Merge branch 'dev' of https://github.com/Regalis11/Barotrauma.git into unstable-tests
This commit is contained in:
@@ -69,7 +69,7 @@ namespace Barotrauma
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"Attempted to access a potentially removed ragdoll. Character: " + character.SpeciesName + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace.CleanupStackTrace());
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accessRemovedCharacterErrorShown = true;
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}
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return new Limb[0];
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return Array.Empty<Limb>();
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}
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return limbs;
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}
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@@ -424,13 +424,13 @@ namespace Barotrauma
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#endif
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var characterPrefab = CharacterPrefab.FindByFilePath(character.ConfigPath);
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if (characterPrefab?.XDocument != null)
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if (characterPrefab?.ConfigElement != null)
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{
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var mainElement = characterPrefab.XDocument.Root.IsOverride() ? characterPrefab.XDocument.Root.FirstElement() : characterPrefab.XDocument.Root;
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var mainElement = characterPrefab.ConfigElement;
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foreach (var huskAppendage in mainElement.GetChildElements("huskappendage"))
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{
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if (!inEditor && huskAppendage.GetAttributeBool("onlyfromafflictions", false)) { continue; }
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AfflictionHusk.AttachHuskAppendage(character, huskAppendage.GetAttributeString("affliction", string.Empty), huskAppendage, ragdoll: this);
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AfflictionHusk.AttachHuskAppendage(character, huskAppendage.GetAttributeIdentifier("affliction", Identifier.Empty), huskAppendage, ragdoll: this);
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}
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}
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}
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@@ -811,9 +811,9 @@ namespace Barotrauma
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}
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SeverLimbJointProjSpecific(limbJoint, playSound: true);
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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if (GameMain.NetworkMember is { IsServer: true })
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{
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GameMain.NetworkMember.CreateEntityEvent(character, new object[] { NetEntityEvent.Type.Status });
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GameMain.NetworkMember.CreateEntityEvent(character, new Character.CharacterStatusEventData());
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}
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return true;
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}
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@@ -1201,13 +1201,9 @@ namespace Barotrauma
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headInWater = false;
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inWater = false;
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RefreshFloorY(ignoreStairs: Stairs == null);
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if (currentHull.WaterVolume > currentHull.Volume * 0.95f)
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if (currentHull.WaterPercentage > 0.001f)
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{
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inWater = true;
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}
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else
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{
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float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
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float waterSurface = ConvertUnits.ToSimUnits(GetSurfaceY());
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if (targetMovement.Y < 0.0f)
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{
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Vector2 colliderBottom = GetColliderBottom();
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@@ -1220,11 +1216,8 @@ namespace Barotrauma
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if (lowerHull != null) floorY = ConvertUnits.ToSimUnits(lowerHull.Rect.Y - lowerHull.Rect.Height);
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}
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}
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float standHeight =
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HeadPosition.HasValue ? HeadPosition.Value :
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TorsoPosition.HasValue ? TorsoPosition.Value :
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Collider.GetMaxExtent() * 0.5f;
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if (Collider.SimPosition.Y < waterSurface && waterSurface - floorY > standHeight * 0.95f)
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float standHeight = HeadPosition ?? TorsoPosition ?? Collider.GetMaxExtent() * 0.5f;
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if (Collider.SimPosition.Y < waterSurface && waterSurface - floorY > standHeight * 0.8f)
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{
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inWater = true;
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}
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@@ -1416,7 +1409,7 @@ namespace Barotrauma
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#else
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DebugConsole.NewMessage(errorMsg.Replace("[name]", Character.Name), Color.Red);
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#endif
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GameAnalyticsManager.AddErrorEventOnce("Ragdoll.CheckValidity:" + character.ID, GameAnalyticsManager.ErrorSeverity.Error, errorMsg.Replace("[name]", Character.SpeciesName));
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GameAnalyticsManager.AddErrorEventOnce("Ragdoll.CheckValidity:" + character.ID, GameAnalyticsManager.ErrorSeverity.Error, errorMsg.Replace("[name]", Character.SpeciesName.Value));
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if (!MathUtils.IsValid(Collider.SimPosition) || Math.Abs(Collider.SimPosition.X) > 1e10f || Math.Abs(Collider.SimPosition.Y) > 1e10f)
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{
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@@ -1529,7 +1522,6 @@ namespace Barotrauma
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}
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}
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private float GetFloorY(Vector2 simPosition, bool ignoreStairs = false)
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{
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onGround = false;
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@@ -1648,6 +1640,51 @@ namespace Barotrauma
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}
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}
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public float GetSurfaceY()
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{
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//check both hulls: the hull whose coordinate space the ragdoll is in, and the hull whose bounds the character's origin actually is inside
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if (currentHull == null || character.CurrentHull == null)
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{
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return float.PositiveInfinity;
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}
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float surfacePos = currentHull.Surface;
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float surfaceThreshold = ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 1.0f);
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//if the hull is almost full of water, check if there's a water-filled hull above it
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//and use its water surface instead of the current hull's
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if (currentHull.Rect.Y - currentHull.Surface < 5.0f)
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{
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GetSurfacePos(currentHull, ref surfacePos);
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void GetSurfacePos(Hull hull, ref float prevSurfacePos)
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{
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if (prevSurfacePos > surfaceThreshold) { return; }
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foreach (Gap gap in hull.ConnectedGaps)
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{
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if (gap.IsHorizontal || gap.Open <= 0.0f || gap.WorldPosition.Y < hull.WorldPosition.Y) { continue; }
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if (Collider.SimPosition.X < ConvertUnits.ToSimUnits(gap.Rect.X) || Collider.SimPosition.X > ConvertUnits.ToSimUnits(gap.Rect.Right)) { continue; }
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//if the gap is above us and leads outside, there's no surface to limit the movement
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if (!gap.IsRoomToRoom && gap.Position.Y > hull.Position.Y)
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{
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prevSurfacePos += 100000.0f;
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return;
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}
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foreach (var linkedTo in gap.linkedTo)
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{
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if (linkedTo is Hull otherHull && otherHull != hull && otherHull != currentHull)
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{
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prevSurfacePos = Math.Max(surfacePos, otherHull.Surface);
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GetSurfacePos(otherHull, ref prevSurfacePos);
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break;
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}
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}
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}
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}
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}
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return surfacePos;
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}
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public void SetPosition(Vector2 simPosition, bool lerp = false, bool ignorePlatforms = true, bool forceMainLimbToCollider = false, bool detachProjectiles = true)
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{
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if (!MathUtils.IsValid(simPosition))
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@@ -1701,7 +1738,7 @@ namespace Barotrauma
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if (limb.IsSevered) { continue; }
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//check visibility from the new position of the collider to the new position of this limb
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Vector2 movePos = limb.SimPosition + limbMoveAmount;
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TrySetLimbPosition(limb, simPosition, movePos, lerp, ignorePlatforms);
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TrySetLimbPosition(limb, simPosition, movePos, limb.Rotation, lerp, ignorePlatforms);
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}
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}
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}
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@@ -1716,7 +1753,7 @@ namespace Barotrauma
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IsHanging = true;
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}
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protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition, bool lerp = false, bool ignorePlatforms = true)
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protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition, float rotation, bool lerp = false, bool ignorePlatforms = true)
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{
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Vector2 movePos = simPosition;
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@@ -1738,11 +1775,12 @@ namespace Barotrauma
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if (lerp)
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{
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limb.body.TargetPosition = movePos;
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limb.body.MoveToTargetPosition(true);
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limb.body.TargetRotation = rotation;
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limb.body.MoveToTargetPosition(true);
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}
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else
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{
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limb.body.SetTransform(movePos, limb.Rotation);
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limb.body.SetTransform(movePos, rotation);
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limb.PullJointWorldAnchorB = limb.PullJointWorldAnchorA;
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limb.PullJointEnabled = false;
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}
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