using System; using System.Xml.Linq; using FarseerPhysics; using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics.Joints; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Barotrauma.Items.Components; namespace Barotrauma { public enum LimbType { None, LeftHand, RightHand, LeftArm, RightArm, LeftLeg, RightLeg, LeftFoot, RightFoot, Head, Torso, Tail, Legs, RightThigh, LeftThigh, Waist }; class Limb { private const float LimbDensity = 15; private const float LimbAngularDamping = 7; public readonly Character character; //the physics body of the limb public PhysicsBody body; private Texture2D bodyShapeTexture; private readonly int refJointIndex; private readonly float steerForce; private readonly bool doesFlip; protected readonly Vector2 stepOffset; public Sprite sprite, damagedSprite; public bool inWater; public FixedMouseJoint pullJoint; public readonly LimbType type; public readonly bool ignoreCollisions; //private readonly float maxHealth; //private float damage; //private float bleeding; public readonly float impactTolerance; private float damage, burnt; private readonly Vector2 armorSector; private readonly float armorValue; Sound hitSound; //a timer for delaying when a hitsound/attacksound can be played again public float soundTimer; public const float SoundInterval = 0.2f; public readonly Attack attack; private Direction dir; private Wearable wearingItem; private WearableSprite wearingItemSprite; private Vector2 animTargetPos; public Texture2D BodyShapeTexture { get { return bodyShapeTexture; } } public bool DoesFlip { get { return doesFlip; } } public Vector2 WorldPosition { get { return character.Submarine == null ? Position : Position + character.Submarine.Position; } } public Vector2 Position { get { return ConvertUnits.ToDisplayUnits(body.SimPosition); } } public Vector2 SimPosition { get { return body.SimPosition; } } public float Rotation { get { return body.Rotation; } } //where an animcontroller is trying to pull the limb, only used for debug visualization public Vector2 AnimTargetPos { get { return animTargetPos; } } public float SteerForce { get { return steerForce; } } public float Mass { get { return body.Mass; } } public bool Disabled { get; set; } public Sound HitSound { get { return hitSound; } } public Vector2 LinearVelocity { get { return body.LinearVelocity; } } public float Dir { get { return ((dir == Direction.Left) ? -1.0f : 1.0f); } set { dir = (value==-1.0f) ? Direction.Left : Direction.Right; } } public int RefJointIndex { get { return refJointIndex; } } public Vector2 StepOffset { get { return stepOffset; } } public float Burnt { get { return burnt; } set { burnt = MathHelper.Clamp(value,0.0f,100.0f); } } private float scale; //public float Damage //{ // get { return damage; } // set // { // damage = Math.Max(value, 0.0f); // if (damage >=maxHealth) Character.Kill(); // } //} //public float MaxHealth //{ // get { return maxHealth; } //} //public float Bleeding //{ // get { return bleeding; } // set { bleeding = MathHelper.Clamp(value, 0.0f, 100.0f); } //} public Wearable WearingItem { get { return wearingItem; } set { wearingItem = value; } } public WearableSprite WearingItemSprite { get { return wearingItemSprite; } set { wearingItemSprite = value; } } public Limb (Character character, XElement element, float scale = 1.0f) { this.character = character; dir = Direction.Right; doesFlip = ToolBox.GetAttributeBool(element, "flip", false); this.scale = scale; body = new PhysicsBody(element, scale); if (ToolBox.GetAttributeBool(element, "ignorecollisions", false)) { body.CollisionCategories = Category.None; body.CollidesWith = Category.None; ignoreCollisions = true; } else { //limbs don't collide with each other body.CollisionCategories = Physics.CollisionCharacter; body.CollidesWith = Physics.CollisionAll & ~Physics.CollisionCharacter & ~Physics.CollisionMisc; } impactTolerance = ToolBox.GetAttributeFloat(element, "impacttolerance", 10.0f); body.UserData = this; refJointIndex = -1; if (element.Attribute("type") != null) { try { type = (LimbType)Enum.Parse(typeof(LimbType), element.Attribute("type").Value, true); } catch { type = LimbType.None; DebugConsole.ThrowError("Error in "+element+"! ''"+element.Attribute("type").Value+"'' is not a valid limb type"); } Vector2 jointPos = ToolBox.GetAttributeVector2(element, "pullpos", Vector2.Zero) * scale; jointPos = ConvertUnits.ToSimUnits(jointPos); stepOffset = ToolBox.GetAttributeVector2(element, "stepoffset", Vector2.Zero) * scale; stepOffset = ConvertUnits.ToSimUnits(stepOffset); refJointIndex = ToolBox.GetAttributeInt(element, "refjoint", -1); pullJoint = new FixedMouseJoint(body.FarseerBody, jointPos); pullJoint.Enabled = false; pullJoint.MaxForce = ((type == LimbType.LeftHand || type == LimbType.RightHand) ? 400.0f : 150.0f) * body.Mass; GameMain.World.AddJoint(pullJoint); } else { type = LimbType.None; } steerForce = ToolBox.GetAttributeFloat(element, "steerforce", 0.0f); //maxHealth = Math.Max(ToolBox.GetAttributeFloat(element, "health", 100.0f),1.0f); armorSector = ToolBox.GetAttributeVector2(element, "armorsector", Vector2.Zero); armorSector.X = MathHelper.ToRadians(armorSector.X); armorSector.Y = MathHelper.ToRadians(armorSector.Y); armorValue = Math.Max(ToolBox.GetAttributeFloat(element, "armor", 0.0f), 0.0f); body.BodyType = BodyType.Dynamic; body.FarseerBody.AngularDamping = LimbAngularDamping; foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString().ToLower()) { case "sprite": string spritePath = subElement.Attribute("texture").Value; if (character.Info!=null) { spritePath = spritePath.Replace("[GENDER]", (character.Info.Gender == Gender.Female) ? "f" : ""); spritePath = spritePath.Replace("[HEADID]", character.Info.HeadSpriteId.ToString()); } sprite = new Sprite(subElement, "", spritePath); break; case "damagedsprite": string damagedSpritePath = subElement.Attribute("texture").Value; if (character.Info != null) { damagedSpritePath = damagedSpritePath.Replace("[GENDER]", (character.Info.Gender == Gender.Female) ? "f" : ""); damagedSpritePath = damagedSpritePath.Replace("[HEADID]", character.Info.HeadSpriteId.ToString()); } damagedSprite = new Sprite(subElement, "", damagedSpritePath); break; case "attack": attack = new Attack(subElement); break; case "sound": hitSound = Sound.Load(ToolBox.GetAttributeString(subElement, "file", "")); break; } } } public void Move(Vector2 pos, float amount, bool pullFromCenter=false) { Vector2 pullPos = body.SimPosition; if (pullJoint!=null && !pullFromCenter) { pullPos = pullJoint.WorldAnchorA; } animTargetPos = pos; Vector2 vel = body.LinearVelocity; Vector2 deltaPos = pos - pullPos; deltaPos *= amount; body.ApplyLinearImpulse((deltaPos - vel * 0.5f) * body.Mass, pullPos); } public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, bool playSound) { DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash; bool hitArmor = false; float totalArmorValue = 0.0f; if (armorValue>0.0f && SectorHit(armorSector, position)) { hitArmor = true; totalArmorValue += armorValue; } if (wearingItem!=null && wearingItem.ArmorValue>0.0f && SectorHit(wearingItem.ArmorSectorLimits, position)) { hitArmor = true; totalArmorValue += wearingItem.ArmorValue; } if (hitArmor) { totalArmorValue = Math.Max(totalArmorValue, 0.0f); damageSoundType = DamageSoundType.LimbArmor; amount = Math.Max(0.0f, amount - totalArmorValue); bleedingAmount = Math.Max(0.0f, bleedingAmount - totalArmorValue); } if (playSound) { SoundPlayer.PlayDamageSound(damageSoundType, amount, position); } //Bleeding += bleedingAmount; //Damage += amount; float bloodAmount = hitArmor || bleedingAmount<=0.0f ? 0 : (int)Math.Min((int)(amount * 2.0f), 20); for (int i = 0; i < bloodAmount; i++) { Vector2 particleVel = SimPosition - position; if (particleVel != Vector2.Zero) particleVel = Vector2.Normalize(particleVel); GameMain.ParticleManager.CreateParticle("blood", WorldPosition, particleVel * Rand.Range(100.0f, 300.0f), 0.0f, character.AnimController.CurrentHull); } for (int i = 0; i < bloodAmount / 2; i++) { GameMain.ParticleManager.CreateParticle("waterblood", WorldPosition, Vector2.Zero, 0.0f, character.AnimController.CurrentHull); } damage += Math.Max(amount,bleedingAmount) / character.MaxHealth * 100.0f; return new AttackResult(amount, bleedingAmount, hitArmor); } public bool SectorHit(Vector2 armorSector, Vector2 simPosition) { if (armorSector == Vector2.Zero) return false; float rot = body.Rotation; if (Dir == -1) rot -= MathHelper.Pi; Vector2 armorLimits = new Vector2(rot - armorSector.X * Dir, rot - armorSector.Y * Dir); float mid = (armorLimits.X + armorLimits.Y) / 2.0f; float angleDiff = MathUtils.GetShortestAngle(MathUtils.VectorToAngle(simPosition - SimPosition), mid); return (Math.Abs(angleDiff) < (armorSector.Y - armorSector.X) / 2.0f); } public void Update(float deltaTime) { if (!character.IsDead) damage = Math.Max(0.0f, damage-deltaTime*0.1f); if (burnt > 0.0f) Burnt -= deltaTime; if (LinearVelocity.X>100.0f) { //DebugConsole.ThrowError("CHARACTER EXPLODED"); foreach (Limb limb in character.AnimController.Limbs) { limb.body.ResetDynamics(); limb.body.SetTransform(character.AnimController.RefLimb.SimPosition, 0.0f); } } if (inWater) { //buoyancy Vector2 buoyancy = new Vector2(0, Mass * 9.6f); //drag Vector2 velDir = Vector2.Normalize(LinearVelocity); Vector2 line = new Vector2((float)Math.Cos(body.Rotation), (float)Math.Sin(body.Rotation)); line *= ConvertUnits.ToSimUnits(sprite.size.Y); Vector2 normal = new Vector2(-line.Y, line.X); normal = Vector2.Normalize(-normal); float dragDot = Vector2.Dot(normal, velDir); Vector2 dragForce = Vector2.Zero; if (dragDot > 0) { float vel = LinearVelocity.Length()*2.0f; float drag = dragDot * vel * vel * ConvertUnits.ToSimUnits(sprite.size.Y); dragForce = drag * -velDir; //if (dragForce.Length() > 100.0f) { } } body.ApplyForce(dragForce + buoyancy); body.ApplyTorque(body.AngularVelocity * body.Mass * -0.08f); } if (character.IsDead) return; soundTimer -= deltaTime; //if (MathUtils.RandomFloat(0.0f, 1000.0f) < Bleeding) //{ // Game1.particleManager.CreateParticle( // !inWater ? "blood" : "waterblood", // SimPosition, Vector2.Zero); //} } public void Draw(SpriteBatch spriteBatch) { float brightness = 1.0f - (burnt / 100.0f) * 0.5f; Color color = new Color(brightness, brightness, brightness); body.Dir = Dir; if (wearingItem == null || !wearingItemSprite.HideLimb) { body.Draw(spriteBatch, sprite, color, null, scale); } else { body.UpdateDrawPosition(); } if (wearingItem != null) { SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally; Vector2 origin = wearingItemSprite.Sprite.Origin; if (body.Dir == -1.0f) origin.X = wearingItemSprite.Sprite.SourceRect.Width - origin.X; float depth = sprite.Depth - 0.000001f; if (wearingItemSprite.DepthLimb!=LimbType.None) { Limb depthLimb = character.AnimController.GetLimb(wearingItemSprite.DepthLimb); if (depthLimb!=null) { depth = depthLimb.sprite.Depth - 0.000001f; } } wearingItemSprite.Sprite.Draw(spriteBatch, new Vector2(body.DrawPosition.X, -body.DrawPosition.Y), color, origin, -body.DrawRotation, scale, spriteEffect, depth); } if (damage>0.0f && damagedSprite!=null) { SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally; float depth = sprite.Depth - 0.0000015f; damagedSprite.Draw(spriteBatch, new Vector2(body.DrawPosition.X, -body.DrawPosition.Y), color*Math.Min(damage/50.0f,1.0f), sprite.Origin, -body.DrawRotation, 1.0f, spriteEffect, depth); } if (!GameMain.DebugDraw) return; if (pullJoint!=null) { Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB); GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true); } if (bodyShapeTexture == null) { switch (body.bodyShape) { case PhysicsBody.Shape.Rectangle: bodyShapeTexture = GUI.CreateRectangle( (int)ConvertUnits.ToDisplayUnits(body.width), (int)ConvertUnits.ToDisplayUnits(body.height)); break; case PhysicsBody.Shape.Capsule: bodyShapeTexture = GUI.CreateCapsule( (int)ConvertUnits.ToDisplayUnits(body.radius), (int)ConvertUnits.ToDisplayUnits(body.height)); break; case PhysicsBody.Shape.Circle: bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(body.radius)); break; } } spriteBatch.Draw( bodyShapeTexture, new Vector2(body.DrawPosition.X, -body.DrawPosition.Y), null, Color.White, -body.DrawRotation, new Vector2(bodyShapeTexture.Width / 2, bodyShapeTexture.Height / 2), 1.0f, SpriteEffects.None, 0.0f); } public void Remove() { sprite.Remove(); if (damagedSprite != null) damagedSprite.Remove(); body.Remove(); if (bodyShapeTexture != null) { bodyShapeTexture.Dispose(); } if (hitSound != null) hitSound.Remove(); } } }