Changes to submarine<->outside teleporting logic:
- contacts between limbs and the sub are temporarily disabled before teleporting to prevent the character from "exploding" - impact damage is disabled for 0.25 seconds after teleporting in case the character still explodes - characters with disabled impact damage won't damage the walls when hitting - the collider of SubmarineBody is generated based on walls instead of hulls - fixed Submarine.CheckVisibilit ignoring fixtures with (CollisionWall | CollisionLevel) collisioncategory
This commit is contained in:
@@ -164,7 +164,7 @@ namespace Barotrauma
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currentHull = value;
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foreach (Limb limb in Limbs)
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{
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limb.body.Submarine = currentHull == null ? null : Submarine.Loaded;
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limb.body.Submarine = currentHull == null ? null : currentHull.Submarine;
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}
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}
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}
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@@ -227,6 +227,7 @@ namespace Barotrauma
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Limb limb = new Limb(character, subElement, scale);
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limb.body.FarseerBody.OnCollision += OnLimbCollision;
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Limbs[ID] = limb;
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@@ -381,6 +382,8 @@ namespace Barotrauma
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private void CalculateImpact(Fixture f1, Fixture f2, Contact contact)
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{
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if (character.DisableImpactDamageTimer > 0.0f) return;
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Vector2 normal = contact.Manifold.LocalNormal;
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Vector2 avgVelocity = Vector2.Zero;
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@@ -574,18 +577,18 @@ namespace Barotrauma
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for (int i = -1; i < 2; i += 2)
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{
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//don't teleport outside the sub if right next to a hull
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if (Hull.FindHull(findPos + new Vector2(Submarine.GridSize.X * 2.0f * i, 0.0f), currentHull) != null) return;
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if (Hull.FindHull(findPos + new Vector2(0.0f, Submarine.GridSize.Y * 2.0f * i), currentHull) != null) return;
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if (Hull.FindHull(findPos + new Vector2(Submarine.GridSize.X * 4.0f * i, 0.0f), currentHull) != null) return;
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if (Hull.FindHull(findPos + new Vector2(0.0f, Submarine.GridSize.Y * 4.0f * i), currentHull) != null) return;
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}
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Vector2 ragdollSpeed = refLimb.LinearVelocity == Vector2.Zero ? Vector2.Zero : Vector2.Normalize(refLimb.LinearVelocity);
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SetPosition(refLimb.SimPosition + ConvertUnits.ToSimUnits(currentHull.Submarine.Position));
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character.CursorPosition += currentHull.Submarine.Position;
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if (Gap.FindAdjacent(currentHull.ConnectedGaps, findPos, 150.0f) != null) return;
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Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity, true);
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}
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else if (currentHull == null && newHull != null && newHull.Submarine != null)
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else if (currentHull == null && newHull.Submarine != null)
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{
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SetPosition(refLimb.SimPosition - ConvertUnits.ToSimUnits(newHull.Submarine.Position));
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character.CursorPosition -= newHull.Submarine.Position;
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Teleport(-ConvertUnits.ToSimUnits(newHull.Submarine.Position), -newHull.Submarine.Velocity, false);
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}
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}
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@@ -593,9 +596,48 @@ namespace Barotrauma
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character.Submarine = CurrentHull == null ? null : Submarine.Loaded;
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UpdateCollisionCategories();
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}
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private void Teleport(Vector2 moveAmount, Vector2 velocityChange, bool inToOut)
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{
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foreach (Limb limb in Limbs)
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{
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if (limb.body.FarseerBody.ContactList == null) continue;
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ContactEdge ce = limb.body.FarseerBody.ContactList;
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while (ce != null && ce.Contact != null)
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{
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ce.Contact.Enabled = false;
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//if (ce.Contact.IsTouching && ce.Contact.Enabled &&
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// ((inToOut && ce.Contact.FixtureA.Body.UserData is Structure) || (!inToOut && ce.Contact.FixtureA.Body.UserData is Submarine)))
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//{
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// Vector2 normal;
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// FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
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// ce.Contact.GetWorldManifold(out normal, out worldPoints);
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// foreach (Limb limb2 in Limbs)
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// {
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// limb2.body.FarseerBody.ApplyLinearImpulse(limb2.Mass * normal);
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// }
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// return false;
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//}
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ce = ce.Next;
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}
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}
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foreach (Limb limb in Limbs)
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{
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limb.body.LinearVelocity += velocityChange;
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}
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character.Stun = 0.1f;
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character.DisableImpactDamageTimer = 0.25f;
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SetPosition(refLimb.SimPosition + moveAmount);
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character.CursorPosition += moveAmount;
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}
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private void UpdateCollisionCategories()
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{
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@@ -657,8 +699,8 @@ namespace Barotrauma
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foreach (Limb limb in Limbs)
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{
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//find the room which the limb is in
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//the room where the ragdoll is in is used as the "guess", meaning that it's checked first
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Hull limbHull = Hull.FindHull(limb.WorldPosition, currentHull);
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//the room where the ragdoll is in is used as the "guess", meaning that it's checked first
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Hull limbHull = currentHull == null ? null : Hull.FindHull(limb.WorldPosition, currentHull);
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bool prevInWater = limb.inWater;
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limb.inWater = false;
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@@ -734,10 +776,18 @@ namespace Barotrauma
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foreach (Limb limb in Limbs)
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{
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//check visibility from the new position of RefLimb to the new position of this limb
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Vector2 movePos = limb.SimPosition + moveAmount;
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if (limb == refLimb)
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{
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TrySetLimbPosition(limb, simPosition, simPosition, lerp);
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}
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else
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{
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//check visibility from the new position of RefLimb to the new position of this limb
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Vector2 movePos = limb.SimPosition + moveAmount;
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TrySetLimbPosition(limb, simPosition, movePos, lerp);
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}
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TrySetLimbPosition(limb, simPosition, movePos, lerp);
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}
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}
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@@ -749,7 +799,6 @@ namespace Barotrauma
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{
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Body body = Submarine.CheckVisibility(original, simPosition);
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//if there's something in between the limbs
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if (body != null)
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{
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@@ -758,6 +807,8 @@ namespace Barotrauma
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}
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}
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if (lerp)
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{
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limb.body.TargetPosition = movePos;
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@@ -766,8 +817,15 @@ namespace Barotrauma
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}
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else
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{
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limb.body.SetTransform(movePos, limb.Rotation);
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limb.body.SetTransform(movePos, limb.Rotation);
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if (limb.pullJoint != null)
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{
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limb.pullJoint.WorldAnchorB = limb.pullJoint.WorldAnchorA;
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limb.pullJoint.Enabled = false;
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}
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}
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}
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public void SetRotation(float rotation)
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@@ -832,7 +890,15 @@ namespace Barotrauma
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correctionMovement = Vector2.Zero;
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return;
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}
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if (resetAll)
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{
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System.Diagnostics.Debug.WriteLine("reset ragdoll limb positions");
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SetPosition(refLimb.body.TargetPosition, dist < 10.0f);
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return;
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}
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if (inWater)
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{
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@@ -865,15 +931,7 @@ namespace Barotrauma
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correctionMovement = Vector2.Lerp(correctionMovement, newCorrectionMovement, 0.5f);
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if (Math.Abs(correctionMovement.Y) < 0.1f) correctionMovement.Y = 0.0f;
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}
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if (resetAll)
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{
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System.Diagnostics.Debug.WriteLine("reset ragdoll limb positions");
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SetPosition(refLimb.body.TargetPosition, true);
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}
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}
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}
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public virtual Vector2 EstimateCurrPosition(Vector2 prevPosition, float timePassed)
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@@ -314,6 +314,12 @@ namespace Barotrauma
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private set;
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}
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public float DisableImpactDamageTimer
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{
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get;
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set;
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}
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public float SpeedMultiplier
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{
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get;
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@@ -989,6 +995,8 @@ namespace Barotrauma
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networkUpdateSent = false;
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}
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DisableImpactDamageTimer -= deltaTime;
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if (needsAir)
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{
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@@ -1767,6 +1775,8 @@ namespace Barotrauma
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if (inSub)
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{
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//AnimController.FindHull(ConvertUnits.ToDisplayUnits(pos) - Submarine.Loaded.WorldPosition);
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Hull newHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(pos), AnimController.CurrentHull, false);
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if (newHull != null)
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{
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@@ -1774,10 +1784,14 @@ namespace Barotrauma
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Submarine = newHull.Submarine;
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}
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}
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else
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{
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AnimController.CurrentHull = null;
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Submarine = null;
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}
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if (secondaryKeyState)
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{
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cursorPosition = MathUtils.IsValid(relativeCursorPos) ? relativeCursorPos : Vector2.Zero;
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ViewTarget = viewTargetID == 0 ? this : Entity.FindEntityByID(viewTargetID);
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if (ViewTarget == null) ViewTarget = this;
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@@ -1789,7 +1803,7 @@ namespace Barotrauma
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cursorPosition = Position + new Vector2(1000.0f, 0.0f) * dir;
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AnimController.TargetDir = dir < 0 ? Direction.Left : Direction.Right;
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}
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}
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AnimController.RefLimb.body.TargetPosition =
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AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime);
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@@ -414,14 +414,11 @@ namespace Barotrauma
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if (burnt > 0.0f) Burnt -= deltaTime;
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if (LinearVelocity.X>100.0f)
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if (LinearVelocity.X > 500.0f)
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{
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//DebugConsole.ThrowError("CHARACTER EXPLODED");
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foreach (Limb limb in character.AnimController.Limbs)
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{
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limb.body.ResetDynamics();
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limb.body.SetTransform(character.AnimController.RefLimb.SimPosition, 0.0f);
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}
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body.ResetDynamics();
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body.SetTransform(character.AnimController.RefLimb.SimPosition, 0.0f);
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}
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if (inWater)
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@@ -586,6 +586,39 @@ namespace Barotrauma
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hull2.Oxygen += Math.Sign(totalOxygen * hull2.FullVolume / (totalVolume) - hull2.Oxygen) * Hull.OxygenDistributionSpeed;
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}
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public static Gap FindAdjacent(List<Gap> gaps, Vector2 worldPos, float allowedOrthogonalDist)
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{
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foreach (Gap gap in gaps)
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{
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if (gap.Open == 0.0f || gap.IsRoomToRoom) continue;
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if (gap.ConnectedWall != null)
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{
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int sectionIndex = gap.ConnectedWall.FindSectionIndex(gap.Position);
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if (sectionIndex > -1 && !gap.ConnectedWall.SectionBodyDisabled(sectionIndex)) continue;
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}
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if (gap.isHorizontal)
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{
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if (worldPos.Y < gap.WorldRect.Y && worldPos.Y > gap.WorldRect.Y - gap.WorldRect.Height &&
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Math.Abs(gap.WorldRect.Center.X - worldPos.X) < allowedOrthogonalDist)
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{
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return gap;
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}
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}
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else
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{
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if (worldPos.X > gap.WorldRect.X && worldPos.X < gap.WorldRect.Right &&
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Math.Abs(gap.WorldRect.Y - gap.WorldRect.Height / 2 - worldPos.Y) < allowedOrthogonalDist)
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{
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return gap;
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}
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}
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}
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return null;
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}
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public override void Remove()
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{
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base.Remove();
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@@ -431,13 +431,19 @@ namespace Barotrauma
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if (limb.character.AnimController.IgnorePlatforms) return false;
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}
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}
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if (f2.Body.UserData is Limb)
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{
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var character = ((Limb)f2.Body.UserData).character;
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if (character.DisableImpactDamageTimer > 0.0f || ((Limb)f2.Body.UserData).Mass < 100.0f) return true;
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}
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if (!prefab.IsPlatform && prefab.StairDirection == Direction.None)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
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int section = FindSectionIndex(pos);
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if (section>0)
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if (section > 0)
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{
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Vector2 normal = contact.Manifold.LocalNormal;
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@@ -529,7 +535,7 @@ namespace Barotrauma
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public AttackResult AddDamage(IDamageable attacker, Vector2 position, Attack attack, float deltaTime, bool playSound = false)
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{
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if (Submarine.Loaded != null && Submarine.Loaded.GodMode) return new AttackResult(0.0f, 0.0f);
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if (Submarine.Loaded != null && Submarine.Loaded.GodMode && Submarine == Submarine.Loaded) return new AttackResult(0.0f, 0.0f);
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if (!prefab.HasBody || prefab.IsPlatform) return new AttackResult(0.0f, 0.0f);
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Vector2 transformedPos = position;
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@@ -365,7 +365,7 @@ namespace Barotrauma
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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if (fixture == null ||
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(fixture.CollisionCategories != Physics.CollisionWall && fixture.CollisionCategories != Physics.CollisionLevel)) return -1;
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(!fixture.CollisionCategories.HasFlag(Physics.CollisionWall) && !fixture.CollisionCategories.HasFlag(Physics.CollisionLevel))) return -1;
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if (ignoreLevel && fixture.CollisionCategories == Physics.CollisionLevel) return -1;
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@@ -112,30 +112,41 @@ namespace Barotrauma
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body = BodyFactory.CreateBody(GameMain.World, this);
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foreach (Hull hull in Hull.hullList)
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foreach (Structure wall in Structure.WallList)
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{
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Rectangle rect = hull.Rect;
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foreach (Structure wall in Structure.WallList)
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{
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if (!Submarine.RectsOverlap(wall.Rect, hull.Rect)) continue;
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Rectangle wallRect = wall.IsHorizontal ?
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new Rectangle(hull.Rect.X, wall.Rect.Y, hull.Rect.Width, wall.Rect.Height) :
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new Rectangle(wall.Rect.X, hull.Rect.Y, wall.Rect.Width, hull.Rect.Height);
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rect = Rectangle.Union(
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new Rectangle(wallRect.X, wallRect.Y - wallRect.Height, wallRect.Width, wallRect.Height),
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new Rectangle(rect.X, rect.Y - rect.Height, rect.Width, rect.Height));
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rect.Y = rect.Y + rect.Height;
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}
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Rectangle rect = wall.Rect;
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FixtureFactory.AttachRectangle(
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ConvertUnits.ToSimUnits(rect.Width),
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ConvertUnits.ToSimUnits(rect.Height),
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5.0f,
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ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
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body, this);
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ConvertUnits.ToSimUnits(rect.Width),
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ConvertUnits.ToSimUnits(rect.Height),
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5.0f,
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ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
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body, this);
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}
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//foreach (Hull hull in Hull.hullList)
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//{
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// Rectangle rect = hull.Rect;
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// foreach (Structure wall in Structure.WallList)
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// {
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// if (!Submarine.RectsOverlap(wall.Rect, hull.Rect)) continue;
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// Rectangle wallRect = wall.IsHorizontal ?
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// new Rectangle(hull.Rect.X, wall.Rect.Y, hull.Rect.Width, wall.Rect.Height) :
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// new Rectangle(wall.Rect.X, hull.Rect.Y, wall.Rect.Width, hull.Rect.Height);
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// rect = Rectangle.Union(
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// new Rectangle(wallRect.X, wallRect.Y - wallRect.Height, wallRect.Width, wallRect.Height),
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// new Rectangle(rect.X, rect.Y - rect.Height, rect.Width, rect.Height));
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// rect.Y = rect.Y + rect.Height;
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// }
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// FixtureFactory.AttachRectangle(
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// ConvertUnits.ToSimUnits(rect.Width),
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// ConvertUnits.ToSimUnits(rect.Height),
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// 5.0f,
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// ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
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// body, this);
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//}
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}
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@@ -311,7 +322,7 @@ namespace Barotrauma
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Debug.Assert(intersection != null);
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//''+ translatedir'' in order to move the character slightly away from the wall
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c.AnimController.SetPosition(c.WorldPosition + ConvertUnits.ToSimUnits((Vector2)intersection - limb.WorldPosition) + translateDir);
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c.AnimController.SetPosition(ConvertUnits.ToSimUnits(c.WorldPosition + ((Vector2)intersection - limb.WorldPosition)) + translateDir);
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return;
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}
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@@ -432,7 +443,7 @@ namespace Barotrauma
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FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal2, out points);
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Vector2 normalizedVel = limb.character.AnimController.RefLimb.LinearVelocity == Vector2.Zero ?
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Vector2 normalizedVel = limb.character.AnimController.RefLimb.LinearVelocity == Vector2.Zero ?
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Vector2.Zero : Vector2.Normalize(limb.character.AnimController.RefLimb.LinearVelocity);
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Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] - normal2);
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@@ -441,9 +452,9 @@ namespace Barotrauma
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if (newHull == null)
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{
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targetPos = ConvertUnits.ToDisplayUnits(points[0] - normalizedVel);
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targetPos = ConvertUnits.ToDisplayUnits(points[0] + normalizedVel);
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newHull = Hull.FindHull(targetPos, null);
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newHull = Hull.FindHull(targetPos, null);
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if (newHull == null) return true;
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}
|
||||
@@ -452,41 +463,12 @@ namespace Barotrauma
|
||||
|
||||
targetPos = limb.character.WorldPosition;
|
||||
|
||||
bool gapFound = false;
|
||||
foreach (Gap gap in gaps)
|
||||
{
|
||||
if (gap.Open == 0.0f || gap.IsRoomToRoom) continue;
|
||||
Gap adjacentGap = Gap.FindAdjacent(gaps, targetPos, 200.0f);
|
||||
|
||||
if (gap.ConnectedWall != null)
|
||||
{
|
||||
int sectionIndex = gap.ConnectedWall.FindSectionIndex(gap.Position);
|
||||
if (sectionIndex > -1 && !gap.ConnectedWall.SectionBodyDisabled(sectionIndex)) continue;
|
||||
}
|
||||
|
||||
if (gap.isHorizontal)
|
||||
{
|
||||
if (targetPos.Y < gap.WorldRect.Y && targetPos.Y > gap.WorldRect.Y - gap.WorldRect.Height &&
|
||||
Math.Abs(gap.WorldRect.Center.X-targetPos.X)<200.0f)
|
||||
{
|
||||
gapFound = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (targetPos.X > gap.WorldRect.X && targetPos.X < gap.WorldRect.Right &&
|
||||
Math.Abs(gap.WorldRect.Y - gap.WorldRect.Height/2 - targetPos.Y) < 200.0f)
|
||||
{
|
||||
gapFound = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!gapFound) return true;
|
||||
if (adjacentGap==null) return true;
|
||||
|
||||
var ragdoll = limb.character.AnimController;
|
||||
ragdoll.FindHull(newHull.WorldPosition);
|
||||
ragdoll.FindHull(newHull.WorldPosition, true);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user