using Barotrauma.Items.Components; using Barotrauma.SpriteDeformations; using Barotrauma.Extensions; using FarseerPhysics; using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics.Joints; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Linq; using System.Collections.Generic; using Barotrauma.Particles; namespace Barotrauma { abstract partial class Ragdoll { public HashSet SpriteDeformations { get; protected set; } = new HashSet(); /// /// Inversed draw order, which is used for drawing the limbs in 3d (deformable sprites). /// protected Limb[] inversedLimbDrawOrder; partial void UpdateNetPlayerPositionProjSpecific(float deltaTime, float lowestSubPos) { if (character != GameMain.Client.Character || !character.AllowInput) { //remove states without a timestamp (there may still be ID-based states //in the list when the controlled character switches to timestamp-based interpolation) character.MemState.RemoveAll(m => m.Timestamp == 0.0f); //use simple interpolation for other players' characters and characters that can't move if (character.MemState.Count > 0) { CharacterStateInfo serverPos = character.MemState.Last(); if (!character.isSynced) { SetPosition(serverPos.Position, false); Collider.LinearVelocity = Vector2.Zero; character.MemLocalState.Clear(); character.LastNetworkUpdateID = serverPos.ID; character.isSynced = true; return; } if (character.MemState[0].Interact == null || character.MemState[0].Interact.Removed) { character.DeselectCharacter(); character.SelectedConstruction = null; } else if (character.MemState[0].Interact is Character) { character.SelectCharacter((Character)character.MemState[0].Interact); } else if (character.MemState[0].Interact is Item newSelectedConstruction) { if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction) { foreach (var ic in newSelectedConstruction.Components) { if (ic.CanBeSelected) ic.Select(character); } } character.SelectedConstruction = newSelectedConstruction; } if (character.MemState[0].Animation == AnimController.Animation.CPR) { character.AnimController.Anim = AnimController.Animation.CPR; } else if (character.AnimController.Anim == AnimController.Animation.CPR) { character.AnimController.Anim = AnimController.Animation.None; } Vector2 newVelocity = Collider.LinearVelocity; Vector2 newPosition = Collider.SimPosition; float newRotation = Collider.Rotation; float newAngularVelocity = Collider.AngularVelocity; Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity); 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.AllowInput ? 0.01f : 0.1f; if (distSqrd > errorTolerance) { if (distSqrd > 10.0f || !character.AllowInput) { Collider.TargetRotation = newRotation; SetPosition(newPosition, lerp: distSqrd < 1.0f); } else { Collider.TargetRotation = newRotation; Collider.TargetPosition = newPosition; Collider.MoveToTargetPosition(true); } } //unconscious/dead characters can't correct their position using AnimController movement // -> we need to correct it manually if (!character.AllowInput) { MainLimb.PullJointWorldAnchorB = Collider.SimPosition; MainLimb.PullJointEnabled = true; } } character.MemLocalState.Clear(); } else { //remove states with a timestamp (there may still timestamp-based states //in the list if the controlled character switches from timestamp-based interpolation to ID-based) character.MemState.RemoveAll(m => m.Timestamp > 0.0f); for (int i = 0; i < character.MemLocalState.Count; i++) { if (character.Submarine == null) { //transform in-sub coordinates to outside coordinates if (character.MemLocalState[i].Position.Y > lowestSubPos) { character.MemLocalState[i].TransformInToOutside(); } } else if (currentHull?.Submarine != null) { //transform outside coordinates to in-sub coordinates if (character.MemLocalState[i].Position.Y < lowestSubPos) { character.MemLocalState[i].TransformOutToInside(currentHull.Submarine); } } } if (character.MemState.Count < 1) return; overrideTargetMovement = Vector2.Zero; CharacterStateInfo serverPos = character.MemState.Last(); if (!character.isSynced) { SetPosition(serverPos.Position, false); Collider.LinearVelocity = Vector2.Zero; character.MemLocalState.Clear(); character.LastNetworkUpdateID = serverPos.ID; character.isSynced = true; return; } int localPosIndex = character.MemLocalState.FindIndex(m => m.ID == serverPos.ID); if (localPosIndex > -1) { CharacterStateInfo localPos = character.MemLocalState[localPosIndex]; //the entity we're interacting with doesn't match the server's if (localPos.Interact != serverPos.Interact) { if (serverPos.Interact == null || serverPos.Interact.Removed) { character.DeselectCharacter(); character.SelectedConstruction = null; } else if (serverPos.Interact is Character) { character.SelectCharacter((Character)serverPos.Interact); } else { var newSelectedConstruction = (Item)serverPos.Interact; if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction) { newSelectedConstruction.TryInteract(character, true, true); } character.SelectedConstruction = newSelectedConstruction; } } if (localPos.Animation != serverPos.Animation) { if (serverPos.Animation == AnimController.Animation.CPR) { character.AnimController.Anim = AnimController.Animation.CPR; } else if (character.AnimController.Anim == AnimController.Animation.CPR) { character.AnimController.Anim = AnimController.Animation.None; } } Hull serverHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(serverPos.Position), character.CurrentHull, serverPos.Position.Y < lowestSubPos); Hull clientHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(localPos.Position), serverHull, localPos.Position.Y < lowestSubPos); if (serverHull != null && clientHull != null && serverHull.Submarine != clientHull.Submarine) { //hull subs don't match => teleport the camera to the other sub character.Submarine = serverHull.Submarine; character.CurrentHull = currentHull = serverHull; SetPosition(serverPos.Position); character.MemLocalState.Clear(); } else { Vector2 positionError = serverPos.Position - localPos.Position; float rotationError = serverPos.Rotation.HasValue && localPos.Rotation.HasValue ? serverPos.Rotation.Value - localPos.Rotation.Value : 0.0f; for (int i = localPosIndex; i < character.MemLocalState.Count; i++) { Hull pointHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(character.MemLocalState[i].Position), clientHull, character.MemLocalState[i].Position.Y < lowestSubPos); if (pointHull != clientHull && ((pointHull == null) || (clientHull == null) || (pointHull.Submarine == clientHull.Submarine))) break; character.MemLocalState[i].Translate(positionError, rotationError); } float errorMagnitude = positionError.Length(); if (errorMagnitude > 0.01f) { Collider.TargetPosition = Collider.SimPosition + positionError; Collider.TargetRotation = Collider.Rotation + rotationError; Collider.MoveToTargetPosition(lerp: true); if (errorMagnitude > 0.5f) { character.MemLocalState.Clear(); foreach (Limb limb in Limbs) { limb.body.TargetPosition = limb.body.SimPosition + positionError; limb.body.MoveToTargetPosition(lerp: true); } } } } } if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120); character.MemState.Clear(); } } partial void ImpactProjSpecific(float impact, Body body) { float volume = Math.Min(impact - 3.0f, 1.0f); if (body.UserData is Limb && character.Stun <= 0f) { Limb limb = (Limb)body.UserData; if (impact > 3.0f && limb.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval) { limb.LastImpactSoundTime = (float)Timing.TotalTime; if (!string.IsNullOrWhiteSpace(limb.HitSoundTag)) { SoundPlayer.PlaySound(limb.HitSoundTag, volume, impact * 100.0f, limb.WorldPosition, character.CurrentHull); } foreach (WearableSprite wearable in limb.WearingItems) { if (limb.type == wearable.Limb && !string.IsNullOrWhiteSpace(wearable.Sound)) { SoundPlayer.PlaySound(wearable.Sound, volume, impact * 100.0f, limb.WorldPosition, character.CurrentHull); } } } } else if (body.UserData is Limb || body == Collider.FarseerBody) { if (!character.IsRemotePlayer) { if (impact > ImpactTolerance) { SoundPlayer.PlayDamageSound("LimbBlunt", strongestImpact, Collider); } } } if (Character.Controlled == character) { GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f); } } partial void Splash(Limb limb, Hull limbHull) { //create a splash particle for (int i = 0; i < MathHelper.Clamp(Math.Abs(limb.LinearVelocity.Y), 1.0f, 5.0f); i++) { var splash = GameMain.ParticleManager.CreateParticle("watersplash", new Vector2(limb.WorldPosition.X, limbHull.WorldSurface), new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)) + Rand.Vector(Math.Abs(limb.LinearVelocity.Y * 10)), Rand.Range(0.0f, MathHelper.TwoPi), limbHull); if (splash != null) { splash.Size *= MathHelper.Clamp(Math.Abs(limb.LinearVelocity.Y) * 0.1f, 1.0f, 2.0f); } } GameMain.ParticleManager.CreateParticle("bubbles", new Vector2(limb.WorldPosition.X, limbHull.WorldSurface), limb.LinearVelocity * 0.001f, 0.0f, limbHull); //if the Character dropped into water, create a wave if (limb.LinearVelocity.Y < 0.0f) { if (splashSoundTimer <= 0.0f) { SoundPlayer.PlaySplashSound(limb.WorldPosition, Math.Abs(limb.LinearVelocity.Y) + Rand.Range(-5.0f, 0.0f)); splashSoundTimer = 0.5f; } //+ some extra bubbles to follow the character underwater GameMain.ParticleManager.CreateParticle("bubbles", new Vector2(limb.WorldPosition.X, limbHull.WorldSurface), limb.LinearVelocity * 10.0f, 0.0f, limbHull); } } partial void SetupDrawOrder() { //make sure every character gets drawn at a distinct "layer" //(instead of having some of the limbs appear behind and some in front of other characters) float startDepth = 0.1f; float increment = 0.001f; foreach (Character otherCharacter in Character.CharacterList) { if (otherCharacter == character) continue; startDepth += increment; } //make sure each limb has a distinct depth value List depthSortedLimbs = Limbs.OrderBy(l => l.ActiveSprite == null ? 0.0f : l.ActiveSprite.Depth).ToList(); foreach (Limb limb in Limbs) { if (limb.ActiveSprite != null) limb.ActiveSprite.Depth = startDepth + depthSortedLimbs.IndexOf(limb) * 0.00001f; } depthSortedLimbs.Reverse(); inversedLimbDrawOrder = depthSortedLimbs.ToArray(); } partial void UpdateProjSpecific(float deltaTime) { LimbJoints.ForEach(j => j.UpdateDeformations(deltaTime)); foreach (var deformation in SpriteDeformations) { if (deformation.DeformationParams.UseMovementSine) { if (this is AnimController animator) { //deformation.Phase = MathUtils.WrapAngleTwoPi(animator.WalkPos + MathHelper.Pi); deformation.Phase = MathUtils.WrapAngleTwoPi(animator.WalkPos * deformation.DeformationParams.Frequency + MathHelper.Pi * deformation.DeformationParams.SineOffset); } } else { deformation.Update(deltaTime); } } } partial void FlipProjSpecific() { foreach (Limb limb in Limbs) { if (limb == null || limb.IsSevered || limb.ActiveSprite == null) continue; Vector2 spriteOrigin = limb.ActiveSprite.Origin; spriteOrigin.X = limb.ActiveSprite.SourceRect.Width - spriteOrigin.X; limb.ActiveSprite.Origin = spriteOrigin; } } partial void SeverLimbJointProjSpecific(LimbJoint limbJoint) { foreach (Limb limb in new Limb[] { limbJoint.LimbA, limbJoint.LimbB }) { float gibParticleAmount = MathHelper.Clamp(limb.Mass / character.AnimController.Mass, 0.1f, 1.0f); foreach (ParticleEmitter emitter in character.GibEmitters) { if (inWater && emitter.Prefab.ParticlePrefab.DrawTarget == ParticlePrefab.DrawTargetType.Air) continue; if (!inWater && emitter.Prefab.ParticlePrefab.DrawTarget == ParticlePrefab.DrawTargetType.Water) continue; emitter.Emit(1.0f, limb.WorldPosition, character.CurrentHull, amountMultiplier: gibParticleAmount); } if (!string.IsNullOrEmpty(character.BloodDecalName)) { character.CurrentHull?.AddDecal(character.BloodDecalName, limb.WorldPosition, MathHelper.Clamp(limb.Mass, 0.5f, 2.0f)); } } } public virtual void Draw(SpriteBatch spriteBatch, Camera cam) { if (simplePhysicsEnabled) return; Collider.UpdateDrawPosition(); if (Limbs == null) { DebugConsole.ThrowError("Failed to draw a ragdoll, limbs have been removed. Character: \"" + character.Name + "\", removed: " + character.Removed + "\n" + Environment.StackTrace); GameAnalyticsManager.AddErrorEventOnce("Ragdoll.Draw:LimbsRemoved", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, "Failed to draw a ragdoll, limbs have been removed. Character: \"" + character.Name + "\", removed: " + character.Removed + "\n" + Environment.StackTrace); return; } //foreach (Limb limb in Limbs) //{ // limb.Draw(spriteBatch, cam); //} for (int i = 0; i < limbs.Length; i++) { inversedLimbDrawOrder[i].Draw(spriteBatch, cam); } LimbJoints.ForEach(j => j.Draw(spriteBatch)); } public void DebugDraw(SpriteBatch spriteBatch) { if (!GameMain.DebugDraw || !character.Enabled) return; if (simplePhysicsEnabled) return; foreach (Limb limb in Limbs) { if (limb.PullJointEnabled) { Vector2 pos = ConvertUnits.ToDisplayUnits(limb.PullJointWorldAnchorA); if (currentHull?.Submarine != 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); } limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White); } Collider.DebugDraw(spriteBatch, frozen ? Color.Red : (inWater ? Color.SkyBlue : Color.Gray)); GUI.Font.DrawString(spriteBatch, Collider.LinearVelocity.X.FormatSingleDecimal(), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y), Color.Orange); foreach (RevoluteJoint joint in LimbJoints) { Vector2 pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorA); GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true); pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorB); GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true); } foreach (Limb limb in Limbs) { if (limb.body.TargetPosition != null) { Vector2 pos = ConvertUnits.ToDisplayUnits((Vector2)limb.body.TargetPosition); if (currentHull?.Submarine != null) pos += currentHull.Submarine.DrawPosition; pos.Y = -pos.Y; GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f); GUI.DrawLine(spriteBatch, pos, new Vector2(limb.WorldPosition.X, -limb.WorldPosition.Y), Color.Cyan); } } if (this is HumanoidAnimController humanoid) { Vector2 pos = ConvertUnits.ToDisplayUnits(humanoid.RightHandIKPos); GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 4, 4), Color.Green, true); pos = ConvertUnits.ToDisplayUnits(humanoid.LeftHandIKPos); GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 4, 4), Color.Green, true); } if (outsideCollisionBlocker.Enabled && currentHull?.Submarine != null) { var edgeShape = outsideCollisionBlocker.FixtureList[0].Shape as FarseerPhysics.Collision.Shapes.EdgeShape; Vector2 startPos = ConvertUnits.ToDisplayUnits(outsideCollisionBlocker.GetWorldPoint(edgeShape.Vertex1)) + currentHull.Submarine.Position; Vector2 endPos = ConvertUnits.ToDisplayUnits(outsideCollisionBlocker.GetWorldPoint(edgeShape.Vertex2)) + currentHull.Submarine.Position; startPos.Y = -startPos.Y; endPos.Y = -endPos.Y; GUI.DrawLine(spriteBatch, startPos, endPos, Color.Gray, 0, 5); } if (character.MemState.Count > 1) { Vector2 prevPos = ConvertUnits.ToDisplayUnits(character.MemState[0].Position); if (currentHull?.Submarine != null) prevPos += currentHull.Submarine.DrawPosition; prevPos.Y = -prevPos.Y; for (int i = 1; i < character.MemState.Count; i++) { Vector2 currPos = ConvertUnits.ToDisplayUnits(character.MemState[i].Position); if (currentHull?.Submarine != null) currPos += currentHull.Submarine.DrawPosition; currPos.Y = -currPos.Y; GUI.DrawRectangle(spriteBatch, new Rectangle((int)currPos.X - 3, (int)currPos.Y - 3, 6, 6), Color.Cyan * 0.6f, true, 0.01f); GUI.DrawLine(spriteBatch, prevPos, currPos, Color.Cyan * 0.6f, 0, 3); prevPos = currPos; } } if (ignorePlatforms) { GUI.DrawLine(spriteBatch, new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y + 50), Color.Orange, 0, 5); } } } }