(6eeea9b7c) v0.9.10.0.0

This commit is contained in:
Joonas Rikkonen
2020-06-04 16:41:07 +03:00
parent ce4ccd99ac
commit eeac247a8e
366 changed files with 7772 additions and 3692 deletions
@@ -3,7 +3,7 @@ using FarseerPhysics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using System;
using System.IO;
using Barotrauma.IO;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
@@ -43,6 +43,7 @@ namespace Barotrauma
foreach (Limb limb in AnimController.Limbs)
{
if (limb.IsSevered) { continue; }
if (limb.body != null)
{
limb.body.Enabled = enabled;
@@ -235,6 +236,7 @@ namespace Barotrauma
{
get
{
if (info != null && !string.IsNullOrWhiteSpace(info.Name)) { return info.Name; }
var displayName = Params.DisplayName;
if (string.IsNullOrWhiteSpace(displayName))
{
@@ -587,30 +589,32 @@ namespace Barotrauma
set { canInventoryBeAccessed = value; }
}
private bool accessRemovedCharacterErrorShown;
public override Vector2 SimPosition
{
get
{
if (AnimController?.Collider == null)
{
string errorMsg = "Attempted to access a potentially removed character. Character: " + Name + ", id: " + ID + ", removed: " + Removed + ".";
if (AnimController == null)
if (!accessRemovedCharacterErrorShown)
{
errorMsg += " AnimController == null";
string errorMsg = "Attempted to access a potentially removed character. Character: " + Name + ", id: " + ID + ", removed: " + Removed + ".";
if (AnimController == null)
{
errorMsg += " AnimController == null";
}
else if (AnimController.Collider == null)
{
errorMsg += " AnimController.Collider == null";
}
errorMsg += '\n' + Environment.StackTrace;
DebugConsole.NewMessage(errorMsg, Color.Red);
GameAnalyticsManager.AddErrorEventOnce(
"Character.SimPosition:AccessRemoved",
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
errorMsg + "\n" + Environment.StackTrace);
accessRemovedCharacterErrorShown = true;
}
else if (AnimController.Collider == null)
{
errorMsg += " AnimController.Collider == null";
}
#if DEBUG || UNSTABLE
errorMsg += '\n' + Environment.StackTrace;
#endif
DebugConsole.NewMessage(errorMsg, Color.Red);
GameAnalyticsManager.AddErrorEventOnce(
"Character.SimPosition:AccessRemoved",
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
errorMsg + "\n" + Environment.StackTrace);
return Vector2.Zero;
}
@@ -1140,22 +1144,86 @@ namespace Barotrauma
greatestNegativeSpeedMultiplier = 1f;
}
/// <summary>
/// Speed reduction from the current limb specific damage. Min 0, max 1.
/// </summary>
public float GetTemporarySpeedReduction()
{
float reduction = 0;
reduction = CalculateMovementPenalty(AnimController.GetLimb(LimbType.RightFoot, excludeSevered: false), reduction);
reduction = CalculateMovementPenalty(AnimController.GetLimb(LimbType.LeftFoot, excludeSevered: false), reduction);
if (AnimController is HumanoidAnimController)
{
if (AnimController.InWater)
{
// Currently only humans use hands for swimming.
reduction = CalculateMovementPenalty(AnimController.GetLimb(LimbType.RightHand, excludeSevered: false), reduction);
reduction = CalculateMovementPenalty(AnimController.GetLimb(LimbType.LeftHand, excludeSevered: false), reduction);
}
}
else
{
int totalTailLimbs = 0;
int destroyedTailLimbs = 0;
foreach (var limb in AnimController.Limbs)
{
if (limb.type == LimbType.Tail)
{
totalTailLimbs++;
if (limb.IsSevered)
{
destroyedTailLimbs++;
}
}
}
if (destroyedTailLimbs > 0)
{
reduction += MathHelper.Lerp(0, AnimController.InWater ? 1f : 0.5f, (float)destroyedTailLimbs / totalTailLimbs);
}
}
return Math.Clamp(reduction, 0, 1f);
}
private float CalculateMovementPenalty(Limb limb, float sum, float max = 0.4f)
{
if (limb != null)
{
sum += MathHelper.Lerp(0, max, CharacterHealth.GetLimbDamage(limb, afflictionType: "damage"));
}
return Math.Clamp(sum, 0, 1f);
}
public float GetRightHandPenalty() => CalculateMovementPenalty(AnimController.GetLimb(LimbType.RightHand, excludeSevered: false), 0, max: 1);
public float GetLeftHandPenalty() => CalculateMovementPenalty(AnimController.GetLimb(LimbType.LeftHand, excludeSevered: false), 0, max: 1);
public float GetLegPenalty(float startSum = 0)
{
float sum = startSum;
foreach (var limb in AnimController.Limbs)
{
switch (limb.type)
{
case LimbType.RightFoot:
case LimbType.LeftFoot:
sum += CalculateMovementPenalty(limb, sum, max: 0.5f);
break;
}
}
return Math.Clamp(sum, 0, 1f);
}
public float ApplyTemporarySpeedLimits(float speed)
{
var leftFoot = AnimController.GetLimb(LimbType.LeftFoot);
if (leftFoot != null)
float max;
if (AnimController is HumanoidAnimController)
{
float footAfflictionStrength = CharacterHealth.GetAfflictionStrength("damage", leftFoot, true);
speed *= MathHelper.Lerp(1.0f, 0.4f, MathHelper.Clamp(footAfflictionStrength / 80.0f, 0.0f, 1.0f));
max = AnimController.InWater ? 0.5f : 0.7f;
}
var rightFoot = AnimController.GetLimb(LimbType.RightFoot);
if (rightFoot != null)
else
{
float footAfflictionStrength = CharacterHealth.GetAfflictionStrength("damage", rightFoot, true);
speed *= MathHelper.Lerp(1.0f, 0.4f, MathHelper.Clamp(footAfflictionStrength / 80.0f, 0.0f, 1.0f));
max = AnimController.InWater ? 0.9f : 0.5f;
}
speed *= 1f - MathHelper.Lerp(0, max, GetTemporarySpeedReduction());
return speed;
}
@@ -1256,58 +1324,72 @@ namespace Barotrauma
}
else if (IsKeyDown(InputType.Attack) && (IsRemotePlayer || Controlled == this || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)))
{
Vector2 attackPos = SimPosition + ConvertUnits.ToSimUnits(cursorPosition - Position);
List<Body> ignoredBodies = AnimController.Limbs.Select(l => l.body.FarseerBody).ToList();
ignoredBodies.Add(AnimController.Collider.FarseerBody);
var body = Submarine.PickBody(
SimPosition,
attackPos,
ignoredBodies,
Physics.CollisionCharacter | Physics.CollisionWall);
IDamageable attackTarget = null;
if (body != null)
{
attackPos = Submarine.LastPickedPosition;
if (body.UserData is Submarine sub)
{
body = Submarine.PickBody(
SimPosition - ((Submarine)body.UserData).SimPosition,
attackPos - ((Submarine)body.UserData).SimPosition,
ignoredBodies,
Physics.CollisionWall);
if (body != null)
{
attackPos = Submarine.LastPickedPosition + sub.SimPosition;
attackTarget = body.UserData as IDamageable;
}
}
else
{
if (body.UserData is IDamageable)
{
attackTarget = (IDamageable)body.UserData;
}
else if (body.UserData is Limb)
{
attackTarget = ((Limb)body.UserData).character;
}
}
}
var currentContexts = GetAttackContexts();
var validLimbs = AnimController.Limbs.Where(l => !l.IsSevered && !l.IsStuck && l.attack != null && l.attack.IsValidContext(currentContexts));
var validLimbs = AnimController.Limbs.Where(l =>
{
if (l.IsSevered || l.IsStuck) { return false; }
var attack = l.attack;
if (attack == null) { return false; }
if (attack.CoolDownTimer > 0) { return false; }
if (!attack.IsValidContext(currentContexts)) { return false; }
if (attackTarget != null)
{
if (!attack.IsValidTarget(attackTarget)) { return false; }
if (attackTarget is ISerializableEntity se && attackTarget is Character)
{
if (attack.Conditionals.Any(c => !c.Matches(se))) { return false; }
}
}
if (attack.Conditionals.Any(c => c.TargetSelf && !c.Matches(this))) { return false; }
return true;
});
var sortedLimbs = validLimbs.OrderBy(l => Vector2.DistanceSquared(ConvertUnits.ToDisplayUnits(l.SimPosition), cursorPosition));
// Select closest
var attackLimb = sortedLimbs.FirstOrDefault();
if (attackLimb != null)
{
Vector2 attackPos = attackLimb.SimPosition + Vector2.Normalize(cursorPosition - attackLimb.Position) * ConvertUnits.ToSimUnits(attackLimb.attack.Range);
List<Body> ignoredBodies = AnimController.Limbs.Select(l => l.body.FarseerBody).ToList();
ignoredBodies.Add(AnimController.Collider.FarseerBody);
var body = Submarine.PickBody(
attackLimb.SimPosition,
attackPos,
ignoredBodies,
Physics.CollisionCharacter | Physics.CollisionWall);
IDamageable attackTarget = null;
if (body != null)
{
attackPos = Submarine.LastPickedPosition;
if (body.UserData is Submarine sub)
{
body = Submarine.PickBody(
attackLimb.SimPosition - ((Submarine)body.UserData).SimPosition,
attackPos - ((Submarine)body.UserData).SimPosition,
ignoredBodies,
Physics.CollisionWall);
if (body != null)
{
attackPos = Submarine.LastPickedPosition + sub.SimPosition;
attackTarget = body.UserData as IDamageable;
}
}
else
{
if (body.UserData is IDamageable)
{
attackTarget = (IDamageable)body.UserData;
}
else if (body.UserData is Limb)
{
attackTarget = ((Limb)body.UserData).character;
}
}
}
attackLimb.UpdateAttack(deltaTime, attackPos, attackTarget, out AttackResult attackResult);
if (!attackLimb.attack.IsRunning)
{
attackCoolDown = 1.0f;
@@ -1394,22 +1476,23 @@ namespace Barotrauma
{
Limb selfLimb = AnimController.GetLimb(LimbType.Head);
if (selfLimb == null) { selfLimb = AnimController.GetLimb(LimbType.Torso); }
if (selfLimb == null) { selfLimb = AnimController.Limbs.FirstOrDefault(); }
if (selfLimb == null) { selfLimb = AnimController.MainLimb; }
return selfLimb;
}
public bool CanSeeTarget(ISpatialEntity target, Limb seeingLimb = null)
{
seeingLimb = seeingLimb ?? GetSeeingLimb();
seeingLimb ??= GetSeeingLimb();
if (seeingLimb == null) { return false; }
ISpatialEntity seeingEntity = AnimController.SimplePhysicsEnabled ? this : seeingLimb as ISpatialEntity;
// TODO: Could we just use the method below? If not, let's refactor it so that we can.
Vector2 diff = ConvertUnits.ToSimUnits(target.WorldPosition - seeingLimb.WorldPosition);
Vector2 diff = ConvertUnits.ToSimUnits(target.WorldPosition - seeingEntity.WorldPosition);
Body closestBody;
//both inside the same sub (or both outside)
//OR the we're inside, the other character outside
if (target.Submarine == Submarine || target.Submarine == null)
{
closestBody = Submarine.CheckVisibility(seeingLimb.SimPosition, seeingLimb.SimPosition + diff);
closestBody = Submarine.CheckVisibility(seeingEntity.SimPosition, seeingEntity.SimPosition + diff);
}
//we're outside, the other character inside
else if (Submarine == null)
@@ -1419,7 +1502,7 @@ namespace Barotrauma
//both inside different subs
else
{
closestBody = Submarine.CheckVisibility(seeingLimb.SimPosition, seeingLimb.SimPosition + diff);
closestBody = Submarine.CheckVisibility(seeingEntity.SimPosition, seeingEntity.SimPosition + diff);
if (!IsBlocking(closestBody))
{
closestBody = Submarine.CheckVisibility(target.SimPosition, target.SimPosition - diff);
@@ -1436,10 +1519,11 @@ namespace Barotrauma
}
else if (body.UserData is Item item && item != target)
{
// TODO: The door collider should be disabled, so this check is probably unnecessary.
var door = item.GetComponent<Door>();
if (door != null)
{
return !door.IsOpen;
return !door.IsOpen && !door.IsBroken;
}
}
return false;
@@ -1466,7 +1550,7 @@ namespace Barotrauma
Structure wall = closestBody.UserData as Structure;
Item item = closestBody.UserData as Item;
Door door = item?.GetComponent<Door>();
return (wall == null || !wall.CastShadow) && (door == null || door.IsOpen);
return (wall == null || !wall.CastShadow) && (door == null || door.IsOpen || door.IsBroken);
}
public bool HasItem(Item item, bool requireEquipped = false) => requireEquipped ? HasEquippedItem(item) : item.IsOwnedBy(this);
@@ -1601,8 +1685,8 @@ namespace Barotrauma
if (IsItemTakenBySomeoneElse(item)) { continue; }
float itemPriority = customPriorityFunction != null ? customPriorityFunction(item) : 1;
if (itemPriority <= 0) { continue; }
Item rootContainer = item.GetRootContainer();
Vector2 itemPos = (rootContainer ?? item).WorldPosition;
Entity rootInventoryOwner = item.GetRootInventoryOwner();
Vector2 itemPos = (rootInventoryOwner ?? item).WorldPosition;
float yDist = Math.Abs(WorldPosition.Y - itemPos.Y);
yDist = yDist > 100 ? yDist * 5 : 0;
float dist = Math.Abs(WorldPosition.X - itemPos.X) + yDist;
@@ -1620,13 +1704,16 @@ namespace Barotrauma
public bool IsItemTakenBySomeoneElse(Item item) => item.FindParentInventory(i => i.Owner != this && i.Owner is Character owner && !owner.IsDead && !owner.Removed) != null;
public bool CanInteractWith(Character c, float maxDist = 200.0f, bool checkVisibility = true)
public bool CanInteractWith(Character c, float maxDist = 200.0f, bool checkVisibility = true, bool skipDistanceCheck = false)
{
if (c == this || Removed || !c.Enabled || !c.CanBeSelected) return false;
if (!c.CharacterHealth.UseHealthWindow && !c.CanBeDragged && c.onCustomInteract == null) return false;
if (c == this || Removed || !c.Enabled || !c.CanBeSelected) { return false; }
if (!c.CharacterHealth.UseHealthWindow && !c.CanBeDragged && c.onCustomInteract == null) { return false; }
maxDist = ConvertUnits.ToSimUnits(maxDist);
if (Vector2.DistanceSquared(SimPosition, c.SimPosition) > maxDist * maxDist) return false;
if (!skipDistanceCheck)
{
maxDist = ConvertUnits.ToSimUnits(maxDist);
if (Vector2.DistanceSquared(SimPosition, c.SimPosition) > maxDist * maxDist) { return false; }
}
return checkVisibility ? CanSeeCharacter(c) : true;
}
@@ -2394,7 +2481,7 @@ namespace Barotrauma
}
}
private readonly float maxAIRange = 10000;
private readonly float maxAIRange = 20000;
private readonly float aiTargetChangeSpeed = 5;
private void UpdateSightRange(float deltaTime)
@@ -2628,40 +2715,60 @@ namespace Barotrauma
GameServer.Log(sb.ToString(), ServerLog.MessageType.Attack);
}
#endif
bool isNotClient = GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient;
TrySeverLimbJoints(limbHit, attack.SeverLimbsProbability);
// Don't allow beheading for monster attacks, because it happens too frequently (crawlers/tigerthreshers etc attacking each other -> they will most often target to the head)
TrySeverLimbJoints(limbHit, attack.SeverLimbsProbability, attackResult.Damage, allowBeheading: AIController == null || AIController is HumanAIController);
return attackResult;
}
public void TrySeverLimbJoints(Limb targetLimb, float severLimbsProbability)
public void TrySeverLimbJoints(Limb targetLimb, float severLimbsProbability, float damage, bool allowBeheading)
{
bool isNotClient = GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient;
if (isNotClient &&
IsDead && Rand.Range(0.0f, 1.0f) < severLimbsProbability)
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
#if DEBUG
if (targetLimb.character != this)
{
foreach (LimbJoint joint in AnimController.LimbJoints)
{
if (joint.CanBeSevered && (joint.LimbA == targetLimb || joint.LimbB == targetLimb))
{
#if CLIENT
CurrentHull?.AddDecal("blood", WorldPosition, Rand.Range(0.5f, 1.5f));
DebugConsole.ThrowError($"{Name} is attempting to sever joints of {targetLimb.character.Name}!");
return;
}
#endif
AnimController.SeverLimbJoint(joint);
if (joint.LimbA == targetLimb)
{
joint.LimbB.body.LinearVelocity += targetLimb.LinearVelocity * 0.5f;
}
else
{
joint.LimbA.body.LinearVelocity += targetLimb.LinearVelocity * 0.5f;
}
}
if (damage < targetLimb.Params.MinSeveranceDamage) { return; }
if (!IsDead)
{
if (!allowBeheading && targetLimb.type == LimbType.Head) { return; }
if (!targetLimb.CanBeSeveredAlive) { return; }
}
bool wasSevered = false;
float random = Rand.Value();
foreach (LimbJoint joint in AnimController.LimbJoints)
{
if (!joint.CanBeSevered) { continue; }
if (joint.LimbA != targetLimb && joint.LimbB != targetLimb) { continue; }
float probability = severLimbsProbability;
if (!IsDead)
{
probability *= joint.Params.SeveranceProbabilityModifier;
}
if (probability <= 0) { continue; }
if (random > probability) { continue; }
bool severed = AnimController.SeverLimbJoint(joint);
if (!wasSevered)
{
wasSevered = severed;
}
if (severed)
{
Limb otherLimb = joint.LimbA == targetLimb ? joint.LimbB : joint.LimbA;
otherLimb.body.ApplyLinearImpulse(targetLimb.LinearVelocity * targetLimb.Mass);
}
}
if (wasSevered)
{
if (targetLimb.character.AIController is EnemyAIController enemyAI)
{
enemyAI.ReevaluateAttacks();
}
ApplyStatusEffects(ActionType.OnSevered, 1.0f);
targetLimb.ApplyStatusEffects(ActionType.OnSevered, 1.0f);
}
}
@@ -2742,6 +2849,10 @@ namespace Barotrauma
AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound);
CharacterHealth.ApplyDamage(hitLimb, attackResult);
ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
if (attackResult.Damage > 0)
{
hitLimb.ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
}
if (attacker != this)
{
OnAttacked?.Invoke(attacker, attackResult);
@@ -2800,8 +2911,10 @@ namespace Barotrauma
{
SelectedConstruction = null;
}
HealthUpdateInterval = 0.0f;
}
private readonly List<ISerializableEntity> targets = new List<ISerializableEntity>();
public void ApplyStatusEffects(ActionType actionType, float deltaTime)
{
foreach (StatusEffect statusEffect in statusEffects)
@@ -2810,30 +2923,61 @@ namespace Barotrauma
if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
{
var targets = new List<ISerializableEntity>();
targets.Clear();
statusEffect.GetNearbyTargets(WorldPosition, targets);
statusEffect.Apply(ActionType.OnActive, deltaTime, this, targets);
}
else
{
statusEffect.Apply(actionType, deltaTime, this, this);
if (statusEffect.targetLimbs != null)
{
foreach (var limbType in statusEffect.targetLimbs)
{
if (statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs))
{
// Target all matching limbs
foreach (var limb in AnimController.Limbs)
{
if (limb.IsSevered) { continue; }
if (limb.type == limbType)
{
statusEffect.Apply(actionType, deltaTime, this, limb);
}
}
}
else if (statusEffect.HasTargetType(StatusEffect.TargetType.Limb))
{
// Target just the first matching limb
Limb limb = AnimController.GetLimb(limbType);
statusEffect.Apply(actionType, deltaTime, this, limb);
}
}
}
}
}
if (actionType != ActionType.OnDamaged && actionType != ActionType.OnSevered)
{
// OnDamaged is called only for the limb that is hit.
AnimController.Limbs.ForEach(l => l.ApplyStatusEffects(actionType, deltaTime));
}
}
private void Implode(bool isNetworkMessage = false)
{
if (CharacterHealth.Unkillable) { return; }
if (CharacterHealth.Unkillable || IsDead) { return; }
if (!isNetworkMessage)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) return;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
}
Kill(CauseOfDeathType.Pressure, null, isNetworkMessage);
CharacterHealth.PressureAffliction.Strength = CharacterHealth.PressureAffliction.Prefab.MaxStrength;
CharacterHealth.SetAllDamage(200.0f, 0.0f, 0.0f);
BreakJoints();
CharacterHealth.ApplyAffliction(null, new Affliction(AfflictionPrefab.Pressure, AfflictionPrefab.Pressure.MaxStrength));
if (isNetworkMessage && GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient && Vitality <= CharacterHealth.MinVitality) { Kill(CauseOfDeathType.Pressure, null, isNetworkMessage: true); }
if (IsDead)
{
BreakJoints();
}
}
public void BreakJoints()
@@ -2841,6 +2985,7 @@ namespace Barotrauma
Vector2 centerOfMass = AnimController.GetCenterOfMass();
foreach (Limb limb in AnimController.Limbs)
{
if (limb.IsSevered) { continue; }
limb.AddDamage(limb.SimPosition, 500.0f, 0.0f, 0.0f, false);
Vector2 diff = centerOfMass - limb.SimPosition;
@@ -2861,7 +3006,10 @@ namespace Barotrauma
foreach (var joint in AnimController.LimbJoints)
{
joint.LimitEnabled = false;
if (joint.revoluteJoint != null)
{
joint.revoluteJoint.LimitEnabled = false;
}
}
}
@@ -2928,9 +3076,12 @@ namespace Barotrauma
AnimController.ResetPullJoints();
foreach (RevoluteJoint joint in AnimController.LimbJoints)
foreach (var joint in AnimController.LimbJoints)
{
joint.MotorEnabled = false;
if (joint.revoluteJoint != null)
{
joint.revoluteJoint.MotorEnabled = false;
}
}
if (GameMain.GameSession != null)
@@ -2961,7 +3112,11 @@ namespace Barotrauma
foreach (LimbJoint joint in AnimController.LimbJoints)
{
joint.MotorEnabled = true;
var revoluteJoint = joint.revoluteJoint;
if (revoluteJoint != null)
{
revoluteJoint.MotorEnabled = true;
}
joint.Enabled = true;
joint.IsSevered = false;
}
@@ -3176,5 +3331,15 @@ namespace Barotrauma
}
return targetPos;
}
public bool IsCaptain => HasJob("captain");
public bool IsEngineer => HasJob("engineer");
public bool IsMechanic => HasJob("mechanic");
public bool IsMedic => HasJob("medicaldoctor");
public bool IsOfficer => HasJob("securityofficer");
public bool IsAsssitant => HasJob("assistant");
public bool IsWatchman => HasJob("watchman");
public bool HasJob(string identifier) => Info?.Job?.Prefab.Identifier == identifier;
}
}