Handheld sonars only consume batteries when they're on, endworms aren't "flipped" when they turn around, every limb is checked in SubmarineBody.DisplaceCharacters (instead of just reflimb)

This commit is contained in:
Regalis
2016-04-24 20:31:26 +03:00
parent d4816c3ee9
commit c08029dea8
8 changed files with 52 additions and 32 deletions

View File

@@ -5,40 +5,40 @@
<sound file="Content/Characters/Endworm/endwormattack1.ogg" state="Attack" range="8000" />
<sound file="Content/Characters/Endworm/endwormattack2.ogg" state="Attack" range="8000" />
<ragdoll waveamplitude="100.0" wavelength="1000" speed="1.5" scale ="2.0">
<ragdoll waveamplitude="100.0" wavelength="1000" speed="1.5" scale ="2.0" flip="false" canentersubmarine="false">
<!-- head -->
<limb id = "0" width="600" height="450" type="Head" steerforce="3.0">
<limb id = "0" radius="300" type="Head" steerforce="3.0">
<sprite texture="Content/Characters/Endworm/endworm.png" sourcerect="0,478,720,546" depth="0.05"/>
</limb>
<!-- body -->
<limb id = "1" width="600" height="400" type="Torso">
<limb id = "1" radius="300" type="Torso">
<sprite texture="Content/Characters/Endworm/endworm.png" sourcerect="0,0,702,448" depth="0.01" origin="0.5,0.5"/>
</limb>
<!-- body -->
<limb id = "2" width="600" height="400" type="Torso">
<limb id = "2" radius="300" type="Torso">
<sprite texture="Content/Characters/Endworm/endworm.png" sourcerect="0,0,702,448" depth="0.02" origin="0.5,0.5"/>
</limb>
<limb id = "3" width="600" height="400" type="Torso">
<limb id = "3" radius="300" type="Torso">
<sprite texture="Content/Characters/Endworm/endworm.png" sourcerect="0,0,702,448" depth="0.03" origin="0.5,0.5"/>
</limb>
<limb id = "4" width="600" height="400" type="Tail">
<limb id = "4" radius="300" type="Tail">
<sprite texture="Content/Characters/Endworm/endworm.png" sourcerect="0,0,702,448" depth="0.04" origin="0.5,0.5"/>
</limb>
<limb id = "5" width="600" height="400" type="Tail">
<limb id = "5" radius="300" type="Tail">
<sprite texture="Content/Characters/Endworm/endworm.png" sourcerect="0,0,702,448" depth="0.05" origin="0.5,0.5"/>
</limb>
<limb id = "6" width="600" height="400" type="Tail">
<limb id = "6" radius="300" type="Tail">
<sprite texture="Content/Characters/Endworm/endworm.png" sourcerect="0,0,702,448" depth="0.06" origin="0.5,0.5"/>
</limb>
<limb id = "7" width="300" height="400" type="Tail">
<limb id = "7" radius="150" type="Tail">
<sprite texture="Content/Characters/Endworm/endworm.png" sourcerect="704,0,320,400" depth="0.07" origin="0.5,0.5"/>
</limb>

View File

@@ -6,7 +6,7 @@
<sound file="Content/Characters/Moloch/idle1.ogg" state="None" range="3000"/>
<sound file="Content/Characters/Moloch/idle2.ogg" state="None" range="3000"/>
<ragdoll waveamplitude="0.0" swimspeed="1.0" walkspeed="0.3" flip="true" rotatetowardsmovement="false" headangle="-90">
<ragdoll waveamplitude="0.0" swimspeed="1.0" walkspeed="0.3" mirror="true" rotatetowardsmovement="false" headangle="-90">
<!-- head -->
<limb id = "0" radius="230" height="500" type="Head" steerforce="1.0" flip="true" armorsector="0.0,180.0" armorvalue="100.0" impacttolerance="100">

View File

@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" ?>
<Character name ="watcher" humanoid="false" health ="1000">
<ragdoll waveamplitude="0.0" swimspeed="0.5" walkspeed="0.3" flip="true" rotatetowardsmovement="false" headangle="-90">
<ragdoll waveamplitude="0.0" swimspeed="0.5" walkspeed="0.3" mirror="true" rotatetowardsmovement="false" headangle="-90">
<!-- head -->
<limb id = "0" width="350" height="320" type="Head" steerforce="1.0" flip="true" armorsector="0.0,360.0" armorvalue="100.0">

View File

@@ -199,6 +199,7 @@
holdangle="30" handle1="-10,0"/>
<Radar range="6000.0" powerconsumption="10" drawhudwhenequipped="true" detectsubmarinewalls="true">
<StatusEffect type="OnUse" target="Contained" Condition="-1.0" disabledeltatime="true"/>
<sound file="Content/Items/Engine/radarPing.ogg" type="OnUse" range="1000.0"/>
<GuiFrame rect="0,0,0.5,0.5" alignment="Center" color="0.0,0.0,0.0,0.6"/>
<PingCircle texture="Content/Items/Engine/pingCircle.png" origin="0.5,0.5"/>
@@ -208,7 +209,6 @@
<ItemContainer capacity="1" hideitems="true">
<Containable name="Battery Cell">
<StatusEffect type="OnContaining" target="This" Voltage="1.0" setvalue="true"/>
<StatusEffect type="OnContaining" target="Contained" Condition="-0.5"/>
</Containable>
</ItemContainer>
</Item>

View File

@@ -17,7 +17,7 @@ namespace Barotrauma
private bool rotateTowardsMovement;
private bool flip;
private bool mirror, flip;
private float flipTimer;
@@ -29,7 +29,8 @@ namespace Barotrauma
waveAmplitude = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "waveamplitude", 0.0f));
waveLength = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "wavelength", 0.0f));
flip = ToolBox.GetAttributeBool(element, "flip", false);
flip = ToolBox.GetAttributeBool(element, "flip", true);
mirror = ToolBox.GetAttributeBool(element, "mirror", false);
float footRot = ToolBox.GetAttributeFloat(element,"footrotation", float.NaN);
if (float.IsNaN(footRot))
@@ -82,7 +83,7 @@ namespace Barotrauma
}
}
if (flip)
if (mirror)
{
if (!character.IsNetworkPlayer)
{
@@ -117,6 +118,8 @@ namespace Barotrauma
}
//if (stunTimer > gameTime.TotalGameTime.TotalMilliseconds) return;
if (!flip) return;
flipTimer += deltaTime;
if (TargetDir != dir)
@@ -124,7 +127,7 @@ namespace Barotrauma
if (flipTimer>1.0f || character.IsNetworkPlayer)
{
Flip();
if (flip) Mirror();
if (mirror) Mirror();
flipTimer = 0.0f;
}
}

View File

@@ -112,8 +112,8 @@ namespace Barotrauma
set
{
if (!MathUtils.IsValid(value)) return;
targetMovement.X = MathHelper.Clamp(value.X, -3.0f, 3.0f);
targetMovement.Y = MathHelper.Clamp(value.Y, -3.0f, 3.0f);
targetMovement.X = MathHelper.Clamp(value.X, -5.0f, 5.0f);
targetMovement.Y = MathHelper.Clamp(value.Y, -5.0f, 5.0f);
}
}
@@ -152,6 +152,8 @@ namespace Barotrauma
get { return headInWater; }
}
public readonly bool CanEnterSubmarine;
public Hull CurrentHull
{
get { return currentHull; }
@@ -213,6 +215,8 @@ namespace Barotrauma
torsoPosition = ToolBox.GetAttributeFloat(element, "torsoposition", 50.0f);
torsoPosition = ConvertUnits.ToSimUnits(torsoPosition);
torsoAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "torsoangle", 0.0f));
CanEnterSubmarine = ToolBox.GetAttributeBool(element, "canentersubmarine", true);
foreach (XElement subElement in element.Elements())
{
@@ -272,6 +276,8 @@ namespace Barotrauma
if (refLimb == null) refLimb = GetLimb(LimbType.Head);
if (refLimb == null) DebugConsole.ThrowError("Character ''" + character + "'' doesn't have a head or torso!");
UpdateCollisionCategories();
foreach (var joint in limbJoints)
{
@@ -550,6 +556,11 @@ namespace Barotrauma
public void FindHull(Vector2? worldPosition = null, bool setSubmarine = true)
{
if (!CanEnterSubmarine)
{
return;
}
Vector2 findPos = worldPosition==null ? refLimb.WorldPosition : (Vector2)worldPosition;
Hull newHull = Hull.FindHull(findPos, currentHull);
@@ -747,7 +758,7 @@ namespace Barotrauma
}
}
if (lerp)
if (lerp)
{
limb.body.TargetPosition = movePos;
limb.body.MoveToTargetPosition(Vector2.Distance(limb.SimPosition, movePos) < 10.0f);

View File

@@ -296,20 +296,26 @@ namespace Barotrauma
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull != null) continue;
//if the character isn't inside the bounding box, continue
if (!Submarine.RectContains(worldBorders, c.WorldPosition)) continue;
//cast a line from the position of the character to the same direction as the translation of the sub
//and see where it intersects with the bounding box
Vector2? intersection = MathUtils.GetLineRectangleIntersection(c.WorldPosition,
c.WorldPosition + translateDir*100000.0f, worldBorders);
//should never be null when casting a line out from inside the bounding box
Debug.Assert(intersection != null);
foreach (Limb limb in c.AnimController.Limbs)
{
//if the character isn't inside the bounding box, continue
if (!Submarine.RectContains(worldBorders, limb.WorldPosition)) continue;
c.AnimController.SetPosition(ConvertUnits.ToSimUnits((Vector2)intersection) + translateDir);
//''+ translatedir'' in order to move the character slightly away from the wall
//cast a line from the position of the character to the same direction as the translation of the sub
//and see where it intersects with the bounding box
Vector2? intersection = MathUtils.GetLineRectangleIntersection(limb.WorldPosition,
limb.WorldPosition + translateDir*100000.0f, worldBorders);
//should never be null when casting a line out from inside the bounding box
Debug.Assert(intersection != null);
//''+ translatedir'' in order to move the character slightly away from the wall
c.AnimController.SetPosition(c.WorldPosition + ConvertUnits.ToSimUnits((Vector2)intersection - limb.WorldPosition) + translateDir);
return;
}
}
}

View File

@@ -313,7 +313,7 @@ namespace Barotrauma
prevPosition = targetPosition;
}
body.SetTransform(targetPosition, targetRotation);
body.SetTransform(targetPosition, targetRotation == 0.0f ? body.Rotation : targetRotation);
body.LinearVelocity = targetVelocity;
body.AngularVelocity = targetAngularVelocity;
targetPosition = Vector2.Zero;