(bbd192053) Rebind Select and Use keys. Refactor GameSettings to support legacy bindings, when they are set. That is, if the new "deselect" and "shoot" keys are not defined, but the player config file is found, use the "select" and the "use" keys instead of the defaults.

This commit is contained in:
Joonas Rikkonen
2019-04-04 11:08:02 +03:00
parent 79ea41e6c9
commit 7491b06a5d
55 changed files with 594 additions and 584 deletions
@@ -396,25 +396,70 @@ namespace Barotrauma.Items.Components
}
int dir = IsHorizontal ? Math.Sign(c.SimPosition.Y - item.SimPosition.Y) : Math.Sign(c.SimPosition.X - item.SimPosition.X);
List<PhysicsBody> bodies = c.AnimController.Limbs.Select(l => l.body).ToList();
bodies.Add(c.AnimController.Collider);
bool soundPlayed = false;
foreach (Limb limb in c.AnimController.Limbs)
{
if (PushBodyOutOfDoorway(c, limb.body, dir, simPos, simSize) && !soundPlayed)
float diff = 0.0f;
if (!MathUtils.IsValid(body.SimPosition))
{
DebugConsole.ThrowError("Failed to push a limb out of a doorway - position of the body (character \"" + c.Name + "\") is not valid (" + body.SimPosition + ")");
GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:LimbPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
"Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + body.SimPosition + ")." +
" Removed: " + c.Removed +
" Remoteplayer: " + c.IsRemotePlayer);
continue;
}
if (IsHorizontal)
{
if (body.SimPosition.X < simPos.X || body.SimPosition.X > simPos.X + simSize.X) continue;
diff = body.SimPosition.Y - item.SimPosition.Y;
}
else
{
if (body.SimPosition.Y > simPos.Y || body.SimPosition.Y < simPos.Y - simSize.Y) continue;
diff = body.SimPosition.X - item.SimPosition.X;
}
if (Math.Sign(diff) != dir)
{
#if CLIENT
SoundPlayer.PlayDamageSound("LimbBlunt", 1.0f, limb.body);
#endif
soundPlayed = true;
if (IsHorizontal)
{
body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * simSize.Y * 2.0f), body.Rotation);
body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f));
}
else
{
body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
}
}
if (IsHorizontal)
{
if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > simSize.Y * 0.5f) continue;
body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 0.5f));
}
}
PushBodyOutOfDoorway(c, c.AnimController.Collider, dir, simPos, simSize);
}
}
private bool PushBodyOutOfDoorway(Character c, PhysicsBody body, int dir, Vector2 doorRectSimPos, Vector2 doorRectSimSize)
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
{
float diff = 0.0f;
if (!MathUtils.IsValid(body.SimPosition))
if (isStuck) return;
bool wasOpen = PredictedState == null ? isOpen : PredictedState.Value;
if (connection.Name == "toggle")
{
DebugConsole.ThrowError("Failed to push a limb out of a doorway - position of the body (character \"" + c.Name + "\") is not valid (" + body.SimPosition + ")");
GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:LimbPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
@@ -435,51 +480,6 @@ namespace Barotrauma.Items.Components
diff = body.SimPosition.X - item.SimPosition.X;
}
//if the limb is at a different side of the door than the character (collider),
//immediately teleport it to the correct side
if (Math.Sign(diff) != dir)
{
if (IsHorizontal)
{
body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f), body.Rotation);
}
else
{
body.SetTransform(new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
}
}
//apply an impulse to push the limb further from the door
if (IsHorizontal)
{
if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > doorRectSimSize.Y * 0.5f) { return false; }
body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
else
{
if (Math.Abs(body.SimPosition.X - item.SimPosition.X) > doorRectSimSize.X * 0.5f) { return false; }
body.ApplyLinearImpulse(new Vector2(dir * 2.0f, isOpen ? 0.0f : -1.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
c.SetStun(0.2f);
return true;
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
{
if (isStuck) return;
bool wasOpen = PredictedState == null ? isOpen : PredictedState.Value;
if (connection.Name == "toggle")
{
SetState(!wasOpen, false, true);
}
else if (connection.Name == "set_state")
{
SetState(signal != "0", false, true);
}
#if SERVER
if (sender != null && wasOpen != isOpen)
{
@@ -471,7 +471,7 @@ namespace Barotrauma.Items.Components
swingState %= 1.0f;
if (SwingWhenHolding ||
(SwingWhenAiming && picker.IsKeyDown(InputType.Aim)) ||
(SwingWhenUsing && picker.IsKeyDown(InputType.Aim) && picker.IsKeyDown(InputType.Use)))
(SwingWhenUsing && picker.IsKeyDown(InputType.Aim) && picker.IsKeyDown(InputType.Shoot)))
{
swing = swingAmount * new Vector2(
PerlinNoise.GetPerlin(swingState * SwingSpeed * 0.1f, swingState * SwingSpeed * 0.1f) - 0.5f,
@@ -489,7 +489,8 @@ namespace Barotrauma.Items.Components
{
scaledHandlePos[0] = handlePos[0] * item.Scale;
scaledHandlePos[1] = handlePos[1] * item.Scale;
picker.AnimController.HoldItem(deltaTime, item, scaledHandlePos, holdPos + swing, aimPos + swing, picker.IsKeyDown(InputType.Aim) && aimPos != Vector2.Zero, holdAngle);
bool aim = picker.IsKeyDown(InputType.Aim) && aimPos != Vector2.Zero && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent<Ladder>() != null);
picker.AnimController.HoldItem(deltaTime, item, scaledHandlePos, holdPos + swing, aimPos + swing, aim, holdAngle);
}
else
{
@@ -149,7 +149,8 @@ namespace Barotrauma.Items.Components
//TODO: refactor the hitting logic (get rid of the magic numbers, make it possible to use different kinds of animations for different items)
if (!hitting)
{
if (picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0)
bool aim = picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent<Ladder>() != null);
if (aim)
{
hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 5f, MathHelper.PiOver4));
ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, hitPos, holdAngle + hitPos);
@@ -1,5 +1,4 @@
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics;
using FarseerPhysics.Collision;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
@@ -167,12 +166,11 @@ namespace Barotrauma.Items.Components
//set the rotation of the projectile again because dropping the projectile resets the rotation
projectile.Item.SetTransform(projectilePos,
rotation + (projectile.Item.body.Dir * projectile.LaunchRotationRadians));
rotation + ((item.body.Dir == 1.0f) ? projectile.LaunchRotationRadians : projectile.LaunchRotationRadians - MathHelper.Pi));
//recoil
item.body.ApplyLinearImpulse(
new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f,
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f);
item.RemoveContained(projectile.Item);
@@ -79,7 +79,8 @@ namespace Barotrauma.Items.Components
break;
}
}
item.IsShootable = true;
item.RequireAimToUse = true;
InitProjSpecific(element);
}
@@ -311,7 +312,10 @@ namespace Barotrauma.Items.Components
sinTime += deltaTime;
character.CursorPosition = leak.Position + VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime), dist);
character.SetInput(InputType.Aim, false, true);
if (item.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
}
// Press the trigger only when the tool is approximately facing the target.
// If the character is climbing, ignore the check, because we cannot aim while climbing.
@@ -107,10 +107,10 @@ namespace Barotrauma.Items.Components
#endif
Character thrower = picker;
item.Drop(thrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f);
Limb rightHand = ac.GetLimb(LimbType.RightHand);
item.body.AngularVelocity = rightHand.body.AngularVelocity;
@@ -210,8 +210,13 @@ namespace Barotrauma.Items.Components
{
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition);
}
if ((GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer) && user != null && !user.Removed)
bool isNotClient = true;
#if CLIENT
isNotClient = GameMain.Client == null;
#endif
if (isNotClient && user != null)
{
foreach (Skill skill in fabricatedItem.RequiredSkills)
{
@@ -377,14 +377,23 @@ namespace Barotrauma.Items.Components
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
return true;
}
else if (target.Body.UserData is Limb limb)
{
//severed limbs don't deactivate the projectile (but may still slow it down enough to make it inactive)
if (limb.IsSevered)
{
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
return true;
}
limb.character.LastDamageSource = item;
if (attack != null) { attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f); }
if (limb.character != null) { character = limb.character; }
}
else if (target.Body.UserData is Structure structure)
{
if (attack != null) { attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f); }
limb.character.LastDamageSource = item;
attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f);
if (limb.character != null) character = limb.character;
}
else if (target.Body.UserData is Structure structure)
{
attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f);
}
}
if (character != null) character.LastDamageSource = item;
@@ -22,10 +22,6 @@ namespace Barotrauma.Items.Components
private float blinkTimer;
private bool itemLoaded;
private float blinkTimer;
public PhysicsBody ParentBody;
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
@@ -81,7 +77,7 @@ namespace Barotrauma.Items.Components
IsActive = value;
#if SERVER
if (GameMain.Server != null && itemLoaded) { item.CreateServerEvent(this); }
if (GameMain.Server != null && GameMain.Server.GameStarted) { item.CreateServerEvent(this); }
#endif
}
}
@@ -315,7 +315,7 @@ namespace Barotrauma.Items.Components
Vector2 diff = nodes[nodes.Count - 1] - newNodePos;
Vector2 pullBackDir = diff == Vector2.Zero ? Vector2.Zero : Vector2.Normalize(diff);
user.AnimController.Collider.ApplyForce(pullBackDir * user.Mass * 50.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
user.AnimController.Collider.ApplyForce(pullBackDir * user.Mass * 50.0f);
user.AnimController.UpdateUseItem(true, user.WorldPosition + pullBackDir * 200.0f);
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
@@ -163,7 +163,8 @@ namespace Barotrauma.Items.Components
break;
}
}
item.IsShootable = true;
item.RequireAimToUse = false;
InitProjSpecific(element);
}
@@ -488,7 +489,10 @@ namespace Barotrauma.Items.Components
character.CursorPosition = closestEnemy.WorldPosition;
if (item.Submarine != null) character.CursorPosition -= item.Submarine.Position;
character.SetInput(InputType.Aim, false, true);
if (item.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
}
float enemyAngle = MathUtils.VectorToAngle(closestEnemy.WorldPosition - item.WorldPosition);
float turretAngle = -rotation;
@@ -501,7 +505,7 @@ namespace Barotrauma.Items.Components
if (objective.Option.ToLowerInvariant() == "fireatwill")
{
character?.Speak(TextManager.Get("DialogFireTurret").Replace("[itemname]", item.Name), null, 0.0f, "fireturret", 5.0f);
character.SetInput(InputType.Use, true, true);
character.SetInput(InputType.Shoot, true, true);
}
return false;