(7788ec72a) Test issuing orders automatically.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:03:49 +03:00
parent d00e2975ba
commit 60f52375e6
202 changed files with 2714 additions and 5825 deletions
@@ -293,27 +293,6 @@ 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;
@@ -609,7 +588,6 @@ namespace Barotrauma
}
}
float prevWalkPos = WalkPos;
WalkPos -= MainLimb.LinearVelocity.X * (CurrentAnimationParams.CycleSpeed / RagdollParams.JointScale / 100.0f);
Vector2 transformedStepSize = Vector2.Zero;
@@ -645,11 +623,6 @@ namespace Barotrauma
bool playFootstepSound = false;
if (limb.type == LimbType.LeftFoot)
{
if (Math.Sign(Math.Sin(prevWalkPos)) > 0 && Math.Sign(transformedStepSize.Y) < 0)
{
playFootstepSound = true;
}
limb.DebugRefPos = footPos + Vector2.UnitX * movement.X * 0.1f;
limb.DebugTargetPos = footPos + new Vector2(
transformedStepSize.X + movement.X * 0.1f,
@@ -658,20 +631,13 @@ namespace Barotrauma
}
else if (limb.type == LimbType.RightFoot)
{
if (Math.Sign(Math.Sin(prevWalkPos)) < 0 && Math.Sign(transformedStepSize.Y) > 0)
{
playFootstepSound = true;
}
limb.DebugRefPos = footPos + Vector2.UnitX * movement.X * 0.1f;
limb.DebugTargetPos = footPos + new Vector2(
-transformedStepSize.X + movement.X * 0.1f,
(-transformedStepSize.Y > 0.0f) ? -transformedStepSize.Y : 0.0f);
limb.MoveToPos(limb.DebugTargetPos, FootMoveForce);
}
#if CLIENT
if (playFootstepSound) { PlayImpactSound(limb); }
#endif
if (CurrentGroundedParams.FootAnglesInRadians.ContainsKey(limb.limbParams.ID))
{
SmoothRotateWithoutWrapping(limb,
@@ -751,6 +717,22 @@ namespace Barotrauma
limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
}
private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
{
//make sure the angle "has the same number of revolutions" as the reference limb
//(e.g. we don't want to rotate the legs to 0 if the torso is at 360, because that'd blow up the hip joints)
while (referenceLimb.Rotation - angle > MathHelper.TwoPi)
{
angle += MathHelper.TwoPi;
}
while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
{
angle -= MathHelper.TwoPi;
}
limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
}
public override void Flip()
{
base.Flip();
@@ -534,12 +534,7 @@ namespace Barotrauma
Limb leftLeg = GetLimb(LimbType.LeftLeg);
Limb rightLeg = GetLimb(LimbType.RightLeg);
float limpAmount =
character.CharacterHealth.GetAfflictionStrength("damage", leftFoot, true) +
character.CharacterHealth.GetAfflictionStrength("damage", rightFoot, true);
limpAmount = MathHelper.Clamp(limpAmount / 100.0f, 0.0f, 1.0f);
float walkCycleMultiplier = 1.0f;
if (Stairs != null)
{
@@ -560,8 +555,7 @@ namespace Barotrauma
//TODO: take into account that the feet aren't necessarily in CurrentHull
//full slowdown (1.5f) when water is up to the torso
surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
}
float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
@@ -570,10 +564,11 @@ namespace Barotrauma
float walkPosX = (float)Math.Cos(WalkPos);
float walkPosY = (float)Math.Sin(WalkPos);
Vector2 stepSize = StepSize.Value;
stepSize.X *= walkPosX;
stepSize.Y *= walkPosY;
stepSize.Y *= walkPosY;
float footMid = colliderPos.X;
if (limpAmount > 0.0f)
@@ -594,7 +589,7 @@ namespace Barotrauma
movement.Y = 0.0f;
if (torso == null) { return; }
bool isNotRemote = true;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) isNotRemote = !character.IsRemotePlayer;
@@ -698,7 +693,7 @@ namespace Barotrauma
//make the character limp if the feet are damaged
float footAfflictionStrength = character.CharacterHealth.GetAfflictionStrength("damage", foot, true);
footPos.X *= MathHelper.Lerp(1.0f, 0.75f, MathHelper.Clamp(footAfflictionStrength / 50.0f, 0.0f, 1.0f));
footPos *= MathHelper.Lerp(1.0f, 0.5f, MathHelper.Clamp(footAfflictionStrength / 100.0f, 0.0f, 1.0f));
if (onSlope && Stairs == null)
{
@@ -788,19 +783,13 @@ namespace Barotrauma
//get the upper arm to point downwards
var arm = GetLimb(armType);
if (Math.Abs(arm.body.AngularVelocity) < 10.0f)
{
arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.1f, 0.1f), arm.Mass * 10.0f);
}
arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.1f, 0.1f), arm.Mass * 10.0f);
//get the elbow to a neutral rotation
if (Math.Abs(hand.body.AngularVelocity) < 10.0f)
{
LimbJoint elbow =
LimbJoint elbow =
GetJointBetweenLimbs(armType, hand.type) ??
GetJointBetweenLimbs(armType, foreArmType);
hand.body.ApplyTorque(MathHelper.Clamp(-elbow.JointAngle, -MathHelper.PiOver2, MathHelper.PiOver2) * hand.Mass * 10.0f);
}
hand.body.ApplyTorque(-elbow.JointAngle * hand.Mass * 10.0f);
}
}
}
@@ -1138,12 +1127,12 @@ namespace Barotrauma
#if CLIENT
if (Math.Abs(leftFootPos - prevLeftFootPos) > stepHeight && leftFoot.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval)
{
SoundPlayer.PlaySound("footstep_armor_heavy", leftFoot.WorldPosition, hullGuess: currentHull);
SoundPlayer.PlaySound("footstep_armor_heavy", volume: 0.5f, range: 500.0f, position: leftFoot.WorldPosition);
leftFoot.LastImpactSoundTime = (float)Timing.TotalTime;
}
if (Math.Abs(rightFootPos - prevRightFootPos) > stepHeight && rightFoot.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval)
{
SoundPlayer.PlaySound("footstep_armor_heavy", rightFoot.WorldPosition, hullGuess: currentHull);
SoundPlayer.PlaySound("footstep_armor_heavy", volume: 0.5f, range: 500.0f, position: rightFoot.WorldPosition);
rightFoot.LastImpactSoundTime = (float)Timing.TotalTime;
}
#endif
@@ -1194,8 +1183,7 @@ namespace Barotrauma
isClimbing = false;
}
}
else if ((character.IsKeyDown(InputType.Left) || character.IsKeyDown(InputType.Right)) &&
(!character.IsKeyDown(InputType.Up) && !character.IsKeyDown(InputType.Down)))
else if (character.IsKeyDown(InputType.Left) || character.IsKeyDown(InputType.Right))
{
isClimbing = false;
}
@@ -84,7 +84,6 @@ namespace Barotrauma
var folder = XMLExtensions.TryLoadXml(Character.GetConfigFile(speciesName))?.Root?.Element("ragdolls")?.GetAttributeString("folder", string.Empty);
if (string.IsNullOrEmpty(folder) || folder.ToLowerInvariant() == "default")
{
//DebugConsole.NewMessage("[RagollParams] Using the default folder.");
folder = GetDefaultFolder(speciesName);
}
return folder;
@@ -674,6 +674,8 @@ namespace Barotrauma
velocity -= ((Submarine)f2.Body.UserData).Velocity;
}
if (character.Submarine == null && f2.Body.UserData is Submarine) velocity -= ((Submarine)f2.Body.UserData).Velocity;
float impact = Vector2.Dot(velocity, -normal);
if (f1.Body == Collider.FarseerBody || !Collider.Enabled)
{
@@ -692,11 +694,6 @@ namespace Barotrauma
character.AddDamage(impactPos, new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate((impact - ImpactTolerance) * 10.0f) }, 0.0f, true);
strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
character.ApplyStatusEffects(ActionType.OnImpact, 1.0f);
//briefly disable impact damage
//otherwise the character will take damage multiple times when for example falling,
//because we use the velocity of the collider to determine the impact
//(i.e. the character would take damage until the collider hits the floor and stops)
character.DisableImpactDamageTimer = 0.25f;
}
}
}
@@ -704,7 +701,7 @@ namespace Barotrauma
ImpactProjSpecific(impact, f1.Body);
}
public void SeverLimbJoint(LimbJoint limbJoint, bool playSound = true)
public void SeverLimbJoint(LimbJoint limbJoint)
{
if (!limbJoint.CanBeSevered || limbJoint.IsSevered)
{
@@ -733,7 +730,7 @@ namespace Barotrauma
}
}
partial void SeverLimbJointProjSpecific(LimbJoint limbJoint, bool playSound = true);
partial void SeverLimbJointProjSpecific(LimbJoint limbJoint);
private void GetConnectedLimbs(List<Limb> connectedLimbs, List<LimbJoint> checkedJoints, Limb limb)
{