Players can now pick up corpses to eat them
This commit is contained in:
@@ -114,7 +114,7 @@ namespace Barotrauma
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}
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}
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if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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if (character.IsHumanoid && character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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{
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character.SelectedCharacter.Inventory.Update(deltaTime);
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}
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@@ -164,7 +164,7 @@ namespace Barotrauma
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character.Inventory.DrawOwn(spriteBatch);
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}
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if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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if (character.IsHumanoid && character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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{
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character.SelectedCharacter.Inventory.DrawOffset = new Vector2(320.0f, 0.0f);
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character.SelectedCharacter.Inventory.DrawOwn(spriteBatch);
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@@ -154,6 +154,8 @@ namespace Barotrauma
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}
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}
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if (character.SelectedCharacter != null) DragCharacter(character.SelectedCharacter);
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if (!flip) return;
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flipTimer += deltaTime;
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@@ -169,6 +171,79 @@ namespace Barotrauma
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}
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}
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private float eatTimer = 0.0f;
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public override void DragCharacter(Character target)
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{
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if (target == null) return;
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Limb mouthLimb = Array.Find(Limbs, l => l != null && l.MouthPos.HasValue);
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if (mouthLimb == null) mouthLimb = GetLimb(LimbType.Head);
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if (mouthLimb == null)
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{
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DebugConsole.ThrowError("Character \"" + character.SpeciesName + "\" failed to eat a target (a head or a limb with a mouthpos required)");
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return;
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}
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Character targetCharacter = target;
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float eatSpeed = character.Mass / targetCharacter.Mass * 0.1f;
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eatTimer += (float)Timing.Step * eatSpeed;
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Vector2 mouthPos = mouthLimb.SimPosition;
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if (mouthLimb.MouthPos.HasValue)
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{
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float cos = (float)Math.Cos(mouthLimb.Rotation);
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float sin = (float)Math.Sin(mouthLimb.Rotation);
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mouthPos += new Vector2(
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mouthLimb.MouthPos.Value.X * cos - mouthLimb.MouthPos.Value.Y * sin,
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mouthLimb.MouthPos.Value.X * sin + mouthLimb.MouthPos.Value.Y * cos);
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}
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Vector2 attackSimPosition = character.Submarine == null ? ConvertUnits.ToSimUnits(target.WorldPosition) : target.SimPosition;
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Vector2 limbDiff = attackSimPosition - mouthPos;
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float limbDist = limbDiff.Length();
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if (limbDist < 1.0f)
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{
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//pull the target character to the position of the mouth
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//(+ make the force fluctuate to waggle the character a bit)
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targetCharacter.AnimController.MainLimb.MoveToPos(mouthPos, (float)(Math.Sin(eatTimer) + 10.0f));
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targetCharacter.AnimController.MainLimb.body.SmoothRotate(mouthLimb.Rotation);
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targetCharacter.AnimController.Collider.MoveToPos(mouthPos, (float)(Math.Sin(eatTimer) + 10.0f));
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//pull the character's mouth to the target character (again with a fluctuating force)
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float pullStrength = (float)(Math.Sin(eatTimer) * Math.Max(Math.Sin(eatTimer * 0.5f), 0.0f));
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mouthLimb.body.ApplyForce(limbDiff * mouthLimb.Mass * 50.0f * pullStrength);
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if (eatTimer % 1.0f < 0.5f && (eatTimer - (float)Timing.Step * eatSpeed) % 1.0f > 0.5f)
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{
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//apply damage to the target character to get some blood particles flying
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targetCharacter.AnimController.MainLimb.AddDamage(targetCharacter.SimPosition, DamageType.None, Rand.Range(10.0f, 25.0f), 10.0f, false);
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//keep severing joints until there is only one limb left
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LimbJoint[] nonSeveredJoints = Array.FindAll(targetCharacter.AnimController.LimbJoints, l => !l.IsSevered && l.CanBeSevered);
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if (nonSeveredJoints.Length == 0)
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{
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//only one limb left, the character is now full eaten
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Entity.Spawner.AddToRemoveQueue(targetCharacter);
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character.SelectedCharacter = null;
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character.Health += 10.0f;
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}
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else //sever a random joint
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{
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targetCharacter.AnimController.SeverLimbJoint(nonSeveredJoints[Rand.Int(nonSeveredJoints.Length)]);
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}
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}
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}
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else
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{
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character.SelectedCharacter = null;
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}
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}
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void UpdateSineAnim(float deltaTime)
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{
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movement = TargetMovement*swimSpeed;
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@@ -175,7 +175,7 @@ namespace Barotrauma
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{
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get { return !IsUnconscious && Stun <= 0.0f && !isDead; }
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}
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public bool CanInteract
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{
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get { return AllowInput && IsHumanoid && !LockHands; }
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@@ -206,6 +206,7 @@ namespace Barotrauma
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get { return selectedCharacter; }
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set
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{
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if (value == selectedCharacter) return;
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if (selectedCharacter != null)
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selectedCharacter.selectedBy = null;
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selectedCharacter = value;
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@@ -1030,7 +1031,7 @@ namespace Barotrauma
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public bool CanInteractWith(Character c, float maxDist = 200.0f)
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{
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if (c == this || !c.Enabled || c.info == null || !c.IsHumanoid || !c.CanBeSelected) return false;
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if (c == this || !c.Enabled || !c.CanBeSelected) return false;
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maxDist = ConvertUnits.ToSimUnits(maxDist);
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if (Vector2.DistanceSquared(SimPosition, c.SimPosition) > maxDist * maxDist) return false;
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@@ -1242,7 +1243,7 @@ namespace Barotrauma
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public void SelectCharacter(Character character)
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{
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if (character == null) return;
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SelectedCharacter = character;
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}
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@@ -1264,27 +1265,27 @@ namespace Barotrauma
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public void DoInteractionUpdate(float deltaTime, Vector2 mouseSimPos)
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{
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bool isLocalPlayer = (controlled == this);
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if (!isLocalPlayer && (this is AICharacter || !IsRemotePlayer))
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if (!isLocalPlayer && (this is AICharacter && !IsRemotePlayer))
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{
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return;
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}
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if (!CanInteract)
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{
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if (SelectedCharacter != null)
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{
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DeselectCharacter();
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}
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selectedConstruction = null;
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focusedItem = null;
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focusedCharacter = null;
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return;
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if (!AllowInput)
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{
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focusedCharacter = null;
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if (SelectedCharacter != null) DeselectCharacter();
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return;
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}
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}
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if ((!isLocalPlayer && IsKeyHit(InputType.Select) && GameMain.Server == null) ||
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(isLocalPlayer && (findFocusedTimer <= 0.0f || Screen.Selected == GameMain.SubEditorScreen)))
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{
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focusedCharacter = FindCharacterAtPosition(mouseSimPos);
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focusedItem = FindItemAtPosition(mouseSimPos, AnimController.InWater ? 0.5f : 0.25f);
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focusedItem = CanInteract ? FindItemAtPosition(mouseSimPos, AnimController.InWater ? 0.5f : 0.25f) : null;
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if (focusedCharacter != null && focusedItem != null)
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{
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@@ -1303,7 +1304,7 @@ namespace Barotrauma
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{
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findFocusedTimer -= deltaTime;
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}
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if (SelectedCharacter != null && IsKeyHit(InputType.Select))
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{
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DeselectCharacter();
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@@ -1471,7 +1472,7 @@ namespace Barotrauma
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if (IsRagdolled)
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{
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((HumanoidAnimController)AnimController).Crouching = false;
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if (AnimController is HumanoidAnimController) ((HumanoidAnimController)AnimController).Crouching = false;
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AnimController.ResetPullJoints();
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selectedConstruction = null;
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