Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Animation/FishAnimController.cs
2022-03-30 00:06:59 +09:00

1056 lines
46 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
class FishAnimController : AnimController
{
public override RagdollParams RagdollParams
{
get { return FishRagdollParams; }
protected set { FishRagdollParams = value as FishRagdollParams; }
}
private FishRagdollParams _ragdollParams;
public FishRagdollParams FishRagdollParams
{
get
{
if (_ragdollParams == null)
{
#warning TODO: this is kinda janky, this should probably be done better
_ragdollParams = FishRagdollParams.GetDefaultRagdollParams(character.VariantOf.IfEmpty(character.SpeciesName));
if (!character.VariantOf.IsEmpty)
{
_ragdollParams.ApplyVariantScale(character.Params.VariantFile);
}
}
return _ragdollParams;
}
protected set
{
_ragdollParams = value;
}
}
private FishWalkParams _fishWalkParams;
public FishWalkParams FishWalkParams
{
get
{
if (_fishWalkParams == null)
{
_fishWalkParams = FishWalkParams.GetDefaultAnimParams(character);
}
return _fishWalkParams;
}
set { _fishWalkParams = value; }
}
private FishRunParams _fishRunParams;
public FishRunParams FishRunParams
{
get
{
if (_fishRunParams == null)
{
_fishRunParams = FishRunParams.GetDefaultAnimParams(character);
}
return _fishRunParams;
}
set { _fishRunParams = value; }
}
private FishSwimSlowParams _fishSwimSlowParams;
public FishSwimSlowParams FishSwimSlowParams
{
get
{
if (_fishSwimSlowParams == null)
{
_fishSwimSlowParams = FishSwimSlowParams.GetDefaultAnimParams(character);
}
return _fishSwimSlowParams;
}
set { _fishSwimSlowParams = value; }
}
private FishSwimFastParams _fishSwimFastParams;
public FishSwimFastParams FishSwimFastParams
{
get
{
if (_fishSwimFastParams == null)
{
_fishSwimFastParams = FishSwimFastParams.GetDefaultAnimParams(character);
}
return _fishSwimFastParams;
}
set { _fishSwimFastParams = value; }
}
public IFishAnimation CurrentFishAnimation => CurrentAnimationParams as IFishAnimation;
public new FishGroundedParams CurrentGroundedParams => base.CurrentGroundedParams as FishGroundedParams;
public new FishSwimParams CurrentSwimParams => base.CurrentSwimParams as FishSwimParams;
public float? TailAngle => GetValidOrNull(CurrentAnimationParams, CurrentFishAnimation?.TailAngleInRadians);
public float FootTorque => CurrentAnimationParams.FootTorque;
public float HeadTorque => CurrentAnimationParams.HeadTorque;
public float TorsoTorque => CurrentAnimationParams.TorsoTorque;
public float TailTorque => CurrentFishAnimation.TailTorque;
public float HeadMoveForce => CurrentGroundedParams.HeadMoveForce;
public float TorsoMoveForce => CurrentGroundedParams.TorsoMoveForce;
public float FootMoveForce => CurrentGroundedParams.FootMoveForce;
public override GroundedMovementParams WalkParams
{
get { return FishWalkParams; }
set { FishWalkParams = value as FishWalkParams; }
}
public override GroundedMovementParams RunParams
{
get { return FishRunParams; }
set { FishRunParams = value as FishRunParams; }
}
public override SwimParams SwimSlowParams
{
get { return FishSwimSlowParams; }
set { FishSwimSlowParams = value as FishSwimSlowParams; }
}
public override SwimParams SwimFastParams
{
get { return FishSwimFastParams; }
set { FishSwimFastParams = value as FishSwimFastParams; }
}
private float flipTimer, flipCooldown;
public FishAnimController(Character character, string seed, FishRagdollParams ragdollParams = null) : base(character, seed, ragdollParams) { }
public override void UpdateAnim(float deltaTime)
{
if (Frozen) return;
if (MainLimb == null) { return; }
var mainLimb = MainLimb;
levitatingCollider = !IsHanging;
if (!character.CanMove)
{
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);
//reset pull joints to prevent the character from "hanging" mid-air if pull joints had been active when the character was still moving
//(except when dragging, then we need the pull joints)
if (!character.CanBeDragged || character.SelectedBy == null) { ResetPullJoints(); }
}
if (character.IsDead && deathAnimTimer < deathAnimDuration)
{
deathAnimTimer += deltaTime;
UpdateDying(deltaTime);
}
else if (!InWater && !CanWalk && character.AllowInput)
{
//cannot walk but on dry land -> wiggle around
UpdateDying(deltaTime);
}
return;
}
else
{
deathAnimTimer = 0.0f;
}
//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)),
0.0f);
Collider.Enabled = true;
}
ResetPullJoints();
if (strongestImpact > 0.0f)
{
character.Stun = MathHelper.Clamp(strongestImpact * 0.5f, character.Stun, 5.0f);
strongestImpact = 0.0f;
}
if (aiming)
{
TargetMovement = TargetMovement.ClampLength(2);
}
if (inWater && !forceStanding)
{
Collider.FarseerBody.FixedRotation = false;
UpdateSineAnim(deltaTime);
}
else if (RagdollParams.CanWalk && (currentHull != null || forceStanding))
{
if (CurrentGroundedParams != null)
{
//rotate collider back upright
float standAngle = CurrentGroundedParams.ColliderStandAngleInRadians * Dir;
if (Math.Abs(MathUtils.GetShortestAngle(Collider.Rotation, standAngle)) > 0.001f)
{
Collider.AngularVelocity = MathUtils.GetShortestAngle(Collider.Rotation, standAngle) * 60.0f;
Collider.FarseerBody.FixedRotation = false;
}
else
{
Collider.FarseerBody.FixedRotation = true;
}
}
UpdateWalkAnim(deltaTime);
}
if (character.SelectedCharacter != null)
{
DragCharacter(character.SelectedCharacter, deltaTime);
return;
}
if (character.AnimController.AnimationTestPose)
{
ApplyTestPose();
}
//don't flip when simply physics is enabled
if (SimplePhysicsEnabled) { return; }
if (!character.IsRemotelyControlled && (character.AIController == null || character.AIController.CanFlip) && !aiming)
{
if (!inWater || (CurrentSwimParams != null && CurrentSwimParams.Mirror))
{
if (targetMovement.X > 0.1f && targetMovement.X > Math.Abs(targetMovement.Y) * 0.2f)
{
TargetDir = Direction.Right;
}
else if (targetMovement.X < -0.1f && targetMovement.X < -Math.Abs(targetMovement.Y) * 0.2f)
{
TargetDir = Direction.Left;
}
}
else
{
float rotation = MathHelper.WrapAngle(Collider.Rotation);
rotation = MathHelper.ToDegrees(rotation);
if (rotation < 0.0f)
{
rotation += 360;
}
if (rotation > 20 && rotation < 160)
{
TargetDir = Direction.Left;
}
else if (rotation > 200 && rotation < 340)
{
TargetDir = Direction.Right;
}
}
}
if (!CurrentFishAnimation.Flip) { return; }
if (IsStuck) { return; }
if (character.AIController != null && !character.AIController.CanFlip) { return; }
flipCooldown -= deltaTime;
if (TargetDir != Direction.None && TargetDir != dir)
{
flipTimer += deltaTime;
// Speed reductions are not taken into account here. It's intentional: an ai character cannot flip if it's heavily paralyzed (for example).
float requiredSpeed = CurrentAnimationParams.MovementSpeed / 2;
if (CurrentHull != null)
{
// Enemy movement speeds are halved inside submarines
requiredSpeed /= 2;
}
bool isMovingFastEnough = Math.Abs(MainLimb.LinearVelocity.X) > requiredSpeed;
bool isTryingToMoveHorizontally = Math.Abs(TargetMovement.X) > Math.Abs(TargetMovement.Y);
if ((flipTimer > CurrentFishAnimation.FlipDelay && flipCooldown <= 0.0f && ((isMovingFastEnough && isTryingToMoveHorizontally) || IsMovingBackwards))
|| character.IsRemotePlayer)
{
Flip();
if (!inWater || (CurrentSwimParams != null && CurrentSwimParams.Mirror))
{
Mirror(CurrentSwimParams != null ? CurrentSwimParams.MirrorLerp : true);
}
flipTimer = 0.0f;
flipCooldown = CurrentFishAnimation.FlipCooldown;
}
}
else
{
flipTimer = 0.0f;
}
wasAiming = aiming;
aiming = false;
wasAimingMelee = aimingMelee;
aimingMelee = false;
}
private bool CanDrag(Character target)
{
return Mass / target.Mass > 0.1f;
}
private float eatTimer = 0.0f;
public override void DragCharacter(Character target, float deltaTime)
{
if (target == null) { return; }
Limb mouthLimb = GetLimb(LimbType.Head);
if (mouthLimb == null) { return; }
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
{
//stop dragging if there's something between the pull limb and the target
Vector2 sourceSimPos = SimplePhysicsEnabled ? character.SimPosition : mouthLimb.SimPosition;
Vector2 targetSimPos = target.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;
}
}
float dmg = character.Params.EatingSpeed;
float eatSpeed = dmg / ((float)Math.Sqrt(Math.Max(target.Mass, 1)) * 10);
eatTimer += deltaTime * eatSpeed;
Vector2 mouthPos = SimplePhysicsEnabled ? character.SimPosition : GetMouthPosition().Value;
Vector2 attackSimPosition = character.Submarine == null ? ConvertUnits.ToSimUnits(target.WorldPosition) : target.SimPosition;
Vector2 limbDiff = attackSimPosition - mouthPos;
float extent = Math.Max(mouthLimb.body.GetMaxExtent(), 1);
bool tooFar = character.InWater ? limbDiff.LengthSquared() > extent * extent : limbDiff.X > extent;
if (tooFar)
{
character.SelectedCharacter = null;
}
else
{
//pull the target character to the position of the mouth
//(+ make the force fluctuate to waggle the character a bit)
float dragForce = MathHelper.Clamp(eatSpeed * 10, 0, 40);
if (dragForce > 0.1f)
{
Vector2 targetPos = mouthPos;
if (target.Submarine != null && character.Submarine == null)
{
targetPos -= target.Submarine.SimPosition;
}
else if (target.Submarine == null && character.Submarine != null)
{
targetPos += character.Submarine.SimPosition;
}
target.AnimController.MainLimb.body.SmoothRotate(mouthLimb.Rotation, dragForce * 2);
if (!target.AnimController.SimplePhysicsEnabled)
{
target.AnimController.MainLimb.MoveToPos(targetPos, (float)(Math.Sin(eatTimer) + dragForce));
}
target.AnimController.Collider.MoveToPos(targetPos, (float)(Math.Sin(eatTimer) + dragForce));
}
if (InWater)
{
//pull the character's mouth to the target character (again with a fluctuating force)
float pullStrength = (float)(Math.Sin(eatTimer) * Math.Max(Math.Sin(eatTimer * 0.5f), 0.0f));
mouthLimb.body.ApplyForce(limbDiff * mouthLimb.Mass * 50.0f * pullStrength);
}
else
{
float force = (float)Math.Sin(eatTimer * 100) * mouthLimb.Mass;
mouthLimb.body.ApplyLinearImpulse(Vector2.UnitY * force * 2, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
mouthLimb.body.ApplyTorque(-force * 50);
}
if (Character.CanEat && target.IsDead)
{
var jaw = GetLimb(LimbType.Jaw);
if (jaw != null)
{
jaw.body.ApplyTorque(-(float)Math.Sin(eatTimer * 150) * jaw.Mass * 25);
}
character.ApplyStatusEffects(ActionType.OnEating, deltaTime);
float particleFrequency = MathHelper.Clamp(eatSpeed / 2, 0.02f, 0.5f);
if (Rand.Value() < particleFrequency / 6)
{
target.AnimController.MainLimb.AddDamage(target.SimPosition, dmg, 0, 0, false);
}
if (Rand.Value() < particleFrequency)
{
target.AnimController.MainLimb.AddDamage(target.SimPosition, 0, dmg, 0, false);
}
if (eatTimer % 1.0f < 0.5f && (eatTimer - deltaTime * eatSpeed) % 1.0f > 0.5f)
{
static bool CanBeSevered(LimbJoint j) => !j.IsSevered && j.CanBeSevered && j.LimbA != null && !j.LimbA.IsSevered && j.LimbB != null && !j.LimbB.IsSevered;
//keep severing joints until there is only one limb left
var nonSeveredJoints = target.AnimController.LimbJoints.Where(CanBeSevered);
if (nonSeveredJoints.None())
{
//small monsters don't eat the contents of the character's inventory
if (Mass < target.AnimController.Mass)
{
target.Inventory?.AllItemsMod.ForEach(it => it?.Drop(dropper: null));
}
//only one limb left, the character is now full eaten
Entity.Spawner?.AddEntityToRemoveQueue(target);
if (Character.AIController is EnemyAIController enemyAi)
{
enemyAi.PetBehavior?.OnEat(target);
}
character.SelectedCharacter = null;
}
else //sever a random joint
{
target.AnimController.SeverLimbJoint(nonSeveredJoints.GetRandomUnsynced());
}
}
}
}
}
public bool reverse;
void UpdateSineAnim(float deltaTime)
{
if (CurrentSwimParams == null) { return; }
movement = TargetMovement;
bool isMoving = movement.LengthSquared() > 0.00001f;
var mainLimb = MainLimb;
if (isMoving)
{
float t = 0.5f;
if (!SimplePhysicsEnabled && CurrentSwimParams.RotateTowardsMovement)
{
Vector2 forward = VectorExtensions.Forward(Collider.Rotation + MathHelper.PiOver2);
float dot = Vector2.Dot(forward, Vector2.Normalize(movement));
if (dot < 0)
{
// Reduce the linear movement speed when not facing the movement direction
t = MathHelper.Clamp((1 + dot) / 10, 0.01f, 0.1f);
}
}
Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement, t);
}
//limbs are disabled when simple physics is enabled, no need to move them
if (SimplePhysicsEnabled) { return; }
mainLimb.PullJointEnabled = true;
if (aiming && movement.Length() <= 0.1f)
{
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
Vector2 diff = (mousePos - (GetLimb(LimbType.Torso) ?? MainLimb).SimPosition) * Dir;
TargetMovement = new Vector2(0.0f, -0.1f);
float newRotation = MathUtils.VectorToAngle(diff);
Collider.SmoothRotate(newRotation, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
}
if (!isMoving)
{
WalkPos = MathHelper.SmoothStep(WalkPos, MathHelper.PiOver2, deltaTime * 5);
mainLimb.PullJointWorldAnchorB = Collider.SimPosition;
}
else
{
Vector2 transformedMovement = reverse ? -movement : movement;
float movementAngle = MathUtils.VectorToAngle(transformedMovement) - MathHelper.PiOver2;
float mainLimbAngle = 0;
if (mainLimb.type == LimbType.Torso && TorsoAngle.HasValue)
{
mainLimbAngle = TorsoAngle.Value;
}
else if (mainLimb.type == LimbType.Head && HeadAngle.HasValue)
{
mainLimbAngle = HeadAngle.Value;
}
mainLimbAngle *= Dir;
while (mainLimb.Rotation - (movementAngle + mainLimbAngle) > MathHelper.Pi)
{
movementAngle += MathHelper.TwoPi;
}
while (mainLimb.Rotation - (movementAngle + mainLimbAngle) < -MathHelper.Pi)
{
movementAngle -= MathHelper.TwoPi;
}
if (CurrentSwimParams.RotateTowardsMovement)
{
Collider.SmoothRotate(movementAngle, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
if (TorsoAngle.HasValue)
{
Limb torso = GetLimb(LimbType.Torso);
if (torso != null)
{
SmoothRotateWithoutWrapping(torso, movementAngle + TorsoAngle.Value * Dir, mainLimb, TorsoTorque);
}
}
if (HeadAngle.HasValue)
{
Limb head = GetLimb(LimbType.Head);
if (head != null)
{
SmoothRotateWithoutWrapping(head, movementAngle + HeadAngle.Value * Dir, mainLimb, HeadTorque);
}
}
if (TailAngle.HasValue)
{
bool isAngleApplied = false;
foreach (var limb in Limbs)
{
if (limb.IsSevered) { continue; }
if (limb.type != LimbType.Tail) { continue; }
if (!limb.Params.ApplyTailAngle) { continue; }
RotateTail(limb);
isAngleApplied = true;
}
if (!isAngleApplied)
{
RotateTail(GetLimb(LimbType.Tail));
}
void RotateTail(Limb tail)
{
if (tail == null) { return; }
float? mainLimbTargetAngle = null;
if (mainLimb.type == LimbType.Torso)
{
mainLimbTargetAngle = TorsoAngle;
}
else if (mainLimb.type == LimbType.Head)
{
mainLimbTargetAngle = HeadAngle;
}
float torque = TailTorque;
float maxMultiplier = CurrentSwimParams.TailTorqueMultiplier;
if (mainLimbTargetAngle.HasValue && maxMultiplier > 1)
{
float diff = Math.Abs(mainLimb.Rotation - tail.Rotation);
float offset = Math.Abs(mainLimbTargetAngle.Value - TailAngle.Value);
torque *= MathHelper.Lerp(1, maxMultiplier, MathUtils.InverseLerp(0, MathHelper.PiOver2, diff - offset));
}
SmoothRotateWithoutWrapping(tail, movementAngle + TailAngle.Value * Dir, mainLimb, torque);
}
}
}
else
{
movementAngle = Dir > 0 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
if (reverse)
{
movementAngle = MathUtils.WrapAngleTwoPi(movementAngle - MathHelper.Pi);
}
if (mainLimb.type == LimbType.Head && HeadAngle.HasValue)
{
Collider.SmoothRotate(HeadAngle.Value * Dir, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
}
else if (mainLimb.type == LimbType.Torso && TorsoAngle.HasValue)
{
Collider.SmoothRotate(TorsoAngle.Value * Dir, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
}
if (TorsoAngle.HasValue)
{
Limb torso = GetLimb(LimbType.Torso);
torso?.body.SmoothRotate(TorsoAngle.Value * Dir, TorsoTorque);
}
if (HeadAngle.HasValue)
{
Limb head = GetLimb(LimbType.Head);
head?.body.SmoothRotate(HeadAngle.Value * Dir, HeadTorque);
}
if (TailAngle.HasValue)
{
bool isAngleApplied = false;
foreach (var limb in Limbs)
{
if (limb.IsSevered) { continue; }
if (limb.type != LimbType.Tail) { continue; }
if (!limb.Params.ApplyTailAngle) { continue; }
RotateTail(limb);
isAngleApplied = true;
}
if (!isAngleApplied)
{
RotateTail(GetLimb(LimbType.Tail));
}
void RotateTail(Limb tail)
{
if (tail != null)
{
tail.body.SmoothRotate(TailAngle.Value * Dir, TailTorque);
}
}
}
}
var waveLength = Math.Abs(CurrentSwimParams.WaveLength * RagdollParams.JointScale);
var waveAmplitude = Math.Abs(CurrentSwimParams.WaveAmplitude * character.SpeedMultiplier);
if (waveLength > 0 && waveAmplitude > 0)
{
WalkPos -= transformedMovement.Length() / Math.Abs(waveLength);
WalkPos = MathUtils.WrapAngleTwoPi(WalkPos);
}
foreach (var limb in Limbs)
{
if (limb.IsSevered) { continue; }
switch (limb.type)
{
case LimbType.LeftFoot:
case LimbType.RightFoot:
if (CurrentSwimParams.FootAnglesInRadians.ContainsKey(limb.Params.ID))
{
SmoothRotateWithoutWrapping(limb, movementAngle + CurrentSwimParams.FootAnglesInRadians[limb.Params.ID] * Dir, mainLimb, FootTorque);
}
break;
case LimbType.Tail:
if (waveLength > 0 && waveAmplitude > 0)
{
float waveRotation = (float)Math.Sin(WalkPos * limb.Params.SineFrequencyMultiplier);
limb.body.ApplyTorque(waveRotation * limb.Mass * waveAmplitude * limb.Params.SineAmplitudeMultiplier);
}
break;
}
}
for (int i = 0; i < Limbs.Length; i++)
{
var limb = Limbs[i];
if (limb.IsSevered) { continue; }
if (limb.SteerForce <= 0.0f) { continue; }
if (!Collider.PhysEnabled) { continue; }
Vector2 pullPos = limb.PullJointWorldAnchorA;
limb.body.ApplyForce(movement * limb.SteerForce * limb.Mass * Math.Max(character.SpeedMultiplier, 1), pullPos);
}
Vector2 mainLimbDiff = mainLimb.PullJointWorldAnchorB - mainLimb.SimPosition;
if (CurrentSwimParams.UseSineMovement)
{
mainLimb.PullJointWorldAnchorB = Vector2.SmoothStep(
mainLimb.PullJointWorldAnchorB,
Collider.SimPosition,
mainLimbDiff.LengthSquared() > 10.0f ? 1.0f : (float)Math.Abs(Math.Sin(WalkPos)));
}
else
{
//mainLimb.PullJointWorldAnchorB = Collider.SimPosition;
mainLimb.PullJointWorldAnchorB = Vector2.Lerp(
mainLimb.PullJointWorldAnchorB,
Collider.SimPosition,
mainLimbDiff.LengthSquared() > 10.0f ? 1.0f : 0.5f);
}
}
foreach (var limb in Limbs)
{
if (limb.IsSevered) { continue; }
if (Math.Abs(limb.Params.ConstantTorque) > 0)
{
float movementFactor = Math.Max(character.AnimController.Collider.LinearVelocity.Length() * 0.5f, 1);
limb.body.SmoothRotate(MainLimb.Rotation + MathHelper.ToRadians(limb.Params.ConstantAngle) * Dir, limb.Mass * limb.Params.ConstantTorque * movementFactor, wrapAngle: true);
}
if (limb.Params.BlinkFrequency > 0)
{
limb.UpdateBlink(deltaTime, MainLimb.Rotation);
}
}
floorY = Limbs[0].SimPosition.Y;
}
void UpdateWalkAnim(float deltaTime)
{
movement = MathUtils.SmoothStep(movement, TargetMovement, 0.2f);
Collider.LinearVelocity = new Vector2(
movement.X,
Collider.LinearVelocity.Y > 0.0f ? Collider.LinearVelocity.Y * 0.5f : Collider.LinearVelocity.Y);
//limbs are disabled when simple physics is enabled, no need to move them
if (SimplePhysicsEnabled) { return; }
Vector2 colliderBottom = GetColliderBottom();
float movementAngle = 0.0f;
var mainLimb = MainLimb;
float mainLimbAngle = (mainLimb.type == LimbType.Torso ? TorsoAngle ?? 0 : HeadAngle ?? 0) * Dir;
while (mainLimb.Rotation - (movementAngle + mainLimbAngle) > MathHelper.Pi)
{
movementAngle += MathHelper.TwoPi;
}
while (mainLimb.Rotation - (movementAngle + mainLimbAngle) < -MathHelper.Pi)
{
movementAngle -= MathHelper.TwoPi;
}
float offset = MathHelper.Pi * CurrentGroundedParams.StepLiftOffset;
if (CurrentGroundedParams.MultiplyByDir)
{
offset *= Dir;
}
float stepLift = TargetMovement.X == 0.0f ? 0 :
(float)Math.Sin(WalkPos * Dir * CurrentGroundedParams.StepLiftFrequency + offset) * (CurrentGroundedParams.StepLiftAmount / 100);
float limpAmount = character.GetLegPenalty();
if (limpAmount > 0)
{
float walkPosX = (float)Math.Cos(WalkPos);
//make the footpos oscillate when limping
limpAmount = Math.Max(Math.Abs(walkPosX) * limpAmount, 0.0f) * Math.Min(Math.Abs(TargetMovement.X), 0.3f) * Dir;
}
Limb torso = GetLimb(LimbType.Torso);
if (torso != null)
{
if (TorsoAngle.HasValue)
{
SmoothRotateWithoutWrapping(torso, movementAngle + TorsoAngle.Value * Dir, mainLimb, TorsoTorque);
}
if (TorsoPosition.HasValue && TorsoMoveForce > 0.0f)
{
Vector2 pos = colliderBottom + new Vector2(limpAmount, TorsoPosition.Value + stepLift);
if (torso != mainLimb)
{
pos.X = torso.SimPosition.X;
}
torso.MoveToPos(pos, TorsoMoveForce);
torso.PullJointEnabled = true;
torso.PullJointWorldAnchorB = pos;
}
}
Limb head = GetLimb(LimbType.Head);
if (head != null)
{
bool headFacingBackwards = false;
if (HeadAngle.HasValue && head != mainLimb)
{
SmoothRotateWithoutWrapping(head, movementAngle + HeadAngle.Value * Dir, mainLimb, HeadTorque);
if (Math.Sign(head.SimPosition.X - mainLimb.SimPosition.X) != Math.Sign(Dir))
{
headFacingBackwards = true;
}
}
if (HeadPosition.HasValue && HeadMoveForce > 0.0f && !headFacingBackwards)
{
Vector2 pos = colliderBottom + new Vector2(limpAmount, HeadPosition.Value + stepLift * CurrentGroundedParams.StepLiftHeadMultiplier);
if (head != mainLimb)
{
pos.X = head.SimPosition.X;
}
head.MoveToPos(pos, HeadMoveForce);
head.PullJointEnabled = true;
head.PullJointWorldAnchorB = pos;
}
}
if (TailAngle.HasValue)
{
bool isAngleApplied = false;
foreach (var limb in Limbs)
{
if (limb.IsSevered) { continue; }
if (limb.type != LimbType.Tail) { continue; }
if (!limb.Params.ApplyTailAngle) { continue; }
RotateTail(limb);
isAngleApplied = true;
}
if (!isAngleApplied)
{
RotateTail(GetLimb(LimbType.Tail));
}
void RotateTail(Limb tail)
{
if (tail != null)
{
SmoothRotateWithoutWrapping(tail, movementAngle + TailAngle.Value * Dir, mainLimb, TailTorque);
}
}
}
float prevWalkPos = WalkPos;
WalkPos -= mainLimb.LinearVelocity.X * (CurrentAnimationParams.CycleSpeed / RagdollParams.JointScale / 100.0f);
Vector2 transformedStepSize = Vector2.Zero;
if (Math.Abs(TargetMovement.X) > 0.01f)
{
transformedStepSize = new Vector2(
(float)Math.Cos(WalkPos) * StepSize.Value.X * 3.0f,
(float)Math.Sin(WalkPos) * StepSize.Value.Y * 2.0f);
}
foreach (Limb limb in Limbs)
{
if (limb.IsSevered) { continue; }
if (Math.Abs(limb.Params.ConstantTorque) > 0)
{
limb.body.SmoothRotate(MainLimb.Rotation + MathHelper.ToRadians(limb.Params.ConstantAngle) * Dir, limb.Mass * limb.Params.ConstantTorque, wrapAngle: true);
}
if (limb.Params.BlinkFrequency > 0 && !limb.Params.OnlyBlinkInWater)
{
limb.UpdateBlink(deltaTime, MainLimb.Rotation);
}
switch (limb.type)
{
case LimbType.LeftFoot:
case LimbType.RightFoot:
Vector2 footPos = new Vector2(limb.SimPosition.X, colliderBottom.Y);
if (limb.RefJointIndex > -1)
{
if (LimbJoints.Length <= limb.RefJointIndex)
{
DebugConsole.ThrowError($"Reference joint index {limb.RefJointIndex} is out of array. This is probably due to a missing joint. If you just deleted a joint, don't do that without first removing the reference joint indices from the limbs. If this is not the case, please ensure that you have defined the index to the right joint.");
}
else
{
footPos.X = LimbJoints[limb.RefJointIndex].WorldAnchorA.X;
}
}
footPos.X += limb.StepOffset.X * Dir;
footPos.Y += limb.StepOffset.Y;
bool playFootstepSound = false;
if (limb.type == LimbType.LeftFoot)
{
if (Math.Sign(Math.Sin(prevWalkPos)) > 0 && Math.Sign(transformedStepSize.Y) < 0)
{
playFootstepSound = true;
}
limb.DebugRefPos = footPos + Vector2.UnitX * movement.X * 0.1f;
limb.DebugTargetPos = footPos + new Vector2(
transformedStepSize.X + movement.X * 0.1f,
(transformedStepSize.Y > 0.0f) ? transformedStepSize.Y : 0.0f);
limb.MoveToPos(limb.DebugTargetPos, FootMoveForce);
}
else if (limb.type == LimbType.RightFoot)
{
if (Math.Sign(Math.Sin(prevWalkPos)) < 0 && Math.Sign(transformedStepSize.Y) > 0)
{
playFootstepSound = true;
}
limb.DebugRefPos = footPos + Vector2.UnitX * movement.X * 0.1f;
limb.DebugTargetPos = footPos + new Vector2(
-transformedStepSize.X + movement.X * 0.1f,
(-transformedStepSize.Y > 0.0f) ? -transformedStepSize.Y : 0.0f);
limb.MoveToPos(limb.DebugTargetPos, FootMoveForce);
}
if (playFootstepSound)
{
#if CLIENT
PlayImpactSound(limb);
#endif
}
if (CurrentGroundedParams.FootAnglesInRadians.ContainsKey(limb.Params.ID))
{
SmoothRotateWithoutWrapping(limb,
movementAngle + CurrentGroundedParams.FootAnglesInRadians[limb.Params.ID] * Dir,
mainLimb, FootTorque);
}
break;
case LimbType.LeftLeg:
case LimbType.RightLeg:
if (Math.Abs(CurrentGroundedParams.LegTorque) > 0)
{
limb.body.ApplyTorque(limb.Mass * CurrentGroundedParams.LegTorque * Dir);
}
break;
}
}
}
void UpdateDying(float deltaTime)
{
if (deathAnimDuration <= 0.0f) { return; }
float noise = (PerlinNoise.GetPerlin(WalkPos * 0.002f, WalkPos * 0.003f) - 0.5f) * 5.0f;
float animStrength = (1.0f - deathAnimTimer / deathAnimDuration);
Limb baseLimb = GetLimb(LimbType.Head);
//if head is the main limb, it technically can't be severed - the rest of the limbs are considered severed if the head gets cut off
if (baseLimb == MainLimb)
{
int connectedToHeadCount = GetConnectedLimbs(baseLimb).Count;
//if there's nothing connected to the head, don't make it wiggle by itself
if (connectedToHeadCount == 1) { baseLimb = null; }
Limb torso = GetLimb(LimbType.Torso, excludeSevered: false);
if (torso != null)
{
//if there are more limbs connected to the torso than to the head, make the torso wiggle instead
int connectedToTorsoCount = GetConnectedLimbs(torso).Count;
if (connectedToTorsoCount > connectedToHeadCount)
{
baseLimb = torso;
}
}
}
else if (baseLimb == null)
{
baseLimb = GetLimb(LimbType.Torso, excludeSevered: true);
if (baseLimb == null) { return; }
}
var connectedToBaseLimb = GetConnectedLimbs(baseLimb);
Limb tail = GetLimb(LimbType.Tail);
if (baseLimb != null) { baseLimb.body.ApplyTorque((float)(Math.Sqrt(baseLimb.Mass) * Dir * (Math.Sin(WalkPos) + noise)) * 30.0f * animStrength); }
if (tail != null && connectedToBaseLimb.Contains(tail)) { tail.body.ApplyTorque((float)(Math.Sqrt(tail.Mass) * -Dir * (Math.Sin(WalkPos) + noise)) * 30.0f * animStrength); }
WalkPos += deltaTime * 10.0f * animStrength;
Vector2 centerOfMass = GetCenterOfMass();
foreach (Limb limb in Limbs)
{
if (!connectedToBaseLimb.Contains(limb)) { continue; }
#if CLIENT
if (limb.LightSource != null)
{
limb.LightSource.Color = Color.Lerp(limb.InitialLightSourceColor, Color.TransparentBlack, deathAnimTimer / deathAnimDuration);
if (limb.InitialLightSpriteAlpha.HasValue)
{
limb.LightSource.OverrideLightSpriteAlpha = MathHelper.Lerp(limb.InitialLightSpriteAlpha.Value, 0.0f, deathAnimTimer / deathAnimDuration);
}
}
#endif
if (limb.type == LimbType.Head || limb.type == LimbType.Tail || limb.IsSevered || !limb.body.Enabled) continue;
if (limb.Mass <= 0.0f)
{
string errorMsg = "Creature death animation error: invalid limb mass on character \"" + character.SpeciesName + "\" (type: " + limb.type + ", mass: " + limb.Mass + ")";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("FishAnimController.UpdateDying:InvalidMass" + character.ID, GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
deathAnimTimer = deathAnimDuration;
return;
}
Vector2 diff = (centerOfMass - limb.SimPosition);
if (!MathUtils.IsValid(diff))
{
string errorMsg = "Creature death animation error: invalid diff (center of mass: " + centerOfMass + ", limb position: " + limb.SimPosition + ")";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("FishAnimController.UpdateDying:InvalidDiff" + character.ID, GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
deathAnimTimer = deathAnimDuration;
return;
}
limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength, maxVelocity: 10.0f);
}
}
private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
{
//make sure the angle "has the same number of revolutions" as the reference limb
//(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 (referenceLimb.Rotation - angle > MathHelper.TwoPi)
{
angle += MathHelper.TwoPi;
}
while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
{
angle -= MathHelper.TwoPi;
}
limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
}
public override void Flip()
{
base.Flip();
foreach (Limb l in Limbs)
{
if (l.IsSevered) { continue; }
if (!l.DoesFlip) { continue; }
if (RagdollParams.IsSpritesheetOrientationHorizontal)
{
//horizontally aligned limbs need to be flipped 180 degrees
l.body.SetTransform(l.SimPosition, l.body.Rotation + MathHelper.Pi * Dir);
}
//no need to do anything when flipping vertically oriented limbs
//the sprite gets flipped horizontally, which does the job
}
}
public void Mirror(bool lerp = true)
{
Vector2 centerOfMass = GetCenterOfMass();
foreach (Limb l in Limbs)
{
if (l.IsSevered) { continue; }
float rotation = l.body.Rotation;
if (l.DoesFlip)
{
if (RagdollParams.IsSpritesheetOrientationHorizontal)
{
//horizontally oriented sprites can be mirrored by rotating 180 deg and inverting the angle
rotation = -(l.body.Rotation + MathHelper.Pi);
}
else
{
//vertically oriented limbs can be mirrored by inverting the angle (neutral angle is straight upwards)
rotation = -l.body.Rotation;
}
}
TrySetLimbPosition(l,
centerOfMass,
new Vector2(centerOfMass.X - (l.SimPosition.X - centerOfMass.X), l.SimPosition.Y),
rotation,
lerp);
l.body.PositionSmoothingFactor = 0.8f;
}
if (character.SelectedCharacter != null && CanDrag(character.SelectedCharacter))
{
float diff = character.SelectedCharacter.SimPosition.X - centerOfMass.X;
if (diff < 100.0f)
{
character.SelectedCharacter.AnimController.SetPosition(
new Vector2(centerOfMass.X - diff, character.SelectedCharacter.SimPosition.Y), lerp);
}
}
}
}
}