Merge pull request #81 from Crystalwarrior/ragdollbutton

Adds ragdoll button. Because why not.
This commit is contained in:
Juan Pablo Arce
2017-12-06 13:02:35 -03:00
committed by GitHub
10 changed files with 129 additions and 55 deletions

View File

@@ -13,7 +13,7 @@ namespace Barotrauma
{
float volume = Math.Min(impact - 3.0f, 1.0f);
if (body.UserData is Limb)
if (body.UserData is Limb && character.Stun <= 0f)
{
Limb limb = (Limb)body.UserData;
@@ -23,7 +23,7 @@ namespace Barotrauma
limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
}
}
else if (body == Collider.FarseerBody)
else if (body.UserData is Limb || body == Collider.FarseerBody)
{
if (!character.IsRemotePlayer || GameMain.Server != null)
{

View File

@@ -109,6 +109,10 @@ namespace Barotrauma
TransformCursorPos();
}
bool ragdollInput = msg.ReadBoolean();
keys[(int)InputType.Ragdoll].Held = ragdollInput;
keys[(int)InputType.Ragdoll].SetState(false, ragdollInput);
facingRight = msg.ReadBoolean();
}
@@ -123,7 +127,7 @@ namespace Barotrauma
if (selectedEntity is Character)
{
bool doingCpr = msg.ReadBoolean();
if (doingCpr && selectedCharacter != null)
if (doingCpr && SelectedCharacter != null)
{
animation = AnimController.Animation.CPR;
}

View File

@@ -259,14 +259,14 @@ namespace Barotrauma
{
if (character == null) return false;
GUIComponent existingFrame = crewList.Parent.FindChild("selectedcharacter");
GUIComponent existingFrame = crewList.Parent.FindChild("SelectedCharacter");
if (existingFrame != null) crewList.Parent.RemoveChild(existingFrame);
var previewPlayer = new GUIFrame(
new Rectangle(0, 0, 230, 300),
new Color(0.0f, 0.0f, 0.0f, 0.8f), Alignment.TopRight, "", crewList.Parent);
previewPlayer.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
previewPlayer.UserData = "selectedcharacter";
previewPlayer.UserData = "SelectedCharacter";
character.Info.CreateInfoFrame(previewPlayer);

View File

@@ -237,7 +237,7 @@ namespace Barotrauma
float getUpSpeed = 0.3f;
float walkCycleSpeed = movement.X * walkAnimSpeed;
if (stairs != null)
if (Stairs != null)
{
TargetMovement = new Vector2(MathHelper.Clamp(TargetMovement.X, -1.5f, 1.5f), TargetMovement.Y);
@@ -328,7 +328,7 @@ namespace Barotrauma
float floorPos = GetFloorY(colliderPos + new Vector2(Math.Sign(movement.X) * 0.5f, 1.0f));
bool onSlope = floorPos > GetColliderBottom().Y + 0.05f;
if (stairs != null || onSlope)
if (Stairs != null || onSlope)
{
torso.pullJoint.WorldAnchorB = new Vector2(
MathHelper.SmoothStep(torso.SimPosition.X, footMid + movement.X * 0.25f, getUpSpeed * 0.8f),
@@ -382,7 +382,7 @@ namespace Barotrauma
Vector2 footPos = stepSize * -i;
if (stepSize.Y < 0.0f) stepSize.Y = -0.15f;
if (onSlope && stairs == null)
if (onSlope && Stairs == null)
{
footPos.Y *= 2.0f;
}
@@ -462,7 +462,7 @@ namespace Barotrauma
footPos = new Vector2(GetCenterOfMass().X + stepSize.X * i * 0.2f, colliderPos.Y - 0.1f);
}
if (stairs == null)
if (Stairs == null)
{
footPos.Y = Math.Max(Math.Min(floorPos, footPos.Y + 0.5f), footPos.Y);
}
@@ -987,7 +987,7 @@ namespace Barotrauma
}
//if on stairs, make the dragged character "climb up" (= collide with stairs)
if (stairs != null) target.AnimController.TargetMovement = new Vector2 (target.AnimController.TargetMovement.X, 1.0f);
//if (Stairs != null) target.AnimController.TargetMovement = new Vector2 (target.AnimController.TargetMovement.X, 1.0f);
}
public void Grab(Vector2 rightHandPos, Vector2 leftHandPos)

View File

@@ -67,7 +67,7 @@ namespace Barotrauma
protected float colliderHeightFromFloor;
protected Structure stairs;
public Structure Stairs;
protected Direction dir;
@@ -452,7 +452,7 @@ namespace Barotrauma
}
else if (structure.StairDirection != Direction.None)
{
stairs = null;
Stairs = null;
//don't collider with stairs if
@@ -475,8 +475,15 @@ namespace Barotrauma
if (inWater && targetMovement.Y < 0.5f) return false;
//---------------
stairs = structure;
//set stairs to that of the one dragging us
if (character.SelectedBy != null)
Stairs = character.SelectedBy.AnimController.Stairs;
else
Stairs = structure;
if (Stairs == null)
return false;
}
CalculateImpact(f1, f2, contact);
@@ -504,10 +511,7 @@ namespace Barotrauma
ImpactProjSpecific(impact,f1.Body);
if (f1.Body.UserData is Limb)
{
}
else if (f1.Body == Collider.FarseerBody)
if ((f1.Body.UserData is Limb && character.Stun > 0f) || f1.Body == Collider.FarseerBody)
{
if (!character.IsRemotePlayer || GameMain.Server != null)
{
@@ -898,8 +902,8 @@ namespace Barotrauma
limb.Update(deltaTime);
}
bool onStairs = stairs != null;
stairs = null;
bool onStairs = Stairs != null;
Stairs = null;
var contacts = Collider.FarseerBody.ContactList;
while (Collider.FarseerBody.Enabled && contacts != null && contacts.Contact != null)
@@ -917,7 +921,7 @@ namespace Barotrauma
Structure structure = contacts.Contact.FixtureA.Body.UserData as Structure;
if (structure != null && onStairs)
{
stairs = structure;
Stairs = structure;
}
break;
}
@@ -966,7 +970,7 @@ namespace Barotrauma
rayEnd.Y -= Collider.height * 0.5f + Collider.radius + colliderHeightFromFloor*1.2f;
Vector2 colliderBottomDisplay = ConvertUnits.ToDisplayUnits(GetColliderBottom());
if (!inWater && !character.IsDead && !character.IsUnconscious && levitatingCollider && Collider.LinearVelocity.Y>-ImpactTolerance)
if (!inWater && !character.IsDead && character.Stun <= 0f && levitatingCollider && Collider.LinearVelocity.Y>-ImpactTolerance)
{
float closestFraction = 1.0f;
Fixture closestFixture = null;
@@ -978,6 +982,7 @@ namespace Barotrauma
Structure structure = fixture.Body.UserData as Structure;
if (inWater && targetMovement.Y < 0.5f) return -1;
if (colliderBottomDisplay.Y < structure.Rect.Y - structure.Rect.Height + 30 && TargetMovement.Y < 0.5f) return -1;
if (character.SelectedBy != null) return -1;
break;
case Physics.CollisionPlatform:
Structure platform = fixture.Body.UserData as Structure;
@@ -1007,7 +1012,7 @@ namespace Barotrauma
switch (closestFixture.CollisionCategories)
{
case Physics.CollisionStairs:
stairs = closestFixture.Body.UserData as Structure;
Stairs = closestFixture.Body.UserData as Structure;
onStairs = true;
forceImmediate = true;
break;

View File

@@ -13,9 +13,9 @@ namespace Barotrauma
partial class Character : Entity, IDamageable, ISerializableEntity, IClientSerializable, IServerSerializable
{
public static List<Character> CharacterList = new List<Character>();
public static bool DisableControls;
private bool enabled = true;
public bool Enabled
{
@@ -68,7 +68,7 @@ namespace Barotrauma
}
protected Key[] keys;
private Item selectedConstruction;
private Item[] selectedItems;
@@ -94,12 +94,12 @@ namespace Barotrauma
protected float minHealth, maxHealth;
protected Item focusedItem;
private Character focusedCharacter, selectedCharacter;
private Character focusedCharacter, selectedCharacter, selectedBy;
private bool isDead;
private CauseOfDeath lastAttackCauseOfDeath;
private CauseOfDeath causeOfDeath;
public readonly bool IsHumanoid;
//the name of the species (e.q. human)
@@ -113,16 +113,16 @@ namespace Barotrauma
{
get;
set;
}
}
private CharacterInfo info;
public CharacterInfo Info
{
get
{
{
return info;
}
set
set
{
if (info != null && info != value) info.Remove();
@@ -154,7 +154,7 @@ namespace Barotrauma
{
get { return inventory; }
}
private Color speechBubbleColor;
private float speechBubbleTimer;
@@ -184,8 +184,8 @@ namespace Barotrauma
public Vector2 CursorPosition
{
get { return cursorPosition; }
set
{
set
{
if (!MathUtils.IsValid(value)) return;
cursorPosition = value;
}
@@ -204,6 +204,27 @@ namespace Barotrauma
public Character SelectedCharacter
{
get { return selectedCharacter; }
set
{
if (selectedCharacter != null)
selectedCharacter.selectedBy = null;
selectedCharacter = value;
if (selectedCharacter != null)
selectedCharacter.selectedBy = this;
}
}
public Character SelectedBy
{
get { return selectedBy; }
set
{
if (selectedBy != null)
selectedBy.selectedCharacter = null;
selectedBy = value;
if (selectedBy != null)
selectedBy.selectedCharacter = this;
}
}
private float lowPassMultiplier;
@@ -246,6 +267,9 @@ namespace Barotrauma
}
}
public bool IsRagdolled;
public bool IsForceRagdolled;
public bool IsUnconscious
{
get { return (needsAir && oxygen <= 0.0f) || health <= 0.0f; }
@@ -661,6 +685,8 @@ namespace Barotrauma
return dequeuedInput.HasFlag(InputNetFlags.Select); //TODO: clean up the way this input is registered
case InputType.Use:
return !(dequeuedInput.HasFlag(InputNetFlags.Use)) && (prevDequeuedInput.HasFlag(InputNetFlags.Use));
case InputType.Ragdoll:
return !(dequeuedInput.HasFlag(InputType.Ragdoll)) && (prevDequeuedInput.HasFlag(InputType.Ragdoll));
default:
return false;
}
@@ -695,6 +721,8 @@ namespace Barotrauma
return dequeuedInput.HasFlag(InputNetFlags.Use);
case InputType.Attack:
return dequeuedInput.HasFlag(InputNetFlags.Attack);
case InputType.Ragdoll:
return dequeuedInput.HasFlag(InputNetFlags.Ragdoll);
}
return false;
}
@@ -765,7 +793,7 @@ namespace Barotrauma
// - dragging someone
// - crouching
// - moving backwards
if (selectedCharacter == null &&
if (SelectedCharacter == null &&
(!(AnimController is HumanoidAnimController) || !((HumanoidAnimController)AnimController).Crouching) &&
Math.Sign(targetMovement.X) != -Math.Sign(AnimController.Dir))
{
@@ -912,9 +940,9 @@ namespace Barotrauma
if (selectedConstruction != null && IsKeyDown(InputType.Aim)) selectedConstruction.SecondaryUse(deltaTime, this);
}
if (selectedCharacter != null)
if (SelectedCharacter != null)
{
if (Vector2.DistanceSquared(selectedCharacter.WorldPosition, WorldPosition) > 90000.0f || !selectedCharacter.CanBeSelected)
if (Vector2.DistanceSquared(SelectedCharacter.WorldPosition, WorldPosition) > 90000.0f || !SelectedCharacter.CanBeSelected)
{
DeselectCharacter();
}
@@ -986,7 +1014,7 @@ namespace Barotrauma
var owner = (Character)inventory.Owner;
//can only be accessed if the character is incapacitated and has been selected
return selectedCharacter == owner && (!owner.CanInteract);
return SelectedCharacter == owner && (!owner.CanInteract);
}
if (inventory.Owner is Item)
@@ -1215,22 +1243,22 @@ namespace Barotrauma
{
if (character == null) return;
selectedCharacter = character;
SelectedCharacter = character;
}
public void DeselectCharacter()
{
if (selectedCharacter == null) return;
if (SelectedCharacter == null) return;
if (SelectedCharacter.AnimController != null)
{
foreach (Limb limb in selectedCharacter.AnimController.Limbs)
foreach (Limb limb in SelectedCharacter.AnimController.Limbs)
{
if (limb.pullJoint != null) limb.pullJoint.Enabled = false;
}
}
selectedCharacter = null;
SelectedCharacter = null;
}
public void DoInteractionUpdate(float deltaTime, Vector2 mouseSimPos)
@@ -1243,7 +1271,7 @@ namespace Barotrauma
if (!CanInteract)
{
if (selectedCharacter != null)
if (SelectedCharacter != null)
{
DeselectCharacter();
}
@@ -1276,7 +1304,7 @@ namespace Barotrauma
findFocusedTimer -= deltaTime;
}
if (selectedCharacter != null && IsKeyHit(InputType.Select))
if (SelectedCharacter != null && IsKeyHit(InputType.Select))
{
DeselectCharacter();
}
@@ -1435,7 +1463,22 @@ namespace Barotrauma
UpdateUnconscious(deltaTime);
return;
}
if (IsForceRagdolled)
IsRagdolled = IsForceRagdolled;
else if (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
if (IsRagdolled)
{
((HumanoidAnimController)AnimController).Crouching = false;
Stun = Math.Max(0.1f, Stun);
AnimController.ResetPullJoints();
selectedConstruction = null;
return;
}
Control(deltaTime, cam);
if (controlled != this && (!(this is AICharacter) || IsRemotePlayer))
{
@@ -1448,9 +1491,9 @@ namespace Barotrauma
selectedConstruction = null;
}
if (selectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
if (SelectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
{
if (GameMain.Client == null) selectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime;
if (GameMain.Client == null) SelectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime;
}
UpdateSightRange();
@@ -1839,7 +1882,7 @@ namespace Barotrauma
foreach (Character c in CharacterList)
{
if (c.focusedCharacter == this) c.focusedCharacter = null;
if (c.selectedCharacter == this) c.selectedCharacter = null;
if (c.SelectedCharacter == this) c.SelectedCharacter = null;
}
}
partial void DisposeProjSpecific();

View File

@@ -52,8 +52,9 @@ namespace Barotrauma
Use = 0x100,
Aim = 0x200,
Attack = 0x400,
Ragdoll = 0x800,
MaxVal = 0x7FF
MaxVal = 0xFFF
}
private InputNetFlags dequeuedInput = 0;
private InputNetFlags prevDequeuedInput = 0;
@@ -192,7 +193,7 @@ namespace Barotrauma
SimPosition,
LastNetworkUpdateID,
AnimController.TargetDir,
selectedCharacter == null ? (Entity)selectedConstruction : (Entity)selectedCharacter,
SelectedCharacter == null ? (Entity)selectedConstruction : (Entity)SelectedCharacter,
AnimController.Anim);
memLocalState.Add(posInfo);
@@ -208,6 +209,7 @@ namespace Barotrauma
if (IsKeyDown(InputType.Use)) newInput |= InputNetFlags.Use;
if (IsKeyDown(InputType.Aim)) newInput |= InputNetFlags.Aim;
if (IsKeyDown(InputType.Attack)) newInput |= InputNetFlags.Attack;
if (IsKeyDown(InputType.Ragdoll)) newInput |= InputNetFlags.Ragdoll;
if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
@@ -438,15 +440,16 @@ namespace Barotrauma
Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position);
tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)));
}
tempBuffer.Write(IsRagdolled);
tempBuffer.Write(AnimController.TargetDir == Direction.Right);
}
if (selectedCharacter != null || selectedConstruction != null)
if (SelectedCharacter != null || selectedConstruction != null)
{
tempBuffer.Write(true);
tempBuffer.Write(selectedCharacter != null ? selectedCharacter.ID : selectedConstruction.ID);
if (selectedCharacter != null)
tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : selectedConstruction.ID);
if (SelectedCharacter != null)
{
tempBuffer.Write(AnimController.Anim == AnimController.Animation.CPR);
}

View File

@@ -658,6 +658,24 @@ namespace Barotrauma
if (Character.Controlled != null) Character.Controlled.AnimController.Frozen = !Character.Controlled.AnimController.Frozen;
}));
commands.Add(new Command("ragdoll", "ragdoll [character name]: Force-ragdoll the specified character. If the name parameter is omitted, the controlled character will be ragdolled.", (string[] args) =>
{
Character ragdolledCharacter = null;
if (args.Length == 0)
{
ragdolledCharacter = Character.Controlled;
}
else
{
ragdolledCharacter = FindMatchingCharacter(args);
}
if (ragdolledCharacter != null)
{
ragdolledCharacter.IsForceRagdolled = !ragdolledCharacter.IsForceRagdolled;
}
}));
commands.Add(new Command("freecamera|freecam", "freecam: Detach the camera from the controlled character.", (string[] args) =>
{
Character.Controlled = null;

View File

@@ -11,7 +11,8 @@ namespace Barotrauma
Up, Down, Left, Right,
Attack,
Run, Crouch,
Chat, RadioChat, CrewOrders
Chat, RadioChat, CrewOrders,
Ragdoll
}
public class KeyOrMouse

View File

@@ -2,7 +2,7 @@
<config masterserverurl="http://www.undertowgames.com/baromaster" autocheckupdates="true" musicvolume="0.5" soundvolume="0.5" verboselogging="false">
<graphicsmode fullscreen="true" vsync="true" />
<contentpackage path="Data/ContentPackages/Vanilla 0.7.xml" />
<keymapping Select="E" Use="0" Aim="1" Up="W" Down="S" Left="A" Right="D" Attack="R" Run="LeftShift" Crouch="LeftControl" Chat="Tab" CrewOrders="C" />
<keymapping Select="E" Use="0" Aim="1" Up="W" Down="S" Left="A" Right="D" Attack="R" Run="LeftShift" Crouch="LeftControl" Chat="Tab" RadioChat="OemTilde" CrewOrders="C" Ragdoll="Space" /> />
<gameplay>
<jobpreferences>
<job name="Engineer" />