", ServerLog.MessageType.ItemInteraction);
|
||||
|
||||
if (existingWire.Item.ParentInventory == null)
|
||||
@@ -276,13 +276,13 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (otherConnection == null)
|
||||
{
|
||||
GameServer.Log(c.Character.Name + " connected a wire to " +
|
||||
GameServer.Log(c.Character.LogName + " connected a wire to " +
|
||||
Connections[i].Item.Name + " (" + Connections[i].Name + ")",
|
||||
ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else
|
||||
{
|
||||
GameServer.Log(c.Character.Name + " connected a wire from " +
|
||||
GameServer.Log(c.Character.LogName + " connected a wire from " +
|
||||
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " +
|
||||
(otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"),
|
||||
ServerLog.MessageType.ItemInteraction);
|
||||
|
||||
@@ -308,18 +308,18 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (connections[0] != null && connections[1] != null)
|
||||
{
|
||||
GameServer.Log(user.Name + " disconnected a wire from " +
|
||||
GameServer.Log(user.LogName + " disconnected a wire from " +
|
||||
connections[0].Item.Name + " (" + connections[0].Name + ") to "+
|
||||
connections[1].Item.Name + " (" + connections[1].Name + ")", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (connections[0] != null)
|
||||
{
|
||||
GameServer.Log(user.Name + " disconnected a wire from " +
|
||||
GameServer.Log(user.LogName + " disconnected a wire from " +
|
||||
connections[0].Item.Name + " (" + connections[0].Name + ")", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (connections[1] != null)
|
||||
{
|
||||
GameServer.Log(user.Name + " disconnected a wire from " +
|
||||
GameServer.Log(user.LogName + " disconnected a wire from " +
|
||||
connections[1].Item.Name + " (" + connections[1].Name + ")", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -175,7 +175,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (character != null)
|
||||
{
|
||||
string msg = character.Name + " launched " + item.Name + " (projectile: " + projectiles[0].Item.Name;
|
||||
string msg = character.LogName + " launched " + item.Name + " (projectile: " + projectiles[0].Item.Name;
|
||||
if (projectiles[0].Item.ContainedItems == null || projectiles[0].Item.ContainedItems.All(i => i == null))
|
||||
{
|
||||
msg += ")";
|
||||
|
||||
@@ -144,7 +144,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (itemName == null) return null;
|
||||
|
||||
return Items.FirstOrDefault(i => i != null && (i.Name == itemName || i.HasTag(itemName)));
|
||||
return Items.FirstOrDefault(i => i != null && (i.Prefab.NameMatches(itemName) || i.HasTag(itemName)));
|
||||
}
|
||||
|
||||
public virtual void RemoveItem(Item item)
|
||||
@@ -212,11 +212,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (Owner == c.Character)
|
||||
{
|
||||
GameServer.Log(c.Character + " picked up " + item.Name, ServerLog.MessageType.Inventory);
|
||||
GameServer.Log(c.Character.LogName+ " picked up " + item.Name, ServerLog.MessageType.Inventory);
|
||||
}
|
||||
else
|
||||
{
|
||||
GameServer.Log(c.Character + " placed " + item.Name + " in " + Owner, ServerLog.MessageType.Inventory);
|
||||
GameServer.Log(c.Character.LogName + " placed " + item.Name + " in " + Owner, ServerLog.MessageType.Inventory);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -227,11 +227,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (Owner == c.Character)
|
||||
{
|
||||
GameServer.Log(c.Character + " dropped " + item.Name, ServerLog.MessageType.Inventory);
|
||||
GameServer.Log(c.Character.LogName + " dropped " + item.Name, ServerLog.MessageType.Inventory);
|
||||
}
|
||||
else
|
||||
{
|
||||
GameServer.Log(c.Character + " removed " + item.Name + " from " + Owner, ServerLog.MessageType.Inventory);
|
||||
GameServer.Log(c.Character.LogName + " removed " + item.Name + " from " + Owner, ServerLog.MessageType.Inventory);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -119,9 +119,12 @@ namespace Barotrauma
|
||||
get { return prefab.Name; }
|
||||
}
|
||||
|
||||
private string description;
|
||||
[Editable, Serialize("", true)]
|
||||
public string Description
|
||||
{
|
||||
get { return prefab.Description; }
|
||||
get { return description == null ? prefab.Description : description; }
|
||||
set { description = value; }
|
||||
}
|
||||
|
||||
public float ImpactTolerance
|
||||
@@ -1359,12 +1362,12 @@ namespace Barotrauma
|
||||
|
||||
if (ContainedItems == null || ContainedItems.All(i => i == null))
|
||||
{
|
||||
GameServer.Log(c.Character.Name + " used item " + Name, ServerLog.MessageType.ItemInteraction);
|
||||
GameServer.Log(c.Character.LogName + " used item " + Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else
|
||||
{
|
||||
GameServer.Log(
|
||||
c.Character.Name + " used item " + Name + " (contained items: " + string.Join(", ", Array.FindAll(ContainedItems, i => i != null).Select(i => i.Name)) + ")",
|
||||
c.Character.LogName + " used item " + Name + " (contained items: " + string.Join(", ", Array.FindAll(ContainedItems, i => i != null).Select(i => i.Name)) + ")",
|
||||
ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
@@ -1458,6 +1461,7 @@ namespace Barotrauma
|
||||
if (GameMain.Server == null) return;
|
||||
|
||||
msg.Write(Prefab.Name);
|
||||
msg.Write(Description);
|
||||
msg.Write(ID);
|
||||
|
||||
if (ParentInventory == null || ParentInventory.Owner == null)
|
||||
@@ -1476,7 +1480,8 @@ namespace Barotrauma
|
||||
msg.Write(index < 0 ? (byte)255 : (byte)index);
|
||||
}
|
||||
|
||||
if (Name == "ID Card") msg.Write(Tags);
|
||||
//TODO: See if tags are different from their prefab before sending 'em
|
||||
msg.Write(Tags);
|
||||
}
|
||||
|
||||
public static Item ReadSpawnData(NetBuffer msg, bool spawn = true)
|
||||
@@ -1484,6 +1489,7 @@ namespace Barotrauma
|
||||
if (GameMain.Server != null) return null;
|
||||
|
||||
string itemName = msg.ReadString();
|
||||
string itemDesc = msg.ReadString();
|
||||
ushort itemId = msg.ReadUInt16();
|
||||
|
||||
ushort inventoryId = msg.ReadUInt16();
|
||||
@@ -1507,11 +1513,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
string tags = "";
|
||||
if (itemName == "ID Card")
|
||||
{
|
||||
tags = msg.ReadString();
|
||||
}
|
||||
string tags = msg.ReadString();
|
||||
|
||||
if (!spawn) return null;
|
||||
|
||||
@@ -1541,6 +1543,7 @@ namespace Barotrauma
|
||||
|
||||
var item = new Item(itemPrefab, pos, sub);
|
||||
|
||||
item.Description = itemDesc;
|
||||
item.ID = itemId;
|
||||
if (sub != null)
|
||||
{
|
||||
|
||||
@@ -506,15 +506,15 @@ namespace Barotrauma
|
||||
|
||||
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal)*f2.Body.Mass*0.1f;
|
||||
|
||||
if (impact < 10.0f) return true;
|
||||
|
||||
#if CLIENT
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact,
|
||||
new Vector2(
|
||||
sections[section].rect.X + sections[section].rect.Width / 2,
|
||||
sections[section].rect.Y - sections[section].rect.Height / 2));
|
||||
sections[section].rect.X + sections[section].rect.Width / 2,
|
||||
sections[section].rect.Y - sections[section].rect.Height / 2), tags: Tags);
|
||||
#endif
|
||||
|
||||
if (impact < 10.0f) return true;
|
||||
|
||||
AddDamage(section, impact);
|
||||
}
|
||||
}
|
||||
@@ -566,7 +566,7 @@ namespace Barotrauma
|
||||
#if CLIENT
|
||||
float particleAmount = Math.Min(Health - section.damage, damage) * Rand.Range(0.01f, 1.0f);
|
||||
|
||||
particleAmount = Math.Min(particleAmount + Rand.Range(-5,1), 100);
|
||||
particleAmount = Math.Min(particleAmount + Rand.Range(-5,1), 20);
|
||||
for (int i = 0; i < particleAmount; i++)
|
||||
{
|
||||
Vector2 particlePos = new Vector2(
|
||||
@@ -661,10 +661,10 @@ namespace Barotrauma
|
||||
#if CLIENT
|
||||
GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
|
||||
|
||||
if (playSound && !SectionBodyDisabled(i))
|
||||
if (playSound)// && !SectionBodyDisabled(i))
|
||||
{
|
||||
DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
|
||||
SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition);
|
||||
SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition, tags: Tags);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -678,14 +678,13 @@ namespace Barotrauma
|
||||
|
||||
if (!MathUtils.IsValid(damage)) return;
|
||||
|
||||
float damageDiff = damage - sections[sectionIndex].damage;
|
||||
|
||||
|
||||
if (GameMain.Server != null && damage != sections[sectionIndex].damage)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
}
|
||||
|
||||
AdjustKarma(attacker, damageDiff);
|
||||
if (damage < prefab.Health*0.5f)
|
||||
{
|
||||
if (sections[sectionIndex].gap != null)
|
||||
@@ -717,10 +716,14 @@ namespace Barotrauma
|
||||
|
||||
sections[sectionIndex].gap.Open = (damage / prefab.Health - 0.5f) * 2.0f;
|
||||
}
|
||||
|
||||
|
||||
float damageDiff = damage - sections[sectionIndex].damage;
|
||||
bool hadHole = SectionBodyDisabled(sectionIndex);
|
||||
sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.Health);
|
||||
|
||||
if (sections[sectionIndex].damage < prefab.Health) //otherwise it's possible to infinitely gain karma by welding fixed things
|
||||
AdjustKarma(attacker, damageDiff);
|
||||
|
||||
bool hasHole = SectionBodyDisabled(sectionIndex);
|
||||
|
||||
if (hadHole == hasHole) return;
|
||||
|
||||
@@ -373,118 +373,53 @@ namespace Barotrauma
|
||||
Limb limb = f2.Body.UserData as Limb;
|
||||
if (limb != null)
|
||||
{
|
||||
|
||||
bool collision = HandleLimbCollision(contact, limb);
|
||||
|
||||
if (collision && limb.Mass > 100.0f)
|
||||
{
|
||||
Vector2 normal = Vector2.Normalize(Body.SimPosition - limb.SimPosition);
|
||||
|
||||
float impact = Math.Min(Vector2.Dot(Velocity - limb.LinearVelocity, -normal), 50.0f) / 5.0f * Math.Min(limb.Mass / 200.0f, 1);
|
||||
|
||||
ApplyImpact(impact, -normal, contact);
|
||||
foreach (Submarine dockedSub in submarine.DockedTo)
|
||||
{
|
||||
dockedSub.SubBody.ApplyImpact(impact, -normal, contact);
|
||||
}
|
||||
}
|
||||
|
||||
bool collision = CheckLimbCollision(contact, limb);
|
||||
if (collision) HandleLimbCollision(contact, limb);
|
||||
return collision;
|
||||
}
|
||||
|
||||
VoronoiCell cell = f2.Body.UserData as VoronoiCell;
|
||||
if (cell != null)
|
||||
{
|
||||
var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center);
|
||||
|
||||
float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
|
||||
|
||||
ApplyImpact(wallImpact, -collisionNormal, contact);
|
||||
foreach (Submarine dockedSub in submarine.DockedTo)
|
||||
{
|
||||
dockedSub.SubBody.ApplyImpact(wallImpact, -collisionNormal, contact);
|
||||
}
|
||||
|
||||
Vector2 n;
|
||||
FixedArray2<Vector2> particlePos;
|
||||
contact.GetWorldManifold(out n, out particlePos);
|
||||
|
||||
#if CLIENT
|
||||
int particleAmount = (int)(wallImpact * 10.0f);
|
||||
for (int i = 0; i < particleAmount; i++)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("iceshards",
|
||||
ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
|
||||
Rand.Vector(Rand.Range(50.0f, 500.0f)) + Velocity);
|
||||
}
|
||||
#endif
|
||||
|
||||
HandleLevelCollision(contact, cell);
|
||||
return true;
|
||||
}
|
||||
|
||||
Submarine otherSub = f2.Body.UserData as Submarine;
|
||||
if (otherSub != null)
|
||||
{
|
||||
Debug.Assert(otherSub != submarine);
|
||||
|
||||
Vector2 normal;
|
||||
FixedArray2<Vector2> points;
|
||||
contact.GetWorldManifold(out normal, out points);
|
||||
if (contact.FixtureA.Body == otherSub.SubBody.Body.FarseerBody)
|
||||
{
|
||||
normal = -normal;
|
||||
}
|
||||
|
||||
float thisMass = Body.Mass + submarine.DockedTo.Sum(s => s.PhysicsBody.Mass);
|
||||
float otherMass = otherSub.PhysicsBody.Mass + otherSub.DockedTo.Sum(s => s.PhysicsBody.Mass);
|
||||
|
||||
float massRatio = otherMass / (thisMass + otherMass);
|
||||
|
||||
float impact = (Vector2.Dot(Velocity - otherSub.Velocity, normal) / 2.0f) * massRatio;
|
||||
|
||||
ApplyImpact(impact, normal, contact);
|
||||
foreach (Submarine dockedSub in submarine.DockedTo)
|
||||
{
|
||||
dockedSub.SubBody.ApplyImpact(impact, normal, contact);
|
||||
}
|
||||
|
||||
HandleSubCollision(contact, otherSub);
|
||||
return true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool HandleLimbCollision(Contact contact, Limb limb)
|
||||
private bool CheckLimbCollision(Contact contact, Limb limb)
|
||||
{
|
||||
if (limb.character.Submarine != null) return false;
|
||||
|
||||
Vector2 normal2;
|
||||
Vector2 contactNormal;
|
||||
FixedArray2<Vector2> points;
|
||||
contact.GetWorldManifold(out normal2, out points);
|
||||
contact.GetWorldManifold(out contactNormal, out points);
|
||||
|
||||
Vector2 normalizedVel = limb.character.AnimController.Collider.LinearVelocity == Vector2.Zero ?
|
||||
Vector2.Zero : Vector2.Normalize(limb.character.AnimController.Collider.LinearVelocity);
|
||||
|
||||
Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] - normal2);
|
||||
|
||||
Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] - contactNormal);
|
||||
Hull newHull = Hull.FindHull(targetPos, null);
|
||||
|
||||
if (newHull == null)
|
||||
{
|
||||
targetPos = ConvertUnits.ToDisplayUnits(points[0] + normalizedVel);
|
||||
|
||||
newHull = Hull.FindHull(targetPos, null);
|
||||
|
||||
if (newHull == null) return true;
|
||||
}
|
||||
|
||||
var gaps = newHull.ConnectedGaps;
|
||||
|
||||
targetPos = limb.character.WorldPosition;
|
||||
|
||||
Gap adjacentGap = Gap.FindAdjacent(gaps, targetPos, 200.0f);
|
||||
|
||||
if (adjacentGap==null) return true;
|
||||
if (adjacentGap == null) return true;
|
||||
|
||||
var ragdoll = limb.character.AnimController;
|
||||
ragdoll.FindHull(newHull.WorldPosition, true);
|
||||
@@ -492,13 +427,190 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
|
||||
private void HandleLimbCollision(Contact contact, Limb limb)
|
||||
{
|
||||
if (limb.Mass > 100.0f)
|
||||
{
|
||||
Vector2 normal = Vector2.Normalize(Body.SimPosition - limb.SimPosition);
|
||||
|
||||
float impact = Math.Min(Vector2.Dot(Velocity - limb.LinearVelocity, -normal), 50.0f) / 5.0f * Math.Min(limb.Mass / 200.0f, 1);
|
||||
|
||||
ApplyImpact(impact, -normal, contact);
|
||||
foreach (Submarine dockedSub in submarine.DockedTo)
|
||||
{
|
||||
dockedSub.SubBody.ApplyImpact(impact, -normal, contact);
|
||||
}
|
||||
}
|
||||
|
||||
//find all contacts between the limb and level walls
|
||||
List<Contact> levelContacts = new List<Contact>();
|
||||
ContactEdge contactEdge = limb.body.FarseerBody.ContactList;
|
||||
while (contactEdge.Next != null)
|
||||
{
|
||||
if (contactEdge.Contact.Enabled &&
|
||||
contactEdge.Other.UserData is VoronoiCell &&
|
||||
contactEdge.Contact.IsTouching)
|
||||
{
|
||||
levelContacts.Add(contactEdge.Contact);
|
||||
}
|
||||
contactEdge = contactEdge.Next;
|
||||
}
|
||||
|
||||
if (levelContacts.Count == 0) return;
|
||||
|
||||
//if the limb is in contact with the level, apply an artifical impact to prevent the sub from bouncing on top of it
|
||||
//not a very realistic way to handle the collisions (makes it seem as if the characters were made of reinforced concrete),
|
||||
//but more realistic than bouncing and prevents using characters as "bumpers" that prevent all collision damage
|
||||
|
||||
//TODO: apply impact damage and/or gib the character that got crushed between the sub and the level?
|
||||
Vector2 avgContactNormal = Vector2.Zero;
|
||||
foreach (Contact levelContact in levelContacts)
|
||||
{
|
||||
Vector2 contactNormal;
|
||||
FixedArray2<Vector2> temp;
|
||||
levelContact.GetWorldManifold(out contactNormal, out temp);
|
||||
|
||||
//if the contact normal is pointing from the limb towards the level cell it's touching, flip the normal
|
||||
VoronoiCell cell = levelContact.FixtureB.Body.UserData is VoronoiCell ?
|
||||
((VoronoiCell)levelContact.FixtureB.Body.UserData) : ((VoronoiCell)levelContact.FixtureA.Body.UserData);
|
||||
|
||||
var cellDiff = ConvertUnits.ToDisplayUnits(limb.body.SimPosition) - cell.Center;
|
||||
if (Vector2.Dot(contactNormal, cellDiff) < 0)
|
||||
{
|
||||
contactNormal = -contactNormal;
|
||||
}
|
||||
|
||||
avgContactNormal += contactNormal;
|
||||
|
||||
//apply impacts at the positions where this sub is touching the limb
|
||||
ApplyImpact((Vector2.Dot(-Velocity, contactNormal) / 2.0f) / levelContacts.Count, contactNormal, levelContact);
|
||||
}
|
||||
avgContactNormal /= levelContacts.Count;
|
||||
|
||||
float contactDot = Vector2.Dot(Body.LinearVelocity, -avgContactNormal);
|
||||
if (contactDot > 0.0f)
|
||||
{
|
||||
Body.LinearVelocity -= Vector2.Normalize(Body.LinearVelocity) * contactDot;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleLevelCollision(Contact contact, VoronoiCell cell)
|
||||
{
|
||||
var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center);
|
||||
|
||||
float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
|
||||
|
||||
ApplyImpact(wallImpact, -collisionNormal, contact);
|
||||
foreach (Submarine dockedSub in submarine.DockedTo)
|
||||
{
|
||||
dockedSub.SubBody.ApplyImpact(wallImpact, -collisionNormal, contact);
|
||||
}
|
||||
|
||||
Vector2 n;
|
||||
FixedArray2<Vector2> particlePos;
|
||||
contact.GetWorldManifold(out n, out particlePos);
|
||||
|
||||
#if CLIENT
|
||||
int particleAmount = (int)Math.Min(wallImpact * 10.0f, 50);
|
||||
for (int i = 0; i < particleAmount; i++)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("iceshards",
|
||||
ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
|
||||
Rand.Vector(Rand.Range(50.0f, 500.0f)) + Velocity);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void HandleSubCollision(Contact contact, Submarine otherSub)
|
||||
{
|
||||
Debug.Assert(otherSub != submarine);
|
||||
|
||||
Vector2 normal;
|
||||
FixedArray2<Vector2> points;
|
||||
contact.GetWorldManifold(out normal, out points);
|
||||
if (contact.FixtureA.Body == otherSub.SubBody.Body.FarseerBody)
|
||||
{
|
||||
normal = -normal;
|
||||
}
|
||||
|
||||
float thisMass = Body.Mass + submarine.DockedTo.Sum(s => s.PhysicsBody.Mass);
|
||||
float otherMass = otherSub.PhysicsBody.Mass + otherSub.DockedTo.Sum(s => s.PhysicsBody.Mass);
|
||||
float massRatio = otherMass / (thisMass + otherMass);
|
||||
|
||||
float impact = (Vector2.Dot(Velocity - otherSub.Velocity, normal) / 2.0f) * massRatio;
|
||||
|
||||
//apply impact to this sub (the other sub takes care of this in its own collision callback)
|
||||
ApplyImpact(impact, normal, contact);
|
||||
foreach (Submarine dockedSub in submarine.DockedTo)
|
||||
{
|
||||
dockedSub.SubBody.ApplyImpact(impact, normal, contact);
|
||||
}
|
||||
|
||||
//find all contacts between this sub and level walls
|
||||
List<Contact> levelContacts = new List<Contact>();
|
||||
ContactEdge contactEdge = Body.FarseerBody.ContactList;
|
||||
while (contactEdge.Next != null)
|
||||
{
|
||||
if (contactEdge.Contact.Enabled &&
|
||||
contactEdge.Other.UserData is VoronoiCell &&
|
||||
contactEdge.Contact.IsTouching)
|
||||
{
|
||||
levelContacts.Add(contactEdge.Contact);
|
||||
}
|
||||
|
||||
contactEdge = contactEdge.Next;
|
||||
}
|
||||
|
||||
if (levelContacts.Count == 0) return;
|
||||
|
||||
//if this sub is in contact with the level, apply artifical impacts
|
||||
//to both subs to prevent the other sub from bouncing on top of this one
|
||||
//and to fake the other sub "crushing" this one against a wall
|
||||
Vector2 avgContactNormal = Vector2.Zero;
|
||||
foreach (Contact levelContact in levelContacts)
|
||||
{
|
||||
Vector2 contactNormal;
|
||||
FixedArray2<Vector2> temp;
|
||||
levelContact.GetWorldManifold(out contactNormal, out temp);
|
||||
|
||||
//if the contact normal is pointing from the sub towards the level cell we collided with, flip the normal
|
||||
VoronoiCell cell = levelContact.FixtureB.Body.UserData is VoronoiCell ?
|
||||
((VoronoiCell)levelContact.FixtureB.Body.UserData) : ((VoronoiCell)levelContact.FixtureA.Body.UserData);
|
||||
|
||||
var cellDiff = ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center;
|
||||
if (Vector2.Dot(contactNormal, cellDiff) < 0)
|
||||
{
|
||||
contactNormal = -contactNormal;
|
||||
}
|
||||
|
||||
avgContactNormal += contactNormal;
|
||||
|
||||
//apply impacts at the positions where this sub is touching the level
|
||||
ApplyImpact((Vector2.Dot(Velocity - otherSub.Velocity, contactNormal) / 2.0f) * massRatio / levelContacts.Count, contactNormal, levelContact);
|
||||
}
|
||||
avgContactNormal /= levelContacts.Count;
|
||||
|
||||
//apply an impact to the other sub
|
||||
float contactDot = Vector2.Dot(otherSub.PhysicsBody.LinearVelocity, -avgContactNormal);
|
||||
if (contactDot > 0.0f)
|
||||
{
|
||||
otherSub.PhysicsBody.LinearVelocity -= Vector2.Normalize(otherSub.PhysicsBody.LinearVelocity) * contactDot;
|
||||
|
||||
impact = Vector2.Dot(otherSub.Velocity, normal);
|
||||
otherSub.SubBody.ApplyImpact(impact, normal, contact);
|
||||
foreach (Submarine dockedSub in otherSub.DockedTo)
|
||||
{
|
||||
dockedSub.SubBody.ApplyImpact(impact, normal, contact);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyImpact(float impact, Vector2 direction, Contact contact)
|
||||
{
|
||||
if (impact < 3.0f) return;
|
||||
|
||||
Vector2 tempNormal;
|
||||
|
||||
FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
|
||||
FixedArray2<Vector2> worldPoints;
|
||||
contact.GetWorldManifold(out tempNormal, out worldPoints);
|
||||
|
||||
Vector2 lastContactPoint = worldPoints[0];
|
||||
@@ -537,6 +649,7 @@ namespace Barotrauma
|
||||
|
||||
var damagedStructures = Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
|
||||
|
||||
#if CLIENT
|
||||
//play a damage sound for the structure that took the most damage
|
||||
float maxDamage = 0.0f;
|
||||
Structure maxDamageStructure = null;
|
||||
@@ -549,7 +662,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (maxDamageStructure != null)
|
||||
{
|
||||
SoundPlayer.PlayDamageSound(
|
||||
|
||||
@@ -21,6 +21,7 @@ namespace Barotrauma
|
||||
protected SpawnType spawnType;
|
||||
|
||||
//characters spawning at the waypoint will be given an ID card with these tags
|
||||
private string idCardDesc;
|
||||
private string[] idCardTags;
|
||||
|
||||
//only characters with this job will be spawned at the waypoint
|
||||
@@ -57,6 +58,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public string IdCardDesc
|
||||
{
|
||||
get { return idCardDesc; }
|
||||
private set { idCardDesc = value; }
|
||||
}
|
||||
public string[] IdCardTags
|
||||
{
|
||||
get { return idCardTags; }
|
||||
@@ -113,6 +119,7 @@ namespace Barotrauma
|
||||
public override MapEntity Clone()
|
||||
{
|
||||
var clone = new WayPoint(rect, Submarine);
|
||||
clone.idCardDesc = idCardDesc;
|
||||
clone.idCardTags = idCardTags;
|
||||
clone.spawnType = spawnType;
|
||||
clone.assignedJob = assignedJob;
|
||||
@@ -570,6 +577,11 @@ namespace Barotrauma
|
||||
|
||||
Enum.TryParse<SpawnType>(element.GetAttributeString("spawn", "Path"), out w.spawnType);
|
||||
|
||||
string idCardDescString = element.GetAttributeString("idcarddesc", "");
|
||||
if (!string.IsNullOrWhiteSpace(idCardDescString))
|
||||
{
|
||||
w.IdCardDesc = idCardDescString;
|
||||
}
|
||||
string idCardTagString = element.GetAttributeString("idcardtags", "");
|
||||
if (!string.IsNullOrWhiteSpace(idCardTagString))
|
||||
{
|
||||
@@ -604,6 +616,7 @@ namespace Barotrauma
|
||||
new XAttribute("y", (int)(rect.Y - Submarine.HiddenSubPosition.Y)),
|
||||
new XAttribute("spawn", spawnType));
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(idCardDesc)) element.Add(new XAttribute("idcarddesc", idCardDesc));
|
||||
if (idCardTags.Length > 0)
|
||||
{
|
||||
element.Add(new XAttribute("idcardtags", string.Join(",", idCardTags)));
|
||||
|
||||
@@ -7,7 +7,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
enum ChatMessageType
|
||||
{
|
||||
Default, Error, Dead, Server, Radio, Private, MessageBox
|
||||
Default, Error, Dead, Server, Radio, Private, Console, MessageBox
|
||||
}
|
||||
|
||||
partial class ChatMessage
|
||||
@@ -25,7 +25,8 @@ namespace Barotrauma.Networking
|
||||
new Color(63, 72, 204), //dead
|
||||
new Color(157, 225, 160), //server
|
||||
new Color(238, 208, 0), //radio
|
||||
new Color(64, 240, 89) //private
|
||||
new Color(64, 240, 89), //private
|
||||
new Color(255, 255, 255) //console
|
||||
};
|
||||
|
||||
public readonly string Text;
|
||||
@@ -105,18 +106,18 @@ namespace Barotrauma.Networking
|
||||
return ApplyDistanceEffect(listener, Sender, Text, SpeakRange);
|
||||
}
|
||||
|
||||
public static string ApplyDistanceEffect(Entity listener, Entity Sender, string text, float range)
|
||||
public static string ApplyDistanceEffect(Entity listener, Entity Sender, string text, float range, float obstructionmult = 2.0f)
|
||||
{
|
||||
if (listener.WorldPosition == Sender.WorldPosition) return text;
|
||||
|
||||
float dist = Vector2.Distance(listener.WorldPosition, Sender.WorldPosition);
|
||||
if (dist > range) return "";
|
||||
|
||||
if (Submarine.CheckVisibility(listener.SimPosition, Sender.SimPosition) != null) dist *= 2.0f;
|
||||
if (Submarine.CheckVisibility(listener.SimPosition, Sender.SimPosition) != null) dist = (dist + 100f) * obstructionmult;
|
||||
if (dist > range) return "";
|
||||
|
||||
float garbleAmount = dist / range;
|
||||
if (garbleAmount < 0.5f) return text;
|
||||
if (garbleAmount < 0.3f) return text;
|
||||
|
||||
int startIndex = Math.Max(text.IndexOf(':') + 1, 1);
|
||||
|
||||
|
||||
@@ -1,29 +1,10 @@
|
||||
using Lidgren.Network;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma.Networking
|
||||
{
|
||||
[Flags]
|
||||
enum ClientPermissions
|
||||
{
|
||||
None = 0,
|
||||
[Description("End round")]
|
||||
EndRound = 1,
|
||||
[Description("Kick")]
|
||||
Kick = 2,
|
||||
[Description("Ban")]
|
||||
Ban = 4,
|
||||
[Description("Select submarine")]
|
||||
SelectSub = 8,
|
||||
[Description("Select game mode")]
|
||||
SelectMode = 16,
|
||||
[Description("Manage campaign")]
|
||||
ManageCampaign = 32
|
||||
}
|
||||
|
||||
class Client
|
||||
{
|
||||
public string Name;
|
||||
@@ -96,6 +77,11 @@ namespace Barotrauma.Networking
|
||||
public float DeleteDisconnectedTimer;
|
||||
|
||||
public ClientPermissions Permissions = ClientPermissions.None;
|
||||
public List<DebugConsole.Command> PermittedConsoleCommands
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool SpectateOnly;
|
||||
|
||||
@@ -130,6 +116,7 @@ namespace Barotrauma.Networking
|
||||
this.Name = name;
|
||||
this.ID = ID;
|
||||
|
||||
PermittedConsoleCommands = new List<DebugConsole.Command>();
|
||||
kickVoters = new List<Client>();
|
||||
|
||||
votes = new object[Enum.GetNames(typeof(VoteType)).Length];
|
||||
@@ -171,9 +158,10 @@ namespace Barotrauma.Networking
|
||||
return rName;
|
||||
}
|
||||
|
||||
public void SetPermissions(ClientPermissions permissions)
|
||||
public void SetPermissions(ClientPermissions permissions, List<DebugConsole.Command> permittedConsoleCommands)
|
||||
{
|
||||
this.Permissions = permissions;
|
||||
this.PermittedConsoleCommands = new List<DebugConsole.Command>(permittedConsoleCommands);
|
||||
}
|
||||
|
||||
public void GivePermission(ClientPermissions permission)
|
||||
|
||||
@@ -0,0 +1,82 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.IO;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Networking
|
||||
{
|
||||
[Flags]
|
||||
enum ClientPermissions
|
||||
{
|
||||
None = 0,
|
||||
[Description("End round")]
|
||||
EndRound = 1,
|
||||
[Description("Kick")]
|
||||
Kick = 2,
|
||||
[Description("Ban")]
|
||||
Ban = 4,
|
||||
[Description("Select submarine")]
|
||||
SelectSub = 8,
|
||||
[Description("Select game mode")]
|
||||
SelectMode = 16,
|
||||
[Description("Manage campaign")]
|
||||
ManageCampaign = 32,
|
||||
[Description("Console commands")]
|
||||
ConsoleCommands = 64
|
||||
}
|
||||
|
||||
class PermissionPreset
|
||||
{
|
||||
public static List<PermissionPreset> List = new List<PermissionPreset>();
|
||||
|
||||
public readonly string Name;
|
||||
public readonly string Description;
|
||||
public readonly ClientPermissions Permissions;
|
||||
public readonly List<DebugConsole.Command> PermittedCommands;
|
||||
|
||||
public PermissionPreset(XElement element)
|
||||
{
|
||||
Name = element.GetAttributeString("name", "");
|
||||
Description = element.GetAttributeString("description", "");
|
||||
|
||||
string permissionsStr = element.GetAttributeString("permissions", "");
|
||||
if (!Enum.TryParse(permissionsStr, out Permissions))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in permission preset \"" + Name + "\" - " + permissionsStr + " is not a valid permission!");
|
||||
}
|
||||
|
||||
PermittedCommands = new List<DebugConsole.Command>();
|
||||
if (Permissions.HasFlag(ClientPermissions.ConsoleCommands))
|
||||
{
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() != "command") continue;
|
||||
string commandName = subElement.GetAttributeString("name", "");
|
||||
|
||||
DebugConsole.Command command = DebugConsole.FindCommand(commandName);
|
||||
if (command == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in permission preset \"" + Name + "\" - " + commandName + "\" is not a valid console command.");
|
||||
continue;
|
||||
}
|
||||
|
||||
PermittedCommands.Add(command);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadAll(string file)
|
||||
{
|
||||
if (!File.Exists(file)) return;
|
||||
|
||||
XDocument doc = XMLExtensions.TryLoadXml(file);
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
List.Add(new PermissionPreset(element));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -125,8 +125,9 @@ namespace Barotrauma.Networking
|
||||
banList = new BanList();
|
||||
|
||||
LoadSettings();
|
||||
PermissionPreset.LoadAll(PermissionPresetFile);
|
||||
LoadClientPermissions();
|
||||
|
||||
|
||||
CoroutineManager.StartCoroutine(StartServer(isPublic));
|
||||
}
|
||||
|
||||
@@ -795,6 +796,11 @@ namespace Barotrauma.Networking
|
||||
campaign.ServerRead(inc, sender);
|
||||
}
|
||||
break;
|
||||
case ClientPermissions.ConsoleCommands:
|
||||
string consoleCommand = inc.ReadString();
|
||||
Vector2 clientCursorPos = new Vector2(inc.ReadSingle(), inc.ReadSingle());
|
||||
DebugConsole.ExecuteClientCommand(sender, clientCursorPos, consoleCommand);
|
||||
break;
|
||||
}
|
||||
|
||||
inc.ReadPadBits();
|
||||
@@ -853,7 +859,7 @@ namespace Barotrauma.Networking
|
||||
outmsg.Write(GameStarted);
|
||||
outmsg.Write(AllowSpectating);
|
||||
|
||||
outmsg.Write((byte)c.Permissions);
|
||||
WritePermissions(outmsg, c);
|
||||
}
|
||||
|
||||
private void ClientWriteIngame(Client c)
|
||||
@@ -1636,6 +1642,18 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
public void SendChatMessage(string txt, Client recipient)
|
||||
{
|
||||
ChatMessage msg = ChatMessage.Create("", txt, ChatMessageType.Server, null);
|
||||
SendChatMessage(msg, recipient);
|
||||
}
|
||||
|
||||
public void SendConsoleMessage(string txt, Client recipient)
|
||||
{
|
||||
ChatMessage msg = ChatMessage.Create("", txt, ChatMessageType.Console, null);
|
||||
SendChatMessage(msg, recipient);
|
||||
}
|
||||
|
||||
public void SendChatMessage(ChatMessage msg, Client recipient)
|
||||
{
|
||||
msg.NetStateID = recipient.ChatMsgQueue.Count > 0 ?
|
||||
@@ -1848,7 +1866,7 @@ namespace Barotrauma.Networking
|
||||
case ChatMessageType.Default:
|
||||
if (!receiver.IsDead)
|
||||
{
|
||||
return ChatMessage.ApplyDistanceEffect(receiver, sender, message, ChatMessage.SpeakRange);
|
||||
return ChatMessage.ApplyDistanceEffect(receiver, sender, message, ChatMessage.SpeakRange, 3.0f);
|
||||
}
|
||||
break;
|
||||
case ChatMessageType.Radio:
|
||||
@@ -1936,16 +1954,34 @@ namespace Barotrauma.Networking
|
||||
clientPermissions.Add(new SavedClientPermission(
|
||||
client.Name,
|
||||
client.Connection.RemoteEndPoint.Address.ToString(),
|
||||
client.Permissions));
|
||||
client.Permissions,
|
||||
client.PermittedConsoleCommands));
|
||||
}
|
||||
|
||||
var msg = server.CreateMessage();
|
||||
msg.Write((byte)ServerPacketHeader.PERMISSIONS);
|
||||
msg.Write((byte)client.Permissions);
|
||||
WritePermissions(msg, client);
|
||||
|
||||
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
|
||||
|
||||
SaveClientPermissions();
|
||||
}
|
||||
|
||||
private void WritePermissions(NetBuffer msg, Client client)
|
||||
{
|
||||
msg.Write((byte)client.Permissions);
|
||||
if (client.Permissions.HasFlag(ClientPermissions.ConsoleCommands))
|
||||
{
|
||||
msg.Write((UInt16)client.PermittedConsoleCommands.Sum(c => c.names.Length));
|
||||
foreach (DebugConsole.Command command in client.PermittedConsoleCommands)
|
||||
{
|
||||
foreach (string commandName in command.names)
|
||||
{
|
||||
msg.Write(commandName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetClientCharacter(Client client, Character newCharacter)
|
||||
{
|
||||
|
||||
@@ -218,11 +218,11 @@ namespace Barotrauma.Networking
|
||||
var savedPermissions = clientPermissions.Find(cp => cp.IP == newClient.Connection.RemoteEndPoint.Address.ToString());
|
||||
if (savedPermissions != null)
|
||||
{
|
||||
newClient.SetPermissions(savedPermissions.Permissions);
|
||||
newClient.SetPermissions(savedPermissions.Permissions, savedPermissions.PermittedCommands);
|
||||
}
|
||||
else
|
||||
{
|
||||
newClient.SetPermissions(ClientPermissions.None);
|
||||
newClient.SetPermissions(ClientPermissions.None, new List<DebugConsole.Command>());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -25,20 +25,23 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
public readonly string IP;
|
||||
public readonly string Name;
|
||||
public List<DebugConsole.Command> PermittedCommands;
|
||||
|
||||
public ClientPermissions Permissions;
|
||||
|
||||
public SavedClientPermission(string name, string ip, ClientPermissions permissions)
|
||||
public SavedClientPermission(string name, string ip, ClientPermissions permissions, List<DebugConsole.Command> permittedCommands)
|
||||
{
|
||||
this.Name = name;
|
||||
this.IP = ip;
|
||||
|
||||
this.Permissions = permissions;
|
||||
this.PermittedCommands = permittedCommands;
|
||||
}
|
||||
}
|
||||
|
||||
public const string SettingsFile = "serversettings.xml";
|
||||
public static readonly string ClientPermissionsFile = "Data" + Path.DirectorySeparatorChar + "clientpermissions.txt";
|
||||
public static readonly string PermissionPresetFile = "Data" + Path.DirectorySeparatorChar + "permissionpresets.xml";
|
||||
public static readonly string ClientPermissionsFile = "Data" + Path.DirectorySeparatorChar + "clientpermissions.xml";
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
@@ -130,6 +133,13 @@ namespace Barotrauma.Networking
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(true, true)]
|
||||
public bool AllowRagdollButton
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(true, true)]
|
||||
public bool AllowFileTransfers
|
||||
{
|
||||
@@ -210,6 +220,20 @@ namespace Barotrauma.Networking
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(true, true)]
|
||||
public bool TraitorUseRatio
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.2f, true)]
|
||||
public float TraitorRatio
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(false,true)]
|
||||
public bool KarmaEnabled
|
||||
{
|
||||
@@ -323,12 +347,67 @@ namespace Barotrauma.Networking
|
||||
|
||||
public void LoadClientPermissions()
|
||||
{
|
||||
if (!File.Exists(ClientPermissionsFile)) return;
|
||||
|
||||
clientPermissions.Clear();
|
||||
|
||||
if (File.Exists("Data/clientpermissions.txt") && !File.Exists(ClientPermissionsFile))
|
||||
{
|
||||
LoadClientPermissionsOld("Data/clientpermissions.txt");
|
||||
return;
|
||||
}
|
||||
|
||||
XDocument doc = XMLExtensions.TryLoadXml(ClientPermissionsFile);
|
||||
foreach (XElement clientElement in doc.Root.Elements())
|
||||
{
|
||||
string clientName = clientElement.GetAttributeString("name", "");
|
||||
string clientIP = clientElement.GetAttributeString("ip", "");
|
||||
if (string.IsNullOrWhiteSpace(clientName) || string.IsNullOrWhiteSpace(clientIP))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in " + ClientPermissionsFile + " - all clients must have a name and an IP address.");
|
||||
continue;
|
||||
}
|
||||
|
||||
string permissionsStr = clientElement.GetAttributeString("permissions", "");
|
||||
ClientPermissions permissions;
|
||||
if (!Enum.TryParse(permissionsStr, out permissions))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in " + ClientPermissionsFile + " - \"" + permissionsStr + "\" is not a valid client permission.");
|
||||
continue;
|
||||
}
|
||||
|
||||
List<DebugConsole.Command> permittedCommands = new List<DebugConsole.Command>();
|
||||
if (permissions.HasFlag(ClientPermissions.ConsoleCommands))
|
||||
{
|
||||
foreach (XElement commandElement in clientElement.Elements())
|
||||
{
|
||||
if (commandElement.Name.ToString().ToLowerInvariant() != "command") continue;
|
||||
|
||||
string commandName = commandElement.GetAttributeString("name", "");
|
||||
DebugConsole.Command command = DebugConsole.FindCommand(commandName);
|
||||
if (command == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in " + ClientPermissionsFile + " - \"" + commandName + "\" is not a valid console command.");
|
||||
continue;
|
||||
}
|
||||
|
||||
permittedCommands.Add(command);
|
||||
}
|
||||
}
|
||||
|
||||
clientPermissions.Add(new SavedClientPermission(clientName, clientIP, permissions, permittedCommands));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method for loading old .txt client permission files to provide backwards compatibility
|
||||
/// </summary>
|
||||
private void LoadClientPermissionsOld(string file)
|
||||
{
|
||||
if (!File.Exists(file)) return;
|
||||
|
||||
string[] lines;
|
||||
try
|
||||
{
|
||||
lines = File.ReadAllLines(ClientPermissionsFile);
|
||||
lines = File.ReadAllLines(file);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@@ -337,36 +416,63 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
|
||||
clientPermissions.Clear();
|
||||
|
||||
foreach (string line in lines)
|
||||
{
|
||||
string[] separatedLine = line.Split('|');
|
||||
if (separatedLine.Length < 3) continue;
|
||||
|
||||
string name = String.Join("|", separatedLine.Take(separatedLine.Length - 2));
|
||||
string name = string.Join("|", separatedLine.Take(separatedLine.Length - 2));
|
||||
string ip = separatedLine[separatedLine.Length - 2];
|
||||
|
||||
ClientPermissions permissions = ClientPermissions.None;
|
||||
if (Enum.TryParse<ClientPermissions>(separatedLine.Last(), out permissions))
|
||||
if (Enum.TryParse(separatedLine.Last(), out permissions))
|
||||
{
|
||||
clientPermissions.Add(new SavedClientPermission(name, ip, permissions));
|
||||
clientPermissions.Add(new SavedClientPermission(name, ip, permissions, new List<DebugConsole.Command>()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SaveClientPermissions()
|
||||
{
|
||||
GameServer.Log("Saving client permissions", ServerLog.MessageType.ServerMessage);
|
||||
//delete old client permission file
|
||||
if (File.Exists("Data/clientpermissions.txt"))
|
||||
{
|
||||
File.Delete("Data/clientpermissions.txt");
|
||||
}
|
||||
|
||||
List<string> lines = new List<string>();
|
||||
Log("Saving client permissions", ServerLog.MessageType.ServerMessage);
|
||||
|
||||
XDocument doc = new XDocument(new XElement("ClientPermissions"));
|
||||
|
||||
foreach (SavedClientPermission clientPermission in clientPermissions)
|
||||
{
|
||||
lines.Add(clientPermission.Name + "|" + clientPermission.IP+"|"+clientPermission.Permissions.ToString());
|
||||
XElement clientElement = new XElement("Client",
|
||||
new XAttribute("name", clientPermission.Name),
|
||||
new XAttribute("ip", clientPermission.IP),
|
||||
new XAttribute("permissions", clientPermission.Permissions.ToString()));
|
||||
|
||||
if (clientPermission.Permissions.HasFlag(ClientPermissions.ConsoleCommands))
|
||||
{
|
||||
foreach (DebugConsole.Command command in clientPermission.PermittedCommands)
|
||||
{
|
||||
clientElement.Add(new XElement("command", new XAttribute("name", command.names[0])));
|
||||
}
|
||||
}
|
||||
|
||||
doc.Root.Add(clientElement);
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
File.WriteAllLines(ClientPermissionsFile, lines);
|
||||
XmlWriterSettings settings = new XmlWriterSettings();
|
||||
settings.Indent = true;
|
||||
settings.NewLineOnAttributes = true;
|
||||
|
||||
using (var writer = XmlWriter.Create(ClientPermissionsFile, settings))
|
||||
{
|
||||
doc.Save(writer);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
||||
@@ -533,7 +533,9 @@ namespace Barotrauma.Networking
|
||||
foreach (string s in shuttleSpawnPoints[i].IdCardTags)
|
||||
{
|
||||
item.AddTag(s);
|
||||
}
|
||||
}
|
||||
if (!string.IsNullOrWhiteSpace(shuttleSpawnPoints[i].IdCardDesc))
|
||||
item.Description = shuttleSpawnPoints[i].IdCardDesc;
|
||||
}
|
||||
#if CLIENT
|
||||
GameMain.GameSession.CrewManager.AddCharacter(character);
|
||||
|
||||
@@ -28,18 +28,20 @@ namespace Barotrauma.Networking
|
||||
Attack,
|
||||
Spawning,
|
||||
ServerMessage,
|
||||
ConsoleUsage,
|
||||
Error
|
||||
}
|
||||
|
||||
private readonly Color[] messageColor =
|
||||
{
|
||||
Color.LightBlue,
|
||||
new Color(255, 142, 0),
|
||||
new Color(238, 208, 0),
|
||||
new Color(204, 74, 78),
|
||||
new Color(163, 73, 164),
|
||||
new Color(157, 225, 160),
|
||||
Color.Red
|
||||
Color.LightBlue, //Chat
|
||||
new Color(255, 142, 0), //ItemInteraction
|
||||
new Color(238, 208, 0), //Inventory
|
||||
new Color(204, 74, 78), //Attack
|
||||
new Color(163, 73, 164), //Spawning
|
||||
new Color(157, 225, 160), //ServerMessage
|
||||
new Color(0, 162, 232), //ConsoleUsage
|
||||
Color.Red //Error
|
||||
};
|
||||
|
||||
private readonly string[] messageTypeName =
|
||||
@@ -50,6 +52,7 @@ namespace Barotrauma.Networking
|
||||
"Attack & death",
|
||||
"Spawning",
|
||||
"Server message",
|
||||
"Console usage",
|
||||
"Error"
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user