Merge branch 'master' into new-netcode
Conflicts: Subsurface/Properties/AssemblyInfo.cs Subsurface/Source/Items/Components/DockingPort.cs Subsurface/Source/Items/Components/Signal/Wire.cs Subsurface/Source/Items/Item.cs
This commit is contained in:
@@ -57,7 +57,15 @@ namespace Barotrauma
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}
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else
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{
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PlaySound((aiController == null) ? AIController.AiState.None : aiController.State);
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switch (aiController.State)
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{
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case AIController.AiState.Attack:
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PlaySound(CharacterSound.SoundType.Attack);
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break;
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default:
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PlaySound(CharacterSound.SoundType.Idle);
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break;
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}
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soundTimer = soundInterval;
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}
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@@ -205,15 +205,15 @@ namespace Barotrauma
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if (Limbs[i].SteerForce <= 0.0f) continue;
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Vector2 pullPos = Limbs[i].pullJoint == null ? Limbs[i].SimPosition : Limbs[i].pullJoint.WorldAnchorA;
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Limbs[i].body.ApplyForce(movement * Limbs[i].SteerForce * Limbs[i].Mass, pullPos);
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Limbs[i].body.ApplyForce(movement * Limbs[i].SteerForce * Limbs[i].Mass, pullPos);
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if (Limbs[i] == MainLimb) continue;
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/*if (Limbs[i] == MainLimb) continue;
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float dist = (MainLimb.SimPosition - Limbs[i].SimPosition).Length();
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Vector2 limbPos = MainLimb.SimPosition - Vector2.Normalize(movement) * dist;
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Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);
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Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);*/
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}
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Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement, 0.5f);
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@@ -173,12 +173,10 @@ namespace Barotrauma
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levitatingCollider = false;
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UpdateClimbing();
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break;
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case Animation.UsingConstruction:
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UpdateStanding();
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break;
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case Animation.CPR:
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UpdateCPR(deltaTime);
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break;
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case Animation.UsingConstruction:
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default:
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if (character.SelectedCharacter != null) DragCharacter(character.SelectedCharacter);
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@@ -260,9 +258,9 @@ namespace Barotrauma
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float slowdownAmount = 0.0f;
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if (currentHull != null)
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{
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//full slowdown (1.0f) when water is up to the torso
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//full slowdown (1.5f) when water is up to the torso
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surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
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slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / torsoPosition, 0.0f, 1.0f);
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slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / torsoPosition, 0.0f, 1.0f) * 1.5f;
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}
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float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
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@@ -272,7 +270,7 @@ namespace Barotrauma
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float walkPosX = (float)Math.Cos(walkPos);
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float walkPosY = (float)Math.Sin(walkPos);
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float runningModifier = (float)Math.Max(Math.Min(Math.Abs(TargetMovement.X), 3.0f) / 1.5f, 1.0);
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Vector2 stepSize = new Vector2(
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this.stepSize.X * walkPosX * runningModifier,
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this.stepSize.Y * walkPosY * runningModifier * runningModifier);
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@@ -567,7 +565,7 @@ namespace Barotrauma
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rotation = MathHelper.ToDegrees(rotation);
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if (rotation < 0.0f) rotation += 360;
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if (!character.IsRemotePlayer && !aiming)
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if (!character.IsRemotePlayer && !aiming && Anim != Animation.UsingConstruction)
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{
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if (rotation > 20 && rotation < 170)
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TargetDir = Direction.Left;
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@@ -751,9 +749,9 @@ namespace Barotrauma
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ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
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}
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MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y + 0.7f - colliderHeightFromFloor), 10.5f);
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MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y + 0.5f - colliderHeightFromFloor), 10.5f);
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MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, Collider.SimPosition.Y + 0.4f - colliderHeightFromFloor), 10.5f);
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MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y + 0.9f - colliderHeightFromFloor), 10.5f);
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MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y + 0.7f - colliderHeightFromFloor), 10.5f);
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MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, Collider.SimPosition.Y + 0.6f - colliderHeightFromFloor), 10.5f);
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Collider.MoveToPos(new Vector2(ladderSimPos.X - 0.2f * Dir, Collider.SimPosition.Y), 10.5f);
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@@ -761,9 +759,9 @@ namespace Barotrauma
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Vector2 handPos = new Vector2(
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ladderSimPos.X,
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Collider.SimPosition.Y + 0.6f + movement.Y * 0.1f - ladderSimPos.Y);
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Collider.SimPosition.Y + 0.8f + movement.Y * 0.1f - ladderSimPos.Y);
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handPos.Y = Math.Min(-0.5f, handPos.Y) - colliderHeightFromFloor;
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handPos.Y = Math.Min(-0.2f, handPos.Y) - colliderHeightFromFloor;
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MoveLimb(leftHand,
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new Vector2(handPos.X,
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@@ -780,7 +778,7 @@ namespace Barotrauma
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Vector2 footPos = new Vector2(
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handPos.X - Dir * 0.05f,
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Collider.SimPosition.Y + 0.7f - colliderHeightFromFloor - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
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Collider.SimPosition.Y + 0.9f - colliderHeightFromFloor - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
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//if (movement.Y < 0) footPos.Y += 0.05f;
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@@ -372,7 +372,8 @@ namespace Barotrauma
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foreach (Limb limb in Limbs)
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{
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limb.sprite.Depth = startDepth + limb.sprite.Depth * 0.0001f;
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if (limb.sprite != null)
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limb.sprite.Depth = startDepth + limb.sprite.Depth * 0.0001f;
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}
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Limb torso = GetLimb(LimbType.Torso);
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@@ -638,27 +639,31 @@ namespace Barotrauma
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}
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for (int i = 0; i < Limbs.Length; i++)
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foreach (Limb limb in Limbs)
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{
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if (Limbs[i] == null) continue;
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if (limb == null) continue;
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Vector2 spriteOrigin = Limbs[i].sprite.Origin;
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spriteOrigin.X = Limbs[i].sprite.SourceRect.Width - spriteOrigin.X;
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Limbs[i].sprite.Origin = spriteOrigin;
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Limbs[i].Dir = Dir;
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if (Limbs[i].LightSource != null)
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if (limb.sprite != null)
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{
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Limbs[i].LightSource.SpriteEffect = (dir == Direction.Left) ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
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Vector2 spriteOrigin = limb.sprite.Origin;
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spriteOrigin.X = limb.sprite.SourceRect.Width - spriteOrigin.X;
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limb.sprite.Origin = spriteOrigin;
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}
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if (Limbs[i].pullJoint == null) continue;
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limb.Dir = Dir;
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Limbs[i].pullJoint.LocalAnchorA =
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new Vector2(
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-Limbs[i].pullJoint.LocalAnchorA.X,
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Limbs[i].pullJoint.LocalAnchorA.Y);
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if (limb.LightSource != null)
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{
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limb.LightSource.FlipX();
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}
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if (limb.pullJoint != null)
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{
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limb.pullJoint.LocalAnchorA =
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new Vector2(
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-limb.pullJoint.LocalAnchorA.X,
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limb.pullJoint.LocalAnchorA.Y);
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}
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}
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}
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@@ -864,6 +869,7 @@ namespace Barotrauma
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{
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//limb isn't in any room -> it's in the water
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limb.inWater = true;
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if (limb.type == LimbType.Head) headInWater = true;
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}
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else if (limbHull.Volume > 0.0f && Submarine.RectContains(limbHull.Rect, limb.Position))
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{
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@@ -144,10 +144,7 @@ namespace Barotrauma
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private float bleeding;
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private Sound[] sounds;
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private float[] soundRange;
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//which AIstate each sound is for
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private AIController.AiState[] soundStates;
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private List<CharacterSound> sounds;
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private float attackCoolDown;
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@@ -603,28 +600,13 @@ namespace Barotrauma
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soundInterval = ToolBox.GetAttributeFloat(doc.Root, "soundinterval", 10.0f);
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var soundElements = doc.Root.Elements("sound").ToList();
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if (soundElements.Any())
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sounds = new List<CharacterSound>();
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foreach (XElement soundElement in soundElements)
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{
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sounds = new Sound[soundElements.Count];
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soundStates = new AIController.AiState[soundElements.Count];
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soundRange = new float[soundElements.Count];
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int i = 0;
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foreach (XElement soundElement in soundElements)
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{
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sounds[i] = Sound.Load(soundElement.Attribute("file").Value);
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soundRange[i] = ToolBox.GetAttributeFloat(soundElement, "range", 1000.0f);
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if (soundElement.Attribute("state") == null)
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{
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soundStates[i] = AIController.AiState.None;
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}
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else
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{
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soundStates[i] = (AIController.AiState)Enum.Parse(
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typeof(AIController.AiState), soundElement.Attribute("state").Value, true);
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}
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i++;
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}
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sounds.Add(new CharacterSound(soundElement));
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}
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if (file == humanConfigFile)
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{
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@@ -1536,8 +1518,14 @@ namespace Barotrauma
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private void UpdateOxygen(float deltaTime)
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{
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float prevOxygen = oxygen;
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Oxygen += deltaTime * (oxygenAvailable < 30.0f ? -5.0f : 10.0f);
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if (prevOxygen > 0.0f && Oxygen <= 0.0f && controlled == this)
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{
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SoundPlayer.PlaySound("drown");
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}
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PressureProtection -= deltaTime * 100.0f;
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float hullAvailableOxygen = 0.0f;
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@@ -1678,6 +1666,8 @@ namespace Barotrauma
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/// </summary>
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public HUDProgressBar UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor)
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{
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if (controlled != this) return null;
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HUDProgressBar progressBar = null;
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if (!hudProgressBars.TryGetValue(linkedObject, out progressBar))
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{
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@@ -1692,24 +1682,15 @@ namespace Barotrauma
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return progressBar;
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}
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public void PlaySound(AIController.AiState state)
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public void PlaySound(CharacterSound.SoundType soundType)
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{
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if (sounds == null || !sounds.Any()) return;
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var matchingSoundStates = soundStates.Where(x => x == state).ToList();
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if (sounds == null || sounds.Count == 0) return;
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int selectedSound = Rand.Int(matchingSoundStates.Count);
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var matchingSounds = sounds.FindAll(s => s.Type == soundType);
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if (matchingSounds.Count == 0) return;
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int n = 0;
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for (int i = 0; i < sounds.Length; i++)
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{
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if (soundStates[i] != state) continue;
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if (n == selectedSound && sounds[i]!=null)
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{
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sounds[i].Play(1.0f, soundRange[i], AnimController.Limbs[0].WorldPosition);
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return;
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}
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n++;
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}
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var selectedSound = matchingSounds[Rand.Int(matchingSounds.Count)];
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selectedSound.Sound.Play(1.0f, selectedSound.Range, AnimController.WorldPosition);
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}
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public virtual void AddDamage(CauseOfDeath causeOfDeath, float amount, IDamageable attacker)
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@@ -1810,7 +1791,7 @@ namespace Barotrauma
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// limb.Damage = 100.0f;
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}
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SoundPlayer.PlayDamageSound(DamageSoundType.Implode, 50.0f, AnimController.Collider);
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SoundPlayer.PlaySound("implode", 1.0f, 150.0f, WorldPosition);
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for (int i = 0; i < 10; i++)
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{
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@@ -1861,11 +1842,9 @@ namespace Barotrauma
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GameServer.Log(Name+" has died (Cause of death: "+causeOfDeath+")", Color.Red);
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if (OnDeath != null) OnDeath(this, causeOfDeath);
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//CoroutineManager.StartCoroutine(DeathAnim(GameMain.GameScreen.Cam));
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//health = 0.0f;
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PlaySound(CharacterSound.SoundType.Die);
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isDead = true;
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this.causeOfDeath = causeOfDeath;
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AnimController.movement = Vector2.Zero;
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@@ -1876,7 +1855,7 @@ namespace Barotrauma
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if (selectedItems[i] != null) selectedItems[i].Drop(this);
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}
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if (aiTarget!=null)
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if (aiTarget != null)
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{
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aiTarget.Remove();
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aiTarget = null;
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@@ -138,6 +138,7 @@ namespace Barotrauma
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{
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if (character.Inventory != null && !character.LockHands && character.Stun >= -0.1f)
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{
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character.Inventory.DrawOffset = Vector2.Zero;
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character.Inventory.DrawOwn(spriteBatch);
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}
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@@ -0,0 +1,31 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class CharacterSound
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{
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public enum SoundType
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{
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Idle, Attack, Die
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}
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public readonly Sound Sound;
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public readonly SoundType Type;
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public readonly float Range;
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public CharacterSound(XElement element)
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{
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Sound = Sound.Load(element.Attribute("file").Value);
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Range = ToolBox.GetAttributeFloat(element, "range", 1000.0f);
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Enum.TryParse<SoundType>(ToolBox.GetAttributeString(element, "state", "Idle"), true, out Type);
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}
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}
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}
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@@ -423,7 +423,6 @@ namespace Barotrauma
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if (LightSource != null)
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{
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LightSource.ParentSub = body.Submarine;
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LightSource.Position = Position;
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}
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if (!character.IsDead) damage = Math.Max(0.0f, damage-deltaTime*0.1f);
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@@ -504,6 +503,12 @@ namespace Barotrauma
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body.UpdateDrawPosition();
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}
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if (LightSource != null)
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{
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LightSource.Position = body.DrawPosition;
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LightSource.Rotation = body.DrawRotation;
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}
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foreach (WearableSprite wearable in wearingItems)
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{
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SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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@@ -528,36 +533,37 @@ namespace Barotrauma
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-body.DrawRotation,
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scale, spriteEffect, depth);
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}
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if (damage>0.0f && damagedSprite!=null && !hideLimb)
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if (damage > 0.0f && damagedSprite != null && !hideLimb)
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{
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SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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float depth = sprite.Depth - 0.0000015f;
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damagedSprite.Draw(spriteBatch,
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new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
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color*Math.Min(damage/50.0f,1.0f), sprite.Origin,
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color * Math.Min(damage / 50.0f, 1.0f), sprite.Origin,
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-body.DrawRotation,
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1.0f, spriteEffect, depth);
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}
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if (!GameMain.DebugDraw) return;
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if (pullJoint!=null)
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if (pullJoint != null)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true);
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}
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}
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}
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public void Remove()
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{
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sprite.Remove();
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sprite = null;
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if (sprite != null)
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{
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sprite.Remove();
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sprite = null;
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}
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if (LightSource != null)
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{
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Reference in New Issue
Block a user