Unstable 0.15.15.0 (and the one before it I forgor)

This commit is contained in:
Markus Isberg
2021-11-18 21:34:30 +09:00
parent 10e5fd5f3e
commit 80f39cd2a3
257 changed files with 4916 additions and 2582 deletions
@@ -12,20 +12,19 @@ namespace Barotrauma
class LatchOntoAI
{
const float RaycastInterval = 5.0f;
private float raycastTimer;
private Structure targetWall;
private Body targetBody;
private Vector2 attachSurfaceNormal;
private Submarine targetSubmarine;
private Character targetCharacter;
private readonly Character character;
public bool AttachToSub { get; private set; }
public bool AttachToWalls { get; private set; }
public bool AttachToCharacters { get; private set; }
public Submarine TargetSubmarine { get; private set; }
public Structure TargetWall { get; private set; }
public Character TargetCharacter { get; private set; }
private readonly float minDeattachSpeed, maxDeattachSpeed, maxAttachDuration, coolDown;
private readonly float damageOnDetach, detachStun;
private readonly bool weld;
@@ -51,7 +50,7 @@ namespace Barotrauma
public bool IsAttached => AttachJoints.Count > 0;
public bool IsAttachedToSub => IsAttached && targetSubmarine != null && targetCharacter == null;
public bool IsAttachedToSub => IsAttached && TargetSubmarine != null && TargetCharacter == null;
public LatchOntoAI(XElement element, EnemyAIController enemyAI)
{
@@ -93,9 +92,9 @@ namespace Barotrauma
var sub = wall.Submarine;
if (sub == null) { return; }
Reset();
targetWall = wall;
targetSubmarine = sub;
targetBody = targetSubmarine.PhysicsBody.FarseerBody;
TargetWall = wall;
TargetSubmarine = sub;
targetBody = TargetSubmarine.PhysicsBody.FarseerBody;
this.attachSurfaceNormal = attachSurfaceNormal;
_attachPos = attachPos;
}
@@ -103,23 +102,20 @@ namespace Barotrauma
public void SetAttachTarget(Character target)
{
if (!AttachToCharacters) { return; }
if (target.Submarine != character.Submarine) { return; }
Reset();
targetCharacter = target;
targetSubmarine = target.Submarine;
TargetCharacter = target;
targetBody = target.AnimController.Collider.FarseerBody;
attachSurfaceNormal = Vector2.Normalize(character.WorldPosition - target.WorldPosition);
}
public void Update(EnemyAIController enemyAI, float deltaTime)
{
if (character.Submarine != null)
if (TargetCharacter != null && character.Submarine != TargetCharacter.Submarine ||
character.Submarine != null && TargetSubmarine != null && TargetCharacter == null)
{
if (targetCharacter != null && targetCharacter.Submarine != targetSubmarine ||
character.Submarine != null && targetSubmarine != null && targetCharacter == null)
{
DeattachFromBody(reset: true);
return;
}
DeattachFromBody(reset: true);
return;
}
if (IsAttached)
{
@@ -150,7 +146,7 @@ namespace Barotrauma
return;
}
}
if (targetCharacter != null)
if (TargetCharacter != null)
{
if (enemyAI.AttackingLimb?.attack == null)
{
@@ -159,10 +155,14 @@ namespace Barotrauma
else
{
float range = enemyAI.AttackingLimb.attack.DamageRange * 2f;
if (Vector2.DistanceSquared(targetCharacter.WorldPosition, enemyAI.AttackingLimb.WorldPosition) > range * range)
if (Vector2.DistanceSquared(TargetCharacter.WorldPosition, enemyAI.AttackingLimb.WorldPosition) > range * range)
{
DeattachFromBody(reset: true, cooldown: 1);
}
else
{
TargetCharacter.Latchers.Add(this);
}
}
}
}
@@ -176,15 +176,15 @@ namespace Barotrauma
deattachCheckTimer -= deltaTime;
}
if (targetCharacter != null)
if (TargetCharacter != null)
{
// Own sim pos -> target where we are
_attachPos = character.SimPosition;
}
Vector2 transformedAttachPos = _attachPos;
if (character.Submarine == null && targetSubmarine != null)
if (character.Submarine == null && TargetSubmarine != null)
{
transformedAttachPos += ConvertUnits.ToSimUnits(targetSubmarine.Position);
transformedAttachPos += ConvertUnits.ToSimUnits(TargetSubmarine.Position);
}
if (transformedAttachPos != Vector2.Zero)
{
@@ -267,7 +267,7 @@ namespace Barotrauma
if (enemyAI.AttackingLimb == null) { break; }
if (targetBody == null) { break; }
if (IsAttached && AttachJoints[0].BodyB == targetBody) { break; }
Vector2 referencePos = targetCharacter != null ? targetCharacter.WorldPosition : ConvertUnits.ToDisplayUnits(transformedAttachPos);
Vector2 referencePos = TargetCharacter != null ? TargetCharacter.WorldPosition : ConvertUnits.ToDisplayUnits(transformedAttachPos);
if (Vector2.DistanceSquared(referencePos, enemyAI.AttackingLimb.WorldPosition) < enemyAI.AttackingLimb.attack.DamageRange * enemyAI.AttackingLimb.attack.DamageRange)
{
AttachToBody(transformedAttachPos);
@@ -286,11 +286,11 @@ namespace Barotrauma
deattach = true;
attachCooldown = coolDown;
}
if (!deattach && targetWall != null && targetSubmarine != null)
if (!deattach && TargetWall != null && TargetSubmarine != null)
{
// Deattach if the wall is broken enough where we are attached to
int targetSection = targetWall.FindSectionIndex(attachLimb.WorldPosition, world: true, clamp: true);
if (enemyAI.CanPassThroughHole(targetWall, targetSection))
int targetSection = TargetWall.FindSectionIndex(attachLimb.WorldPosition, world: true, clamp: true);
if (enemyAI.CanPassThroughHole(TargetWall, targetSection))
{
deattach = true;
attachCooldown = coolDown;
@@ -298,7 +298,7 @@ namespace Barotrauma
if (!deattach)
{
// Deattach if the velocity is high
float velocity = targetSubmarine.Velocity == Vector2.Zero ? 0.0f : targetSubmarine.Velocity.Length();
float velocity = TargetSubmarine.Velocity == Vector2.Zero ? 0.0f : TargetSubmarine.Velocity.Length();
deattach = velocity > maxDeattachSpeed;
if (!deattach)
{
@@ -385,11 +385,8 @@ namespace Barotrauma
} as Joint;
GameMain.World.Add(colliderJoint);
AttachJoints.Add(colliderJoint);
if (targetCharacter != null)
{
targetCharacter.Latchers.Add(this);
}
AttachJoints.Add(colliderJoint);
TargetCharacter?.Latchers.Add(this);
if (maxAttachDuration > 0)
{
deattachCheckTimer = maxAttachDuration;
@@ -407,25 +404,19 @@ namespace Barotrauma
{
attachCooldown = cooldown;
}
TargetCharacter?.Latchers.Remove(this);
if (reset)
{
Reset();
}
if (targetCharacter != null)
{
targetCharacter.Latchers.Remove(this);
}
}
private void Reset()
{
if (targetCharacter != null)
{
targetCharacter.Latchers.Remove(this);
}
targetCharacter = null;
targetWall = null;
targetSubmarine = null;
TargetCharacter?.Latchers.Remove(this);
TargetCharacter = null;
TargetWall = null;
TargetSubmarine = null;
targetBody = null;
AttachPos = null;
}