Merge branch 'master' into new-netcode
Conflicts: Subsurface/Source/Characters/AICharacter.cs
This commit is contained in:
@@ -47,7 +47,7 @@ namespace Barotrauma
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AnimController.SimplePhysicsEnabled = false;
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}
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if (IsDead || Health <= 0.0f) return;
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if (IsDead || Health <= 0.0f || IsUnconscious || Stun > 0.0f) return;
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if (Controlled == this || !aiController.Enabled) return;
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@@ -941,6 +941,9 @@ namespace Barotrauma
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target.AnimController.TargetMovement,
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(character.SimPosition + Vector2.UnitX * Dir) - target.SimPosition, 0.5f);
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}
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//if on stairs, make the dragged character "climb up" (= collide with stairs)
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if (stairs != null) target.AnimController.TargetMovement = new Vector2 (target.AnimController.TargetMovement.X, 1.0f);
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}
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public void Grab(Vector2 rightHandPos, Vector2 leftHandPos)
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@@ -707,17 +707,36 @@ namespace Barotrauma
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public void FindHull(Vector2? worldPosition = null, bool setSubmarine = true)
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{
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if (!CanEnterSubmarine)
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{
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return;
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}
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Vector2 findPos = worldPosition==null ? this.WorldPosition : (Vector2)worldPosition;
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Hull newHull = Hull.FindHull(findPos, currentHull);
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if (newHull == currentHull) return;
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if (!CanEnterSubmarine)
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{
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//character is inside the sub even though it shouldn't be able to enter -> teleport it out
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//far from an ideal solution, but monsters getting lodged inside the sub seems to be
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//pretty rare during normal gameplay (requires abnormally high velocities), so I think
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//this is preferable to the cost of using continuous collision detection for the character collider
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if (newHull != null)
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{
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//find a position 32 units away from the hull
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Vector2? intersection = MathUtils.GetLineRectangleIntersection(
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newHull.WorldPosition,
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newHull.WorldPosition + Vector2.Normalize(WorldPosition - newHull.WorldPosition) * Math.Max(newHull.Rect.Width, newHull.Rect.Height),
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new Rectangle(newHull.WorldRect.X - 32, newHull.WorldRect.Y + 32, newHull.WorldRect.Width + 64, newHull.Rect.Height + 64));
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if (intersection != null)
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{
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Collider.SetTransform(ConvertUnits.ToSimUnits((Vector2)intersection), Collider.Rotation);
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}
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}
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return;
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}
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if (setSubmarine)
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{
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//in -> out
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@@ -1358,10 +1377,26 @@ namespace Barotrauma
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{
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float halfHeight = Collider.height * 0.5f + Collider.radius;
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Vector2 offset = Vector2.Zero;
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offset.Y = -colliderHeightFromFloor;
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return Collider.SimPosition + offset +
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new Vector2((float)Math.Sin(Collider.Rotation), -(float)Math.Cos(Collider.Rotation)) * halfHeight;
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float offset = 0.0f;
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if (!character.IsUnconscious && !character.IsDead && character.Stun <= 0.0f)
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{
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offset = -colliderHeightFromFloor;
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}
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float lowestBound = Collider.SimPosition.Y;
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for (int i = 0; i < Collider.FarseerBody.FixtureList.Count; i++)
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{
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FarseerPhysics.Collision.AABB aabb;
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FarseerPhysics.Common.Transform transform;
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Collider.FarseerBody.GetTransform(out transform);
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Collider.FarseerBody.FixtureList[i].Shape.ComputeAABB(out aabb, ref transform, i);
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lowestBound = Math.Min(aabb.LowerBound.Y, lowestBound);
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}
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return new Vector2(Collider.SimPosition.X, lowestBound + offset);
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}
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public Limb FindLowestLimb()
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