diff --git a/Subsurface/Content/Characters/Human/human.xml b/Subsurface/Content/Characters/Human/human.xml
index 4388d847d..021f592ef 100644
--- a/Subsurface/Content/Characters/Human/human.xml
+++ b/Subsurface/Content/Characters/Human/human.xml
@@ -8,10 +8,10 @@
walkanimspeed="4.58"
movementlerp="0.4"
legtorque="15.0"
- thightorque="-5.0">
+ thightorque="-5.0"
+ swimspeed="2.0">
-
-
+
diff --git a/Subsurface/Content/Characters/Husk/husk.xml b/Subsurface/Content/Characters/Husk/husk.xml
index e3cbf0e71..d7ba207a7 100644
--- a/Subsurface/Content/Characters/Husk/husk.xml
+++ b/Subsurface/Content/Characters/Husk/husk.xml
@@ -11,8 +11,10 @@
movementlerp="0.4"
legtorque="15.0"
thightorque="-5.0"
- walkspeed="2.0"
- swimspeed="2.0">
+ walkspeed="1.2"
+ swimspeed="2.5">
+
+
diff --git a/Subsurface/Source/Characters/AI/HumanAIController.cs b/Subsurface/Source/Characters/AI/HumanAIController.cs
index 9ab385454..68b2e0102 100644
--- a/Subsurface/Source/Characters/AI/HumanAIController.cs
+++ b/Subsurface/Source/Characters/AI/HumanAIController.cs
@@ -71,36 +71,21 @@ namespace Barotrauma
steeringManager.Update(moveSpeed);
- Character.AnimController.IgnorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f &&
+ bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f &&
(-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
var currPath = (steeringManager as IndoorsSteeringManager).CurrentPath;
if (currPath != null && currPath.CurrentNode != null)
{
- if (currPath.CurrentNode.WorldPosition.Y < Character.WorldPosition.Y - 200)
+ if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
{
- Character.AnimController.IgnorePlatforms = true;
+ ignorePlatforms = true;
}
-
- //if (Character.AnimController.Stairs != null)
- //{
- // float yDiff = currPath.CurrentNode.WorldPosition.Y - Character.WorldPosition.Y;
-
- // if (Math.Abs(yDiff) > 20.0f)
- // {
- // int dir = Math.Sign(yDiff);
-
- // float movement = Character.AnimController.Stairs.StairDirection == Direction.Right ?
- // dir * Character.AnimController.TargetMovement.Length() : -dir * Character.AnimController.TargetMovement.Length();
-
- // steeringManager.SteeringManual(deltaTime, new Vector2(movement*2, 0.0f));
- // }
- //}
}
+ Character.AnimController.IgnorePlatforms = ignorePlatforms;
(Character.AnimController as HumanoidAnimController).Crouching = false;
-
if (!Character.AnimController.InWater)
{
Character.AnimController.TargetMovement = new Vector2(
diff --git a/Subsurface/Source/Characters/AI/IndoorsSteeringManager.cs b/Subsurface/Source/Characters/AI/IndoorsSteeringManager.cs
index 928487bd9..aeaf5feb9 100644
--- a/Subsurface/Source/Characters/AI/IndoorsSteeringManager.cs
+++ b/Subsurface/Source/Characters/AI/IndoorsSteeringManager.cs
@@ -88,6 +88,13 @@ namespace Barotrauma
Vector2 diff = DiffToCurrentNode();
+ var collider = character.AnimController.Collider;
+ //if not in water and the waypoint is between the top and bottom of the collider, no need to move vertically
+ if (!character.AnimController.InWater && diff.Y < collider.height / 2 + collider.radius)
+ {
+ diff.Y = 0.0f;
+ }
+
if (diff == Vector2.Zero) return -host.Steering;
return Vector2.Normalize(diff) * speed;
@@ -95,7 +102,7 @@ namespace Barotrauma
private Vector2 DiffToCurrentNode()
{
- if (currentPath == null || currentPath.Finished) return Vector2.Zero;
+ if (currentPath == null || currentPath.Finished || currentPath.Unreachable) return Vector2.Zero;
if (currentPath.Finished)
{
diff --git a/Subsurface/Source/Characters/AI/PathFinder.cs b/Subsurface/Source/Characters/AI/PathFinder.cs
index 984cd01fe..90b8639ed 100644
--- a/Subsurface/Source/Characters/AI/PathFinder.cs
+++ b/Subsurface/Source/Characters/AI/PathFinder.cs
@@ -168,7 +168,10 @@ namespace Barotrauma
//if searching for a path inside the sub, make sure the waypoint is visible
if (insideSubmarine)
{
- var body = Submarine.CheckVisibility(start, node.Waypoint.SimPosition);
+ var body = Submarine.PickBody(
+ start, node.Waypoint.SimPosition, null,
+ Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs | Physics.CollisionPlatform);
+
if (body != null && body.UserData is Structure) continue;
}
diff --git a/Subsurface/Source/Characters/AI/SteeringManager.cs b/Subsurface/Source/Characters/AI/SteeringManager.cs
index 86c21af93..4c0b6aee3 100644
--- a/Subsurface/Source/Characters/AI/SteeringManager.cs
+++ b/Subsurface/Source/Characters/AI/SteeringManager.cs
@@ -62,6 +62,13 @@ namespace Barotrauma
public virtual void Update(float speed = 1.0f)
{
+ if (steering == Vector2.Zero || !MathUtils.IsValid(steering))
+ {
+ steering = Vector2.Zero;
+ host.Steering = Vector2.Zero;
+ return;
+ }
+
float steeringSpeed = steering.Length();
if (steeringSpeed>speed)
{
diff --git a/Subsurface/Source/Characters/Animation/FishAnimController.cs b/Subsurface/Source/Characters/Animation/FishAnimController.cs
index ef06e64e3..812fd6e9c 100644
--- a/Subsurface/Source/Characters/Animation/FishAnimController.cs
+++ b/Subsurface/Source/Characters/Animation/FishAnimController.cs
@@ -430,6 +430,7 @@ namespace Barotrauma
l.body.SetTransform(l.SimPosition,
-l.body.Rotation);
}
+
}
public override Vector2 EstimateCurrPosition(Vector2 prevPosition, float timePassed)
@@ -443,38 +444,14 @@ namespace Barotrauma
private void Mirror()
{
- //float leftX = Limbs[0].SimPosition.X, rightX = Limbs[0].SimPosition.X;
- //for (int i = 1; i < Limbs.Count(); i++ )
- //{
- // if (Limbs[i].SimPosition.X < leftX)
- // {
- // leftX = Limbs[i].SimPosition.X;
- // }
- // else if (Limbs[i].SimPosition.X > rightX)
- // {
- // rightX = Limbs[i].SimPosition.X;
- // }
- //}
-
- float midX = GetCenterOfMass().X;
+ Vector2 centerOfMass = GetCenterOfMass();
foreach (Limb l in Limbs)
{
- Vector2 newPos = new Vector2(midX - (l.SimPosition.X - midX), l.SimPosition.Y);
-
- if (Submarine.CheckVisibility(l.SimPosition, newPos) != null)
- {
- Vector2 diff = newPos - l.SimPosition;
-
- l.body.SetTransform(
- l.SimPosition + Submarine.LastPickedFraction * diff * 0.8f, l.body.Rotation);
- }
- else
- {
- l.body.SetTransform(newPos, l.body.Rotation);
- }
-
-
+ TrySetLimbPosition(l,
+ centerOfMass,
+ new Vector2(centerOfMass.X - (l.SimPosition.X - centerOfMass.X), l.SimPosition.Y),
+ true);
}
}
diff --git a/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs b/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
index a3b8e6118..37f3afef9 100644
--- a/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
+++ b/Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
@@ -215,7 +215,7 @@ namespace Barotrauma
if (onFloorTimer <= 0.0f)
{
onGround = false;
- if (GetLimb(LimbType.Torso).inWater) inWater = true;
+ //if (GetLimb(LimbType.Torso).inWater) inWater = true;
//TODO: joku järkevämpi systeemi
//if (!inWater && lastTimeOnFloor + 200 < gameTime.TotalGameTime.Milliseconds)
// stunTimer = Math.Max(stunTimer, (float)gameTime.TotalGameTime.TotalMilliseconds + 100.0f);
@@ -227,13 +227,34 @@ namespace Barotrauma
//re-enable collider (unless swimming)
- if (!collider.FarseerBody.Enabled && !swimming)
+ if (!collider.FarseerBody.Enabled)
{
var lowestLimb = FindLowestLimb();
- collider.SetTransform(lowestLimb.SimPosition + Vector2.UnitY * (collider.radius + collider.height / 2), 0.0f);
+ collider.SetTransform(new Vector2(
+ collider.SimPosition.X,
+ Math.Max(lowestLimb.SimPosition.Y + (collider.radius + collider.height / 2), collider.SimPosition.Y)),
+ 0.0f);
collider.FarseerBody.Enabled = true;
}
+ if (swimming)
+ {
+ collider.FarseerBody.FixedRotation = false;
+ }
+ else if (!collider.FarseerBody.FixedRotation)
+ {
+ if (Math.Abs(MathUtils.GetShortestAngle(collider.Rotation, 0.0f)) > 0.001f)
+ {
+ collider.AngularVelocity = MathUtils.GetShortestAngle(collider.Rotation, 0.0f) * 60.0f;
+ collider.FarseerBody.FixedRotation = false;
+ }
+ else
+ {
+ collider.FarseerBody.FixedRotation = true;
+ }
+ }
+
+
if (character.LockHands)
{
var leftHand = GetLimb(LimbType.LeftHand);
@@ -368,7 +389,6 @@ namespace Barotrauma
}
Vector2 colliderPos = GetColliderBottom();
-
if (Math.Abs(TargetMovement.X) > 1.0f)
{
int limbsInWater = 0;
@@ -630,14 +650,16 @@ namespace Barotrauma
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
- collider.FarseerBody.Enabled = false;
- collider.SetTransform(torso.SimPosition, 0.0f);
+ //collider.FarseerBody.Enabled = false;
+ //collider.SetTransform(torso.SimPosition, 0.0f);
- if (currentHull != null && (currentHull.Rect.Y - currentHull.Surface > 50.0f) && !head.inWater)
+ // float colliderTop = collider.SimPosition.Y + (float)Math.Cos(collider.Rotation) * (collider.radius + collider.height / 2);
+
+ if (currentHull != null && (currentHull.Rect.Y - currentHull.Surface > 50.0f))
{
- surfaceLimiter = (ConvertUnits.ToDisplayUnits(head.SimPosition.Y) - surfaceY);
+ surfaceLimiter = (ConvertUnits.ToDisplayUnits(collider.SimPosition.Y + 0.4f) - surfaceY);
surfaceLimiter = Math.Max(1.0f, surfaceLimiter);
- if (surfaceLimiter > 20.0f) return;
+ if (surfaceLimiter > 50.0f) return;
}
Limb leftHand = GetLimb(LimbType.LeftHand);
@@ -645,9 +667,8 @@ namespace Barotrauma
Limb leftFoot = GetLimb(LimbType.LeftFoot);
Limb rightFoot = GetLimb(LimbType.RightFoot);
-
-
- float rotation = MathHelper.WrapAngle(torso.Rotation);
+
+ float rotation = MathHelper.WrapAngle(collider.Rotation);
rotation = MathHelper.ToDegrees(rotation);
if (rotation < 0.0f) rotation += 360;
@@ -666,7 +687,10 @@ namespace Barotrauma
{
if (!aiming)
{
- torso.body.SmoothRotate(MathUtils.VectorToAngle(TargetMovement) - MathHelper.PiOver2);
+ float newRotation = MathUtils.VectorToAngle(TargetMovement) - MathHelper.PiOver2;
+ collider.SmoothRotate(newRotation, 5.0f);
+ //torso.body.SmoothRotate(newRotation);
+
}
}
else
@@ -678,23 +702,34 @@ namespace Barotrauma
TargetMovement = new Vector2(0.0f, -0.1f);
- torso.body.SmoothRotate(MathUtils.VectorToAngle(diff));
+ float newRotation = MathUtils.VectorToAngle(diff);
+ collider.SmoothRotate(newRotation, 5.0f);
}
}
+ torso.body.SmoothRotate(collider.Rotation);
+ torso.body.MoveToPos(collider.SimPosition + new Vector2((float)Math.Sin(-collider.Rotation), (float)Math.Cos(-collider.Rotation))*0.4f, 5.0f);
+
if (TargetMovement == Vector2.Zero) return;
- movement = MathUtils.SmoothStep(movement, TargetMovement * swimSpeed, 0.3f);
+ movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
//dont try to move upwards if head is already out of water
if (surfaceLimiter > 1.0f && TargetMovement.Y > 0.0f)
{
if (TargetMovement.X == 0.0f)
{
- head.body.ApplyForce(head.Mass * new Vector2(-Dir * 5.1f, -5.0f));
- torso.body.ApplyForce(torso.Mass * new Vector2(-Dir * 5.1f, -15.0f));
- leftFoot.body.ApplyForce(leftFoot.Mass * new Vector2(0.0f, -80.0f));
- rightFoot.body.ApplyForce(rightFoot.Mass * new Vector2(0.0f, -80.0f));
+ //pull head above water
+ head.body.SmoothRotate(0.0f, 5.0f);
+
+
+ walkPos += 0.05f;
+
+ //push feet downwards
+ //leftFoot.body.ApplyForce(leftFoot.Mass * new Vector2(0.0f, -50.0f));
+ // rightFoot.body.ApplyForce(rightFoot.Mass * new Vector2(0.0f, -50.0f));
+
+
}
else
{
@@ -703,23 +738,17 @@ namespace Barotrauma
* Math.Sign(TargetMovement.X),
Math.Max(TargetMovement.Y, TargetMovement.Y * 0.2f));
- head.body.ApplyTorque(Dir * 0.1f);
+ //turn head above the water
+ head.body.ApplyTorque(Dir);
}
movement.Y = movement.Y - (surfaceLimiter - 1.0f) * 0.01f;
}
- movement.Y -= 0.05f;
-
- head.body.ApplyForce((new Vector2(movement.X,
- movement.Y / surfaceLimiter + 0.2f) - head.body.LinearVelocity * 0.2f) *
- 30.0f * head.body.Mass);
-
- torso.body.ApplyForce((new Vector2(movement.X,
- movement.Y / surfaceLimiter + 0.2f) - torso.body.LinearVelocity * 0.2f) * 10.0f * torso.body.Mass);
-
+ collider.LinearVelocity = Vector2.Lerp(collider.LinearVelocity, movement * swimSpeed, movementLerp);
+
walkPos += movement.Length() * 0.15f;
- footPos = (leftFoot.SimPosition + rightFoot.SimPosition) / 2.0f;
+ footPos = collider.SimPosition - new Vector2((float)Math.Sin(-collider.Rotation), (float)Math.Cos(-collider.Rotation)) * 0.4f;
var rightThigh = GetLimb(LimbType.RightThigh);
var leftThigh = GetLimb(LimbType.LeftThigh);
@@ -730,41 +759,32 @@ namespace Barotrauma
Vector2 transformedFootPos = new Vector2((float)Math.Sin(walkPos) * 0.5f, 0.0f);
transformedFootPos = Vector2.Transform(
transformedFootPos,
- Matrix.CreateRotationZ(torso.body.Rotation));
+ Matrix.CreateRotationZ(collider.Rotation));
- if (Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, rightThigh.Rotation)) < 0.3f)
- {
- MoveLimb(rightFoot, footPos - transformedFootPos, 1.0f);
- }
- if (Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, leftThigh.Rotation)) < 0.3f)
- {
- MoveLimb(leftFoot, footPos + transformedFootPos, 1.0f);
- }
+ MoveLimb(rightFoot, footPos - transformedFootPos, 1.0f);
+ MoveLimb(leftFoot, footPos + transformedFootPos, 1.0f);
handPos = (torso.SimPosition + head.SimPosition) / 2.0f;
- //if (!rightHand.Disabled) rightHand.body.ApplyTorque(leftHand.body.Mass * Dir);
- //if (!leftHand.Disabled) leftHand.body.ApplyTorque(leftHand.body.Mass * Dir);
-
//at the surface, not moving sideways -> hands just float around
if (!headInWater && TargetMovement.X == 0.0f && TargetMovement.Y > 0)
{
handPos.X = handPos.X + Dir * 0.6f;
- float wobbleAmount = 0.05f;
+ float wobbleAmount = 0.1f;
if (!rightHand.Disabled)
{
MoveLimb(rightHand, new Vector2(
handPos.X + (float)Math.Sin(walkPos / 1.5f) * wobbleAmount,
- handPos.Y + (float)Math.Sin(walkPos / 3.5f) * wobbleAmount - 0.0f), 1.5f);
+ handPos.Y + (float)Math.Sin(walkPos / 3.5f) * wobbleAmount - 0.25f), 1.5f);
}
if (!leftHand.Disabled)
{
MoveLimb(leftHand, new Vector2(
handPos.X + (float)Math.Sin(walkPos / 2.0f) * wobbleAmount,
- handPos.Y + (float)Math.Sin(walkPos / 3.0f) * wobbleAmount - 0.0f), 1.5f);
+ handPos.Y + (float)Math.Sin(walkPos / 3.0f) * wobbleAmount - 0.25f), 1.5f);
}
return;
@@ -772,8 +792,8 @@ namespace Barotrauma
handPos += head.LinearVelocity * 0.1f;
- float handCyclePos = walkPos / 2.0f;
- float handPosX = (float)Math.Cos(handCyclePos * Dir) * 0.4f;
+ float handCyclePos = walkPos / 3.0f * -Dir;
+ float handPosX = (float)Math.Cos(handCyclePos) * 0.4f;
float handPosY = (float)Math.Sin(handCyclePos) * 1.0f;
handPosY = MathHelper.Clamp(handPosY, -0.8f, 0.8f);
@@ -782,21 +802,18 @@ namespace Barotrauma
if (!rightHand.Disabled)
{
Vector2 rightHandPos = new Vector2(-handPosX, -handPosY);
- rightHandPos.X = (Dir == 1.0f) ? Math.Max(0.2f, rightHandPos.X) : Math.Min(-0.2f, rightHandPos.X);
+ rightHandPos.X = (Dir == 1.0f) ? Math.Max(0.3f, rightHandPos.X) : Math.Min(-0.3f, rightHandPos.X);
rightHandPos = Vector2.Transform(rightHandPos, rotationMatrix);
- //MoveLimb(rightHand, handPos + rightHandPos, 1.5f);
-
HandIK(rightHand, handPos + rightHandPos, 0.5f);
}
if (!leftHand.Disabled)
{
Vector2 leftHandPos = new Vector2(handPosX, handPosY);
- leftHandPos.X = (Dir == 1.0f) ? Math.Max(0.2f, leftHandPos.X) : Math.Min(-0.2f, leftHandPos.X);
+ leftHandPos.X = (Dir == 1.0f) ? Math.Max(0.3f, leftHandPos.X) : Math.Min(-0.3f, leftHandPos.X);
leftHandPos = Vector2.Transform(leftHandPos, rotationMatrix);
- //MoveLimb(leftHand, handPos + leftHandPos,1.5f);
HandIK(leftHand, handPos + leftHandPos, 0.5f);
}
}
@@ -813,10 +830,6 @@ namespace Barotrauma
IgnorePlatforms = true;
Vector2 tempTargetMovement = TargetMovement;
- //if (TargetMovement.Y != 0.0f)
- //{
- // tempTargetMovement.Y = Math.Max(Math.Abs(TargetMovement.Y), 0.6f) * Math.Sign(TargetMovement.Y);
- //}
movement = MathUtils.SmoothStep(movement, tempTargetMovement, 0.3f);
Limb leftFoot = GetLimb(LimbType.LeftFoot);
diff --git a/Subsurface/Source/Characters/Animation/Ragdoll.cs b/Subsurface/Source/Characters/Animation/Ragdoll.cs
index ac9c5b529..d60c9640f 100644
--- a/Subsurface/Source/Characters/Animation/Ragdoll.cs
+++ b/Subsurface/Source/Characters/Animation/Ragdoll.cs
@@ -279,10 +279,11 @@ namespace Barotrauma
if (collider == null)
{
DebugConsole.ThrowError("No collider configured for ''"+character.Name+"''!");
- collider = new PhysicsBody(0.0f, 0.0f, 16.0f, 5.0f);
+ collider = new PhysicsBody(0.0f, 0.0f, 0.1f, 5.0f);
}
collider.CollisionCategories = Physics.CollisionCharacter;
+ collider.FarseerBody.AngularDamping = 5.0f;
collider.FarseerBody.FixedRotation = true;
collider.FarseerBody.OnCollision += OnLimbCollision;
@@ -388,71 +389,30 @@ namespace Barotrauma
else if (structure.StairDirection != Direction.None)
{
stairs = null;
-
- //---------------
+ //don't collider with stairs if
+
+ //1. bottom of the collider is at the bottom of the stairs and the character isn't trying to move upwards
float stairBottomPos = ConvertUnits.ToSimUnits(structure.Rect.Y - structure.Rect.Height + 10);
if (colliderBottom.Y < stairBottomPos && targetMovement.Y < 0.5f) return false;
- //---------------
-
+ //2. bottom of the collider is at the top of the stairs and the character isn't trying to move downwards
if (targetMovement.Y >= 0.0f && colliderBottom.Y >= ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y*5)) return false;
-
- //---------------
-
+
+ //3. collided with the stairs from below
if (contact.Manifold.LocalNormal.Y < 0.0f) return false;
- //---------------
-
+ //4. contact points is above the bottom half of the collider
Vector2 normal; FarseerPhysics.Common.FixedArray2 points;
-
contact.GetWorldManifold(out normal, out points);
if (points[0].Y > collider.SimPosition.Y) return false;
- //---------------
-
+ //5. in water
if (inWater && targetMovement.Y < 0.5f) return false;
//---------------
stairs = structure;
-
- //float stairPosY = structure.StairDirection == Direction.Right ?
- // lowestLimb.Position.X - structure.Rect.X : structure.Rect.Width - (lowestLimb.Position.X - structure.Rect.X);
-
-
- //if (lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + stairPosY - 10.0f) return false;
-
-
-
- //if (targetMovement.Y < 0.5f)
- //{
- // if (inWater || lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + 50.0f)
- // {
- // stairs = null;
- // return false;
- // }
- //}
-
-
-
- //if (limb != null)// && (limb.type == LimbType.LeftFoot || limb.type == LimbType.RightFoot))
- //{
- // if (contact.Manifold.LocalNormal.Y >= 0.0f)
- // {
- // if (limb.SimPosition.Y < lowestLimb.SimPosition.Y+0.2f)
- // {
- // stairs = structure;
- // return true;
- // }
-
- // }
- // else
- // {
- // stairs = null;
- // return false;
- // }
- //}
}
CalculateImpact(f1, f2, contact);
@@ -478,13 +438,11 @@ namespace Barotrauma
float impact = Vector2.Dot(velocity, -normal);
+ float volume = Math.Min(impact, 1.0f);
if (f1.Body.UserData is Limb)
{
Limb limb = (Limb)f1.Body.UserData;
-
- float volume = stairs == null ? impact / 5.0f : impact;
- volume = Math.Min(impact, 1.0f);
-
+
if (impact > 0.5f && limb.HitSound != null && limb.soundTimer <= 0.0f)
{
limb.soundTimer = Limb.SoundInterval;
@@ -496,11 +454,11 @@ namespace Barotrauma
if (!character.IsNetworkPlayer || GameMain.Server != null)
{
character.AddDamage(CauseOfDeath.Damage, impact - 8.0f, null);
-
+ if (impact > 8.0f) SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, collider);
strongestImpact = Math.Max(strongestImpact, impact - 8.0f);
}
- SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, collider);
+
if (Character.Controlled == character) GameMain.GameScreen.Cam.Shake = strongestImpact;
}
@@ -532,21 +490,11 @@ namespace Barotrauma
if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
pos.Y = -pos.Y;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
-
- //if (limb.AnimTargetPos == Vector2.Zero) continue;
-
- //Vector2 pos2 = ConvertUnits.ToDisplayUnits(limb.AnimTargetPos);
- //pos2.Y = -pos2.Y;
- //GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos2.X, (int)pos2.Y, 5, 5), Color.Blue, true, 0.01f);
-
- //GUI.DrawLine(spriteBatch, pos, pos2, Color.Green);
}
limb.body.DebugDraw(spriteBatch, character.Submarine == null ? Color.Cyan : Color.White);
}
-
-
-
+
collider.DebugDraw(spriteBatch, character.Submarine == null ? Color.Cyan : Color.White);
foreach (RevoluteJoint joint in limbJoints)
@@ -765,8 +713,6 @@ namespace Barotrauma
Vector2 flowForce = Vector2.Zero;
- //FindLowestLimb();
-
FindHull();
splashSoundTimer -= deltaTime;
@@ -784,10 +730,26 @@ namespace Barotrauma
inWater = false;
headInWater = false;
+ var colliderB = GetColliderBottom().Y;
+ float surf = ConvertUnits.ToSimUnits(currentHull.Surface);
+
if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
- ConvertUnits.ToSimUnits(currentHull.Surface) - GetColliderBottom().Y > HeadPosition * 0.95f)
+ ConvertUnits.ToSimUnits(currentHull.Surface) - GetFloorY() > HeadPosition * 0.95f)
inWater = true;
}
+
+ if (flowForce.LengthSquared() > 0.001f)
+ {
+ collider.ApplyForce(flowForce);
+ }
+
+ if (currentHull==null ||
+ currentHull.Volume > currentHull.FullVolume * 0.95f ||
+ ConvertUnits.ToSimUnits(currentHull.Surface) > collider.SimPosition.Y)
+ {
+ collider.ApplyWaterForces();
+ }
+
foreach (Limb limb in Limbs)
{
@@ -809,10 +771,9 @@ namespace Barotrauma
{
limb.inWater = true;
- if (flowForce.Length() > 0.01f)
+ if (flowForce.LengthSquared() > 0.001f)
{
limb.body.ApplyForce(flowForce);
- if (flowForce.Length() > 15.0f) surfaceY = limbHull.Surface;
}
surfaceY = limbHull.Surface;
@@ -820,7 +781,6 @@ namespace Barotrauma
if (limb.type == LimbType.Head)
{
headInWater = true;
- surfaceY = limbHull.Surface;
}
}
//the limb has gone through the surface of the water
@@ -828,9 +788,9 @@ namespace Barotrauma
{
//create a splash particle
- GameMain.ParticleManager.CreateParticle("watersplash",
+ var p = GameMain.ParticleManager.CreateParticle("watersplash",
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
- new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 10.0f)),
+ new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)),
0.0f, limbHull);
GameMain.ParticleManager.CreateParticle("bubbles",
@@ -860,7 +820,65 @@ namespace Barotrauma
}
limb.Update(deltaTime);
- }
+ }
+ }
+
+ private float GetFloorY()
+ {
+ Vector2 rayStart = collider.SimPosition;
+ Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition);
+
+ var lowestLimb = FindLowestLimb();
+
+ float closestFraction = 1;
+ GameMain.World.RayCast((fixture, point, normal, fraction) =>
+ {
+ switch (fixture.CollisionCategories)
+ {
+ case Physics.CollisionStairs:
+ if (inWater && TargetMovement.Y < 0.5f) return -1;
+ //Structure structure = fixture.Body.UserData as Structure;
+ //if (stairs == null && structure != null)
+ //{
+ // if (LowestLimb.SimPosition.Y < structure.SimPosition.Y)
+ // {
+ // return -1;
+ // }
+ // else
+ // {
+ // stairs = structure;
+ // }
+ //}
+ break;
+ case Physics.CollisionPlatform:
+ Structure platform = fixture.Body.UserData as Structure;
+ if (IgnorePlatforms || lowestLimb.Position.Y < platform.Rect.Y) return -1;
+ break;
+ case Physics.CollisionWall:
+ break;
+ default:
+ return -1;
+ }
+
+ if (fraction < closestFraction)
+ {
+ closestFraction = fraction;
+ }
+
+ return closestFraction;
+ }
+ , rayStart, rayEnd);
+
+
+ if (closestFraction == 1) //raycast didn't hit anything
+ {
+ return (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
+ }
+ else
+ {
+ return rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
+ }
+
}
public void SetPosition(Vector2 simPosition, bool lerp = false)
diff --git a/Subsurface/Source/Characters/Limb.cs b/Subsurface/Source/Characters/Limb.cs
index 3a64d27ae..05e254bb6 100644
--- a/Subsurface/Source/Characters/Limb.cs
+++ b/Subsurface/Source/Characters/Limb.cs
@@ -441,31 +441,7 @@ namespace Barotrauma
if (inWater)
{
- //buoyancy
- Vector2 buoyancy = new Vector2(0, Mass * 9.6f);
-
- //drag
- Vector2 velDir = Vector2.Normalize(LinearVelocity);
-
- Vector2 line = new Vector2((float)Math.Cos(body.Rotation), (float)Math.Sin(body.Rotation));
- line *= ConvertUnits.ToSimUnits(sprite.size.Y);
-
- Vector2 normal = new Vector2(-line.Y, line.X);
- normal = Vector2.Normalize(-normal);
-
- float dragDot = Math.Abs(Vector2.Dot(normal, velDir));
- Vector2 dragForce = Vector2.Zero;
- if (dragDot > 0)
- {
- float vel = LinearVelocity.Length()*2.0f;
- float drag = dragDot * vel * vel
- * ConvertUnits.ToSimUnits(sprite.size.Y);
- dragForce = Math.Min(drag, Mass*1000.0f) * -velDir;
- //if (dragForce.Length() > 100.0f) { }
- }
-
- body.ApplyForce(dragForce + buoyancy);
- body.ApplyTorque(body.AngularVelocity * body.Mass * -0.08f);
+ body.ApplyWaterForces();
}
if (character.IsDead) return;
diff --git a/Subsurface/Source/Items/Components/Holdable/Propulsion.cs b/Subsurface/Source/Items/Components/Holdable/Propulsion.cs
index eb63e15d4..25f730f0d 100644
--- a/Subsurface/Source/Items/Components/Holdable/Propulsion.cs
+++ b/Subsurface/Source/Items/Components/Holdable/Propulsion.cs
@@ -71,23 +71,18 @@ namespace Barotrauma.Items.Components
if (character.AnimController.InWater) character.AnimController.TargetMovement = dir;
- if (item.body.Enabled && false)
+ foreach (Limb limb in character.AnimController.Limbs)
{
- item.body.ApplyForce(propulsion);
+ if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item)==null) continue;
+
+ limb.body.ApplyForce(propulsion);
}
- else
- {
- foreach (Limb limb in character.AnimController.Limbs)
- {
- if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item)==null) continue;
- limb.body.ApplyForce(propulsion);
- }
+ character.AnimController.Collider.ApplyForce(propulsion);
- if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
-
- if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
- }
+ if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
+ if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
+
if (!string.IsNullOrWhiteSpace(particles))
{
diff --git a/Subsurface/Source/Map/Submarine.cs b/Subsurface/Source/Map/Submarine.cs
index 805201bf4..22937b677 100644
--- a/Subsurface/Source/Map/Submarine.cs
+++ b/Subsurface/Source/Map/Submarine.cs
@@ -422,7 +422,6 @@ namespace Barotrauma
Structure structure = fixture.Body.UserData as Structure;
if (structure != null)
{
- if (!structure.HasBody) return -1;
if (structure.IsPlatform && collisionCategory != null && !((Category)collisionCategory).HasFlag(Physics.CollisionPlatform)) return -1;
}
diff --git a/Subsurface/Source/Map/SubmarineBody.cs b/Subsurface/Source/Map/SubmarineBody.cs
index 91f304f15..0b95234df 100644
--- a/Subsurface/Source/Map/SubmarineBody.cs
+++ b/Subsurface/Source/Map/SubmarineBody.cs
@@ -558,6 +558,8 @@ namespace Barotrauma
{
limb.body.ApplyLinearImpulse(limb.Mass * impulse);
}
+
+ c.AnimController.Collider.ApplyLinearImpulse(c.AnimController.Collider.Mass * impulse);
}
foreach (Item item in Item.ItemList)
diff --git a/Subsurface/Source/Physics/PhysicsBody.cs b/Subsurface/Source/Physics/PhysicsBody.cs
index 37bc9b2cf..49644e33c 100644
--- a/Subsurface/Source/Physics/PhysicsBody.cs
+++ b/Subsurface/Source/Physics/PhysicsBody.cs
@@ -352,6 +352,39 @@ namespace Barotrauma
body.ApplyLinearImpulse((deltaPos - vel * 0.5f) * body.Mass, (Vector2)pullPos);
}
+ ///
+ /// Applies buoyancy, drag and angular drag caused by water
+ ///
+ public void ApplyWaterForces()
+ {
+ //buoyancy
+ Vector2 buoyancy = new Vector2(0, Mass * 9.6f);
+
+ //drag
+ Vector2 velDir = Vector2.Normalize(LinearVelocity);
+
+ Vector2 line = new Vector2((float)Math.Cos(body.Rotation), (float)Math.Sin(body.Rotation));
+ line *= Math.Max(height + radius*2, height);
+
+ Vector2 normal = new Vector2(-line.Y, line.X);
+ normal = Vector2.Normalize(-normal);
+
+ float dragDot = Math.Abs(Vector2.Dot(normal, velDir));
+ Vector2 dragForce = Vector2.Zero;
+ if (dragDot > 0)
+ {
+ float vel = LinearVelocity.Length() * 2.0f;
+ float drag = dragDot * vel * vel
+ * Math.Max(height + radius * 2, height);
+ dragForce = Math.Min(drag, Mass * 1000.0f) * -velDir;
+ //if (dragForce.Length() > 100.0f) { }
+ }
+
+ body.ApplyForce(dragForce + buoyancy);
+ body.ApplyTorque(body.AngularVelocity * body.Mass * -0.08f);
+ }
+
+
public void UpdateDrawPosition()
{
drawPosition = Timing.Interpolate(prevPosition, body.Position) - offsetFromTargetPos;