Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Characters/Character.cs

421 lines
16 KiB
C#

using Barotrauma.Networking;
using Barotrauma.Particles;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class Character : Entity, IDamageable, ISerializableEntity, IClientSerializable, IServerSerializable
{
protected float soundTimer;
protected float soundInterval;
protected float hudInfoTimer;
protected bool hudInfoVisible;
float hudInfoHeight;
private List<CharacterSound> sounds;
//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();
if (controlled != null)
{
controlled.Enabled = true;
}
}
}
private Dictionary<object, HUDProgressBar> hudProgressBars;
public Dictionary<object, HUDProgressBar> HUDProgressBars
{
get { return hudProgressBars; }
}
partial void InitProjSpecific(XDocument doc)
{
soundInterval = doc.Root.GetAttributeFloat("soundinterval", 10.0f);
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));
}
var soundElements = doc.Root.Elements("sound").ToList();
sounds = new List<CharacterSound>();
foreach (XElement soundElement in soundElements)
{
sounds.Add(new CharacterSound(soundElement));
}
hudProgressBars = new Dictionary<object, HUDProgressBar>();
}
/// <summary>
/// Control the Character according to player input
/// </summary>
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)
{
if (needsAir &&
pressureProtection < 80.0f &&
(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure > 50.0f))
{
float pressure = AnimController.CurrentHull == null ? 100.0f : AnimController.CurrentHull.LethalPressure;
cam.Zoom = MathHelper.Lerp(cam.Zoom,
(pressure / 50.0f) * Rand.Range(1.0f, 1.05f),
(pressure - 50.0f) / 50.0f);
}
if (IsHumanoid)
{
cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, 250.0f, deltaTime);
}
else
{
//increased visibility range when controlling large a non-humanoid
cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, MathHelper.Clamp(Mass, 250.0f, 800.0f), deltaTime);
}
}
cursorPosition = cam.ScreenToWorld(PlayerInput.MousePosition);
if (AnimController.CurrentHull != null && AnimController.CurrentHull.Submarine != null)
{
cursorPosition -= AnimController.CurrentHull.Submarine.Position;
}
Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition);
if (moveCam)
{
if (DebugConsole.IsOpen || GUI.PauseMenuOpen || IsUnconscious ||
(GameMain.GameSession?.CrewManager?.CrewCommander != null && GameMain.GameSession.CrewManager.CrewCommander.IsOpen))
{
if (deltaTime > 0.0f) cam.OffsetAmount = 0.0f;
}
else if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f)
{
Body body = Submarine.CheckVisibility(AnimController.Limbs[0].SimPosition, mouseSimPos);
Structure structure = body == null ? null : body.UserData as Structure;
float sightDist = Submarine.LastPickedFraction;
if (body?.UserData is Structure && !((Structure)body.UserData).CastShadow)
{
sightDist = 1.0f;
}
cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, Math.Max(250.0f, sightDist * 500.0f), 0.05f);
}
}
DoInteractionUpdate(deltaTime, mouseSimPos);
DisableControls = false;
}
partial void UpdateControlled(float deltaTime,Camera cam)
{
if (controlled != this) return;
ControlLocalPlayer(deltaTime, cam);
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);
}
}
partial void DamageHUD(float amount)
{
if (controlled == this) CharacterHUD.TakeDamage(amount);
}
partial void UpdateOxygenProjSpecific(float prevOxygen)
{
if (prevOxygen > 0.0f && Oxygen <= 0.0f && controlled == this)
{
SoundPlayer.PlaySound("drown");
}
}
partial void KillProjSpecific()
{
if (GameMain.NetworkMember != null && controlled == this)
{
string chatMessage = TextManager.Get("Self_CauseOfDeathDescription." + causeOfDeath.ToString());
if (GameMain.Client != null) chatMessage += " " + TextManager.Get("DeathChatNotification");
GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead);
GameMain.LightManager.LosEnabled = false;
controlled = null;
}
PlaySound(CharacterSound.SoundType.Die);
}
partial void DisposeProjSpecific()
{
if (controlled == this) controlled = null;
if (GameMain.GameSession?.CrewManager != null &&
GameMain.GameSession.CrewManager.GetCharacters().Contains(this))
{
GameMain.GameSession.CrewManager.RemoveCharacter(this);
}
if (GameMain.Client != null && GameMain.Client.Character == this) GameMain.Client.Character = null;
if (Lights.LightManager.ViewTarget == this) Lights.LightManager.ViewTarget = null;
}
partial void UpdateProjSpecific(float deltaTime, Camera cam)
{
if (info != null || health < maxHealth * 0.98f)
{
hudInfoTimer -= deltaTime;
if (hudInfoTimer <= 0.0f)
{
if (controlled == null)
{
hudInfoVisible = true;
}
//if the character is not in the camera view, the name can't be visible and we can avoid the expensive visibility checks
else if (WorldPosition.X < cam.WorldView.X || WorldPosition.X > cam.WorldView.Right ||
WorldPosition.Y > cam.WorldView.Y || WorldPosition.Y < cam.WorldView.Y - cam.WorldView.Height)
{
hudInfoVisible = false;
}
else
{
//Ideally it shouldn't send the character entirely if we can't see them but /shrug, this isn't the most hacker-proof game atm
hudInfoVisible = controlled.CanSeeCharacter(this);
}
hudInfoTimer = Rand.Range(0.5f, 1.0f);
}
}
}
public static void AddAllToGUIUpdateList()
{
for (int i = 0; i < CharacterList.Count; i++)
{
CharacterList[i].AddToGUIUpdateList();
}
}
public virtual void AddToGUIUpdateList()
{
if (controlled == this)
{
CharacterHUD.AddToGUIUpdateList(this);
}
}
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 (GUI.DisableHUD) return;
Vector2 pos = DrawPosition;
pos.Y += hudInfoHeight;
if (CurrentHull != null && DrawPosition.Y > CurrentHull.WorldRect.Y - 130.0f)
{
float lowerAmount = DrawPosition.Y - (CurrentHull.WorldRect.Y - 130.0f);
hudInfoHeight = MathHelper.Lerp(hudInfoHeight, 100.0f - lowerAmount, 0.1f);
hudInfoHeight = Math.Max(hudInfoHeight, 20.0f);
}
else
{
hudInfoHeight = MathHelper.Lerp(hudInfoHeight, 100.0f, 0.1f);
}
pos.Y = -pos.Y;
if (speechBubbleTimer > 0.0f)
{
GUI.SpeechBubbleIcon.Draw(spriteBatch, pos - Vector2.UnitY * 100.0f,
speechBubbleColor * Math.Min(speechBubbleTimer, 1.0f), 0.0f,
Math.Min(speechBubbleTimer, 1.0f));
}
if (this == controlled) return;
float hoverRange = 300.0f;
float fadeOutRange = 200.0f;
float cursorDist = Vector2.Distance(WorldPosition, cam.ScreenToWorld(PlayerInput.MousePosition));
float hudInfoAlpha = MathHelper.Clamp(1.0f - (cursorDist - (hoverRange - fadeOutRange)) / fadeOutRange, 0.2f, 1.0f);
if (hudInfoVisible && info != null)
{
string name = Info.DisplayName;
if (controlled == null && name != Info.Name) name += " " + TextManager.Get("Disguised");
Vector2 namePos = new Vector2(pos.X, pos.Y - 10.0f - (5.0f / cam.Zoom)) - GUI.Font.MeasureString(Info.Name) * 0.5f / cam.Zoom;
Vector2 screenSize = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
Vector2 viewportSize = new Vector2(cam.WorldView.Width, cam.WorldView.Height);
namePos.X -= cam.WorldView.X; namePos.Y += cam.WorldView.Y;
namePos *= screenSize / viewportSize;
namePos.X = (float)Math.Floor(namePos.X); namePos.Y = (float)Math.Floor(namePos.Y);
namePos *= viewportSize / screenSize;
namePos.X += cam.WorldView.X; namePos.Y -= cam.WorldView.Y;
Color nameColor = Color.White;
if (Controlled != null && TeamID != Controlled.TeamID)
{
nameColor = Color.Red;
}
GUI.Font.DrawString(spriteBatch, 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);
GUI.Font.DrawString(spriteBatch, name, namePos, nameColor * hudInfoAlpha, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.0f);
if (GameMain.DebugDraw)
{
GUI.Font.DrawString(spriteBatch, ID.ToString(), namePos - new Vector2(0.0f, 20.0f), Color.White);
}
}
if (isDead) return;
if (health < maxHealth * 0.98f && hudInfoVisible)
{
Vector2 healthBarPos = new Vector2(pos.X - 50, -pos.Y);
GUI.DrawProgressBar(spriteBatch, healthBarPos, new Vector2(100.0f, 15.0f),
health / maxHealth,
Color.Lerp(Color.Red, Color.Green, health / maxHealth) * 0.8f * hudInfoAlpha,
new Color(0.5f, 0.57f, 0.6f, 1.0f) * hudInfoAlpha);
}
}
/// <summary>
/// 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
/// </summary>
public HUDProgressBar UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor)
{
if (controlled != this) return null;
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(CharacterSound.SoundType soundType)
{
if (sounds == null || sounds.Count == 0) return;
var matchingSounds = sounds.FindAll(s => s.Type == soundType);
if (matchingSounds.Count == 0) return;
var selectedSound = matchingSounds[Rand.Int(matchingSounds.Count)];
selectedSound.Sound.Play(1.0f, selectedSound.Range, AnimController.WorldPosition);
}
partial void ImplodeFX()
{
Vector2 centerOfMass = AnimController.GetCenterOfMass();
SoundPlayer.PlaySound("implode", 1.0f, 150.0f, WorldPosition);
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)));
GameMain.ParticleManager.CreateParticle("gib",
WorldPosition + Rand.Vector(Rand.Range(0.0f, 50.0f)),
Rand.Range(0.0f, MathHelper.TwoPi),
Rand.Range(200.0f, 700.0f), null);
}
for (int i = 0; i < 30; i++)
{
GameMain.ParticleManager.CreateParticle("heavygib",
WorldPosition + Rand.Vector(Rand.Range(0.0f, 50.0f)),
Rand.Range(0.0f, MathHelper.TwoPi),
Rand.Range(50.0f, 500.0f), null);
}
}
}
}