Some refactoring: made PosInfo a class and moved character-specific fields to a "CharacterStateInfo" subclass

This commit is contained in:
Regalis
2017-03-21 19:36:28 +02:00
parent d42d017aab
commit 823ad12058
5 changed files with 119 additions and 111 deletions
@@ -595,15 +595,15 @@ namespace Barotrauma
}
}
if (character.MemPos.Count > 1)
if (character.MemState.Count > 1)
{
Vector2 prevPos = ConvertUnits.ToDisplayUnits(character.MemPos[0].Position);
Vector2 prevPos = ConvertUnits.ToDisplayUnits(character.MemState[0].Position);
if (currentHull != null) prevPos += currentHull.Submarine.DrawPosition;
prevPos.Y = -prevPos.Y;
for (int i = 1; i < character.MemPos.Count; i++ )
for (int i = 1; i < character.MemState.Count; i++ )
{
Vector2 currPos = ConvertUnits.ToDisplayUnits(character.MemPos[i].Position);
Vector2 currPos = ConvertUnits.ToDisplayUnits(character.MemState[i].Position);
if (currentHull != null) currPos += currentHull.Submarine.DrawPosition;
currPos.Y = -currPos.Y;
@@ -1232,19 +1232,19 @@ namespace Barotrauma
{
if (GameMain.NetworkMember == null) return;
for (int i = 0; i < character.MemPos.Count; i++ )
for (int i = 0; i < character.MemState.Count; i++ )
{
if (character.Submarine == null)
{
//transform in-sub coordinates to outside coordinates
if (character.MemPos[i].Position.Y > ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemPos[i] = PosInfo.TransformInToOutside(character.MemPos[i]);
if (character.MemState[i].Position.Y > ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemState[i].TransformInToOutside();
}
else if (currentHull != null)
{
//transform outside coordinates to in-sub coordinates
if (character.MemPos[i].Position.Y < ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemPos[i] = PosInfo.TransformOutToInside(character.MemPos[i], currentHull.Submarine);
if (character.MemState[i].Position.Y < ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemState[i].TransformOutToInside(currentHull.Submarine);
}
}
@@ -1253,20 +1253,20 @@ namespace Barotrauma
if (character != GameMain.NetworkMember.Character || !character.AllowInput)
{
//use simple interpolation for other players' characters and characters that can't move
if (character.MemPos.Count > 0)
if (character.MemState.Count > 0)
{
if (character.MemPos[0].Interact == null)
if (character.MemState[0].Interact == null)
{
character.DeselectCharacter();
character.SelectedConstruction = null;
}
else if (character.MemPos[0].Interact is Character)
else if (character.MemState[0].Interact is Character)
{
character.SelectCharacter((Character)character.MemPos[0].Interact);
character.SelectCharacter((Character)character.MemState[0].Interact);
}
else if (character.MemPos[0].Interact is Item)
else if (character.MemState[0].Interact is Item)
{
var newSelectedConstruction = (Item)character.MemPos[0].Interact;
var newSelectedConstruction = (Item)character.MemState[0].Interact;
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
{
newSelectedConstruction.Pick(character, true, true);
@@ -1274,7 +1274,7 @@ namespace Barotrauma
}
Collider.LinearVelocity = Vector2.Zero;
Collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
Collider.CorrectPosition(character.MemState, deltaTime, out overrideTargetMovement);
//unconscious/dead characters can't correct their position using AnimController movement
// -> we need to correct it manually
@@ -1285,46 +1285,46 @@ namespace Barotrauma
MainLimb.pullJoint.Enabled = true;
}
}
character.MemLocalPos.Clear();
character.MemLocalState.Clear();
}
else
{
for (int i = 0; i < character.MemLocalPos.Count; i++)
for (int i = 0; i < character.MemLocalState.Count; i++)
{
if (character.Submarine == null)
{
//transform in-sub coordinates to outside coordinates
if (character.MemLocalPos[i].Position.Y > ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemLocalPos[i] = PosInfo.TransformInToOutside(character.MemLocalPos[i]);
if (character.MemLocalState[i].Position.Y > ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemLocalState[i].TransformInToOutside();
}
else if (currentHull != null)
{
//transform outside coordinates to in-sub coordinates
if (character.MemLocalPos[i].Position.Y < ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemLocalPos[i] = PosInfo.TransformOutToInside(character.MemLocalPos[i], currentHull.Submarine);
if (character.MemLocalState[i].Position.Y < ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
}
}
if (character.MemPos.Count < 1) return;
if (character.MemState.Count < 1) return;
overrideTargetMovement = Vector2.Zero;
PosInfo serverPos = character.MemPos.Last();
CharacterStateInfo serverPos = character.MemState.Last();
if (!character.isSynced)
{
SetPosition(serverPos.Position, false);
Collider.LinearVelocity = Vector2.Zero;
character.MemLocalPos.Clear();
character.MemLocalState.Clear();
character.LastNetworkUpdateID = serverPos.ID;
character.isSynced = true;
return;
}
int localPosIndex = character.MemLocalPos.FindIndex(m => m.ID == serverPos.ID);
int localPosIndex = character.MemLocalState.FindIndex(m => m.ID == serverPos.ID);
if (localPosIndex > -1)
{
PosInfo localPos = character.MemLocalPos[localPosIndex];
CharacterStateInfo localPos = character.MemLocalState[localPosIndex];
//the entity we're interacting with doesn't match the server's
if (localPos.Interact != serverPos.Interact)
@@ -1349,22 +1349,21 @@ namespace Barotrauma
}
Vector2 positionError = serverPos.Position - localPos.Position;
for (int i = localPosIndex; i < character.MemLocalPos.Count; i++)
for (int i = localPosIndex; i < character.MemLocalState.Count; i++)
{
character.MemLocalPos[i] =
new PosInfo(
character.MemLocalPos[i].Position + positionError,
character.MemLocalPos[i].Direction,
character.MemLocalPos[i].ID,
0.0f,
character.MemLocalPos[i].Interact);
character.MemLocalState[i] =
new CharacterStateInfo(
character.MemLocalState[i].Position + positionError,
character.MemLocalState[i].ID,
character.MemLocalState[i].Direction,
character.MemLocalState[i].Interact);
}
Collider.SetTransform(Collider.SimPosition + positionError, Collider.Rotation);
}
if (character.MemLocalPos.Count > 120) character.MemLocalPos.RemoveRange(0, character.MemLocalPos.Count - 120);
character.MemPos.Clear();
if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
character.MemState.Clear();
}
}