v1.7.7.0 (Winter Update 2024)

This commit is contained in:
Regalis11
2024-12-11 13:26:13 +02:00
parent 7d5b7a310a
commit f6349b2175
256 changed files with 4794 additions and 1653 deletions
@@ -93,6 +93,9 @@ namespace Barotrauma
character.AnimController.Anim = AnimController.Animation.None;
}
character.AnimController.IgnorePlatforms = character.MemState[0].IgnorePlatforms;
character.AnimController.overrideTargetMovement = character.MemState[0].TargetMovement;
Vector2 newVelocity = Collider.LinearVelocity;
Vector2 newPosition = Collider.SimPosition;
float newRotation = Collider.Rotation;
@@ -103,16 +106,17 @@ namespace Barotrauma
{
newVelocity = newVelocity.ClampLength(100.0f);
if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
Collider.LinearVelocity = newVelocity;
Collider.AngularVelocity = newAngularVelocity;
}
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
float errorTolerance = character.CanMove && (!character.IsRagdolled || character.AnimController.IsHangingWithRope) ? 0.01f : 0.2f;
float errorTolerance =
ColliderControlsMovement && (!character.IsRagdolled || character.AnimController.IsHangingWithRope) ? 0.01f : 0.2f;
if (distSqrd > errorTolerance)
{
if (distSqrd > 10.0f || !character.CanMove)
character.AnimController.BodyInRest = false;
if (distSqrd > 10.0f)
{
Collider.TargetRotation = newRotation;
if (distSqrd > 10.0f)
@@ -126,28 +130,31 @@ namespace Barotrauma
}
}
SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
//make sure ragdoll isn't stuck at the wrong side of a platform if the movement is controlled by the ragdoll, and the ragdoll has come to rest server-side
if (!ColliderControlsMovement && newVelocity.LengthSquared() < 0.01f) { TryPlatformCorrection(newPosition); }
}
else
else if (ColliderControlsMovement)
{
Collider.TargetRotation = newRotation;
Collider.TargetPosition = newPosition;
Collider.MoveToTargetPosition(true);
}
}
//immobilized characters can't correct their position using AnimController movement
// -> we need to correct it manually
if (!character.CanMove)
{
float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
float mainLimbErrorTolerance = 0.1f;
//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
//don't attempt to correct the position.
if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
else
{
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
MainLimb.body.LinearVelocity = newVelocity;
float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, newPosition);
float mainLimbErrorTolerance = 0.1f;
//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
//don't attempt to correct the position.
if (mainLimbDistSqrd > mainLimbErrorTolerance)
{
MainLimb.PullJointWorldAnchorB = newPosition;
MainLimb.PullJointEnabled = true;
if (!ColliderControlsMovement && newVelocity.LengthSquared() < 0.01f) { TryPlatformCorrection(newPosition); }
}
else
{
MainLimb.body.LinearVelocity = newVelocity;
}
}
}
}
@@ -179,9 +186,9 @@ namespace Barotrauma
}
}
if (character.MemState.Count < 1) return;
if (character.MemState.Count < 1) { return; }
overrideTargetMovement = Vector2.Zero;
overrideTargetMovement = null;
CharacterStateInfo serverPos = character.MemState.Last();
@@ -294,6 +301,38 @@ namespace Barotrauma
character.MemState.Clear();
}
}
/// <summary>
/// Attempts to correct the ragdoll to the correct side of a platform if the server position is above the platform and some of the ragdoll's limbs below it client-side, or vice versa.
/// </summary>
private void TryPlatformCorrection(Vector2 serverPos)
{
float highestPos = limbs.Where(static l => !l.IsSevered).Max(static l => l.SimPosition.Y);
highestPos = Math.Max(serverPos.Y, highestPos);
float lowestPos = limbs.Where(static l => !l.IsSevered).Min(static l => l.SimPosition.Y);
lowestPos = Math.Min(serverPos.Y, lowestPos);
var platform = Submarine.PickBody(new Vector2(serverPos.X, highestPos), new Vector2(serverPos.X, lowestPos), collisionCategory: Physics.CollisionPlatform, allowInsideFixture: true);
if (platform == null) { return; }
int serverDir = Math.Sign(serverPos.Y - platform.Position.Y);
foreach (var limb in limbs)
{
if (limb.IsSevered) { continue; }
int limbDir = Math.Sign(limb.SimPosition.Y - platform.Position.Y);
const float Margin = 0.01f;
if (limbDir != serverDir)
{
limb.body.SetTransformIgnoreContacts(
new Vector2(
limb.SimPosition.X,
serverDir > 0 ? Math.Max(serverPos.Y + Margin + limb.body.GetMaxExtent(), limb.SimPosition.Y) : Math.Min(serverPos.Y - Margin - limb.body.GetMaxExtent(), limb.SimPosition.Y)),
limb.Rotation);
}
}
}
partial void ImpactProjSpecific(float impact, Body body)
{