(2a183f60c) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
@@ -44,25 +44,29 @@ namespace Barotrauma
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return;
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}
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if (character.MemState[0].Interact == null || character.MemState[0].Interact.Removed)
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if (character.MemState[0].SelectedCharacter == null || character.MemState[0].SelectedCharacter.Removed)
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{
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character.DeselectCharacter();
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}
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else if (character.MemState[0].SelectedCharacter != null)
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{
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character.SelectCharacter(character.MemState[0].SelectedCharacter);
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}
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if (character.MemState[0].SelectedItem == null || character.MemState[0].SelectedItem.Removed)
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{
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character.SelectedConstruction = null;
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}
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else if (character.MemState[0].Interact is Character)
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else
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{
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character.SelectCharacter((Character)character.MemState[0].Interact);
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}
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else if (character.MemState[0].Interact is Item newSelectedConstruction)
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{
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if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
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if (character.SelectedConstruction != character.MemState[0].SelectedItem)
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{
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foreach (var ic in newSelectedConstruction.Components)
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foreach (var ic in character.MemState[0].SelectedItem.Components)
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{
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if (ic.CanBeSelected) ic.Select(character);
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}
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}
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character.SelectedConstruction = newSelectedConstruction;
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character.SelectedConstruction = character.MemState[0].SelectedItem;
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}
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if (character.MemState[0].Animation == AnimController.Animation.CPR)
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@@ -88,13 +92,13 @@ namespace Barotrauma
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Collider.AngularVelocity = newAngularVelocity;
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.AllowInput ? 0.01f : 0.1f;
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float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
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if (distSqrd > errorTolerance)
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{
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if (distSqrd > 10.0f || !character.AllowInput)
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{
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Collider.TargetRotation = newRotation;
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SetPosition(newPosition, lerp: distSqrd < 1.0f);
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SetPosition(newPosition, lerp: distSqrd < 5.0f);
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}
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else
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{
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@@ -108,8 +112,15 @@ namespace Barotrauma
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// -> we need to correct it manually
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if (!character.AllowInput)
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{
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
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float mainLimbErrorTolerance = 0.1f;
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//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
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//don't attempt to correct the position.
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if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
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{
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MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
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MainLimb.PullJointEnabled = true;
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}
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}
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}
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character.MemLocalState.Clear();
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@@ -162,25 +173,30 @@ namespace Barotrauma
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CharacterStateInfo localPos = character.MemLocalState[localPosIndex];
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//the entity we're interacting with doesn't match the server's
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if (localPos.Interact != serverPos.Interact)
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if (localPos.SelectedCharacter != serverPos.SelectedCharacter)
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{
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if (serverPos.Interact == null || serverPos.Interact.Removed)
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if (serverPos.SelectedCharacter == null || serverPos.SelectedCharacter.Removed)
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{
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character.DeselectCharacter();
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}
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else if (serverPos.SelectedCharacter != null)
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{
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character.SelectCharacter(serverPos.SelectedCharacter);
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}
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}
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if (localPos.SelectedItem != serverPos.SelectedItem)
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{
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if (serverPos.SelectedItem == null || serverPos.SelectedItem.Removed)
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{
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character.SelectedConstruction = null;
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}
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else if (serverPos.Interact is Character)
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else if (serverPos.SelectedItem != null)
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{
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character.SelectCharacter((Character)serverPos.Interact);
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}
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else
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{
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var newSelectedConstruction = (Item)serverPos.Interact;
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if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
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if (character.SelectedConstruction != serverPos.SelectedItem)
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{
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newSelectedConstruction.TryInteract(character, true, true);
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serverPos.SelectedItem.TryInteract(character, true, true);
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}
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character.SelectedConstruction = newSelectedConstruction;
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character.SelectedConstruction = serverPos.SelectedItem;
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}
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}
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@@ -30,12 +30,13 @@ namespace Barotrauma
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else
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{
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var posInfo = new CharacterStateInfo(
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SimPosition,
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AnimController.Collider.Rotation,
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LastNetworkUpdateID,
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AnimController.TargetDir,
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SelectedCharacter == null ? (Entity)SelectedConstruction : (Entity)SelectedCharacter,
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AnimController.Anim);
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SimPosition,
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AnimController.Collider.Rotation,
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LastNetworkUpdateID,
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AnimController.TargetDir,
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SelectedCharacter,
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SelectedConstruction,
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AnimController.Anim);
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memLocalState.Add(posInfo);
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@@ -214,6 +215,7 @@ namespace Barotrauma
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Vector2 linearVelocity = new Vector2(
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msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
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msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
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linearVelocity = NetConfig.Quantize(linearVelocity, -MaxVel, MaxVel, 12);
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bool fixedRotation = msg.ReadBoolean();
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float? rotation = null;
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@@ -223,6 +225,7 @@ namespace Barotrauma
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rotation = msg.ReadFloat();
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float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
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angularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8);
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angularVelocity = NetConfig.Quantize(angularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8);
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}
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bool readStatus = msg.ReadBoolean();
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@@ -236,7 +239,11 @@ namespace Barotrauma
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int index = 0;
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if (GameMain.Client.Character == this && AllowInput)
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{
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var posInfo = new CharacterStateInfo(pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
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var posInfo = new CharacterStateInfo(
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pos, rotation,
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networkUpdateID,
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facingRight ? Direction.Right : Direction.Left,
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selectedCharacter, selectedItem, animation);
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while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
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index++;
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@@ -244,7 +251,11 @@ namespace Barotrauma
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}
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else
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{
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var posInfo = new CharacterStateInfo(pos, rotation, linearVelocity, angularVelocity, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
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var posInfo = new CharacterStateInfo(
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pos, rotation,
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linearVelocity, angularVelocity,
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sendingTime, facingRight ? Direction.Right : Direction.Left,
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selectedCharacter, selectedItem, animation);
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while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
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index++;
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@@ -656,13 +656,6 @@ namespace Barotrauma
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msg.Timer -= deltaTime;
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msg.Pos += msg.Velocity * deltaTime;
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}
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foreach (GUIMessage msg in messages)
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{
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if (!msg.WorldSpace) continue;
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msg.Timer -= deltaTime;
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msg.Pos += msg.Velocity * deltaTime;
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}
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}
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messages.RemoveAll(m => m.Timer <= 0.0f);
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@@ -171,9 +171,12 @@ namespace Barotrauma
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newVelocity = new Vector2(
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msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
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msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
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newVelocity = NetConfig.Quantize(newVelocity, -MaxVel, MaxVel, 12);
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if (!fixedRotation)
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{
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newAngularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8);
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newAngularVelocity = NetConfig.Quantize(newAngularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8);
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}
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}
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msg.ReadPadBits();
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@@ -362,7 +362,8 @@ namespace Barotrauma
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if (SelectedCharacter != null || SelectedConstruction != null)
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{
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tempBuffer.Write(true);
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tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : SelectedConstruction.ID);
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tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : NullEntityID);
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tempBuffer.Write(SelectedConstruction != null ? SelectedConstruction.ID : NullEntityID);
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if (SelectedCharacter != null)
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{
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tempBuffer.Write(AnimController.Anim == AnimController.Animation.CPR);
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@@ -376,8 +377,9 @@ namespace Barotrauma
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tempBuffer.Write(SimPosition.X);
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tempBuffer.Write(SimPosition.Y);
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float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
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tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
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tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
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AnimController.Collider.LinearVelocity = NetConfig.Quantize(AnimController.Collider.LinearVelocity, -MaxVel, MaxVel, 12);
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tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel, 12);
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tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12);
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bool fixedRotation = AnimController.Collider.FarseerBody.FixedRotation;
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tempBuffer.Write(fixedRotation);
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@@ -385,6 +387,7 @@ namespace Barotrauma
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{
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tempBuffer.Write(AnimController.Collider.Rotation);
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float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
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AnimController.Collider.AngularVelocity = NetConfig.Quantize(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel, 8);
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tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel), -MaxAngularVel, MaxAngularVel, 8);
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}
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@@ -1,11 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Barotrauma.Networking;
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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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namespace Barotrauma
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{
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@@ -37,10 +33,12 @@ namespace Barotrauma
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if (FarseerBody.Awake)
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{
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body.Enabled = true;
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msg.WriteRangedSingle(MathHelper.Clamp(body.LinearVelocity.X, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
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msg.WriteRangedSingle(MathHelper.Clamp(body.LinearVelocity.Y, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
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body.LinearVelocity = NetConfig.Quantize(body.LinearVelocity, -MaxVel, MaxVel, 12);
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msg.WriteRangedSingle(body.LinearVelocity.X, -MaxVel, MaxVel, 12);
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msg.WriteRangedSingle(body.LinearVelocity.Y, -MaxVel, MaxVel, 12);
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if (!FarseerBody.FixedRotation)
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{
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body.AngularVelocity = NetConfig.Quantize(body.AngularVelocity, -MaxAngularVel, MaxAngularVel, 8);
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msg.WriteRangedSingle(MathHelper.Clamp(body.AngularVelocity, -MaxAngularVel, MaxAngularVel), -MaxAngularVel, MaxAngularVel, 8);
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}
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}
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@@ -1216,6 +1216,43 @@ namespace Barotrauma
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targetingTag = "room";
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}
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if (door != null)
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{
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// If there's not a more specific tag for the door
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if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room")
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{
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targetingTag = "door";
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}
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bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom;
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bool isOpen = door.IsOpen || door.Item.Condition <= 0.0f;
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//increase priority if the character is outside and an aggressive boarder, and the door is from outside to inside
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if (aggressiveBoarding)
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{
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if (character.CurrentHull == null)
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{
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valueModifier = isOutdoor ? 1 : 0;
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valueModifier *= isOpen ? 5 : 1;
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}
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}
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else
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{
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// Ignore disabled walls
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bool isDisabled = true;
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for (int i = 0; i < s.Sections.Length; i++)
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{
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valueModifier = isOutdoor ? 0 : 1;
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valueModifier *= isOpen ? 0 : 1;
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}
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if (isDisabled)
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{
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valueModifier = 0;
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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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targetingTag = "room";
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}
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if (door != null)
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{
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// If there's not a more specific tag for the door
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if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room")
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@@ -1242,6 +1279,10 @@ namespace Barotrauma
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{
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continue;
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}
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else if (isOpen) //ignore broken and open doors
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{
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continue;
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}
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}
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else if (target.Entity is IDamageable targetDamageable && targetDamageable.Health <= 0.0f)
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{
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@@ -14,17 +14,17 @@ namespace Barotrauma
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public readonly AnimController.Animation Animation;
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public CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, velocity, angularVelocity, 0, time, dir, interact, animation)
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public CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, float time, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, velocity, angularVelocity, 0, time, dir, selectedCharacter, selectedItem, animation)
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{
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}
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public CharacterStateInfo(Vector2 pos, float? rotation, UInt16 ID, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, Vector2.Zero, 0.0f, ID, 0.0f, dir, interact, animation)
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public CharacterStateInfo(Vector2 pos, float? rotation, UInt16 ID, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, rotation, Vector2.Zero, 0.0f, ID, 0.0f, dir, selectedCharacter, selectedItem, animation)
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{
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}
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protected CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, UInt16 ID, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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protected CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, UInt16 ID, float time, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
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: base(pos, rotation, velocity, angularVelocity, ID, time)
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{
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Direction = dir;
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@@ -1082,6 +1082,39 @@ namespace Barotrauma
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AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
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if (sprite == null)
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{
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DebugConsole.ThrowError("Item \"" + Name + "\" has no sprite!");
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#if SERVER
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sprite = new Sprite("", Vector2.Zero);
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sprite.SourceRect = new Rectangle(0, 0, 32, 32);
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#else
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sprite = new Sprite(TextureLoader.PlaceHolderTexture, null, null)
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{
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Origin = TextureLoader.PlaceHolderTexture.Bounds.Size.ToVector2() / 2
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};
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#endif
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size = sprite.size;
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sprite.EntityID = identifier;
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}
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if (!category.HasFlag(MapEntityCategory.Legacy) && string.IsNullOrEmpty(identifier))
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{
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DebugConsole.ThrowError(
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"Item prefab \"" + name + "\" has no identifier. All item prefabs have a unique identifier string that's used to differentiate between items during saving and loading.");
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}
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if (!string.IsNullOrEmpty(identifier))
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{
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MapEntityPrefab existingPrefab = List.Find(e => e.Identifier == identifier);
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if (existingPrefab != null)
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{
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DebugConsole.ThrowError(
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"Map entity prefabs \"" + name + "\" and \"" + existingPrefab.Name + "\" have the same identifier!");
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}
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}
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AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
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List.Add(this);
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}
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@@ -74,5 +74,23 @@ namespace Barotrauma.Networking
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if (lengthSqr > 1000.0f) { return Vector2.Zero; }
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return cursorPositionError *= 0.7f;
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}
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public static Vector2 Quantize(Vector2 value, float min, float max, int numberOfBits)
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{
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return new Vector2(
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Quantize(value.X, min, max, numberOfBits),
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Quantize(value.Y, min, max, numberOfBits));
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}
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public static float Quantize(float value, float min, float max, int numberOfBits)
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{
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float step = (max - min) / (1 << (numberOfBits + 1));
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if (Math.Abs(value) < step + 0.00001f)
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{
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return 0.0f;
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}
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return MathUtils.RoundTowardsClosest(MathHelper.Clamp(value, min, max), step);
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}
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}
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}
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Reference in New Issue
Block a user