Limb attack refactoring (moved attack update logic from EnemyAIController to Limb, removed the Hit/PinchCW/PinchCCW attacktypes)
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@@ -156,6 +156,8 @@ namespace Barotrauma
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private float scale;
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public float AttackTimer;
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//public float Damage
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//{
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// get { return damage; }
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@@ -223,6 +225,8 @@ namespace Barotrauma
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refJointIndex = -1;
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Vector2 pullJointPos = Vector2.Zero;
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if (element.Attribute("type") != null)
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{
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try
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@@ -236,25 +240,26 @@ namespace Barotrauma
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}
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Vector2 jointPos = ToolBox.GetAttributeVector2(element, "pullpos", Vector2.Zero) * scale;
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jointPos = ConvertUnits.ToSimUnits(jointPos);
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pullJointPos = ToolBox.GetAttributeVector2(element, "pullpos", Vector2.Zero) * scale;
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pullJointPos = ConvertUnits.ToSimUnits(pullJointPos);
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stepOffset = ToolBox.GetAttributeVector2(element, "stepoffset", Vector2.Zero) * scale;
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stepOffset = ConvertUnits.ToSimUnits(stepOffset);
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refJointIndex = ToolBox.GetAttributeInt(element, "refjoint", -1);
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pullJoint = new FixedMouseJoint(body.FarseerBody, jointPos);
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pullJoint.Enabled = false;
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pullJoint.MaxForce = ((type == LimbType.LeftHand || type == LimbType.RightHand) ? 400.0f : 150.0f) * body.Mass;
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GameMain.World.AddJoint(pullJoint);
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}
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else
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{
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type = LimbType.None;
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}
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pullJoint = new FixedMouseJoint(body.FarseerBody, pullJointPos);
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pullJoint.Enabled = false;
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pullJoint.MaxForce = ((type == LimbType.LeftHand || type == LimbType.RightHand) ? 400.0f : 150.0f) * body.Mass;
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GameMain.World.AddJoint(pullJoint);
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steerForce = ToolBox.GetAttributeFloat(element, "steerforce", 0.0f);
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//maxHealth = Math.Max(ToolBox.GetAttributeFloat(element, "health", 100.0f),1.0f);
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@@ -484,6 +489,39 @@ namespace Barotrauma
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//}
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}
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public void ActivateDamagedSprite()
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{
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damage = 100.0f;
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}
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public void UpdateAttack(float deltaTime, Vector2 attackPosition, IDamageable damageTarget)
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{
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float dist = ConvertUnits.ToDisplayUnits(Vector2.Distance(SimPosition, attackPosition));
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AttackTimer += deltaTime;
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if (dist < attack.Range * 0.5f)
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{
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AttackTimer += deltaTime;
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body.ApplyTorque(Mass * character.AnimController.Dir * attack.Torque);
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if (AttackTimer >= attack.Duration && damageTarget != null)
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{
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attack.DoDamage(character, damageTarget, WorldPosition, 1.0f, (soundTimer <= 0.0f));
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soundTimer = Limb.SoundInterval;
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}
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}
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Vector2 diff = attackPosition - SimPosition;
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if (diff.LengthSquared() > 0.00001f)
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{
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Vector2 pos = pullJoint == null ? body.SimPosition : pullJoint.WorldAnchorA;
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body.ApplyLinearImpulse(Mass * attack.Force *
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Vector2.Normalize(attackPosition - SimPosition), pos);
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}
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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@@ -492,7 +530,9 @@ namespace Barotrauma
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body.Dir = Dir;
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if (wearingItems.Find(w => w != null && w.HideLimb) == null)
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bool hideLimb = wearingItems.Any(w => w != null && w.HideLimb);
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if (!hideLimb)
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{
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body.Draw(spriteBatch, sprite, color, null, scale);
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}
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@@ -526,7 +566,7 @@ namespace Barotrauma
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scale, spriteEffect, depth);
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}
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if (damage>0.0f && damagedSprite!=null)
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if (damage>0.0f && damagedSprite!=null && !hideLimb)
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{
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SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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