(048b753e6) Merge branch 'dev' into human-ai

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:20:29 +03:00
parent 7b6c2f1fa8
commit 3d7a113d75
47 changed files with 651 additions and 461 deletions
@@ -293,6 +293,27 @@ namespace Barotrauma
return;
}
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
{
//stop dragging if there's something between the pull limb and the target
Vector2 sourceSimPos = mouthLimb.SimPosition;
Vector2 targetSimPos = target.SimPosition;
if (character.Submarine != null && character.SelectedCharacter.Submarine == null)
{
targetSimPos -= character.Submarine.SimPosition;
}
else if (character.Submarine == null && character.SelectedCharacter.Submarine != null)
{
sourceSimPos -= character.SelectedCharacter.Submarine.SimPosition;
}
var body = Submarine.CheckVisibility(sourceSimPos, targetSimPos, ignoreSubs: true);
if (body != null)
{
character.DeselectCharacter();
return;
}
}
Character targetCharacter = target;
float eatSpeed = character.Mass / targetCharacter.Mass * 0.1f;
eatTimer += deltaTime * eatSpeed;
@@ -712,6 +733,12 @@ namespace Barotrauma
limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength, maxVelocity: 10.0f);
}
while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
{
angle -= MathHelper.TwoPi;
}
limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
}
private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
@@ -1188,7 +1188,8 @@ namespace Barotrauma
isClimbing = false;
}
}
else if (character.IsKeyDown(InputType.Left) || character.IsKeyDown(InputType.Right))
else if ((character.IsKeyDown(InputType.Left) || character.IsKeyDown(InputType.Right)) &&
(!character.IsKeyDown(InputType.Up) && !character.IsKeyDown(InputType.Down)))
{
isClimbing = false;
}
@@ -1379,35 +1379,25 @@ namespace Barotrauma
else
{
closestBody = Submarine.CheckVisibility(seeingLimb.SimPosition, seeingLimb.SimPosition + diff);
if (!IsBlocking(closestBody))
if (closestBody != null)
{
closestBody = Submarine.CheckVisibility(target.SimPosition, target.SimPosition - diff);
}
}
return !IsBlocking(closestBody);
bool IsBlocking(Body body)
{
if (body == null) { return false; }
if (body.UserData is Structure wall && wall.CastShadow)
{
return wall != target;
}
else if (body.UserData is Item item && item != target)
{
var door = item.GetComponent<Door>();
if (door != null)
if (closestBody.UserData is Structure wall && wall.CastShadow)
{
return !door.IsOpen;
return false;
}
}
return false;
closestBody = Submarine.CheckVisibility(target.SimPosition, target.SimPosition - diff);
}
if (closestBody != null)
{
if (closestBody.UserData is Structure wall && wall.CastShadow)
{
return false;
}
}
return true;
}
/// <summary>
/// TODO: ensure that works. CheckVisibility takes positions in sim space, but this method uses world positions
/// </summary>
public bool CanSeeCharacter(Character target, Vector2 sourceWorldPos)
{
Vector2 diff = ConvertUnits.ToSimUnits(target.WorldPosition - sourceWorldPos);
@@ -1422,28 +1412,6 @@ namespace Barotrauma
closestBody = Submarine.CheckVisibility(target.WorldPosition, target.WorldPosition - diff);
if (closestBody == null) return true;
}
Structure wall = closestBody.UserData as Structure;
Item item = closestBody.UserData as Item;
Door door = item?.GetComponent<Door>();
return (wall == null || !wall.CastShadow) && (door == null || door.IsOpen);
}
public bool CanSeeCharacter(Character character, Vector2 sourceWorldPos)
{
Vector2 diff = ConvertUnits.ToSimUnits(character.WorldPosition - sourceWorldPos);
Body closestBody = null;
if (character.Submarine == null)
{
closestBody = Submarine.CheckVisibility(sourceWorldPos, sourceWorldPos + diff);
if (closestBody == null) return true;
}
else
{
closestBody = Submarine.CheckVisibility(character.WorldPosition, character.WorldPosition - diff);
if (closestBody == null) return true;
}
Structure wall = closestBody.UserData as Structure;
return wall == null || !wall.CastShadow;
}
@@ -94,7 +94,7 @@ namespace Barotrauma
}
}
partial class Limb : ISerializableEntity
partial class Limb : ISerializableEntity, ISpatialEntity
{
// Note: not used
private const float LimbDensity = 15;
@@ -155,6 +155,8 @@ namespace Barotrauma
}
}
public Submarine Submarine => character.Submarine;
public Vector2 WorldPosition
{
get { return character.Submarine == null ? Position : Position + character.Submarine.Position; }