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:
Regalis
2016-05-18 11:43:22 +03:00
parent be72fee824
commit 63e5f02057
7 changed files with 184 additions and 94 deletions
@@ -164,7 +164,7 @@ namespace Barotrauma
currentHull = value;
foreach (Limb limb in Limbs)
{
limb.body.Submarine = currentHull == null ? null : Submarine.Loaded;
limb.body.Submarine = currentHull == null ? null : currentHull.Submarine;
}
}
}
@@ -227,6 +227,7 @@ namespace Barotrauma
Limb limb = new Limb(character, subElement, scale);
limb.body.FarseerBody.OnCollision += OnLimbCollision;
Limbs[ID] = limb;
@@ -381,6 +382,8 @@ namespace Barotrauma
private void CalculateImpact(Fixture f1, Fixture f2, Contact contact)
{
if (character.DisableImpactDamageTimer > 0.0f) return;
Vector2 normal = contact.Manifold.LocalNormal;
Vector2 avgVelocity = Vector2.Zero;
@@ -574,18 +577,18 @@ namespace Barotrauma
for (int i = -1; i < 2; i += 2)
{
//don't teleport outside the sub if right next to a hull
if (Hull.FindHull(findPos + new Vector2(Submarine.GridSize.X * 2.0f * i, 0.0f), currentHull) != null) return;
if (Hull.FindHull(findPos + new Vector2(0.0f, Submarine.GridSize.Y * 2.0f * i), currentHull) != null) return;
if (Hull.FindHull(findPos + new Vector2(Submarine.GridSize.X * 4.0f * i, 0.0f), currentHull) != null) return;
if (Hull.FindHull(findPos + new Vector2(0.0f, Submarine.GridSize.Y * 4.0f * i), currentHull) != null) return;
}
Vector2 ragdollSpeed = refLimb.LinearVelocity == Vector2.Zero ? Vector2.Zero : Vector2.Normalize(refLimb.LinearVelocity);
SetPosition(refLimb.SimPosition + ConvertUnits.ToSimUnits(currentHull.Submarine.Position));
character.CursorPosition += currentHull.Submarine.Position;
if (Gap.FindAdjacent(currentHull.ConnectedGaps, findPos, 150.0f) != null) return;
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity, true);
}
else if (currentHull == null && newHull != null && newHull.Submarine != null)
else if (currentHull == null && newHull.Submarine != null)
{
SetPosition(refLimb.SimPosition - ConvertUnits.ToSimUnits(newHull.Submarine.Position));
character.CursorPosition -= newHull.Submarine.Position;
Teleport(-ConvertUnits.ToSimUnits(newHull.Submarine.Position), -newHull.Submarine.Velocity, false);
}
}
@@ -593,9 +596,48 @@ namespace Barotrauma
character.Submarine = CurrentHull == null ? null : Submarine.Loaded;
UpdateCollisionCategories();
}
private void Teleport(Vector2 moveAmount, Vector2 velocityChange, bool inToOut)
{
foreach (Limb limb in Limbs)
{
if (limb.body.FarseerBody.ContactList == null) continue;
ContactEdge ce = limb.body.FarseerBody.ContactList;
while (ce != null && ce.Contact != null)
{
ce.Contact.Enabled = false;
//if (ce.Contact.IsTouching && ce.Contact.Enabled &&
// ((inToOut && ce.Contact.FixtureA.Body.UserData is Structure) || (!inToOut && ce.Contact.FixtureA.Body.UserData is Submarine)))
//{
// Vector2 normal;
// FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
// ce.Contact.GetWorldManifold(out normal, out worldPoints);
// foreach (Limb limb2 in Limbs)
// {
// limb2.body.FarseerBody.ApplyLinearImpulse(limb2.Mass * normal);
// }
// return false;
//}
ce = ce.Next;
}
}
foreach (Limb limb in Limbs)
{
limb.body.LinearVelocity += velocityChange;
}
character.Stun = 0.1f;
character.DisableImpactDamageTimer = 0.25f;
SetPosition(refLimb.SimPosition + moveAmount);
character.CursorPosition += moveAmount;
}
private void UpdateCollisionCategories()
{
@@ -657,8 +699,8 @@ namespace Barotrauma
foreach (Limb limb in Limbs)
{
//find the room which the limb is in
//the room where the ragdoll is in is used as the "guess", meaning that it's checked first
Hull limbHull = Hull.FindHull(limb.WorldPosition, currentHull);
//the room where the ragdoll is in is used as the "guess", meaning that it's checked first
Hull limbHull = currentHull == null ? null : Hull.FindHull(limb.WorldPosition, currentHull);
bool prevInWater = limb.inWater;
limb.inWater = false;
@@ -734,10 +776,18 @@ namespace Barotrauma
foreach (Limb limb in Limbs)
{
//check visibility from the new position of RefLimb to the new position of this limb
Vector2 movePos = limb.SimPosition + moveAmount;
if (limb == refLimb)
{
TrySetLimbPosition(limb, simPosition, simPosition, lerp);
}
else
{
//check visibility from the new position of RefLimb to the new position of this limb
Vector2 movePos = limb.SimPosition + moveAmount;
TrySetLimbPosition(limb, simPosition, movePos, lerp);
}
TrySetLimbPosition(limb, simPosition, movePos, lerp);
}
}
@@ -749,7 +799,6 @@ namespace Barotrauma
{
Body body = Submarine.CheckVisibility(original, simPosition);
//if there's something in between the limbs
if (body != null)
{
@@ -758,6 +807,8 @@ namespace Barotrauma
}
}
if (lerp)
{
limb.body.TargetPosition = movePos;
@@ -766,8 +817,15 @@ namespace Barotrauma
}
else
{
limb.body.SetTransform(movePos, limb.Rotation);
limb.body.SetTransform(movePos, limb.Rotation);
if (limb.pullJoint != null)
{
limb.pullJoint.WorldAnchorB = limb.pullJoint.WorldAnchorA;
limb.pullJoint.Enabled = false;
}
}
}
public void SetRotation(float rotation)
@@ -832,7 +890,15 @@ namespace Barotrauma
correctionMovement = Vector2.Zero;
return;
}
if (resetAll)
{
System.Diagnostics.Debug.WriteLine("reset ragdoll limb positions");
SetPosition(refLimb.body.TargetPosition, dist < 10.0f);
return;
}
if (inWater)
{
@@ -865,15 +931,7 @@ namespace Barotrauma
correctionMovement = Vector2.Lerp(correctionMovement, newCorrectionMovement, 0.5f);
if (Math.Abs(correctionMovement.Y) < 0.1f) correctionMovement.Y = 0.0f;
}
if (resetAll)
{
System.Diagnostics.Debug.WriteLine("reset ragdoll limb positions");
SetPosition(refLimb.body.TargetPosition, true);
}
}
}
public virtual Vector2 EstimateCurrPosition(Vector2 prevPosition, float timePassed)