(5a377a8ee) Unstable v0.9.1000.0
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@@ -1,11 +1,11 @@
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using FarseerPhysics;
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using System.Linq;
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namespace Barotrauma
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{
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@@ -19,8 +19,8 @@ namespace Barotrauma
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private Vector2 attachSurfaceNormal;
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private Submarine attachTargetSubmarine;
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private bool attachToSub;
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private bool attachToWalls;
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public bool AttachToSub { get; private set; }
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public bool AttachToWalls { get; private set; }
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private float minDeattachSpeed = 3.0f, maxDeattachSpeed = 10.0f;
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private float damageOnDetach = 0.0f, detachStun = 0.0f;
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@@ -58,8 +58,8 @@ namespace Barotrauma
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public LatchOntoAI(XElement element, EnemyAIController enemyAI)
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{
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attachToWalls = element.GetAttributeBool("attachtowalls", false);
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attachToSub = element.GetAttributeBool("attachtosub", false);
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AttachToWalls = element.GetAttributeBool("attachtowalls", false);
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AttachToSub = element.GetAttributeBool("attachtosub", false);
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minDeattachSpeed = element.GetAttributeFloat("mindeattachspeed", 3.0f);
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maxDeattachSpeed = Math.Max(minDeattachSpeed, element.GetAttributeFloat("maxdeattachspeed", 10.0f));
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damageOnDetach = element.GetAttributeFloat("damageondetach", 0.0f);
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@@ -67,11 +67,19 @@ namespace Barotrauma
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localAttachPos = ConvertUnits.ToSimUnits(element.GetAttributeVector2("localattachpos", Vector2.Zero));
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attachLimbRotation = MathHelper.ToRadians(element.GetAttributeFloat("attachlimbrotation", 0.0f));
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if (Enum.TryParse(element.GetAttributeString("attachlimb", "Head"), out LimbType attachLimbType))
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string limbString = element.GetAttributeString("attachlimb", null);
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attachLimb = enemyAI.Character.AnimController.Limbs.FirstOrDefault(l => string.Equals(l.Name, limbString, StringComparison.OrdinalIgnoreCase));
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if (attachLimb == null)
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{
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attachLimb = enemyAI.Character.AnimController.GetLimb(attachLimbType);
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if (Enum.TryParse(limbString, out LimbType attachLimbType))
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{
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attachLimb = enemyAI.Character.AnimController.GetLimb(attachLimbType);
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}
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}
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if (attachLimb == null)
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{
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attachLimb = enemyAI.Character.AnimController.MainLimb;
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}
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if (attachLimb == null) attachLimb = enemyAI.Character.AnimController.MainLimb;
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enemyAI.Character.OnDeath += OnCharacterDeath;
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}
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@@ -108,7 +116,9 @@ namespace Barotrauma
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//something went wrong, limb body is very far from the joint anchor -> deattach
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if (Vector2.DistanceSquared(attachJoints[i].WorldAnchorB, attachJoints[i].BodyA.Position) > 10.0f * 10.0f)
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{
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#if DEBUG
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DebugConsole.ThrowError("Limb body of the character \"" + character.Name + "\" is very far from the attach joint anchor -> deattach");
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#endif
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DeattachFromBody();
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return;
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}
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@@ -131,7 +141,7 @@ namespace Barotrauma
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switch (enemyAI.State)
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{
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case AIState.Idle:
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if (attachToWalls && character.Submarine == null && Level.Loaded != null)
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if (AttachToWalls && character.Submarine == null && Level.Loaded != null)
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{
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if (!IsAttached)
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{
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@@ -180,8 +190,9 @@ namespace Barotrauma
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}
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else
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{
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float dist = Vector2.Distance(character.SimPosition, wallAttachPos);
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if (dist < Math.Max(Math.Max(character.AnimController.Collider.radius, character.AnimController.Collider.width), character.AnimController.Collider.height) * 1.2f)
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float squaredDistance = Vector2.DistanceSquared(character.SimPosition, wallAttachPos);
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float targetDistance = Math.Max(Math.Max(character.AnimController.Collider.radius, character.AnimController.Collider.width), character.AnimController.Collider.height) * 1.2f;
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if (squaredDistance < targetDistance * targetDistance)
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{
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//close enough to a wall -> attach
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AttachToBody(character.AnimController.Collider, attachLimb, attachTargetBody, wallAttachPos);
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@@ -197,12 +208,13 @@ namespace Barotrauma
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}
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break;
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case AIState.Attack:
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case AIState.Aggressive:
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if (enemyAI.AttackingLimb != null)
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{
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if (attachToSub && !enemyAI.IsSteeringThroughGap && wallAttachPos != Vector2.Zero && attachTargetBody != null)
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if (AttachToSub && !enemyAI.IsSteeringThroughGap && wallAttachPos != Vector2.Zero && attachTargetBody != null)
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{
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// is not attached or is attached to something else
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if (!IsAttached || IsAttached && attachJoints[0].BodyB == attachTargetBody)
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if (!IsAttached || IsAttached && attachJoints[0].BodyB != attachTargetBody)
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{
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if (Vector2.DistanceSquared(ConvertUnits.ToDisplayUnits(transformedAttachPos), enemyAI.AttackingLimb.WorldPosition) < enemyAI.AttackingLimb.attack.DamageRange * enemyAI.AttackingLimb.attack.DamageRange)
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{
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@@ -247,16 +259,17 @@ namespace Barotrauma
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if (attachJoints.Count > 0)
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{
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//already attached to the target body, no need to do anything
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if (attachJoints[0].BodyB == targetBody) return;
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if (attachJoints[0].BodyB == targetBody) { return; }
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DeattachFromBody();
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}
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jointDir = attachLimb.Dir;
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Vector2 transformedLocalAttachPos = localAttachPos * attachLimb.Scale * attachLimb.Params.Ragdoll.LimbScale;
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if (jointDir < 0.0f) transformedLocalAttachPos.X = -transformedLocalAttachPos.X;
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//transformedLocalAttachPos = Vector2.Transform(transformedLocalAttachPos, Matrix.CreateRotationZ(attachLimb.Rotation));
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if (jointDir < 0.0f)
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{
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transformedLocalAttachPos.X = -transformedLocalAttachPos.X;
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}
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float angle = MathUtils.VectorToAngle(-attachSurfaceNormal) - MathHelper.PiOver2 + attachLimbRotation * attachLimb.Dir;
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attachLimb.body.SetTransform(attachPos + attachSurfaceNormal * transformedLocalAttachPos.Length(), angle);
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@@ -274,7 +287,10 @@ namespace Barotrauma
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// Limb scale is already taken into account when creating the collider.
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Vector2 colliderFront = collider.GetLocalFront();
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if (jointDir < 0.0f) colliderFront.X = -colliderFront.X;
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if (jointDir < 0.0f)
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{
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colliderFront.X = -colliderFront.X;
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}
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collider.SetTransform(attachPos + attachSurfaceNormal * colliderFront.Length(), MathUtils.VectorToAngle(-attachSurfaceNormal) - MathHelper.PiOver2);
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var colliderJoint = new WeldJoint(collider.FarseerBody, targetBody, colliderFront, targetBody.GetLocalPoint(attachPos), false)
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