(133a5b1da) Merge branch 'dev' into human-ai
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@@ -579,7 +579,7 @@ namespace Barotrauma
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if (limpAmount > 0.0f)
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{
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//make the footpos oscillate when limping
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footMid += ((float)Math.Max(Math.Abs(walkPosX) * limpAmount, 0.0f) * 0.3f);
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footMid += (Math.Max(Math.Abs(walkPosX) * limpAmount, 0.0f) * Math.Min(Math.Abs(TargetMovement.X), 0.3f));
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}
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movement = overrideTargetMovement == Vector2.Zero ?
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@@ -788,13 +788,19 @@ namespace Barotrauma
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//get the upper arm to point downwards
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var arm = GetLimb(armType);
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arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.1f, 0.1f), arm.Mass * 10.0f);
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if (Math.Abs(arm.body.AngularVelocity) < 10.0f)
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{
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arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.1f, 0.1f), arm.Mass * 10.0f);
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}
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//get the elbow to a neutral rotation
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LimbJoint elbow =
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if (Math.Abs(hand.body.AngularVelocity) < 10.0f)
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{
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LimbJoint elbow =
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GetJointBetweenLimbs(armType, hand.type) ??
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GetJointBetweenLimbs(armType, foreArmType);
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hand.body.ApplyTorque(-elbow.JointAngle * hand.Mass * 10.0f);
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hand.body.ApplyTorque(MathHelper.Clamp(-elbow.JointAngle, -MathHelper.PiOver2, MathHelper.PiOver2) * hand.Mass * 10.0f);
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}
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}
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}
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}
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@@ -674,8 +674,6 @@ namespace Barotrauma
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velocity -= ((Submarine)f2.Body.UserData).Velocity;
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}
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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(velocity, -normal);
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if (f1.Body == Collider.FarseerBody || !Collider.Enabled)
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{
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@@ -694,6 +692,11 @@ namespace Barotrauma
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character.AddDamage(impactPos, new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate((impact - ImpactTolerance) * 10.0f) }, 0.0f, true);
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strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
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character.ApplyStatusEffects(ActionType.OnImpact, 1.0f);
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//briefly disable impact damage
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//otherwise the character will take damage multiple times when for example falling,
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//because we use the velocity of the collider to determine the impact
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//(i.e. the character would take damage until the collider hits the floor and stops)
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character.DisableImpactDamageTimer = 0.25f;
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}
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}
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}
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@@ -227,9 +227,8 @@ namespace Barotrauma.Items.Components
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{
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msg = msg ?? (HasIntegratedButtons ? accessDeniedTxt : cannotOpenText);
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}
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if (item.Condition <= RepairThreshold) { return true; }
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//this is a bit pointless atm because if canBePicked is false it won't allow you to do Pick() anyway, however it's still good for future-proofing.
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return requiredItems.Any() ? base.HasRequiredItems(character, addMessage, msg) : canBePicked;
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if (isBroken) { return true; }
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return base.HasRequiredItems(character, addMessage, msg);
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}
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public override bool Pick(Character picker)
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@@ -1000,6 +1000,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -86,17 +86,7 @@ namespace Barotrauma.Items.Components
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{
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get { return zoom; }
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}
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//TODO: remove, only for testing
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#if DEBUG
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[Serialize(false, false), Editable]
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public bool DynamicDockingIndicator
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{
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get;
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set;
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}
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#endif
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public override bool IsActive
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{
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get
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@@ -212,6 +212,33 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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public Vector2 Point2;
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public Vector2? Intersection;
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public float Dot;
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public Vector2 AvoidStrength;
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public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
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{
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Point1 = edge.Point1;
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Point2 = edge.Point2;
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Intersection = intersection;
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Dot = dot;
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AvoidStrength = avoidStrength;
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}
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}
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//edge point 1, edge point 2, avoid strength
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private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
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@@ -1388,6 +1388,10 @@ namespace Barotrauma
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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if (!broken)
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
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@@ -284,6 +284,25 @@ namespace Barotrauma
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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{
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get
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