(c793f55af) Clamp velocities when pushing characters out of doorways, play only one damage sound when hit by a door (not once per each limb that's in the doorway), refactored the logic so to prevent creating new lists
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@@ -277,7 +277,7 @@ namespace Barotrauma.Items.Components
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if (isClosing)
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{
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PushCharactersAway();
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if (OpenState < 0.9f) { PushCharactersAway(); }
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}
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else
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{
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@@ -373,8 +373,7 @@ namespace Barotrauma.Items.Components
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"Failed to push a character out of a doorway - position of the door is not valid (" + item.SimPosition + ").");
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return;
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}
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//push characters out of the doorway when the door is closing/opening
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Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
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Vector2 currSize = IsHorizontal ?
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@@ -388,7 +387,7 @@ namespace Barotrauma.Items.Components
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if (!c.Enabled) continue;
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if (!MathUtils.IsValid(c.SimPosition))
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{
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DebugConsole.ThrowError("Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + c.SimPosition + ")");
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if (GameSettings.VerboseLogging) { DebugConsole.ThrowError("Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + c.SimPosition + ")"); }
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GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:CharacterPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + c.SimPosition + ")." +
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" Removed: " + c.Removed +
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@@ -397,67 +396,73 @@ namespace Barotrauma.Items.Components
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}
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int dir = IsHorizontal ? Math.Sign(c.SimPosition.Y - item.SimPosition.Y) : Math.Sign(c.SimPosition.X - item.SimPosition.X);
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List<PhysicsBody> bodies = c.AnimController.Limbs.Select(l => l.body).ToList();
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bodies.Add(c.AnimController.Collider);
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foreach (PhysicsBody body in bodies)
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bool soundPlayed = false;
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foreach (Limb limb in c.AnimController.Limbs)
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{
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float diff = 0.0f;
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if (!MathUtils.IsValid(body.SimPosition))
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{
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DebugConsole.ThrowError("Failed to push a limb out of a doorway - position of the body (character \"" + c.Name + "\") is not valid (" + body.SimPosition + ")");
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GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:LimbPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + body.SimPosition + ")." +
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" Removed: " + c.Removed +
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" Remoteplayer: " + c.IsRemotePlayer);
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continue;
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}
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if (IsHorizontal)
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{
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if (body.SimPosition.X < simPos.X || body.SimPosition.X > simPos.X + simSize.X) continue;
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diff = body.SimPosition.Y - item.SimPosition.Y;
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}
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else
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{
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if (body.SimPosition.Y > simPos.Y || body.SimPosition.Y < simPos.Y - simSize.Y) continue;
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diff = body.SimPosition.X - item.SimPosition.X;
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}
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if (Math.Sign(diff) != dir)
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if (PushBodyOutOfDoorway(c, limb.body, dir, simPos, simSize) && !soundPlayed)
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{
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#if CLIENT
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SoundPlayer.PlayDamageSound("LimbBlunt", 1.0f, body);
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SoundPlayer.PlayDamageSound("LimbBlunt", 1.0f, limb.body);
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#endif
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if (IsHorizontal)
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{
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body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * simSize.Y * 2.0f), body.Rotation);
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body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f));
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}
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else
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{
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body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
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body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
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}
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soundPlayed = true;
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}
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}
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PushBodyOutOfDoorway(c, c.AnimController.Collider, dir, simPos, simSize);
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}
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}
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if (IsHorizontal)
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{
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if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > simSize.Y * 0.5f) continue;
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private bool PushBodyOutOfDoorway(Character c, PhysicsBody body, int dir, Vector2 doorRectSimPos, Vector2 doorRectSimSize)
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{
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float diff = 0.0f;
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if (!MathUtils.IsValid(body.SimPosition))
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{
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DebugConsole.ThrowError("Failed to push a limb out of a doorway - position of the body (character \"" + c.Name + "\") is not valid (" + body.SimPosition + ")");
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GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:LimbPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + body.SimPosition + ")." +
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" Removed: " + c.Removed +
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" Remoteplayer: " + c.IsRemotePlayer);
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return false;
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}
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if (IsHorizontal)
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{
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if (body.SimPosition.X < doorRectSimPos.X || body.SimPosition.X > doorRectSimPos.X + doorRectSimSize.X) { return false; }
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diff = body.SimPosition.Y - item.SimPosition.Y;
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}
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else
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{
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if (body.SimPosition.Y > doorRectSimPos.Y || body.SimPosition.Y < doorRectSimPos.Y - doorRectSimSize.Y) { return false; }
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diff = body.SimPosition.X - item.SimPosition.X;
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}
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body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 0.5f));
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}
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else
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{
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if (Math.Abs(body.SimPosition.X - item.SimPosition.X) > simSize.X * 0.5f) continue;
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body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
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}
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c.SetStun(0.2f);
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//if the limb is at a different side of the door than the character (collider),
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//immediately teleport it to the correct side
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if (Math.Sign(diff) != dir)
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{
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if (IsHorizontal)
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{
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body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f), body.Rotation);
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}
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else
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{
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body.SetTransform(new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
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}
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}
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//apply an impulse to push the limb further from the door
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if (IsHorizontal)
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{
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if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > doorRectSimSize.Y * 0.5f) { return false; }
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body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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else
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{
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if (Math.Abs(body.SimPosition.X - item.SimPosition.X) > doorRectSimSize.X * 0.5f) { return false; }
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body.ApplyLinearImpulse(new Vector2(dir * 2.0f, isOpen ? 0.0f : -1.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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c.SetStun(0.2f);
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return true;
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
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@@ -26,10 +26,6 @@ namespace Barotrauma.Items.Components
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private float blinkTimer;
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private bool itemLoaded;
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private float blinkTimer;
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public PhysicsBody ParentBody;
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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