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
@@ -9,7 +9,7 @@ using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class TriggerComponent : ItemComponent
partial class TriggerComponent : ItemComponent
{
[Editable, Serialize(0.0f, true, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
public float Force { get; set; }
@@ -18,12 +18,32 @@ namespace Barotrauma.Items.Components
private float Radius { get; set; }
private float RadiusInDisplayUnits { get; set; }
private bool TriggeredOnce { get; set; }
private float CurrentForceFluctuation { get; set; } = 1.0f;
public bool TriggerActive { get; private set; }
private float ForceFluctuationTimer { get; set; }
private static float TimeInLevel
{
get
{
if (GameMain.GameSession != null)
{
return (float)(Timing.TotalTime - GameMain.GameSession.RoundStartTime);
}
else
{
return 0.0f;
}
}
}
private readonly LevelTrigger.TriggererType triggeredBy;
private readonly HashSet<Entity> triggerers = new HashSet<Entity>();
private readonly bool triggerOnce;
private readonly bool distanceBasedForce;
private readonly bool forceFluctuation;
private readonly float forceFluctuationStrength;
private readonly float forceFluctuationFrequency;
private readonly float forceFluctuationInterval;
private readonly List<ISerializableEntity> statusEffectTargets = new List<ISerializableEntity>();
/// <summary>
/// Effects applied to entities inside the trigger
@@ -42,6 +62,15 @@ namespace Barotrauma.Items.Components
DebugConsole.ThrowError($"Error in ForceComponent config: \"{triggeredByAttribute}\" is not a valid triggerer type.");
}
triggerOnce = element.GetAttributeBool("triggeronce", false);
distanceBasedForce = element.GetAttributeBool("distancebasedforce", false);
forceFluctuation = element.GetAttributeBool("forcefluctuation", false);
forceFluctuationStrength = element.GetAttributeFloat("forcefluctuationstrength", 1.0f);
forceFluctuationStrength = Math.Clamp(forceFluctuationStrength, 0.0f, 1.0f);
forceFluctuationFrequency = element.GetAttributeFloat("fluctuationfrequency", 1.0f);
forceFluctuationFrequency = Math.Max(forceFluctuationFrequency, 0.01f);
forceFluctuationInterval = element.GetAttributeFloat("fluctuationinterval", 0.01f);
forceFluctuationInterval = Math.Max(forceFluctuationInterval, 0.01f);
string parentDebugName = $"TriggerComponent in {item.Name}";
foreach (XElement subElement in element.Elements())
{
@@ -128,6 +157,19 @@ namespace Barotrauma.Items.Components
TriggerActive = triggerers.Any();
if (forceFluctuation && TriggerActive && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
{
ForceFluctuationTimer += deltaTime;
if (ForceFluctuationTimer >= forceFluctuationInterval)
{
float v = MathF.Sin(2 * MathF.PI * forceFluctuationFrequency * TimeInLevel);
float amount = MathUtils.InverseLerp(-1.0f, 1.0f, v);
CurrentForceFluctuation = MathHelper.Lerp(1.0f - forceFluctuationStrength, 1.0f, amount);
ForceFluctuationTimer = 0.0f;
GameMain.NetworkMember?.CreateEntityEvent(this);
}
}
foreach (Entity triggerer in triggerers)
{
LevelTrigger.ApplyStatusEffects(statusEffects, item.WorldPosition, triggerer, deltaTime, statusEffectTargets);
@@ -167,9 +209,9 @@ namespace Barotrauma.Items.Components
{
Vector2 diff = ConvertUnits.ToDisplayUnits(PhysicsBody.SimPosition - body.SimPosition);
if (diff.LengthSquared() < 0.0001f) { return; }
float distanceFactor = LevelTrigger.GetDistanceFactor(body, PhysicsBody, RadiusInDisplayUnits);
float distanceFactor = distanceBasedForce ? LevelTrigger.GetDistanceFactor(body, PhysicsBody, RadiusInDisplayUnits) : 1.0f;
if (distanceFactor <= 0.0f) { return; }
Vector2 force = distanceFactor * Force * Vector2.Normalize(diff);
Vector2 force = distanceFactor * (CurrentForceFluctuation * Force) * Vector2.Normalize(diff);
if (force.LengthSquared() < 0.01f) { return; }
body.ApplyForce(force);
}