Release v0.15.12.0

This commit is contained in:
Joonas Rikkonen
2021-10-27 18:50:57 +03:00
parent bf95e82d80
commit 234fb6bc06
450 changed files with 26042 additions and 10457 deletions
@@ -50,6 +50,17 @@ namespace Barotrauma.Items.Components
set;
}
[Editable, Serialize(true, false)]
public bool Swing { get; set; }
[Editable, Serialize("2.0, 0.0", false)]
public Vector2 SwingPos { get; set; }
[Editable, Serialize("3.0, -1.0", false)]
public Vector2 SwingForce { get; set; }
public bool Hitting { get { return hitting; } }
/// <summary>
/// Defines items that boost the weapon functionality, like battery cell for stun batons.
/// </summary>
@@ -61,12 +72,13 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in element.Elements())
{
if (!subElement.Name.ToString().Equals("attack", StringComparison.OrdinalIgnoreCase)) { continue; }
Attack = new Attack(subElement, item.Name + ", MeleeWeapon");
Attack.DamageRange = item.body == null ? 10.0f : ConvertUnits.ToDisplayUnits(item.body.GetMaxExtent());
Attack = new Attack(subElement, item.Name + ", MeleeWeapon", item)
{
DamageRange = item.body == null ? 10.0f : ConvertUnits.ToDisplayUnits(item.body.GetMaxExtent())
};
}
item.IsShootable = true;
// TODO: should define this in xml if we have melee weapons that don't require aim to use
item.RequireAimToUse = true;
item.RequireAimToUse = element.Parent.GetAttributeBool("requireaimtouse", true);
PreferredContainedItems = element.GetAttributeStringArray("preferredcontaineditems", new string[0], convertToLowerInvariant: true);
}
@@ -80,6 +92,9 @@ namespace Barotrauma.Items.Components
public override bool Use(float deltaTime, Character character = null)
{
if (character == null || reloadTimer > 0.0f) { return false; }
#if CLIENT
if (!Item.RequireAimToUse && character.IsPlayer && (GUI.MouseOn != null || character.Inventory.visualSlots.Any(s => s.MouseOn()) || Inventory.DraggingItems.Any())) { return false; }
#endif
if (Item.RequireAimToUse && !character.IsKeyDown(InputType.Aim) || hitting) { return false; }
//don't allow hitting if the character is already hitting with another weapon
@@ -92,10 +107,10 @@ namespace Barotrauma.Items.Components
SetUser(character);
if (hitPos < MathHelper.PiOver4) { return false; }
if (Item.RequireAimToUse && hitPos < MathHelper.PiOver4) { return false; }
ActivateNearbySleepingCharacters();
reloadTimer = reload;
reloadTimer = reload / (1 + character.GetStatValue(StatTypes.MeleeAttackSpeed));
item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
@@ -103,20 +118,28 @@ namespace Barotrauma.Items.Components
item.body.FarseerBody.IsBullet = true;
item.body.PhysEnabled = true;
if (!character.AnimController.InWater)
if (Swing && !character.AnimController.InWater)
{
foreach (Limb l in character.AnimController.Limbs)
{
if (l.IsSevered) { continue; }
if (l.type == LimbType.LeftFoot || l.type == LimbType.LeftThigh || l.type == LimbType.LeftLeg) { continue; }
if (l.type == LimbType.Head || l.type == LimbType.Torso)
Vector2 force = new Vector2(character.AnimController.Dir * SwingForce.X, SwingForce.Y) * l.Mass;
switch (l.type)
{
l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 7.0f, -4.0f));
case LimbType.Torso:
force *= 2;
break;
case LimbType.Legs:
case LimbType.LeftFoot:
case LimbType.LeftThigh:
case LimbType.LeftLeg:
case LimbType.RightFoot:
case LimbType.RightThigh:
case LimbType.RightLeg:
force = Vector2.Zero;
break;
}
else
{
l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 5.0f, -2.0f));
}
l.body.ApplyLinearImpulse(force);
}
}
@@ -152,9 +175,16 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
if (!item.body.Enabled) { impactQueue.Clear(); return; }
if (picker == null && !picker.HeldItems.Contains(item)) { impactQueue.Clear(); IsActive = false; }
if (!item.body.Enabled)
{
impactQueue.Clear();
return;
}
if (picker == null && !picker.HeldItems.Contains(item))
{
impactQueue.Clear();
IsActive = false;
}
while (impactQueue.Count > 0)
{
var impact = impactQueue.Dequeue();
@@ -162,38 +192,48 @@ namespace Barotrauma.Items.Components
}
//in case handling the impact does something to the picker
if (picker == null) { return; }
reloadTimer -= deltaTime;
if (reloadTimer < 0) { reloadTimer = 0; }
if (!picker.IsKeyDown(InputType.Aim) && !hitting) { hitPos = 0.0f; }
if (reloadTimer < 0)
{
reloadTimer = 0;
}
if (!picker.IsKeyDown(InputType.Aim) && !hitting)
{
hitPos = 0.0f;
}
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
if (item.body.Dir != picker.AnimController.Dir) { item.FlipX(relativeToSub: false); }
if (item.body.Dir != picker.AnimController.Dir)
{
item.FlipX(relativeToSub: false);
}
AnimController ac = picker.AnimController;
//TODO: refactor the hitting logic (get rid of the magic numbers, make it possible to use different kinds of animations for different items)
if (!hitting)
{
bool aim = picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && picker.CanAim;
bool aim = item.RequireAimToUse && picker.AllowInput && picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && picker.CanAim;
if (aim)
{
hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 5f, MathHelper.PiOver4));
ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, hitPos, holdAngle + hitPos);
hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 3f, MathHelper.PiOver4));
ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, aim: false, hitPos, holdAngle + hitPos, aimMelee: true);
}
else
{
hitPos = 0;
ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, false, holdAngle);
ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, aim: false, holdAngle);
}
}
else
{
hitPos = MathUtils.WrapAnglePi(hitPos - deltaTime * 15f);
ac.HoldItem(deltaTime, item, handlePos, new Vector2(2, 0), Vector2.Zero, false, hitPos, holdAngle + hitPos); // aimPos not used -> zero (new Vector2(-0.3f, 0.2f)), holdPos new Vector2(0.6f, -0.1f)
if (hitPos < -MathHelper.PiOver2)
// TODO: We might want to make this configurable
hitPos -= deltaTime * 15f;
if (Swing)
{
ac.HoldItem(deltaTime, item, handlePos, SwingPos, Vector2.Zero, aim: false, hitPos, holdAngle);
}
else
{
ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, aim: false, holdAngle);
}
if (hitPos < -MathHelper.Pi)
{
RestoreCollision();
hitting = false;
@@ -266,16 +306,10 @@ namespace Barotrauma.Items.Components
return false;
}
Character targetCharacter = null;
Limb targetLimb = null;
Structure targetStructure = null;
Item targetItem = null;
if (f2.Body.UserData is Limb)
if (f2.Body.UserData is Limb targetLimb)
{
targetLimb = (Limb)f2.Body.UserData;
if (targetLimb.IsSevered || targetLimb.character == null || targetLimb.character == User) { return false; }
targetCharacter = targetLimb.character;
var targetCharacter = targetLimb.character;
if (targetCharacter == picker) { return false; }
if (AllowHitMultiple)
{
@@ -287,9 +321,8 @@ namespace Barotrauma.Items.Components
}
hitTargets.Add(targetCharacter);
}
else if (f2.Body.UserData is Character)
else if (f2.Body.UserData is Character targetCharacter)
{
targetCharacter = (Character)f2.Body.UserData;
if (targetCharacter == picker || targetCharacter == User) { return false; }
targetLimb = targetCharacter.AnimController.GetLimb(LimbType.Torso); //Otherwise armor can be bypassed in strange ways
if (AllowHitMultiple)
@@ -302,9 +335,8 @@ namespace Barotrauma.Items.Components
}
hitTargets.Add(targetCharacter);
}
else if (f2.Body.UserData is Structure)
else if (f2.Body.UserData is Structure targetStructure)
{
targetStructure = (Structure)f2.Body.UserData;
if (AllowHitMultiple)
{
if (hitTargets.Contains(targetStructure)) { return true; }
@@ -315,9 +347,8 @@ namespace Barotrauma.Items.Components
}
hitTargets.Add(targetStructure);
}
else if (f2.Body.UserData is Item)
else if (f2.Body.UserData is Item targetItem)
{
targetItem = (Item)f2.Body.UserData;
if (AllowHitMultiple)
{
if (hitTargets.Contains(targetItem)) { return true; }
@@ -350,12 +381,11 @@ namespace Barotrauma.Items.Components
Limb targetLimb = target.UserData as Limb;
Character targetCharacter = targetLimb?.character ?? target.UserData as Character;
Structure targetStructure = target.UserData as Structure;
Item targetItem = target.UserData as Item;
if (Attack != null)
{
Attack.SetUser(User);
Attack.DamageMultiplier = 1 + User.GetStatValue(StatTypes.MeleeAttackMultiplier);
Attack.DamageMultiplier *= 1.0f + item.GetQualityModifier(Quality.StatType.AttackMultiplier);
if (targetLimb != null)
{
@@ -369,12 +399,12 @@ namespace Barotrauma.Items.Components
targetCharacter.LastDamageSource = item;
Attack.DoDamage(User, targetCharacter, item.WorldPosition, 1.0f);
}
else if (targetStructure != null)
else if (target.UserData is Structure targetStructure)
{
if (targetStructure.Removed) { return; }
Attack.DoDamage(User, targetStructure, item.WorldPosition, 1.0f);
}
else if (targetItem != null && targetItem.Prefab.DamagedByMeleeWeapons && targetItem.Condition > 0)
else if (target.UserData is Item targetItem && targetItem.Prefab.DamagedByMeleeWeapons && targetItem.Condition > 0)
{
if (targetItem.Removed) { return; }
Attack.DoDamage(User, targetItem, item.WorldPosition, 1.0f);