1551 lines
58 KiB
C#
1551 lines
58 KiB
C#
using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class Ragdoll
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{
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private static List<Ragdoll> list = new List<Ragdoll>();
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protected Hull currentHull;
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private Limb[] limbs;
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public Limb[] Limbs
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{
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get
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{
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if (limbs == null)
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{
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DebugConsole.ThrowError("Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this));
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return new Limb[0];
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}
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return limbs;
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}
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}
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private bool frozen;
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public bool Frozen
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{
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get { return frozen; }
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set
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{
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if (frozen == value) return;
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frozen = value;
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Collider.PhysEnabled = !frozen;
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}
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}
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private Dictionary<LimbType, Limb> limbDictionary;
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public LimbJoint[] LimbJoints;
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private bool simplePhysicsEnabled;
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private Character character;
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protected float strongestImpact;
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public float headPosition, headAngle;
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public float torsoPosition, torsoAngle;
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protected double onFloorTimer;
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private float splashSoundTimer;
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//the movement speed of the ragdoll
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public Vector2 movement;
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//the target speed towards which movement is interpolated
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protected Vector2 targetMovement;
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//a movement vector that overrides targetmovement if trying to steer
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//a Character to the position sent by server in multiplayer mode
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protected Vector2 overrideTargetMovement;
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protected float floorY;
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protected float surfaceY;
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protected bool inWater, headInWater;
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public bool onGround;
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private bool ignorePlatforms;
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protected float colliderHeightFromFloor;
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public Structure Stairs;
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protected Direction dir;
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public Direction TargetDir;
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protected List<PhysicsBody> collider;
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protected int colliderIndex = 0;
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public PhysicsBody Collider
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{
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get
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{
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return collider[colliderIndex];
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}
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}
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public int ColliderIndex
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{
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get
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{
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return colliderIndex;
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}
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set
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{
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if (value == colliderIndex) return;
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if (value >= collider.Count || value < 0) return;
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if (collider[colliderIndex].height<collider[value].height)
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{
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Vector2 pos1 = collider[colliderIndex].SimPosition;
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pos1.Y -= collider[colliderIndex].height * colliderHeightFromFloor;
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Vector2 pos2 = pos1;
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pos2.Y += collider[value].height * 1.1f;
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if (GameMain.World.RayCast(pos1, pos2).Any(f => f.CollisionCategories.HasFlag(Physics.CollisionWall))) return;
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}
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Vector2 pos = collider[colliderIndex].SimPosition;
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pos.Y -= collider[colliderIndex].height * 0.5f;
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pos.Y += collider[value].height * 0.5f;
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collider[value].SetTransform(pos, collider[colliderIndex].Rotation);
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collider[value].LinearVelocity = collider[colliderIndex].LinearVelocity;
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collider[value].AngularVelocity = collider[colliderIndex].AngularVelocity;
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collider[value].Submarine = collider[colliderIndex].Submarine;
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collider[value].PhysEnabled = !frozen;
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collider[value].Enabled = !simplePhysicsEnabled;
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collider[colliderIndex].PhysEnabled = false;
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colliderIndex = value;
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}
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}
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public float FloorY
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{
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get { return floorY; }
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}
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public float Mass
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{
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get;
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private set;
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}
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public Limb MainLimb
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{
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get;
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private set;
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}
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public Vector2 WorldPosition
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{
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get
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{
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return character.Submarine == null ?
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ConvertUnits.ToDisplayUnits(Collider.SimPosition) :
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ConvertUnits.ToDisplayUnits(Collider.SimPosition) + character.Submarine.Position;
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}
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}
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public bool SimplePhysicsEnabled
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{
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get { return simplePhysicsEnabled; }
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set
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{
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if (value == simplePhysicsEnabled) return;
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simplePhysicsEnabled = value;
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foreach (Limb limb in Limbs)
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{
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if (limb.IsSevered) continue;
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if (limb.body == null)
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{
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DebugConsole.ThrowError("Limb has no body! (" + (character != null ? character.Name : "Unknown character") + ", " + limb.type.ToString());
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continue;
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}
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limb.body.Enabled = !simplePhysicsEnabled;
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}
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foreach (LimbJoint joint in LimbJoints)
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{
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joint.Enabled = !joint.IsSevered && !simplePhysicsEnabled;
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}
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if (!simplePhysicsEnabled)
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{
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foreach (Limb limb in Limbs)
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{
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if (limb.IsSevered) continue;
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limb.body.SetTransform(Collider.SimPosition, Collider.Rotation);
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}
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}
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}
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}
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public Vector2 TargetMovement
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{
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get
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{
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return (overrideTargetMovement == Vector2.Zero) ? targetMovement : overrideTargetMovement;
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}
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set
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{
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if (!MathUtils.IsValid(value)) return;
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targetMovement.X = MathHelper.Clamp(value.X, -5.0f, 5.0f);
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targetMovement.Y = MathHelper.Clamp(value.Y, -5.0f, 5.0f);
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}
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}
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protected virtual float HeadPosition
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{
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get { return headPosition; }
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}
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protected virtual float HeadAngle
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{
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get { return headAngle; }
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}
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protected virtual float TorsoPosition
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{
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get { return torsoPosition; }
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}
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protected virtual float TorsoAngle
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{
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get { return torsoAngle; }
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}
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public float Dir
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{
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get { return ((dir == Direction.Left) ? -1.0f : 1.0f); }
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}
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public bool InWater
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{
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get { return inWater; }
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}
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public bool HeadInWater
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{
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get { return headInWater; }
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}
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public readonly bool CanEnterSubmarine;
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public Hull CurrentHull
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{
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get { return currentHull; }
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set
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{
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if (value == currentHull) return;
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currentHull = value;
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Submarine currSubmarine = currentHull == null ? null : currentHull.Submarine;
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foreach (Limb limb in Limbs)
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{
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limb.body.Submarine = currSubmarine;
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}
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Collider.Submarine = currSubmarine;
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}
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}
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public bool IgnorePlatforms
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{
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get { return ignorePlatforms; }
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set
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{
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if (ignorePlatforms == value) return;
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ignorePlatforms = value;
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UpdateCollisionCategories();
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}
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}
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public float ImpactTolerance
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{
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get;
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private set;
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}
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public Ragdoll(Character character, XElement element)
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{
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list.Add(this);
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this.character = character;
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dir = Direction.Right;
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float scale = element.GetAttributeFloat("scale", 1.0f);
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limbs = new Limb[element.Elements("limb").Count()];
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LimbJoints = new LimbJoint[element.Elements("joint").Count()];
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limbDictionary = new Dictionary<LimbType, Limb>();
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headPosition = element.GetAttributeFloat("headposition", 50.0f);
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headPosition = ConvertUnits.ToSimUnits(headPosition);
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headAngle = MathHelper.ToRadians(element.GetAttributeFloat("headangle", 0.0f));
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torsoPosition = element.GetAttributeFloat("torsoposition", 50.0f);
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torsoPosition = ConvertUnits.ToSimUnits(torsoPosition);
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torsoAngle = MathHelper.ToRadians(element.GetAttributeFloat("torsoangle", 0.0f));
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ImpactTolerance = element.GetAttributeFloat("impacttolerance", 50.0f);
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CanEnterSubmarine = element.GetAttributeBool("canentersubmarine", true);
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colliderHeightFromFloor = element.GetAttributeFloat("colliderheightfromfloor", 45.0f);
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colliderHeightFromFloor = ConvertUnits.ToSimUnits(colliderHeightFromFloor);
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collider = new List<PhysicsBody>();
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString())
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{
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case "limb":
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byte ID = Convert.ToByte(subElement.Attribute("id").Value);
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Limb limb = new Limb(character, subElement, scale);
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limb.body.FarseerBody.OnCollision += OnLimbCollision;
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Limbs[ID] = limb;
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Mass += limb.Mass;
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if (!limbDictionary.ContainsKey(limb.type)) limbDictionary.Add(limb.type, limb);
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break;
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case "joint":
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AddJoint(subElement, scale);
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break;
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case "collider":
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collider.Add(new PhysicsBody(subElement, scale));
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collider[collider.Count - 1].UserData = character;
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collider[collider.Count - 1].FarseerBody.Friction = 0.05f;
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collider[collider.Count - 1].FarseerBody.Restitution = 0.05f;
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collider[collider.Count - 1].FarseerBody.FixedRotation = true;
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collider[collider.Count - 1].CollisionCategories = Physics.CollisionCharacter;
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collider[collider.Count - 1].FarseerBody.AngularDamping = 5.0f;
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collider[collider.Count - 1].FarseerBody.FixedRotation = true;
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collider[collider.Count - 1].FarseerBody.OnCollision += OnLimbCollision;
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if (collider.Count > 1) collider[collider.Count - 1].PhysEnabled = false;
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break;
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}
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}
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if (collider[0] == null)
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{
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DebugConsole.ThrowError("No collider configured for \"" + character.Name + "\"!");
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collider[0] = new PhysicsBody(0.0f, 0.0f, 0.5f, 5.0f);
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collider[0].UserData = character;
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collider[0].BodyType = BodyType.Dynamic;
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collider[0].CollisionCategories = Physics.CollisionCharacter;
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collider[0].FarseerBody.AngularDamping = 5.0f;
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collider[0].FarseerBody.FixedRotation = true;
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collider[0].FarseerBody.OnCollision += OnLimbCollision;
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}
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UpdateCollisionCategories();
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foreach (var joint in LimbJoints)
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{
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joint.BodyB.SetTransform(
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joint.BodyA.Position + (joint.LocalAnchorA - joint.LocalAnchorB)*0.1f,
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(joint.LowerLimit + joint.UpperLimit) / 2.0f);
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}
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//make sure every character gets drawn at a distinct "layer"
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//(instead of having some of the limbs appear behind and some in front of other characters)
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float startDepth = 0.1f;
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float increment = 0.001f;
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foreach (Character otherCharacter in Character.CharacterList)
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{
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if (otherCharacter == character) continue;
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startDepth += increment;
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}
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//make sure each limb has a distinct depth value
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List<Limb> depthSortedLimbs = Limbs.OrderBy(l => l.sprite == null ? 0.0f : l.sprite.Depth).ToList();
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foreach (Limb limb in Limbs)
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{
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if (limb.sprite != null)
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limb.sprite.Depth = startDepth + depthSortedLimbs.IndexOf(limb) * 0.00001f;
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}
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Limb torso = GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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MainLimb = torso == null ? head : torso;
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}
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public void AddJoint(XElement subElement, float scale = 1.0f)
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{
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byte limb1ID = Convert.ToByte(subElement.Attribute("limb1").Value);
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byte limb2ID = Convert.ToByte(subElement.Attribute("limb2").Value);
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Vector2 limb1Pos = subElement.GetAttributeVector2("limb1anchor", Vector2.Zero) * scale;
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limb1Pos = ConvertUnits.ToSimUnits(limb1Pos);
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Vector2 limb2Pos = subElement.GetAttributeVector2("limb2anchor", Vector2.Zero) * scale;
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limb2Pos = ConvertUnits.ToSimUnits(limb2Pos);
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LimbJoint joint = new LimbJoint(Limbs[limb1ID], Limbs[limb2ID], limb1Pos, limb2Pos);
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joint.CanBeSevered = subElement.GetAttributeBool("canbesevered", true);
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if (subElement.Attribute("lowerlimit") != null)
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{
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joint.LimitEnabled = true;
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joint.LowerLimit = float.Parse(subElement.Attribute("lowerlimit").Value) * ((float)Math.PI / 180.0f);
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joint.UpperLimit = float.Parse(subElement.Attribute("upperlimit").Value) * ((float)Math.PI / 180.0f);
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}
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GameMain.World.AddJoint(joint);
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for (int i = 0; i < LimbJoints.Length; i++)
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{
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if (LimbJoints[i] != null) continue;
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LimbJoints[i] = joint;
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return;
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}
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Array.Resize(ref LimbJoints, LimbJoints.Length + 1);
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LimbJoints[LimbJoints.Length - 1] = joint;
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}
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public void AddLimb(Limb limb)
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{
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if (Limbs.Contains(limb)) return;
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limb.body.FarseerBody.OnCollision += OnLimbCollision;
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Array.Resize(ref limbs, Limbs.Length + 1);
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Limbs[Limbs.Length - 1] = limb;
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Mass += limb.Mass;
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if (!limbDictionary.ContainsKey(limb.type)) limbDictionary.Add(limb.type, limb);
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}
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public void RemoveLimb(Limb limb)
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{
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if (!Limbs.Contains(limb)) return;
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Limb[] newLimbs = new Limb[Limbs.Length - 1];
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int i = 0;
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foreach (Limb existingLimb in Limbs)
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{
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if (existingLimb == limb) continue;
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newLimbs[i] = existingLimb;
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i++;
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}
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limbs = newLimbs;
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if (limbDictionary.ContainsKey(limb.type)) limbDictionary.Remove(limb.type);
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//remove all joints that were attached to the removed limb
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LimbJoint[] attachedJoints = Array.FindAll(LimbJoints, lj => lj.LimbA == limb || lj.LimbB == limb);
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if (attachedJoints.Length > 0)
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{
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LimbJoint[] newJoints = new LimbJoint[LimbJoints.Length - attachedJoints.Length];
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i = 0;
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foreach (LimbJoint limbJoint in LimbJoints)
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{
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if (attachedJoints.Contains(limbJoint)) continue;
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newJoints[i] = limbJoint;
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i++;
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}
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LimbJoints = newJoints;
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}
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limb.Remove();
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foreach (LimbJoint limbJoint in attachedJoints)
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{
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GameMain.World.RemoveJoint(limbJoint);
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}
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}
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public bool OnLimbCollision(Fixture f1, Fixture f2, Contact contact)
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{
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Structure structure = f2.Body.UserData as Structure;
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if (f2.Body.UserData is Submarine && character.Submarine == (Submarine)f2.Body.UserData) return false;
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//always collides with bodies other than structures
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if (structure == null)
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{
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CalculateImpact(f1, f2, contact);
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return true;
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}
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Vector2 colliderBottom = GetColliderBottom();
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if (structure.IsPlatform)
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{
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if (ignorePlatforms) return false;
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//the collision is ignored if the lowest limb is under the platform
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//if (lowestLimb==null || lowestLimb.Position.Y < structure.Rect.Y) return false;
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if (colliderBottom.Y < ConvertUnits.ToSimUnits(structure.Rect.Y - 5)) return false;
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if (f1.Body.Position.Y < ConvertUnits.ToSimUnits(structure.Rect.Y - 5)) return false;
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}
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else if (structure.StairDirection != Direction.None)
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{
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Stairs = null;
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//don't collider with stairs if
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//1. bottom of the collider is at the bottom of the stairs and the character isn't trying to move upwards
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float stairBottomPos = ConvertUnits.ToSimUnits(structure.Rect.Y - structure.Rect.Height + 10);
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if (colliderBottom.Y < stairBottomPos && targetMovement.Y < 0.5f) return false;
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//2. bottom of the collider is at the top of the stairs and the character isn't trying to move downwards
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if (targetMovement.Y >= 0.0f && colliderBottom.Y >= ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y * 5)) return false;
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//3. collided with the stairs from below
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if (contact.Manifold.LocalNormal.Y < 0.0f) return false;
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//4. contact points is above the bottom half of the collider
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Vector2 normal; FarseerPhysics.Common.FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal, out points);
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if (points[0].Y > Collider.SimPosition.Y) return false;
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//5. in water
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if (inWater && targetMovement.Y < 0.5f) return false;
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//---------------
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//set stairs to that of the one dragging us
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if (character.SelectedBy != null)
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Stairs = character.SelectedBy.AnimController.Stairs;
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else
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Stairs = structure;
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if (Stairs == null)
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return false;
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}
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CalculateImpact(f1, f2, contact);
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return true;
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}
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|
|
private void CalculateImpact(Fixture f1, Fixture f2, Contact contact)
|
|
{
|
|
if (character.DisableImpactDamageTimer > 0.0f) return;
|
|
|
|
Vector2 normal = contact.Manifold.LocalNormal;
|
|
Vector2 velocity = f1.Body.LinearVelocity;
|
|
|
|
if (character.Submarine == null && f2.Body.UserData is Submarine) velocity -= ((Submarine)f2.Body.UserData).Velocity;
|
|
|
|
float impact = Vector2.Dot(velocity, -normal);
|
|
if (f1.Body == Collider.FarseerBody)
|
|
{
|
|
if (!character.IsRemotePlayer || GameMain.Server != null)
|
|
{
|
|
if (impact > ImpactTolerance)
|
|
{
|
|
character.AddDamage(CauseOfDeath.Damage, impact - ImpactTolerance, null);
|
|
|
|
strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
|
|
}
|
|
}
|
|
}
|
|
|
|
ImpactProjSpecific(impact, f1.Body);
|
|
}
|
|
|
|
public void SeverLimbJoint(LimbJoint limbJoint)
|
|
{
|
|
if (!limbJoint.CanBeSevered || limbJoint.IsSevered)
|
|
{
|
|
return;
|
|
}
|
|
|
|
limbJoint.IsSevered = true;
|
|
limbJoint.Enabled = false;
|
|
|
|
List<Limb> connectedLimbs = new List<Limb>();
|
|
List<LimbJoint> checkedJoints = new List<LimbJoint>();
|
|
|
|
GetConnectedLimbs(connectedLimbs, checkedJoints, MainLimb);
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
if (connectedLimbs.Contains(limb)) continue;
|
|
|
|
limb.IsSevered = true;
|
|
}
|
|
|
|
#if CLIENT
|
|
if (character.UseBloodParticles)
|
|
{
|
|
foreach (Limb limb in new Limb[] { limbJoint.LimbA, limbJoint.LimbB })
|
|
{
|
|
for (int i = 0; i < MathHelper.Clamp(limb.Mass * 2.0f, 1.0f, 50.0f); i++)
|
|
{
|
|
GameMain.ParticleManager.CreateParticle("gib", limb.WorldPosition, Rand.Range(0.0f, MathHelper.TwoPi), Rand.Range(200.0f, 700.0f), character.CurrentHull);
|
|
}
|
|
|
|
for (int i = 0; i < MathHelper.Clamp(limb.Mass * 2.0f, 1.0f, 10.0f); i++)
|
|
{
|
|
GameMain.ParticleManager.CreateParticle("heavygib", limb.WorldPosition, Rand.Range(0.0f, MathHelper.TwoPi), Rand.Range(50.0f, 250.0f), character.CurrentHull);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (GameMain.Server != null)
|
|
{
|
|
GameMain.Server.CreateEntityEvent(character, new object[] { NetEntityEvent.Type.Status });
|
|
}
|
|
}
|
|
|
|
private void GetConnectedLimbs(List<Limb> connectedLimbs, List<LimbJoint> checkedJoints, Limb limb)
|
|
{
|
|
connectedLimbs.Add(limb);
|
|
|
|
foreach (LimbJoint joint in LimbJoints)
|
|
{
|
|
if (joint.IsSevered || checkedJoints.Contains(joint)) continue;
|
|
if (joint.LimbA == limb)
|
|
{
|
|
if (!connectedLimbs.Contains(joint.LimbB))
|
|
{
|
|
checkedJoints.Add(joint);
|
|
GetConnectedLimbs(connectedLimbs, checkedJoints, joint.LimbB);
|
|
}
|
|
}
|
|
else if (joint.LimbB == limb)
|
|
{
|
|
if (!connectedLimbs.Contains(joint.LimbA))
|
|
{
|
|
checkedJoints.Add(joint);
|
|
GetConnectedLimbs(connectedLimbs, checkedJoints, joint.LimbA);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
partial void ImpactProjSpecific(float impact, Body body);
|
|
|
|
public virtual void Flip()
|
|
{
|
|
dir = (dir == Direction.Left) ? Direction.Right : Direction.Left;
|
|
|
|
for (int i = 0; i < LimbJoints.Length; i++)
|
|
{
|
|
float lowerLimit = -LimbJoints[i].UpperLimit;
|
|
float upperLimit = -LimbJoints[i].LowerLimit;
|
|
|
|
LimbJoints[i].LowerLimit = lowerLimit;
|
|
LimbJoints[i].UpperLimit = upperLimit;
|
|
|
|
LimbJoints[i].LocalAnchorA = new Vector2(-LimbJoints[i].LocalAnchorA.X, LimbJoints[i].LocalAnchorA.Y);
|
|
LimbJoints[i].LocalAnchorB = new Vector2(-LimbJoints[i].LocalAnchorB.X, LimbJoints[i].LocalAnchorB.Y);
|
|
}
|
|
|
|
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
if (limb == null || limb.IsSevered) continue;
|
|
|
|
limb.Dir = Dir;
|
|
|
|
if (limb.sprite != null)
|
|
{
|
|
Vector2 spriteOrigin = limb.sprite.Origin;
|
|
spriteOrigin.X = limb.sprite.SourceRect.Width - spriteOrigin.X;
|
|
limb.sprite.Origin = spriteOrigin;
|
|
}
|
|
|
|
|
|
if (limb.MouthPos.HasValue)
|
|
{
|
|
limb.MouthPos = new Vector2(
|
|
-limb.MouthPos.Value.X,
|
|
limb.MouthPos.Value.Y);
|
|
}
|
|
|
|
if (limb.pullJoint != null)
|
|
{
|
|
limb.pullJoint.LocalAnchorA =
|
|
new Vector2(
|
|
-limb.pullJoint.LocalAnchorA.X,
|
|
limb.pullJoint.LocalAnchorA.Y);
|
|
}
|
|
}
|
|
}
|
|
|
|
public Vector2 GetCenterOfMass()
|
|
{
|
|
Vector2 centerOfMass = Vector2.Zero;
|
|
float totalMass = 0.0f;
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
if (limb.IsSevered) continue;
|
|
centerOfMass += limb.Mass * limb.SimPosition;
|
|
totalMass += limb.Mass;
|
|
}
|
|
|
|
centerOfMass /= totalMass;
|
|
|
|
return centerOfMass;
|
|
}
|
|
|
|
|
|
/// <param name="pullFromCenter">if false, force is applied to the position of pullJoint</param>
|
|
protected void MoveLimb(Limb limb, Vector2 pos, float amount, bool pullFromCenter = false)
|
|
{
|
|
limb.MoveToPos(pos, amount, pullFromCenter);
|
|
}
|
|
|
|
public void ResetPullJoints()
|
|
{
|
|
for (int i = 0; i < Limbs.Length; i++)
|
|
{
|
|
if (Limbs[i] == null || Limbs[i].pullJoint == null) continue;
|
|
Limbs[i].pullJoint.Enabled = false;
|
|
}
|
|
}
|
|
|
|
public static void UpdateAll(float deltaTime, Camera cam)
|
|
{
|
|
foreach (Ragdoll r in list)
|
|
{
|
|
r.Update(deltaTime, cam);
|
|
}
|
|
}
|
|
|
|
public void FindHull(Vector2? worldPosition = null, bool setSubmarine = true)
|
|
{
|
|
Vector2 findPos = worldPosition==null ? this.WorldPosition : (Vector2)worldPosition;
|
|
|
|
Hull newHull = Hull.FindHull(findPos, currentHull);
|
|
|
|
if (newHull == currentHull) return;
|
|
|
|
if (!CanEnterSubmarine)
|
|
{
|
|
//character is inside the sub even though it shouldn't be able to enter -> teleport it out
|
|
|
|
//far from an ideal solution, but monsters getting lodged inside the sub seems to be
|
|
//pretty rare during normal gameplay (requires abnormally high velocities), so I think
|
|
//this is preferable to the cost of using continuous collision detection for the character collider
|
|
if (newHull != null)
|
|
{
|
|
//find a position 32 units away from the hull
|
|
Vector2? intersection = MathUtils.GetLineRectangleIntersection(
|
|
newHull.WorldPosition,
|
|
newHull.WorldPosition + Vector2.Normalize(WorldPosition - newHull.WorldPosition) * Math.Max(newHull.Rect.Width, newHull.Rect.Height),
|
|
new Rectangle(newHull.WorldRect.X - 32, newHull.WorldRect.Y + 32, newHull.WorldRect.Width + 64, newHull.Rect.Height + 64));
|
|
|
|
if (intersection != null)
|
|
{
|
|
Collider.SetTransform(ConvertUnits.ToSimUnits((Vector2)intersection), Collider.Rotation);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (setSubmarine)
|
|
{
|
|
//in -> out
|
|
if (newHull == null && currentHull.Submarine != null)
|
|
{
|
|
for (int i = -1; i < 2; i += 2)
|
|
{
|
|
//don't teleport outside the sub if right next to a hull
|
|
if (Hull.FindHull(findPos + new Vector2(Submarine.GridSize.X * 4.0f * i, 0.0f), currentHull) != null) return;
|
|
if (Hull.FindHull(findPos + new Vector2(0.0f, Submarine.GridSize.Y * 4.0f * i), currentHull) != null) return;
|
|
}
|
|
|
|
if (Gap.FindAdjacent(currentHull.ConnectedGaps, findPos, 150.0f) != null) return;
|
|
|
|
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity);
|
|
}
|
|
//out -> in
|
|
else if (currentHull == null && newHull.Submarine != null)
|
|
{
|
|
Teleport(-ConvertUnits.ToSimUnits(newHull.Submarine.Position), -newHull.Submarine.Velocity);
|
|
}
|
|
//from one sub to another
|
|
else if (newHull != null && currentHull != null && newHull.Submarine != currentHull.Submarine)
|
|
{
|
|
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position - newHull.Submarine.Position),
|
|
Vector2.Zero);
|
|
}
|
|
}
|
|
|
|
CurrentHull = newHull;
|
|
|
|
character.Submarine = currentHull == null ? null : currentHull.Submarine;
|
|
|
|
UpdateCollisionCategories();
|
|
}
|
|
|
|
public void Teleport(Vector2 moveAmount, Vector2 velocityChange)
|
|
{
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
if (limb.IsSevered) continue;
|
|
if (limb.body.FarseerBody.ContactList == null) continue;
|
|
|
|
ContactEdge ce = limb.body.FarseerBody.ContactList;
|
|
while (ce != null && ce.Contact != null)
|
|
{
|
|
ce.Contact.Enabled = false;
|
|
ce = ce.Next;
|
|
}
|
|
}
|
|
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
if (limb.IsSevered) continue;
|
|
limb.body.LinearVelocity += velocityChange;
|
|
}
|
|
|
|
//character.Stun = 0.1f;
|
|
character.DisableImpactDamageTimer = 0.25f;
|
|
|
|
SetPosition(Collider.SimPosition + moveAmount);
|
|
character.CursorPosition += moveAmount;
|
|
}
|
|
|
|
private void UpdateCollisionCategories()
|
|
{
|
|
Category wall = currentHull == null ?
|
|
Physics.CollisionLevel | Physics.CollisionWall
|
|
: Physics.CollisionWall;
|
|
|
|
Category collisionCategory = (ignorePlatforms) ?
|
|
wall | Physics.CollisionProjectile | Physics.CollisionStairs
|
|
: wall | Physics.CollisionProjectile | Physics.CollisionPlatform | Physics.CollisionStairs;
|
|
|
|
Collider.CollidesWith = collisionCategory;
|
|
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
if (limb.ignoreCollisions || limb.IsSevered) continue;
|
|
|
|
try
|
|
{
|
|
limb.body.CollidesWith = collisionCategory;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
DebugConsole.ThrowError("Failed to update ragdoll limb collisioncategories", e);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected bool levitatingCollider = true;
|
|
|
|
public void Update(float deltaTime, Camera cam)
|
|
{
|
|
if (!character.Enabled || Frozen) return;
|
|
|
|
UpdateNetPlayerPosition(deltaTime);
|
|
CheckDistFromCollider();
|
|
|
|
Vector2 flowForce = Vector2.Zero;
|
|
|
|
FindHull();
|
|
|
|
splashSoundTimer -= deltaTime;
|
|
|
|
//ragdoll isn't in any room -> it's in the water
|
|
if (currentHull == null)
|
|
{
|
|
inWater = true;
|
|
headInWater = true;
|
|
}
|
|
else
|
|
{
|
|
flowForce = GetFlowForce();
|
|
|
|
headInWater = false;
|
|
|
|
inWater = false;
|
|
if (currentHull.WaterVolume > currentHull.Volume * 0.95f)
|
|
{
|
|
inWater = true;
|
|
}
|
|
else
|
|
{
|
|
float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
|
|
floorY = GetFloorY();
|
|
if (Collider.SimPosition.Y < waterSurface && waterSurface - floorY > HeadPosition * 0.95f)
|
|
{
|
|
inWater = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (flowForce.LengthSquared() > 0.001f)
|
|
{
|
|
Collider.ApplyForce(flowForce);
|
|
}
|
|
|
|
if (currentHull == null ||
|
|
currentHull.WaterVolume > currentHull.Volume * 0.95f ||
|
|
ConvertUnits.ToSimUnits(currentHull.Surface) > Collider.SimPosition.Y)
|
|
{
|
|
Collider.ApplyWaterForces();
|
|
}
|
|
|
|
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
//find the room which the limb is in
|
|
//the room where the ragdoll is in is used as the "guess", meaning that it's checked first
|
|
Hull limbHull = currentHull == null ? null : Hull.FindHull(limb.WorldPosition, currentHull);
|
|
|
|
bool prevInWater = limb.inWater;
|
|
limb.inWater = false;
|
|
|
|
if (limbHull == null)
|
|
{
|
|
//limb isn't in any room -> it's in the water
|
|
limb.inWater = true;
|
|
if (limb.type == LimbType.Head) headInWater = true;
|
|
}
|
|
else if (limbHull.WaterVolume > 0.0f && Submarine.RectContains(limbHull.Rect, limb.Position))
|
|
{
|
|
if (limb.Position.Y < limbHull.Surface)
|
|
{
|
|
limb.inWater = true;
|
|
|
|
if (flowForce.LengthSquared() > 0.001f)
|
|
{
|
|
limb.body.ApplyForce(flowForce);
|
|
}
|
|
|
|
surfaceY = limbHull.Surface;
|
|
|
|
if (limb.type == LimbType.Head)
|
|
{
|
|
headInWater = true;
|
|
}
|
|
}
|
|
//the limb has gone through the surface of the water
|
|
if (Math.Abs(limb.LinearVelocity.Y) > 5.0f && limb.inWater != prevInWater)
|
|
{
|
|
Splash(limb, limbHull);
|
|
|
|
//if the Character dropped into water, create a wave
|
|
if (limb.LinearVelocity.Y < 0.0f)
|
|
{
|
|
//1.0 when the limb is parallel to the surface of the water
|
|
// = big splash and a large impact
|
|
float parallel = (float)Math.Abs(Math.Sin(limb.Rotation));
|
|
Vector2 impulse = Vector2.Multiply(limb.LinearVelocity, -parallel * limb.Mass);
|
|
//limb.body.ApplyLinearImpulse(impulse);
|
|
int n = (int)((limb.Position.X - limbHull.Rect.X) / Hull.WaveWidth);
|
|
limbHull.WaveVel[n] = Math.Min(impulse.Y * 1.0f, 5.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
limb.Update(deltaTime);
|
|
}
|
|
|
|
bool onStairs = Stairs != null;
|
|
Stairs = null;
|
|
|
|
var contacts = Collider.FarseerBody.ContactList;
|
|
while (Collider.FarseerBody.Enabled && contacts != null && contacts.Contact != null)
|
|
{
|
|
if (contacts.Contact.Enabled && contacts.Contact.IsTouching)
|
|
{
|
|
Vector2 normal;
|
|
FarseerPhysics.Common.FixedArray2<Vector2> points;
|
|
|
|
contacts.Contact.GetWorldManifold(out normal, out points);
|
|
|
|
switch (contacts.Contact.FixtureA.CollisionCategories)
|
|
{
|
|
case Physics.CollisionStairs:
|
|
Structure structure = contacts.Contact.FixtureA.Body.UserData as Structure;
|
|
if (structure != null && onStairs)
|
|
{
|
|
Stairs = structure;
|
|
}
|
|
break;
|
|
}
|
|
// case Physics.CollisionPlatform:
|
|
// Structure platform = contacts.Contact.FixtureA.Body.UserData as Structure;
|
|
// if (IgnorePlatforms || colliderBottom.Y < ConvertUnits.ToSimUnits(platform.Rect.Y - 15))
|
|
// {
|
|
// contacts = contacts.Next;
|
|
// continue;
|
|
// }
|
|
// break;
|
|
// case Physics.CollisionWall:
|
|
// break;
|
|
// default:
|
|
// contacts = contacts.Next;
|
|
// continue;
|
|
//}
|
|
|
|
|
|
if (points[0].Y < Collider.SimPosition.Y)
|
|
{
|
|
floorY = Math.Max(floorY, points[0].Y);
|
|
|
|
onGround = true;
|
|
onFloorTimer = 0.1f;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
contacts = contacts.Next;
|
|
}
|
|
|
|
//the ragdoll "stays on ground" for 50 millisecs after separation
|
|
if (onFloorTimer <= 0.0f)
|
|
{
|
|
onGround = false;
|
|
}
|
|
else
|
|
{
|
|
onFloorTimer -= deltaTime;
|
|
}
|
|
|
|
Vector2 rayStart = Collider.SimPosition;
|
|
Vector2 rayEnd = rayStart;
|
|
rayEnd.Y -= Collider.height * 0.5f + Collider.radius + colliderHeightFromFloor*1.2f;
|
|
|
|
Vector2 colliderBottomDisplay = ConvertUnits.ToDisplayUnits(GetColliderBottom());
|
|
if (!inWater && !character.IsDead && character.Stun <= 0f && levitatingCollider && Collider.LinearVelocity.Y>-ImpactTolerance)
|
|
{
|
|
float closestFraction = 1.0f;
|
|
Fixture closestFixture = null;
|
|
GameMain.World.RayCast((fixture, point, normal, fraction) =>
|
|
{
|
|
switch (fixture.CollisionCategories)
|
|
{
|
|
case Physics.CollisionStairs:
|
|
Structure structure = fixture.Body.UserData as Structure;
|
|
if (inWater && targetMovement.Y < 0.5f) return -1;
|
|
if (colliderBottomDisplay.Y < structure.Rect.Y - structure.Rect.Height + 30 && TargetMovement.Y < 0.5f) return -1;
|
|
if (character.SelectedBy != null) return -1;
|
|
break;
|
|
case Physics.CollisionPlatform:
|
|
Structure platform = fixture.Body.UserData as Structure;
|
|
if (IgnorePlatforms || colliderBottomDisplay.Y < platform.Rect.Y - 16) return -1;
|
|
break;
|
|
case Physics.CollisionWall:
|
|
break;
|
|
default:
|
|
return -1;
|
|
}
|
|
|
|
if (fraction < closestFraction)
|
|
{
|
|
closestFraction = fraction;
|
|
closestFixture = fixture;
|
|
}
|
|
|
|
return closestFraction;
|
|
}
|
|
, rayStart, rayEnd);
|
|
|
|
if (closestFraction < 1.0f && closestFixture!=null)
|
|
{
|
|
bool forceImmediate = false;
|
|
onGround = true;
|
|
|
|
switch (closestFixture.CollisionCategories)
|
|
{
|
|
case Physics.CollisionStairs:
|
|
Stairs = closestFixture.Body.UserData as Structure;
|
|
onStairs = true;
|
|
forceImmediate = true;
|
|
break;
|
|
}
|
|
|
|
float tfloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
|
|
float targetY = tfloorY + Collider.height * 0.5f + Collider.radius + colliderHeightFromFloor;
|
|
|
|
if (Math.Abs(Collider.SimPosition.Y - targetY) > 0.01f && Collider.SimPosition.Y<targetY && !forceImmediate)
|
|
{
|
|
Vector2 newSpeed = Collider.LinearVelocity;
|
|
newSpeed.Y = (targetY - Collider.SimPosition.Y)*5.0f;
|
|
Collider.LinearVelocity = newSpeed;
|
|
}
|
|
else
|
|
{
|
|
Vector2 newSpeed = Collider.LinearVelocity;
|
|
newSpeed.Y = 0.0f;
|
|
Collider.LinearVelocity = newSpeed;
|
|
Vector2 newPos = Collider.SimPosition;
|
|
newPos.Y = targetY;
|
|
Collider.SetTransform(newPos, Collider.Rotation);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
partial void Splash(Limb limb, Hull limbHull);
|
|
|
|
protected float GetFloorY(Limb refLimb = null)
|
|
{
|
|
PhysicsBody refBody = refLimb == null ? Collider : refLimb.body;
|
|
|
|
return GetFloorY(refBody.SimPosition);
|
|
}
|
|
|
|
protected float GetFloorY(Vector2 simPosition)
|
|
{
|
|
Vector2 rayStart = simPosition;
|
|
Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition);
|
|
|
|
var lowestLimb = FindLowestLimb();
|
|
|
|
float closestFraction = 1;
|
|
GameMain.World.RayCast((fixture, point, normal, fraction) =>
|
|
{
|
|
switch (fixture.CollisionCategories)
|
|
{
|
|
case Physics.CollisionStairs:
|
|
if (inWater && TargetMovement.Y < 0.5f) return -1;
|
|
break;
|
|
case Physics.CollisionPlatform:
|
|
Structure platform = fixture.Body.UserData as Structure;
|
|
if (IgnorePlatforms || lowestLimb.Position.Y < platform.Rect.Y) return -1;
|
|
break;
|
|
case Physics.CollisionWall:
|
|
break;
|
|
default:
|
|
return -1;
|
|
}
|
|
|
|
if (fraction < closestFraction)
|
|
{
|
|
closestFraction = fraction;
|
|
}
|
|
|
|
return closestFraction;
|
|
}
|
|
, rayStart, rayEnd);
|
|
|
|
|
|
if (closestFraction == 1) //raycast didn't hit anything
|
|
{
|
|
return (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
|
|
}
|
|
else
|
|
{
|
|
return rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
|
|
}
|
|
}
|
|
|
|
public void SetPosition(Vector2 simPosition, bool lerp = false)
|
|
{
|
|
Vector2 limbMoveAmount = simPosition - MainLimb.SimPosition;
|
|
|
|
Collider.SetTransform(simPosition, Collider.Rotation);
|
|
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
if (limb.IsSevered) continue;
|
|
//check visibility from the new position of the collider to the new position of this limb
|
|
Vector2 movePos = limb.SimPosition + limbMoveAmount;
|
|
|
|
TrySetLimbPosition(limb, simPosition, movePos, lerp);
|
|
}
|
|
}
|
|
|
|
protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition, bool lerp = false)
|
|
{
|
|
Vector2 movePos = simPosition;
|
|
|
|
if (Vector2.DistanceSquared(original, simPosition) > 0.0001f)
|
|
{
|
|
Category collisionCategory = Physics.CollisionWall | Physics.CollisionLevel;
|
|
//if (!ignorePlatforms) collisionCategory |= Physics.CollisionPlatform;
|
|
|
|
Body body = Submarine.PickBody(original, simPosition, null, collisionCategory);
|
|
|
|
//if there's something in between the limbs
|
|
if (body != null)
|
|
{
|
|
//move the limb close to the position where the raycast hit something
|
|
movePos = original + ((simPosition - original) * Submarine.LastPickedFraction * 0.9f);
|
|
}
|
|
}
|
|
|
|
if (lerp)
|
|
{
|
|
limb.body.TargetPosition = movePos;
|
|
limb.body.MoveToTargetPosition(true);
|
|
}
|
|
else
|
|
{
|
|
limb.body.SetTransform(movePos, limb.Rotation);
|
|
if (limb.pullJoint != null)
|
|
{
|
|
limb.pullJoint.WorldAnchorB = limb.pullJoint.WorldAnchorA;
|
|
limb.pullJoint.Enabled = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
private bool collisionsDisabled;
|
|
|
|
protected void CheckDistFromCollider()
|
|
{
|
|
float allowedDist = Math.Max(Math.Max(Collider.radius, Collider.width), Collider.height) * 2.0f;
|
|
float resetDist = allowedDist * 5.0f;
|
|
|
|
float distSqrd = Vector2.DistanceSquared(Collider.SimPosition, MainLimb.SimPosition);
|
|
|
|
if (distSqrd > resetDist * resetDist)
|
|
{
|
|
//ragdoll way too far, reset position
|
|
SetPosition(Collider.SimPosition, true);
|
|
}
|
|
if (distSqrd > allowedDist * allowedDist)
|
|
{
|
|
//ragdoll too far from the collider, disable collisions until it's close enough
|
|
//(in case the ragdoll has gotten stuck somewhere)
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
if (limb.IsSevered) continue;
|
|
limb.body.CollidesWith = Physics.CollisionNone;
|
|
}
|
|
|
|
collisionsDisabled = true;
|
|
}
|
|
else if (collisionsDisabled)
|
|
{
|
|
//set the position of the ragdoll to make sure limbs don't get stuck inside walls when re-enabling collisions
|
|
SetPosition(Collider.SimPosition, true);
|
|
|
|
UpdateCollisionCategories();
|
|
collisionsDisabled = false;
|
|
}
|
|
}
|
|
|
|
private void UpdateNetPlayerPosition(float deltaTime)
|
|
{
|
|
if (GameMain.NetworkMember == null) return;
|
|
|
|
float lowestSubPos = ConvertUnits.ToSimUnits(Submarine.Loaded.Min(s => s.HiddenSubPosition.Y - s.Borders.Height));
|
|
|
|
for (int i = 0; i < character.MemState.Count; i++ )
|
|
{
|
|
if (character.Submarine == null)
|
|
{
|
|
//transform in-sub coordinates to outside coordinates
|
|
if (character.MemState[i].Position.Y > lowestSubPos)
|
|
character.MemState[i].TransformInToOutside();
|
|
}
|
|
else if (currentHull != null)
|
|
{
|
|
//transform outside coordinates to in-sub coordinates
|
|
if (character.MemState[i].Position.Y <lowestSubPos)
|
|
character.MemState[i].TransformOutToInside(currentHull.Submarine);
|
|
}
|
|
}
|
|
|
|
if (GameMain.Server != null) return; //the server should not be trying to correct any positions, it's authoritative
|
|
|
|
if (character != GameMain.NetworkMember.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)
|
|
{
|
|
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)
|
|
{
|
|
var newSelectedConstruction = (Item)character.MemState[0].Interact;
|
|
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
|
|
{
|
|
newSelectedConstruction.TryInteract(character, true, true);
|
|
}
|
|
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;
|
|
}
|
|
|
|
Collider.LinearVelocity = Vector2.Zero;
|
|
Collider.CorrectPosition(character.MemState, deltaTime, out overrideTargetMovement);
|
|
|
|
//unconscious/dead characters can't correct their position using AnimController movement
|
|
// -> we need to correct it manually
|
|
if (!character.AllowInput)
|
|
{
|
|
Collider.LinearVelocity = overrideTargetMovement;
|
|
MainLimb.pullJoint.WorldAnchorB = Collider.SimPosition;
|
|
MainLimb.pullJoint.Enabled = 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 != 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(serverPos.Position, character.CurrentHull, false);
|
|
Hull clientHull = Hull.FindHull(localPos.Position, serverHull, false);
|
|
|
|
Vector2 positionError = serverPos.Position - localPos.Position;
|
|
float rotationError = serverPos.Rotation - localPos.Rotation;
|
|
|
|
if (serverHull!=clientHull && ((serverHull==null) || (clientHull==null) || (serverHull.Submarine != clientHull.Submarine)))
|
|
{
|
|
//hull subs don't match => just teleport the player to exactly this position to avoid mismatches,
|
|
//since this would completely break the camera
|
|
positionError = Collider.SimPosition - serverPos.Position;
|
|
character.MemLocalState.Clear();
|
|
}
|
|
else
|
|
{
|
|
for (int i = localPosIndex; i < character.MemLocalState.Count; i++)
|
|
{
|
|
Hull pointHull = Hull.FindHull(character.MemLocalState[i].Position, clientHull, false);
|
|
if (pointHull != clientHull && ((pointHull == null) || (clientHull == null) || (pointHull.Submarine == clientHull.Submarine))) break;
|
|
character.MemLocalState[i].Translate(positionError, rotationError);
|
|
}
|
|
}
|
|
|
|
Collider.SetTransform(Collider.SimPosition + positionError, Collider.Rotation + rotationError);
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
limb.body.SetTransform(limb.body.SimPosition + positionError, limb.body.Rotation);
|
|
}
|
|
}
|
|
|
|
if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
|
|
character.MemState.Clear();
|
|
}
|
|
}
|
|
|
|
private Vector2 GetFlowForce()
|
|
{
|
|
Vector2 limbPos = ConvertUnits.ToDisplayUnits(Limbs[0].SimPosition);
|
|
|
|
Vector2 force = Vector2.Zero;
|
|
foreach (MapEntity e in MapEntity.mapEntityList)
|
|
{
|
|
Gap gap = e as Gap;
|
|
if (gap == null || gap.FlowTargetHull != currentHull || gap.LerpedFlowForce == Vector2.Zero) continue;
|
|
|
|
Vector2 gapPos = gap.SimPosition;
|
|
|
|
float dist = Vector2.Distance(limbPos, gapPos);
|
|
|
|
force += Vector2.Normalize(gap.LerpedFlowForce) * (Math.Max(gap.LerpedFlowForce.Length() - dist, 0.0f) / 500.0f);
|
|
}
|
|
|
|
if (force.Length() > 20.0f) return force;
|
|
return force;
|
|
}
|
|
|
|
public Limb GetLimb(LimbType limbType)
|
|
{
|
|
Limb limb = null;
|
|
limbDictionary.TryGetValue(limbType, out limb);
|
|
return limb;
|
|
}
|
|
|
|
|
|
public Vector2 GetColliderBottom()
|
|
{
|
|
float offset = 0.0f;
|
|
|
|
if (!character.IsUnconscious && !character.IsDead && character.Stun <= 0.0f)
|
|
{
|
|
offset = -colliderHeightFromFloor;
|
|
}
|
|
|
|
float lowestBound = Collider.SimPosition.Y;
|
|
for (int i = 0; i < Collider.FarseerBody.FixtureList.Count; i++)
|
|
{
|
|
FarseerPhysics.Collision.AABB aabb;
|
|
FarseerPhysics.Common.Transform transform;
|
|
|
|
Collider.FarseerBody.GetTransform(out transform);
|
|
Collider.FarseerBody.FixtureList[i].Shape.ComputeAABB(out aabb, ref transform, i);
|
|
|
|
lowestBound = Math.Min(aabb.LowerBound.Y, lowestBound);
|
|
}
|
|
|
|
return new Vector2(Collider.SimPosition.X, lowestBound + offset);
|
|
}
|
|
|
|
public Limb FindLowestLimb()
|
|
{
|
|
Limb lowestLimb = null;
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
if (lowestLimb == null)
|
|
lowestLimb = limb;
|
|
else if (limb.SimPosition.Y < lowestLimb.SimPosition.Y)
|
|
lowestLimb = limb;
|
|
}
|
|
|
|
return lowestLimb;
|
|
}
|
|
|
|
public void Remove()
|
|
{
|
|
if (Limbs != null)
|
|
{
|
|
foreach (Limb l in Limbs)
|
|
{
|
|
l.Remove();
|
|
}
|
|
limbs = null;
|
|
}
|
|
|
|
foreach (PhysicsBody b in collider)
|
|
{
|
|
b.Remove();
|
|
}
|
|
|
|
if (LimbJoints != null)
|
|
{
|
|
foreach (RevoluteJoint joint in LimbJoints)
|
|
{
|
|
GameMain.World.RemoveJoint(joint);
|
|
}
|
|
LimbJoints = null;
|
|
}
|
|
|
|
list.Remove(this);
|
|
}
|
|
|
|
public static void RemoveAll()
|
|
{
|
|
for (int i = list.Count - 1; i >= 0; i--)
|
|
{
|
|
list[i].Remove();
|
|
}
|
|
System.Diagnostics.Debug.Assert(list.Count == 0, "Some ragdolls were not removed in Ragdoll.RemoveAll");
|
|
}
|
|
}
|
|
}
|