Unstable 0.1500.5.0 (almost forgor edition 💀)
This commit is contained in:
@@ -104,6 +104,8 @@ namespace Barotrauma
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(!requireNonDirty || !pathSteering.IsPathDirty);
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protected readonly float colliderWidth;
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protected readonly float minGapSize;
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protected readonly float minHullSize;
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protected readonly float colliderLength;
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protected readonly float avoidLookAheadDistance;
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@@ -116,6 +118,8 @@ namespace Barotrauma
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colliderWidth = size.X;
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colliderLength = size.Y;
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avoidLookAheadDistance = Math.Max(Math.Max(colliderWidth, colliderLength) * 3, 1.5f);
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minGapSize = ConvertUnits.ToDisplayUnits(Math.Min(colliderWidth, colliderLength));
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minHullSize = ConvertUnits.ToDisplayUnits(Math.Max(colliderLength, colliderWidth) * 1.1f);
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}
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public virtual void OnAttacked(Character attacker, AttackResult attackResult) { }
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@@ -390,8 +394,7 @@ namespace Barotrauma
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else
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{
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if (gap.Open < 1) { continue; }
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bool canGetThrough = ConvertUnits.ToDisplayUnits(colliderWidth) < gap.Size;
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if (!canGetThrough) { continue; }
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if (gap.Size < minGapSize) { continue; }
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}
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if (gap.FlowTargetHull == Character.CurrentHull)
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{
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@@ -92,7 +92,16 @@ namespace Barotrauma
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public string SonarLabel;
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public string SonarIconIdentifier;
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public bool Enabled => SoundRange > 0 || SightRange > 0;
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private bool inDetectable;
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/// <summary>
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/// Should be reset to false each frame and kept indetectable by e.g. a status effect.
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/// </summary>
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public bool InDetectable
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{
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get => inDetectable || (SoundRange <= 0 && SightRange <= 0);
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set => inDetectable = value;
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}
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public float MinSoundRange, MinSightRange;
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public float MaxSoundRange = 100000, MaxSightRange = 100000;
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@@ -181,14 +190,15 @@ namespace Barotrauma
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public void Update(float deltaTime)
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{
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if (Enabled && !Static && FadeOutTime > 0)
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InDetectable = false;
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if (!Static && FadeOutTime > 0)
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{
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// The aitarget goes silent/invisible if the components don't keep it active
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if (!StaticSight)
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if (!StaticSight && SightRange > 0)
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{
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DecreaseSightRange(deltaTime);
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}
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if (!StaticSound)
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if (!StaticSound && SoundRange > 0)
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{
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DecreaseSoundRange(deltaTime);
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}
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File diff suppressed because it is too large
Load Diff
@@ -1036,16 +1036,19 @@ namespace Barotrauma
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}
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if (previousAttackResults.ContainsKey(attacker))
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{
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foreach (Affliction newAffliction in attackResult.Afflictions)
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if (attackResult.Afflictions != null)
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{
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var matchingAffliction = previousAttackResults[attacker].Afflictions.Find(a => a.Prefab == newAffliction.Prefab && a.Source == newAffliction.Source);
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if (matchingAffliction == null)
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foreach (Affliction newAffliction in attackResult.Afflictions)
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{
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previousAttackResults[attacker].Afflictions.Add(newAffliction);
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}
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else
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{
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matchingAffliction.Strength += newAffliction.Strength;
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var matchingAffliction = previousAttackResults[attacker].Afflictions.Find(a => a.Prefab == newAffliction.Prefab && a.Source == newAffliction.Source);
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if (matchingAffliction == null)
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{
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previousAttackResults[attacker].Afflictions.Add(newAffliction);
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}
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else
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{
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matchingAffliction.Strength += newAffliction.Strength;
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}
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}
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}
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previousAttackResults[attacker] = new AttackResult(previousAttackResults[attacker].Afflictions, previousAttackResults[attacker].HitLimb);
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@@ -1062,9 +1065,12 @@ namespace Barotrauma
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float realDamage = attackResult.Damage;
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// including poisons etc
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float totalDamage = realDamage;
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foreach (Affliction affliction in attackResult.Afflictions)
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if (attackResult.Afflictions != null)
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{
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totalDamage -= affliction.Prefab.KarmaChangeOnApplied * affliction.Strength;
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foreach (Affliction affliction in attackResult.Afflictions)
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{
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totalDamage -= affliction.Prefab.KarmaChangeOnApplied * affliction.Strength;
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}
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}
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if (totalDamage <= 0.01f) { return; }
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if (Character.IsBot)
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@@ -1255,7 +1261,7 @@ namespace Barotrauma
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// Already targeting the attacker -> treat as a more serious threat.
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cumulativeDamage *= 2;
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}
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if (attackResult.Afflictions.Any(a => a is AfflictionHusk))
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if (attackResult.Afflictions != null && attackResult.Afflictions.Any(a => a is AfflictionHusk))
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{
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cumulativeDamage = 100;
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}
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@@ -2,7 +2,6 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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using Barotrauma.Extensions;
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using FarseerPhysics;
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namespace Barotrauma
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@@ -15,6 +14,11 @@ namespace Barotrauma
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private bool canOpenDoors;
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public bool CanBreakDoors { get; set; }
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private bool ShouldBreakDoor(Door door) =>
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CanBreakDoors &&
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!door.Item.Indestructible && !door.Item.InvulnerableToDamage &&
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(door.Item.Submarine == null || door.Item.Submarine.TeamID != character.TeamID);
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private Character character;
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private Vector2 currentTarget;
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@@ -23,7 +27,7 @@ namespace Barotrauma
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private float buttonPressCooldown;
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const float ButtonPressInterval = 0.5f;
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const float ButtonPressInterval = 0.25f;
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public SteeringPath CurrentPath
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{
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@@ -111,9 +115,9 @@ namespace Barotrauma
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IsPathDirty = true;
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}
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public void SteeringSeek(Vector2 target, float weight, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisiblity = true)
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public void SteeringSeek(Vector2 target, float weight, float minGapWidth = 0, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisiblity = true)
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{
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steering += CalculateSteeringSeek(target, weight, startNodeFilter, endNodeFilter, nodeFilter, checkVisiblity);
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steering += CalculateSteeringSeek(target, weight, minGapWidth, startNodeFilter, endNodeFilter, nodeFilter, checkVisiblity);
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}
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/// <summary>
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@@ -158,7 +162,7 @@ namespace Barotrauma
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}
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}
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private Vector2 CalculateSteeringSeek(Vector2 target, float weight, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisibility = true)
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private Vector2 CalculateSteeringSeek(Vector2 target, float weight, float minGapSize = 0, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisibility = true)
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{
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bool needsNewPath = currentPath == null || currentPath.Unreachable;
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if (!needsNewPath && character.Submarine != null && character.Params.PathFinderPriority > 0.5f)
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@@ -200,7 +204,7 @@ namespace Barotrauma
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}
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pathFinder.InsideSubmarine = character.Submarine != null;
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pathFinder.ApplyPenaltyToOutsideNodes = character.PressureProtection <= 0;
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var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", startNodeFilter, endNodeFilter, nodeFilter, checkVisibility: checkVisibility);
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var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", minGapSize, startNodeFilter, endNodeFilter, nodeFilter, checkVisibility: checkVisibility);
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bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null || character.Submarine != null && findPathTimer < -1 && Math.Abs(character.AnimController.TargetMovement.X) <= 0;
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if (!useNewPath && currentPath != null && currentPath.CurrentNode != null && newPath.Nodes.Any() && !newPath.Unreachable)
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{
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@@ -241,6 +245,10 @@ namespace Barotrauma
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}
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if (useNewPath)
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{
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if (currentPath != null)
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{
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CheckDoorsInPath();
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}
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currentPath = newPath;
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}
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float priority = MathHelper.Lerp(3, 1, character.Params.PathFinderPriority);
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@@ -306,10 +314,12 @@ namespace Barotrauma
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pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
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}
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return currentTarget - pos2;
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}
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if (canOpenDoors && !character.LockHands && buttonPressCooldown <= 0.0f)
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}
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bool doorsChecked = false;
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if (!character.LockHands && buttonPressCooldown <= 0.0f)
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{
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CheckDoorsInPath();
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doorsChecked = true;
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}
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Vector2 pos = host.SimPosition;
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if (character != null && CurrentPath.CurrentNode?.Submarine != null)
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@@ -394,7 +404,7 @@ namespace Barotrauma
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}
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if (isAboveFloor || nextLadderSameAsCurrent)
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{
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currentPath.SkipToNextNode();
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NextNode(!doorsChecked);
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}
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}
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else if (nextLadder != null)
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@@ -404,7 +414,7 @@ namespace Barotrauma
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//e.g. no point in going down to reach the starting point of a path when we could go directly to the one above
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if (Math.Sign(currentPath.CurrentNode.WorldPosition.Y - character.WorldPosition.Y) != Math.Sign(currentPath.NextNode.WorldPosition.Y - character.WorldPosition.Y))
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{
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currentPath.SkipToNextNode();
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NextNode(!doorsChecked);
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}
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}
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return diff;
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@@ -426,7 +436,7 @@ namespace Barotrauma
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float distance = horizontalDistance + verticalDistance;
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if (ConvertUnits.ToSimUnits(distance) < targetDistance)
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{
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currentPath.SkipToNextNode();
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NextNode(!doorsChecked);
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}
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}
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}
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@@ -451,7 +461,7 @@ namespace Barotrauma
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float targetDistance = Math.Max(colliderSize.X / 2 * margin, minWidth / 2);
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if (horizontalDistance < targetDistance && isAboveFeet && isNotTooHigh && (door == null || door.CanBeTraversed))
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{
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currentPath.SkipToNextNode();
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NextNode(!doorsChecked);
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}
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}
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if (currentPath.CurrentNode == null)
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@@ -461,28 +471,51 @@ namespace Barotrauma
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return currentPath.CurrentNode.SimPosition - pos;
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}
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private void NextNode(bool checkDoors)
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{
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if (checkDoors)
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{
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CheckDoorsInPath();
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}
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currentPath.SkipToNextNode();
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}
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private bool CanAccessDoor(Door door, Func<Controller, bool> buttonFilter = null)
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{
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if (door.IsOpen || door.IsBroken) { return true; }
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if (!door.Item.IsInteractable(character)) { return false; }
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if (!CanBreakDoors)
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if (door.IsBroken) { return true; }
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if (!door.IsOpen)
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{
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if (door.IsStuck || door.IsJammed) { return false; }
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if (!canOpenDoors || character.LockHands) { return false; }
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if (!door.Item.IsInteractable(character)) { return false; }
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if (!ShouldBreakDoor(door))
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{
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if (door.IsStuck || door.IsJammed) { return false; }
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if (!canOpenDoors || character.LockHands) { return false; }
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}
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}
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if (door.HasIntegratedButtons)
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{
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return door.HasAccess(character) || CanBreakDoors;
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return door.IsOpen || door.HasAccess(character) || ShouldBreakDoor(door);
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}
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else
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{
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return door.Item.GetConnectedComponents<Controller>(true).Any(b => b.HasAccess(character) && (buttonFilter == null || buttonFilter(b))) || CanBreakDoors;
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// We'll want this to run each time, because the delegate is used to find a valid button component.
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bool canAccessButtons = door.Item.GetConnectedComponents<Controller>(true).Any(b => b.HasAccess(character) && (buttonFilter == null || buttonFilter(b)));
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return canAccessButtons || door.IsOpen || ShouldBreakDoor(door);
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}
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}
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private Vector2 GetColliderSize() => ConvertUnits.ToDisplayUnits(character.AnimController.Collider.GetSize());
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private float GetColliderLength()
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{
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Vector2 colliderSize = character.AnimController.Collider.GetSize();
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return ConvertUnits.ToDisplayUnits(Math.Max(colliderSize.X, colliderSize.Y));
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}
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private void CheckDoorsInPath()
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{
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for (int i = 0; i < 2; i++)
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if (!canOpenDoors) { return; }
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for (int i = 0; i < 5; i++)
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{
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WayPoint currentWaypoint = null;
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WayPoint nextWaypoint = null;
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@@ -493,17 +526,21 @@ namespace Barotrauma
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{
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door = currentPath.Nodes.First().ConnectedDoor;
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shouldBeOpen = door != null;
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if (i > 0) { break; }
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}
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else
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{
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if (i == 0)
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bool closeDoors = character.IsBot && character.IsInFriendlySub || character.Params.AI != null && character.Params.AI.KeepDoorsClosed;
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if (i == 0 || !closeDoors)
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{
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currentWaypoint = currentPath.CurrentNode;
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nextWaypoint = currentPath.NextNode;
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}
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else
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{
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currentWaypoint = currentPath.PrevNode;
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int previousIndex = currentPath.CurrentIndex - i;
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if (previousIndex < 0) { break; }
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currentWaypoint = currentPath.Nodes[previousIndex];
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nextWaypoint = currentPath.CurrentNode;
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}
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if (currentWaypoint?.ConnectedDoor == null) { continue; }
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@@ -520,16 +557,18 @@ namespace Barotrauma
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}
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else
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{
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float colliderLength = GetColliderLength();
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door = currentWaypoint.ConnectedDoor;
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if (door.LinkedGap.IsHorizontal)
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{
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int dir = Math.Sign(nextWaypoint.WorldPosition.X - door.Item.WorldPosition.X);
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shouldBeOpen = (door.Item.WorldPosition.X - character.WorldPosition.X) * dir > -50.0f;
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float size = character.AnimController.InWater ? colliderLength : GetColliderSize().X;
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shouldBeOpen = (door.Item.WorldPosition.X - character.WorldPosition.X) * dir > -size;
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}
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else
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{
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int dir = Math.Sign(nextWaypoint.WorldPosition.Y - door.Item.WorldPosition.Y);
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shouldBeOpen = (door.Item.WorldPosition.Y - character.WorldPosition.Y) * dir > -80.0f;
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shouldBeOpen = (door.Item.WorldPosition.Y - character.WorldPosition.Y) * dir > -colliderLength;
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}
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}
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}
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@@ -573,7 +612,7 @@ namespace Barotrauma
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}
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else if (closestButton != null)
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{
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if (Vector2.DistanceSquared(closestButton.Item.WorldPosition, character.WorldPosition) < MathUtils.Pow(closestButton.Item.InteractDistance * 2, 2))
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if (Vector2.DistanceSquared(closestButton.Item.WorldPosition, character.WorldPosition) < MathUtils.Pow(closestButton.Item.InteractDistance + GetColliderLength(), 2))
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{
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closestButton.Item.TryInteract(character, false, true);
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buttonPressCooldown = ButtonPressInterval;
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@@ -19,16 +19,19 @@ namespace Barotrauma
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private Body targetBody;
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private Vector2 attachSurfaceNormal;
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private Submarine targetSubmarine;
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private Character targetCharacter;
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private readonly Character character;
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public bool AttachToSub { get; private set; }
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public bool AttachToWalls { get; private set; }
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public bool AttachToCharacters { get; private set; }
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private readonly float minDeattachSpeed, maxDeattachSpeed;
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private readonly float minDeattachSpeed, maxDeattachSpeed, maxAttachDuration;
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private readonly float damageOnDetach, detachStun;
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private float deattachTimer;
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private readonly bool weld;
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private float deattachCheckTimer;
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private Vector2 wallAttachPos;
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private Vector2 _attachPos;
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private float attachCooldown;
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@@ -38,9 +41,9 @@ namespace Barotrauma
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private float jointDir;
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public List<WeldJoint> AttachJoints { get; } = new List<WeldJoint>();
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public List<Joint> AttachJoints { get; } = new List<Joint>();
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public Vector2? WallAttachPos
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public Vector2? AttachPos
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{
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get;
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private set;
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@@ -48,18 +51,21 @@ namespace Barotrauma
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public bool IsAttached => AttachJoints.Count > 0;
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public bool IsAttachedToSub => IsAttached && targetSubmarine != null;
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public bool IsAttachedToSub => IsAttached && targetSubmarine != null && targetCharacter == null;
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public LatchOntoAI(XElement element, EnemyAIController enemyAI)
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{
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AttachToWalls = element.GetAttributeBool("attachtowalls", false);
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AttachToSub = element.GetAttributeBool("attachtosub", false);
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AttachToCharacters = element.GetAttributeBool("attachtocharacters", false);
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minDeattachSpeed = element.GetAttributeFloat("mindeattachspeed", 5.0f);
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maxDeattachSpeed = Math.Max(minDeattachSpeed, element.GetAttributeFloat("maxdeattachspeed", 8.0f));
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maxAttachDuration = element.GetAttributeFloat("maxattachduration", -1.0f);
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damageOnDetach = element.GetAttributeFloat("damageondetach", 0.0f);
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detachStun = element.GetAttributeFloat("detachstun", 0.0f);
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localAttachPos = ConvertUnits.ToSimUnits(element.GetAttributeVector2("localattachpos", Vector2.Zero));
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attachLimbRotation = MathHelper.ToRadians(element.GetAttributeFloat("attachlimbrotation", 0.0f));
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weld = element.GetAttributeBool("weld", true);
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string limbString = element.GetAttributeString("attachlimb", null);
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attachLimb = enemyAI.Character.AnimController.Limbs.FirstOrDefault(l => string.Equals(l.Name, limbString, StringComparison.OrdinalIgnoreCase));
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@@ -81,30 +87,54 @@ namespace Barotrauma
|
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public void SetAttachTarget(Structure wall, Vector2 attachPos, Vector2 attachSurfaceNormal)
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{
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if (!AttachToSub) { return; }
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if (wall == null) { return; }
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var sub = wall.Submarine;
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if (sub == null) { return; }
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Reset();
|
||||
targetWall = wall;
|
||||
targetSubmarine = sub;
|
||||
targetBody = targetSubmarine.PhysicsBody.FarseerBody;
|
||||
this.attachSurfaceNormal = attachSurfaceNormal;
|
||||
wallAttachPos = attachPos;
|
||||
_attachPos = attachPos;
|
||||
}
|
||||
|
||||
public void SetAttachTarget(Character target)
|
||||
{
|
||||
if (!AttachToCharacters) { return; }
|
||||
Reset();
|
||||
targetCharacter = target;
|
||||
targetSubmarine = target.Submarine;
|
||||
targetBody = target.AnimController.Collider.FarseerBody;
|
||||
attachSurfaceNormal = Vector2.Normalize(character.WorldPosition - target.WorldPosition);
|
||||
}
|
||||
|
||||
public void Update(EnemyAIController enemyAI, float deltaTime)
|
||||
{
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
DeattachFromBody(reset: true);
|
||||
return;
|
||||
if (targetCharacter != null && targetCharacter.Submarine != targetSubmarine ||
|
||||
character.Submarine != null && targetSubmarine != null && targetCharacter == null)
|
||||
{
|
||||
DeattachFromBody(reset: true);
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (AttachJoints.Count > 0)
|
||||
if (IsAttached)
|
||||
{
|
||||
if (Math.Sign(attachLimb.Dir) != Math.Sign(jointDir))
|
||||
{
|
||||
AttachJoints[0].LocalAnchorA =
|
||||
new Vector2(-AttachJoints[0].LocalAnchorA.X, AttachJoints[0].LocalAnchorA.Y);
|
||||
AttachJoints[0].ReferenceAngle = -AttachJoints[0].ReferenceAngle;
|
||||
var attachJoint = AttachJoints[0];
|
||||
if (attachJoint is WeldJoint weldJoint)
|
||||
{
|
||||
weldJoint.LocalAnchorA = new Vector2(-weldJoint.LocalAnchorA.X, weldJoint.LocalAnchorA.Y);
|
||||
weldJoint.ReferenceAngle = -weldJoint.ReferenceAngle;
|
||||
}
|
||||
else if (attachJoint is RevoluteJoint revoluteJoint)
|
||||
{
|
||||
revoluteJoint.LocalAnchorA = new Vector2(-revoluteJoint.LocalAnchorA.X, revoluteJoint.LocalAnchorA.Y);
|
||||
revoluteJoint.ReferenceAngle = -revoluteJoint.ReferenceAngle;
|
||||
}
|
||||
jointDir = attachLimb.Dir;
|
||||
}
|
||||
for (int i = 0; i < AttachJoints.Count; i++)
|
||||
@@ -113,31 +143,51 @@ namespace Barotrauma
|
||||
if (Vector2.DistanceSquared(AttachJoints[i].WorldAnchorB, AttachJoints[i].BodyA.Position) > 10.0f * 10.0f)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Limb body of the character \"" + character.Name + "\" is very far from the attach joint anchor -> deattach");
|
||||
DebugConsole.Log("Limb body of the character \"" + character.Name + "\" is very far from the attach joint anchor -> deattach");
|
||||
#endif
|
||||
DeattachFromBody(reset: true);
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (targetCharacter != null)
|
||||
{
|
||||
if (enemyAI.AttackingLimb?.attack == null)
|
||||
{
|
||||
DeattachFromBody(reset: true, cooldown: 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
float range = enemyAI.AttackingLimb.attack.DamageRange * 2f;
|
||||
if (Vector2.DistanceSquared(targetCharacter.WorldPosition, enemyAI.AttackingLimb.WorldPosition) > range * range)
|
||||
{
|
||||
DeattachFromBody(reset: true, cooldown: 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (attachCooldown > 0)
|
||||
{
|
||||
attachCooldown -= deltaTime;
|
||||
}
|
||||
if (deattachTimer > 0)
|
||||
if (deattachCheckTimer > 0)
|
||||
{
|
||||
deattachTimer -= deltaTime;
|
||||
deattachCheckTimer -= deltaTime;
|
||||
}
|
||||
|
||||
Vector2 transformedAttachPos = wallAttachPos;
|
||||
if (targetCharacter != null)
|
||||
{
|
||||
// Own sim pos -> target where we are
|
||||
_attachPos = character.SimPosition;
|
||||
}
|
||||
Vector2 transformedAttachPos = _attachPos;
|
||||
if (character.Submarine == null && targetSubmarine != null)
|
||||
{
|
||||
transformedAttachPos += ConvertUnits.ToSimUnits(targetSubmarine.Position);
|
||||
}
|
||||
if (transformedAttachPos != Vector2.Zero)
|
||||
{
|
||||
WallAttachPos = transformedAttachPos;
|
||||
AttachPos = transformedAttachPos;
|
||||
}
|
||||
|
||||
switch (enemyAI.State)
|
||||
@@ -151,7 +201,7 @@ namespace Barotrauma
|
||||
//check if there are any walls nearby the character could attach to
|
||||
if (raycastTimer < 0.0f)
|
||||
{
|
||||
wallAttachPos = Vector2.Zero;
|
||||
_attachPos = Vector2.Zero;
|
||||
|
||||
var cells = Level.Loaded.GetCells(character.WorldPosition, 1);
|
||||
if (cells.Count > 0)
|
||||
@@ -169,7 +219,7 @@ namespace Barotrauma
|
||||
{
|
||||
attachSurfaceNormal = edge.GetNormal(cell);
|
||||
targetBody = cell.Body;
|
||||
wallAttachPos = potentialAttachPos;
|
||||
_attachPos = potentialAttachPos;
|
||||
closestDist = distSqr;
|
||||
}
|
||||
break;
|
||||
@@ -183,21 +233,20 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
wallAttachPos = Vector2.Zero;
|
||||
_attachPos = Vector2.Zero;
|
||||
}
|
||||
|
||||
if (wallAttachPos == Vector2.Zero || targetBody == null)
|
||||
if (_attachPos == Vector2.Zero || targetBody == null)
|
||||
{
|
||||
DeattachFromBody(reset: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
float squaredDistance = Vector2.DistanceSquared(character.SimPosition, wallAttachPos);
|
||||
float squaredDistance = Vector2.DistanceSquared(character.SimPosition, _attachPos);
|
||||
float targetDistance = Math.Max(Math.Max(character.AnimController.Collider.radius, character.AnimController.Collider.width), character.AnimController.Collider.height) * 1.2f;
|
||||
if (squaredDistance < targetDistance * targetDistance)
|
||||
{
|
||||
//close enough to a wall -> attach
|
||||
AttachToBody(wallAttachPos);
|
||||
AttachToBody(_attachPos);
|
||||
enemyAI.SteeringManager.Reset();
|
||||
}
|
||||
else
|
||||
@@ -205,25 +254,22 @@ namespace Barotrauma
|
||||
//move closer to the wall
|
||||
DeattachFromBody(reset: false);
|
||||
enemyAI.SteeringManager.SteeringAvoid(deltaTime, 1.0f, 0.1f);
|
||||
enemyAI.SteeringManager.SteeringSeek(wallAttachPos);
|
||||
enemyAI.SteeringManager.SteeringSeek(_attachPos);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case AIState.Attack:
|
||||
case AIState.Aggressive:
|
||||
if (enemyAI.AttackingLimb != null)
|
||||
if (enemyAI.IsSteeringThroughGap) { break; }
|
||||
if (_attachPos == Vector2.Zero) { break; }
|
||||
if (!AttachToSub && !AttachToCharacters) { break; }
|
||||
if (enemyAI.AttackingLimb == null) { break; }
|
||||
if (targetBody == null) { break; }
|
||||
if (IsAttached && AttachJoints[0].BodyB == targetBody) { break; }
|
||||
Vector2 referencePos = targetCharacter != null ? targetCharacter.WorldPosition : ConvertUnits.ToDisplayUnits(transformedAttachPos);
|
||||
if (Vector2.DistanceSquared(referencePos, enemyAI.AttackingLimb.WorldPosition) < enemyAI.AttackingLimb.attack.DamageRange * enemyAI.AttackingLimb.attack.DamageRange)
|
||||
{
|
||||
if (AttachToSub && !enemyAI.IsSteeringThroughGap && wallAttachPos != Vector2.Zero && targetBody != null)
|
||||
{
|
||||
// is not attached or is attached to something else
|
||||
if (!IsAttached || IsAttached && AttachJoints[0].BodyB != targetBody)
|
||||
{
|
||||
if (Vector2.DistanceSquared(ConvertUnits.ToDisplayUnits(transformedAttachPos), enemyAI.AttackingLimb.WorldPosition) < enemyAI.AttackingLimb.attack.DamageRange * enemyAI.AttackingLimb.attack.DamageRange)
|
||||
{
|
||||
AttachToBody(transformedAttachPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
AttachToBody(transformedAttachPos);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
@@ -231,43 +277,50 @@ namespace Barotrauma
|
||||
break;
|
||||
}
|
||||
|
||||
if (IsAttached && targetBody != null && targetWall != null && targetSubmarine != null && deattachTimer <= 0.0f)
|
||||
if (IsAttached && targetBody != null && deattachCheckTimer <= 0.0f)
|
||||
{
|
||||
bool deattach = false;
|
||||
// Deattach if the wall is broken enough where we are attached to
|
||||
int targetSection = targetWall.FindSectionIndex(attachLimb.WorldPosition, world: true, clamp: true);
|
||||
if (enemyAI.CanPassThroughHole(targetWall, targetSection))
|
||||
if (maxAttachDuration > 0)
|
||||
{
|
||||
deattach = true;
|
||||
attachCooldown = 2;
|
||||
}
|
||||
if (!deattach)
|
||||
if (!deattach && targetWall != null && targetSubmarine != null)
|
||||
{
|
||||
// Deattach if the velocity is high
|
||||
float velocity = targetSubmarine.Velocity == Vector2.Zero ? 0.0f : targetSubmarine.Velocity.Length();
|
||||
deattach = velocity > maxDeattachSpeed;
|
||||
// Deattach if the wall is broken enough where we are attached to
|
||||
int targetSection = targetWall.FindSectionIndex(attachLimb.WorldPosition, world: true, clamp: true);
|
||||
if (enemyAI.CanPassThroughHole(targetWall, targetSection))
|
||||
{
|
||||
deattach = true;
|
||||
attachCooldown = 2;
|
||||
}
|
||||
if (!deattach)
|
||||
{
|
||||
if (velocity > minDeattachSpeed)
|
||||
// Deattach if the velocity is high
|
||||
float velocity = targetSubmarine.Velocity == Vector2.Zero ? 0.0f : targetSubmarine.Velocity.Length();
|
||||
deattach = velocity > maxDeattachSpeed;
|
||||
if (!deattach)
|
||||
{
|
||||
float velocityFactor = (maxDeattachSpeed - minDeattachSpeed <= 0.0f) ?
|
||||
Math.Sign(Math.Abs(velocity) - minDeattachSpeed) :
|
||||
(Math.Abs(velocity) - minDeattachSpeed) / (maxDeattachSpeed - minDeattachSpeed);
|
||||
|
||||
if (Rand.Range(0.0f, 1.0f) < velocityFactor)
|
||||
if (velocity > minDeattachSpeed)
|
||||
{
|
||||
deattach = true;
|
||||
character.AddDamage(character.WorldPosition, new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate(damageOnDetach) }, detachStun, true);
|
||||
attachCooldown = detachStun * 2;
|
||||
float velocityFactor = (maxDeattachSpeed - minDeattachSpeed <= 0.0f) ?
|
||||
Math.Sign(Math.Abs(velocity) - minDeattachSpeed) :
|
||||
(Math.Abs(velocity) - minDeattachSpeed) / (maxDeattachSpeed - minDeattachSpeed);
|
||||
|
||||
if (Rand.Range(0.0f, 1.0f) < velocityFactor)
|
||||
{
|
||||
deattach = true;
|
||||
character.AddDamage(character.WorldPosition, new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate(damageOnDetach) }, detachStun, true);
|
||||
attachCooldown = detachStun * 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
deattachCheckTimer = 5.0f;
|
||||
}
|
||||
if (deattach)
|
||||
{
|
||||
DeattachFromBody(reset: true);
|
||||
}
|
||||
deattachTimer = 5.0f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -315,16 +368,30 @@ namespace Barotrauma
|
||||
}
|
||||
collider.SetTransform(attachPos + attachSurfaceNormal * colliderFront.Length(), MathUtils.VectorToAngle(-attachSurfaceNormal) - MathHelper.PiOver2);
|
||||
|
||||
var colliderJoint = new WeldJoint(collider.FarseerBody, targetBody, colliderFront, targetBody.GetLocalPoint(attachPos), false)
|
||||
{
|
||||
FrequencyHz = 10.0f,
|
||||
DampingRatio = 0.5f,
|
||||
KinematicBodyB = true,
|
||||
CollideConnected = false,
|
||||
//Length = 0.1f
|
||||
};
|
||||
Joint colliderJoint = weld ?
|
||||
new WeldJoint(collider.FarseerBody, targetBody, colliderFront, targetBody.GetLocalPoint(attachPos), false)
|
||||
{
|
||||
FrequencyHz = 10.0f,
|
||||
DampingRatio = 0.5f,
|
||||
KinematicBodyB = true,
|
||||
CollideConnected = false,
|
||||
} :
|
||||
new RevoluteJoint(collider.FarseerBody, targetBody, colliderFront, targetBody.GetLocalPoint(attachPos), false)
|
||||
{
|
||||
MotorEnabled = true,
|
||||
MaxMotorTorque = 0.25f
|
||||
} as Joint;
|
||||
|
||||
GameMain.World.Add(colliderJoint);
|
||||
AttachJoints.Add(colliderJoint);
|
||||
AttachJoints.Add(colliderJoint);
|
||||
if (targetCharacter != null)
|
||||
{
|
||||
targetCharacter.Latchers.Add(this);
|
||||
}
|
||||
if (maxAttachDuration > 0)
|
||||
{
|
||||
deattachCheckTimer = maxAttachDuration;
|
||||
}
|
||||
}
|
||||
|
||||
public void DeattachFromBody(bool reset, float cooldown = 0)
|
||||
@@ -342,14 +409,23 @@ namespace Barotrauma
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
if (targetCharacter != null)
|
||||
{
|
||||
targetCharacter.Latchers.Remove(this);
|
||||
}
|
||||
}
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
if (targetCharacter != null)
|
||||
{
|
||||
targetCharacter.Latchers.Remove(this);
|
||||
}
|
||||
targetCharacter = null;
|
||||
targetWall = null;
|
||||
targetSubmarine = null;
|
||||
targetBody = null;
|
||||
WallAttachPos = null;
|
||||
AttachPos = null;
|
||||
}
|
||||
|
||||
private void OnCharacterDeath(Character character, CauseOfDeath causeOfDeath)
|
||||
|
||||
@@ -96,6 +96,7 @@ namespace Barotrauma
|
||||
#if DEBUG
|
||||
if (HumanAIController.debugai && objectiveManager.IsOrder(this) && !objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() && !objectiveManager.IsCurrentOrder<AIObjectiveReturn>())
|
||||
{
|
||||
// TODO: dismiss
|
||||
throw new Exception("Order abandoned!");
|
||||
}
|
||||
#endif
|
||||
|
||||
+1
-1
@@ -111,7 +111,7 @@ namespace Barotrauma
|
||||
public CombatMode Mode { get; private set; }
|
||||
|
||||
private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
|
||||
private bool TargetEliminated => IsEnemyDisabled || Enemy.IsUnconscious;
|
||||
private bool TargetEliminated => IsEnemyDisabled || (Enemy.IsUnconscious && Enemy.Params.Health.ConstantHealthRegeneration <= 0.0f);
|
||||
private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
|
||||
|
||||
private float AimSpeed => HumanAIController.AimSpeed;
|
||||
|
||||
+2
-1
@@ -56,7 +56,8 @@ namespace Barotrauma
|
||||
public static bool IsValidTarget(Character target, Character character)
|
||||
{
|
||||
if (target == null || target.Removed) { return false; }
|
||||
if (target.IsDead || target.IsUnconscious) { return false; }
|
||||
if (target.IsDead) { return false; }
|
||||
if (target.IsUnconscious && target.Params.Health.ConstantHealthRegeneration <= 0.0f) { return false; }
|
||||
if (target == character) { return false; }
|
||||
if (target.Submarine == null) { return false; }
|
||||
if (character.Submarine == null) { return false; }
|
||||
|
||||
+2
@@ -307,6 +307,8 @@ namespace Barotrauma
|
||||
foreach (Hull hull in Hull.hullList.OrderByDescending(h => EstimateHullSuitability(h)))
|
||||
{
|
||||
if (hull.Submarine == null) { continue; }
|
||||
// Ruins are mazes filled with water. There's no safe hulls and we don't want to use the resources on it.
|
||||
if (hull.Submarine.Info.IsRuin) { continue; }
|
||||
if (!allowChangingTheSubmarine && hull.Submarine != character.Submarine) { continue; }
|
||||
if (hull.Rect.Height < ConvertUnits.ToDisplayUnits(character.AnimController.ColliderHeightFromFloor) * 2) { continue; }
|
||||
if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
|
||||
|
||||
+5
-5
@@ -461,11 +461,11 @@ namespace Barotrauma
|
||||
nodeFilter = n => n.Waypoint.Tunnel != null;
|
||||
}
|
||||
|
||||
PathSteering.SteeringSeek(targetPos, 1,
|
||||
startNodeFilter: n => (n.Waypoint.CurrentHull == null) == (character.CurrentHull == null),
|
||||
endNodeFilter,
|
||||
nodeFilter,
|
||||
CheckVisibility);
|
||||
PathSteering.SteeringSeek(targetPos, weight: 1,
|
||||
startNodeFilter: n => (n.Waypoint.CurrentHull == null) == (character.CurrentHull == null),
|
||||
endNodeFilter: endNodeFilter,
|
||||
nodeFilter: nodeFilter,
|
||||
checkVisiblity: CheckVisibility);
|
||||
|
||||
if (!isInside && (PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable))
|
||||
{
|
||||
|
||||
@@ -167,7 +167,7 @@ namespace Barotrauma
|
||||
|
||||
private readonly List<PathNode> sortedNodes = new List<PathNode>();
|
||||
|
||||
public SteeringPath FindPath(Vector2 start, Vector2 end, Submarine hostSub = null, string errorMsgStr = null, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisibility = true)
|
||||
public SteeringPath FindPath(Vector2 start, Vector2 end, Submarine hostSub = null, string errorMsgStr = null, float minGapSize = 0, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisibility = true)
|
||||
{
|
||||
foreach (PathNode node in nodes)
|
||||
{
|
||||
@@ -233,6 +233,10 @@ namespace Barotrauma
|
||||
// Always check the visibility for the start node
|
||||
if (!IsWaypointVisible(node, start)) { continue; }
|
||||
if (node.IsBlocked()) { continue; }
|
||||
if (node.Waypoint.ConnectedGap != null)
|
||||
{
|
||||
if (!CanFitThroughGap(node.Waypoint.ConnectedGap, minGapSize)) { continue; }
|
||||
}
|
||||
startNode = node;
|
||||
}
|
||||
}
|
||||
@@ -282,6 +286,10 @@ namespace Barotrauma
|
||||
// Only check the visibility for the end node when allowed (fix leaks)
|
||||
if (!IsWaypointVisible(node, end, checkVisibility: checkVisibility)) { continue; }
|
||||
if (node.IsBlocked()) { continue; }
|
||||
if (node.Waypoint.ConnectedGap != null)
|
||||
{
|
||||
if (!CanFitThroughGap(node.Waypoint.ConnectedGap, minGapSize)) { continue; }
|
||||
}
|
||||
endNode = node;
|
||||
}
|
||||
}
|
||||
@@ -294,40 +302,12 @@ namespace Barotrauma
|
||||
return new SteeringPath(true);
|
||||
}
|
||||
|
||||
var path = FindPath(startNode, endNode, nodeFilter, errorMsgStr);
|
||||
var path = FindPath(startNode, endNode, nodeFilter, errorMsgStr, minGapSize);
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
public SteeringPath FindPath(WayPoint start, WayPoint end)
|
||||
{
|
||||
PathNode startNode = null, endNode = null;
|
||||
foreach (PathNode node in nodes)
|
||||
{
|
||||
if (node.Waypoint == start)
|
||||
{
|
||||
startNode = node;
|
||||
if (endNode != null) { break; }
|
||||
}
|
||||
if (node.Waypoint == end)
|
||||
{
|
||||
endNode = node;
|
||||
if (startNode != null) { break; }
|
||||
}
|
||||
}
|
||||
|
||||
if (startNode == null || endNode == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage("Pathfinding error, couldn't find matching pathnodes to waypoints.", Color.DarkRed);
|
||||
#endif
|
||||
return new SteeringPath(true);
|
||||
}
|
||||
|
||||
return FindPath(startNode, endNode);
|
||||
}
|
||||
|
||||
private SteeringPath FindPath(PathNode start, PathNode end, Func<PathNode, bool> filter = null, string errorMsgStr = "")
|
||||
private SteeringPath FindPath(PathNode start, PathNode end, Func<PathNode, bool> filter = null, string errorMsgStr = "", float minGapSize = 0)
|
||||
{
|
||||
if (start == end)
|
||||
{
|
||||
@@ -356,7 +336,10 @@ namespace Barotrauma
|
||||
if (isCharacter && node.Waypoint.isObstructed) { continue; }
|
||||
if (filter != null && !filter(node)) { continue; }
|
||||
if (node.IsBlocked()) { continue; }
|
||||
|
||||
if (node.Waypoint.ConnectedGap != null)
|
||||
{
|
||||
if (!CanFitThroughGap(node.Waypoint.ConnectedGap, minGapSize)) { continue; }
|
||||
}
|
||||
dist = node.F;
|
||||
currNode = node;
|
||||
}
|
||||
@@ -460,6 +443,8 @@ namespace Barotrauma
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
private bool CanFitThroughGap(Gap gap, float minWidth) => gap.IsHorizontal ? gap.RectHeight > minWidth : gap.RectWidth > minWidth;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,12 +1,31 @@
|
||||
using FarseerPhysics;
|
||||
using Barotrauma.Items.Components;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
abstract class AnimController : Ragdoll
|
||||
{
|
||||
public Vector2 RightHandIKPos { get; protected set; }
|
||||
public Vector2 LeftHandIKPos { get; protected set; }
|
||||
|
||||
protected LimbJoint rightShoulder, leftShoulder;
|
||||
protected float upperArmLength, forearmLength;
|
||||
protected float useItemTimer;
|
||||
protected bool aiming;
|
||||
protected bool wasAiming;
|
||||
protected bool aimingMelee;
|
||||
protected bool wasAimingMelee;
|
||||
|
||||
public bool IsAiming => wasAiming;
|
||||
public bool IsAimingMelee => wasAimingMelee;
|
||||
|
||||
public float ArmLength => upperArmLength + forearmLength;
|
||||
|
||||
public abstract GroundedMovementParams WalkParams { get; set; }
|
||||
public abstract GroundedMovementParams RunParams { get; set; }
|
||||
public abstract SwimParams SwimSlowParams { get; set; }
|
||||
@@ -60,14 +79,14 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
return IsMovingFast? SwimFastParams : SwimSlowParams;
|
||||
return IsMovingFast ? SwimFastParams : SwimSlowParams;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanWalk => RagdollParams.CanWalk;
|
||||
public bool IsMovingBackwards => !InWater && Math.Sign(targetMovement.X) == -Math.Sign(Dir);
|
||||
|
||||
|
||||
// TODO: define death anim duration in XML
|
||||
protected float deathAnimTimer, deathAnimDuration = 5.0f;
|
||||
|
||||
@@ -155,13 +174,9 @@ namespace Barotrauma
|
||||
|
||||
public AnimController(Character character, string seed, RagdollParams ragdollParams = null) : base(character, seed, ragdollParams) { }
|
||||
|
||||
public virtual void UpdateAnim(float deltaTime) { }
|
||||
public abstract void UpdateAnim(float deltaTime);
|
||||
|
||||
public virtual void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle, float itemAngleRelativeToHoldAngle = 0.0f, bool aimingMelee = false) { }
|
||||
|
||||
public virtual void DragCharacter(Character target, float deltaTime) { }
|
||||
|
||||
public virtual void UpdateUseItem(bool allowMovement, Vector2 handWorldPos) { }
|
||||
public abstract void DragCharacter(Character target, float deltaTime);
|
||||
|
||||
public virtual float GetSpeed(AnimationType type)
|
||||
{
|
||||
@@ -253,5 +268,437 @@ namespace Barotrauma
|
||||
throw new NotImplementedException(type.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateUseItem(bool allowMovement, Vector2 handWorldPos)
|
||||
{
|
||||
useItemTimer = 0.5f;
|
||||
Anim = Animation.UsingConstruction;
|
||||
|
||||
if (!allowMovement)
|
||||
{
|
||||
TargetMovement = Vector2.Zero;
|
||||
TargetDir = handWorldPos.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
|
||||
float sqrDist = Vector2.DistanceSquared(character.WorldPosition, handWorldPos);
|
||||
if (sqrDist > MathUtils.Pow(ConvertUnits.ToDisplayUnits(upperArmLength + forearmLength), 2))
|
||||
{
|
||||
TargetMovement = Vector2.Normalize(handWorldPos - character.WorldPosition) * GetCurrentSpeed(false) * Math.Max(character.SpeedMultiplier, 1);
|
||||
}
|
||||
}
|
||||
|
||||
if (!character.Enabled) { return; }
|
||||
|
||||
Vector2 handSimPos = ConvertUnits.ToSimUnits(handWorldPos);
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
handSimPos -= character.Submarine.SimPosition;
|
||||
}
|
||||
|
||||
var leftHand = GetLimb(LimbType.LeftHand);
|
||||
if (leftHand != null)
|
||||
{
|
||||
leftHand.Disabled = true;
|
||||
leftHand.PullJointEnabled = true;
|
||||
leftHand.PullJointWorldAnchorB = handSimPos;
|
||||
}
|
||||
|
||||
var rightHand = GetLimb(LimbType.RightHand);
|
||||
if (rightHand != null)
|
||||
{
|
||||
rightHand.Disabled = true;
|
||||
rightHand.PullJointEnabled = true;
|
||||
rightHand.PullJointWorldAnchorB = handSimPos;
|
||||
}
|
||||
}
|
||||
|
||||
public void Grab(Vector2 rightHandPos, Vector2 leftHandPos)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Limb pullLimb = (i == 0) ? GetLimb(LimbType.LeftHand) : GetLimb(LimbType.RightHand);
|
||||
|
||||
pullLimb.Disabled = true;
|
||||
|
||||
pullLimb.PullJointEnabled = true;
|
||||
pullLimb.PullJointWorldAnchorB = (i == 0) ? rightHandPos : leftHandPos;
|
||||
pullLimb.PullJointMaxForce = 500.0f;
|
||||
}
|
||||
}
|
||||
|
||||
private Direction previousDirection;
|
||||
private readonly Vector2[] transformedHandlePos = new Vector2[2];
|
||||
//TODO: refactor this method, it's way too convoluted
|
||||
public void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle, float itemAngleRelativeToHoldAngle = 0.0f, bool aimMelee = false)
|
||||
{
|
||||
aimingMelee = aimMelee;
|
||||
if (character.Stun > 0.0f || character.IsIncapacitated)
|
||||
{
|
||||
aim = false;
|
||||
}
|
||||
|
||||
//calculate the handle positions
|
||||
Matrix itemTransfrom = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
float horizontalOffset = ConvertUnits.ToSimUnits((item.Sprite.size.X / 2 - item.Sprite.Origin.X) * item.Scale);
|
||||
|
||||
//handlePos[0] = ConvertUnits.ToSimUnits(new Vector2(-45,25) * 0.5f);
|
||||
//handlePos[1] = ConvertUnits.ToSimUnits(new Vector2(-65,30) * 0.5f);
|
||||
|
||||
transformedHandlePos[0] = Vector2.Transform(new Vector2(handlePos[0].X + horizontalOffset, handlePos[0].Y), itemTransfrom);
|
||||
transformedHandlePos[1] = Vector2.Transform(new Vector2(handlePos[1].X + horizontalOffset, handlePos[1].Y), itemTransfrom);
|
||||
|
||||
Limb torso = GetLimb(LimbType.Torso) ?? MainLimb;
|
||||
Limb leftHand = GetLimb(LimbType.LeftHand);
|
||||
Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
|
||||
Vector2 itemPos = aim ? aimPos : holdPos;
|
||||
|
||||
var controller = character.SelectedConstruction?.GetComponent<Controller>();
|
||||
bool usingController = controller != null && !controller.AllowAiming;
|
||||
bool isClimbing = character.IsClimbing && Math.Abs(character.AnimController.TargetMovement.Y) > 0.01f;
|
||||
float itemAngle;
|
||||
Holdable holdable = item.GetComponent<Holdable>();
|
||||
float torsoRotation = torso.Rotation;
|
||||
bool equippedInRightHand = character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == item && rightHand != null && !rightHand.IsSevered;
|
||||
bool equippedInLefthand = character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand) == item && leftHand != null && !leftHand.IsSevered;
|
||||
if (aim && !isClimbing && !usingController && character.Stun <= 0.0f && itemPos != Vector2.Zero && !character.IsIncapacitated)
|
||||
{
|
||||
Vector2 mousePos = ConvertUnits.ToSimUnits(character.SmoothedCursorPosition);
|
||||
Vector2 diff = holdable.Aimable ? (mousePos - AimSourceSimPos) * Dir : Vector2.UnitX;
|
||||
holdAngle = MathUtils.VectorToAngle(new Vector2(diff.X, diff.Y * Dir)) - torsoRotation * Dir;
|
||||
holdAngle += GetAimWobble(rightHand, leftHand, item);
|
||||
itemAngle = torsoRotation + holdAngle * Dir;
|
||||
if (holdable.ControlPose)
|
||||
{
|
||||
var head = GetLimb(LimbType.Head);
|
||||
if (head != null)
|
||||
{
|
||||
head.body.SmoothRotate(itemAngle, force: 30 * head.Mass);
|
||||
}
|
||||
if (TargetMovement == Vector2.Zero && inWater)
|
||||
{
|
||||
torso.body.AngularVelocity -= torso.body.AngularVelocity * 0.1f;
|
||||
torso.body.ApplyForce(torso.body.LinearVelocity * -0.5f);
|
||||
}
|
||||
aiming = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (holdable.UseHandRotationForHoldAngle)
|
||||
{
|
||||
if (equippedInRightHand)
|
||||
{
|
||||
itemAngle = rightHand.Rotation + holdAngle * Dir;
|
||||
}
|
||||
else if (equippedInLefthand)
|
||||
{
|
||||
itemAngle = leftHand.Rotation + holdAngle * Dir;
|
||||
}
|
||||
else
|
||||
{
|
||||
itemAngle = torsoRotation + holdAngle * Dir;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
itemAngle = torsoRotation + holdAngle * Dir;
|
||||
}
|
||||
}
|
||||
|
||||
if (rightShoulder == null) { return; }
|
||||
Vector2 transformedHoldPos = rightShoulder.WorldAnchorA;
|
||||
if (itemPos == Vector2.Zero || isClimbing || usingController)
|
||||
{
|
||||
if (equippedInRightHand)
|
||||
{
|
||||
transformedHoldPos = rightHand.PullJointWorldAnchorA - transformedHandlePos[0];
|
||||
itemAngle = rightHand.Rotation + (holdAngle - rightHand.Params.GetSpriteOrientation() + MathHelper.PiOver2) * Dir;
|
||||
}
|
||||
else if (equippedInLefthand)
|
||||
{
|
||||
transformedHoldPos = leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
|
||||
itemAngle = leftHand.Rotation + (holdAngle - leftHand.Params.GetSpriteOrientation() + MathHelper.PiOver2) * Dir;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (equippedInRightHand)
|
||||
{
|
||||
transformedHoldPos = rightShoulder.WorldAnchorA;
|
||||
rightHand.Disabled = true;
|
||||
}
|
||||
if (equippedInLefthand)
|
||||
{
|
||||
if (leftShoulder == null) { return; }
|
||||
transformedHoldPos = leftShoulder.WorldAnchorA;
|
||||
leftHand.Disabled = true;
|
||||
}
|
||||
itemPos.X *= Dir;
|
||||
transformedHoldPos += Vector2.Transform(itemPos, Matrix.CreateRotationZ(itemAngle));
|
||||
}
|
||||
|
||||
item.body.ResetDynamics();
|
||||
|
||||
Vector2 currItemPos = equippedInRightHand ?
|
||||
rightHand.PullJointWorldAnchorA - transformedHandlePos[0] :
|
||||
leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
|
||||
|
||||
if (!MathUtils.IsValid(currItemPos))
|
||||
{
|
||||
string errorMsg = "Attempted to move the item \"" + item + "\" to an invalid position in HumanidAnimController.HoldItem: " +
|
||||
currItemPos + ", rightHandPos: " + rightHand.PullJointWorldAnchorA + ", leftHandPos: " + leftHand.PullJointWorldAnchorA +
|
||||
", handlePos[0]: " + handlePos[0] + ", handlePos[1]: " + handlePos[1] +
|
||||
", transformedHandlePos[0]: " + transformedHandlePos[0] + ", transformedHandlePos[1]:" + transformedHandlePos[1] +
|
||||
", item pos: " + item.SimPosition + ", itemAngle: " + itemAngle +
|
||||
", collider pos: " + character.SimPosition;
|
||||
DebugConsole.Log(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"HumanoidAnimController.HoldItem:InvalidPos:" + character.Name + item.Name,
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
errorMsg);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (holdable.Pusher != null)
|
||||
{
|
||||
if (character.Stun > 0.0f || character.IsIncapacitated)
|
||||
{
|
||||
holdable.Pusher.Enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!holdable.Pusher.Enabled)
|
||||
{
|
||||
holdable.Pusher.Enabled = true;
|
||||
holdable.Pusher.ResetDynamics();
|
||||
holdable.Pusher.SetTransform(currItemPos, itemAngle);
|
||||
}
|
||||
else
|
||||
{
|
||||
holdable.Pusher.TargetPosition = currItemPos;
|
||||
holdable.Pusher.TargetRotation = holdAngle * Dir;
|
||||
|
||||
holdable.Pusher.MoveToTargetPosition(true);
|
||||
|
||||
currItemPos = holdable.Pusher.SimPosition;
|
||||
itemAngle = holdable.Pusher.Rotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
float targetAngle = MathUtils.WrapAngleTwoPi(itemAngle + itemAngleRelativeToHoldAngle * Dir);
|
||||
float currentRotation = MathUtils.WrapAngleTwoPi(item.body.Rotation);
|
||||
float itemRotation = MathHelper.SmoothStep(currentRotation, targetAngle, deltaTime * 25);
|
||||
if (previousDirection != dir || Math.Abs(targetAngle - currentRotation) > MathHelper.Pi)
|
||||
{
|
||||
itemRotation = targetAngle;
|
||||
}
|
||||
item.SetTransform(currItemPos, itemRotation, setPrevTransform: false);
|
||||
previousDirection = dir;
|
||||
|
||||
if (!isClimbing && !character.IsIncapacitated && itemPos != Vector2.Zero && (aim || !holdable.UseHandRotationForHoldAngle))
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (!character.Inventory.IsInLimbSlot(item, i == 0 ? InvSlotType.RightHand : InvSlotType.LeftHand)) { continue; }
|
||||
#if DEBUG
|
||||
if (handlePos[i].LengthSquared() > ArmLength)
|
||||
{
|
||||
DebugConsole.AddWarning($"Aim position for the item {item.Name} may be incorrect (further than the length of the character's arm)");
|
||||
}
|
||||
#endif
|
||||
HandIK(i == 0 ? rightHand : leftHand, transformedHoldPos + transformedHandlePos[i], CurrentAnimationParams.ArmIKStrength, CurrentAnimationParams.HandIKStrength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private float GetAimWobble(Limb rightHand, Limb leftHand, Item heldItem)
|
||||
{
|
||||
float wobbleStrength = 0.0f;
|
||||
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == heldItem)
|
||||
{
|
||||
wobbleStrength += Character.CharacterHealth.GetLimbDamage(rightHand, afflictionType: "damage");
|
||||
}
|
||||
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand) == heldItem)
|
||||
{
|
||||
wobbleStrength += Character.CharacterHealth.GetLimbDamage(leftHand, afflictionType: "damage");
|
||||
}
|
||||
if (wobbleStrength <= 0.1f) { return 0.0f; }
|
||||
wobbleStrength = (float)Math.Min(wobbleStrength, 1.0f);
|
||||
|
||||
float lowFreqNoise = PerlinNoise.GetPerlin((float)Timing.TotalTime / 320.0f, (float)Timing.TotalTime / 240.0f) - 0.5f;
|
||||
float highFreqNoise = PerlinNoise.GetPerlin((float)Timing.TotalTime / 40.0f, (float)Timing.TotalTime / 50.0f) - 0.5f;
|
||||
|
||||
return (lowFreqNoise * 1.0f + highFreqNoise * 0.1f) * wobbleStrength;
|
||||
}
|
||||
|
||||
public void HandIK(Limb hand, Vector2 pos, float armTorque = 1.0f, float handTorque = 1.0f)
|
||||
{
|
||||
Vector2 shoulderPos;
|
||||
|
||||
Limb arm, forearm;
|
||||
if (hand.type == LimbType.LeftHand)
|
||||
{
|
||||
if (leftShoulder == null) { return; }
|
||||
shoulderPos = leftShoulder.WorldAnchorA;
|
||||
arm = GetLimb(LimbType.LeftArm);
|
||||
forearm = GetLimb(LimbType.LeftForearm);
|
||||
LeftHandIKPos = pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (rightShoulder == null) { return; }
|
||||
shoulderPos = rightShoulder.WorldAnchorA;
|
||||
arm = GetLimb(LimbType.RightArm);
|
||||
forearm = GetLimb(LimbType.RightForearm);
|
||||
RightHandIKPos = pos;
|
||||
}
|
||||
if (arm == null) { return; }
|
||||
|
||||
//distance from shoulder to holdpos
|
||||
float c = Vector2.Distance(pos, shoulderPos);
|
||||
c = MathHelper.Clamp(c, Math.Abs(upperArmLength - forearmLength), forearmLength + upperArmLength - 0.01f);
|
||||
|
||||
float armAngle = MathUtils.VectorToAngle(pos - shoulderPos) + arm.Params.GetSpriteOrientation() - MathHelper.PiOver2;
|
||||
float upperArmAngle = MathUtils.SolveTriangleSSS(forearmLength, upperArmLength, c) * Dir;
|
||||
float lowerArmAngle = MathUtils.SolveTriangleSSS(upperArmLength, forearmLength, c) * Dir;
|
||||
|
||||
//make sure the arm angle "has the same number of revolutions" as the arm
|
||||
while (arm.Rotation - armAngle > MathHelper.Pi)
|
||||
{
|
||||
armAngle += MathHelper.TwoPi;
|
||||
}
|
||||
while (arm.Rotation - armAngle < -MathHelper.Pi)
|
||||
{
|
||||
armAngle -= MathHelper.TwoPi;
|
||||
}
|
||||
|
||||
arm?.body.SmoothRotate(armAngle - upperArmAngle, 100.0f * armTorque * arm.Mass, wrapAngle: false);
|
||||
float forearmAngle = armAngle + lowerArmAngle;
|
||||
forearm?.body.SmoothRotate(forearmAngle, 100.0f * handTorque * forearm.Mass, wrapAngle: false);
|
||||
float handAngle = forearm != null ? forearmAngle : armAngle;
|
||||
hand?.body.SmoothRotate(handAngle, 10.0f * handTorque * hand.Mass, wrapAngle: false);
|
||||
}
|
||||
|
||||
public void ApplyPose(Vector2 leftHandPos, Vector2 rightHandPos, Vector2 leftFootPos, Vector2 rightFootPos, float footMoveForce = 10)
|
||||
{
|
||||
var leftHand = GetLimb(LimbType.LeftHand);
|
||||
var rightHand = GetLimb(LimbType.RightHand);
|
||||
var waist = GetLimb(LimbType.Waist) ?? GetLimb(LimbType.Torso);
|
||||
if (waist == null) { return; }
|
||||
Vector2 midPos = waist.SimPosition;
|
||||
if (leftHand != null)
|
||||
{
|
||||
leftHand.Disabled = true;
|
||||
leftHandPos.X *= Dir;
|
||||
leftHandPos += midPos;
|
||||
HandIK(leftHand, leftHandPos);
|
||||
}
|
||||
if (rightHand != null)
|
||||
{
|
||||
rightHand.Disabled = true;
|
||||
rightHandPos.X *= Dir;
|
||||
rightHandPos += midPos;
|
||||
HandIK(rightHand, rightHandPos);
|
||||
}
|
||||
var leftFoot = GetLimb(LimbType.LeftFoot);
|
||||
if (leftFoot != null)
|
||||
{
|
||||
leftFoot.Disabled = true;
|
||||
leftFootPos = new Vector2(waist.SimPosition.X + leftFootPos.X * Dir, GetColliderBottom().Y + leftFootPos.Y);
|
||||
MoveLimb(leftFoot, leftFootPos, Math.Abs(leftFoot.SimPosition.X - leftFootPos.X) * footMoveForce * leftFoot.Mass, true);
|
||||
}
|
||||
var rightFoot = GetLimb(LimbType.RightFoot);
|
||||
if (rightFoot != null)
|
||||
{
|
||||
rightFoot.Disabled = true;
|
||||
rightFootPos = new Vector2(waist.SimPosition.X + rightFootPos.X * Dir, GetColliderBottom().Y + rightFootPos.Y);
|
||||
MoveLimb(rightFoot, rightFootPos, Math.Abs(rightFoot.SimPosition.X - rightFootPos.X) * footMoveForce * rightFoot.Mass, true);
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyTestPose()
|
||||
{
|
||||
var waist = GetLimb(LimbType.Waist) ?? GetLimb(LimbType.Torso);
|
||||
if (waist != null)
|
||||
{
|
||||
ApplyPose(
|
||||
new Vector2(-0.75f, -0.2f),
|
||||
new Vector2(0.75f, -0.2f),
|
||||
new Vector2(-WalkParams.StepSize.X * 0.5f, -0.1f * RagdollParams.JointScale),
|
||||
new Vector2(WalkParams.StepSize.X * 0.5f, -0.1f * RagdollParams.JointScale));
|
||||
}
|
||||
}
|
||||
|
||||
protected void CalculateArmLengths()
|
||||
{
|
||||
//calculate arm and forearm length (atm this assumes that both arms are the same size)
|
||||
Limb rightForearm = GetLimb(LimbType.RightForearm);
|
||||
Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
if (rightHand == null) { return; }
|
||||
|
||||
rightShoulder = GetJointBetweenLimbs(LimbType.Torso, LimbType.RightArm) ?? GetJointBetweenLimbs(LimbType.Head, LimbType.RightArm) ?? GetJoint(LimbType.RightArm, new LimbType[] { LimbType.RightHand, LimbType.RightForearm });
|
||||
leftShoulder = GetJointBetweenLimbs(LimbType.Torso, LimbType.LeftArm) ?? GetJointBetweenLimbs(LimbType.Head, LimbType.LeftArm) ?? GetJoint(LimbType.LeftArm, new LimbType[] { LimbType.LeftHand, LimbType.LeftForearm });
|
||||
|
||||
Vector2 localAnchorShoulder = Vector2.Zero;
|
||||
Vector2 localAnchorElbow = Vector2.Zero;
|
||||
if (rightShoulder != null)
|
||||
{
|
||||
localAnchorShoulder = rightShoulder.LimbA.type == LimbType.RightArm ? rightShoulder.LocalAnchorA : rightShoulder.LocalAnchorB;
|
||||
}
|
||||
LimbJoint rightElbow = rightForearm == null ?
|
||||
GetJointBetweenLimbs(LimbType.RightArm, LimbType.RightHand) :
|
||||
GetJointBetweenLimbs(LimbType.RightArm, LimbType.RightForearm);
|
||||
if (rightElbow != null)
|
||||
{
|
||||
localAnchorElbow = rightElbow.LimbA.type == LimbType.RightArm ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB;
|
||||
}
|
||||
upperArmLength = Vector2.Distance(localAnchorShoulder, localAnchorElbow);
|
||||
if (rightElbow != null)
|
||||
{
|
||||
if (rightForearm == null)
|
||||
{
|
||||
forearmLength = Vector2.Distance(
|
||||
rightHand.PullJointLocalAnchorA,
|
||||
rightElbow.LimbA.type == LimbType.RightHand ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB);
|
||||
}
|
||||
else
|
||||
{
|
||||
LimbJoint rightWrist = GetJointBetweenLimbs(LimbType.RightForearm, LimbType.RightHand);
|
||||
if (rightWrist != null)
|
||||
{
|
||||
forearmLength = Vector2.Distance(
|
||||
rightElbow.LimbA.type == LimbType.RightForearm ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB,
|
||||
rightWrist.LimbA.type == LimbType.RightForearm ? rightWrist.LocalAnchorA : rightWrist.LocalAnchorB);
|
||||
|
||||
forearmLength += Vector2.Distance(
|
||||
rightHand.PullJointLocalAnchorA,
|
||||
rightElbow.LimbA.type == LimbType.RightHand ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected LimbJoint GetJointBetweenLimbs(LimbType limbTypeA, LimbType limbTypeB)
|
||||
{
|
||||
return LimbJoints.FirstOrDefault(lj =>
|
||||
(lj.LimbA.type == limbTypeA && lj.LimbB.type == limbTypeB) ||
|
||||
(lj.LimbB.type == limbTypeA && lj.LimbA.type == limbTypeB));
|
||||
}
|
||||
|
||||
protected LimbJoint GetJoint(LimbType matchingType, IEnumerable<LimbType> ignoredTypes)
|
||||
{
|
||||
return LimbJoints.FirstOrDefault(lj =>
|
||||
lj.LimbA.type == matchingType && ignoredTypes.None(t => lj.LimbB.type == t) ||
|
||||
lj.LimbB.type == matchingType && ignoredTypes.None(t => lj.LimbB.type == t));
|
||||
}
|
||||
|
||||
public override void Recreate(RagdollParams ragdollParams = null)
|
||||
{
|
||||
base.Recreate(ragdollParams);
|
||||
if (Character.Params.CanInteract)
|
||||
{
|
||||
CalculateArmLengths();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+26
-5
@@ -139,7 +139,7 @@ namespace Barotrauma
|
||||
if (MainLimb == null) { return; }
|
||||
var mainLimb = MainLimb;
|
||||
|
||||
levitatingCollider = true;
|
||||
levitatingCollider = !IsHanging;
|
||||
|
||||
if (!character.CanMove)
|
||||
{
|
||||
@@ -192,6 +192,11 @@ namespace Barotrauma
|
||||
strongestImpact = 0.0f;
|
||||
}
|
||||
|
||||
if (aiming)
|
||||
{
|
||||
TargetMovement = TargetMovement.ClampLength(2);
|
||||
}
|
||||
|
||||
if (inWater && !forceStanding)
|
||||
{
|
||||
Collider.FarseerBody.FixedRotation = false;
|
||||
@@ -202,7 +207,7 @@ namespace Barotrauma
|
||||
if (CurrentGroundedParams != null)
|
||||
{
|
||||
//rotate collider back upright
|
||||
float standAngle = dir == Direction.Right ? CurrentGroundedParams.ColliderStandAngleInRadians : -CurrentGroundedParams.ColliderStandAngleInRadians;
|
||||
float standAngle = CurrentGroundedParams.ColliderStandAngleInRadians * Dir;
|
||||
if (Math.Abs(MathUtils.GetShortestAngle(Collider.Rotation, standAngle)) > 0.001f)
|
||||
{
|
||||
Collider.AngularVelocity = MathUtils.GetShortestAngle(Collider.Rotation, standAngle) * 60.0f;
|
||||
@@ -215,17 +220,19 @@ namespace Barotrauma
|
||||
}
|
||||
UpdateWalkAnim(deltaTime);
|
||||
}
|
||||
|
||||
if (character.SelectedCharacter != null)
|
||||
{
|
||||
DragCharacter(character.SelectedCharacter, deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
if (character.AnimController.AnimationTestPose)
|
||||
{
|
||||
ApplyTestPose();
|
||||
}
|
||||
//don't flip when simply physics is enabled
|
||||
if (SimplePhysicsEnabled) { return; }
|
||||
|
||||
if (!character.IsRemotelyControlled && (character.AIController == null || character.AIController.CanFlip))
|
||||
if (!character.IsRemotelyControlled && (character.AIController == null || character.AIController.CanFlip) && !aiming)
|
||||
{
|
||||
if (!inWater || (CurrentSwimParams != null && CurrentSwimParams.Mirror))
|
||||
{
|
||||
@@ -290,6 +297,10 @@ namespace Barotrauma
|
||||
{
|
||||
flipTimer = 0.0f;
|
||||
}
|
||||
wasAiming = aiming;
|
||||
aiming = false;
|
||||
wasAimingMelee = aimingMelee;
|
||||
aimingMelee = false;
|
||||
}
|
||||
|
||||
private bool CanDrag(Character target)
|
||||
@@ -449,6 +460,16 @@ namespace Barotrauma
|
||||
//limbs are disabled when simple physics is enabled, no need to move them
|
||||
if (SimplePhysicsEnabled) { return; }
|
||||
mainLimb.PullJointEnabled = true;
|
||||
|
||||
if (aiming && movement.Length() <= 0.1f)
|
||||
{
|
||||
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
|
||||
Vector2 diff = (mousePos - (GetLimb(LimbType.Torso) ?? MainLimb).SimPosition) * Dir;
|
||||
TargetMovement = new Vector2(0.0f, -0.1f);
|
||||
float newRotation = MathUtils.VectorToAngle(diff);
|
||||
Collider.SmoothRotate(newRotation, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
|
||||
}
|
||||
|
||||
if (!isMoving)
|
||||
{
|
||||
WalkPos = MathHelper.SmoothStep(WalkPos, MathHelper.PiOver2, deltaTime * 5);
|
||||
|
||||
+37
-404
@@ -146,34 +146,8 @@ namespace Barotrauma
|
||||
|
||||
public bool Crouching;
|
||||
|
||||
private float upperArmLength = 0.0f, forearmLength = 0.0f;
|
||||
|
||||
public float ArmLength => upperArmLength + forearmLength;
|
||||
|
||||
public Vector2 RightHandIKPos
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
public Vector2 LeftHandIKPos
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private LimbJoint rightShoulder, leftShoulder;
|
||||
|
||||
private float upperLegLength = 0.0f, lowerLegLength = 0.0f;
|
||||
|
||||
private bool aiming;
|
||||
private bool wasAiming;
|
||||
|
||||
private bool aimingMelee;
|
||||
private bool wasAimingMelee;
|
||||
|
||||
public bool IsAiming => wasAiming;
|
||||
public bool IsAimingMelee => wasAimingMelee;
|
||||
|
||||
private readonly float movementLerp;
|
||||
|
||||
private float cprAnimTimer;
|
||||
@@ -184,7 +158,6 @@ namespace Barotrauma
|
||||
//prevents rapid switches between swimming/walking if the water level is fluctuating around the minimum swimming depth
|
||||
private float swimmingStateLockTimer;
|
||||
|
||||
private float useItemTimer;
|
||||
public float HeadLeanAmount => CurrentGroundedParams.HeadLeanAmount;
|
||||
public float TorsoLeanAmount => CurrentGroundedParams.TorsoLeanAmount;
|
||||
public Vector2 FootMoveOffset => CurrentGroundedParams.FootMoveOffset * RagdollParams.JointScale;
|
||||
@@ -219,61 +192,12 @@ namespace Barotrauma
|
||||
movementLerp = RagdollParams.MainElement.GetAttributeFloat("movementlerp", 0.4f);
|
||||
}
|
||||
|
||||
public override void Recreate(RagdollParams ragdollParams)
|
||||
public override void Recreate(RagdollParams ragdollParams = null)
|
||||
{
|
||||
base.Recreate(ragdollParams);
|
||||
CalculateArmLengths();
|
||||
CalculateLegLengths();
|
||||
}
|
||||
|
||||
private void CalculateArmLengths()
|
||||
{
|
||||
//calculate arm and forearm length (atm this assumes that both arms are the same size)
|
||||
Limb rightForearm = GetLimb(LimbType.RightForearm);
|
||||
Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
if (rightHand == null) { return; }
|
||||
|
||||
rightShoulder = GetJointBetweenLimbs(LimbType.Torso, LimbType.RightArm);
|
||||
leftShoulder = GetJointBetweenLimbs(LimbType.Torso, LimbType.LeftArm);
|
||||
Vector2 localAnchorShoulder = Vector2.Zero;
|
||||
Vector2 localAnchorElbow = Vector2.Zero;
|
||||
if (rightShoulder != null)
|
||||
{
|
||||
localAnchorShoulder = rightShoulder.LimbA.type == LimbType.RightArm ? rightShoulder.LocalAnchorA : rightShoulder.LocalAnchorB;
|
||||
}
|
||||
LimbJoint rightElbow = rightForearm == null ?
|
||||
GetJointBetweenLimbs(LimbType.RightArm, LimbType.RightHand) :
|
||||
GetJointBetweenLimbs(LimbType.RightArm, LimbType.RightForearm);
|
||||
if (rightElbow != null)
|
||||
{
|
||||
localAnchorElbow = rightElbow.LimbA.type == LimbType.RightArm ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB;
|
||||
}
|
||||
upperArmLength = Vector2.Distance(localAnchorShoulder, localAnchorElbow);
|
||||
if (rightElbow != null)
|
||||
{
|
||||
if (rightForearm == null)
|
||||
{
|
||||
forearmLength = Vector2.Distance(
|
||||
rightHand.PullJointLocalAnchorA,
|
||||
rightElbow.LimbA.type == LimbType.RightHand ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB);
|
||||
}
|
||||
else
|
||||
{
|
||||
LimbJoint rightWrist = GetJointBetweenLimbs(LimbType.RightForearm, LimbType.RightHand);
|
||||
if (rightWrist != null)
|
||||
{
|
||||
forearmLength = Vector2.Distance(
|
||||
rightElbow.LimbA.type == LimbType.RightForearm ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB,
|
||||
rightWrist.LimbA.type == LimbType.RightForearm ? rightWrist.LocalAnchorA : rightWrist.LocalAnchorB);
|
||||
|
||||
forearmLength += Vector2.Distance(
|
||||
rightHand.PullJointLocalAnchorA,
|
||||
rightElbow.LimbA.type == LimbType.RightHand ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CalculateLegLengths()
|
||||
{
|
||||
//calculate upper and lower leg length (atm this assumes that both legs are the same size)
|
||||
@@ -304,21 +228,16 @@ namespace Barotrauma
|
||||
ankleJoint.LimbA.type == footType ? ankleJoint.LocalAnchorA : ankleJoint.LocalAnchorB,
|
||||
GetLimb(footType).PullJointLocalAnchorA);
|
||||
}
|
||||
private LimbJoint GetJointBetweenLimbs(LimbType limbTypeA, LimbType limbTypeB)
|
||||
{
|
||||
return LimbJoints.FirstOrDefault(lj =>
|
||||
(lj.LimbA.type == limbTypeA && lj.LimbB.type == limbTypeB) ||
|
||||
(lj.LimbB.type == limbTypeA && lj.LimbA.type == limbTypeB));
|
||||
}
|
||||
|
||||
public override void UpdateAnim(float deltaTime)
|
||||
{
|
||||
if (Frozen) return;
|
||||
if (MainLimb == null) { return; }
|
||||
|
||||
levitatingCollider = true;
|
||||
levitatingCollider = !IsHanging;
|
||||
ColliderIndex = Crouching && !swimming ? 1 : 0;
|
||||
if (character.SelectedConstruction?.GetComponent<Controller>()?.ControlCharacterPose ?? false ||
|
||||
character.SelectedConstruction?.GetComponent<Ladder>() != null ||
|
||||
(ForceSelectAnimationType != AnimationType.Crouch && ForceSelectAnimationType != AnimationType.NotDefined))
|
||||
{
|
||||
Crouching = false;
|
||||
@@ -422,41 +341,25 @@ namespace Barotrauma
|
||||
midPos += Vector2.Transform(new Vector2(-0.3f * Dir, -0.2f), torsoTransform);
|
||||
|
||||
if (rightHand.PullJointEnabled) midPos = (midPos + rightHand.PullJointWorldAnchorB) / 2.0f;
|
||||
HandIK(rightHand, midPos, CurrentHumanAnimParams.ArmIKStrength, CurrentHumanAnimParams.HandIKStrength);
|
||||
HandIK(leftHand, midPos, CurrentHumanAnimParams.ArmIKStrength, CurrentHumanAnimParams.HandIKStrength);
|
||||
HandIK(rightHand, midPos, CurrentAnimationParams.ArmIKStrength, CurrentAnimationParams.HandIKStrength);
|
||||
HandIK(leftHand, midPos, CurrentAnimationParams.ArmIKStrength, CurrentAnimationParams.HandIKStrength);
|
||||
}
|
||||
else if (character.AnimController.AnimationTestPose)
|
||||
{
|
||||
var leftHand = GetLimb(LimbType.LeftHand);
|
||||
var rightHand = GetLimb(LimbType.RightHand);
|
||||
var waist = GetLimb(LimbType.Waist) ?? GetLimb(LimbType.Torso);
|
||||
rightHand.Disabled = true;
|
||||
leftHand.Disabled = true;
|
||||
Vector2 midPos = waist.SimPosition;
|
||||
HandIK(rightHand, midPos + new Vector2(-1, -0.2f) * Dir);
|
||||
HandIK(leftHand, midPos + new Vector2(1, -0.2f) * Dir);
|
||||
|
||||
var leftFoot = GetLimb(LimbType.LeftFoot);
|
||||
var rightFoot = GetLimb(LimbType.RightFoot);
|
||||
rightFoot.Disabled = true;
|
||||
leftFoot.Disabled = true;
|
||||
// The code here is a bit obscure, but it's pretty much copy-pasted from the block that is used for crouching.
|
||||
for (int i = -1; i < 2; i += 2)
|
||||
{
|
||||
Vector2 footPos = GetColliderBottom();
|
||||
footPos = new Vector2(waist.SimPosition.X + Math.Sign(WalkParams.StepSize.X * i) * Dir * 0.3f, footPos.Y - 0.1f * RagdollParams.JointScale);
|
||||
var foot = i == -1 ? rightFoot : leftFoot;
|
||||
MoveLimb(foot, footPos, Math.Abs(foot.SimPosition.X - footPos.X) * 100.0f, true);
|
||||
}
|
||||
ApplyTestPose();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Anim != Animation.UsingConstruction) ResetPullJoints();
|
||||
if (Anim != Animation.UsingConstruction)
|
||||
{
|
||||
ResetPullJoints();
|
||||
}
|
||||
}
|
||||
|
||||
if (SimplePhysicsEnabled)
|
||||
{
|
||||
UpdateStandingSimple();
|
||||
IsHanging = false;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -520,12 +423,11 @@ namespace Barotrauma
|
||||
{
|
||||
limb.Disabled = false;
|
||||
}
|
||||
|
||||
wasAiming = aiming;
|
||||
aiming = false;
|
||||
wasAimingMelee = aimingMelee;
|
||||
aimingMelee = false;
|
||||
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer) return;
|
||||
IsHanging = false;
|
||||
}
|
||||
|
||||
void UpdateStanding()
|
||||
@@ -844,16 +746,18 @@ namespace Barotrauma
|
||||
var arm = GetLimb(armType);
|
||||
if (arm != null && Math.Abs(arm.body.AngularVelocity) < 10.0f)
|
||||
{
|
||||
arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.1f, 0.1f), arm.Mass * 10.0f);
|
||||
arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.5f, 0.5f), arm.Mass * 50.0f);
|
||||
}
|
||||
|
||||
//get the elbow to a neutral rotation
|
||||
if (Math.Abs(hand.body.AngularVelocity) < 10.0f)
|
||||
{
|
||||
LimbJoint elbow = GetJointBetweenLimbs(armType, hand.type) ?? GetJointBetweenLimbs(armType, foreArmType);
|
||||
var forearm = GetLimb(foreArmType) ?? hand;
|
||||
LimbJoint elbow = GetJointBetweenLimbs(armType, foreArmType) ?? GetJointBetweenLimbs(armType, hand.type);
|
||||
if (elbow != null)
|
||||
{
|
||||
hand.body.ApplyTorque(MathHelper.Clamp(-elbow.JointAngle, -MathHelper.PiOver2, MathHelper.PiOver2) * hand.Mass * 10.0f);
|
||||
float diff = elbow.JointAngle - (Dir > 0 ? elbow.LowerLimit : elbow.UpperLimit);
|
||||
forearm.body.ApplyTorque(MathHelper.Clamp(-diff, -MathHelper.PiOver2, MathHelper.PiOver2) * forearm.Mass * 100.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1099,6 +1003,7 @@ namespace Barotrauma
|
||||
rightHandPos.X = (Dir == 1.0f) ? Math.Max(0.3f, rightHandPos.X) : Math.Min(-0.3f, rightHandPos.X);
|
||||
rightHandPos = Vector2.Transform(rightHandPos, rotationMatrix);
|
||||
float speedMultiplier = character.SpeedMultiplier * (1 - Character.GetRightHandPenalty());
|
||||
// Limb hand, Vector2 pos, float force = 1.0f
|
||||
HandIK(rightHand, handPos + rightHandPos, CurrentSwimParams.ArmMoveStrength * speedMultiplier, CurrentSwimParams.HandMoveStrength * speedMultiplier);
|
||||
}
|
||||
|
||||
@@ -1390,6 +1295,8 @@ namespace Barotrauma
|
||||
{
|
||||
target.Oxygen += deltaTime * 0.5f; //Stabilize them
|
||||
}
|
||||
|
||||
bool powerfulCPR = character.HasAbilityFlag(AbilityFlags.PowerfulCPR);
|
||||
|
||||
int skill = (int)character.GetSkillLevel("medical");
|
||||
//pump for 15 seconds (cprAnimTimer 0-15), then do mouth-to-mouth for 2 seconds (cprAnimTimer 15-17)
|
||||
@@ -1406,13 +1313,19 @@ namespace Barotrauma
|
||||
{
|
||||
if (target.Oxygen < -10.0f)
|
||||
{
|
||||
//stabilize the oxygen level but don't allow it to go positive and revive the character yet
|
||||
float stabilizationAmount = skill * CPRSettings.StabilizationPerSkill;
|
||||
stabilizationAmount = MathHelper.Clamp(stabilizationAmount, CPRSettings.StabilizationMin, CPRSettings.StabilizationMax);
|
||||
character.Oxygen -= (1.0f / stabilizationAmount) * deltaTime; //Worse skill = more oxygen required
|
||||
if (character.Oxygen > 0.0f) target.Oxygen += stabilizationAmount * deltaTime; //we didn't suffocate yet did we
|
||||
|
||||
//DebugConsole.NewMessage("CPR Us: " + character.Oxygen + " Them: " + target.Oxygen + " How good we are: restore " + cpr + " use " + (30.0f - cpr), Color.Aqua);
|
||||
if (powerfulCPR)
|
||||
{
|
||||
//prevent the patient from suffocating no matter how fast their oxygen level is dropping
|
||||
target.Oxygen = Math.Max(target.Oxygen, -10.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
//stabilize the oxygen level but don't allow it to go positive and revive the character yet
|
||||
float stabilizationAmount = skill * CPRSettings.StabilizationPerSkill;
|
||||
stabilizationAmount = MathHelper.Clamp(stabilizationAmount, CPRSettings.StabilizationMin, CPRSettings.StabilizationMax);
|
||||
character.Oxygen -= 1.0f / stabilizationAmount * deltaTime; //Worse skill = more oxygen required
|
||||
if (character.Oxygen > 0.0f) { target.Oxygen += stabilizationAmount * deltaTime; } //we didn't suffocate yet did we
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1447,6 +1360,8 @@ namespace Barotrauma
|
||||
reviveChance = (float)Math.Pow(reviveChance, CPRSettings.ReviveChanceExponent);
|
||||
reviveChance = MathHelper.Clamp(reviveChance, CPRSettings.ReviveChanceMin, CPRSettings.ReviveChanceMax);
|
||||
|
||||
if (powerfulCPR) { reviveChance *= 2.0f; }
|
||||
|
||||
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) <= reviveChance)
|
||||
{
|
||||
//increase oxygen and clamp it above zero
|
||||
@@ -1706,248 +1621,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void Grab(Vector2 rightHandPos, Vector2 leftHandPos)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Limb pullLimb = (i == 0) ? GetLimb(LimbType.LeftHand) : GetLimb(LimbType.RightHand);
|
||||
|
||||
pullLimb.Disabled = true;
|
||||
|
||||
pullLimb.PullJointEnabled = true;
|
||||
pullLimb.PullJointWorldAnchorB = (i == 0) ? rightHandPos : leftHandPos;
|
||||
pullLimb.PullJointMaxForce = 500.0f;
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: refactor this method, it's way too convoluted
|
||||
public override void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle, float itemAngleRelativeToHoldAngle = 0.0f, bool aimingMelee = false)
|
||||
{
|
||||
if (character.Stun > 0.0f || character.IsIncapacitated)
|
||||
{
|
||||
aim = false;
|
||||
}
|
||||
|
||||
//calculate the handle positions
|
||||
Matrix itemTransfrom = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
// TODO: don't create new arrays, reuse
|
||||
Vector2[] transformedHandlePos = new Vector2[2];
|
||||
transformedHandlePos[0] = Vector2.Transform(handlePos[0], itemTransfrom);
|
||||
transformedHandlePos[1] = Vector2.Transform(handlePos[1], itemTransfrom);
|
||||
|
||||
Limb head = GetLimb(LimbType.Head);
|
||||
Limb torso = GetLimb(LimbType.Torso);
|
||||
Limb leftHand = GetLimb(LimbType.LeftHand);
|
||||
Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
|
||||
// TODO: Remove this. Provide the position in params.
|
||||
Vector2 itemPos = aim ? aimPos : holdPos;
|
||||
|
||||
var controller = character.SelectedConstruction?.GetComponent<Controller>();
|
||||
bool usingController = controller != null && !controller.AllowAiming;
|
||||
bool isClimbing = character.IsClimbing && Math.Abs(character.AnimController.TargetMovement.Y) > 0.01f;
|
||||
|
||||
float itemAngle;
|
||||
|
||||
Holdable holdable = item.GetComponent<Holdable>();
|
||||
|
||||
this.aimingMelee = aimingMelee;
|
||||
|
||||
if (!isClimbing && !usingController && character.Stun <= 0.0f && aim && itemPos != Vector2.Zero && !character.IsIncapacitated)
|
||||
{
|
||||
Vector2 mousePos = ConvertUnits.ToSimUnits(character.SmoothedCursorPosition);
|
||||
|
||||
Vector2 diff = holdable.Aimable ? (mousePos - AimSourceSimPos) * Dir : Vector2.UnitX;
|
||||
|
||||
holdAngle = MathUtils.VectorToAngle(new Vector2(diff.X, diff.Y * Dir)) - torso.body.Rotation * Dir;
|
||||
holdAngle += GetAimWobble(rightHand, leftHand, item);
|
||||
|
||||
itemAngle = torso.body.Rotation + holdAngle * Dir;
|
||||
|
||||
if (holdable.ControlPose)
|
||||
{
|
||||
head?.body.SmoothRotate(itemAngle);
|
||||
|
||||
if (TargetMovement == Vector2.Zero && inWater)
|
||||
{
|
||||
torso.body.AngularVelocity -= torso.body.AngularVelocity * 0.1f;
|
||||
torso.body.ApplyForce(torso.body.LinearVelocity * -0.5f);
|
||||
}
|
||||
|
||||
aiming = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
itemAngle = torso.body.Rotation + holdAngle * Dir;
|
||||
}
|
||||
|
||||
Vector2 transformedHoldPos = rightShoulder.WorldAnchorA;
|
||||
if (itemPos == Vector2.Zero || isClimbing || usingController)
|
||||
{
|
||||
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == item)
|
||||
{
|
||||
if (rightHand == null || rightHand.IsSevered) { return; }
|
||||
transformedHoldPos = rightHand.PullJointWorldAnchorA - transformedHandlePos[0];
|
||||
itemAngle = (rightHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
|
||||
}
|
||||
else if (character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand) == item)
|
||||
{
|
||||
if (leftHand == null || leftHand.IsSevered) { return; }
|
||||
transformedHoldPos = leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
|
||||
itemAngle = (leftHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == item)
|
||||
{
|
||||
if (rightHand == null || rightHand.IsSevered) { return; }
|
||||
transformedHoldPos = rightShoulder.WorldAnchorA;
|
||||
rightHand.Disabled = true;
|
||||
}
|
||||
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand) == item)
|
||||
{
|
||||
if (leftHand == null || leftHand.IsSevered) { return; }
|
||||
transformedHoldPos = leftShoulder.WorldAnchorA;
|
||||
leftHand.Disabled = true;
|
||||
}
|
||||
|
||||
itemPos.X *= Dir;
|
||||
transformedHoldPos += Vector2.Transform(itemPos, Matrix.CreateRotationZ(itemAngle));
|
||||
}
|
||||
|
||||
item.body.ResetDynamics();
|
||||
|
||||
Vector2 currItemPos = (character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == item) ?
|
||||
rightHand.PullJointWorldAnchorA - transformedHandlePos[0] :
|
||||
leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
|
||||
|
||||
if (!MathUtils.IsValid(currItemPos))
|
||||
{
|
||||
string errorMsg = "Attempted to move the item \"" + item + "\" to an invalid position in HumanidAnimController.HoldItem: " +
|
||||
currItemPos + ", rightHandPos: " + rightHand.PullJointWorldAnchorA + ", leftHandPos: " + leftHand.PullJointWorldAnchorA +
|
||||
", handlePos[0]: " + handlePos[0] + ", handlePos[1]: " + handlePos[1] +
|
||||
", transformedHandlePos[0]: " + transformedHandlePos[0] + ", transformedHandlePos[1]:" + transformedHandlePos[1] +
|
||||
", item pos: " + item.SimPosition + ", itemAngle: " + itemAngle +
|
||||
", collider pos: " + character.SimPosition;
|
||||
DebugConsole.Log(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"HumanoidAnimController.HoldItem:InvalidPos:" + character.Name + item.Name,
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
errorMsg);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (holdable.Pusher != null)
|
||||
{
|
||||
if (character.Stun > 0.0f || character.IsIncapacitated)
|
||||
{
|
||||
holdable.Pusher.Enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!holdable.Pusher.Enabled)
|
||||
{
|
||||
holdable.Pusher.Enabled = true;
|
||||
holdable.Pusher.ResetDynamics();
|
||||
holdable.Pusher.SetTransform(currItemPos, itemAngle);
|
||||
}
|
||||
else
|
||||
{
|
||||
holdable.Pusher.TargetPosition = currItemPos;
|
||||
holdable.Pusher.TargetRotation = holdAngle * Dir;
|
||||
|
||||
holdable.Pusher.MoveToTargetPosition(true);
|
||||
|
||||
currItemPos = holdable.Pusher.SimPosition;
|
||||
itemAngle = holdable.Pusher.Rotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir, setPrevTransform: false);
|
||||
|
||||
if (!isClimbing && !character.IsIncapacitated && itemPos != Vector2.Zero)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (!character.Inventory.IsInLimbSlot(item, i == 0 ? InvSlotType.RightHand : InvSlotType.LeftHand)) { continue; }
|
||||
HandIK(i == 0 ? rightHand : leftHand, transformedHoldPos + transformedHandlePos[i], CurrentHumanAnimParams.ArmIKStrength, CurrentHumanAnimParams.HandIKStrength);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private float GetAimWobble(Limb rightHand, Limb leftHand, Item heldItem)
|
||||
{
|
||||
float wobbleStrength = 0.0f;
|
||||
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand) == heldItem)
|
||||
{
|
||||
wobbleStrength += Character.CharacterHealth.GetLimbDamage(rightHand, afflictionType: "damage");
|
||||
}
|
||||
if (character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand) == heldItem)
|
||||
{
|
||||
wobbleStrength += Character.CharacterHealth.GetLimbDamage(leftHand, afflictionType: "damage");
|
||||
}
|
||||
if (wobbleStrength <= 0.1f) { return 0.0f; }
|
||||
wobbleStrength = (float)Math.Min(wobbleStrength, 1.0f);
|
||||
|
||||
float lowFreqNoise = PerlinNoise.GetPerlin((float)Timing.TotalTime / 320.0f, (float)Timing.TotalTime / 240.0f) - 0.5f;
|
||||
float highFreqNoise = PerlinNoise.GetPerlin((float)Timing.TotalTime / 40.0f, (float)Timing.TotalTime / 50.0f) - 0.5f;
|
||||
|
||||
return (lowFreqNoise * 1.0f + highFreqNoise * 0.1f) * wobbleStrength;
|
||||
}
|
||||
|
||||
private void HandIK(Limb hand, Vector2 pos, float armTorque = 1.0f, float handTorque = 1.0f)
|
||||
{
|
||||
Vector2 shoulderPos;
|
||||
|
||||
Limb arm, forearm;
|
||||
if (hand.type == LimbType.LeftHand)
|
||||
{
|
||||
if (leftShoulder == null) { return; }
|
||||
shoulderPos = leftShoulder.WorldAnchorA;
|
||||
arm = GetLimb(LimbType.LeftArm);
|
||||
forearm = GetLimb(LimbType.LeftForearm);
|
||||
LeftHandIKPos = pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (rightShoulder == null) { return; }
|
||||
shoulderPos = rightShoulder.WorldAnchorA;
|
||||
arm = GetLimb(LimbType.RightArm);
|
||||
forearm = GetLimb(LimbType.RightForearm);
|
||||
RightHandIKPos = pos;
|
||||
}
|
||||
if (arm == null) { return; }
|
||||
|
||||
//distance from shoulder to holdpos
|
||||
float c = Vector2.Distance(pos, shoulderPos);
|
||||
c = MathHelper.Clamp(c, Math.Abs(upperArmLength - forearmLength), forearmLength + upperArmLength - 0.01f);
|
||||
|
||||
float armAngle = MathUtils.VectorToAngle(pos - shoulderPos) + MathHelper.PiOver2;
|
||||
|
||||
float upperArmAngle = MathUtils.SolveTriangleSSS(forearmLength, upperArmLength, c) * Dir;
|
||||
float lowerArmAngle = MathUtils.SolveTriangleSSS(upperArmLength, forearmLength, c) * Dir;
|
||||
|
||||
//make sure the arm angle "has the same number of revolutions" as the arm
|
||||
while (arm.Rotation - armAngle > MathHelper.Pi)
|
||||
{
|
||||
armAngle += MathHelper.TwoPi;
|
||||
}
|
||||
while (arm.Rotation - armAngle < -MathHelper.Pi)
|
||||
{
|
||||
armAngle -= MathHelper.TwoPi;
|
||||
}
|
||||
|
||||
arm?.body.SmoothRotate(armAngle - upperArmAngle, 100.0f * armTorque * arm.Mass, wrapAngle: false);
|
||||
float forearmAngle = armAngle + lowerArmAngle;
|
||||
forearm?.body.SmoothRotate(forearmAngle, 100.0f * handTorque * forearm.Mass, wrapAngle: false);
|
||||
float handAngle = forearm != null ? armAngle : forearmAngle;
|
||||
hand?.body.SmoothRotate(handAngle, 100.0f * handTorque * hand.Mass, wrapAngle: false);
|
||||
}
|
||||
|
||||
private void FootIK(Limb foot, Vector2 pos, float legTorque, float footTorque, float footAngle)
|
||||
{
|
||||
if (!MathUtils.IsValid(pos))
|
||||
@@ -2014,47 +1687,6 @@ namespace Barotrauma
|
||||
foot.body.SmoothRotate((legAngle - (lowerLegAngle + footAngle) * Dir), foot.Mass * footTorque, wrapAngle: false);
|
||||
}
|
||||
|
||||
public override void UpdateUseItem(bool allowMovement, Vector2 handWorldPos)
|
||||
{
|
||||
useItemTimer = 0.5f;
|
||||
Anim = Animation.UsingConstruction;
|
||||
|
||||
if (!allowMovement)
|
||||
{
|
||||
TargetMovement = Vector2.Zero;
|
||||
TargetDir = handWorldPos.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
|
||||
float sqrDist = Vector2.DistanceSquared(character.WorldPosition, handWorldPos);
|
||||
if (sqrDist > MathUtils.Pow(ConvertUnits.ToDisplayUnits(upperArmLength + forearmLength), 2))
|
||||
{
|
||||
TargetMovement = Vector2.Normalize(handWorldPos - character.WorldPosition) * GetCurrentSpeed(false) * Math.Max(character.SpeedMultiplier, 1);
|
||||
}
|
||||
}
|
||||
|
||||
if (!character.Enabled) { return; }
|
||||
|
||||
Vector2 handSimPos = ConvertUnits.ToSimUnits(handWorldPos);
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
handSimPos -= character.Submarine.SimPosition;
|
||||
}
|
||||
|
||||
var leftHand = GetLimb(LimbType.LeftHand);
|
||||
if (leftHand != null)
|
||||
{
|
||||
leftHand.Disabled = true;
|
||||
leftHand.PullJointEnabled = true;
|
||||
leftHand.PullJointWorldAnchorB = handSimPos;
|
||||
}
|
||||
|
||||
var rightHand = GetLimb(LimbType.RightHand);
|
||||
if (rightHand != null)
|
||||
{
|
||||
rightHand.Disabled = true;
|
||||
rightHand.PullJointEnabled = true;
|
||||
rightHand.PullJointWorldAnchorB = handSimPos;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Flip()
|
||||
{
|
||||
base.Flip();
|
||||
@@ -2073,7 +1705,8 @@ namespace Barotrauma
|
||||
{
|
||||
heldItem.FlipX(relativeToSub: false);
|
||||
}
|
||||
heldItem.FlipX(relativeToSub: false);
|
||||
// TODO: was this added by a mistake?
|
||||
//heldItem.FlipX(relativeToSub: false);
|
||||
}
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
|
||||
@@ -125,7 +125,8 @@ namespace Barotrauma
|
||||
protected float surfaceY;
|
||||
|
||||
protected bool inWater, headInWater;
|
||||
public bool onGround;
|
||||
protected bool onGround;
|
||||
public bool OnGround => onGround;
|
||||
private Vector2 lastFloorCheckPos;
|
||||
private bool lastFloorCheckIgnoreStairs, lastFloorCheckIgnorePlatforms;
|
||||
|
||||
@@ -887,7 +888,7 @@ namespace Barotrauma
|
||||
|
||||
|
||||
/// <param name="pullFromCenter">if false, force is applied to the position of pullJoint</param>
|
||||
protected void MoveLimb(Limb limb, Vector2 pos, float amount, bool pullFromCenter = false)
|
||||
public void MoveLimb(Limb limb, Vector2 pos, float amount, bool pullFromCenter = false)
|
||||
{
|
||||
limb.MoveToPos(pos, amount, pullFromCenter);
|
||||
}
|
||||
@@ -974,8 +975,7 @@ namespace Barotrauma
|
||||
Vector2 newSubPos = newHull.Submarine == null ? Vector2.Zero : newHull.Submarine.Position;
|
||||
Vector2 prevSubPos = currentHull.Submarine == null ? Vector2.Zero : currentHull.Submarine.Position;
|
||||
|
||||
Teleport(ConvertUnits.ToSimUnits(prevSubPos - newSubPos),
|
||||
Vector2.Zero);
|
||||
Teleport(ConvertUnits.ToSimUnits(prevSubPos - newSubPos), Vector2.Zero);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1099,6 +1099,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public bool forceStanding;
|
||||
public bool forceNotStanding;
|
||||
|
||||
public void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
@@ -1270,6 +1271,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
UpdateProjSpecific(deltaTime, cam);
|
||||
forceNotStanding = false;
|
||||
}
|
||||
|
||||
private void CheckBodyInRest(float deltaTime)
|
||||
@@ -1569,7 +1571,7 @@ namespace Barotrauma
|
||||
return closestFraction;
|
||||
}, rayStart, rayEnd, Physics.CollisionStairs | Physics.CollisionPlatform | Physics.CollisionWall | Physics.CollisionLevel);
|
||||
|
||||
if (standOnFloorFixture != null)
|
||||
if (standOnFloorFixture != null && !IsHanging)
|
||||
{
|
||||
standOnFloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * standOnFloorFraction;
|
||||
if (rayStart.Y - standOnFloorY < Collider.height * 0.5f + Collider.radius + ColliderHeightFromFloor * 1.2f)
|
||||
@@ -1606,6 +1608,13 @@ namespace Barotrauma
|
||||
}
|
||||
if (MainLimb == null) { return; }
|
||||
|
||||
if (Character.AIController is EnemyAIController enemyAI && enemyAI.LatchOntoAI != null && enemyAI.LatchOntoAI.IsAttached)
|
||||
{
|
||||
enemyAI.LatchOntoAI.DeattachFromBody(reset: true);
|
||||
}
|
||||
Character.Latchers.ForEachMod(l => l.DeattachFromBody(reset: true));
|
||||
Character.Latchers.Clear();
|
||||
|
||||
Vector2 limbMoveAmount = forceMainLimbToCollider ? simPosition - MainLimb.SimPosition : simPosition - Collider.SimPosition;
|
||||
if (lerp)
|
||||
{
|
||||
@@ -1629,6 +1638,16 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsHanging { get; protected set; }
|
||||
|
||||
public void Hang()
|
||||
{
|
||||
ResetPullJoints();
|
||||
onGround = false;
|
||||
levitatingCollider = false;
|
||||
IsHanging = true;
|
||||
}
|
||||
|
||||
protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition, bool lerp = false, bool ignorePlatforms = true)
|
||||
{
|
||||
Vector2 movePos = simPosition;
|
||||
|
||||
@@ -129,6 +129,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public readonly HashSet<LatchOntoAI> Latchers = new HashSet<LatchOntoAI>();
|
||||
|
||||
protected readonly Dictionary<string, ActiveTeamChange> activeTeamChanges = new Dictionary<string, ActiveTeamChange>();
|
||||
protected ActiveTeamChange currentTeamChange;
|
||||
const string OriginalTeamIdentifier = "original";
|
||||
@@ -264,6 +266,7 @@ namespace Barotrauma
|
||||
|
||||
public readonly CharacterParams Params;
|
||||
public string SpeciesName => Params.SpeciesName;
|
||||
public string Group => Params.Group;
|
||||
public bool IsHumanoid => Params.Humanoid;
|
||||
public bool IsHusk => Params.Husk;
|
||||
|
||||
@@ -473,8 +476,7 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanInteract => AllowInput && IsHumanoid && !LockHands;
|
||||
public bool CanInteract => AllowInput && Params.CanInteract && !LockHands;
|
||||
|
||||
// Eating is not implemented for humanoids. If we implement that at some point, we could remove this restriction.
|
||||
public bool CanEat => !IsHumanoid && Params.CanEat && AllowInput && AnimController.GetLimb(LimbType.Head) != null;
|
||||
@@ -592,6 +594,7 @@ namespace Barotrauma
|
||||
get
|
||||
{
|
||||
if (IsUnconscious) { return true; }
|
||||
if (IsDead) { return true; }
|
||||
return CharacterHealth.Afflictions.Any(a => a.Prefab.AfflictionType == "paralysis" && a.Strength >= a.Prefab.MaxStrength);
|
||||
}
|
||||
}
|
||||
@@ -626,7 +629,7 @@ namespace Barotrauma
|
||||
|
||||
public float Stun
|
||||
{
|
||||
get { return IsRagdolled ? 1.0f : CharacterHealth.Stun; }
|
||||
get { return IsRagdolled && !AnimController.IsHanging ? 1.0f : CharacterHealth.Stun; }
|
||||
set
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
@@ -1172,6 +1175,7 @@ namespace Barotrauma
|
||||
{
|
||||
LoadHeadAttachments();
|
||||
}
|
||||
ApplyStatusEffects(ActionType.OnSpawn, 1.0f);
|
||||
}
|
||||
partial void InitProjSpecific(XElement mainElement);
|
||||
|
||||
@@ -1669,7 +1673,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
if (!aiControlled &&
|
||||
AnimController.onGround &&
|
||||
AnimController.OnGround &&
|
||||
!AnimController.InWater &&
|
||||
AnimController.Anim != AnimController.Animation.UsingConstruction &&
|
||||
AnimController.Anim != AnimController.Animation.CPR &&
|
||||
@@ -2697,6 +2701,11 @@ namespace Barotrauma
|
||||
ApplyStatusEffects(AnimController.InWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime);
|
||||
|
||||
if (aiTarget != null)
|
||||
{
|
||||
aiTarget.InDetectable = false;
|
||||
}
|
||||
|
||||
UpdateControlled(deltaTime, cam);
|
||||
|
||||
//Health effects
|
||||
@@ -2720,7 +2729,7 @@ namespace Barotrauma
|
||||
|
||||
//Do ragdoll shenanigans before Stun because it's still technically a stun, innit? Less network updates for us!
|
||||
bool allowRagdoll = GameMain.NetworkMember?.ServerSettings?.AllowRagdollButton ?? true;
|
||||
bool tooFastToUnragdoll = AnimController.Collider.LinearVelocity.LengthSquared() > 2.5f * 2.5f;
|
||||
bool tooFastToUnragdoll = AnimController.Collider.LinearVelocity.LengthSquared() > 8.0f * 8.0f;
|
||||
bool wasRagdolled = false;
|
||||
bool selfRagdolled = false;
|
||||
|
||||
@@ -2838,7 +2847,7 @@ namespace Barotrauma
|
||||
// If the damage is very low, let's not forget so quickly, or we can't cumulate the damage from repair tools (high frequency, low damage)
|
||||
reduction *= 0.5f;
|
||||
}
|
||||
enemy.Damage = Math.Max(0.0f, enemy.Damage-reduction);
|
||||
enemy.Damage = Math.Max(0.0f, enemy.Damage - reduction);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3514,7 +3523,7 @@ namespace Barotrauma
|
||||
|
||||
if (Removed) { return new AttackResult(); }
|
||||
|
||||
if (attacker != null && GameMain.NetworkMember != null && !GameMain.NetworkMember.ServerSettings.AllowFriendlyFire)
|
||||
if (attacker != null && attacker != this && GameMain.NetworkMember != null && !GameMain.NetworkMember.ServerSettings.AllowFriendlyFire)
|
||||
{
|
||||
if (attacker.TeamID == TeamID) { return new AttackResult(); }
|
||||
}
|
||||
@@ -3676,6 +3685,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient && !isNetworkMessage) { return; }
|
||||
if (Screen.Selected != GameMain.GameScreen) { return; }
|
||||
if (newStun > 0 && Params.Health.StunImmunity) { return; }
|
||||
if ((newStun <= Stun && !allowStunDecrease) || !MathUtils.IsValid(newStun)) { return; }
|
||||
if (Math.Sign(newStun) != Math.Sign(Stun))
|
||||
{
|
||||
@@ -3876,9 +3886,12 @@ namespace Barotrauma
|
||||
AnimController.movement = Vector2.Zero;
|
||||
AnimController.TargetMovement = Vector2.Zero;
|
||||
|
||||
foreach (Item heldItem in HeldItems.ToList())
|
||||
if (!LockHands)
|
||||
{
|
||||
heldItem.Drop(this);
|
||||
foreach (Item heldItem in HeldItems.ToList())
|
||||
{
|
||||
heldItem.Drop(this);
|
||||
}
|
||||
}
|
||||
|
||||
SelectedConstruction = null;
|
||||
@@ -4435,6 +4448,11 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
private readonly Dictionary<StatTypes, float> statValues = new Dictionary<StatTypes, float>();
|
||||
|
||||
/// <summary>
|
||||
/// A dictionary with temporary values, updated when the character equips/unequips wearables. Used to reduce unnecessary inventory checking.
|
||||
/// </summary>
|
||||
private readonly Dictionary<StatTypes, float> wearableStatValues = new Dictionary<StatTypes, float>();
|
||||
|
||||
public float GetStatValue(StatTypes statType)
|
||||
{
|
||||
if (!IsHuman) { return 0f; }
|
||||
@@ -4453,23 +4471,37 @@ namespace Barotrauma
|
||||
// could be optimized by instead updating the Character.cs statvalues dictionary whenever the CharacterInfo.cs values change
|
||||
statValue += Info.GetSavedStatValue(statType);
|
||||
}
|
||||
|
||||
//replace by updating the character wearable stat values when equipping or unequipping wearables
|
||||
for (int i = 0; i < Inventory.Capacity; i++)
|
||||
if (wearableStatValues.TryGetValue(statType, out float wearableValue))
|
||||
{
|
||||
if (Inventory.SlotTypes[i] != InvSlotType.Any && Inventory.SlotTypes[i] != InvSlotType.LeftHand && Inventory.SlotTypes[i] != InvSlotType.RightHand
|
||||
&& Inventory.GetItemAt(i)?.GetComponent<Wearable>() is Wearable wearable)
|
||||
{
|
||||
if (wearable.WearableStatValues.TryGetValue(statType, out float wearableValue))
|
||||
{
|
||||
statValue += wearableValue;
|
||||
}
|
||||
}
|
||||
statValue += wearableValue;
|
||||
}
|
||||
|
||||
return statValue;
|
||||
}
|
||||
|
||||
public void OnWearablesChanged()
|
||||
{
|
||||
wearableStatValues.Clear();
|
||||
for (int i = 0; i < Inventory.Capacity; i++)
|
||||
{
|
||||
if (Inventory.SlotTypes[i] != InvSlotType.Any && Inventory.SlotTypes[i] != InvSlotType.LeftHand && Inventory.SlotTypes[i] != InvSlotType.RightHand
|
||||
&& Inventory.GetItemAt(i)?.GetComponent<Wearable>() is Wearable wearable)
|
||||
{
|
||||
foreach (var statValuePair in wearable.WearableStatValues)
|
||||
{
|
||||
if (wearableStatValues.ContainsKey(statValuePair.Key))
|
||||
{
|
||||
wearableStatValues[statValuePair.Key] += statValuePair.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
wearableStatValues.Add(statValuePair.Key, statValuePair.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeStat(StatTypes statType, float value)
|
||||
{
|
||||
if (statValues.ContainsKey(statType))
|
||||
@@ -4516,7 +4548,7 @@ namespace Barotrauma
|
||||
|
||||
public bool HasAbilityFlag(AbilityFlags abilityFlag)
|
||||
{
|
||||
return abilityFlags.Contains(abilityFlag);
|
||||
return abilityFlags.Contains(abilityFlag) || CharacterHealth.HasFlag(abilityFlag);
|
||||
}
|
||||
|
||||
private readonly Dictionary<string, float> abilityResistances = new Dictionary<string, float>();
|
||||
|
||||
@@ -218,30 +218,30 @@ namespace Barotrauma
|
||||
|
||||
public int AdditionalTalentPoints { get; set; }
|
||||
|
||||
private Sprite headSprite;
|
||||
private Sprite _headSprite;
|
||||
public Sprite HeadSprite
|
||||
{
|
||||
get
|
||||
{
|
||||
if (headSprite == null)
|
||||
if (_headSprite == null)
|
||||
{
|
||||
LoadHeadSprite();
|
||||
}
|
||||
#if CLIENT
|
||||
if (headSprite != null)
|
||||
if (_headSprite != null)
|
||||
{
|
||||
CalculateHeadPosition(headSprite);
|
||||
CalculateHeadPosition(_headSprite);
|
||||
}
|
||||
#endif
|
||||
return headSprite;
|
||||
return _headSprite;
|
||||
}
|
||||
private set
|
||||
{
|
||||
if (headSprite != null)
|
||||
if (_headSprite != null)
|
||||
{
|
||||
headSprite.Remove();
|
||||
_headSprite.Remove();
|
||||
}
|
||||
headSprite = value;
|
||||
_headSprite = value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -287,6 +287,7 @@ namespace Barotrauma
|
||||
Character.CharacterHealth.ApplyAffliction(Character.AnimController.GetLimb(LimbType.Head), AfflictionPrefab.List.FirstOrDefault(a => a.Identifier.Equals("disguised", StringComparison.OrdinalIgnoreCase)).Instantiate(100f));
|
||||
}
|
||||
|
||||
idCard ??= Character.Inventory?.GetItemInLimbSlot(InvSlotType.Card)?.GetComponent<IdCard>();
|
||||
if (idCard != null)
|
||||
{
|
||||
#if CLIENT
|
||||
@@ -294,19 +295,6 @@ namespace Barotrauma
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
if (Character.Inventory != null)
|
||||
{
|
||||
idCard = Character.Inventory.GetItemInLimbSlot(InvSlotType.Card)?.GetComponent<IdCard>();
|
||||
if (idCard != null)
|
||||
{
|
||||
#if CLIENT
|
||||
GetDisguisedSprites(idCard);
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
@@ -1085,7 +1073,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private static List<XElement> AddEmpty(IEnumerable<XElement> elements, WearableType type, float commonness = 1)
|
||||
public static List<XElement> AddEmpty(IEnumerable<XElement> elements, WearableType type, float commonness = 1)
|
||||
{
|
||||
// Let's add an empty element so that there's a chance that we don't get any actual element -> allows bald and beardless guys, for example.
|
||||
var emptyElement = new XElement("EmptyWearable", type.ToString(), new XAttribute("commonness", commonness));
|
||||
@@ -1094,9 +1082,9 @@ namespace Barotrauma
|
||||
return list;
|
||||
}
|
||||
|
||||
private XElement GetRandomElement(IEnumerable<XElement> elements)
|
||||
public XElement GetRandomElement(IEnumerable<XElement> elements)
|
||||
{
|
||||
var filtered = elements.Where(e => IsWearableAllowed(e));
|
||||
var filtered = elements.Where(IsWearableAllowed);
|
||||
if (filtered.Count() == 0) { return null; }
|
||||
var element = ToolBox.SelectWeightedRandom(filtered.ToList(), GetWeights(filtered).ToList(), Rand.RandSync.Unsynced);
|
||||
return element == null || element.Name == "Empty" ? null : element;
|
||||
@@ -1121,7 +1109,7 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
private static bool IsValidIndex(int index, List<XElement> list) => index >= 0 && index < list.Count;
|
||||
public static bool IsValidIndex(int index, List<XElement> list) => index >= 0 && index < list.Count;
|
||||
|
||||
private static IEnumerable<float> GetWeights(IEnumerable<XElement> elements) => elements.Select(h => h.GetAttributeFloat("commonness", 1f));
|
||||
|
||||
@@ -1219,8 +1207,8 @@ namespace Barotrauma
|
||||
OnExperienceChanged(prevAmount, ExperiencePoints, Character.Position + Vector2.UnitY * 150.0f);
|
||||
}
|
||||
|
||||
const int BaseExperienceRequired = 150;
|
||||
const int AddedExperienceRequiredPerLevel = 350;
|
||||
const int BaseExperienceRequired = 50;
|
||||
const int AddedExperienceRequiredPerLevel = 450;
|
||||
|
||||
public int GetTotalTalentPoints()
|
||||
{
|
||||
|
||||
@@ -191,6 +191,30 @@ namespace Barotrauma
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
}
|
||||
|
||||
public Color GetFaceTint()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) { return Color.TransparentBlack; }
|
||||
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
|
||||
if (currentEffect == null) { return Color.TransparentBlack; }
|
||||
|
||||
return Color.Lerp(
|
||||
currentEffect.MinFaceTint,
|
||||
currentEffect.MaxFaceTint,
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
}
|
||||
|
||||
public Color GetBodyTint()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) { return Color.TransparentBlack; }
|
||||
AfflictionPrefab.Effect currentEffect = GetActiveEffect();
|
||||
if (currentEffect == null) { return Color.TransparentBlack; }
|
||||
|
||||
return Color.Lerp(
|
||||
currentEffect.MinBodyTint,
|
||||
currentEffect.MaxBodyTint,
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
}
|
||||
|
||||
public float GetScreenBlurStrength()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
|
||||
@@ -277,6 +301,13 @@ namespace Barotrauma
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
public bool HasFlag(AbilityFlags flagType)
|
||||
{
|
||||
if (!(GetViableEffect() is AfflictionPrefab.Effect currentEffect)) { return false; }
|
||||
|
||||
return currentEffect.AfflictionAbilityFlags.Contains(flagType);
|
||||
}
|
||||
|
||||
private AfflictionPrefab.Effect GetViableEffect()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) { return null; }
|
||||
|
||||
+6
@@ -3,6 +3,7 @@ using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using System;
|
||||
using Barotrauma.Extensions;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -216,6 +217,11 @@ namespace Barotrauma
|
||||
XElement parentElement = new XElement("CharacterInfo");
|
||||
XElement infoElement = character.Info?.Save(parentElement);
|
||||
CharacterInfo huskCharacterInfo = infoElement == null ? null : new CharacterInfo(infoElement);
|
||||
|
||||
var bodyTint = GetBodyTint();
|
||||
huskCharacterInfo.SkinColor =
|
||||
Color.Lerp(huskCharacterInfo.SkinColor, bodyTint.Opaque(), bodyTint.A / 255.0f);
|
||||
|
||||
var husk = Character.Create(huskedSpeciesName, character.WorldPosition, ToolBox.RandomSeed(8), huskCharacterInfo, isRemotePlayer: false, hasAi: true);
|
||||
if (husk.Info != null)
|
||||
{
|
||||
|
||||
+20
-4
@@ -1,11 +1,10 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Abilities;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Xml.Linq;
|
||||
using System.Linq;
|
||||
using System.Security.Cryptography;
|
||||
using Barotrauma.Abilities;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -223,7 +222,20 @@ namespace Barotrauma
|
||||
[Serialize("", false)]
|
||||
public string DialogFlag { get; private set; }
|
||||
|
||||
[Serialize("0,0,0,0", false)]
|
||||
public Color MinFaceTint { get; private set; }
|
||||
|
||||
[Serialize("0,0,0,0", false)]
|
||||
public Color MaxFaceTint { get; private set; }
|
||||
|
||||
[Serialize("0,0,0,0", false)]
|
||||
public Color MinBodyTint { get; private set; }
|
||||
|
||||
[Serialize("0,0,0,0", false)]
|
||||
public Color MaxBodyTint { get; private set; }
|
||||
|
||||
public readonly Dictionary<StatTypes, (float minValue, float maxValue)> AfflictionStatValues = new Dictionary<StatTypes, (float minValue, float maxValue)>();
|
||||
public readonly HashSet<AbilityFlags> AfflictionAbilityFlags = new HashSet<AbilityFlags>();
|
||||
|
||||
//statuseffects applied on the character when the affliction is active
|
||||
public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
|
||||
@@ -250,6 +262,10 @@ namespace Barotrauma
|
||||
|
||||
AfflictionStatValues.TryAdd(statType, (minValue, maxValue));
|
||||
break;
|
||||
case "abilityflag":
|
||||
var flagType = CharacterAbilityGroup.ParseFlagType(subElement.GetAttributeString("flagtype", ""), parentDebugName);
|
||||
AfflictionAbilityFlags.Add(flagType);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -133,7 +133,7 @@ namespace Barotrauma
|
||||
|
||||
public bool IsUnconscious
|
||||
{
|
||||
get { return Vitality <= 0.0f || Character.IsDead; }
|
||||
get { return (Vitality <= 0.0f || Character.IsDead) && !Character.HasAbilityFlag(AbilityFlags.AlwaysStayConscious); }
|
||||
}
|
||||
|
||||
public float PressureKillDelay { get; private set; } = 5.0f;
|
||||
@@ -169,6 +169,20 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Color DefaultFaceTint = Color.TransparentBlack;
|
||||
|
||||
public Color FaceTint
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Color BodyTint
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float OxygenAmount
|
||||
{
|
||||
get
|
||||
@@ -409,7 +423,7 @@ namespace Barotrauma
|
||||
return strength;
|
||||
}
|
||||
|
||||
public void ApplyAffliction(Limb targetLimb, Affliction affliction)
|
||||
public void ApplyAffliction(Limb targetLimb, Affliction affliction, bool allowStacking = true)
|
||||
{
|
||||
if (!affliction.Prefab.IsBuff && Unkillable || Character.GodMode) { return; }
|
||||
if (affliction.Prefab.LimbSpecific)
|
||||
@@ -419,17 +433,17 @@ namespace Barotrauma
|
||||
//if a limb-specific affliction is applied to no specific limb, apply to all limbs
|
||||
foreach (LimbHealth limbHealth in limbHealths)
|
||||
{
|
||||
AddLimbAffliction(limbHealth, affliction);
|
||||
AddLimbAffliction(limbHealth, affliction, allowStacking: allowStacking);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
AddLimbAffliction(targetLimb, affliction);
|
||||
AddLimbAffliction(targetLimb, affliction, allowStacking: allowStacking);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
AddAffliction(affliction);
|
||||
AddAffliction(affliction, allowStacking: allowStacking);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -453,6 +467,15 @@ namespace Barotrauma
|
||||
return value;
|
||||
}
|
||||
|
||||
public bool HasFlag(AbilityFlags flagType)
|
||||
{
|
||||
for (int i = 0; i < afflictions.Count; i++)
|
||||
{
|
||||
if (afflictions[i].HasFlag(flagType)) { return true; }
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private readonly List<Affliction> matchingAfflictions = new List<Affliction>();
|
||||
public void ReduceAffliction(Limb targetLimb, string affliction, float amount, ActionType? treatmentAction = null)
|
||||
{
|
||||
@@ -671,6 +694,7 @@ namespace Barotrauma
|
||||
private void AddAffliction(Affliction newAffliction, bool allowStacking = true)
|
||||
{
|
||||
if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
|
||||
if (Character.Params.Health.StunImmunity && newAffliction.Prefab.AfflictionType == "stun") { return; }
|
||||
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
|
||||
if (newAffliction.Prefab is AfflictionPrefabHusk huskPrefab)
|
||||
{
|
||||
@@ -725,6 +749,8 @@ namespace Barotrauma
|
||||
|
||||
StunTimer = Stun > 0 ? StunTimer + deltaTime : 0;
|
||||
|
||||
FaceTint = DefaultFaceTint;
|
||||
|
||||
for (int i = 0; i < limbHealths.Count; i++)
|
||||
{
|
||||
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
|
||||
@@ -749,10 +775,14 @@ namespace Barotrauma
|
||||
{
|
||||
UpdateBleedingProjSpecific(bleeding, targetLimb, deltaTime);
|
||||
}
|
||||
Color faceTint = affliction.GetFaceTint();
|
||||
if (faceTint.A > FaceTint.A) { FaceTint = faceTint; }
|
||||
Color bodyTint = affliction.GetBodyTint();
|
||||
if (bodyTint.A > BodyTint.A) { BodyTint = bodyTint; }
|
||||
Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (int i = afflictions.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var affliction = afflictions[i];
|
||||
@@ -768,6 +798,10 @@ namespace Barotrauma
|
||||
var affliction = afflictions[i];
|
||||
affliction.Update(this, null, deltaTime);
|
||||
affliction.DamagePerSecondTimer += deltaTime;
|
||||
Color faceTint = affliction.GetFaceTint();
|
||||
if (faceTint.A > FaceTint.A) { FaceTint = faceTint; }
|
||||
Color bodyTint = affliction.GetBodyTint();
|
||||
if (bodyTint.A > BodyTint.A) { BodyTint = bodyTint; }
|
||||
Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
|
||||
}
|
||||
|
||||
|
||||
@@ -543,6 +543,8 @@ namespace Barotrauma
|
||||
get
|
||||
{
|
||||
if (character.IsHumanoid) { return false; }
|
||||
// TODO: We might need this or solve the cases where a limb is severed while holding on to an item
|
||||
//if (character.Params.CanInteract) { return false; }
|
||||
if (this == character.AnimController.MainLimb) { return false; }
|
||||
if (character.AnimController.CanWalk)
|
||||
{
|
||||
|
||||
+6
@@ -129,6 +129,12 @@ namespace Barotrauma
|
||||
[Serialize(AnimationType.NotDefined, true), Editable]
|
||||
public virtual AnimationType AnimationType { get; protected set; }
|
||||
|
||||
[Serialize(1f, true, description: "How much force is used to rotate the arms to the IK position."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float ArmIKStrength { get; set; }
|
||||
|
||||
[Serialize(1f, true, description: "How much force is used to rotate the hands to the IK position."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float HandIKStrength { get; set; }
|
||||
|
||||
public static string GetDefaultFileName(string speciesName, AnimationType animType) => $"{speciesName.CapitaliseFirstInvariant()}{animType}";
|
||||
public static string GetDefaultFile(string speciesName, AnimationType animType) => Path.Combine(GetFolder(speciesName), $"{GetDefaultFileName(speciesName, animType)}.xml");
|
||||
|
||||
|
||||
-16
@@ -94,12 +94,6 @@ namespace Barotrauma
|
||||
|
||||
[Serialize(1f, true, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float HandMoveStrength { get; set; }
|
||||
|
||||
[Serialize(1f, true, description: "How much force is used to rotate the arms to the IK position."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float ArmIKStrength { get; set; }
|
||||
|
||||
[Serialize(1f, true, description: "How much force is used to rotate the hands to the IK position."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float HandIKStrength { get; set; }
|
||||
}
|
||||
|
||||
abstract class HumanGroundedParams : GroundedMovementParams, IHumanAnimation
|
||||
@@ -153,12 +147,6 @@ namespace Barotrauma
|
||||
|
||||
[Serialize(1f, true, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float HandMoveStrength { get; set; }
|
||||
|
||||
[Serialize(1f, true, description: "How much force is used to rotate the arms to the IK position."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float ArmIKStrength { get; set; }
|
||||
|
||||
[Serialize(1f, true, description: "How much force is used to rotate the hands to the IK position."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float HandIKStrength { get; set; }
|
||||
}
|
||||
|
||||
public interface IHumanAnimation
|
||||
@@ -169,9 +157,5 @@ namespace Barotrauma
|
||||
float ArmMoveStrength { get; set; }
|
||||
|
||||
float HandMoveStrength { get; set; }
|
||||
|
||||
float ArmIKStrength { get; set; }
|
||||
|
||||
float HandIKStrength { get; set; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -34,6 +34,9 @@ namespace Barotrauma
|
||||
[Serialize(false, true), Editable(ReadOnly = true)]
|
||||
public bool HasInfo { get; private set; }
|
||||
|
||||
[Serialize(false, true, description: "Can the creature interact with items?"), Editable]
|
||||
public bool CanInteract { get; private set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool Husk { get; private set; }
|
||||
|
||||
@@ -454,6 +457,9 @@ namespace Barotrauma
|
||||
[Serialize(0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
public float HealthRegenerationWhenEating { get; private set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool StunImmunity { get; set; }
|
||||
|
||||
// TODO: limbhealths, sprite?
|
||||
|
||||
public HealthParams(XElement element, CharacterParams character) : base(element, character) { }
|
||||
@@ -553,15 +559,24 @@ namespace Barotrauma
|
||||
[Serialize(false, true, description: "If enabled, the character chooses randomly from the available attacks. The priority is used as a weight for weighted random."), Editable]
|
||||
public bool RandomAttack { get; private set; }
|
||||
|
||||
[Serialize(false, true, description:"Does the creature know how to open doors (still requires a proper ID card). Only applies on humanoids. Humans can always open doors (They don't use this AI definition)."), Editable]
|
||||
[Serialize(false, true, description:"Does the creature know how to open doors (still requires a proper ID card). Humans can always open doors (They don't use this AI definition)."), Editable]
|
||||
public bool CanOpenDoors { get; private set; }
|
||||
|
||||
[Serialize(false, true, description: "Does the creature close the doors behind it. Humans don't use this AI definition."), Editable]
|
||||
public bool KeepDoorsClosed { get; private set; }
|
||||
|
||||
[Serialize(true, true, "Is the creature allowed to navigate from and into the depths of the abyss? When enabled, the creatures will try to avoid the depths."), Editable]
|
||||
public bool AvoidAbyss { get; set; }
|
||||
|
||||
[Serialize(false, true, "Does the creature try to keep in the abyss? Has effect only when AvoidAbyss is false."), Editable]
|
||||
public bool StayInAbyss { get; set; }
|
||||
|
||||
[Serialize(false, true, "Does the creature patrol the flooded hulls while idling inside a friendly submarine?"), Editable]
|
||||
public bool PatrolFlooded { get; set; }
|
||||
|
||||
[Serialize(false, true, "Does the creature patrol the dry hulls while idling inside a friendly submarine?"), Editable]
|
||||
public bool PatrolDry { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: ""), Editable]
|
||||
public float StartAggression { get; private set; }
|
||||
|
||||
@@ -682,8 +697,14 @@ namespace Barotrauma
|
||||
[Serialize(false, true), Editable]
|
||||
public bool IgnoreIncapacitated { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "How much damage the protected target should take from an attacker before the creature starts defending it."), Editable]
|
||||
public float DamageThreshold { get; private set; }
|
||||
[Serialize(0f, true, description: "A generic threshold. For example, how much damage the protected target should take from an attacker before the creature starts defending it."), Editable]
|
||||
public float Threshold { get; private set; }
|
||||
|
||||
[Serialize(-1f, true, description: "A generic min threshold. Not used if set to negative."), Editable]
|
||||
public float ThresholdMin { get; private set; }
|
||||
|
||||
[Serialize(-1f, true, description: "A generic max threshold. Not used if set to negative."), Editable]
|
||||
public float ThresholdMax { get; private set; }
|
||||
|
||||
[Serialize(AttackPattern.Straight, true), Editable]
|
||||
public AttackPattern AttackPattern { get; set; }
|
||||
|
||||
@@ -37,7 +37,7 @@ namespace Barotrauma
|
||||
[Serialize("1.0,1.0,1.0,1.0", true), Editable()]
|
||||
public Color Color { get; set; }
|
||||
|
||||
[Serialize(0.0f, true, description: "The orientation of the sprites as drawn on the sprite sheet. Can be overridden by setting a value for Limb's 'Sprite Orientation'. Used mainly for animations and widgets."), Editable(-360, 360)]
|
||||
[Serialize(0.0f, true, description: "The orientation of the sprites as drawn on the sprite sheet. Can be overridden by setting a value for Limb's 'Sprite Orientation'."), Editable(-360, 360)]
|
||||
public float SpritesheetOrientation { get; set; }
|
||||
|
||||
public bool IsSpritesheetOrientationHorizontal
|
||||
@@ -572,7 +572,9 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// The orientation of the sprite as drawn on the sprite sheet (in radians).
|
||||
/// </summary>
|
||||
public float GetSpriteOrientation() => MathHelper.ToRadians(float.IsNaN(SpriteOrientation) ? Ragdoll.SpritesheetOrientation : SpriteOrientation);
|
||||
public float GetSpriteOrientation() => MathHelper.ToRadians(GetSpriteOrientationInDegrees());
|
||||
|
||||
public float GetSpriteOrientationInDegrees() => float.IsNaN(SpriteOrientation) ? Ragdoll.SpritesheetOrientation : SpriteOrientation;
|
||||
|
||||
[Serialize("", true), Editable]
|
||||
public string Notes { get; set; }
|
||||
@@ -592,7 +594,7 @@ namespace Barotrauma
|
||||
[Serialize(false, true, description: "Disable drawing for this limb."), Editable()]
|
||||
public bool Hide { get; set; }
|
||||
|
||||
[Serialize(float.NaN, true, description: "The orientation of the sprite as drawn on the sprite sheet. Overrides the value defined in the Ragdoll settings. Used mainly for animations and widgets."), Editable(-360, 360, ValueStep = 90, DecimalCount = 0)]
|
||||
[Serialize(float.NaN, true, description: "The orientation of the sprite as drawn on the sprite sheet. Overrides the value defined in the Ragdoll settings."), Editable(-360, 360, ValueStep = 90, DecimalCount = 0)]
|
||||
public float SpriteOrientation { get; set; }
|
||||
|
||||
[Serialize(0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 500)]
|
||||
|
||||
+1
-1
@@ -23,7 +23,7 @@ namespace Barotrauma.Abilities
|
||||
|
||||
if (afflictions.Any())
|
||||
{
|
||||
if (!afflictions.Any(a => attackResult.Afflictions.Select(c => c.Identifier).Contains(a))) { return false; }
|
||||
if (attackResult.Afflictions == null || !afflictions.Any(a => attackResult.Afflictions.Select(c => c.Identifier).Contains(a))) { return false; }
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
+2
-2
@@ -2,10 +2,10 @@
|
||||
|
||||
namespace Barotrauma.Abilities
|
||||
{
|
||||
class AbilityConditionScavenger : AbilityConditionData
|
||||
class AbilityConditionItemOutsideSubmarine : AbilityConditionData
|
||||
{
|
||||
|
||||
public AbilityConditionScavenger(CharacterTalent characterTalent, XElement conditionElement) : base(characterTalent, conditionElement) { }
|
||||
public AbilityConditionItemOutsideSubmarine(CharacterTalent characterTalent, XElement conditionElement) : base(characterTalent, conditionElement) { }
|
||||
|
||||
protected override bool MatchesConditionSpecific(AbilityObject abilityObject)
|
||||
{
|
||||
+2
-2
@@ -2,10 +2,10 @@
|
||||
|
||||
namespace Barotrauma.Abilities
|
||||
{
|
||||
class AbilityConditionScrounger : AbilityConditionData
|
||||
class AbilityConditionItemWreck : AbilityConditionData
|
||||
{
|
||||
|
||||
public AbilityConditionScrounger(CharacterTalent characterTalent, XElement conditionElement) : base(characterTalent, conditionElement) { }
|
||||
public AbilityConditionItemWreck(CharacterTalent characterTalent, XElement conditionElement) : base(characterTalent, conditionElement) { }
|
||||
|
||||
protected override bool MatchesConditionSpecific(AbilityObject abilityObject)
|
||||
{
|
||||
+9
-3
@@ -5,19 +5,25 @@ namespace Barotrauma.Abilities
|
||||
{
|
||||
class AbilityConditionHasPermanentStat : AbilityConditionDataless
|
||||
{
|
||||
private readonly string statIdentifier;
|
||||
private readonly StatTypes statType;
|
||||
private readonly float min;
|
||||
|
||||
public AbilityConditionHasPermanentStat(CharacterTalent characterTalent, XElement conditionElement) : base(characterTalent, conditionElement)
|
||||
{
|
||||
statType = CharacterAbilityGroup.ParseStatType(conditionElement.GetAttributeString("stattype", ""), characterTalent.DebugIdentifier);
|
||||
statIdentifier = conditionElement.GetAttributeString("statidentifier", string.Empty);
|
||||
if (string.IsNullOrEmpty(statIdentifier))
|
||||
{
|
||||
DebugConsole.ThrowError($"No stat identifier defined for {this} in talent {characterTalent.DebugIdentifier}!");
|
||||
}
|
||||
string statTypeName = conditionElement.GetAttributeString("stattype", string.Empty);
|
||||
statType = string.IsNullOrEmpty(statTypeName) ? StatTypes.None : CharacterAbilityGroup.ParseStatType(statTypeName, characterTalent.DebugIdentifier);
|
||||
min = conditionElement.GetAttributeFloat("min", 0f);
|
||||
}
|
||||
|
||||
protected override bool MatchesConditionSpecific()
|
||||
{
|
||||
// should consider decoupling this from stat values entirely
|
||||
return character.Info.GetSavedStatValue(statType) >= min;
|
||||
return character.Info.GetSavedStatValue(statType, statIdentifier) >= min;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+24
@@ -0,0 +1,24 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Abilities
|
||||
{
|
||||
class AbilityConditionHasSkill : AbilityConditionDataless
|
||||
{
|
||||
private readonly string skillIdentifier;
|
||||
private readonly float minValue;
|
||||
|
||||
public AbilityConditionHasSkill(CharacterTalent characterTalent, XElement conditionElement) : base(characterTalent, conditionElement)
|
||||
{
|
||||
skillIdentifier = conditionElement.GetAttributeString("skillidentifier", string.Empty);
|
||||
minValue = conditionElement.GetAttributeFloat("minvalue", 0f);
|
||||
}
|
||||
|
||||
protected override bool MatchesConditionSpecific()
|
||||
{
|
||||
return character.GetSkillLevel(skillIdentifier) >= minValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
+17
-1
@@ -2,7 +2,7 @@
|
||||
|
||||
namespace Barotrauma.Abilities
|
||||
{
|
||||
class AbilityObject
|
||||
abstract class AbilityObject
|
||||
{
|
||||
// kept as blank for now, as we are using a composition and only using this object to enforce parameter types
|
||||
}
|
||||
@@ -160,6 +160,22 @@ namespace Barotrauma.Abilities
|
||||
}
|
||||
}
|
||||
|
||||
class AbilityApplyTreatment : AbilityObject, IAbilityCharacter, IAbilityItem
|
||||
{
|
||||
public Character Character { get; set; }
|
||||
|
||||
public Character User { get; set; }
|
||||
|
||||
public Item Item { get; set; }
|
||||
|
||||
public AbilityApplyTreatment(Character user, Character target, Item item)
|
||||
{
|
||||
Character = target;
|
||||
User = user;
|
||||
Item = item;
|
||||
}
|
||||
}
|
||||
|
||||
class AbilityAttackResult : AbilityObject, IAbilityAttackResult
|
||||
{
|
||||
public AttackResult AttackResult { get; set; }
|
||||
|
||||
+1
-10
@@ -62,7 +62,7 @@ namespace Barotrauma.Abilities
|
||||
|
||||
protected virtual void VerifyState(bool conditionsMatched, float timeSinceLastUpdate)
|
||||
{
|
||||
DebugConsole.ThrowError($"Ability {this} does not have an implementation for VerifyState! This ability does not work in interval ability groups.");
|
||||
DebugConsole.ThrowError($"Error in talent {CharacterTalent.DebugIdentifier}: Ability {this} does not have an implementation for VerifyState! This ability does not work in interval ability groups.");
|
||||
}
|
||||
|
||||
public void ApplyAbilityEffect(AbilityObject abilityObject)
|
||||
@@ -128,14 +128,5 @@ namespace Barotrauma.Abilities
|
||||
DebugConsole.AddWarning("Instantiated " + characterAbility + " for talent " + characterAbilityGroup.CharacterTalent.DebugIdentifier);
|
||||
return characterAbility;
|
||||
}
|
||||
public static AbilityFlags ParseFlagType(string flagTypeString, string debugIdentifier)
|
||||
{
|
||||
AbilityFlags flagType = AbilityFlags.None;
|
||||
if (!Enum.TryParse(flagTypeString, true, out flagType))
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid flag type type \"" + flagTypeString + "\" in CharacterTalent (" + debugIdentifier + ")");
|
||||
}
|
||||
return flagType;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+44
@@ -0,0 +1,44 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Abilities
|
||||
{
|
||||
class CharacterAbilityGiveAffliction : CharacterAbility
|
||||
{
|
||||
private readonly string afflictionId;
|
||||
private readonly float strength;
|
||||
private readonly string multiplyStrengthBySkill;
|
||||
private readonly bool setValue;
|
||||
|
||||
public CharacterAbilityGiveAffliction(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
afflictionId = abilityElement.GetAttributeString("afflictionid", abilityElement.GetAttributeString("affliction", string.Empty));
|
||||
strength = abilityElement.GetAttributeFloat("strength", 0f);
|
||||
multiplyStrengthBySkill = abilityElement.GetAttributeString("multiplystrengthbyskill", string.Empty);
|
||||
setValue = abilityElement.GetAttributeBool("setvalue", false);
|
||||
|
||||
if (string.IsNullOrEmpty(afflictionId))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in CharacterAbilityGiveAffliction - affliction identifier not set.");
|
||||
}
|
||||
}
|
||||
|
||||
protected override void ApplyEffect(AbilityObject abilityObject)
|
||||
{
|
||||
if (abilityObject is IAbilityCharacter character)
|
||||
{
|
||||
var afflictionPrefab = AfflictionPrefab.Prefabs.Find(a => a.Identifier.Equals(afflictionId, System.StringComparison.OrdinalIgnoreCase));
|
||||
if (afflictionPrefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError($"Error in CharacterAbilityGiveAffliction - could not find an affliction with the identifier \"{afflictionId}\".");
|
||||
return;
|
||||
}
|
||||
float strength = this.strength;
|
||||
if (!string.IsNullOrEmpty(multiplyStrengthBySkill))
|
||||
{
|
||||
strength *= Character.GetSkillLevel(multiplyStrengthBySkill);
|
||||
}
|
||||
character.Character.CharacterHealth.ApplyAffliction(null, afflictionPrefab.Instantiate(strength), allowStacking: !setValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+2
-2
@@ -4,12 +4,12 @@ namespace Barotrauma.Abilities
|
||||
{
|
||||
class CharacterAbilityGiveFlag : CharacterAbility
|
||||
{
|
||||
private AbilityFlags abilityFlag;
|
||||
private readonly AbilityFlags abilityFlag;
|
||||
|
||||
// this and resistance giving should probably be moved directly to charactertalent attributes, as they don't need to interact with either ability group types
|
||||
public CharacterAbilityGiveFlag(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
abilityFlag = ParseFlagType(abilityElement.GetAttributeString("flagtype", ""), CharacterTalent.DebugIdentifier);
|
||||
abilityFlag = CharacterAbilityGroup.ParseFlagType(abilityElement.GetAttributeString("flagtype", ""), CharacterTalent.DebugIdentifier);
|
||||
}
|
||||
|
||||
public override void InitializeAbility(bool addingFirstTime)
|
||||
|
||||
+4
-4
@@ -7,20 +7,20 @@ namespace Barotrauma.Abilities
|
||||
public override bool AppliesEffectOnIntervalUpdate => true;
|
||||
|
||||
private readonly int amount;
|
||||
private readonly StatTypes scalingStatType;
|
||||
private readonly string scalingStatIdentifier;
|
||||
|
||||
public CharacterAbilityGiveMoney(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
amount = abilityElement.GetAttributeInt("amount", 0);
|
||||
scalingStatType = CharacterAbilityGroup.ParseStatType(abilityElement.GetAttributeString("scalingstattype", "None"), CharacterTalent.DebugIdentifier);
|
||||
scalingStatIdentifier = abilityElement.GetAttributeString("scalingstatidentifier", string.Empty);
|
||||
}
|
||||
|
||||
private void ApplyEffectSpecific(Character targetCharacter)
|
||||
{
|
||||
float multiplier = 1f;
|
||||
if (scalingStatType != StatTypes.None)
|
||||
if (!string.IsNullOrEmpty(scalingStatIdentifier))
|
||||
{
|
||||
multiplier = 0 + Character.Info.GetSavedStatValue(scalingStatType);
|
||||
multiplier = 0 + Character.Info.GetSavedStatValue(StatTypes.None, scalingStatIdentifier);
|
||||
}
|
||||
|
||||
targetCharacter.GiveMoney((int)(multiplier * amount));
|
||||
|
||||
+4
-5
@@ -11,7 +11,6 @@ namespace Barotrauma.Abilities
|
||||
private readonly float maxValue;
|
||||
private readonly bool targetAllies;
|
||||
private readonly bool removeOnDeath;
|
||||
private readonly bool removeAfterRound;
|
||||
private readonly bool giveOnAddingFirstTime;
|
||||
private readonly bool setValue;
|
||||
|
||||
@@ -22,12 +21,12 @@ namespace Barotrauma.Abilities
|
||||
public CharacterAbilityGivePermanentStat(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
statIdentifier = abilityElement.GetAttributeString("statidentifier", "").ToLowerInvariant();
|
||||
statType = CharacterAbilityGroup.ParseStatType(abilityElement.GetAttributeString("stattype", ""), CharacterTalent.DebugIdentifier);
|
||||
string statTypeName = abilityElement.GetAttributeString("stattype", string.Empty);
|
||||
statType = string.IsNullOrEmpty(statTypeName) ? StatTypes.None : CharacterAbilityGroup.ParseStatType(statTypeName, CharacterTalent.DebugIdentifier);
|
||||
value = abilityElement.GetAttributeFloat("value", 0f);
|
||||
maxValue = abilityElement.GetAttributeFloat("maxvalue", float.MaxValue);
|
||||
targetAllies = abilityElement.GetAttributeBool("targetallies", false);
|
||||
removeOnDeath = abilityElement.GetAttributeBool("removeondeath", true);
|
||||
removeAfterRound = abilityElement.GetAttributeBool("removeafterround", false);
|
||||
giveOnAddingFirstTime = abilityElement.GetAttributeBool("giveonaddingfirsttime", characterAbilityGroup.AbilityEffectType == AbilityEffectType.None);
|
||||
setValue = abilityElement.GetAttributeBool("setvalue", false);
|
||||
}
|
||||
@@ -54,11 +53,11 @@ namespace Barotrauma.Abilities
|
||||
{
|
||||
if (targetAllies)
|
||||
{
|
||||
Character.GetFriendlyCrew(Character).ForEach(c => c?.Info.ChangeSavedStatValue(statType, value, statIdentifier, removeOnDeath, removeAfterRound, maxValue, setValue));
|
||||
Character.GetFriendlyCrew(Character).ForEach(c => c?.Info.ChangeSavedStatValue(statType, value, statIdentifier, removeOnDeath, maxValue: maxValue, setValue: setValue));
|
||||
}
|
||||
else
|
||||
{
|
||||
Character?.Info.ChangeSavedStatValue(statType, value, statIdentifier, removeOnDeath, removeAfterRound, maxValue, setValue);
|
||||
Character?.Info.ChangeSavedStatValue(statType, value, statIdentifier, removeOnDeath, maxValue: maxValue, setValue: setValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+2
-2
@@ -5,13 +5,13 @@ namespace Barotrauma.Abilities
|
||||
{
|
||||
class CharacterAbilityModifyFlag : CharacterAbility
|
||||
{
|
||||
private AbilityFlags abilityFlag;
|
||||
private readonly AbilityFlags abilityFlag;
|
||||
|
||||
private bool lastState;
|
||||
|
||||
public CharacterAbilityModifyFlag(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
abilityFlag = ParseFlagType(abilityElement.GetAttributeString("flagtype", ""), CharacterTalent.DebugIdentifier);
|
||||
abilityFlag = CharacterAbilityGroup.ParseFlagType(abilityElement.GetAttributeString("flagtype", ""), CharacterTalent.DebugIdentifier);
|
||||
}
|
||||
|
||||
protected override void VerifyState(bool conditionsMatched, float timeSinceLastUpdate)
|
||||
|
||||
+10
@@ -208,5 +208,15 @@ namespace Barotrauma.Abilities
|
||||
|
||||
return afflictions;
|
||||
}
|
||||
|
||||
public static AbilityFlags ParseFlagType(string flagTypeString, string debugIdentifier)
|
||||
{
|
||||
AbilityFlags flagType = AbilityFlags.None;
|
||||
if (!Enum.TryParse(flagTypeString, true, out flagType))
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid flag type type \"" + flagTypeString + "\" in CharacterTalent (" + debugIdentifier + ")");
|
||||
}
|
||||
return flagType;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,7 +30,7 @@ namespace Barotrauma
|
||||
{
|
||||
ConfigElement = element;
|
||||
|
||||
string jobIdentifier = element.GetAttributeString("jobidentifier", "");
|
||||
string jobIdentifier = element.GetAttributeString("jobidentifier", "").ToLowerInvariant();
|
||||
|
||||
if (string.IsNullOrEmpty(jobIdentifier))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user