(b522c4551) Don't assign the attackinglimb if we shouldn't be attacking. Fixes Hammerhead not falling back after hitting the sub.

This commit is contained in:
Joonas Rikkonen
2019-04-01 22:50:39 +03:00
parent e9a3577316
commit 5d6cbb5898
10 changed files with 126 additions and 109 deletions

View File

@@ -44,29 +44,25 @@ namespace Barotrauma
return;
}
if (character.MemState[0].SelectedCharacter == null || character.MemState[0].SelectedCharacter.Removed)
if (character.MemState[0].Interact == null || character.MemState[0].Interact.Removed)
{
character.DeselectCharacter();
}
else if (character.MemState[0].SelectedCharacter != null)
{
character.SelectCharacter(character.MemState[0].SelectedCharacter);
}
if (character.MemState[0].SelectedItem == null || character.MemState[0].SelectedItem.Removed)
{
character.SelectedConstruction = null;
}
else
else if (character.MemState[0].Interact is Character)
{
if (character.SelectedConstruction != character.MemState[0].SelectedItem)
character.SelectCharacter((Character)character.MemState[0].Interact);
}
else if (character.MemState[0].Interact is Item newSelectedConstruction)
{
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
{
foreach (var ic in character.MemState[0].SelectedItem.Components)
foreach (var ic in newSelectedConstruction.Components)
{
if (ic.CanBeSelected) ic.Select(character);
}
}
character.SelectedConstruction = character.MemState[0].SelectedItem;
character.SelectedConstruction = newSelectedConstruction;
}
if (character.MemState[0].Animation == AnimController.Animation.CPR)
@@ -92,13 +88,13 @@ namespace Barotrauma
Collider.AngularVelocity = newAngularVelocity;
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
float errorTolerance = character.AllowInput ? 0.01f : 0.1f;
if (distSqrd > errorTolerance)
{
if (distSqrd > 10.0f || !character.AllowInput)
{
Collider.TargetRotation = newRotation;
SetPosition(newPosition, lerp: distSqrd < 5.0f);
SetPosition(newPosition, lerp: distSqrd < 1.0f);
}
else
{
@@ -112,15 +108,8 @@ namespace Barotrauma
// -> we need to correct it manually
if (!character.AllowInput)
{
float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
float mainLimbErrorTolerance = 0.1f;
//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
//don't attempt to correct the position.
if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
{
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
}
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
}
}
character.MemLocalState.Clear();
@@ -173,30 +162,25 @@ namespace Barotrauma
CharacterStateInfo localPos = character.MemLocalState[localPosIndex];
//the entity we're interacting with doesn't match the server's
if (localPos.SelectedCharacter != serverPos.SelectedCharacter)
if (localPos.Interact != serverPos.Interact)
{
if (serverPos.SelectedCharacter == null || serverPos.SelectedCharacter.Removed)
if (serverPos.Interact == null || serverPos.Interact.Removed)
{
character.DeselectCharacter();
}
else if (serverPos.SelectedCharacter != null)
{
character.SelectCharacter(serverPos.SelectedCharacter);
}
}
if (localPos.SelectedItem != serverPos.SelectedItem)
{
if (serverPos.SelectedItem == null || serverPos.SelectedItem.Removed)
{
character.SelectedConstruction = null;
}
else if (serverPos.SelectedItem != null)
else if (serverPos.Interact is Character)
{
if (character.SelectedConstruction != serverPos.SelectedItem)
character.SelectCharacter((Character)serverPos.Interact);
}
else
{
var newSelectedConstruction = (Item)serverPos.Interact;
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
{
serverPos.SelectedItem.TryInteract(character, true, true);
newSelectedConstruction.TryInteract(character, true, true);
}
character.SelectedConstruction = serverPos.SelectedItem;
character.SelectedConstruction = newSelectedConstruction;
}
}

View File

@@ -30,13 +30,12 @@ namespace Barotrauma
else
{
var posInfo = new CharacterStateInfo(
SimPosition,
AnimController.Collider.Rotation,
LastNetworkUpdateID,
AnimController.TargetDir,
SelectedCharacter,
SelectedConstruction,
AnimController.Anim);
SimPosition,
AnimController.Collider.Rotation,
LastNetworkUpdateID,
AnimController.TargetDir,
SelectedCharacter == null ? (Entity)SelectedConstruction : (Entity)SelectedCharacter,
AnimController.Anim);
memLocalState.Add(posInfo);
@@ -215,7 +214,6 @@ namespace Barotrauma
Vector2 linearVelocity = new Vector2(
msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
linearVelocity = NetConfig.Quantize(linearVelocity, -MaxVel, MaxVel, 12);
bool fixedRotation = msg.ReadBoolean();
float? rotation = null;
@@ -225,7 +223,6 @@ namespace Barotrauma
rotation = msg.ReadFloat();
float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
angularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8);
angularVelocity = NetConfig.Quantize(angularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8);
}
bool readStatus = msg.ReadBoolean();
@@ -239,11 +236,7 @@ namespace Barotrauma
int index = 0;
if (GameMain.Client.Character == this && AllowInput)
{
var posInfo = new CharacterStateInfo(
pos, rotation,
networkUpdateID,
facingRight ? Direction.Right : Direction.Left,
selectedCharacter, selectedItem, animation);
var posInfo = new CharacterStateInfo(pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
index++;
@@ -251,11 +244,7 @@ namespace Barotrauma
}
else
{
var posInfo = new CharacterStateInfo(
pos, rotation,
linearVelocity, angularVelocity,
sendingTime, facingRight ? Direction.Right : Direction.Left,
selectedCharacter, selectedItem, animation);
var posInfo = new CharacterStateInfo(pos, rotation, linearVelocity, angularVelocity, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
index++;

View File

@@ -656,13 +656,6 @@ namespace Barotrauma
msg.Timer -= deltaTime;
msg.Pos += msg.Velocity * deltaTime;
}
foreach (GUIMessage msg in messages)
{
if (!msg.WorldSpace) continue;
msg.Timer -= deltaTime;
msg.Pos += msg.Velocity * deltaTime;
}
}
messages.RemoveAll(m => m.Timer <= 0.0f);

View File

@@ -171,12 +171,9 @@ namespace Barotrauma
newVelocity = new Vector2(
msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
newVelocity = NetConfig.Quantize(newVelocity, -MaxVel, MaxVel, 12);
if (!fixedRotation)
{
newAngularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8);
newAngularVelocity = NetConfig.Quantize(newAngularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8);
}
}
msg.ReadPadBits();

View File

@@ -362,8 +362,7 @@ namespace Barotrauma
if (SelectedCharacter != null || SelectedConstruction != null)
{
tempBuffer.Write(true);
tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : NullEntityID);
tempBuffer.Write(SelectedConstruction != null ? SelectedConstruction.ID : NullEntityID);
tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : SelectedConstruction.ID);
if (SelectedCharacter != null)
{
tempBuffer.Write(AnimController.Anim == AnimController.Animation.CPR);
@@ -377,9 +376,8 @@ namespace Barotrauma
tempBuffer.Write(SimPosition.X);
tempBuffer.Write(SimPosition.Y);
float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
AnimController.Collider.LinearVelocity = NetConfig.Quantize(AnimController.Collider.LinearVelocity, -MaxVel, MaxVel, 12);
tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel, 12);
tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12);
tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
bool fixedRotation = AnimController.Collider.FarseerBody.FixedRotation;
tempBuffer.Write(fixedRotation);
@@ -387,7 +385,6 @@ namespace Barotrauma
{
tempBuffer.Write(AnimController.Collider.Rotation);
float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
AnimController.Collider.AngularVelocity = NetConfig.Quantize(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel, 8);
tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel), -MaxAngularVel, MaxAngularVel, 8);
}

View File

@@ -1,7 +1,11 @@
using Barotrauma.Networking;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Barotrauma.Networking;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
namespace Barotrauma
{
@@ -33,12 +37,10 @@ namespace Barotrauma
if (FarseerBody.Awake)
{
body.Enabled = true;
body.LinearVelocity = NetConfig.Quantize(body.LinearVelocity, -MaxVel, MaxVel, 12);
msg.WriteRangedSingle(body.LinearVelocity.X, -MaxVel, MaxVel, 12);
msg.WriteRangedSingle(body.LinearVelocity.Y, -MaxVel, MaxVel, 12);
msg.WriteRangedSingle(MathHelper.Clamp(body.LinearVelocity.X, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
msg.WriteRangedSingle(MathHelper.Clamp(body.LinearVelocity.Y, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
if (!FarseerBody.FixedRotation)
{
body.AngularVelocity = NetConfig.Quantize(body.AngularVelocity, -MaxAngularVel, MaxAngularVel, 8);
msg.WriteRangedSingle(MathHelper.Clamp(body.AngularVelocity, -MaxAngularVel, MaxAngularVel), -MaxAngularVel, MaxAngularVel, 8);
}
}

View File

@@ -705,16 +705,15 @@ namespace Barotrauma
default:
UpdateFallBack(attackWorldPos, deltaTime);
return;
}
}
if (AttackingLimb == null || _previousAiTarget != SelectedAiTarget)
{
AttackingLimb = GetAttackLimb(attackWorldPos);
}
if (canAttack)
{
if (AttackingLimb == null || _previousAiTarget != SelectedAiTarget)
{
AttackingLimb = GetAttackLimb(attackWorldPos);
}
canAttack = AttackingLimb != null && AttackingLimb.attack.CoolDownTimer <= 0;
}
float distance = 0;
@@ -1233,11 +1232,52 @@ namespace Barotrauma
valueModifier = isOutdoor ? 1 : 0;
valueModifier *= isOpen ? 5 : 1;
}
}
else
{
// Ignore disabled walls
bool isDisabled = true;
for (int i = 0; i < s.Sections.Length; i++)
{
valueModifier = isOutdoor ? 0 : 1;
valueModifier *= isOpen ? 0 : 1;
}
if (isDisabled)
{
valueModifier = 0;
}
}
}
else
{
targetingTag = "room";
}
if (door != null)
{
// If there's not a more specific tag for the door
if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room")
{
targetingTag = "door";
}
bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom;
bool isOpen = door.IsOpen || door.Item.Condition <= 0.0f;
//increase priority if the character is outside and an aggressive boarder, and the door is from outside to inside
if (aggressiveBoarding)
{
if (character.CurrentHull == null)
{
valueModifier = isOutdoor ? 1 : 0;
valueModifier *= isOpen ? 5 : 1;
}
for (int i = 0; i < s.Sections.Length; i++)
{
valueModifier = isOutdoor ? 0 : 1;
valueModifier *= isOpen ? 0 : 1;
}
}
else if (isOpen) //ignore broken and open doors
{
continue;
}
else if (isOpen) //ignore broken and open doors
{

View File

@@ -14,17 +14,17 @@ namespace Barotrauma
public readonly AnimController.Animation Animation;
public CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, float time, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
: this(pos, rotation, velocity, angularVelocity, 0, time, dir, selectedCharacter, selectedItem, animation)
public CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
: this(pos, rotation, velocity, angularVelocity, 0, time, dir, interact, animation)
{
}
public CharacterStateInfo(Vector2 pos, float? rotation, UInt16 ID, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
: this(pos, rotation, Vector2.Zero, 0.0f, ID, 0.0f, dir, selectedCharacter, selectedItem, animation)
public CharacterStateInfo(Vector2 pos, float? rotation, UInt16 ID, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
: this(pos, rotation, Vector2.Zero, 0.0f, ID, 0.0f, dir, interact, animation)
{
}
protected CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, UInt16 ID, float time, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
protected CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, UInt16 ID, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
: base(pos, rotation, velocity, angularVelocity, ID, time)
{
Direction = dir;

View File

@@ -1016,6 +1016,39 @@ namespace Barotrauma
AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
if (sprite == null)
{
DebugConsole.ThrowError("Item \"" + Name + "\" has no sprite!");
#if SERVER
sprite = new Sprite("", Vector2.Zero);
sprite.SourceRect = new Rectangle(0, 0, 32, 32);
#else
sprite = new Sprite(TextureLoader.PlaceHolderTexture, null, null)
{
Origin = TextureLoader.PlaceHolderTexture.Bounds.Size.ToVector2() / 2
};
#endif
size = sprite.size;
sprite.EntityID = identifier;
}
if (!category.HasFlag(MapEntityCategory.Legacy) && string.IsNullOrEmpty(identifier))
{
DebugConsole.ThrowError(
"Item prefab \"" + name + "\" has no identifier. All item prefabs have a unique identifier string that's used to differentiate between items during saving and loading.");
}
if (!string.IsNullOrEmpty(identifier))
{
MapEntityPrefab existingPrefab = List.Find(e => e.Identifier == identifier);
if (existingPrefab != null)
{
DebugConsole.ThrowError(
"Map entity prefabs \"" + name + "\" and \"" + existingPrefab.Name + "\" have the same identifier!");
}
}
AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
List.Add(this);
}

View File

@@ -74,23 +74,5 @@ namespace Barotrauma.Networking
if (lengthSqr > 1000.0f) { return Vector2.Zero; }
return cursorPositionError *= 0.7f;
}
public static Vector2 Quantize(Vector2 value, float min, float max, int numberOfBits)
{
return new Vector2(
Quantize(value.X, min, max, numberOfBits),
Quantize(value.Y, min, max, numberOfBits));
}
public static float Quantize(float value, float min, float max, int numberOfBits)
{
float step = (max - min) / (1 << (numberOfBits + 1));
if (Math.Abs(value) < step + 0.00001f)
{
return 0.0f;
}
return MathUtils.RoundTowardsClosest(MathHelper.Clamp(value, min, max), step);
}
}
}