(61d00a474) v0.9.7.1
This commit is contained in:
@@ -0,0 +1,765 @@
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Barotrauma.Extensions;
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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.Xml.Linq;
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using Barotrauma.Networking;
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using LimbParams = Barotrauma.RagdollParams.LimbParams;
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using JointParams = Barotrauma.RagdollParams.JointParams;
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namespace Barotrauma
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{
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public enum LimbType
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{
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None, LeftHand, RightHand, LeftArm, RightArm, LeftForearm, RightForearm,
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LeftLeg, RightLeg, LeftFoot, RightFoot, Head, Torso, Tail, Legs, RightThigh, LeftThigh, Waist
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};
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partial class LimbJoint : RevoluteJoint
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{
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public bool IsSevered;
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public bool CanBeSevered => Params.CanBeSevered;
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public readonly JointParams Params;
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public readonly Ragdoll ragdoll;
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public readonly Limb LimbA, LimbB;
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public LimbJoint(Limb limbA, Limb limbB, JointParams jointParams, Ragdoll ragdoll) : this(limbA, limbB, Vector2.One, Vector2.One)
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{
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Params = jointParams;
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this.ragdoll = ragdoll;
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LoadParams();
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}
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public LimbJoint(Limb limbA, Limb limbB, Vector2 anchor1, Vector2 anchor2)
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: base(limbA.body.FarseerBody, limbB.body.FarseerBody, anchor1, anchor2)
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{
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CollideConnected = false;
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MotorEnabled = true;
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MaxMotorTorque = 0.25f;
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LimbA = limbA;
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LimbB = limbB;
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}
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public void LoadParams()
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{
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MaxMotorTorque = Params.Stiffness;
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LimitEnabled = Params.LimitEnabled;
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if (float.IsNaN(Params.LowerLimit))
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{
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Params.LowerLimit = 0;
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}
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if (float.IsNaN(Params.UpperLimit))
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{
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Params.UpperLimit = 0;
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}
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if (ragdoll.IsFlipped)
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{
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LocalAnchorA = ConvertUnits.ToSimUnits(new Vector2(-Params.Limb1Anchor.X, Params.Limb1Anchor.Y) * Params.Ragdoll.JointScale);
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LocalAnchorB = ConvertUnits.ToSimUnits(new Vector2(-Params.Limb2Anchor.X, Params.Limb2Anchor.Y) * Params.Ragdoll.JointScale);
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UpperLimit = MathHelper.ToRadians(-Params.LowerLimit);
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LowerLimit = MathHelper.ToRadians(-Params.UpperLimit);
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}
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else
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{
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LocalAnchorA = ConvertUnits.ToSimUnits(Params.Limb1Anchor * Params.Ragdoll.JointScale);
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LocalAnchorB = ConvertUnits.ToSimUnits(Params.Limb2Anchor * Params.Ragdoll.JointScale);
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UpperLimit = MathHelper.ToRadians(Params.UpperLimit);
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LowerLimit = MathHelper.ToRadians(Params.LowerLimit);
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}
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}
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}
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partial class Limb : ISerializableEntity, ISpatialEntity
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{
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//how long it takes for severed limbs to fade out
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private const float SeveredFadeOutTime = 10.0f;
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public readonly Character character;
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/// <summary>
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/// Note that during the limb initialization, character.AnimController returns null, whereas this field is already assigned.
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/// </summary>
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public readonly Ragdoll ragdoll;
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public readonly LimbParams Params;
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//the physics body of the limb
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public PhysicsBody body;
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public Vector2 StepOffset => ConvertUnits.ToSimUnits(Params.StepOffset) * ragdoll.RagdollParams.JointScale;
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public bool inWater;
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private readonly FixedMouseJoint pullJoint;
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public readonly LimbType type;
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public readonly bool ignoreCollisions;
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private bool isSevered;
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private float severedFadeOutTimer;
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private Vector2? mouthPos;
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public Vector2 MouthPos
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{
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get
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{
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if (!mouthPos.HasValue)
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{
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mouthPos = Params.MouthPos;
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}
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return mouthPos.Value;
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}
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set
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{
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mouthPos = value;
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}
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}
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public readonly Attack attack;
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public List<DamageModifier> DamageModifiers { get; private set; } = new List<DamageModifier>();
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private Direction dir;
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public int HealthIndex => Params.HealthIndex;
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public float Scale => Params.Ragdoll.LimbScale;
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public float AttackPriority => Params.AttackPriority;
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public bool DoesFlip => Params.Flip;
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public float SteerForce => Params.SteerForce;
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public Vector2 DebugTargetPos;
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public Vector2 DebugRefPos;
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public bool IsSevered
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{
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get { return isSevered; }
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set
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{
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if (isSevered == value) { return; }
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isSevered = value;
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if (isSevered)
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{
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ragdoll.SubtractMass(this);
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}
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if (!isSevered) severedFadeOutTimer = 0.0f;
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#if CLIENT
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if (isSevered) damageOverlayStrength = 100.0f;
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#endif
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}
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}
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public Submarine Submarine => character.Submarine;
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public Vector2 WorldPosition
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{
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get { return character.Submarine == null ? Position : Position + character.Submarine.Position; }
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}
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public Vector2 Position
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{
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get { return ConvertUnits.ToDisplayUnits(body.SimPosition); }
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}
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public Vector2 SimPosition
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{
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get
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{
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if (Removed)
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{
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#if DEBUG
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
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#endif
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GameAnalyticsManager.AddErrorEventOnce("Limb.LinearVelocity:SimPosition", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a removed limb.\n" + Environment.StackTrace);
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return Vector2.Zero;
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}
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return body.SimPosition;
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}
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}
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public float Rotation
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{
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get
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{
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if (Removed)
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{
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#if DEBUG
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
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#endif
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GameAnalyticsManager.AddErrorEventOnce("Limb.LinearVelocity:SimPosition", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a removed limb.\n" + Environment.StackTrace);
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return 0.0f;
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}
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return body.Rotation;
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}
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}
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//where an animcontroller is trying to pull the limb, only used for debug visualization
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public Vector2 AnimTargetPos { get; private set; }
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public float Mass
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{
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get
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{
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if (Removed)
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{
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#if DEBUG
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
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#endif
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GameAnalyticsManager.AddErrorEventOnce("Limb.Mass:AccessRemoved", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a removed limb.\n" + Environment.StackTrace);
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return 1.0f;
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}
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return body.Mass;
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}
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}
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public bool Disabled { get; set; }
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public Vector2 LinearVelocity
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{
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get
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{
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if (Removed)
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{
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#if DEBUG
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DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
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#endif
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GameAnalyticsManager.AddErrorEventOnce("Limb.LinearVelocity:AccessRemoved", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a removed limb.\n" + Environment.StackTrace);
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return Vector2.Zero;
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}
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return body.LinearVelocity;
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}
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}
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public float Dir
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{
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get { return ((dir == Direction.Left) ? -1.0f : 1.0f); }
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set { dir = (value == -1.0f) ? Direction.Left : Direction.Right; }
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}
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public int RefJointIndex => Params.RefJoint;
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private List<WearableSprite> wearingItems;
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public List<WearableSprite> WearingItems
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{
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get { return wearingItems; }
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}
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public List<WearableSprite> OtherWearables { get; private set; } = new List<WearableSprite>();
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public bool PullJointEnabled
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{
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get { return pullJoint.Enabled; }
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set { pullJoint.Enabled = value; }
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}
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public float PullJointMaxForce
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{
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get { return pullJoint.MaxForce; }
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set { pullJoint.MaxForce = value; }
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}
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public Vector2 PullJointWorldAnchorA
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{
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get { return pullJoint.WorldAnchorA; }
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set
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{
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if (!MathUtils.IsValid(value))
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{
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string errorMsg = "Attempted to set the anchor A of a limb's pull joint to an invalid value (" + value + ")\n" + Environment.StackTrace;
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GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorA:InvalidValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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#endif
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return;
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}
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if (Vector2.DistanceSquared(SimPosition, value) > 50.0f * 50.0f)
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{
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Vector2 diff = value - SimPosition;
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string errorMsg = "Attempted to move the anchor A of a limb's pull joint extremely far from the limb (diff: " + diff +
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", limb enabled: " + body.Enabled +
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", simple physics enabled: " + character.AnimController.SimplePhysicsEnabled + ")\n"
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+ Environment.StackTrace;
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GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorA:ExcessiveValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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#endif
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return;
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}
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pullJoint.WorldAnchorA = value;
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}
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}
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public Vector2 PullJointWorldAnchorB
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{
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get { return pullJoint.WorldAnchorB; }
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set
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{
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if (!MathUtils.IsValid(value))
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{
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string errorMsg = "Attempted to set the anchor B of a limb's pull joint to an invalid value (" + value + ")\n" + Environment.StackTrace;
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GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorB:InvalidValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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#endif
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return;
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}
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if (Vector2.DistanceSquared(pullJoint.WorldAnchorA, value) > 50.0f * 50.0f)
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{
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Vector2 diff = value - pullJoint.WorldAnchorA;
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string errorMsg = "Attempted to move the anchor B of a limb's pull joint extremely far from the limb (diff: " + diff +
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", limb enabled: " + body.Enabled +
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", simple physics enabled: " + character.AnimController.SimplePhysicsEnabled + ")\n"
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+ Environment.StackTrace;
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GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorB:ExcessiveValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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#endif
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return;
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}
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pullJoint.WorldAnchorB = value;
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}
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}
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public Vector2 PullJointLocalAnchorA
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{
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get { return pullJoint.LocalAnchorA; }
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}
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public bool Removed
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{
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get;
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private set;
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}
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public string Name => Params.Name;
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public Dictionary<string, SerializableProperty> SerializableProperties
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{
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get;
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private set;
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}
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public Limb(Ragdoll ragdoll, Character character, LimbParams limbParams)
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{
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this.ragdoll = ragdoll;
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this.character = character;
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this.Params = limbParams;
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wearingItems = new List<WearableSprite>();
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dir = Direction.Right;
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body = new PhysicsBody(limbParams);
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type = limbParams.Type;
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if (limbParams.IgnoreCollisions)
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{
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body.CollisionCategories = Category.None;
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body.CollidesWith = Category.None;
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ignoreCollisions = true;
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}
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else
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{
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//limbs don't collide with each other
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body.CollisionCategories = Physics.CollisionCharacter;
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body.CollidesWith = Physics.CollisionAll & ~Physics.CollisionCharacter & ~Physics.CollisionItem & ~Physics.CollisionItemBlocking;
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}
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body.UserData = this;
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pullJoint = new FixedMouseJoint(body.FarseerBody, ConvertUnits.ToSimUnits(limbParams.PullPos * Scale))
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{
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Enabled = false,
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//MaxForce = ((type == LimbType.LeftHand || type == LimbType.RightHand) ? 400.0f : 150.0f) * body.Mass
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// 150 or even 400 is too low if the joint is used for moving the character position from the mainlimb towards the collider position
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MaxForce = 1000 * Mass
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};
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GameMain.World.Add(pullJoint);
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var element = limbParams.Element;
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body.BodyType = BodyType.Dynamic;
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "attack":
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attack = new Attack(subElement, (character == null ? "null" : character.Name) + ", limb " + type);
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if (attack.DamageRange <= 0)
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{
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switch (body.BodyShape)
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{
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case PhysicsBody.Shape.Circle:
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attack.DamageRange = body.radius;
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break;
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case PhysicsBody.Shape.Capsule:
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attack.DamageRange = body.height / 2 + body.radius;
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break;
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case PhysicsBody.Shape.Rectangle:
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attack.DamageRange = new Vector2(body.width / 2.0f, body.height / 2.0f).Length();
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break;
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}
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attack.DamageRange = ConvertUnits.ToDisplayUnits(attack.DamageRange);
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}
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break;
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case "damagemodifier":
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DamageModifiers.Add(new DamageModifier(subElement, character.Name));
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break;
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}
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}
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SerializableProperties = SerializableProperty.GetProperties(this);
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InitProjSpecific(element);
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}
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partial void InitProjSpecific(XElement element);
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public void MoveToPos(Vector2 pos, float force, bool pullFromCenter = false)
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{
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Vector2 pullPos = body.SimPosition;
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if (!pullFromCenter)
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{
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pullPos = pullJoint.WorldAnchorA;
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}
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AnimTargetPos = pos;
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body.MoveToPos(pos, force, pullPos);
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}
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public void MirrorPullJoint()
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{
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pullJoint.LocalAnchorA = new Vector2(-pullJoint.LocalAnchorA.X, pullJoint.LocalAnchorA.Y);
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}
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public AttackResult AddDamage(Vector2 simPosition, float damage, float bleedingDamage, float burnDamage, bool playSound)
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{
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List<Affliction> afflictions = new List<Affliction>();
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if (damage > 0.0f) afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(damage));
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if (bleedingDamage > 0.0f) afflictions.Add(AfflictionPrefab.Bleeding.Instantiate(bleedingDamage));
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if (burnDamage > 0.0f) afflictions.Add(AfflictionPrefab.Burn.Instantiate(burnDamage));
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return AddDamage(simPosition, afflictions, playSound);
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}
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public AttackResult AddDamage(Vector2 simPosition, IEnumerable<Affliction> afflictions, bool playSound)
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{
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List<DamageModifier> appliedDamageModifiers = new List<DamageModifier>();
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//create a copy of the original affliction list to prevent modifying the afflictions of an Attack/StatusEffect etc
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var afflictionsCopy = afflictions.Where(a => Rand.Range(0.0f, 1.0f) <= a.Probability).ToList();
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for (int i = 0; i < afflictionsCopy.Count; i++)
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{
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foreach (DamageModifier damageModifier in DamageModifiers)
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{
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if (!damageModifier.MatchesAffliction(afflictionsCopy[i])) continue;
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if (SectorHit(damageModifier.ArmorSectorInRadians, simPosition))
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{
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afflictionsCopy[i] = afflictionsCopy[i].CreateMultiplied(damageModifier.DamageMultiplier);
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appliedDamageModifiers.Add(damageModifier);
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}
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}
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foreach (WearableSprite wearable in wearingItems)
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||||
{
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foreach (DamageModifier damageModifier in wearable.WearableComponent.DamageModifiers)
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||||
{
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if (!damageModifier.MatchesAffliction(afflictionsCopy[i])) continue;
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if (SectorHit(damageModifier.ArmorSectorInRadians, simPosition))
|
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{
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afflictionsCopy[i] = afflictionsCopy[i].CreateMultiplied(damageModifier.DamageMultiplier);
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appliedDamageModifiers.Add(damageModifier);
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}
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||||
}
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||||
}
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||||
}
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||||
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AddDamageProjSpecific(simPosition, afflictionsCopy, playSound, appliedDamageModifiers);
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return new AttackResult(afflictionsCopy, this, appliedDamageModifiers);
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}
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||||
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||||
partial void AddDamageProjSpecific(Vector2 simPosition, List<Affliction> afflictions, bool playSound, List<DamageModifier> appliedDamageModifiers);
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||||
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||||
public bool SectorHit(Vector2 armorSector, Vector2 simPosition)
|
||||
{
|
||||
if (armorSector == Vector2.Zero) { return false; }
|
||||
//sector 360 degrees or more -> always hits
|
||||
if (Math.Abs(armorSector.Y - armorSector.X) >= MathHelper.TwoPi) { return true; }
|
||||
float rotation = body.TransformedRotation;
|
||||
float offset = (MathHelper.PiOver2 - MathUtils.GetMidAngle(armorSector.X, armorSector.Y)) * Dir;
|
||||
float hitAngle = VectorExtensions.Angle(VectorExtensions.Forward(rotation + offset), SimPosition - simPosition);
|
||||
float sectorSize = GetArmorSectorSize(armorSector);
|
||||
return hitAngle < sectorSize / 2;
|
||||
}
|
||||
|
||||
protected float GetArmorSectorSize(Vector2 armorSector)
|
||||
{
|
||||
return Math.Abs(armorSector.X - armorSector.Y);
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
UpdateProjSpecific(deltaTime);
|
||||
|
||||
if (inWater)
|
||||
{
|
||||
body.ApplyWaterForces();
|
||||
}
|
||||
|
||||
if (isSevered)
|
||||
{
|
||||
severedFadeOutTimer += deltaTime;
|
||||
if (severedFadeOutTimer >= SeveredFadeOutTime)
|
||||
{
|
||||
body.Enabled = false;
|
||||
}
|
||||
else if (character.CurrentHull == null && Hull.FindHull(WorldPosition) != null)
|
||||
{
|
||||
severedFadeOutTimer = SeveredFadeOutTime;
|
||||
}
|
||||
}
|
||||
|
||||
if (attack != null)
|
||||
{
|
||||
attack.UpdateCoolDown(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime);
|
||||
|
||||
|
||||
private readonly List<Body> contactBodies = new List<Body>();
|
||||
/// <summary>
|
||||
/// Returns true if the attack successfully hit something. If the distance is not given, it will be calculated.
|
||||
/// </summary>
|
||||
public bool UpdateAttack(float deltaTime, Vector2 attackSimPos, IDamageable damageTarget, out AttackResult attackResult, float distance = -1, Limb targetLimb = null)
|
||||
{
|
||||
attackResult = default(AttackResult);
|
||||
float dist = distance > -1 ? distance : ConvertUnits.ToDisplayUnits(Vector2.Distance(SimPosition, attackSimPos));
|
||||
bool wasRunning = attack.IsRunning;
|
||||
attack.UpdateAttackTimer(deltaTime);
|
||||
|
||||
bool wasHit = false;
|
||||
Body structureBody = null;
|
||||
if (damageTarget != null)
|
||||
{
|
||||
switch (attack.HitDetectionType)
|
||||
{
|
||||
case HitDetection.Distance:
|
||||
if (dist < attack.DamageRange)
|
||||
{
|
||||
structureBody = Submarine.PickBody(SimPosition, attackSimPos, collisionCategory: Physics.CollisionWall | Physics.CollisionLevel, allowInsideFixture: true);
|
||||
if (damageTarget is Item i && i.GetComponent<Items.Components.Door>() != null)
|
||||
{
|
||||
// If the attack is aimed to an item and hits an item, it's successful.
|
||||
// Ignore blocking checks on doors, because it causes cases where a Mudraptor cannot hit the hatch, for example.
|
||||
wasHit = true;
|
||||
}
|
||||
else if (damageTarget is Structure wall && structureBody != null &&
|
||||
(structureBody.UserData is Structure || (structureBody.UserData is Submarine sub && sub == wall.Submarine)))
|
||||
{
|
||||
// If the attack is aimed to a structure (wall) and hits a structure or the sub, it's successful
|
||||
wasHit = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If there is nothing between, the hit is successful
|
||||
wasHit = structureBody == null;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case HitDetection.Contact:
|
||||
contactBodies.Clear();
|
||||
if (damageTarget is Character targetCharacter)
|
||||
{
|
||||
foreach (Limb limb in targetCharacter.AnimController.Limbs)
|
||||
{
|
||||
if (!limb.IsSevered && limb.body?.FarseerBody != null) contactBodies.Add(limb.body.FarseerBody);
|
||||
}
|
||||
}
|
||||
else if (damageTarget is Structure targetStructure)
|
||||
{
|
||||
if (character.Submarine == null && targetStructure.Submarine != null)
|
||||
{
|
||||
contactBodies.Add(targetStructure.Submarine.PhysicsBody.FarseerBody);
|
||||
}
|
||||
else
|
||||
{
|
||||
contactBodies.AddRange(targetStructure.Bodies);
|
||||
}
|
||||
}
|
||||
else if (damageTarget is Item)
|
||||
{
|
||||
Item targetItem = damageTarget as Item;
|
||||
if (targetItem.body?.FarseerBody != null) contactBodies.Add(targetItem.body.FarseerBody);
|
||||
}
|
||||
ContactEdge contactEdge = body.FarseerBody.ContactList;
|
||||
while (contactEdge != null)
|
||||
{
|
||||
if (contactEdge.Contact != null &&
|
||||
contactEdge.Contact.IsTouching &&
|
||||
contactBodies.Any(b => b == contactEdge.Contact.FixtureA?.Body || b == contactEdge.Contact.FixtureB?.Body))
|
||||
{
|
||||
structureBody = contactBodies.LastOrDefault();
|
||||
wasHit = true;
|
||||
break;
|
||||
}
|
||||
contactEdge = contactEdge.Next;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (wasHit)
|
||||
{
|
||||
wasHit = damageTarget != null;
|
||||
}
|
||||
|
||||
if (wasHit)
|
||||
{
|
||||
bool playSound = false;
|
||||
#if CLIENT
|
||||
playSound = LastAttackSoundTime < Timing.TotalTime - SoundInterval;
|
||||
if (playSound)
|
||||
{
|
||||
LastAttackSoundTime = SoundInterval;
|
||||
}
|
||||
#endif
|
||||
if (damageTarget is Character targetCharacter && targetLimb != null)
|
||||
{
|
||||
attackResult = attack.DoDamageToLimb(character, targetLimb, WorldPosition, 1.0f, playSound);
|
||||
}
|
||||
else
|
||||
{
|
||||
attackResult = attack.DoDamage(character, damageTarget, WorldPosition, 1.0f, playSound);
|
||||
}
|
||||
if (structureBody != null && attack.StickChance > Rand.Range(0.0f, 1.0f, Rand.RandSync.Server))
|
||||
{
|
||||
// TODO: use the hit pos?
|
||||
var localFront = body.GetLocalFront(Params.GetSpriteOrientation());
|
||||
var from = body.FarseerBody.GetWorldPoint(localFront);
|
||||
var to = from;
|
||||
var drawPos = body.DrawPosition;
|
||||
StickTo(structureBody, from, to);
|
||||
}
|
||||
attack.ResetAttackTimer();
|
||||
attack.SetCoolDown();
|
||||
}
|
||||
|
||||
Vector2 diff = attackSimPos - SimPosition;
|
||||
bool applyForces = (!attack.ApplyForcesOnlyOnce || !wasRunning) && diff.LengthSquared() > 0.00001f;
|
||||
if (applyForces)
|
||||
{
|
||||
|
||||
if (attack.ForceOnLimbIndices != null && attack.ForceOnLimbIndices.Count > 0)
|
||||
{
|
||||
foreach (int limbIndex in attack.ForceOnLimbIndices)
|
||||
{
|
||||
if (limbIndex < 0 || limbIndex >= character.AnimController.Limbs.Length) continue;
|
||||
|
||||
Limb limb = character.AnimController.Limbs[limbIndex];
|
||||
limb.body.ApplyTorque(limb.Mass * character.AnimController.Dir * attack.Torque);
|
||||
Vector2 forcePos = limb.pullJoint == null ? limb.body.SimPosition : limb.pullJoint.WorldAnchorA;
|
||||
limb.body.ApplyLinearImpulse(limb.Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos,
|
||||
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
body.ApplyTorque(Mass * character.AnimController.Dir * attack.Torque);
|
||||
Vector2 forcePos = pullJoint == null ? body.SimPosition : pullJoint.WorldAnchorA;
|
||||
body.ApplyLinearImpulse(
|
||||
Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition),
|
||||
forcePos,
|
||||
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
}
|
||||
}
|
||||
return wasHit;
|
||||
}
|
||||
|
||||
private WeldJoint attachJoint;
|
||||
private WeldJoint colliderJoint;
|
||||
public bool IsStuck => attachJoint != null;
|
||||
|
||||
/// <summary>
|
||||
/// Attach the limb to a target with WeldJoints.
|
||||
/// Uses sim units.
|
||||
/// </summary>
|
||||
private void StickTo(Body target, Vector2 from, Vector2 to)
|
||||
{
|
||||
if (attachJoint != null)
|
||||
{
|
||||
// Already attached to the target body, no need to do anything
|
||||
if (attachJoint.BodyB == target) { return; }
|
||||
Release();
|
||||
}
|
||||
|
||||
if (!ragdoll.IsStuck)
|
||||
{
|
||||
PhysicsBody mainLimbBody = ragdoll.MainLimb.body;
|
||||
Body colliderBody = ragdoll.Collider.FarseerBody;
|
||||
Vector2 mainLimbLocalFront = mainLimbBody.GetLocalFront(ragdoll.MainLimb.Params.GetSpriteOrientation());
|
||||
if (Dir < 0)
|
||||
{
|
||||
mainLimbLocalFront.X = -mainLimbLocalFront.X;
|
||||
}
|
||||
Vector2 mainLimbFront = mainLimbBody.FarseerBody.GetWorldPoint(mainLimbLocalFront);
|
||||
colliderBody.SetTransform(mainLimbBody.SimPosition, mainLimbBody.Rotation);
|
||||
// Attach the collider to the main body so that they don't go out of sync (TODO: why is the collider still rotated 90d off?)
|
||||
colliderJoint = new WeldJoint(colliderBody, mainLimbBody.FarseerBody, mainLimbFront, mainLimbFront, true)
|
||||
{
|
||||
KinematicBodyB = true,
|
||||
CollideConnected = false
|
||||
};
|
||||
GameMain.World.Add(colliderJoint);
|
||||
}
|
||||
|
||||
attachJoint = new WeldJoint(body.FarseerBody, target, from, to, true)
|
||||
{
|
||||
FrequencyHz = 1,
|
||||
DampingRatio = 0.5f,
|
||||
KinematicBodyB = true,
|
||||
CollideConnected = false
|
||||
};
|
||||
GameMain.World.Add(attachJoint);
|
||||
}
|
||||
|
||||
public void Release()
|
||||
{
|
||||
if (!IsStuck) { return; }
|
||||
GameMain.World.Remove(attachJoint);
|
||||
attachJoint = null;
|
||||
if (colliderJoint != null)
|
||||
{
|
||||
GameMain.World.Remove(colliderJoint);
|
||||
colliderJoint = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
body?.Remove();
|
||||
body = null;
|
||||
Release();
|
||||
RemoveProjSpecific();
|
||||
Removed = true;
|
||||
}
|
||||
|
||||
partial void RemoveProjSpecific();
|
||||
|
||||
public void LoadParams()
|
||||
{
|
||||
pullJoint.LocalAnchorA = ConvertUnits.ToSimUnits(Params.PullPos * Scale);
|
||||
LoadParamsProjSpecific();
|
||||
}
|
||||
|
||||
partial void LoadParamsProjSpecific();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user