(1241a5bd4) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-05-23 16:28:04 +03:00
parent 44a5c9e588
commit e9d31ed0be
6 changed files with 57 additions and 28 deletions
@@ -606,7 +606,7 @@ namespace Barotrauma
.ThenByDescending(a => a.Strength).FirstOrDefault(); .ThenByDescending(a => a.Strength).FirstOrDefault();
if (affliction.DamagePerSecond > 0 || affliction.Strength > 0) if (affliction.DamagePerSecond > 0 || affliction.Strength > 0)
{ {
var limbHealth = GetMathingLimbHealth(affliction); var limbHealth = GetMatchingLimbHealth(affliction);
if (limbHealth != null) if (limbHealth != null)
{ {
selectedLimbIndex = limbHealths.IndexOf(limbHealth); selectedLimbIndex = limbHealths.IndexOf(limbHealth);
@@ -202,22 +202,18 @@ namespace Barotrauma
if (run || speedMultiplier <= 0.0f) targetMovement *= speedMultiplier; if (run || speedMultiplier <= 0.0f) targetMovement *= speedMultiplier;
Character.ResetSpeedMultiplier(); // Reset, items will set the value before the next update Character.ResetSpeedMultiplier(); // Reset, items will set the value before the next update
Character.AnimController.TargetMovement = targetMovement; Character.AnimController.TargetMovement = targetMovement;
if (!NeedsDivingGear(Character.CurrentHull)) if (!NeedsDivingGear(Character.CurrentHull))
{ {
bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold; bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
bool highPressure = Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 0 && Character.PressureProtection <= 0; bool highPressure = Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 0 && Character.PressureProtection <= 0;
bool shouldKeepTheGearOn = !ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>(); bool shouldKeepTheGearOn = !ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>();
bool removeDivingSuit = oxygenLow && !highPressure;
// Don't allow to drop the diving suit in water or while climbing or if the current path has stairs if (!removeDivingSuit)
bool removeDivingSuit = {
(oxygenLow && !highPressure) || bool targetHasNoSuit = objectiveManager.CurrentOrder is AIObjectiveGoTo gtObj && gtObj.mimic && !HasDivingSuit(gtObj.Target as Character);
(!shouldKeepTheGearOn && bool canDropTheSuit = Character.CurrentHull.WaterPercentage < 1 && !Character.IsClimbing && steeringManager == insideSteering && !PathSteering.InStairs;
Character.CurrentHull.WaterPercentage < 1 && removeDivingSuit = (!shouldKeepTheGearOn || targetHasNoSuit) && canDropTheSuit;
!Character.IsClimbing && }
steeringManager == insideSteering &&
!PathSteering.InStairs);
if (removeDivingSuit) if (removeDivingSuit)
{ {
var divingSuit = Character.Inventory.FindItemByIdentifier("divingsuit") ?? Character.Inventory.FindItemByTag("divingsuit"); var divingSuit = Character.Inventory.FindItemByIdentifier("divingsuit") ?? Character.Inventory.FindItemByTag("divingsuit");
@@ -227,7 +223,8 @@ namespace Barotrauma
divingSuit.Drop(Character); divingSuit.Drop(Character);
} }
} }
bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20); bool targetHasNoMask = objectiveManager.CurrentOrder is AIObjectiveGoTo gotoObjective && gotoObjective.mimic && !HasDivingMask(gotoObjective.Target as Character);
bool takeMaskOff = oxygenLow || (!shouldKeepTheGearOn && Character.CurrentHull.WaterPercentage < 20) || targetHasNoMask;
if (takeMaskOff) if (takeMaskOff)
{ {
var mask = Character.Inventory.FindItemByIdentifier("divingmask"); var mask = Character.Inventory.FindItemByIdentifier("divingmask");
@@ -36,7 +36,8 @@ namespace Barotrauma
[Serialize(1.0f, true), Editable(MIN_SCALE, MAX_SCALE, DecimalCount = 3)] [Serialize(1.0f, true), Editable(MIN_SCALE, MAX_SCALE, DecimalCount = 3)]
public float JointScale { get; set; } public float JointScale { get; set; }
[Serialize(1f, true), Editable(DecimalCount = 2)] // Don't show in the editor, because shouldn't be edited in runtime. Requires that the limb scale and the collider sizes are adjusted. TODO: automatize.
[Serialize(1f, false)]
public float TextureScale { get; set; } public float TextureScale { get; set; }
[Serialize(45f, true), Editable(0f, 1000f)] [Serialize(45f, true), Editable(0f, 1000f)]
@@ -232,13 +232,13 @@ namespace Barotrauma
} }
private LimbHealth GetMatchingLimbHealth(Limb limb) => limbHealths[limb.HealthIndex]; private LimbHealth GetMatchingLimbHealth(Limb limb) => limbHealths[limb.HealthIndex];
private LimbHealth GetMathingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb)); private LimbHealth GetMatchingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb));
/// <summary> /// <summary>
/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb. /// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
/// </summary> /// </summary>
private IEnumerable<Affliction> GetMatchingAfflictions(LimbHealth limb, Func<Affliction, bool> predicate) private IEnumerable<Affliction> GetMatchingAfflictions(LimbHealth limb, Func<Affliction, bool> predicate)
=> limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMathingLimbHealth(a) == limb)); => limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMatchingLimbHealth(a) == limb));
public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true) public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
{ {
@@ -40,6 +40,9 @@ namespace Barotrauma.Items.Components
[Serialize(false, false)] [Serialize(false, false)]
public bool RepairThroughWalls { get; set; } public bool RepairThroughWalls { get; set; }
[Serialize(false, false)]
public bool RepairMultiple { get; set; }
public Vector2 TransformedBarrelPos public Vector2 TransformedBarrelPos
{ {
get get
@@ -158,12 +161,22 @@ namespace Barotrauma.Items.Components
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies) private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
{ {
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair; var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
if (RepairThroughWalls) if (RepairMultiple)
{ {
var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true); var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true);
Type lastHitType = null;
foreach (Body body in bodies) foreach (Body body in bodies)
{ {
FixBody(user, deltaTime, degreeOfSuccess, body); Type bodyType = body.UserData?.GetType();
if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
{
//stop the ray if it already hit a door/wall and is now about to hit some other type of entity
if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
}
if (FixBody(user, deltaTime, degreeOfSuccess, body))
{
if (bodyType != null) { lastHitType = bodyType; }
}
} }
} }
else else
@@ -202,19 +215,19 @@ namespace Barotrauma.Items.Components
} }
} }
private void FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody) private bool FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody)
{ {
if (targetBody?.UserData == null) { return; } if (targetBody?.UserData == null) { return false; }
pickedPosition = Submarine.LastPickedPosition; pickedPosition = Submarine.LastPickedPosition;
if (targetBody.UserData is Structure targetStructure) if (targetBody.UserData is Structure targetStructure)
{ {
if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) return; if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) { return false; }
if (targetStructure.IsPlatform) return; if (targetStructure.IsPlatform) { return false; }
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition)); int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) return; if (sectionIndex < 0) { return false; }
FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex); FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user); targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
@@ -239,12 +252,14 @@ namespace Barotrauma.Items.Components
targetCharacter.LastDamageSource = item; targetCharacter.LastDamageSource = item;
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetCharacter }); ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetCharacter });
FixCharacterProjSpecific(user, deltaTime, targetCharacter); FixCharacterProjSpecific(user, deltaTime, targetCharacter);
return true;
} }
else if (targetBody.UserData is Limb targetLimb) else if (targetBody.UserData is Limb targetLimb)
{ {
targetLimb.character.LastDamageSource = item; targetLimb.character.LastDamageSource = item;
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetLimb.character, targetLimb }); ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetLimb.character, targetLimb });
FixCharacterProjSpecific(user, deltaTime, targetLimb.character); FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
return true;
} }
else if (targetBody.UserData is Item targetItem) else if (targetBody.UserData is Item targetItem)
{ {
@@ -269,6 +284,7 @@ namespace Barotrauma.Items.Components
#endif #endif
} }
FixItemProjSpecific(user, deltaTime, targetItem, prevCondition); FixItemProjSpecific(user, deltaTime, targetItem, prevCondition);
return true;
} }
return false; return false;
} }
@@ -730,7 +730,15 @@ namespace Barotrauma
return closestBody; return closestBody;
} }
public static List<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false) private static readonly Dictionary<Body, float> bodyDist = new Dictionary<Body, float>();
private static readonly List<Body> bodies = new List<Body>();
/// <summary>
/// Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list).
/// </summary>
/// <param name="customPredicate">Can be used to filter the bodies based on some condition. If the predicate returns false, the body isignored.</param>
/// <param name="allowInsideFixture">Should fixtures that the start of the ray is inside be returned</param>
public static IEnumerable<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
{ {
if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f) if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
{ {
@@ -738,20 +746,25 @@ namespace Barotrauma
} }
float closestFraction = 1.0f; float closestFraction = 1.0f;
List<Body> bodies = new List<Body>(); bodies.Clear();
bodyDist.Clear();
GameMain.World.RayCast((fixture, point, normal, fraction) => GameMain.World.RayCast((fixture, point, normal, fraction) =>
{ {
if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; } if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
if (fixture.Body != null) { bodies.Add(fixture.Body); } if (fixture.Body != null)
{
bodies.Add(fixture.Body);
bodyDist[fixture.Body] = fraction;
}
if (fraction < closestFraction) if (fraction < closestFraction)
{ {
lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction; lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
lastPickedFraction = fraction; lastPickedFraction = fraction;
lastPickedNormal = normal; lastPickedNormal = normal;
} }
//continue
return fraction; return -1;
}, rayStart, rayEnd); }, rayStart, rayEnd);
if (allowInsideFixture) if (allowInsideFixture)
@@ -770,10 +783,12 @@ namespace Barotrauma
lastPickedFraction = 0.0f; lastPickedFraction = 0.0f;
lastPickedNormal = Vector2.Normalize(rayEnd - rayStart); lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
bodies.Add(fixture.Body); bodies.Add(fixture.Body);
bodyDist[fixture.Body] = 0.0f;
return false; return false;
}, ref aabb); }, ref aabb);
} }
bodies.Sort((b1, b2) => { return bodyDist[b1].CompareTo(bodyDist[b2]); });
return bodies; return bodies;
} }