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
@@ -1048,7 +1048,8 @@ namespace Barotrauma
void UpdateClimbing()
{
if (character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Ladder>() == null || character.IsIncapacitated)
var ladder = character.SelectedConstruction?.GetComponent<Ladder>();
if (ladder == null || character.IsIncapacitated)
{
Anim = Animation.None;
return;
@@ -1075,22 +1076,29 @@ namespace Barotrauma
if (leftHand == null || rightHand == null || head == null || torso == null) { return; }
Vector2 ladderSimPos = ConvertUnits.ToSimUnits(
character.SelectedConstruction.Rect.X + character.SelectedConstruction.Rect.Width / 2.0f,
character.SelectedConstruction.Rect.Y);
ladder.Item.Rect.X + ladder.Item.Rect.Width / 2.0f,
ladder.Item.Rect.Y);
Vector2 ladderSimSize = ConvertUnits.ToSimUnits(character.SelectedConstruction.Rect.Size.ToVector2());
Vector2 ladderSimSize = ConvertUnits.ToSimUnits(ladder.Item.Rect.Size.ToVector2());
float lowestLadderSimPos = ladderSimPos.Y - ladderSimPos.Y;
var lowestNearbyLadder = GetLowestNearbyLadder(ladder);
if (lowestNearbyLadder != null && lowestNearbyLadder != ladder)
{
ladderSimSize.Y = ConvertUnits.ToSimUnits(ladder.Item.WorldRect.Y - (lowestNearbyLadder.Item.WorldRect.Y - lowestNearbyLadder.Item.Rect.Size.Y));
}
float stepHeight = ConvertUnits.ToSimUnits(30.0f);
if (currentHull == null && character.SelectedConstruction.Submarine != null)
if (currentHull == null && ladder.Item.Submarine != null)
{
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition;
ladderSimPos += ladder.Item.Submarine.SimPosition;
}
else if (currentHull?.Submarine != null && currentHull.Submarine != character.SelectedConstruction.Submarine && character.SelectedConstruction.Submarine != null)
else if (currentHull?.Submarine != null && currentHull.Submarine != ladder.Item.Submarine && ladder.Item.Submarine != null)
{
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
ladderSimPos += ladder.Item.Submarine.SimPosition - currentHull.Submarine.SimPosition;
}
else if (currentHull?.Submarine != null && character.SelectedConstruction.Submarine == null)
else if (currentHull?.Submarine != null && ladder.Item.Submarine == null)
{
ladderSimPos -= currentHull.Submarine.SimPosition;
}
@@ -1174,25 +1182,35 @@ namespace Barotrauma
float movementFactor = (handPos.Y / stepHeight) * (float)Math.PI;
movementFactor = 0.8f + (float)Math.Abs(Math.Sin(movementFactor));
Vector2 subSpeed = currentHull != null || character.SelectedConstruction.Submarine == null
? Vector2.Zero : character.SelectedConstruction.Submarine.Velocity;
Vector2 subSpeed = currentHull != null || ladder.Item.Submarine == null
? Vector2.Zero : ladder.Item.Submarine.Velocity;
Vector2 climbForce = new Vector2(0.0f, movement.Y + 0.3f) * movementFactor;
//reached the top of the ladders -> can't go further up
if (character.SimPosition.Y > ladderSimPos.Y) { climbForce.Y = Math.Min(0.0f, climbForce.Y); }
//reached the bottom -> can't go further down
float minHeightFromFloor = ColliderHeightFromFloor / 2 + Collider.height;
if (floorFixture != null &&
!floorFixture.CollisionCategories.HasFlag(Physics.CollisionStairs) &&
!floorFixture.CollisionCategories.HasFlag(Physics.CollisionPlatform) &&
character.SimPosition.Y < standOnFloorY + minHeightFromFloor)
{
climbForce.Y = MathHelper.Clamp((standOnFloorY + minHeightFromFloor - character.SimPosition.Y) * 5.0f, climbForce.Y, 1.0f);
}
//apply forces to the collider to move the Character up/down
Collider.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * Collider.Mass);
float movementMultiplier = targetMovement.Y < 0 ? 0 : 1;
head.body.SmoothRotate(MathHelper.PiOver4 * movementMultiplier * Dir, WalkParams.HeadTorque);
if (!character.SelectedConstruction.Prefab.Triggers.Any())
if (!ladder.Item.Prefab.Triggers.Any())
{
character.SelectedConstruction = null;
return;
}
Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.FirstOrDefault();
trigger = character.SelectedConstruction.TransformTrigger(trigger);
Rectangle trigger = ladder.Item.Prefab.Triggers.FirstOrDefault();
trigger = ladder.Item.TransformTrigger(trigger);
bool isRemote = false;
bool isClimbing = true;
@@ -1221,6 +1239,19 @@ namespace Barotrauma
character.SelectedConstruction = null;
IgnorePlatforms = false;
}
Ladder GetLowestNearbyLadder(Ladder currentLadder, float threshold = 16.0f)
{
foreach (Ladder ladder in Ladder.List)
{
if (ladder == currentLadder || !ladder.Item.IsInteractable(character)) { continue; }
if (Math.Abs(ladder.Item.WorldPosition.X - currentLadder.Item.WorldPosition.X) > threshold) { continue; }
if (ladder.Item.WorldPosition.Y > currentLadder.Item.WorldPosition.Y) { continue; }
if ((currentLadder.Item.WorldRect.Y - currentLadder.Item.Rect.Height) - ladder.Item.WorldRect.Y > threshold) { continue; }
return ladder;
}
return null;
}
}
void UpdateDying(float deltaTime)
@@ -1576,6 +1607,7 @@ namespace Barotrauma
Vector2 shoulderPos = rightShoulder.WorldAnchorA;
Vector2 dragDir = inWater ? Vector2.Normalize(targetLimb.SimPosition - shoulderPos) : Vector2.UnitY;
if (!MathUtils.IsValid(dragDir)) { dragDir = Vector2.UnitY; }
targetAnchor = shoulderPos - dragDir * ConvertUnits.ToSimUnits(upperArmLength + forearmLength);
targetForce = 200.0f;