using FarseerPhysics; using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics.Joints; using Lidgren.Network; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Barotrauma.Networking; using Barotrauma.Particles; using System; using System.Collections.Generic; using System.Linq; using System.Xml.Linq; namespace Barotrauma { class Character : Entity, IDamageable, IPropertyObject, IClientSerializable, IServerSerializable { public static List CharacterList = new List(); public static bool DisableControls; private UInt32 netStateID; public UInt32 NetStateID { get { return netStateID; } } byte dequeuedInput = 0; byte prevDequeuedInput = 0; List memInput = new List(); List memMousePos = new List(); List memPos = new List(); List memLocalPos = new List(); //the Character that the player is currently controlling private static Character controlled; public static Character Controlled { get { return controlled; } set { if (controlled == value) return; controlled = value; CharacterHUD.Reset(); } } public List SpawnItems = new List(); private bool enabled; public bool Enabled { get { return enabled; } set { enabled = value; foreach (Limb limb in AnimController.Limbs) { limb.body.Enabled = enabled; } } } public Hull PreviousHull = null; public Hull CurrentHull = null; public readonly bool IsRemotePlayer; private CharacterInventory inventory; private UInt32 LastNetworkUpdateID = 0; //public int LargeUpdateTimer; public readonly Dictionary Properties; public Dictionary ObjectProperties { get { return Properties; } } protected Key[] keys; private Item selectedConstruction; private Item[] selectedItems; public byte TeamID = 0; public AnimController AnimController; private Vector2 cursorPosition; protected bool needsAir; protected float oxygen, oxygenAvailable; protected float drowningTime; protected float health; protected float minHealth, maxHealth; protected Item closestItem; private Character closestCharacter, selectedCharacter; private Dictionary hudProgressBars; protected bool isDead; private CauseOfDeath lastAttackCauseOfDeath; private CauseOfDeath causeOfDeath; public readonly bool IsHumanoid; //the name of the species (e.q. human) public readonly string SpeciesName; protected float soundTimer; protected float soundInterval; private float bleeding; private Sound[] sounds; private float[] soundRange; //which AIstate each sound is for private AIController.AiState[] soundStates; private float attackCoolDown; public Entity ViewTarget { get; private set; } private CharacterInfo info; public CharacterInfo Info { get { return info; } set { if (info != null && info != value) info.Remove(); info = value; if (info != null) info.Character = this; } } public string Name { get { return info != null && !string.IsNullOrWhiteSpace(info.Name) ? info.Name : SpeciesName; } } public string ConfigPath { get; private set; } public float Mass { get { return AnimController.Mass; } } public CharacterInventory Inventory { get { return inventory; } } private Color speechBubbleColor; private float speechBubbleTimer; private float lockHandsTimer; public bool LockHands { get { return lockHandsTimer > 0.0f; } set { lockHandsTimer = MathHelper.Clamp(lockHandsTimer + (value ? 1.0f : -0.5f), 0.0f, 10.0f); } } public Vector2 CursorPosition { get { return cursorPosition; } set { if (!MathUtils.IsValid(value)) return; cursorPosition = value; } } public Vector2 CursorWorldPosition { get { return Submarine == null ? cursorPosition : cursorPosition + Submarine.Position; } } public List MemPos { get { return memPos; } } public List MemLocalPos { get { return memLocalPos; } } public Character ClosestCharacter { get { return closestCharacter; } } public Character SelectedCharacter { get { return selectedCharacter; } } private float lowPassMultiplier; public float LowPassMultiplier { get { return lowPassMultiplier; } set { lowPassMultiplier = MathHelper.Clamp(value, 0.0f, 1.0f); } } private float obstructVisionAmount; public bool ObstructVision { get { return obstructVisionAmount > 0.5f; } set { obstructVisionAmount = 1.0f; } } public float SoundRange { get { return aiTarget.SoundRange; } } public float SightRange { get { return aiTarget.SightRange; } } private float pressureProtection; public float PressureProtection { get { return pressureProtection; } set { pressureProtection = MathHelper.Clamp(value, 0.0f, 100.0f); } } public bool IsUnconscious { get { return (needsAir && oxygen <= 0.0f) || health <= 0.0f; } } public bool NeedsAir { get { return needsAir; } set { needsAir = value; } } public float Oxygen { get { return oxygen; } set { if (!MathUtils.IsValid(value)) return; oxygen = MathHelper.Clamp(value, -100.0f, 100.0f); if (oxygen == -100.0f) Kill(AnimController.InWater ? CauseOfDeath.Drowning : CauseOfDeath.Suffocation); } } public float OxygenAvailable { get { return oxygenAvailable; } set { oxygenAvailable = MathHelper.Clamp(value, 0.0f, 100.0f); } } public float Stun { get { return AnimController.StunTimer; } set { StartStun(value); } } public float Health { get { return health; } set { if (!MathUtils.IsValid(value)) return; health = MathHelper.Clamp(value, minHealth, maxHealth); } } public float MaxHealth { get { return maxHealth; } } public float Bleeding { get { return bleeding; } set { if (!MathUtils.IsValid(value)) return; bleeding = Math.Max(value, 0.0f); } } public Dictionary HUDProgressBars { get { return hudProgressBars; } } public HuskInfection huskInfection; public float HuskInfectionState { get { return huskInfection == null ? 0.0f : huskInfection.IncubationTimer; } set { if (ConfigPath != humanConfigFile) return; if (value <= 0.0f) { if (huskInfection != null && huskInfection.State == HuskInfection.InfectionState.Active) return; huskInfection = null; } else { if (huskInfection == null) huskInfection = new HuskInfection(this); huskInfection.IncubationTimer = MathHelper.Clamp(value, 0.0f, 1.0f); } } } public bool CanSpeak { get { return !IsUnconscious && Stun <= 0.0f && (huskInfection == null || huskInfection.CanSpeak); } } public bool DoesBleed { get; private set; } public float BleedingDecreaseSpeed { get; private set; } public float PressureTimer { get; private set; } public float DisableImpactDamageTimer { get; set; } public float SpeedMultiplier { get; set; } public Item[] SelectedItems { get { return selectedItems; } } public Item SelectedConstruction { get { return selectedConstruction; } set { selectedConstruction = value; } } public Item ClosestItem { get { return closestItem; } } public virtual AIController AIController { get { return null; } } public bool IsDead { get { return isDead; } } public CauseOfDeath CauseOfDeath { get { return causeOfDeath; } } public bool CanBeSelected { get { return isDead || Stun > 0.0f || LockHands; } } public override Vector2 SimPosition { get { return AnimController.Collider.SimPosition; } } public override Vector2 Position { get { return ConvertUnits.ToDisplayUnits(SimPosition); } } public override Vector2 DrawPosition { get { return AnimController.MainLimb.body.DrawPosition; } } public delegate void OnDeathHandler(Character character, CauseOfDeath causeOfDeath); public OnDeathHandler OnDeath; public static Character Create(CharacterInfo characterInfo, Vector2 position, bool isRemotePlayer = false, bool hasAi=true) { return Create(characterInfo.File, position, characterInfo, isRemotePlayer, hasAi); } public static Character Create(string file, Vector2 position, CharacterInfo characterInfo = null, bool isRemotePlayer = false, bool hasAi=true) { #if LINUX if (!System.IO.File.Exists(file)) { //if the file was not found, attempt to convert the name of the folder to upper case var splitPath = file.Split('/'); if (splitPath.Length > 2) { splitPath[splitPath.Length-2] = splitPath[splitPath.Length-2].First().ToString().ToUpper() + splitPath[splitPath.Length-2].Substring(1); file = string.Join("/", splitPath); } if (!System.IO.File.Exists(file)) { DebugConsole.ThrowError("Spawning a character failed - file \""+file+"\" not found!"); return null; } } #else if (!System.IO.File.Exists(file)) { DebugConsole.ThrowError("Spawning a character failed - file \""+file+"\" not found!"); return null; } #endif if (file != humanConfigFile) { var enemyCharacter = new AICharacter(file, position, characterInfo, isRemotePlayer); var ai = new EnemyAIController(enemyCharacter, file); enemyCharacter.SetAI(ai); enemyCharacter.minHealth = 0.0f; return enemyCharacter; } else if (hasAi) { var aiCharacter = new AICharacter(file, position, characterInfo, isRemotePlayer); var ai = new HumanAIController(aiCharacter); aiCharacter.SetAI(ai); aiCharacter.minHealth = -100.0f; return aiCharacter; } var character = new Character(file, position, characterInfo, isRemotePlayer); character.minHealth = -100.0f; return character; } protected Character(string file, Vector2 position, CharacterInfo characterInfo = null, bool isRemotePlayer = false) : base(null) { keys = new Key[Enum.GetNames(typeof(InputType)).Length]; for (int i = 0; i < Enum.GetNames(typeof(InputType)).Length; i++) { keys[i] = new Key(GameMain.Config.KeyBind((InputType)i)); } ConfigPath = file; selectedItems = new Item[2]; hudProgressBars = new Dictionary(); IsRemotePlayer = isRemotePlayer; oxygen = 100.0f; oxygenAvailable = 100.0f; aiTarget = new AITarget(this); lowPassMultiplier = 1.0f; Properties = ObjectProperty.GetProperties(this); Info = characterInfo; if (file == humanConfigFile && characterInfo == null) { Info = new CharacterInfo(file); } XDocument doc = ToolBox.TryLoadXml(file); if (doc == null || doc.Root == null) return; SpeciesName = ToolBox.GetAttributeString(doc.Root, "name", "Unknown"); IsHumanoid = ToolBox.GetAttributeBool(doc.Root, "humanoid", false); if (IsHumanoid) { AnimController = new HumanoidAnimController(this, doc.Root.Element("ragdoll")); AnimController.TargetDir = Direction.Right; inventory = new CharacterInventory(16, this); } else { AnimController = new FishAnimController(this, doc.Root.Element("ragdoll")); PressureProtection = 100.0f; } AnimController.SetPosition(ConvertUnits.ToSimUnits(position)); maxHealth = ToolBox.GetAttributeFloat(doc.Root, "health", 100.0f); health = maxHealth; DoesBleed = ToolBox.GetAttributeBool(doc.Root, "doesbleed", true); BleedingDecreaseSpeed = ToolBox.GetAttributeFloat(doc.Root, "bleedingdecreasespeed", 0.05f); needsAir = ToolBox.GetAttributeBool(doc.Root, "needsair", false); drowningTime = ToolBox.GetAttributeFloat(doc.Root, "drowningtime", 10.0f); soundInterval = ToolBox.GetAttributeFloat(doc.Root, "soundinterval", 10.0f); var soundElements = doc.Root.Elements("sound").ToList(); if (soundElements.Any()) { sounds = new Sound[soundElements.Count()]; soundStates = new AIController.AiState[soundElements.Count()]; soundRange = new float[soundElements.Count()]; int i = 0; foreach (XElement soundElement in soundElements) { sounds[i] = Sound.Load(soundElement.Attribute("file").Value); soundRange[i] = ToolBox.GetAttributeFloat(soundElement, "range", 1000.0f); if (soundElement.Attribute("state") == null) { soundStates[i] = AIController.AiState.None; } else { soundStates[i] = (AIController.AiState)Enum.Parse( typeof(AIController.AiState), soundElement.Attribute("state").Value, true); } i++; } } if (file == humanConfigFile) { if (Info.PickedItemIDs.Any()) { for (ushort i = 0; i < Info.PickedItemIDs.Count; i++ ) { if (Info.PickedItemIDs[i] == 0) continue; Item item = FindEntityByID(Info.PickedItemIDs[i]) as Item; System.Diagnostics.Debug.Assert(item != null); if (item == null) continue; item.Pick(this, true, true, true); inventory.TryPutItem(item, i, false); } } } AnimController.FindHull(null); if (AnimController.CurrentHull != null) Submarine = AnimController.CurrentHull.Submarine; CharacterList.Add(this); Enabled = true; } private static string humanConfigFile; public static string HumanConfigFile { get { if (string.IsNullOrEmpty(humanConfigFile)) { var characterFiles = GameMain.SelectedPackage.GetFilesOfType(ContentType.Character); humanConfigFile = characterFiles.Find(c => c.EndsWith("human.xml")); if (humanConfigFile == null) { DebugConsole.ThrowError("Couldn't find a config file for humans from the selected content package!"); DebugConsole.ThrowError("(The config file must end with \"human.xml\")"); return ""; } } return humanConfigFile; } } public bool IsKeyHit(InputType inputType) { if (GameMain.Server != null && Character.Controlled != this) { switch (inputType) { case InputType.Left: return ((dequeuedInput & 0x1) > 0) && !((prevDequeuedInput & 0x1) > 0); //break; case InputType.Right: return ((dequeuedInput & 0x2) > 0) && !((prevDequeuedInput & 0x2) > 0); //break; case InputType.Up: return ((dequeuedInput & 0x4) > 0) && !((prevDequeuedInput & 0x4) > 0); //break; case InputType.Down: return ((dequeuedInput & 0x8) > 0) && !((prevDequeuedInput & 0x8) > 0); //break; case InputType.Run: return ((dequeuedInput & 0x20) > 0) && !((prevDequeuedInput & 0x20) > 0); //break; default: return false; //break; } } return keys[(int)inputType].Hit; } public bool IsKeyDown(InputType inputType) { if (GameMain.Server!=null && Character.Controlled!=this) { bool retVal = false; switch (inputType) { case InputType.Left: retVal = (dequeuedInput & 0x1) > 0; break; case InputType.Right: retVal = (dequeuedInput & 0x2) > 0; break; case InputType.Up: retVal = (dequeuedInput & 0x4) > 0; break; case InputType.Down: retVal = (dequeuedInput & 0x8) > 0; break; case InputType.Run: retVal = (dequeuedInput & 0x20) > 0; break; } return retVal; } return keys[(int)inputType].Held; } public void SetInput(InputType inputType, bool hit, bool held) { keys[(int)inputType].Hit = hit; keys[(int)inputType].Held = held; } public void ClearInput(InputType inputType) { keys[(int)inputType].Hit = false; keys[(int)inputType].Held = false; } public void ClearInputs() { foreach (Key key in keys) { key.Hit = false; key.Held = false; } } public override string ToString() { return (info != null && !string.IsNullOrWhiteSpace(info.Name)) ? info.Name : SpeciesName; } public void GiveJobItems(WayPoint spawnPoint) { if (info == null || info.Job == null) return; info.Job.GiveJobItems(this, spawnPoint); } public int GetSkillLevel(string skillName) { return (Info==null || Info.Job==null) ? 0 : Info.Job.GetSkillLevel(skillName); } float findClosestTimer; public Vector2 GetTargetMovement() { Vector2 targetMovement = Vector2.Zero; if (IsKeyDown(InputType.Left)) targetMovement.X -= 1.0f; if (IsKeyDown(InputType.Right)) targetMovement.X += 1.0f; if (IsKeyDown(InputType.Up)) targetMovement.Y += 1.0f; if (IsKeyDown(InputType.Down)) targetMovement.Y -= 1.0f; //the vertical component is only used for falling through platforms and climbing ladders when not in water, //so the movement can't be normalized or the Character would walk slower when pressing down/up if (AnimController.InWater) { float length = targetMovement.Length(); if (length > 0.0f) targetMovement = targetMovement / length; } if (IsKeyDown(InputType.Run)) { //can't run if // - not a humanoid // - dragging someone // - crouching // - moving backwards if (AnimController is HumanoidAnimController && selectedCharacter == null && !((HumanoidAnimController)AnimController).Crouching && Math.Sign(targetMovement.X) != -Math.Sign(AnimController.Dir)) { targetMovement *= 3.0f; } } targetMovement *= SpeedMultiplier; SpeedMultiplier = 1.0f; return targetMovement; } public void Control(float deltaTime, Camera cam) { if (isDead || AnimController.StunTimer>0.0f) return; Vector2 targetMovement = GetTargetMovement(); AnimController.TargetMovement = targetMovement; AnimController.IgnorePlatforms = AnimController.TargetMovement.Y < 0.0f; if (AnimController is HumanoidAnimController) { ((HumanoidAnimController) AnimController).Crouching = IsKeyDown(InputType.Crouch); } if (AnimController.onGround && !AnimController.InWater && AnimController.Anim != AnimController.Animation.UsingConstruction && AnimController.Anim != AnimController.Animation.CPR) { Limb head = AnimController.GetLimb(LimbType.Head); if (cursorPosition.X < head.Position.X - 10.0f) { AnimController.TargetDir = Direction.Left; } else if (cursorPosition.X > head.Position.X + 10.0f) { AnimController.TargetDir = Direction.Right; } } if (GameMain.Server != null && Character.Controlled != this) { if ((dequeuedInput & 0x10) > 0) { AnimController.TargetDir = Direction.Left; } else { AnimController.TargetDir = Direction.Right; } } else if (GameMain.Client != null && Character.controlled != this) { if (memPos.Count > 0) { AnimController.TargetDir = memPos[0].Direction; } } if (attackCoolDown >0.0f) { attackCoolDown -= deltaTime; } else if (IsKeyDown(InputType.Attack)) { var attackLimb = AnimController.Limbs.FirstOrDefault(l => l.attack != null); if (attackLimb != null) { Vector2 attackPos = attackLimb.SimPosition + Vector2.Normalize(cursorPosition - attackLimb.Position) * ConvertUnits.ToSimUnits(attackLimb.attack.Range); var body = Submarine.PickBody( attackLimb.SimPosition, attackPos, AnimController.Limbs.Select(l => l.body.FarseerBody).ToList(), Physics.CollisionCharacter | Physics.CollisionWall); IDamageable attackTarget = null; if (body != null) { attackPos = Submarine.LastPickedPosition; if (body != null && body.UserData is Submarine) { var sub = ((Submarine)body.UserData); body = Submarine.PickBody( attackLimb.SimPosition - ((Submarine)body.UserData).SimPosition, attackPos - ((Submarine)body.UserData).SimPosition, AnimController.Limbs.Select(l => l.body.FarseerBody).ToList(), Physics.CollisionWall); if (body != null) { attackPos = Submarine.LastPickedPosition + sub.SimPosition; attackTarget = body.UserData as IDamageable; } } else { if (body.UserData is IDamageable) { attackTarget = (IDamageable)body.UserData; } else if (body.UserData is Limb) { attackTarget = ((Limb)body.UserData).character; } } } attackLimb.UpdateAttack(deltaTime, attackPos, attackTarget); if (attackLimb.AttackTimer > attackLimb.attack.Duration) { attackLimb.AttackTimer = 0.0f; attackCoolDown = 1.0f; } } } for (int i = 0; i < selectedItems.Length; i++ ) { if (selectedItems[i] == null) continue; if (i == 1 && selectedItems[0] == selectedItems[1]) continue; if (IsKeyDown(InputType.Use)) selectedItems[i].Use(deltaTime, this); if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this); } if (selectedConstruction != null) { if (IsKeyDown(InputType.Use)) selectedConstruction.Use(deltaTime, this); if (selectedConstruction != null && IsKeyDown(InputType.Aim)) selectedConstruction.SecondaryUse(deltaTime, this); } if (selectedCharacter!=null) { if (Vector2.Distance(selectedCharacter.WorldPosition, WorldPosition) > 300.0f || !selectedCharacter.CanBeSelected) { DeselectCharacter(); } } if (IsRemotePlayer) { foreach (Key key in keys) { key.ResetHit(); } } } public bool HasEquippedItem(Item item) { return !inventory.IsInLimbSlot(item, InvSlotType.Any); } public bool HasSelectedItem(Item item) { return selectedItems.Contains(item); } public bool TrySelectItem(Item item) { bool rightHand = inventory.IsInLimbSlot(item, InvSlotType.RightHand); bool leftHand = inventory.IsInLimbSlot(item, InvSlotType.LeftHand); bool selected = false; if (rightHand && SelectedItems[0] == null) { selectedItems[0] = item; selected = true; } if (leftHand && SelectedItems[1] == null) { selectedItems[1] = item; selected = true; } return selected; } public bool TrySelectItem(Item item, int index) { if (selectedItems[index] != null) return false; selectedItems[index] = item; return true; } public void DeselectItem(Item item) { for (int i = 0; i < selectedItems.Length; i++) { if (selectedItems[i] == item) selectedItems[i] = null; } } public bool CanAccessInventory(Inventory inventory) { if (inventory.Owner is Character && inventory.Owner != this) { var owner = (Character)inventory.Owner; return owner.isDead || owner.IsUnconscious || owner.Stun > 0.0f || owner.LockHands; } if (inventory.Owner is Item) { var owner = (Item)inventory.Owner; if (!CanAccessItem(owner)) { return false; } } return true; } public bool CanAccessItem(Item item) { if (item.ParentInventory != null) { return CanAccessInventory(item.ParentInventory); } float maxDist = item.PickDistance * 1.2f; if (maxDist <= 0.01f) { maxDist = 150.0f; } if (Vector2.Distance(WorldPosition, item.WorldPosition) < maxDist || item.IsInsideTrigger(WorldPosition)) { return true; } return item.GetComponent() != null; } private Item FindClosestItem(Vector2 mouseSimPos, out float distance) { distance = 0.0f; Limb torso = AnimController.GetLimb(LimbType.Torso); if (torso == null) return null; Vector2 pos = (torso.body.TargetPosition != Vector2.Zero) ? torso.body.TargetPosition : torso.SimPosition; Vector2 pickPos = mouseSimPos; if (Submarine != null) { pos += Submarine.SimPosition; pickPos += Submarine.SimPosition; } if (selectedConstruction != null) pickPos = ConvertUnits.ToSimUnits(selectedConstruction.WorldPosition); return Item.FindPickable(pos, pickPos, AnimController.CurrentHull, selectedItems, out distance); } private Character FindClosestCharacter(Vector2 mouseSimPos, float maxDist = 150.0f) { Character closestCharacter = null; float closestDist = 0.0f; maxDist = ConvertUnits.ToSimUnits(maxDist); foreach (Character c in CharacterList) { if (c == this || !c.enabled) continue; if (Vector2.Distance(SimPosition, c.SimPosition) > maxDist) continue; float dist = Vector2.Distance(mouseSimPos, c.SimPosition); if (dist < maxDist && (closestCharacter==null || dist /// Control the Character according to player input /// public void ControlLocalPlayer(float deltaTime, Camera cam, bool moveCam = true) { if (!DisableControls) { for (int i = 0; i < keys.Length; i++ ) { keys[i].SetState(); } } else { foreach (Key key in keys) { if (key == null) continue; key.Reset(); } } if (moveCam) { float pressureEffect = 0.0f; if (pressureProtection < 80.0f && AnimController.CurrentHull != null && AnimController.CurrentHull.LethalPressure > 50.0f) { cam.Zoom = MathHelper.Lerp(cam.Zoom, (AnimController.CurrentHull.LethalPressure / 50.0f) * Rand.Range(1.0f, 1.05f), (AnimController.CurrentHull.LethalPressure - 50.0f) / 50.0f); } cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, (Submarine == null ? 400.0f : 250.0f)+pressureEffect, 0.05f); } cursorPosition = cam.ScreenToWorld(PlayerInput.MousePosition); if (AnimController.CurrentHull != null && AnimController.CurrentHull.Submarine != null) { cursorPosition -= AnimController.CurrentHull.Submarine.Position; } Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition); if (Lights.LightManager.ViewTarget == this && Vector2.Distance(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f) { Body body = Submarine.PickBody(AnimController.Limbs[0].SimPosition, mouseSimPos); Structure structure = null; if (body != null) structure = body.UserData as Structure; if (structure != null) { if (!structure.CastShadow && moveCam) { cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, 500.0f, 0.05f); } } } if (!LockHands) { //find the closest item if selectkey has been hit, or if the Character is being //controlled by the player (in order to highlight it) if (findClosestTimer <= 0.0f || Screen.Selected == GameMain.EditMapScreen) { closestCharacter = FindClosestCharacter(mouseSimPos); if (closestCharacter != null && closestCharacter.info==null) { closestCharacter = null; } float closestItemDist = 0.0f; closestItem = FindClosestItem(mouseSimPos, out closestItemDist); if (closestCharacter != null && closestItem != null) { if (Vector2.Distance(closestCharacter.SimPosition, mouseSimPos) < ConvertUnits.ToSimUnits(closestItemDist)) { if (selectedConstruction != closestItem) closestItem = null; } else { closestCharacter = null; } } findClosestTimer = 0.1f; } else { findClosestTimer -= deltaTime; } if (selectedCharacter == null && closestItem != null) { closestItem.IsHighlighted = true; if (!LockHands && closestItem.Pick(this)) { } } if (IsKeyHit(InputType.Select)) { if (selectedCharacter != null) { DeselectCharacter(); } else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected) { SelectCharacter(closestCharacter); } } } else { if (selectedCharacter != null) DeselectCharacter(); selectedConstruction = null; closestItem = null; closestCharacter = null; } DisableControls = false; } public static void UpdateAnimAll(float deltaTime) { foreach (Character c in CharacterList) { if (!c.Enabled) continue; c.AnimController.UpdateAnim(deltaTime); } } public static void UpdateAll(Camera cam, float deltaTime) { //if (NewCharacterQueue.Count>0) //{ // new Character(NewCharacterQueue.Dequeue(), Vector2.Zero); //} for (int i = 0; i 0) { AnimController.Frozen = false; prevDequeuedInput = dequeuedInput; dequeuedInput = memInput[memInput.Count - 1]; memInput.RemoveAt(memInput.Count - 1); } else { AnimController.Frozen = true; return; } } } } else { if (GameMain.Client != null) { memLocalPos.Add(new PosInfo(SimPosition, AnimController.TargetDir, LastNetworkUpdateID)); byte newInput = 0; newInput |= IsKeyDown(InputType.Left) ? (byte)0x1 : (byte)0; newInput |= IsKeyDown(InputType.Right) ? (byte)0x2 : (byte)0; newInput |= IsKeyDown(InputType.Up) ? (byte)0x4 : (byte)0; newInput |= IsKeyDown(InputType.Down) ? (byte)0x8 : (byte)0; newInput |= (AnimController.TargetDir == Direction.Left) ? (byte)0x10 : (byte)0; newInput |= IsKeyDown(InputType.Run) ? (byte)0x20 : (byte)0; memInput.Insert(0,newInput); LastNetworkUpdateID++; while (memInput.Count>60) { memInput.RemoveAt(memInput.Count - 1); } } } /*if (networkUpdateSent) { foreach (Key key in keys) { key.DequeueHit(); key.DequeueHeld(); } networkUpdateSent = false; }*/ DisableImpactDamageTimer -= deltaTime; if (needsAir) { bool protectedFromPressure = PressureProtection > 0.0f; protectedFromPressure = protectedFromPressure && WorldPosition.Y > SubmarineBody.DamageDepth; if (!protectedFromPressure && (AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f)) { PressureTimer += ((AnimController.CurrentHull == null) ? 100.0f : AnimController.CurrentHull.LethalPressure) * deltaTime; if (PressureTimer >= 100.0f) { if (controlled == this) cam.Zoom = 5.0f; Implode(); return; } } else { PressureTimer = 0.0f; } } if (controlled == this) { Lights.LightManager.ViewTarget = this; CharacterHUD.Update(deltaTime, this); foreach (HUDProgressBar progressBar in hudProgressBars.Values) { progressBar.Update(deltaTime); } foreach (var pb in hudProgressBars.Where(pb => pb.Value.FadeTimer<=0.0f).ToList()) { hudProgressBars.Remove(pb.Key); } } if (IsUnconscious) { UpdateUnconscious(deltaTime); return; } if (controlled == this) { ControlLocalPlayer(deltaTime, cam); } if (controlled == this || !(this is AICharacter) || !((AICharacter)this).AIController.Enabled) { Control(deltaTime, cam); } if (selectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR) { if (GameMain.Client == null) selectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime; } UpdateSightRange(); if (aiTarget != null) aiTarget.SoundRange = 0.0f; lowPassMultiplier = MathHelper.Lerp(lowPassMultiplier, 1.0f, 0.1f); if (needsAir) UpdateOxygen(deltaTime); Health -= bleeding * deltaTime; Bleeding -= BleedingDecreaseSpeed * deltaTime; if (health <= minHealth) Kill(CauseOfDeath.Bloodloss); if (!IsDead) LockHands = false; } private void UpdateOxygen(float deltaTime) { Oxygen += deltaTime * (oxygenAvailable < 30.0f ? -5.0f : 10.0f); PressureProtection -= deltaTime * 100.0f; float hullAvailableOxygen = 0.0f; if (!AnimController.HeadInWater && AnimController.CurrentHull != null) { hullAvailableOxygen = AnimController.CurrentHull.OxygenPercentage; AnimController.CurrentHull.Oxygen -= Hull.OxygenConsumptionSpeed * deltaTime; } OxygenAvailable += Math.Sign(hullAvailableOxygen - oxygenAvailable) * deltaTime * 50.0f; } private void UpdateUnconscious(float deltaTime) { Stun = Math.Max(5.0f, Stun); AnimController.ResetPullJoints(); selectedConstruction = null; if (oxygen <= 0.0f) Oxygen -= deltaTime * 0.5f; if (health <= 0.0f) { AddDamage(bleeding > 0.5f ? CauseOfDeath.Bloodloss : CauseOfDeath.Damage, Math.Max(bleeding, 1.0f) * deltaTime, null); } } private void UpdateSightRange() { if (aiTarget == null) return; aiTarget.SightRange = 0.0f; aiTarget.SightRange = Mass*10.0f + AnimController.Collider.LinearVelocity.Length()*500.0f; } public void ShowSpeechBubble(float duration, Color color) { speechBubbleTimer = Math.Max(speechBubbleTimer, duration); speechBubbleColor = color; } public void Draw(SpriteBatch spriteBatch) { if (!Enabled) return; AnimController.Draw(spriteBatch); } public void DrawHUD(SpriteBatch spriteBatch, Camera cam) { CharacterHUD.Draw(spriteBatch, this, cam); } public virtual void DrawFront(SpriteBatch spriteBatch, Camera cam) { if (!Enabled) return; if (GameMain.DebugDraw) { AnimController.DebugDraw(spriteBatch); if (aiTarget != null) aiTarget.Draw(spriteBatch); } if (this == controlled) return; Vector2 pos = DrawPosition; pos.Y = -pos.Y; if (info != null) { Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f/cam.Zoom)) - GUI.Font.MeasureString(Info.Name) * 0.5f / cam.Zoom; Color nameColor = Color.White; if (Character.Controlled != null && TeamID!=Character.Controlled.TeamID) { nameColor = Color.Red; } spriteBatch.DrawString(GUI.Font, Info.Name, namePos + new Vector2(1.0f/cam.Zoom, 1.0f / cam.Zoom), Color.Black, 0.0f,Vector2.Zero, 1.0f / cam.Zoom,SpriteEffects.None,0.001f); spriteBatch.DrawString(GUI.Font, Info.Name, namePos, nameColor, 0.0f, Vector2.Zero, 1.0f/cam.Zoom, SpriteEffects.None, 0.0f); if (GameMain.DebugDraw) { spriteBatch.DrawString(GUI.Font, ID.ToString(), namePos - new Vector2(0.0f, 20.0f), Color.White); } } if (isDead) return; if (health < maxHealth * 0.98f) { Vector2 healthBarPos = new Vector2(pos.X - 50, DrawPosition.Y + 100.0f); GUI.DrawProgressBar(spriteBatch, healthBarPos, new Vector2(100.0f, 15.0f), health / maxHealth, Color.Lerp(Color.Red, Color.Green, health / maxHealth) * 0.8f); } if (speechBubbleTimer > 0.0f) { GUI.SpeechBubbleIcon.Draw(spriteBatch, pos - Vector2.UnitY * 100.0f, speechBubbleColor * Math.Min(speechBubbleTimer, 1.0f), 0.0f, Math.Min((float)speechBubbleTimer, 1.0f)); } } /// /// Creates a progress bar that's "linked" to the specified object (or updates an existing one if there's one already linked to the object) /// The progress bar will automatically fade out after 1 sec if the method hasn't been called during that time /// public HUDProgressBar UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor) { HUDProgressBar progressBar = null; if (!hudProgressBars.TryGetValue(linkedObject, out progressBar)) { progressBar = new HUDProgressBar(worldPosition, Submarine, emptyColor, fullColor); hudProgressBars.Add(linkedObject, progressBar); } progressBar.WorldPosition = worldPosition; progressBar.FadeTimer = Math.Max(progressBar.FadeTimer, 1.0f); progressBar.Progress = progress; return progressBar; } public void PlaySound(AIController.AiState state) { if (sounds == null || !sounds.Any()) return; var matchingSoundStates = soundStates.Where(x => x == state).ToList(); int selectedSound = Rand.Int(matchingSoundStates.Count()); int n = 0; for (int i = 0; i < sounds.Count(); i++) { if (soundStates[i] != state) continue; if (n == selectedSound && sounds[i]!=null) { sounds[i].Play(1.0f, soundRange[i], AnimController.Limbs[0].WorldPosition); return; } n++; } } public virtual void AddDamage(CauseOfDeath causeOfDeath, float amount, IDamageable attacker) { Health = health-amount; if (amount > 0.0f) { lastAttackCauseOfDeath = causeOfDeath; if (controlled == this) CharacterHUD.TakeDamage(amount); } if (health <= minHealth) Kill(causeOfDeath); } public virtual AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false) { var attackResult = AddDamage(worldPosition, attack.DamageType, attack.GetDamage(deltaTime), attack.GetBleedingDamage(deltaTime), attack.Stun, playSound, attack.TargetForce); var attackingCharacter = attacker as Character; if (attackingCharacter != null && attackingCharacter.AIController == null) { GameServer.Log(Name + " attacked by " + attackingCharacter.Name+". Damage: "+attackResult.Damage+" Bleeding damage: "+attackResult.Bleeding, Color.Orange); } return attackResult; } public AttackResult AddDamage(Vector2 worldPosition, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound, float attackForce = 0.0f) { StartStun(stun); Limb closestLimb = null; float closestDistance = 0.0f; foreach (Limb limb in AnimController.Limbs) { float distance = Vector2.Distance(worldPosition, limb.WorldPosition); if (closestLimb == null || distance < closestDistance) { closestLimb = limb; closestDistance = distance; } } if (Math.Abs(attackForce) > 0.0f) { closestLimb.body.ApplyForce((closestLimb.WorldPosition - worldPosition) * attackForce); } AttackResult attackResult = closestLimb.AddDamage(worldPosition, damageType, amount, bleedingAmount, playSound); AddDamage(damageType == DamageType.Burn ? CauseOfDeath.Burn : causeOfDeath, attackResult.Damage, null); //health -= attackResult.Damage; //if (health <= 0.0f && damageType == DamageType.Burn) Kill(CauseOfDeath.Burn); if (DoesBleed) { Bleeding += attackResult.Bleeding; } return attackResult; } public void StartStun(float stunTimer, bool allowStunDecrease = false) { if ((stunTimer <= 0.0f && !allowStunDecrease) || !MathUtils.IsValid(stunTimer)) return; if (Math.Sign(stunTimer) != Math.Sign(AnimController.StunTimer)) AnimController.ResetPullJoints(); AnimController.StunTimer = Math.Max(AnimController.StunTimer, stunTimer); selectedConstruction = null; } private void Implode(bool isNetworkMessage = false) { if (!isNetworkMessage) { if (GameMain.NetworkMember != null && controlled != this) return; } health = minHealth; BreakJoints(); Kill(CauseOfDeath.Pressure, isNetworkMessage); } public void BreakJoints() { Vector2 centerOfMass = AnimController.GetCenterOfMass(); foreach (Limb limb in AnimController.Limbs) { limb.AddDamage(limb.SimPosition, DamageType.Blunt, 500.0f, 0.0f, false); Vector2 diff = centerOfMass - limb.SimPosition; if (diff == Vector2.Zero) continue; limb.body.ApplyLinearImpulse(diff * 10.0f); // limb.Damage = 100.0f; } SoundPlayer.PlayDamageSound(DamageSoundType.Implode, 50.0f, AnimController.Collider); for (int i = 0; i < 10; i++) { Particle p = GameMain.ParticleManager.CreateParticle("waterblood", ConvertUnits.ToDisplayUnits(centerOfMass) + Rand.Vector(5.0f), Rand.Vector(10.0f)); if (p != null) p.Size *= 2.0f; GameMain.ParticleManager.CreateParticle("bubbles", ConvertUnits.ToDisplayUnits(centerOfMass) + Rand.Vector(5.0f), new Vector2(Rand.Range(-50f, 50f), Rand.Range(-100f, 50f))); } foreach (var joint in AnimController.limbJoints) { joint.LimitEnabled = false; } } public void Kill(CauseOfDeath causeOfDeath, bool isNetworkMessage = false) { if (isDead) return; if (GameMain.NetworkMember != null) { //if the Character is controlled by this client/server, let others know that the Character has died if (Character.controlled == this) { string chatMessage = InfoTextManager.GetInfoText("Self_CauseOfDeath." + causeOfDeath.ToString()); if (GameMain.Client!=null) chatMessage += " Your chat messages will only be visible to other dead players."; GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead); GameMain.LightManager.LosEnabled = false; controlled = null; } //if it's an ai Character, only let the server kill it else if (GameMain.Server != null && this is AICharacter) { } //don't kill the Character unless received a message about the Character dying else if (!isNetworkMessage) { return; } } GameServer.Log(Name+" has died (Cause of death: "+causeOfDeath+")", Color.Red); if (OnDeath != null) OnDeath(this, causeOfDeath); //CoroutineManager.StartCoroutine(DeathAnim(GameMain.GameScreen.Cam)); //health = 0.0f; isDead = true; this.causeOfDeath = causeOfDeath; AnimController.movement = Vector2.Zero; AnimController.TargetMovement = Vector2.Zero; for (int i = 0; i < selectedItems.Length; i++ ) { if (selectedItems[i] != null) selectedItems[i].Drop(this); } if (aiTarget!=null) { aiTarget.Remove(); aiTarget = null; } foreach (Limb limb in AnimController.Limbs) { if (limb.pullJoint == null) continue; limb.pullJoint.Enabled = false; } foreach (RevoluteJoint joint in AnimController.limbJoints) { joint.MotorEnabled = false; } if (GameMain.GameSession != null) { GameMain.GameSession.KillCharacter(this); } } public void Revive(bool isNetworkMessage) { isDead = false; aiTarget = new AITarget(this); health = Math.Max(maxHealth * 0.1f, health); foreach (RevoluteJoint joint in AnimController.limbJoints) { joint.MotorEnabled = true; } if (GameMain.GameSession != null) { GameMain.GameSession.ReviveCharacter(this); } } public override void Remove() { base.Remove(); if (info != null) info.Remove(); CharacterList.Remove(this); if (controlled == this) controlled = null; if (GameMain.Client != null && GameMain.Client.Character == this) GameMain.Client.Character = null; if (aiTarget != null) aiTarget.Remove(); if (AnimController != null) AnimController.Remove(); } public virtual void ClientWrite(NetOutgoingMessage msg) { if (GameMain.Server != null) return; msg.Write((byte)ClientNetObject.CHARACTER_INPUT); while (memInput.Count > 60) { memInput.RemoveAt(memInput.Count - 1); } msg.Write(LastNetworkUpdateID); byte inputCount = Math.Min((byte)memInput.Count, (byte)60); msg.Write(inputCount); for (int i = 0; i < inputCount; i++) { msg.Write(memInput[i]); } } public virtual void ServerRead(NetIncomingMessage msg, Client c) { if (GameMain.Server == null) return; UInt32 networkUpdateID = msg.ReadUInt32(); byte inputCount = msg.ReadByte(); for (int i = 0; i < inputCount; i++) { byte newInput = msg.ReadByte(); if ((i < ((long)networkUpdateID - (long)LastNetworkUpdateID)) && (i < 60)) { memInput.Insert(i, newInput); } } if (networkUpdateID > LastNetworkUpdateID) { LastNetworkUpdateID = networkUpdateID; } while (memInput.Count > 60) { //deleting inputs from the queue here means the server is way behind and data needs to be dropped memInput.RemoveAt(memInput.Count - 1); } } public virtual void ServerWrite(NetOutgoingMessage msg, Client c) { msg.Write(ID); if (this == c.Character) { //length of the message msg.Write((byte)(4+4+4+1)); msg.Write(true); msg.Write((UInt32)(LastNetworkUpdateID - memInput.Count)); } else { //length of the message msg.Write((byte)(4+4+1)); msg.Write(false); } msg.Write(AnimController.Dir > 0.0f); msg.Write(SimPosition.X); msg.Write(SimPosition.Y); msg.WritePadBits(); } public virtual void ClientRead(NetIncomingMessage msg, float sendingTime) { UInt32 networkUpdateID = 0; if (msg.ReadBoolean()) { networkUpdateID = msg.ReadUInt32(); } bool facingRight = msg.ReadBoolean(); Vector2 pos = new Vector2(msg.ReadFloat(), msg.ReadFloat()); var posInfo = GameMain.NetworkMember.Character == this ? new PosInfo(pos, facingRight ? Direction.Right : Direction.Left, networkUpdateID) : new PosInfo(pos, facingRight ? Direction.Right : Direction.Left, sendingTime); int index = 0; while (index < memPos.Count && posInfo.Timestamp > memPos[index].Timestamp) { index++; } memPos.Insert(index, posInfo); } public void WriteSpawnData(NetOutgoingMessage msg) { if (GameMain.Server == null) return; msg.Write(Info == null); msg.Write(ID); msg.Write(ConfigPath); msg.Write(WorldPosition.X); msg.Write(WorldPosition.Y); msg.Write(Enabled); //character with no characterinfo (e.g. some monster) if (Info == null) return; Client ownerClient = GameMain.Server.ConnectedClients.Find(c => c.Character == this); if (ownerClient != null) { msg.Write(true); msg.Write(ownerClient.ID); } else if (GameMain.Server.Character == this) { msg.Write(true); msg.Write((byte)0); } else { msg.Write(false); } msg.Write(Info.Name); msg.Write(this is AICharacter); msg.Write(Info.Gender == Gender.Female); msg.Write((byte)Info.HeadSpriteId); msg.Write(Info.Job == null ? "" : Info.Job.Name); } public static Character ReadSpawnData(NetIncomingMessage inc, bool spawn=true) { if (GameMain.Server != null) return null; bool noInfo = inc.ReadBoolean(); ushort id = inc.ReadUInt16(); string configPath = inc.ReadString(); Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat()); bool enabled = inc.ReadBoolean(); Character character = null; if (noInfo) { if (!spawn) return null; character = Character.Create(configPath, position, null, true); character.ID = id; } else { bool hasOwner = inc.ReadBoolean(); int ownerId = hasOwner ? inc.ReadByte() : -1; string newName = inc.ReadString(); bool hasAi = inc.ReadBoolean(); bool isFemale = inc.ReadBoolean(); int headSpriteID = inc.ReadByte(); string jobName = inc.ReadString(); if (!spawn) return null; JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName); CharacterInfo ch = new CharacterInfo(configPath, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab); ch.HeadSpriteId = headSpriteID; character = Character.Create(configPath, position, ch, GameMain.Client.MyCharacterID != id, hasAi); character.ID = id; if (GameMain.Client.MyCharacterID == id) { GameMain.Client.Character = character; Controlled = character; } if (configPath == Character.HumanConfigFile) { GameMain.GameSession.CrewManager.characters.Add(character); } } character.Enabled = enabled; return character; } } }