(b9babfcf6) Merge branch 'ragdoll-syncing-improvements' into dev

This commit is contained in:
Joonas Rikkonen
2019-04-01 22:49:01 +03:00
parent a0e1ba52eb
commit fc9a3893f6
4 changed files with 111 additions and 64 deletions

View File

@@ -88,13 +88,13 @@ namespace Barotrauma
Collider.AngularVelocity = newAngularVelocity;
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
float errorTolerance = character.AllowInput ? 0.01f : 0.1f;
float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
if (distSqrd > errorTolerance)
{
if (distSqrd > 10.0f || !character.AllowInput)
{
Collider.TargetRotation = newRotation;
SetPosition(newPosition, lerp: distSqrd < 1.0f);
SetPosition(newPosition, lerp: distSqrd < 5.0f);
}
else
{
@@ -108,8 +108,15 @@ namespace Barotrauma
// -> we need to correct it manually
if (!character.AllowInput)
{
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
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)
{
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
}
}
}
character.MemLocalState.Clear();

View File

@@ -656,6 +656,13 @@ namespace Barotrauma
msg.Timer -= deltaTime;
msg.Pos += msg.Velocity * deltaTime;
}
foreach (GUIMessage msg in messages)
{
if (!msg.WorldSpace) continue;
msg.Timer -= deltaTime;
msg.Pos += msg.Velocity * deltaTime;
}
}
messages.RemoveAll(m => m.Timer <= 0.0f);

View File

@@ -1147,65 +1147,6 @@ namespace Barotrauma
//skip the target if it's a room and the character is already inside a sub
if (character.CurrentHull != null && target.Entity is Hull) continue;
Door door = null;
if (target.Entity is Item item)
{
targetingTag = "dead";
if (targetCharacter.Submarine != Character.Submarine)
{
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
continue;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
}
else if (targetCharacter.AIController is EnemyAIController enemy)
{
if (enemy.combatStrength > combatStrength)
{
targetingTag = "stronger";
}
else if (enemy.combatStrength < combatStrength)
{
targetingTag = "weaker";
}
if (State == AIState.Escape && targetingTag == "stronger")
{
// Frightened
valueModifier = 2;
}
else
{
if (targetCharacter.Submarine != Character.Submarine)
{
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
continue;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
}
}
else if (targetCharacter.Submarine != null && Character.Submarine == null)
{
//target inside, AI outside -> we'll be attacking a wall between the characters so use the priority for attacking rooms
targetingTag = "room";
}
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
{
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
}
}
else if (target.Entity != null)
{
//skip the target if it's a room and the character is already inside a sub
if (character.CurrentHull != null && target.Entity is Hull) continue;
Door door = null;
if (target.Entity is Item item)
{
@@ -1275,11 +1216,65 @@ namespace Barotrauma
valueModifier = isOutdoor ? 1 : 0;
valueModifier *= isOpen ? 5 : 1;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
}
}
else if (targetCharacter.Submarine != null && Character.Submarine == null)
{
//target inside, AI outside -> we'll be attacking a wall between the characters so use the priority for attacking rooms
targetingTag = "room";
}
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
{
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
}
}
else if (target.Entity != null)
{
//skip the target if it's a room and the character is already inside a sub
if (character.CurrentHull != null && target.Entity is Hull) continue;
Door door = null;
if (target.Entity is Item item)
{
targetingTag = "dead";
if (targetCharacter.Submarine != Character.Submarine)
{
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
continue;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
}
else if (targetCharacter.AIController is EnemyAIController enemy)
{
if (enemy.combatStrength > combatStrength)
{
targetingTag = "stronger";
}
else if (enemy.combatStrength < combatStrength)
{
targetingTag = "weaker";
}
if (State == AIState.Escape && targetingTag == "stronger")
{
// Frightened
valueModifier = 2;
}
else
{
if (targetCharacter.Submarine != Character.Submarine)
{
valueModifier = isOutdoor ? 0 : 1;
valueModifier *= isOpen ? 0 : 1;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
}
else if (isOpen) //ignore broken and open doors
{
@@ -1297,6 +1292,11 @@ namespace Barotrauma
valueModifier *= targetingPriorities[targetingTag].Priority;
if (targetingTag == null) continue;
if (!targetingPriorities.ContainsKey(targetingTag)) continue;
valueModifier *= targetingPriorities[targetingTag].Priority;
if (valueModifier == 0.0f) continue;
Vector2 toTarget = target.WorldPosition - character.WorldPosition;

View File

@@ -785,6 +785,39 @@ namespace Barotrauma
AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
if (sprite == null)
{
DebugConsole.ThrowError("Item \"" + Name + "\" has no sprite!");
#if SERVER
sprite = new Sprite("", Vector2.Zero);
sprite.SourceRect = new Rectangle(0, 0, 32, 32);
#else
sprite = new Sprite(TextureLoader.PlaceHolderTexture, null, null)
{
Origin = TextureLoader.PlaceHolderTexture.Bounds.Size.ToVector2() / 2
};
#endif
size = sprite.size;
sprite.EntityID = identifier;
}
if (!category.HasFlag(MapEntityCategory.Legacy) && string.IsNullOrEmpty(identifier))
{
DebugConsole.ThrowError(
"Item prefab \"" + name + "\" has no identifier. All item prefabs have a unique identifier string that's used to differentiate between items during saving and loading.");
}
if (!string.IsNullOrEmpty(identifier))
{
MapEntityPrefab existingPrefab = List.Find(e => e.Identifier == identifier);
if (existingPrefab != null)
{
DebugConsole.ThrowError(
"Map entity prefabs \"" + name + "\" and \"" + existingPrefab.Name + "\" have the same identifier!");
}
}
AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
List.Add(this);
}