v0.12.0.2
This commit is contained in:
@@ -34,44 +34,38 @@ namespace Barotrauma
|
||||
|
||||
public Action<LevelTrigger, Entity> OnTriggered;
|
||||
|
||||
private PhysicsBody physicsBody;
|
||||
|
||||
/// <summary>
|
||||
/// Effects applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
private readonly List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
|
||||
/// <summary>
|
||||
/// Attacks applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<Attack> attacks = new List<Attack>();
|
||||
private readonly List<Attack> attacks = new List<Attack>();
|
||||
|
||||
private float cameraShake;
|
||||
private readonly float cameraShake;
|
||||
private Vector2 unrotatedForce;
|
||||
private float forceFluctuationTimer, currentForceFluctuation = 1.0f;
|
||||
|
||||
private HashSet<Entity> triggerers = new HashSet<Entity>();
|
||||
private readonly HashSet<Entity> triggerers = new HashSet<Entity>();
|
||||
|
||||
private TriggererType triggeredBy;
|
||||
private readonly TriggererType triggeredBy;
|
||||
|
||||
private float randomTriggerInterval;
|
||||
private float randomTriggerProbability;
|
||||
private readonly float randomTriggerInterval;
|
||||
private readonly float randomTriggerProbability;
|
||||
private float randomTriggerTimer;
|
||||
|
||||
private float triggeredTimer;
|
||||
|
||||
//how far away this trigger can activate other triggers from
|
||||
private float triggerOthersDistance;
|
||||
|
||||
private HashSet<string> tags = new HashSet<string>();
|
||||
private readonly HashSet<string> tags = new HashSet<string>();
|
||||
|
||||
//other triggers have to have at least one of these tags to trigger this one
|
||||
private HashSet<string> allowedOtherTriggerTags = new HashSet<string>();
|
||||
private readonly HashSet<string> allowedOtherTriggerTags = new HashSet<string>();
|
||||
|
||||
/// <summary>
|
||||
/// How long the trigger stays in the triggered state after triggerers have left
|
||||
/// </summary>
|
||||
private float stayTriggeredDelay;
|
||||
private readonly float stayTriggeredDelay;
|
||||
|
||||
public LevelTrigger ParentTrigger;
|
||||
|
||||
@@ -88,30 +82,24 @@ namespace Barotrauma
|
||||
set
|
||||
{
|
||||
worldPosition = value;
|
||||
physicsBody?.SetTransform(ConvertUnits.ToSimUnits(value), physicsBody.Rotation);
|
||||
PhysicsBody?.SetTransform(ConvertUnits.ToSimUnits(value), PhysicsBody.Rotation);
|
||||
}
|
||||
}
|
||||
|
||||
public float Rotation
|
||||
{
|
||||
get { return physicsBody == null ? 0.0f : physicsBody.Rotation; }
|
||||
get { return PhysicsBody == null ? 0.0f : PhysicsBody.Rotation; }
|
||||
set
|
||||
{
|
||||
if (physicsBody == null) return;
|
||||
physicsBody.SetTransform(physicsBody.Position, value);
|
||||
if (PhysicsBody == null) return;
|
||||
PhysicsBody.SetTransform(PhysicsBody.Position, value);
|
||||
CalculateDirectionalForce();
|
||||
}
|
||||
}
|
||||
|
||||
public PhysicsBody PhysicsBody
|
||||
{
|
||||
get { return physicsBody; }
|
||||
}
|
||||
public PhysicsBody PhysicsBody { get; private set; }
|
||||
|
||||
public float TriggerOthersDistance
|
||||
{
|
||||
get { return triggerOthersDistance; }
|
||||
}
|
||||
public float TriggerOthersDistance { get; private set; }
|
||||
|
||||
public IEnumerable<Entity> Triggerers
|
||||
{
|
||||
@@ -153,7 +141,7 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
private TriggerForceMode forceMode;
|
||||
private readonly TriggerForceMode forceMode;
|
||||
public TriggerForceMode ForceMode
|
||||
{
|
||||
get { return forceMode; }
|
||||
@@ -198,6 +186,9 @@ namespace Barotrauma
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private bool triggeredOnce;
|
||||
private readonly bool triggerOnce;
|
||||
|
||||
public LevelTrigger(XElement element, Vector2 position, float rotation, float scale = 1.0f, string parentDebugName = "")
|
||||
{
|
||||
@@ -206,20 +197,20 @@ namespace Barotrauma
|
||||
worldPosition = position;
|
||||
if (element.Attributes("radius").Any() || element.Attributes("width").Any() || element.Attributes("height").Any())
|
||||
{
|
||||
physicsBody = new PhysicsBody(element, scale)
|
||||
PhysicsBody = new PhysicsBody(element, scale)
|
||||
{
|
||||
CollisionCategories = Physics.CollisionLevel,
|
||||
CollidesWith = Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionProjectile | Physics.CollisionWall
|
||||
};
|
||||
physicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision;
|
||||
physicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
|
||||
physicsBody.FarseerBody.SetIsSensor(true);
|
||||
physicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
physicsBody.FarseerBody.BodyType = BodyType.Kinematic;
|
||||
PhysicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision;
|
||||
PhysicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
|
||||
PhysicsBody.FarseerBody.SetIsSensor(true);
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Kinematic;
|
||||
|
||||
ColliderRadius = ConvertUnits.ToDisplayUnits(Math.Max(Math.Max(PhysicsBody.radius, PhysicsBody.width / 2.0f), PhysicsBody.height / 2.0f));
|
||||
|
||||
physicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation);
|
||||
PhysicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation);
|
||||
}
|
||||
|
||||
cameraShake = element.GetAttributeFloat("camerashake", 0.0f);
|
||||
@@ -227,6 +218,8 @@ namespace Barotrauma
|
||||
InfectIdentifier = element.GetAttributeString("infectidentifier", null);
|
||||
InfectionChance = element.GetAttributeFloat("infectionchance", 0.05f);
|
||||
|
||||
triggerOnce = element.GetAttributeBool("triggeronce", false);
|
||||
|
||||
stayTriggeredDelay = element.GetAttributeFloat("staytriggereddelay", 0.0f);
|
||||
randomTriggerInterval = element.GetAttributeFloat("randomtriggerinterval", 0.0f);
|
||||
randomTriggerProbability = element.GetAttributeFloat("randomtriggerprobability", 0.0f);
|
||||
@@ -256,7 +249,7 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError("Error in LevelTrigger config: \"" + triggeredByStr + "\" is not a valid triggerer type.");
|
||||
}
|
||||
UpdateCollisionCategories();
|
||||
triggerOthersDistance = element.GetAttributeFloat("triggerothersdistance", 0.0f);
|
||||
TriggerOthersDistance = element.GetAttributeFloat("triggerothersdistance", 0.0f);
|
||||
|
||||
var tagsArray = element.GetAttributeStringArray("tags", new string[0]);
|
||||
foreach (string tag in tagsArray)
|
||||
@@ -283,11 +276,14 @@ namespace Barotrauma
|
||||
case "attack":
|
||||
case "damage":
|
||||
var attack = new Attack(subElement, string.IsNullOrEmpty(parentDebugName) ? "LevelTrigger" : "LevelTrigger in " + parentDebugName);
|
||||
var multipliedAfflictions = attack.GetMultipliedAfflictions((float)Timing.Step);
|
||||
attack.Afflictions.Clear();
|
||||
foreach (Affliction affliction in multipliedAfflictions)
|
||||
if (!triggerOnce)
|
||||
{
|
||||
attack.Afflictions.Add(affliction, null);
|
||||
var multipliedAfflictions = attack.GetMultipliedAfflictions((float)Timing.Step);
|
||||
attack.Afflictions.Clear();
|
||||
foreach (Affliction affliction in multipliedAfflictions)
|
||||
{
|
||||
attack.Afflictions.Add(affliction, null);
|
||||
}
|
||||
}
|
||||
attacks.Add(attack);
|
||||
break;
|
||||
@@ -300,14 +296,14 @@ namespace Barotrauma
|
||||
|
||||
private void UpdateCollisionCategories()
|
||||
{
|
||||
if (physicsBody == null) return;
|
||||
if (PhysicsBody == null) return;
|
||||
|
||||
var collidesWith = Physics.CollisionNone;
|
||||
if (triggeredBy.HasFlag(TriggererType.Character) || triggeredBy.HasFlag(TriggererType.Creature)) collidesWith |= Physics.CollisionCharacter;
|
||||
if (triggeredBy.HasFlag(TriggererType.Item)) collidesWith |= Physics.CollisionItem | Physics.CollisionProjectile;
|
||||
if (triggeredBy.HasFlag(TriggererType.Submarine)) collidesWith |= Physics.CollisionWall;
|
||||
if (triggeredBy.HasFlag(TriggererType.Human) || triggeredBy.HasFlag(TriggererType.Creature)) { collidesWith |= Physics.CollisionCharacter; }
|
||||
if (triggeredBy.HasFlag(TriggererType.Item)) { collidesWith |= Physics.CollisionItem | Physics.CollisionProjectile; }
|
||||
if (triggeredBy.HasFlag(TriggererType.Submarine)) { collidesWith |= Physics.CollisionWall; }
|
||||
|
||||
physicsBody.CollidesWith = collidesWith;
|
||||
PhysicsBody.CollidesWith = collidesWith;
|
||||
}
|
||||
|
||||
private void CalculateDirectionalForce()
|
||||
@@ -362,7 +358,7 @@ namespace Barotrauma
|
||||
private void PhysicsBody_OnSeparation(Fixture fixtureA, Fixture fixtureB, Contact contact)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return;
|
||||
if (entity == null) { return; }
|
||||
|
||||
if (entity is Character character &&
|
||||
(!character.Enabled || character.Removed) &&
|
||||
@@ -376,22 +372,25 @@ namespace Barotrauma
|
||||
//check if there are contacts with any other fixture of the trigger
|
||||
//(the OnSeparation callback happens when two fixtures separate,
|
||||
//e.g. if a body stops touching the circular fixture at the end of a capsule-shaped body)
|
||||
ContactEdge contactEdge = fixtureA.Body.ContactList;
|
||||
while (contactEdge != null)
|
||||
foreach (Fixture fixture in PhysicsBody.FarseerBody.FixtureList)
|
||||
{
|
||||
if (contactEdge.Contact != null &&
|
||||
contactEdge.Contact.Enabled &&
|
||||
contactEdge.Contact.IsTouching)
|
||||
ContactEdge contactEdge = fixture.Body.ContactList;
|
||||
while (contactEdge != null)
|
||||
{
|
||||
if (contactEdge.Contact.FixtureA != fixtureA && contactEdge.Contact.FixtureB != fixtureA)
|
||||
if (contactEdge.Contact != null &&
|
||||
contactEdge.Contact.Enabled &&
|
||||
contactEdge.Contact.IsTouching)
|
||||
{
|
||||
var otherEntity = GetEntity(contactEdge.Contact.FixtureB == fixtureB ?
|
||||
contactEdge.Contact.FixtureB :
|
||||
contactEdge.Contact.FixtureA);
|
||||
if (otherEntity == entity) { return; }
|
||||
if (contactEdge.Contact.FixtureA != fixture && contactEdge.Contact.FixtureB != fixture)
|
||||
{
|
||||
var otherEntity = GetEntity(contactEdge.Contact.FixtureB == fixtureB ?
|
||||
contactEdge.Contact.FixtureB :
|
||||
contactEdge.Contact.FixtureA);
|
||||
if (otherEntity == entity) { return; }
|
||||
}
|
||||
}
|
||||
contactEdge = contactEdge.Next;
|
||||
}
|
||||
contactEdge = contactEdge.Next;
|
||||
}
|
||||
|
||||
if (triggerers.Contains(entity))
|
||||
@@ -403,10 +402,10 @@ namespace Barotrauma
|
||||
|
||||
private Entity GetEntity(Fixture fixture)
|
||||
{
|
||||
if (fixture.Body == null || fixture.Body.UserData == null) return null;
|
||||
if (fixture.Body.UserData is Entity entity) return entity;
|
||||
if (fixture.Body.UserData is Limb limb) return limb.character;
|
||||
if (fixture.Body.UserData is SubmarineBody subBody) return subBody.Submarine;
|
||||
if (fixture.Body == null || fixture.Body.UserData == null) { return null; }
|
||||
if (fixture.Body.UserData is Entity entity) { return entity; }
|
||||
if (fixture.Body.UserData is Limb limb) { return limb.character; }
|
||||
if (fixture.Body.UserData is SubmarineBody subBody) { return subBody.Submarine; }
|
||||
|
||||
return null;
|
||||
}
|
||||
@@ -416,15 +415,15 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public void OtherTriggered(LevelObject levelObject, LevelTrigger otherTrigger)
|
||||
{
|
||||
if (!triggeredBy.HasFlag(TriggererType.OtherTrigger) || stayTriggeredDelay <= 0.0f) return;
|
||||
if (!triggeredBy.HasFlag(TriggererType.OtherTrigger) || stayTriggeredDelay <= 0.0f) { return; }
|
||||
|
||||
//check if the other trigger has appropriate tags
|
||||
if (allowedOtherTriggerTags.Count > 0)
|
||||
{
|
||||
if (!allowedOtherTriggerTags.Any(t => otherTrigger.tags.Contains(t))) return;
|
||||
if (!allowedOtherTriggerTags.Any(t => otherTrigger.tags.Contains(t))) { return; }
|
||||
}
|
||||
|
||||
if (Vector2.DistanceSquared(WorldPosition, otherTrigger.WorldPosition) <= otherTrigger.triggerOthersDistance * otherTrigger.triggerOthersDistance)
|
||||
if (Vector2.DistanceSquared(WorldPosition, otherTrigger.WorldPosition) <= otherTrigger.TriggerOthersDistance * otherTrigger.TriggerOthersDistance)
|
||||
{
|
||||
bool wasAlreadyTriggered = IsTriggered;
|
||||
triggeredTimer = stayTriggeredDelay;
|
||||
@@ -441,10 +440,10 @@ namespace Barotrauma
|
||||
|
||||
triggerers.RemoveWhere(t => t.Removed);
|
||||
|
||||
if (physicsBody != null)
|
||||
if (PhysicsBody != null)
|
||||
{
|
||||
//failsafe to ensure triggerers get removed when they're far from the trigger
|
||||
float maxExtent = Math.Max(ConvertUnits.ToDisplayUnits(physicsBody.GetMaxExtent() * 5), 5000.0f);
|
||||
float maxExtent = Math.Max(ConvertUnits.ToDisplayUnits(PhysicsBody.GetMaxExtent() * 5), 5000.0f);
|
||||
triggerers.RemoveWhere(t =>
|
||||
{
|
||||
return Vector2.Distance(t.WorldPosition, WorldPosition) > maxExtent;
|
||||
@@ -500,17 +499,43 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (triggerOnce)
|
||||
{
|
||||
if (triggeredOnce) { return; }
|
||||
if (triggerers.Count > 0) { triggeredOnce = true; }
|
||||
}
|
||||
|
||||
foreach (Entity triggerer in triggerers)
|
||||
{
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
if (triggerer is Character)
|
||||
Vector2? position = null;
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.This)) { position = WorldPosition; }
|
||||
if (triggerer is Character character)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, (Character)triggerer);
|
||||
effect.Apply(effect.type, deltaTime, triggerer, character, position);
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Contained) && character.Inventory != null)
|
||||
{
|
||||
foreach (Item item in character.Inventory.AllItemsMod)
|
||||
{
|
||||
if (item.ContainedItems == null) { continue; }
|
||||
foreach (Item containedItem in item.ContainedItems)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, containedItem.AllPropertyObjects, position);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (triggerer is Item)
|
||||
else if (triggerer is Item item)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, ((Item)triggerer).AllPropertyObjects);
|
||||
effect.Apply(effect.type, deltaTime, triggerer, item.AllPropertyObjects, position);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
|
||||
effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
|
||||
{
|
||||
var targets = new List<ISerializableEntity>();
|
||||
effect.GetNearbyTargets(worldPosition, targets);
|
||||
effect.Apply(effect.type, deltaTime, triggerer, targets);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user