- disabling the collider and placing it on the torso when swimming, stunned or dead (todo: attempt to get swimming working with the collider controlling movement)
- only the collider can receive impact damage - shorter collider to allow crouching in tight spaces - AI characters are considered close enough to a waypoint if their collider overlaps with it (instead of a distance check)
This commit is contained in:
@@ -76,7 +76,7 @@
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<sound file ="Content/step.ogg"/>
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</limb>
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<limb id = "13" height="130" radius="15" mass = "6" type="Controller" attackpriority="2" impacttolerance="5000.0">
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<limb id = "13" height="100" radius="15" mass = "6" type="Collider">
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<sprite texture="Content/Characters/Human/[GENDER]head[HEADID].png" sourcerect="1,1,1,1" depth="0.0" origin="0.5,0.5"/>
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</limb>
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@@ -82,20 +82,20 @@ namespace Barotrauma
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Character.AnimController.IgnorePlatforms = true;
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}
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if (Character.AnimController.Stairs != null)
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{
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float yDiff = currPath.CurrentNode.WorldPosition.Y - Character.WorldPosition.Y;
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//if (Character.AnimController.Stairs != null)
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//{
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// float yDiff = currPath.CurrentNode.WorldPosition.Y - Character.WorldPosition.Y;
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if (Math.Abs(yDiff)>10.0f)
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{
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int dir = Math.Sign(yDiff);
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// if (Math.Abs(yDiff) > 20.0f)
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// {
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// int dir = Math.Sign(yDiff);
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float movement = Character.AnimController.Stairs.StairDirection == Direction.Right ?
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dir * Character.AnimController.TargetMovement.Length() : -dir * Character.AnimController.TargetMovement.Length();
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// float movement = Character.AnimController.Stairs.StairDirection == Direction.Right ?
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// dir * Character.AnimController.TargetMovement.Length() : -dir * Character.AnimController.TargetMovement.Length();
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Character.AnimController.TargetMovement = new Vector2(movement, 0.0f);
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}
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}
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// steeringManager.SteeringManual(deltaTime, new Vector2(movement*2, 0.0f));
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// }
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//}
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}
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(Character.AnimController as HumanoidAnimController).Crouching = false;
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@@ -111,7 +111,7 @@ namespace Barotrauma
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if (canOpenDoors && !character.LockHands) CheckDoorsInPath();
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float allowedDistance = character.AnimController.InWater ? 1.0f : 0.6f;
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if (currentPath.CurrentNode!=null && currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f) allowedDistance*=0.5f;
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//if (currentPath.CurrentNode!=null && currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f) allowedDistance*=0.5f;
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Vector2 pos = host.SimPosition;
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@@ -139,7 +139,16 @@ namespace Barotrauma
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}
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}
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currentPath.CheckProgress(pos, allowedDistance);
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//currentPath.CheckProgress(pos, allowedDistance);
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var collider = character.AnimController.GetLimb(LimbType.Collider);
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Vector2 colliderBottom = character.AnimController.GetColliderBottom();
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if (Math.Abs(collider.SimPosition.X - currentPath.CurrentNode.SimPosition.X) < collider.body.radius*2 &&
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currentPath.CurrentNode.SimPosition.Y > colliderBottom.Y &&
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currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + collider.body.height + collider.body.radius*2)
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{
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currentPath.SkipToNextNode();
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}
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if (currentPath.CurrentNode == null) return Vector2.Zero;
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@@ -90,11 +90,12 @@ namespace Barotrauma
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escapeObjective.TryComplete(deltaTime);
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if (Vector2.Distance(character.SimPosition, enemy.SimPosition) < 3.0f)
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, (character.SimPosition - enemy.SimPosition)*0.1f);
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coolDownTimer = CoolDown;
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}
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//if (Vector2.Distance(character.SimPosition, enemy.SimPosition) < 3.0f)
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//{
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// character.AIController.SteeringManager.SteeringManual(deltaTime,
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// new Vector2(Math.Sign(character.SimPosition.X - enemy.SimPosition.X), 0.0f));
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// coolDownTimer = CoolDown;
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//}
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}
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public override bool IsCompleted()
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@@ -61,13 +61,24 @@ namespace Barotrauma
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public override void UpdateAnim(float deltaTime)
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{
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if (character.IsDead) return;
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if (Frozen) return;
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if (character.IsDead || Frozen || character.IsUnconscious || stunTimer > 0.0f)
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{
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collider.Disabled = true;
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collider.body.PhysEnabled = false;
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var lowestLimb = FindLowestLimb(true);
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collider.body.SetTransform(GetLimb(LimbType.Torso).SimPosition, 0.0f);
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if (stunTimer > 0)
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{
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stunTimer -= deltaTime;
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}
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return;
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}
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if (collider == null) return;
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Vector2 colliderPos = GetColliderBottom();
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//if (inWater) stairs = null;
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//if (onFloorTimer <= 0.0f && !SimplePhysicsEnabled)
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@@ -143,7 +154,7 @@ namespace Barotrauma
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stairs = null;
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var contacts = collider.body.FarseerBody.ContactList;
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while (contacts != null && contacts.Contact != null)
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while (collider.body.PhysEnabled && contacts != null && contacts.Contact != null)
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{
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if (contacts.Contact.Enabled && contacts.Contact.IsTouching)
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{
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@@ -215,12 +226,11 @@ namespace Barotrauma
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}
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strongestImpact = 0.0f;
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if (stunTimer > 0)
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if (collider.Disabled && !swimming)
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{
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collider.Disabled = true;
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stunTimer -= deltaTime;
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return;
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var lowestLimb = FindLowestLimb(true);
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collider.body.SetTransform(lowestLimb.SimPosition + Vector2.UnitY * (collider.body.radius + collider.body.height / 2), 0.0f);
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collider.Disabled = false;
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}
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if (character.LockHands)
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@@ -265,8 +275,11 @@ namespace Barotrauma
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return;
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}
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inWater = false;
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collider.body.PhysEnabled = true;
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collider.body.Enabled = true;
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switch (Anim)
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{
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case Animation.Climbing:
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@@ -311,6 +324,7 @@ namespace Barotrauma
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foreach (Limb limb in Limbs)
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{
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if (limb == collider) continue;
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limb.Disabled = false;
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}
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@@ -339,7 +353,7 @@ namespace Barotrauma
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Limb rightLeg = GetLimb(LimbType.RightLeg);
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float getUpSpeed = 0.3f;
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float walkCycleSpeed = head.LinearVelocity.X * walkAnimSpeed;
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float walkCycleSpeed = collider.LinearVelocity.X * walkAnimSpeed;
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if (stairs != null)
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{
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TargetMovement = new Vector2(MathHelper.Clamp(TargetMovement.X, -1.5f, 1.5f), TargetMovement.Y);
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@@ -619,6 +633,11 @@ namespace Barotrauma
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float surfaceLimiter = 1.0f;
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Limb head = GetLimb(LimbType.Head);
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Limb torso = GetLimb(LimbType.Torso);
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collider.body.PhysEnabled = false;
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collider.Disabled = true;
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collider.body.SetTransform(torso.SimPosition, 0.0f);
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if (currentHull != null && (currentHull.Rect.Y - currentHull.Surface > 50.0f) && !head.inWater)
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{
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@@ -627,13 +646,13 @@ namespace Barotrauma
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if (surfaceLimiter > 20.0f) return;
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}
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Limb torso = GetLimb(LimbType.Torso);
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Limb leftHand = GetLimb(LimbType.LeftHand);
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Limb rightHand = GetLimb(LimbType.RightHand);
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Limb leftFoot = GetLimb(LimbType.LeftFoot);
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Limb rightFoot = GetLimb(LimbType.RightFoot);
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float rotation = MathHelper.WrapAngle(torso.Rotation);
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rotation = MathHelper.ToDegrees(rotation);
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if (rotation < 0.0f) rotation += 360;
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@@ -30,8 +30,6 @@ namespace Barotrauma
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private Character character;
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private Limb lowestLimb;
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protected float strongestImpact;
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public float headPosition, headAngle;
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@@ -275,8 +273,7 @@ namespace Barotrauma
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limb.sprite.Depth = startDepth + limb.sprite.Depth * 0.0001f;
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}
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collider = GetLimb(LimbType.Controller);
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collider = GetLimb(LimbType.Collider);
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if (collider == null) return;
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collider.body.FarseerBody.FixedRotation = true;
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@@ -383,6 +380,10 @@ namespace Barotrauma
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contact.GetWorldManifold(out normal, out points);
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if (points[0].Y > collider.SimPosition.Y) return false;
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//---------------
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if (inWater && targetMovement.Y < 0.5f) return false;
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//---------------
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stairs = structure;
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@@ -406,7 +407,6 @@ namespace Barotrauma
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//Limb limb = f1.Body.UserData as Limb;
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//if (limb != null)// && (limb.type == LimbType.LeftFoot || limb.type == LimbType.RightFoot))
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//{
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// if (contact.Manifold.LocalNormal.Y >= 0.0f)
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@@ -425,9 +425,9 @@ namespace Barotrauma
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// }
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//}
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}
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CalculateImpact(f1, f2, contact);
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return true;
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}
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@@ -437,39 +437,39 @@ namespace Barotrauma
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Vector2 normal = contact.Manifold.LocalNormal;
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Vector2 avgVelocity = Vector2.Zero;
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foreach (Limb limb in Limbs)
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{
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avgVelocity += limb.LinearVelocity;
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}
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//Vector2 avgVelocity = Vector2.Zero;
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//foreach (Limb limb in Limbs)
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//{
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// avgVelocity += limb.LinearVelocity;
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//}
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avgVelocity = avgVelocity / Limbs.Count();
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Limb limb = (Limb)f1.Body.UserData;
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Vector2 velocity = limb.LinearVelocity;
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if (character.Submarine == null && f2.Body.UserData is Submarine) avgVelocity -= ((Submarine)f2.Body.UserData).Velocity;
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if (character.Submarine == null && f2.Body.UserData is Submarine) velocity -= ((Submarine)f2.Body.UserData).Velocity;
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float impact = Vector2.Dot(avgVelocity, -normal);
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float impact = Vector2.Dot(velocity, -normal);
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Limb l = (Limb)f1.Body.UserData;
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float volume = stairs == null ? impact / 5.0f : impact;
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volume = Math.Min(impact, 1.0f);
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if (impact > 0.5f && l.HitSound != null && l.soundTimer <= 0.0f)
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if (impact > 0.5f && limb.HitSound != null && limb.soundTimer <= 0.0f)
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{
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l.soundTimer = Limb.SoundInterval;
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l.HitSound.Play(volume, impact * 250.0f, l.WorldPosition);
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limb.soundTimer = Limb.SoundInterval;
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limb.HitSound.Play(volume, impact * 250.0f, limb.WorldPosition);
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}
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if (impact > l.impactTolerance)
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if (impact > limb.impactTolerance && limb == collider)
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{
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if (!character.IsNetworkPlayer || GameMain.Server != null)
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{
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character.AddDamage(CauseOfDeath.Damage, impact - l.impactTolerance * 0.1f, null);
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character.AddDamage(CauseOfDeath.Damage, impact - limb.impactTolerance * 0.1f, null);
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strongestImpact = Math.Max(strongestImpact, impact - l.impactTolerance);
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strongestImpact = Math.Max(strongestImpact, impact - limb.impactTolerance);
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}
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, l.body);
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, limb.body);
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if (Character.Controlled == character) GameMain.GameScreen.Cam.Shake = strongestImpact;
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}
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@@ -765,7 +765,7 @@ namespace Barotrauma
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headInWater = false;
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if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
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ConvertUnits.ToSimUnits(currentHull.Surface) - floorY > HeadPosition * 0.95f)
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ConvertUnits.ToSimUnits(currentHull.Surface) - GetColliderBottom().Y > HeadPosition * 0.95f)
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inWater = true;
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}
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@@ -1044,18 +1044,21 @@ namespace Barotrauma
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{
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return collider == null ? Vector2.Zero : collider.SimPosition - Vector2.UnitY * (collider.body.height / 2 + collider.body.radius);
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}
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//public void FindLowestLimb()
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//{ //find the lowest limb
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// lowestLimb = null;
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// foreach (Limb limb in Limbs)
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// {
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// if (lowestLimb == null)
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// lowestLimb = limb;
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// else if (limb.SimPosition.Y < lowestLimb.SimPosition.Y)
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// lowestLimb = limb;
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// }
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//}
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public Limb FindLowestLimb(bool ignoreCollider)
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{
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Limb lowestLimb = null;
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foreach (Limb limb in Limbs)
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{
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if (ignoreCollider && limb == collider) continue;
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if (lowestLimb == null)
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lowestLimb = limb;
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else if (limb.SimPosition.Y < lowestLimb.SimPosition.Y)
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lowestLimb = limb;
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}
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return lowestLimb;
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}
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public void Remove()
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{
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@@ -1196,7 +1196,7 @@ namespace Barotrauma
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{
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foreach (Character c in CharacterList)
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{
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if (c.isDead || c.health <= 0.0f || !c.Enabled) continue;
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if (!c.Enabled) continue;
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c.AnimController.UpdateAnim(deltaTime);
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}
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}
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@@ -17,7 +17,7 @@ namespace Barotrauma
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{
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None, LeftHand, RightHand, LeftArm, RightArm,
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LeftLeg, RightLeg, LeftFoot, RightFoot, Head, Torso, Tail, Legs, RightThigh, LeftThigh, Waist,
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Controller
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Collider
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};
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class Limb
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Reference in New Issue
Block a user