v1.6.17.0 (Unto the Breach update)

This commit is contained in:
Regalis11
2024-10-22 17:29:04 +03:00
parent e74b3cdb17
commit 6e6c17e100
417 changed files with 17166 additions and 5870 deletions
@@ -1,7 +1,10 @@
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Extensions;
namespace Barotrauma.Items.Components
{
@@ -32,6 +35,14 @@ namespace Barotrauma.Items.Components
get;
set;
}
[Editable, Serialize("", IsPropertySaveable.Yes, description: "Does the sensor react only to certain characters (species names, groups or tags)? Doesn't have an effect, if the Target Type is incorrect.", alwaysUseInstanceValues: true)]
public string TargetCharacters
{
get => targetCharacters.ConvertToString();
set => targetCharacters = value.ToIdentifiers().ToHashSet();
}
private HashSet<Identifier> targetCharacters;
[InGameEditable, Serialize(false, IsPropertySaveable.Yes, description: "Should the sensor ignore the bodies of dead characters?", alwaysUseInstanceValues: true)]
public bool IgnoreDead
@@ -40,7 +51,6 @@ namespace Barotrauma.Items.Components
set;
}
[InGameEditable, Serialize(0.0f, IsPropertySaveable.Yes, description: "Horizontal detection range.", alwaysUseInstanceValues: true)]
public float RangeX
{
@@ -259,40 +269,22 @@ namespace Barotrauma.Items.Components
bool triggerFromMonsters = Target.HasFlag(TargetType.Monster);
bool hasTriggers = triggerFromHumans || triggerFromPets || triggerFromMonsters;
if (!hasTriggers) { return; }
foreach (Character c in Character.CharacterList)
foreach (Character character in Character.CharacterList)
{
if (IgnoreDead && c.IsDead) { continue; }
//ignore characters that have spawned a second or less ago
//makes it possible to detect when a spawned character moves without triggering the detector immediately as the ragdoll spawns and drops to the ground
if (c.SpawnTime > Timing.TotalTime - 1.0) { continue; }
if (c.IsHuman)
{
if (!triggerFromHumans) { continue; }
}
else if (c.IsPet)
{
if (!triggerFromPets) { continue; }
}
else
{
// Not a human or a pet -> monster?
if (!triggerFromMonsters) { continue; }
if (CharacterParams.CompareGroup(c.Group, CharacterPrefab.HumanGroup))
{
//characters in the "human" group aren't considered monsters (even if they were something like a friendly mudraptor)
continue;
}
}
if (character.SpawnTime > Timing.TotalTime - 1.0) { continue; }
if (!TriggersOn(character)) { continue; }
//do a rough check based on the position of the character's collider first
//before the more accurate limb-based check
if (Math.Abs(c.WorldPosition.X - detectPos.X) > broadRangeX || Math.Abs(c.WorldPosition.Y - detectPos.Y) > broadRangeY)
if (Math.Abs(character.WorldPosition.X - detectPos.X) > broadRangeX || Math.Abs(character.WorldPosition.Y - detectPos.Y) > broadRangeY)
{
continue;
}
foreach (Limb limb in c.AnimController.Limbs)
foreach (Limb limb in character.AnimController.Limbs)
{
if (limb.IsSevered) { continue; }
if (limb.LinearVelocity.LengthSquared() < MinimumVelocity * MinimumVelocity) { continue; }
@@ -304,7 +296,56 @@ namespace Barotrauma.Items.Components
}
}
}
public bool TriggersOn(Character character)
{
bool triggerFromHumans = Target.HasFlag(TargetType.Human);
bool triggerFromPets = Target.HasFlag(TargetType.Pet);
bool triggerFromMonsters = Target.HasFlag(TargetType.Monster);
bool hasTriggers = triggerFromHumans || triggerFromPets || triggerFromMonsters;
if (!hasTriggers) { return false; }
return TriggersOn(character, triggerFromHumans, triggerFromPets, triggerFromMonsters);
}
private bool TriggersOn(Character character, bool triggerFromHumans, bool triggerFromPets, bool triggerFromMonsters)
{
if (IgnoreDead && character.IsDead) { return false; }
if (character.IsHuman)
{
if (!triggerFromHumans) { return false; }
}
else if (character.IsPet)
{
if (!triggerFromPets) { return false; }
}
else
{
// Not a human or a pet -> monster?
if (!triggerFromMonsters) { return false; }
if (CharacterParams.CompareGroup(character.Group, CharacterPrefab.HumanGroup))
{
//characters in the "human" group aren't considered monsters (even if they were something like a friendly mudraptor)
return false;
}
}
// Check matching character, if defined.
if (targetCharacters.Any())
{
// Performance critical code -> using a foreach loop to avoid having to capture variables in lambdas.
bool matchFound = false;
foreach (Identifier target in targetCharacters)
{
if (character.MatchesSpeciesNameOrGroup(target) || character.Params.HasTag(target))
{
matchFound = true;
break;
}
}
if (!matchFound) { return false; }
}
return true;
}
public override XElement Save(XElement parentElement)
{
Vector2 prevDetectOffset = detectOffset;