Strong attacks can sever limbs (railguns now cut crawlers in half and threshers can rip off limbs)
This commit is contained in:
@@ -260,7 +260,7 @@ namespace Barotrauma
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if (limb.RefJointIndex>-1)
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{
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RevoluteJoint refJoint = limbJoints[limb.RefJointIndex];
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RevoluteJoint refJoint = LimbJoints[limb.RefJointIndex];
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footPos.X = refJoint.WorldAnchorA.X;
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}
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footPos.X += limb.StepOffset.X * Dir;
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@@ -1012,7 +1012,7 @@ namespace Barotrauma
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itemAngle = (torso.body.Rotation + holdAngle * Dir);
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}
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Vector2 shoulderPos = limbJoints[2].WorldAnchorA;
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Vector2 shoulderPos = LimbJoints[2].WorldAnchorA;
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Vector2 transformedHoldPos = shoulderPos;
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if (itemPos == Vector2.Zero || Anim == Animation.Climbing || usingController)
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@@ -1071,7 +1071,7 @@ namespace Barotrauma
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private void HandIK(Limb hand, Vector2 pos, float force = 1.0f)
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{
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Vector2 shoulderPos = limbJoints[2].WorldAnchorA;
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Vector2 shoulderPos = LimbJoints[2].WorldAnchorA;
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Limb arm = (hand.type == LimbType.LeftHand) ? GetLimb(LimbType.LeftArm) : GetLimb(LimbType.RightArm);
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@@ -28,17 +28,13 @@ namespace Barotrauma
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if (frozen == value) return;
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frozen = value;
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/*foreach (Limb l in Limbs)
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{
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l.body.PhysEnabled = !frozen;
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}*/
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Collider.PhysEnabled = !frozen;
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}
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}
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private Dictionary<LimbType, Limb> limbDictionary;
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public RevoluteJoint[] limbJoints;
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public LimbJoint[] LimbJoints;
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private bool simplePhysicsEnabled;
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@@ -166,7 +162,7 @@ namespace Barotrauma
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limb.body.Enabled = !simplePhysicsEnabled;
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}
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foreach (RevoluteJoint joint in limbJoints)
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foreach (RevoluteJoint joint in LimbJoints)
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{
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joint.Enabled = !simplePhysicsEnabled;
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}
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@@ -278,9 +274,9 @@ namespace Barotrauma
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float scale = ToolBox.GetAttributeFloat(element, "scale", 1.0f);
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Limbs = new Limb[element.Elements("limb").Count()];
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limbJoints = new RevoluteJoint[element.Elements("joint").Count()];
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limbDictionary = new Dictionary<LimbType, Limb>();
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Limbs = new Limb[element.Elements("limb").Count()];
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LimbJoints = new LimbJoint[element.Elements("joint").Count()];
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limbDictionary = new Dictionary<LimbType, Limb>();
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headPosition = ToolBox.GetAttributeFloat(element, "headposition", 50.0f);
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headPosition = ConvertUnits.ToSimUnits(headPosition);
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@@ -346,7 +342,7 @@ namespace Barotrauma
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UpdateCollisionCategories();
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foreach (var joint in limbJoints)
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foreach (var joint in LimbJoints)
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{
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joint.BodyB.SetTransform(
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joint.BodyA.Position + (joint.LocalAnchorA - joint.LocalAnchorB)*0.1f,
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@@ -385,9 +381,8 @@ namespace Barotrauma
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Vector2 limb2Pos = ToolBox.GetAttributeVector2(subElement, "limb2anchor", Vector2.Zero) * scale;
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limb2Pos = ConvertUnits.ToSimUnits(limb2Pos);
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RevoluteJoint joint = new RevoluteJoint(Limbs[limb1ID].body.FarseerBody, Limbs[limb2ID].body.FarseerBody, limb1Pos, limb2Pos);
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joint.CollideConnected = false;
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LimbJoint joint = new LimbJoint(Limbs[limb1ID], Limbs[limb2ID], limb1Pos, limb2Pos);
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joint.CanBeSevered = ToolBox.GetAttributeBool(subElement, "canbesevered", false);
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if (subElement.Attribute("lowerlimit") != null)
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{
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@@ -396,22 +391,18 @@ namespace Barotrauma
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joint.UpperLimit = float.Parse(subElement.Attribute("upperlimit").Value) * ((float)Math.PI / 180.0f);
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}
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joint.MotorEnabled = true;
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joint.MaxMotorTorque = 0.25f;
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GameMain.World.AddJoint(joint);
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for (int i = 0; i < limbJoints.Length; i++)
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for (int i = 0; i < LimbJoints.Length; i++)
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{
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if (limbJoints[i] != null) continue;
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if (LimbJoints[i] != null) continue;
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limbJoints[i] = joint;
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LimbJoints[i] = joint;
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return;
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}
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Array.Resize(ref limbJoints, limbJoints.Length + 1);
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limbJoints[limbJoints.Length - 1] = joint;
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Array.Resize(ref LimbJoints, LimbJoints.Length + 1);
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LimbJoints[LimbJoints.Length - 1] = joint;
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}
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public void AddLimb(Limb limb)
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@@ -531,6 +522,51 @@ namespace Barotrauma
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}
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}
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public void SeverLimbJoint(LimbJoint limbJoint)
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{
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limbJoint.IsSevered = true;
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limbJoint.Enabled = false;
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List<Limb> connectedLimbs = new List<Limb>();
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List<LimbJoint> checkedJoints = new List<LimbJoint>();
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GetConnectedLimbs(connectedLimbs, checkedJoints, MainLimb);
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foreach (Limb limb in Limbs)
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{
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if (!connectedLimbs.Contains(limb))
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{
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limb.IsSevered = true;
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}
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}
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}
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private void GetConnectedLimbs(List<Limb> connectedLimbs, List<LimbJoint> checkedJoints, Limb limb)
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{
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connectedLimbs.Add(limb);
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foreach (LimbJoint joint in LimbJoints)
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{
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if (joint.IsSevered || checkedJoints.Contains(joint)) continue;
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if (joint.LimbA == limb)
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{
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if (!connectedLimbs.Contains(joint.LimbB))
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{
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checkedJoints.Add(joint);
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GetConnectedLimbs(connectedLimbs, checkedJoints, joint.LimbB);
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}
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}
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else if (joint.LimbB == limb)
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{
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if (!connectedLimbs.Contains(joint.LimbA))
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{
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checkedJoints.Add(joint);
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GetConnectedLimbs(connectedLimbs, checkedJoints, joint.LimbA);
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}
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}
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}
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}
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public virtual void Draw(SpriteBatch spriteBatch)
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{
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if (simplePhysicsEnabled) return;
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@@ -559,13 +595,15 @@ namespace Barotrauma
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
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}
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limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White);
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Color limbColor = inWater ? Color.Cyan : Color.White;
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if (limb.IsSevered) limbColor = Color.Red;
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limb.body.DebugDraw(spriteBatch, limbColor);
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}
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Collider.DebugDraw(spriteBatch, frozen ? Color.Red : (inWater ? Color.SkyBlue : Color.Gray));
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GUI.Font.DrawString(spriteBatch, Collider.LinearVelocity.X.ToString(), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y), Color.Orange);
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foreach (RevoluteJoint joint in limbJoints)
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foreach (RevoluteJoint joint in LimbJoints)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorA);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
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@@ -619,22 +657,22 @@ namespace Barotrauma
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{
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dir = (dir == Direction.Left) ? Direction.Right : Direction.Left;
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for (int i = 0; i < limbJoints.Length; i++)
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for (int i = 0; i < LimbJoints.Length; i++)
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{
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float lowerLimit = -limbJoints[i].UpperLimit;
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float upperLimit = -limbJoints[i].LowerLimit;
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float lowerLimit = -LimbJoints[i].UpperLimit;
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float upperLimit = -LimbJoints[i].LowerLimit;
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limbJoints[i].LowerLimit = lowerLimit;
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limbJoints[i].UpperLimit = upperLimit;
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LimbJoints[i].LowerLimit = lowerLimit;
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LimbJoints[i].UpperLimit = upperLimit;
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limbJoints[i].LocalAnchorA = new Vector2(-limbJoints[i].LocalAnchorA.X, limbJoints[i].LocalAnchorA.Y);
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limbJoints[i].LocalAnchorB = new Vector2(-limbJoints[i].LocalAnchorB.X, limbJoints[i].LocalAnchorB.Y);
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LimbJoints[i].LocalAnchorA = new Vector2(-LimbJoints[i].LocalAnchorA.X, LimbJoints[i].LocalAnchorA.Y);
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LimbJoints[i].LocalAnchorB = new Vector2(-LimbJoints[i].LocalAnchorB.X, LimbJoints[i].LocalAnchorB.Y);
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}
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foreach (Limb limb in Limbs)
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{
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if (limb == null) continue;
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if (limb == null || limb.IsSevered) continue;
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if (limb.sprite != null)
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{
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@@ -665,6 +703,7 @@ namespace Barotrauma
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Vector2 centerOfMass = Vector2.Zero;
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foreach (Limb limb in Limbs)
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{
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if (limb.IsSevered) continue;
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centerOfMass += limb.Mass * limb.SimPosition;
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}
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@@ -769,6 +808,7 @@ namespace Barotrauma
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{
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foreach (Limb limb in Limbs)
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{
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if (limb.IsSevered) continue;
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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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@@ -781,6 +821,7 @@ namespace Barotrauma
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foreach (Limb limb in Limbs)
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{
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if (limb.IsSevered) continue;
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limb.body.LinearVelocity += velocityChange;
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}
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@@ -805,7 +846,7 @@ namespace Barotrauma
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foreach (Limb limb in Limbs)
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{
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if (limb.ignoreCollisions) continue;
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if (limb.ignoreCollisions || limb.IsSevered) continue;
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try
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{
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@@ -1145,6 +1186,7 @@ namespace Barotrauma
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foreach (Limb limb in Limbs)
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{
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if (limb.IsSevered) continue;
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//check visibility from the new position of the collider to the new position of this limb
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Vector2 movePos = limb.SimPosition + limbMoveAmount;
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@@ -1208,6 +1250,7 @@ namespace Barotrauma
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//(in case the ragdoll has gotten stuck somewhere)
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foreach (Limb limb in Limbs)
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{
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if (limb.IsSevered) continue;
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limb.body.CollidesWith = Physics.CollisionNone;
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}
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@@ -1474,11 +1517,11 @@ namespace Barotrauma
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b.Remove();
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}
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foreach (RevoluteJoint joint in limbJoints)
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foreach (RevoluteJoint joint in LimbJoints)
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{
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GameMain.World.RemoveJoint(joint);
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}
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limbJoints = null;
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LimbJoints = null;
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list.Remove(this);
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}
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