Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs
2019-07-27 21:06:07 +03:00

2001 lines
85 KiB
C#

using Barotrauma.Items.Components;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
using Barotrauma.Networking;
namespace Barotrauma
{
class HumanoidAnimController : AnimController
{
public override RagdollParams RagdollParams
{
get { return HumanRagdollParams; }
protected set { HumanRagdollParams = value as HumanRagdollParams; }
}
private HumanRagdollParams _ragdollParams;
public HumanRagdollParams HumanRagdollParams
{
get
{
if (character.Info == null)
{
if (_ragdollParams == null)
{
_ragdollParams = RagdollParams.GetDefaultRagdollParams<HumanRagdollParams>(character.SpeciesName);
}
return _ragdollParams;
}
return character.Info.Ragdoll as HumanRagdollParams;
}
protected set
{
if (character.Info == null)
{
_ragdollParams = value;
}
else
{
character.Info.Ragdoll = value;
}
}
}
private HumanWalkParams _humanWalkParams;
public HumanWalkParams HumanWalkParams
{
get
{
if (_humanWalkParams == null)
{
_humanWalkParams = HumanWalkParams.GetDefaultAnimParams(character);
}
return _humanWalkParams;
}
set { _humanWalkParams = value; }
}
private HumanRunParams _humanRunParams;
public HumanRunParams HumanRunParams
{
get
{
if (_humanRunParams == null)
{
_humanRunParams = HumanRunParams.GetDefaultAnimParams(character);
}
return _humanRunParams;
}
set { _humanRunParams = value; }
}
private HumanSwimSlowParams _humanSwimSlowParams;
public HumanSwimSlowParams HumanSwimSlowParams
{
get
{
if (_humanSwimSlowParams == null)
{
_humanSwimSlowParams = HumanSwimSlowParams.GetDefaultAnimParams(character);
}
return _humanSwimSlowParams;
}
set { _humanSwimSlowParams = value; }
}
private HumanSwimFastParams _humanSwimFastParams;
public HumanSwimFastParams HumanSwimFastParams
{
get
{
if (_humanSwimFastParams == null)
{
_humanSwimFastParams = HumanSwimFastParams.GetDefaultAnimParams(character);
}
return _humanSwimFastParams;
}
set { _humanSwimFastParams = value; }
}
public new HumanGroundedParams CurrentGroundedParams => base.CurrentGroundedParams as HumanGroundedParams;
public new HumanSwimParams CurrentSwimParams => base.CurrentSwimParams as HumanSwimParams;
public override GroundedMovementParams WalkParams
{
get { return HumanWalkParams; }
set { HumanWalkParams = value as HumanWalkParams; }
}
public override GroundedMovementParams RunParams
{
get { return HumanRunParams; }
set { HumanRunParams = value as HumanRunParams; }
}
public override SwimParams SwimSlowParams
{
get { return HumanSwimSlowParams; }
set { HumanSwimSlowParams = value as HumanSwimSlowParams; }
}
public override SwimParams SwimFastParams
{
get { return HumanSwimFastParams; }
set { HumanSwimFastParams = value as HumanSwimFastParams; }
}
public bool Crouching;
private float upperArmLength = 0.0f, forearmLength = 0.0f;
public float ArmLength => upperArmLength + forearmLength;
public Vector2 RightHandIKPos
{
get;
private set;
}
public Vector2 LeftHandIKPos
{
get;
private set;
}
private LimbJoint shoulder;
private float upperLegLength = 0.0f, lowerLegLength = 0.0f;
private bool aiming;
private float movementLerp;
private float cprAnimTimer;
private float cprPump;
private bool swimming;
//time until the character can switch from walking to swimming or vice versa
//prevents rapid switches between swimming/walking if the water level is fluctuating around the minimum swimming depth
private float swimmingStateLockTimer;
private float useItemTimer;
public override float? TorsoPosition
{
get
{
return Crouching ? CurrentGroundedParams.CrouchingTorsoPos * RagdollParams.JointScale : base.TorsoPosition;
}
}
public override float? HeadPosition
{
get
{
return Crouching ? CurrentGroundedParams.CrouchingHeadPos * RagdollParams.JointScale : base.HeadPosition;
}
}
public override float? TorsoAngle
{
get
{
return Crouching ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingTorsoAngle) : base.TorsoAngle;
}
}
public override float? HeadAngle
{
get
{
return Crouching ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingHeadAngle) : base.HeadAngle;
}
}
public float HeadLeanAmount => CurrentGroundedParams.HeadLeanAmount;
public float TorsoLeanAmount => CurrentGroundedParams.TorsoLeanAmount;
public Vector2 FootMoveOffset => (Crouching ? CurrentGroundedParams.CrouchingFootMoveOffset : CurrentGroundedParams.FootMoveOffset) * RagdollParams.JointScale;
public float LegBendTorque => CurrentGroundedParams.LegBendTorque * RagdollParams.JointScale;
public Vector2 HandMoveOffset => CurrentGroundedParams.HandMoveOffset * RagdollParams.JointScale;
public override Vector2 AimSourceSimPos
{
get
{
float shoulderHeight = Collider.height / 2.0f - 0.1f;
if (inWater)
{
shoulderHeight += 0.4f;
}
else if (Crouching)
{
shoulderHeight -= 0.15f;
}
return Collider.SimPosition + new Vector2(
(float)Math.Sin(-Collider.Rotation),
(float)Math.Cos(-Collider.Rotation)) * shoulderHeight;
}
}
public HumanoidAnimController(Character character, string seed, HumanRagdollParams ragdollParams = null) : base(character, seed, ragdollParams)
{
// TODO: load from the character info file?
movementLerp = RagdollParams.MainElement.GetAttributeFloat("movementlerp", 0.4f);
}
public override void Recreate(RagdollParams ragdollParams)
{
base.Recreate(ragdollParams);
CalculateArmLengths();
CalculateLegLengths();
}
private void CalculateArmLengths()
{
//calculate arm and forearm length (atm this assumes that both arms are the same size)
Limb rightForearm = GetLimb(LimbType.RightForearm);
Limb rightHand = GetLimb(LimbType.RightHand);
shoulder = GetJointBetweenLimbs(LimbType.Torso, LimbType.RightArm);
Vector2 localAnchorShoulder = Vector2.Zero;
Vector2 localAnchorElbow = Vector2.Zero;
if (shoulder != null)
{
localAnchorShoulder = shoulder.LimbA.type == LimbType.RightArm ? shoulder.LocalAnchorA : shoulder.LocalAnchorB;
}
LimbJoint rightElbow = rightForearm == null ?
GetJointBetweenLimbs(LimbType.RightArm, LimbType.RightHand) :
GetJointBetweenLimbs(LimbType.RightArm, LimbType.RightForearm);
if (rightElbow != null)
{
localAnchorElbow = rightElbow.LimbA.type == LimbType.RightArm ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB;
}
upperArmLength = Vector2.Distance(localAnchorShoulder, localAnchorElbow);
if (rightElbow != null)
{
if (rightForearm == null)
{
forearmLength = Vector2.Distance(
rightHand.PullJointLocalAnchorA,
rightElbow.LimbA.type == LimbType.RightHand ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB);
}
else if (rightForearm != null && rightHand != null)
{
LimbJoint rightWrist = rightForearm == null ? null : GetJointBetweenLimbs(LimbType.RightForearm, LimbType.RightHand);
forearmLength = Vector2.Distance(
rightElbow.LimbA.type == LimbType.RightForearm ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB,
rightWrist.LimbA.type == LimbType.RightForearm ? rightWrist.LocalAnchorA : rightWrist.LocalAnchorB);
forearmLength += Vector2.Distance(
rightHand.PullJointLocalAnchorA,
rightElbow.LimbA.type == LimbType.RightHand ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB);
}
}
}
private void CalculateLegLengths()
{
//calculate upper and lower leg length (atm this assumes that both legs are the same size)
LimbType upperLegType = LimbType.RightThigh;
LimbType lowerLegType = LimbType.RightLeg;
LimbType footType = LimbType.RightFoot;
var waistJoint = GetJointBetweenLimbs(LimbType.Waist, upperLegType);
Vector2 localAnchorWaist = Vector2.Zero;
Vector2 localAnchorKnee = Vector2.Zero;
if (waistJoint != null)
{
localAnchorWaist = waistJoint.LimbA.type == upperLegType ? waistJoint.LocalAnchorA : waistJoint.LocalAnchorB;
}
LimbJoint kneeJoint = GetJointBetweenLimbs(upperLegType, lowerLegType);
if (kneeJoint != null)
{
localAnchorKnee = kneeJoint.LimbA.type == upperLegType ? kneeJoint.LocalAnchorA : kneeJoint.LocalAnchorB;
}
upperLegLength = Vector2.Distance(localAnchorWaist, localAnchorKnee);
LimbJoint ankleJoint = GetJointBetweenLimbs(lowerLegType, footType);
if (ankleJoint == null || kneeJoint == null) { return; }
lowerLegLength = Vector2.Distance(
kneeJoint.LimbA.type == lowerLegType ? kneeJoint.LocalAnchorA : kneeJoint.LocalAnchorB,
ankleJoint.LimbA.type == lowerLegType ? ankleJoint.LocalAnchorA : ankleJoint.LocalAnchorB);
lowerLegLength += Vector2.Distance(
ankleJoint.LimbA.type == footType ? ankleJoint.LocalAnchorA : ankleJoint.LocalAnchorB,
GetLimb(footType).PullJointLocalAnchorA);
}
private LimbJoint GetJointBetweenLimbs(LimbType limbTypeA, LimbType limbTypeB)
{
return LimbJoints.FirstOrDefault(lj =>
(lj.LimbA.type == limbTypeA && lj.LimbB.type == limbTypeB) ||
(lj.LimbB.type == limbTypeA && lj.LimbA.type == limbTypeB));
}
public override void UpdateAnim(float deltaTime)
{
if (Frozen) return;
if (MainLimb == null) { return; }
levitatingCollider = true;
ColliderIndex = Crouching ? 1 : 0;
if (!Crouching && ColliderIndex == 1) Crouching = true;
//stun (= disable the animations) if the ragdoll receives a large enough impact
if (strongestImpact > 0.0f)
{
character.SetStun(MathHelper.Min(strongestImpact * 0.5f, 5.0f));
strongestImpact = 0.0f;
return;
}
if (character.IsDead)
{
if (deathAnimTimer < deathAnimDuration)
{
deathAnimTimer += deltaTime;
UpdateDying(deltaTime);
}
}
else
{
deathAnimTimer = 0.0f;
}
if (!character.AllowInput)
{
levitatingCollider = false;
Collider.FarseerBody.FixedRotation = false;
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
{
Collider.Enabled = false;
Collider.LinearVelocity = MainLimb.LinearVelocity;
Collider.SetTransformIgnoreContacts(MainLimb.SimPosition, MainLimb.Rotation);
}
return;
}
//re-enable collider
if (!Collider.Enabled)
{
var lowestLimb = FindLowestLimb();
Collider.SetTransform(new Vector2(
Collider.SimPosition.X,
Math.Max(lowestLimb.SimPosition.Y + (Collider.radius + Collider.height / 2), Collider.SimPosition.Y)),
Collider.Rotation);
Collider.FarseerBody.ResetDynamics();
Collider.Enabled = true;
}
if (swimming)
{
Collider.FarseerBody.FixedRotation = false;
}
else if (!Collider.FarseerBody.FixedRotation)
{
if (Math.Abs(MathUtils.GetShortestAngle(Collider.Rotation, 0.0f)) > 0.001f)
{
//rotate collider back upright
Collider.AngularVelocity = MathUtils.GetShortestAngle(Collider.Rotation, 0.0f) * 10.0f;
Collider.FarseerBody.FixedRotation = false;
}
else
{
Collider.FarseerBody.FixedRotation = true;
}
}
else
{
float angleDiff = MathUtils.GetShortestAngle(Collider.Rotation, 0.0f);
if (Math.Abs(angleDiff) > 0.001f)
{
Collider.SetTransform(Collider.SimPosition, Collider.Rotation + angleDiff);
}
}
if (character.LockHands)
{
var leftHand = GetLimb(LimbType.LeftHand);
var rightHand = GetLimb(LimbType.RightHand);
var waist = GetLimb(LimbType.Waist) ?? GetLimb(LimbType.Torso);
rightHand.Disabled = true;
leftHand.Disabled = true;
Vector2 midPos = waist.SimPosition;
Matrix torsoTransform = Matrix.CreateRotationZ(waist.Rotation);
midPos += Vector2.Transform(new Vector2(-0.3f * Dir, -0.2f), torsoTransform);
if (rightHand.PullJointEnabled) midPos = (midPos + rightHand.PullJointWorldAnchorB) / 2.0f;
HandIK(rightHand, midPos);
HandIK(leftHand, midPos);
}
else if (character.AnimController.AnimationTestPose)
{
var leftHand = GetLimb(LimbType.LeftHand);
var rightHand = GetLimb(LimbType.RightHand);
var waist = GetLimb(LimbType.Waist) ?? GetLimb(LimbType.Torso);
rightHand.Disabled = true;
leftHand.Disabled = true;
Vector2 midPos = waist.SimPosition;
HandIK(rightHand, midPos + new Vector2(-1, -0.2f) * Dir);
HandIK(leftHand, midPos + new Vector2(1, -0.2f) * Dir);
var leftFoot = GetLimb(LimbType.LeftFoot);
var rightFoot = GetLimb(LimbType.RightFoot);
rightFoot.Disabled = true;
leftFoot.Disabled = true;
// The code here is a bit obscure, but it's pretty much copy-pasted from the block that is used for crouching.
for (int i = -1; i < 2; i += 2)
{
Vector2 footPos = GetColliderBottom();
footPos = new Vector2(waist.SimPosition.X + Math.Sign(StepSize.Value.X * i) * Dir * 0.3f, footPos.Y - 0.1f * RagdollParams.JointScale);
var foot = i == -1 ? rightFoot : leftFoot;
MoveLimb(foot, footPos, Math.Abs(foot.SimPosition.X - footPos.X) * 100.0f, true);
}
}
else
{
if (Anim != Animation.UsingConstruction) ResetPullJoints();
}
if (SimplePhysicsEnabled)
{
UpdateStandingSimple();
return;
}
if (character.SelectedCharacter != null)
{
DragCharacter(character.SelectedCharacter, deltaTime);
}
switch (Anim)
{
case Animation.Climbing:
levitatingCollider = false;
UpdateClimbing();
break;
case Animation.CPR:
UpdateCPR(deltaTime);
break;
case Animation.UsingConstruction:
default:
if (Anim == Animation.UsingConstruction)
{
useItemTimer -= deltaTime;
if (useItemTimer <= 0.0f) Anim = Animation.None;
}
swimmingStateLockTimer -= deltaTime;
if (forceStanding)
{
swimming = false;
}
else
{
//0.5 second delay for switching between swimming and walking
//prevents rapid switches between swimming/walking if the water level is fluctuating around the minimum swimming depth
if (swimming != inWater && swimmingStateLockTimer <= 0.0f)
{
swimming = inWater;
swimmingStateLockTimer = 0.5f;
}
}
if (swimming)
{
UpdateSwimming();
}
else
{
UpdateStanding();
}
break;
}
if (TargetDir != dir && !IsStuck)
{
Flip();
}
foreach (Limb limb in Limbs)
{
limb.Disabled = false;
}
aiming = false;
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer) return;
}
void UpdateStanding()
{
if (CurrentGroundedParams == null) { return; }
Vector2 handPos;
//if you're allergic to magic numbers, stop reading now
Limb leftFoot = GetLimb(LimbType.LeftFoot);
Limb rightFoot = GetLimb(LimbType.RightFoot);
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Limb waist = GetLimb(LimbType.Waist);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Limb leftLeg = GetLimb(LimbType.LeftLeg);
Limb rightLeg = GetLimb(LimbType.RightLeg);
float limpAmount =
character.CharacterHealth.GetAfflictionStrength("damage", leftFoot, true) +
character.CharacterHealth.GetAfflictionStrength("damage", rightFoot, true) +
character.CharacterHealth.GetAfflictionStrength("spaceherpes");
limpAmount = MathHelper.Clamp(limpAmount / 100.0f, 0.0f, 1.0f);
float walkCycleMultiplier = 1.0f;
if (Stairs != null)
{
TargetMovement = new Vector2(MathHelper.Clamp(TargetMovement.X, -1.7f, 1.7f), TargetMovement.Y);
walkCycleMultiplier *= 1.5f;
}
float getUpForce = CurrentGroundedParams.GetUpForce / RagdollParams.JointScale;
Vector2 colliderPos = GetColliderBottom();
if (Math.Abs(TargetMovement.X) > 1.0f)
{
float slowdownAmount = 0.0f;
if (currentHull != null)
{
//TODO: take into account that the feet aren't necessarily in CurrentHull
//full slowdown (1.5f) when water is up to the torso
surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
}
float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
TargetMovement = Vector2.Normalize(TargetMovement) * maxSpeed;
}
float walkPosX = (float)Math.Cos(WalkPos);
float walkPosY = (float)Math.Sin(WalkPos);
Vector2 stepSize = StepSize.Value;
stepSize.X *= walkPosX;
stepSize.Y *= walkPosY;
float footMid = colliderPos.X;
if (limpAmount > 0.0f)
{
//make the footpos oscillate when limping
footMid += (Math.Max(Math.Abs(walkPosX) * limpAmount, 0.0f) * Math.Min(Math.Abs(TargetMovement.X), 0.3f)) * Dir;
}
movement = overrideTargetMovement == Vector2.Zero ?
MathUtils.SmoothStep(movement, TargetMovement, movementLerp) :
overrideTargetMovement;
if (Math.Abs(movement.X) < 0.005f)
{
movement.X = 0.0f;
}
movement.Y = 0.0f;
if (torso == null) { return; }
bool isNotRemote = true;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) isNotRemote = !character.IsRemotePlayer;
if (onGround && isNotRemote)
{
//move slower if collider isn't upright
float rotationFactor = (float)Math.Abs(Math.Cos(Collider.Rotation));
Collider.LinearVelocity = new Vector2(
movement.X * rotationFactor,
Collider.LinearVelocity.Y > 0.0f ? Collider.LinearVelocity.Y * 0.5f : Collider.LinearVelocity.Y);
}
getUpForce = getUpForce * Math.Max(head.SimPosition.Y - colliderPos.Y, 0.5f);
torso.PullJointEnabled = true;
head.PullJointEnabled = true;
if (waist != null)
{
waist.PullJointEnabled = true;
}
float floorPos = GetFloorY(colliderPos + new Vector2(Math.Sign(movement.X) * 0.5f, 1.0f), ignoreStairs: Stairs == null);
bool onSlope = floorPos > GetColliderBottom().Y + 0.05f;
if (Stairs != null || onSlope)
{
torso.PullJointWorldAnchorB = new Vector2(
MathHelper.SmoothStep(torso.SimPosition.X, footMid + movement.X * TorsoLeanAmount, getUpForce * 0.8f),
MathHelper.SmoothStep(torso.SimPosition.Y, colliderPos.Y + TorsoPosition.Value - Math.Abs(walkPosX * 0.05f), getUpForce * 2.0f));
head.PullJointWorldAnchorB = new Vector2(
MathHelper.SmoothStep(head.SimPosition.X, footMid + movement.X * HeadLeanAmount, getUpForce * 0.8f),
MathHelper.SmoothStep(head.SimPosition.Y, colliderPos.Y + HeadPosition.Value - Math.Abs(walkPosX * 0.05f), getUpForce * 2.0f));
if (waist != null)
{
waist.PullJointWorldAnchorB = waist.SimPosition - movement * 0.06f;
}
}
else
{
if (!onGround) movement = Vector2.Zero;
float y = colliderPos.Y;
if (TorsoPosition.HasValue)
{
y += TorsoPosition.Value;
}
torso.PullJointWorldAnchorB =
MathUtils.SmoothStep(torso.SimPosition,
new Vector2(footMid + movement.X * TorsoLeanAmount, y), getUpForce);
y = colliderPos.Y;
if (HeadPosition.HasValue)
{
y += HeadPosition.Value;
}
head.PullJointWorldAnchorB =
MathUtils.SmoothStep(head.SimPosition,
new Vector2(footMid + movement.X * HeadLeanAmount, y), getUpForce * 1.2f);
if (waist != null)
{
waist.PullJointWorldAnchorB = waist.SimPosition + movement * 0.06f;
}
}
if (TorsoAngle.HasValue)
{
float torsoAngle = TorsoAngle.Value;
float herpesStrength = character.CharacterHealth.GetAfflictionStrength("spaceherpes");
torsoAngle -= herpesStrength / 150.0f;
torso.body.SmoothRotate(torsoAngle * Dir, 50.0f);
}
if (HeadAngle.HasValue) head.body.SmoothRotate(HeadAngle.Value * Dir, 50.0f);
if (!onGround)
{
Vector2 move = torso.PullJointWorldAnchorB - torso.SimPosition;
foreach (Limb limb in Limbs)
{
MoveLimb(limb, limb.SimPosition + move, 15.0f, true);
}
return;
}
Vector2 waistPos = waist != null ? waist.SimPosition : torso.SimPosition;
//moving horizontally
if (TargetMovement.X != 0.0f)
{
//progress the walking animation
WalkPos -= MathHelper.ToRadians(CurrentAnimationParams.CycleSpeed) * walkCycleMultiplier * movement.X;
for (int i = -1; i < 2; i += 2)
{
Limb foot = i == -1 ? leftFoot : rightFoot;
Vector2 footPos = stepSize * -i;
footPos += new Vector2(Math.Sign(movement.X) * FootMoveOffset.X, FootMoveOffset.Y);
if (footPos.Y < 0.0f) footPos.Y = -0.15f;
//make the character limp if the feet are damaged
float footAfflictionStrength = character.CharacterHealth.GetAfflictionStrength("damage", foot, true);
footPos.X *= MathHelper.Lerp(1.0f, 0.75f, MathHelper.Clamp(footAfflictionStrength / 50.0f, 0.0f, 1.0f));
if (onSlope && Stairs == null)
{
footPos.Y *= 2.0f;
}
footPos.Y = Math.Min(waistPos.Y - colliderPos.Y - 0.4f, footPos.Y);
#if CLIENT
if ((i == 1 && Math.Sign(Math.Sin(WalkPos)) > 0 && Math.Sign(walkPosY) < 0) ||
(i == -1 && Math.Sign(Math.Sin(WalkPos)) < 0 && Math.Sign(walkPosY) > 0))
{
PlayImpactSound(foot);
}
#endif
if (!foot.Disabled)
{
foot.DebugRefPos = colliderPos;
foot.DebugTargetPos = colliderPos + footPos;
MoveLimb(foot, colliderPos + footPos, CurrentGroundedParams.FootMoveStrength);
FootIK(foot, colliderPos + footPos,
CurrentGroundedParams.LegBendTorque, CurrentGroundedParams.FootRotateStrength, CurrentGroundedParams.FootAngleInRadians);
}
}
//calculate the positions of hands
handPos = torso.SimPosition;
handPos.X = -walkPosX * CurrentGroundedParams.HandMoveAmount.X;
float lowerY = CurrentGroundedParams.HandClampY;
handPos.Y = lowerY + (float)(Math.Abs(Math.Sin(WalkPos - Math.PI * 1.5f) * CurrentGroundedParams.HandMoveAmount.Y));
Vector2 posAddition = new Vector2(Math.Sign(movement.X) * HandMoveOffset.X, HandMoveOffset.Y);
if (!rightHand.Disabled)
{
HandIK(rightHand, torso.SimPosition + posAddition +
new Vector2(
-handPos.X,
(Math.Sign(walkPosX) == Math.Sign(Dir)) ? handPos.Y : lowerY), CurrentGroundedParams.HandMoveStrength);
}
if (!leftHand.Disabled)
{
HandIK(leftHand, torso.SimPosition + posAddition +
new Vector2(
handPos.X,
(Math.Sign(walkPosX) == Math.Sign(-Dir)) ? handPos.Y : lowerY), CurrentGroundedParams.HandMoveStrength);
}
}
else
{
for (int i = -1; i < 2; i += 2)
{
Vector2 footPos = colliderPos;
if (Crouching)
{
footPos = new Vector2(
waistPos.X + Math.Sign(stepSize.X * i) * Dir * 0.1f,
colliderPos.Y - 0.1f);
}
else
{
footPos = new Vector2(colliderPos.X + stepSize.X * i * 0.2f, colliderPos.Y - 0.1f);
}
if (Stairs == null)
{
footPos.Y = Math.Max(Math.Min(floorPos, footPos.Y + 0.5f), footPos.Y);
}
var foot = i == -1 ? rightFoot : leftFoot;
if (!foot.Disabled)
{
foot.DebugRefPos = colliderPos;
foot.DebugTargetPos = footPos;
MoveLimb(foot, footPos, CurrentGroundedParams.FootMoveStrength);
FootIK(foot, footPos,
CurrentGroundedParams.LegBendTorque, CurrentGroundedParams.FootRotateStrength, CurrentGroundedParams.FootAngleInRadians);
}
}
for (int i = 0; i < 2; i++)
{
var hand = i == 0 ? rightHand : leftHand;
if (hand.Disabled) { continue; }
var armType = i == 0 ? LimbType.RightArm : LimbType.LeftArm;
var foreArmType = i == 0 ? LimbType.RightForearm : LimbType.LeftForearm;
//get the upper arm to point downwards
var arm = GetLimb(armType);
if (Math.Abs(arm.body.AngularVelocity) < 10.0f)
{
arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.1f, 0.1f), arm.Mass * 10.0f);
}
//get the elbow to a neutral rotation
if (Math.Abs(hand.body.AngularVelocity) < 10.0f)
{
LimbJoint elbow =
GetJointBetweenLimbs(armType, hand.type) ??
GetJointBetweenLimbs(armType, foreArmType);
hand.body.ApplyTorque(MathHelper.Clamp(-elbow.JointAngle, -MathHelper.PiOver2, MathHelper.PiOver2) * hand.Mass * 10.0f);
}
}
}
}
void UpdateStandingSimple()
{
if (Math.Abs(movement.X) < 0.005f)
{
movement.X = 0.0f;
}
movement = MathUtils.SmoothStep(movement, TargetMovement, movementLerp);
if (InWater)
{
Collider.LinearVelocity = movement;
}
else if (onGround && (!character.IsRemotePlayer || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)))
{
Collider.LinearVelocity = new Vector2(
movement.X,
Collider.LinearVelocity.Y > 0.0f ? Collider.LinearVelocity.Y * 0.5f : Collider.LinearVelocity.Y);
}
}
private float handCyclePos;
private float legCyclePos;
void UpdateSwimming()
{
if (CurrentSwimParams == null) { return; }
IgnorePlatforms = true;
Vector2 footPos, handPos;
float surfaceLimiter = 1.0f;
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
if (currentHull != null)
{
float surfacePos = currentHull.Surface;
//if the hull is almost full of water, check if there's a water-filled hull above it
//and use its water surface instead of the current hull's
if (currentHull.Rect.Y - currentHull.Surface < 5.0f)
{
foreach (Gap gap in currentHull.ConnectedGaps)
{
if (gap.IsHorizontal || gap.Open <= 0.0f) continue;
if (Collider.SimPosition.X < ConvertUnits.ToSimUnits(gap.Rect.X) || Collider.SimPosition.X > ConvertUnits.ToSimUnits(gap.Rect.Right)) continue;
//if the gap is above us and leads outside, there's no surface to limit the movement
if (!gap.IsRoomToRoom && gap.Position.Y > currentHull.Position.Y)
{
surfacePos += 100000.0f;
continue;
}
foreach (var linkedTo in gap.linkedTo)
{
if (linkedTo is Hull hull && hull != currentHull)
{
surfacePos = Math.Max(surfacePos, hull.Surface);
break;
}
}
}
}
surfaceLimiter = ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 0.4f) - surfacePos;
surfaceLimiter = Math.Max(1.0f, surfaceLimiter);
if (surfaceLimiter > 50.0f) return;
}
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Limb leftFoot = GetLimb(LimbType.LeftFoot);
Limb rightFoot = GetLimb(LimbType.RightFoot);
float rotation = MathHelper.WrapAngle(Collider.Rotation);
rotation = MathHelper.ToDegrees(rotation);
if (rotation < 0.0f) rotation += 360;
if (!character.IsRemotePlayer && !aiming && Anim != Animation.UsingConstruction)
{
if (rotation > 20 && rotation < 170)
TargetDir = Direction.Left;
else if (rotation > 190 && rotation < 340)
TargetDir = Direction.Right;
}
float targetSpeed = TargetMovement.Length();
if (targetSpeed > 0.1f)
{
if (!aiming)
{
float newRotation = MathUtils.VectorToAngle(TargetMovement) - MathHelper.PiOver2;
Collider.SmoothRotate(newRotation, 5.0f);
//torso.body.SmoothRotate(newRotation);
}
}
else
{
if (aiming)
{
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
Vector2 diff = (mousePos - torso.SimPosition) * Dir;
TargetMovement = new Vector2(0.0f, -0.1f);
float newRotation = MathUtils.VectorToAngle(diff);
Collider.SmoothRotate(newRotation, 5.0f);
}
}
torso.body.MoveToPos(Collider.SimPosition + new Vector2((float)Math.Sin(-Collider.Rotation), (float)Math.Cos(-Collider.Rotation)) * 0.4f, 5.0f);
if (TargetMovement == Vector2.Zero) return;
movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
if (TorsoAngle.HasValue)
{
torso.body.SmoothRotate(Collider.Rotation + TorsoAngle.Value * Dir, CurrentSwimParams.SteerTorque);
}
else
{
torso.body.SmoothRotate(Collider.Rotation, CurrentSwimParams.SteerTorque);
}
if (HeadAngle.HasValue)
{
head.body.SmoothRotate(Collider.Rotation + HeadAngle.Value * Dir, CurrentSwimParams.SteerTorque);
}
else
{
head.body.SmoothRotate(Collider.Rotation, CurrentSwimParams.SteerTorque);
}
//dont try to move upwards if head is already out of water
if (surfaceLimiter > 1.0f && TargetMovement.Y > 0.0f)
{
if (TargetMovement.X == 0.0f)
{
//pull head above water
head.body.SmoothRotate(0.0f, 5.0f);
WalkPos += 0.05f;
}
else
{
TargetMovement = new Vector2(
(float)Math.Sqrt(targetSpeed * targetSpeed - TargetMovement.Y * TargetMovement.Y)
* Math.Sign(TargetMovement.X),
Math.Max(TargetMovement.Y, TargetMovement.Y * 0.2f));
//turn head above the water
head.body.ApplyTorque(Dir);
}
movement.Y = movement.Y - (surfaceLimiter - 1.0f) * 0.01f;
}
bool isNotRemote = true;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) isNotRemote = !character.IsRemotePlayer;
if (isNotRemote)
{
Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement, movementLerp);
}
WalkPos += movement.Length();
legCyclePos += Vector2.Normalize(movement).Length();
handCyclePos += MathHelper.ToRadians(CurrentSwimParams.HandCycleSpeed) * Math.Sign(movement.X);
footPos = GetLimb(LimbType.Waist).SimPosition - new Vector2((float)Math.Sin(-Collider.Rotation), (float)Math.Cos(-Collider.Rotation)) * (upperLegLength + lowerLegLength);
Vector2 transformedFootPos = new Vector2((float)Math.Sin(legCyclePos / CurrentSwimParams.LegCycleLength) * CurrentSwimParams.LegMoveAmount * CurrentAnimationParams.CycleSpeed, 0.0f);
transformedFootPos = Vector2.Transform(transformedFootPos, Matrix.CreateRotationZ(Collider.Rotation));
FootIK(rightFoot, footPos - transformedFootPos, CurrentSwimParams.FootRotateStrength, CurrentSwimParams.FootRotateStrength, CurrentSwimParams.FootAngleInRadians);
FootIK(leftFoot, footPos + transformedFootPos, CurrentSwimParams.FootRotateStrength, CurrentSwimParams.FootRotateStrength, CurrentSwimParams.FootAngleInRadians);
handPos = (torso.SimPosition + head.SimPosition) / 2.0f;
//at the surface, not moving sideways -> hands just float around
if (!headInWater && TargetMovement.X == 0.0f && TargetMovement.Y > 0)
{
handPos.X = handPos.X + Dir * 0.6f;
float wobbleAmount = 0.1f;
if (!rightHand.Disabled)
{
MoveLimb(rightHand, new Vector2(
handPos.X + (float)Math.Sin(handCyclePos / 1.5f) * wobbleAmount,
handPos.Y + (float)Math.Sin(handCyclePos / 3.5f) * wobbleAmount - 0.25f), 1.5f);
}
if (!leftHand.Disabled)
{
MoveLimb(leftHand, new Vector2(
handPos.X + (float)Math.Sin(handCyclePos / 2.0f) * wobbleAmount,
handPos.Y + (float)Math.Sin(handCyclePos / 3.0f) * wobbleAmount - 0.25f), 1.5f);
}
return;
}
handPos += head.LinearVelocity * 0.1f;
// Not sure why the params has to be flipped, but it works.
var handMoveAmount = CurrentSwimParams.HandMoveAmount.Flip();
var handMoveOffset = CurrentSwimParams.HandMoveOffset.Flip();
float handPosX = (float)Math.Cos(handCyclePos) * handMoveAmount.X * CurrentAnimationParams.CycleSpeed;
float handPosY = (float)Math.Sin(handCyclePos) * handMoveAmount.Y * CurrentAnimationParams.CycleSpeed;
Matrix rotationMatrix = Matrix.CreateRotationZ(torso.Rotation);
if (!rightHand.Disabled)
{
Vector2 rightHandPos = new Vector2(-handPosX, -handPosY) + handMoveOffset;
rightHandPos.X = (Dir == 1.0f) ? Math.Max(0.3f, rightHandPos.X) : Math.Min(-0.3f, rightHandPos.X);
rightHandPos = Vector2.Transform(rightHandPos, rotationMatrix);
HandIK(rightHand, handPos + rightHandPos, CurrentSwimParams.HandMoveStrength);
}
if (!leftHand.Disabled)
{
Vector2 leftHandPos = new Vector2(handPosX, handPosY) + handMoveOffset;
leftHandPos.X = (Dir == 1.0f) ? Math.Max(0.3f, leftHandPos.X) : Math.Min(-0.3f, leftHandPos.X);
leftHandPos = Vector2.Transform(leftHandPos, rotationMatrix);
HandIK(leftHand, handPos + leftHandPos, CurrentSwimParams.HandMoveStrength);
}
}
private float prevFootPos;
void UpdateClimbing()
{
if (character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Ladder>() == null)
{
Anim = Animation.None;
return;
}
onGround = false;
IgnorePlatforms = true;
Vector2 tempTargetMovement = TargetMovement;
tempTargetMovement.Y = Math.Min(tempTargetMovement.Y, 1.0f);
bool slide = targetMovement.Y < -1.1f;
movement = MathUtils.SmoothStep(movement, tempTargetMovement, 0.3f);
Limb leftFoot = GetLimb(LimbType.LeftFoot);
Limb rightFoot = GetLimb(LimbType.RightFoot);
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Limb waist = GetLimb(LimbType.Waist);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Vector2 ladderSimPos = ConvertUnits.ToSimUnits(
character.SelectedConstruction.Rect.X + character.SelectedConstruction.Rect.Width / 2.0f,
character.SelectedConstruction.Rect.Y);
float stepHeight = ConvertUnits.ToSimUnits(30.0f);
if (currentHull == null && character.SelectedConstruction.Submarine != null)
{
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition;
}
else if (currentHull.Submarine != null && currentHull.Submarine != character.SelectedConstruction.Submarine)
{
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
}
float bottomPos = Collider.SimPosition.Y - ColliderHeightFromFloor - Collider.radius - Collider.height / 2.0f;
MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, bottomPos + WalkParams.HeadPosition), 10.5f);
MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, bottomPos + WalkParams.TorsoPosition), 10.5f);
if (waist != null)
{
//MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, Collider.SimPosition.Y + 0.6f - ColliderHeightFromFloor), 10.5f);
}
Collider.MoveToPos(new Vector2(ladderSimPos.X - 0.2f * Dir, Collider.SimPosition.Y), 10.5f);
Vector2 handPos = new Vector2(
ladderSimPos.X,
bottomPos + WalkParams.TorsoPosition + movement.Y * 0.1f - ladderSimPos.Y);
//prevent the hands from going above the top of the ladders
handPos.Y = Math.Min(-0.5f, handPos.Y);
if (!character.IsKeyDown(InputType.Aim) || Math.Abs(movement.Y) > 0.01f)
{
MoveLimb(leftHand,
new Vector2(handPos.X,
(slide ? handPos.Y : MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight) + ladderSimPos.Y),
5.2f);
MoveLimb(rightHand,
new Vector2(handPos.X,
(slide ? handPos.Y : MathUtils.Round(handPos.Y, stepHeight * 2.0f)) + ladderSimPos.Y),
5.2f);
leftHand.body.ApplyTorque(Dir * 2.0f);
rightHand.body.ApplyTorque(Dir * 2.0f);
}
Vector2 footPos = new Vector2(
handPos.X - Dir * 0.05f,
bottomPos + ColliderHeightFromFloor - stepHeight * 2.7f - ladderSimPos.Y);
if (slide)
{
MoveLimb(leftFoot, new Vector2(footPos.X, footPos.Y + ladderSimPos.Y), 15.5f, true);
MoveLimb(rightFoot, new Vector2(footPos.X, footPos.Y + ladderSimPos.Y), 15.5f, true);
}
else
{
float leftFootPos = MathUtils.Round(footPos.Y + stepHeight, stepHeight * 2.0f) - stepHeight;
float prevLeftFootPos = MathUtils.Round(prevFootPos + stepHeight, stepHeight * 2.0f) - stepHeight;
MoveLimb(leftFoot, new Vector2(footPos.X, leftFootPos + ladderSimPos.Y), 15.5f, true);
float rightFootPos = MathUtils.Round(footPos.Y, stepHeight * 2.0f);
float prevRightFootPos = MathUtils.Round(prevFootPos, stepHeight * 2.0f);
MoveLimb(rightFoot, new Vector2(footPos.X, rightFootPos + ladderSimPos.Y), 15.5f, true);
#if CLIENT
if (Math.Abs(leftFootPos - prevLeftFootPos) > stepHeight && leftFoot.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval)
{
SoundPlayer.PlaySound("footstep_armor_heavy", leftFoot.WorldPosition, hullGuess: currentHull);
leftFoot.LastImpactSoundTime = (float)Timing.TotalTime;
}
if (Math.Abs(rightFootPos - prevRightFootPos) > stepHeight && rightFoot.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval)
{
SoundPlayer.PlaySound("footstep_armor_heavy", rightFoot.WorldPosition, hullGuess: currentHull);
rightFoot.LastImpactSoundTime = (float)Timing.TotalTime;
}
#endif
prevFootPos = footPos.Y;
}
//apply torque to the legs to make the knees bend
Limb leftLeg = GetLimb(LimbType.LeftLeg);
Limb rightLeg = GetLimb(LimbType.RightLeg);
leftLeg.body.ApplyTorque(Dir * -8.0f);
rightLeg.body.ApplyTorque(Dir * -8.0f);
float movementFactor = (handPos.Y / stepHeight) * (float)Math.PI;
movementFactor = 0.8f + (float)Math.Abs(Math.Sin(movementFactor));
Vector2 subSpeed = currentHull != null || character.SelectedConstruction.Submarine == null
? Vector2.Zero : character.SelectedConstruction.Submarine.Velocity;
Vector2 climbForce = new Vector2(0.0f, movement.Y + 0.3f) * movementFactor;
if (character.SimPosition.Y > ladderSimPos.Y) { climbForce.Y = Math.Min(0.0f, climbForce.Y); }
//apply forces to the collider to move the Character up/down
Collider.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * Collider.Mass, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
head.body.SmoothRotate(0.0f);
if (!character.SelectedConstruction.Prefab.Triggers.Any())
{
character.SelectedConstruction = null;
return;
}
Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.FirstOrDefault();
trigger = character.SelectedConstruction.TransformTrigger(trigger);
bool isRemote = false;
bool isClimbing = true;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
{
isRemote = character.IsRemotePlayer;
}
if (isRemote)
{
if (Math.Abs(targetMovement.X) > 0.05f ||
(TargetMovement.Y < 0.0f && ConvertUnits.ToSimUnits(trigger.Height) + handPos.Y < HeadPosition) ||
(TargetMovement.Y > 0.0f && handPos.Y > 0.1f))
{
isClimbing = false;
}
}
else if ((character.IsKeyDown(InputType.Left) || character.IsKeyDown(InputType.Right)) &&
(!character.IsKeyDown(InputType.Up) && !character.IsKeyDown(InputType.Down)))
{
isClimbing = false;
}
if (!isClimbing)
{
Anim = Animation.None;
character.SelectedConstruction = null;
IgnorePlatforms = false;
}
}
void UpdateDying(float deltaTime)
{
//the force/torque used to move the limbs goes from 1 to 0 during the death anim duration
float strength = 1.0f - deathAnimTimer / deathAnimDuration;
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
//if the head is moving, try to protect it with the hands
if (head.LinearVelocity.LengthSquared() > 1.0f && !head.IsSevered)
{
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
//move hands in front of the head in the direction of the movement
Vector2 protectPos = head.SimPosition + Vector2.Normalize(head.LinearVelocity);
if (!rightHand.IsSevered) HandIK(rightHand, protectPos, strength * 0.1f);
if (!leftHand.IsSevered) HandIK(leftHand, protectPos, strength * 0.1f);
}
//attempt to make legs stay in a straight line with the torso to prevent the character from doing a split
for (int i = 0; i < 2; i++)
{
var thigh = i == 0 ? GetLimb(LimbType.LeftThigh) : GetLimb(LimbType.RightThigh);
if (thigh.IsSevered) continue;
float thighDiff = Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, thigh.Rotation));
float thighTorque = thighDiff * thigh.Mass * Math.Sign(torso.Rotation - thigh.Rotation) * 5.0f;
thigh.body.ApplyTorque(thighTorque * strength);
var leg = i == 0 ? GetLimb(LimbType.LeftLeg) : GetLimb(LimbType.RightLeg);
if (leg.IsSevered) continue;
float legDiff = Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, leg.Rotation));
float legTorque = legDiff * leg.Mass * Math.Sign(torso.Rotation - leg.Rotation) * 5.0f;
leg.body.ApplyTorque(legTorque * strength);
}
}
private float lastReviveTime;
private void UpdateCPR(float deltaTime)
{
if (character.SelectedCharacter == null ||
(!character.SelectedCharacter.IsUnconscious && !character.SelectedCharacter.IsDead && character.SelectedCharacter.Stun <= 0.0f))
{
Anim = Animation.None;
return;
}
Character target = character.SelectedCharacter;
Crouching = true;
Vector2 diff = target.SimPosition - character.SimPosition;
Limb targetHead = target.AnimController.GetLimb(LimbType.Head);
Limb targetTorso = target.AnimController.GetLimb(LimbType.Torso);
if (targetTorso == null)
{
Anim = Animation.None;
return;
}
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Vector2 headDiff = targetHead == null ? diff : targetHead.SimPosition - character.SimPosition;
targetMovement = new Vector2(diff.X, 0.0f);
TargetDir = headDiff.X > 0.0f ? Direction.Right : Direction.Left;
UpdateStanding();
Vector2 handPos = targetTorso.SimPosition + Vector2.UnitY * 0.2f;
Grab(handPos, handPos);
Vector2 colliderPos = GetColliderBottom();
bool wasCritical = target.Vitality < 0.0f;
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) //Serverside code
{
target.Oxygen += deltaTime * 0.5f; //Stabilize them
}
int skill = (int)character.GetSkillLevel("medical");
//pump for 15 seconds (cprAnimTimer 0-15), then do mouth-to-mouth for 2 seconds (cprAnimTimer 15-17)
if (cprAnimTimer > 15.0f && targetHead != null && head != null)
{
float yPos = (float)Math.Sin(cprAnimTimer) * 0.2f;
head.PullJointWorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.3f + yPos);
head.PullJointEnabled = true;
torso.PullJointWorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition.Value - 0.2f));
torso.PullJointEnabled = true;
//Serverside code
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
{
if (target.Oxygen < -10.0f)
{
//stabilize the oxygen level but don't allow it to go positive and revive the character yet
float stabilizationAmount = skill * CPRSettings.StabilizationPerSkill;
stabilizationAmount = MathHelper.Clamp(stabilizationAmount, CPRSettings.StabilizationMin, CPRSettings.StabilizationMax);
character.Oxygen -= (1.0f / stabilizationAmount) * deltaTime; //Worse skill = more oxygen required
if (character.Oxygen > 0.0f) target.Oxygen += stabilizationAmount * deltaTime; //we didn't suffocate yet did we
//DebugConsole.NewMessage("CPR Us: " + character.Oxygen + " Them: " + target.Oxygen + " How good we are: restore " + cpr + " use " + (30.0f - cpr), Color.Aqua);
}
}
}
else
{
if (targetHead != null && head != null)
{
head.PullJointWorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.8f);
head.PullJointEnabled = true;
}
torso.PullJointWorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition.Value - 0.1f));
torso.PullJointEnabled = true;
if (cprPump >= 1)
{
torso.body.ApplyLinearImpulse(new Vector2(0, -20f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
targetTorso.body.ApplyLinearImpulse(new Vector2(0, -20f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
cprPump = 0;
if (skill < CPRSettings.DamageSkillThreshold)
{
target.LastDamageSource = null;
target.DamageLimb(
targetTorso.WorldPosition, targetTorso,
new List<Affliction>()
{
AfflictionPrefab.InternalDamage.Instantiate((CPRSettings.DamageSkillThreshold - skill) * CPRSettings.DamageSkillMultiplier,
source: character)
},
0.0f, true, 0.0f, character);
}
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) //Serverside code
{
float reviveChance = skill * CPRSettings.ReviveChancePerSkill;
reviveChance = (float)Math.Pow(reviveChance, CPRSettings.ReviveChanceExponent);
reviveChance = MathHelper.Clamp(reviveChance, CPRSettings.ReviveChanceMin, CPRSettings.ReviveChanceMax);
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) <= reviveChance)
{
//increase oxygen and clamp it above zero
// -> the character should be revived if there are no major afflictions in addition to lack of oxygen
target.Oxygen = Math.Max(target.Oxygen + 10.0f, 10.0f);
}
}
}
cprPump += deltaTime;
}
cprAnimTimer = (cprAnimTimer + deltaTime) % 17;
//got the character back into a non-critical state, increase medical skill
//BUT only if it has been more than 10 seconds since the character revived someone
//otherwise it's easy to abuse the system by repeatedly reviving in a low-oxygen room
if (!target.IsDead)
{
target.CharacterHealth.CalculateVitality();
if (wasCritical && target.Vitality > 0.0f && Timing.TotalTime > lastReviveTime + 10.0f)
{
character.Info.IncreaseSkillLevel("medical", 0.5f, character.WorldPosition + Vector2.UnitY * 150.0f);
SteamAchievementManager.OnCharacterRevived(target, character);
lastReviveTime = (float)Timing.TotalTime;
//reset attacker, we don't want the character to start attacking us
//because we caused a bit of damage to them during CPR
if (target.LastAttacker == character) target.LastAttacker = null;
}
}
}
public override void DragCharacter(Character target, float deltaTime)
{
if (target == null) return;
Limb torso = GetLimb(LimbType.Torso);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Limb targetLeftHand = target.AnimController.GetLimb(LimbType.LeftHand);
if (targetLeftHand == null) targetLeftHand = target.AnimController.GetLimb(LimbType.Torso);
if (targetLeftHand == null) targetLeftHand = target.AnimController.MainLimb;
Limb targetRightHand = target.AnimController.GetLimb(LimbType.RightHand);
if (targetRightHand == null) targetRightHand = target.AnimController.GetLimb(LimbType.Torso);
if (targetRightHand == null) targetRightHand = target.AnimController.MainLimb;
if (!target.AllowInput)
{
target.AnimController.ResetPullJoints();
}
if (Anim == Animation.Climbing)
{
//cannot drag up ladders if the character is conscious
if (target.AllowInput && (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient))
{
character.DeselectCharacter();
return;
}
Limb targetTorso = target.AnimController.GetLimb(LimbType.Torso);
if (targetTorso == null) targetTorso = target.AnimController.MainLimb;
if (target.AnimController.Dir != Dir)
target.AnimController.Flip();
Vector2 transformedTorsoPos = torso.SimPosition;
if (character.Submarine == null && target.Submarine != null)
{
transformedTorsoPos -= target.Submarine.SimPosition;
}
else if (character.Submarine != null && target.Submarine == null)
{
transformedTorsoPos += character.Submarine.SimPosition;
}
else if (character.Submarine != null && target.Submarine != null && character.Submarine != target.Submarine)
{
transformedTorsoPos += character.Submarine.SimPosition;
transformedTorsoPos -= target.Submarine.SimPosition;
}
targetTorso.PullJointEnabled = true;
targetTorso.PullJointWorldAnchorB = transformedTorsoPos + (Vector2.UnitX * -Dir) * 0.2f;
targetTorso.PullJointMaxForce = 5000.0f;
if (!targetLeftHand.IsSevered)
{
targetLeftHand.PullJointEnabled = true;
targetLeftHand.PullJointWorldAnchorB = transformedTorsoPos + (new Vector2(1 * Dir, 1)) * 0.2f;
targetLeftHand.PullJointMaxForce = 5000.0f;
}
if (!targetRightHand.IsSevered)
{
targetRightHand.PullJointEnabled = true;
targetRightHand.PullJointWorldAnchorB = transformedTorsoPos + (new Vector2(1 * Dir, 1)) * 0.2f;
targetRightHand.PullJointMaxForce = 5000.0f;
}
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
{
Collider.ResetDynamics();
}
target.AnimController.IgnorePlatforms = true;
}
else
{
//only grab with one hand when swimming
leftHand.Disabled = true;
if (!inWater) rightHand.Disabled = true;
for (int i = 0; i < 2; i++)
{
Limb targetLimb = target.AnimController.GetLimb(LimbType.Torso);
if (i == 0)
{
if (!targetLeftHand.IsSevered)
{
targetLimb = targetLeftHand;
}
else if (!targetRightHand.IsSevered)
{
targetLimb = targetRightHand;
}
}
else
{
if (!targetRightHand.IsSevered)
{
targetLimb = targetRightHand;
}
else if (!targetLeftHand.IsSevered)
{
targetLimb = targetLeftHand;
}
}
Limb pullLimb = i == 0 ? leftHand : rightHand;
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
{
//stop dragging if there's something between the pull limb and the target limb
Vector2 sourceSimPos = pullLimb.SimPosition;
Vector2 targetSimPos = targetLimb.SimPosition;
if (character.Submarine != null && character.SelectedCharacter.Submarine == null)
{
targetSimPos -= character.Submarine.SimPosition;
}
else if (character.Submarine == null && character.SelectedCharacter.Submarine != null)
{
sourceSimPos -= character.SelectedCharacter.Submarine.SimPosition;
}
var body = Submarine.CheckVisibility(sourceSimPos, targetSimPos, ignoreSubs: true);
if (body != null)
{
character.DeselectCharacter();
return;
}
}
//only pull with one hand when swimming
if (i > 0 && inWater) continue;
Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - pullLimb.WorldPosition);
Vector2 targetAnchor = targetLimb.SimPosition;
float targetForce = 0.0f;
pullLimb.PullJointEnabled = true;
if (targetLimb.type == LimbType.Torso || targetLimb == target.AnimController.MainLimb)
{
Vector2 pullLimbAnchor = targetLimb.SimPosition;
pullLimb.PullJointMaxForce = 5000.0f;
targetMovement *= MathHelper.Clamp(Mass / target.Mass, 0.5f, 1.0f);
Vector2 shoulderPos = shoulder.WorldAnchorA;
Vector2 dragDir = inWater ? Vector2.Normalize(targetLimb.SimPosition - shoulderPos) : Vector2.UnitY;
targetAnchor = shoulderPos - dragDir * ConvertUnits.ToSimUnits(upperArmLength + forearmLength);
targetForce = 200.0f;
if (target.Submarine != character.Submarine)
{
if (character.Submarine == null)
{
pullLimbAnchor += target.Submarine.SimPosition;
targetAnchor -= target.Submarine.SimPosition;
}
else if (target.Submarine == null)
{
pullLimbAnchor -= character.Submarine.SimPosition;
targetAnchor += character.Submarine.SimPosition;
}
else
{
pullLimbAnchor -= target.Submarine.SimPosition;
pullLimbAnchor += character.Submarine.SimPosition;
targetAnchor -= character.Submarine.SimPosition;
targetAnchor += target.Submarine.SimPosition;
}
}
pullLimb.PullJointWorldAnchorB = pullLimbAnchor;
}
else
{
pullLimb.PullJointWorldAnchorB = pullLimb.SimPosition + diff;
pullLimb.PullJointMaxForce = 5000.0f;
targetAnchor = targetLimb.SimPosition - diff;
targetForce = 5000.0f;
}
if (!target.AllowInput)
{
targetLimb.PullJointEnabled = true;
targetLimb.PullJointMaxForce = targetForce;
targetLimb.PullJointWorldAnchorB = targetAnchor;
}
target.AnimController.movement = -diff;
}
float dist = ConvertUnits.ToSimUnits(Vector2.Distance(target.WorldPosition, WorldPosition));
//let the target break free if it's moving away and gets far enough
if ((GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) && dist > 1.4f && target.AllowInput &&
Vector2.Dot(target.WorldPosition - WorldPosition, target.AnimController.TargetMovement) > 0)
{
character.DeselectCharacter();
return;
}
//limit movement if moving away from the target
if (Vector2.Dot(target.WorldPosition - WorldPosition, targetMovement) < 0)
{
targetMovement *= MathHelper.Clamp(1.5f - dist, 0.0f, 1.0f);
}
if (!target.AllowInput)
{
target.AnimController.IgnorePlatforms = IgnorePlatforms;
target.AnimController.TargetMovement = TargetMovement;
}
else if (target is AICharacter && target != Character.Controlled)
{
target.AnimController.TargetDir = WorldPosition.X > target.WorldPosition.X ? Direction.Right : Direction.Left;
target.AnimController.TargetMovement = (character.SimPosition + Vector2.UnitX * Dir) - target.SimPosition;
}
}
}
public void Grab(Vector2 rightHandPos, Vector2 leftHandPos)
{
for (int i = 0; i < 2; i++)
{
Limb pullLimb = (i == 0) ? GetLimb(LimbType.LeftHand) : GetLimb(LimbType.RightHand);
pullLimb.Disabled = true;
pullLimb.PullJointEnabled = true;
pullLimb.PullJointWorldAnchorB = (i == 0) ? rightHandPos : leftHandPos;
pullLimb.PullJointMaxForce = 500.0f;
}
}
//TODO: refactor this method, it's way too convoluted
public override void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle, float itemAngleRelativeToHoldAngle = 0.0f)
{
if (character.IsUnconscious || character.Stun > 0.0f) aim = false;
//calculate the handle positions
Matrix itemTransfrom = Matrix.CreateRotationZ(item.body.Rotation);
// TODO: don't create new arrays, reuse
Vector2[] transformedHandlePos = new Vector2[2];
transformedHandlePos[0] = Vector2.Transform(handlePos[0], itemTransfrom);
transformedHandlePos[1] = Vector2.Transform(handlePos[1], itemTransfrom);
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
// TODO: Remove this. Provide the position in params.
Vector2 itemPos = aim ? aimPos : holdPos;
bool usingController = character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null;
bool isClimbing = character.IsClimbing && Math.Abs(character.AnimController.TargetMovement.Y) > 0.01f;
float itemAngle;
Holdable holdable = item.GetComponent<Holdable>();
if (!isClimbing && !usingController && character.Stun <= 0.0f && aim && itemPos != Vector2.Zero)
{
Vector2 mousePos = ConvertUnits.ToSimUnits(character.SmoothedCursorPosition);
Vector2 diff = holdable.Aimable ? (mousePos - AimSourceSimPos) * Dir : Vector2.UnitX;
holdAngle = MathUtils.VectorToAngle(new Vector2(diff.X, diff.Y * Dir)) - torso.body.Rotation * Dir;
itemAngle = (torso.body.Rotation + holdAngle * Dir);
if (holdable.ControlPose)
{
head.body.SmoothRotate(itemAngle);
if (TargetMovement == Vector2.Zero && inWater)
{
torso.body.AngularVelocity -= torso.body.AngularVelocity * 0.1f;
torso.body.ApplyForce(torso.body.LinearVelocity * -0.5f);
}
aiming = true;
}
}
else
{
itemAngle = (torso.body.Rotation + holdAngle * Dir);
}
Vector2 transformedHoldPos = shoulder.WorldAnchorA;
if (itemPos == Vector2.Zero || isClimbing || usingController)
{
if (character.SelectedItems[0] == item)
{
if (rightHand.IsSevered) return;
transformedHoldPos = rightHand.PullJointWorldAnchorA - transformedHandlePos[0];
itemAngle = (rightHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
}
else if (character.SelectedItems[1] == item)
{
if (leftHand.IsSevered) return;
transformedHoldPos = leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
itemAngle = (leftHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
}
}
else
{
if (character.SelectedItems[0] == item)
{
if (rightHand.IsSevered) return;
rightHand.Disabled = true;
}
if (character.SelectedItems[1] == item)
{
if (leftHand.IsSevered) return;
leftHand.Disabled = true;
}
itemPos.X = itemPos.X * Dir;
transformedHoldPos += Vector2.Transform(itemPos, Matrix.CreateRotationZ(itemAngle));
}
item.body.ResetDynamics();
Vector2 currItemPos = (character.SelectedItems[0] == item) ?
rightHand.PullJointWorldAnchorA - transformedHandlePos[0] :
leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
if (!MathUtils.IsValid(currItemPos))
{
string errorMsg = "Attempted to move the item \"" + item + "\" to an invalid position in HumanidAnimController.HoldItem: " +
currItemPos + ", rightHandPos: " + rightHand.PullJointWorldAnchorA + ", leftHandPos: " + leftHand.PullJointWorldAnchorA +
", handlePos[0]: " + handlePos[0] + ", handlePos[1]: " + handlePos[1] +
", transformedHandlePos[0]: " + transformedHandlePos[0] + ", transformedHandlePos[1]:" + transformedHandlePos[1] +
", item pos: " + item.SimPosition + ", itemAngle: " + itemAngle +
", collider pos: " + character.SimPosition;
DebugConsole.Log(errorMsg);
GameAnalyticsManager.AddErrorEventOnce(
"HumanoidAnimController.HoldItem:InvalidPos:" + character.Name + item.Name,
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
errorMsg);
return;
}
if (holdable.Pusher != null)
{
if (character.IsUnconscious || character.Stun > 0.0f)
{
holdable.Pusher.Enabled = false;
}
else
{
if (!holdable.Pusher.Enabled)
{
holdable.Pusher.Enabled = true;
holdable.Pusher.ResetDynamics();
holdable.Pusher.SetTransform(currItemPos, itemAngle);
foreach (Character character in Character.CharacterList)
{
holdable.Pusher.FarseerBody.RestoreCollisionWith(character.AnimController.Collider.FarseerBody);
}
holdable.Pusher.FarseerBody.IgnoreCollisionWith(Collider.FarseerBody);
}
else
{
holdable.Pusher.TargetPosition = currItemPos;
holdable.Pusher.TargetRotation = character.IsUnconscious || character.Stun > 0.0f ? itemAngle : holdAngle * Dir;
holdable.Pusher.MoveToTargetPosition(true);
currItemPos = holdable.Pusher.SimPosition;
itemAngle = holdable.Pusher.Rotation;
}
}
}
item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir);
if (!isClimbing)
{
for (int i = 0; i < 2; i++)
{
if (character.SelectedItems[i] != item) continue;
if (itemPos == Vector2.Zero) continue;
Limb hand = (i == 0) ? rightHand : leftHand;
HandIK(hand, transformedHoldPos + transformedHandlePos[i]);
}
}
}
private void HandIK(Limb hand, Vector2 pos, float force = 1.0f)
{
if (shoulder == null) { return; }
Vector2 shoulderPos = shoulder.WorldAnchorA;
Limb arm, forearm;
if (hand.type == LimbType.LeftHand)
{
arm = GetLimb(LimbType.LeftArm);
forearm = GetLimb(LimbType.LeftForearm);
LeftHandIKPos = pos;
}
else
{
arm = GetLimb(LimbType.RightArm);
forearm = GetLimb(LimbType.RightForearm);
RightHandIKPos = pos;
}
//distance from shoulder to holdpos
float c = Vector2.Distance(pos, shoulderPos);
c = MathHelper.Clamp(c, Math.Abs(upperArmLength - forearmLength), forearmLength + upperArmLength - 0.01f);
float armAngle = MathUtils.VectorToAngle(pos - shoulderPos) + MathHelper.PiOver2;
float upperArmAngle = MathUtils.SolveTriangleSSS(forearmLength, upperArmLength, c) * Dir;
float lowerArmAngle = MathUtils.SolveTriangleSSS(upperArmLength, forearmLength, c) * Dir;
//make sure the arm angle "has the same number of revolutions" as the arm
while (arm.Rotation - armAngle > MathHelper.Pi)
{
armAngle += MathHelper.TwoPi;
}
while (arm.Rotation - armAngle < -MathHelper.Pi)
{
armAngle -= MathHelper.TwoPi;
}
arm?.body.SmoothRotate((armAngle - upperArmAngle), 20.0f * force * arm.Mass, wrapAngle: false);
forearm?.body.SmoothRotate((armAngle + lowerArmAngle), 20.0f * force * forearm.Mass, wrapAngle: false);
hand?.body.SmoothRotate((armAngle + lowerArmAngle), 100.0f * force * hand.Mass, wrapAngle: false);
}
private void FootIK(Limb foot, Vector2 pos, float legTorque, float footTorque, float footAngle)
{
Limb upperLeg, lowerLeg;
if (foot.type == LimbType.LeftFoot)
{
upperLeg = GetLimb(LimbType.LeftThigh);
lowerLeg = GetLimb(LimbType.LeftLeg);
}
else
{
upperLeg = GetLimb(LimbType.RightThigh);
lowerLeg = GetLimb(LimbType.RightLeg);
}
var torso = GetLimb(LimbType.Torso);
var waist = GetJointBetweenLimbs(LimbType.Waist, upperLeg.type);
Vector2 waistPos = waist.LimbA == upperLeg ? waist.WorldAnchorA : waist.WorldAnchorB;
//distance from waist joint to the target position
float c = Vector2.Distance(pos, waistPos);
c = Math.Max(c, Math.Abs(upperLegLength - lowerLegLength));
float legAngle = MathUtils.VectorToAngle(pos - waistPos) + MathHelper.PiOver2;
if (!MathUtils.IsValid(legAngle))
{
string errorMsg = "Invalid leg angle (" + legAngle + ") in FootIK. Waist pos: " + waistPos + ", target pos: " + pos;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("FootIK:InvalidAngle", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
//make sure the angle "has the same number of revolutions" as the torso
//(e.g. we don't want to rotate the legs to 0 if the torso is at 360, because that'd blow up the hip joints)
while (torso.Rotation - legAngle > MathHelper.Pi)
{
legAngle += MathHelper.TwoPi;
}
while (torso.Rotation - legAngle < -MathHelper.Pi)
{
legAngle -= MathHelper.TwoPi;
}
//if the distance is longer than the length of the upper and lower leg, we'll just have to extend them directly towards the target
float upperLegAngle = c >= upperLegLength + lowerLegLength ? 0.0f : MathUtils.SolveTriangleSSS(lowerLegLength, upperLegLength, c);
float lowerLegAngle = c >= upperLegLength + lowerLegLength ? 0.0f : MathUtils.SolveTriangleSSS(upperLegLength, lowerLegLength, c);
upperLeg.body.SmoothRotate((legAngle + upperLegAngle * Dir), upperLeg.Mass * legTorque, wrapAngle: false);
lowerLeg.body.SmoothRotate((legAngle - lowerLegAngle * Dir), lowerLeg.Mass * legTorque, wrapAngle: false);
foot.body.SmoothRotate((legAngle - (lowerLegAngle + footAngle) * Dir), foot.Mass * footTorque, wrapAngle: false);
}
public override void UpdateUseItem(bool allowMovement, Vector2 handWorldPos)
{
var leftHand = GetLimb(LimbType.LeftHand);
var rightHand = GetLimb(LimbType.RightHand);
useItemTimer = 0.5f;
Anim = Animation.UsingConstruction;
if (!allowMovement)
{
TargetMovement = Vector2.Zero;
TargetDir = handWorldPos.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
float sqrDist = Vector2.DistanceSquared(character.WorldPosition, handWorldPos);
if (sqrDist > MathUtils.Pow(ConvertUnits.ToDisplayUnits(upperArmLength + forearmLength), 2))
{
TargetMovement = Vector2.Normalize(handWorldPos - character.WorldPosition) * GetCurrentSpeed(false);
}
}
if (!character.Enabled) { return; }
Vector2 handSimPos = ConvertUnits.ToSimUnits(handWorldPos);
if (character.Submarine != null)
{
handSimPos -= character.Submarine.SimPosition;
}
leftHand.Disabled = true;
leftHand.PullJointEnabled = true;
leftHand.PullJointWorldAnchorB = handSimPos;
rightHand.Disabled = true;
rightHand.PullJointEnabled = true;
rightHand.PullJointWorldAnchorB = handSimPos;
}
public override void Flip()
{
base.Flip();
WalkPos = -WalkPos;
Limb torso = GetLimb(LimbType.Torso);
Vector2 difference;
Matrix torsoTransform = Matrix.CreateRotationZ(torso.Rotation);
for (int i = 0; i < character.SelectedItems.Length; i++)
{
if (i == 1 && character.SelectedItems[0] == character.SelectedItems[1])
{
break;
}
if (character.SelectedItems[i]?.body != null && !character.SelectedItems[i].Removed)
{
character.SelectedItems[i].body.SetTransform(
character.SelectedItems[i].body.SimPosition,
MathUtils.WrapAngleTwoPi(character.SelectedItems[i].body.Rotation + MathHelper.Pi));
character.SelectedItems[i].GetComponent<Holdable>()?.Flip();
}
}
foreach (Limb limb in Limbs)
{
bool mirror = false;
bool flipAngle = false;
bool wrapAngle = false;
switch (limb.type)
{
case LimbType.LeftHand:
case LimbType.LeftArm:
case LimbType.LeftForearm:
case LimbType.RightHand:
case LimbType.RightArm:
case LimbType.RightForearm:
flipAngle = true;
break;
case LimbType.LeftThigh:
case LimbType.LeftLeg:
case LimbType.LeftFoot:
case LimbType.RightThigh:
case LimbType.RightLeg:
case LimbType.RightFoot:
mirror = Crouching && !inWater;
flipAngle = (limb.DoesFlip || Crouching) && !inWater;
wrapAngle = !inWater;
break;
default:
flipAngle = limb.DoesFlip && !inWater;
wrapAngle = !inWater;
break;
}
Vector2 position = limb.SimPosition;
if (!limb.PullJointEnabled && mirror)
{
difference = limb.body.SimPosition - torso.SimPosition;
difference = Vector2.Transform(difference, torsoTransform);
difference.Y = -difference.Y;
position = torso.SimPosition + Vector2.Transform(difference, -torsoTransform);
//TrySetLimbPosition(limb, limb.SimPosition, );
}
float angle = flipAngle ? -limb.body.Rotation : limb.body.Rotation;
if (wrapAngle) angle = MathUtils.WrapAnglePi(angle);
TrySetLimbPosition(limb, Collider.SimPosition, position);
limb.body.SetTransform(limb.body.SimPosition, angle);
}
}
}
}