(9bd8db487) Allow to aim in ladders when not moving.

This commit is contained in:
Joonas Rikkonen
2019-04-02 12:41:18 +03:00
parent 7d8b489319
commit e86d86c41f
9 changed files with 49 additions and 46 deletions
@@ -200,13 +200,9 @@ namespace Barotrauma
{ {
cam.OffsetAmount = 0.0f; cam.OffsetAmount = 0.0f;
} }
else if (SelectedConstruction != null && ViewTarget == null && else if (SelectedConstruction != null && SelectedConstruction.Components.Any(ic => (ic.GuiFrame != null && GUI.IsMouseOn(ic.GuiFrame))))
SelectedConstruction.Components.Any(ic => ic?.GuiFrame != null && ic.ShouldDrawHUD(this)))
{ {
cam.OffsetAmount = 0.0f; cam.OffsetAmount = 0.0f;
cursorPosition =
SelectedConstruction.Position +
new Vector2(cursorPosition.X % 10.0f, cursorPosition.Y % 10.0f); //apply a little bit of movement to the cursor pos to prevent AFK kicking
} }
else if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f) else if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f)
{ {
@@ -214,7 +210,7 @@ namespace Barotrauma
{ {
if (deltaTime > 0.0f) cam.OffsetAmount = 0.0f; if (deltaTime > 0.0f) cam.OffsetAmount = 0.0f;
} }
else else if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f)
{ {
Body body = Submarine.CheckVisibility(AnimController.Limbs[0].SimPosition, mouseSimPos); Body body = Submarine.CheckVisibility(AnimController.Limbs[0].SimPosition, mouseSimPos);
Structure structure = body == null ? null : body.UserData as Structure; Structure structure = body == null ? null : body.UserData as Structure;
@@ -11,16 +11,19 @@ namespace Barotrauma
protected override void ControlInput(Camera cam) protected override void ControlInput(Camera cam)
{ {
base.ControlInput(cam); base.ControlInput(cam);
cam.OffsetAmount = 0; if (BackgroundFrame.Contains(PlayerInput.MousePosition))
//if this is used, we need to implement syncing this inventory with the server
/*Character.DisableControls = true;
if (Character.Controlled != null)
{ {
if (PlayerInput.KeyHit(InputType.Select)) cam.OffsetAmount = 0;
//if this is used, we need to implement syncing this inventory with the server
/*Character.DisableControls = true;
if (Character.Controlled != null)
{ {
Character.Controlled.SelectedConstruction = null; if (PlayerInput.KeyHit(InputType.Select))
} {
}*/ Character.Controlled.SelectedConstruction = null;
}
}*/
}
} }
protected override void CalculateBackgroundFrame() protected override void CalculateBackgroundFrame()
@@ -407,7 +407,7 @@ namespace Barotrauma.Lights
/// <summary> /// <summary>
/// Returns the segments that are facing towards viewPosition /// Returns the segments that are facing towards viewPosition
/// </summary> /// </summary>
public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments, bool ignoreEdges) public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments)
{ {
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
@@ -453,7 +453,7 @@ namespace Barotrauma.Lights
foreach (ConvexHull hull in hulls) foreach (ConvexHull hull in hulls)
{ {
hull.RefreshWorldPositions(); hull.RefreshWorldPositions();
hull.GetVisibleSegments(drawPos, visibleSegments, ignoreEdges: false); hull.GetVisibleSegments(drawPos, visibleSegments);
} }
//Generate new points at the intersections between segments //Generate new points at the intersections between segments
@@ -84,12 +84,9 @@ namespace Barotrauma
useExtinquisherTimer += deltaTime; useExtinquisherTimer += deltaTime;
if (useExtinquisherTimer > 2.0f) useExtinquisherTimer = 0.0f; if (useExtinquisherTimer > 2.0f) useExtinquisherTimer = 0.0f;
character.AIController.SteeringManager.Reset();
character.CursorPosition = fs.Position; character.CursorPosition = fs.Position;
character.SetInput(InputType.Aim, false, true); character.SetInput(InputType.Aim, false, true);
if (!character.IsClimbing)
{
character.AIController.SteeringManager.Reset();
}
extinguisher.Use(deltaTime, character); extinguisher.Use(deltaTime, character);
if (!targetHull.FireSources.Contains(fs)) if (!targetHull.FireSources.Contains(fs))
@@ -168,8 +168,11 @@ namespace Barotrauma
// Too close -> steer away // Too close -> steer away
character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - Item.SimPosition) / 2); character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - Item.SimPosition) / 2);
} }
if (character.IsClimbing || else
VectorExtensions.Angle(VectorExtensions.Forward(repairTool.Item.body.TransformedRotation), fromToolToTarget) < MathHelper.PiOver4) {
character.AIController.SteeringManager.Reset();
}
if (VectorExtensions.Angle(VectorExtensions.Forward(repairTool.Item.body.TransformedRotation), fromToolToTarget) < MathHelper.PiOver4)
{ {
repairTool.Use(deltaTime, character); repairTool.Use(deltaTime, character);
} }
@@ -1122,18 +1122,22 @@ namespace Barotrauma
//prevent the hands from going above the top of the ladders //prevent the hands from going above the top of the ladders
handPos.Y = Math.Min(-0.5f, handPos.Y); handPos.Y = Math.Min(-0.5f, handPos.Y);
MoveLimb(leftHand, // TODO: lock only one hand when aiming?
new Vector2(handPos.X, if (!PlayerInput.KeyDown(InputType.Aim) || Math.Abs(movement.Y) > 0.01f)
(slide ? handPos.Y : MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight) + ladderSimPos.Y), {
5.2f); MoveLimb(leftHand,
new Vector2(handPos.X,
(slide ? handPos.Y : MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight) + ladderSimPos.Y),
5.2f);
MoveLimb(rightHand, MoveLimb(rightHand,
new Vector2(handPos.X, new Vector2(handPos.X,
(slide ? handPos.Y : MathUtils.Round(handPos.Y, stepHeight * 2.0f)) + ladderSimPos.Y), (slide ? handPos.Y : MathUtils.Round(handPos.Y, stepHeight * 2.0f)) + ladderSimPos.Y),
5.2f); 5.2f);
leftHand.body.ApplyTorque(Dir * 2.0f); leftHand.body.ApplyTorque(Dir * 2.0f);
rightHand.body.ApplyTorque(Dir * 2.0f); rightHand.body.ApplyTorque(Dir * 2.0f);
}
Vector2 footPos = new Vector2( Vector2 footPos = new Vector2(
handPos.X - Dir * 0.05f, handPos.X - Dir * 0.05f,
@@ -1647,12 +1651,13 @@ namespace Barotrauma
Vector2 itemPos = aim ? aimPos : holdPos; Vector2 itemPos = aim ? aimPos : holdPos;
bool usingController = character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null; bool usingController = character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null;
bool isClimbing = character.IsClimbing && Math.Abs(character.AnimController.TargetMovement.Y) > 0.01f;
float itemAngle; float itemAngle;
Holdable holdable = item.GetComponent<Holdable>(); Holdable holdable = item.GetComponent<Holdable>();
if (!character.IsClimbing && !usingController && character.Stun <= 0.0f && aim && itemPos != Vector2.Zero) if (!isClimbing && !usingController && character.Stun <= 0.0f && aim && itemPos != Vector2.Zero)
{ {
Vector2 mousePos = ConvertUnits.ToSimUnits(character.SmoothedCursorPosition); Vector2 mousePos = ConvertUnits.ToSimUnits(character.SmoothedCursorPosition);
@@ -1682,7 +1687,7 @@ namespace Barotrauma
} }
Vector2 transformedHoldPos = shoulder.WorldAnchorA; Vector2 transformedHoldPos = shoulder.WorldAnchorA;
if (itemPos == Vector2.Zero || character.IsClimbing || usingController) if (itemPos == Vector2.Zero || isClimbing || usingController)
{ {
if (character.SelectedItems[0] == item) if (character.SelectedItems[0] == item)
{ {
@@ -1771,16 +1776,17 @@ namespace Barotrauma
item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir); item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir);
if (character.IsClimbing) return; if (!isClimbing)
for (int i = 0; i < 2; i++)
{ {
if (character.SelectedItems[i] != item) continue; for (int i = 0; i < 2; i++)
if (itemPos == Vector2.Zero) continue; {
if (character.SelectedItems[i] != item) continue;
if (itemPos == Vector2.Zero) continue;
Limb hand = (i == 0) ? rightHand : leftHand; Limb hand = (i == 0) ? rightHand : leftHand;
HandIK(hand, transformedHoldPos + transformedHandlePos[i]); HandIK(hand, transformedHoldPos + transformedHandlePos[i]);
}
} }
} }
@@ -1147,7 +1147,7 @@ namespace Barotrauma
{ {
//Limb head = AnimController.GetLimb(LimbType.Head); //Limb head = AnimController.GetLimb(LimbType.Head);
// Values lower than this seem to cause constantious flipping when the mouse is near the player and the player is running, because the root collider moves after flipping. // Values lower than this seem to cause constantious flipping when the mouse is near the player and the player is running, because the root collider moves after flipping.
float followMargin = 40; float followMargin = 30;
if (dontFollowCursor) if (dontFollowCursor)
{ {
AnimController.TargetDir = Direction.Right; AnimController.TargetDir = Direction.Right;
@@ -303,10 +303,8 @@ namespace Barotrauma.Items.Components
// Too close -> steer away // Too close -> steer away
character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition) / 2); character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition) / 2);
} }
else if (!character.IsClimbing) else
{ {
// Close enough -> stop if not in ladders.
// In ladders, we most likely want to move back and forth, because we cannot aim -> if the leak is on the side, it should get fixed.
character.AIController.SteeringManager.Reset(); character.AIController.SteeringManager.Reset();
} }
} }
@@ -317,7 +315,7 @@ namespace Barotrauma.Items.Components
// Press the trigger only when the tool is approximately facing the target. // Press the trigger only when the tool is approximately facing the target.
// If the character is climbing, ignore the check, because we cannot aim while climbing. // If the character is climbing, ignore the check, because we cannot aim while climbing.
if (character.IsClimbing || VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4) if (VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
{ {
Use(deltaTime, character); Use(deltaTime, character);
} }