Release 1.10.5.0 - Autumn Update 2025

This commit is contained in:
Regalis11
2025-09-17 13:44:21 +03:00
parent d13836ce87
commit caa0326cf8
120 changed files with 2584 additions and 635 deletions
@@ -13,10 +13,24 @@ namespace Barotrauma.Items.Components
{
partial class TriggerComponent : ItemComponent
{
[Editable, Serialize(0.0f, IsPropertySaveable.Yes, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
[Editable, Serialize(0f, IsPropertySaveable.Yes, description: "The maximum amount of force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
public float Force { get; set; }
[Editable, Serialize("0,0", IsPropertySaveable.Yes, description: "The maximum amount of directional force applied to the triggering entitites.", alwaysUseInstanceValues: true)]
public Vector2 DirectionalForce { get; set; }
[Editable, Serialize(false, IsPropertySaveable.Yes, $"If true, {nameof(DirectionalForce)} is relative to the angle between the target and the item, Similar to {nameof(Force)}.\nIf false, it always pushes in the same direction, with respect to the item's rotation.", alwaysUseInstanceValues: true)]
public bool RelativeDirectionalForce { get; set; }
[Editable, Serialize(true, IsPropertySaveable.Yes, "If false, no vertical force will be applied.", alwaysUseInstanceValues: true)]
public bool VerticalForce { get; set; }
[Editable, Serialize(true, IsPropertySaveable.Yes, "If false, no horizontal force will be applied.", alwaysUseInstanceValues: true)]
public bool HorizontalForce { get; set; }
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Determines if the force gets higher the closer the triggerer is to the center of the trigger.", alwaysUseInstanceValues: true)]
public bool DistanceBasedForce { get; set; }
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Determines if the force fluctuates over time or if it stays constant.", alwaysUseInstanceValues: true)]
public bool ForceFluctuation { get; set; }
@@ -141,12 +155,29 @@ namespace Barotrauma.Items.Components
get => base.IsActive;
set
{
bool wasActive = base.IsActive;
base.IsActive = value;
if (!IsActive)
{
TriggerActive = false;
triggerers.Clear();
}
else if (!wasActive && PhysicsBody?.FarseerBody != null)
{
//when the trigger becomes active, we need to check which entities are inside it
ContactEdge ce = PhysicsBody.FarseerBody.ContactList;
while (ce != null && ce.Contact != null)
{
if (ce.Contact.Enabled)
{
var thisFixture = ce.Contact.FixtureA.Body == PhysicsBody.FarseerBody ? ce.Contact.FixtureA : ce.Contact.FixtureB;
var otherFixture = ce.Contact.FixtureA.Body == PhysicsBody.FarseerBody ? ce.Contact.FixtureB : ce.Contact.FixtureA;
OnCollision(thisFixture, otherFixture, ce.Contact);
}
ce = ce.Next;
}
}
}
}
@@ -374,7 +405,9 @@ namespace Barotrauma.Items.Components
float amount = MathUtils.InverseLerp(-1.0f, 1.0f, v);
CurrentForceFluctuation = MathHelper.Lerp(1.0f - ForceFluctuationStrength, 1.0f, amount);
ForceFluctuationTimer = 0.0f;
GameMain.NetworkMember?.CreateEntityEvent(this);
#if SERVER
item.CreateServerEvent(this);
#endif
}
}
@@ -398,7 +431,7 @@ namespace Barotrauma.Items.Components
}
}
if (Math.Abs(Force) < 0.01f)
if (Force < 0.01f && DirectionalForce.LengthSquared() < 0.0001f)
{
// Just ignore very minimal forces
continue;
@@ -436,7 +469,25 @@ namespace Barotrauma.Items.Components
if (diff.LengthSquared() < 0.0001f) { return; }
float distanceFactor = DistanceBasedForce ? LevelTrigger.GetDistanceFactor(body, PhysicsBody, RadiusInDisplayUnits) : 1.0f;
if (distanceFactor <= 0.0f) { return; }
Vector2 force = distanceFactor * (CurrentForceFluctuation * Force) * Vector2.Normalize(diff) * multiplier;
Vector2 radialForce = Force * Vector2.Normalize(diff);
Vector2 directionalForce;
if (RelativeDirectionalForce)
{
directionalForce = DirectionalForce * new Vector2(Math.Sign(diff.X), Math.Sign(diff.Y));
}
else
{
Vector2 flippedForce = DirectionalForce;
if (item.FlippedX) { flippedForce.X = -flippedForce.X; }
if (item.FlippedY) { flippedForce.Y = -flippedForce.Y; }
directionalForce = MathUtils.RotatePoint(flippedForce, -item.RotationRad);
}
Vector2 force = (radialForce + directionalForce) * CurrentForceFluctuation * distanceFactor * multiplier;
if (!HorizontalForce) { force.Y = 0.0f; }
if (!VerticalForce) { force.Y = 0.0f; }
if (force.LengthSquared() < 0.01f) { return; }
if (body.Mass < 1)
{