Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Animation/Ragdoll.cs
NotAlwaysTrue 59da9211f6 OBT/1.0.2 (#35)
* Fixed? the cause of gap crashes. May require further monitor and check :(

* Fixed a bug that will cause the server stop responding

* Fixed (?) an issue causing a SetPosition() will crash the game
Removed CL release, Added manual dispatcher inputs
2026-01-01 14:14:40 +08:00

2342 lines
97 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Extensions;
using LimbParams = Barotrauma.RagdollParams.LimbParams;
using JointParams = Barotrauma.RagdollParams.JointParams;
using MoonSharp.Interpreter;
namespace Barotrauma
{
abstract partial class Ragdoll
{
public abstract RagdollParams RagdollParams { get; protected set; }
const float ImpactDamageMultiplayer = 10.0f;
/// <summary>
/// Maximum damage per impact (0.1 = 10% of the character's maximum health)
/// </summary>
const float MaxImpactDamage = 0.1f;
private static readonly List<Ragdoll> list = new List<Ragdoll>();
struct Impact
{
public Fixture F1, F2;
public Vector2 LocalNormal;
public Vector2 Velocity;
public Vector2 ImpactPos;
public Impact(Fixture f1, Fixture f2, Contact contact, Vector2 velocity)
{
F1 = f1;
F2 = f2;
Velocity = velocity;
LocalNormal = contact.Manifold.LocalNormal;
contact.GetWorldManifold(out _, out FarseerPhysics.Common.FixedArray2<Vector2> points);
ImpactPos = points[0];
}
}
private readonly Queue<Impact> impactQueue = new Queue<Impact>();
protected Hull currentHull;
private bool accessRemovedCharacterErrorShown;
private Limb[] limbs;
public Limb[] Limbs
{
get
{
if (limbs == null)
{
LogAccessedRemovedCharacterError();
return Array.Empty<Limb>();
}
return limbs;
}
}
private readonly List<Body> limbBodies = new List<Body>();
public IEnumerable<Body> LimbBodies => limbBodies;
public bool HasMultipleLimbsOfSameType => limbs != null && limbs.Length > limbDictionary.Count;
private bool frozen;
public bool Frozen
{
get { return frozen; }
set
{
if (frozen == value) { return; }
frozen = value;
Collider.FarseerBody.LinearDamping = frozen ? (1.5f / (float)Timing.Step) : 0.0f;
Collider.FarseerBody.AngularDamping = frozen ? (1.5f / (float)Timing.Step) : PhysicsBody.DefaultAngularDamping;
Collider.FarseerBody.IgnoreGravity = frozen;
//Collider.PhysEnabled = !frozen;
if (frozen && MainLimb != null) { MainLimb.PullJointWorldAnchorB = MainLimb.SimPosition; }
}
}
private Dictionary<LimbType, Limb> limbDictionary;
public LimbJoint[] LimbJoints;
private bool simplePhysicsEnabled;
public Character Character => character;
protected readonly Character character;
protected float strongestImpact;
private float splashSoundTimer;
//the ragdoll builds a "tolerance" to the flow force when being pushed by water.
//Allows sudden forces (breach, letting water through a door) to heavily push the character around while ensuring flowing water won't make the characters permanently stuck.
private float flowForceTolerance, flowStunTolerance;
//the movement speed of the ragdoll
public Vector2 movement;
//the target speed towards which movement is interpolated
protected Vector2 targetMovement;
//a movement vector that overrides targetmovement if trying to steer
//a Character to the position sent by server in multiplayer mode
protected Vector2? overrideTargetMovement;
protected float floorY, standOnFloorY;
protected Fixture floorFixture;
protected Vector2 floorNormal = Vector2.UnitY;
protected float surfaceY;
protected bool inWater, headInWater;
protected bool onGround;
public bool OnGround => onGround;
private Vector2 lastFloorCheckPos;
private bool lastFloorCheckIgnoreStairs, lastFloorCheckIgnorePlatforms;
/// <summary>
/// In sim units. Joint scale applied.
/// </summary>
public float ColliderHeightFromFloor => ConvertUnits.ToSimUnits(RagdollParams.ColliderHeightFromFloor) * RagdollParams.JointScale;
public Structure Stairs;
protected Direction dir;
public Direction TargetDir;
protected List<PhysicsBody> collider;
protected int colliderIndex = 0;
private Category prevCollisionCategory = Category.None;
/// <summary>
/// When the character is alive/conscious, the collider drives the character's movement and is used to sync the character's position in MP.
/// When unconscious, the ragdoll controls the movement and the collider just sticks to the main limb.
/// </summary>
public bool ColliderControlsMovement => character.CanMove;
public bool IsStuck => Limbs.Any(l => l.IsStuck);
public PhysicsBody Collider
{
get
{
return collider?[colliderIndex];
}
}
public bool TryGetCollider(int index, out PhysicsBody collider)
{
collider = null;
try
{
collider = this.collider?[index];
return true;
}
catch
{
return false;
}
}
public int ColliderIndex
{
get
{
return colliderIndex;
}
set
{
if (value == colliderIndex || collider == null) { return; }
if (value >= collider.Count || value < 0) { return; }
if (collider[colliderIndex].Height < collider[value].Height)
{
Vector2 pos1 = collider[colliderIndex].SimPosition;
pos1.Y -= collider[colliderIndex].Height * ColliderHeightFromFloor;
Vector2 pos2 = pos1;
pos2.Y += collider[value].Height * 1.1f;
if (GameMain.World.RayCast(pos1, pos2).Any(f => f.CollisionCategories.HasFlag(Physics.CollisionWall) && !(f.Body.UserData is Submarine))) { return; }
}
Vector2 pos = collider[colliderIndex].SimPosition;
pos.Y -= collider[colliderIndex].Height * 0.5f;
pos.Y += collider[value].Height * 0.5f;
collider[value].SetTransformIgnoreContacts(pos, collider[colliderIndex].Rotation);
collider[value].LinearVelocity = collider[colliderIndex].LinearVelocity;
collider[value].AngularVelocity = collider[colliderIndex].AngularVelocity;
collider[value].Submarine = collider[colliderIndex].Submarine;
collider[value].PhysEnabled = !frozen;
collider[value].Enabled = !simplePhysicsEnabled;
collider[colliderIndex].PhysEnabled = false;
colliderIndex = value;
}
}
public float FloorY
{
get { return floorY; }
}
public float Mass
{
get;
private set;
}
public void SubtractMass(Limb limb)
{
if (limbs.Contains(limb))
{
Mass -= limb.Mass;
}
}
public Limb MainLimb
{
get
{
Limb mainLimb = GetLimb(RagdollParams.MainLimb);
if (!IsValid(mainLimb))
{
Limb torso = GetLimb(LimbType.Torso);
Limb head = GetLimb(LimbType.Head);
mainLimb = torso ?? head;
if (!IsValid(mainLimb))
{
mainLimb = Limbs.FirstOrDefault(l => IsValid(l));
}
if (mainLimb == null)
{
DebugConsole.ThrowError("Couldn't find a valid main limb. The limb can't be hidden nor be set to ignore collisions!");
mainLimb = Limbs.FirstOrDefault();
}
}
static bool IsValid(Limb limb) => limb != null && !limb.IsSevered && !limb.IgnoreCollisions && !limb.Hidden;
return mainLimb;
}
}
public Vector2 WorldPosition
{
get
{
return character.Submarine == null ?
ConvertUnits.ToDisplayUnits(Collider.SimPosition) :
ConvertUnits.ToDisplayUnits(Collider.SimPosition) + character.Submarine.Position;
}
}
public bool SimplePhysicsEnabled
{
get { return simplePhysicsEnabled; }
set
{
if (value == simplePhysicsEnabled) { return; }
simplePhysicsEnabled = value;
foreach (Limb limb in Limbs)
{
if (limb.IsSevered) { continue; }
if (limb.body == null)
{
DebugConsole.ThrowError("Limb has no body! (" + (character != null ? character.Name : "Unknown character") + ", " + limb.type.ToString());
continue;
}
limb.body.Enabled = !simplePhysicsEnabled;
}
foreach (LimbJoint joint in LimbJoints)
{
joint.Enabled = !joint.IsSevered && !simplePhysicsEnabled;
}
if (!simplePhysicsEnabled)
{
foreach (Limb limb in Limbs)
{
if (limb.IsSevered || !limb.body.PhysEnabled) { continue; }
limb.body.SetTransformIgnoreContacts(Collider.SimPosition, Collider.Rotation);
//reset pull joints (they may be somewhere far away if the character has moved from the position where animations were last updated)
limb.PullJointEnabled = false;
limb.PullJointWorldAnchorB = limb.SimPosition;
}
}
}
}
public const float MAX_SPEED = 20;
public Vector2 TargetMovement
{
get
{
return overrideTargetMovement ?? targetMovement;
}
set
{
if (!MathUtils.IsValid(value)) { return; }
targetMovement.X = MathHelper.Clamp(value.X, -MAX_SPEED, MAX_SPEED);
targetMovement.Y = MathHelper.Clamp(value.Y, -MAX_SPEED, MAX_SPEED);
}
}
public abstract float? HeadPosition { get; }
public abstract float? HeadAngle { get; }
public abstract float? TorsoPosition { get; }
public abstract float? TorsoAngle { get; }
float? impactTolerance;
public float ImpactTolerance
{
get
{
if (impactTolerance == null)
{
impactTolerance = RagdollParams.ImpactTolerance;
if (character.Params.VariantFile != null)
{
float? tolerance = character.Params.VariantFile.GetRootExcludingOverride().GetChildElement("ragdoll")?.GetAttributeFloat("impacttolerance", impactTolerance.Value);
if (tolerance.HasValue)
{
impactTolerance = tolerance;
}
}
}
return impactTolerance.Value;
}
}
public bool Draggable => RagdollParams.Draggable;
public CanEnterSubmarine CanEnterSubmarine => RagdollParams.CanEnterSubmarine;
public float Dir => dir == Direction.Left ? -1.0f : 1.0f;
public Direction Direction => dir;
public bool InWater
{
get { return inWater; }
}
public bool HeadInWater
{
get { return headInWater; }
}
public Hull CurrentHull
{
get { return currentHull; }
set
{
if (value == currentHull) return;
currentHull = value;
Submarine currSubmarine = currentHull?.Submarine;
foreach (Limb limb in Limbs)
{
if (limb.IsSevered) { continue; }
limb.body.Submarine = currSubmarine;
}
Collider.Submarine = currSubmarine;
}
}
public bool IgnorePlatforms { get; set; }
/// <summary>
/// Call this to create the ragdoll from the RagdollParams.
/// </summary>
public virtual void Recreate(RagdollParams ragdollParams = null)
{
if (IsFlipped)
{
Flip();
}
dir = Direction.Right;
Dictionary<LimbParams, List<WearableSprite>> items = null;
if (ragdollParams != null)
{
RagdollParams = ragdollParams;
}
else
{
// Only re-equip items if the ragdoll doesn't change, because re-equiping items might throw exceptions if the limbs have changed.
items = limbs?.ToDictionary(l => l.Params, l => l.WearingItems);
}
if (character.Params.VariantFile is XDocument variantFile)
{
RagdollParams.TryApplyVariantScale(variantFile);
}
foreach (var limbParams in RagdollParams.Limbs)
{
if (!PhysicsBody.IsValidShape(limbParams.Radius, limbParams.Height, limbParams.Width))
{
DebugConsole.ThrowError($"Invalid collider dimensions (r: {limbParams.Radius}, h: {limbParams.Height}, w: {limbParams.Width}) on limb: {limbParams.Name}. Fixing.");
limbParams.Radius = 10;
}
}
foreach (var colliderParams in RagdollParams.Colliders)
{
if (!PhysicsBody.IsValidShape(colliderParams.Radius, colliderParams.Height, colliderParams.Width))
{
DebugConsole.ThrowError($"Invalid collider dimensions (r: {colliderParams.Radius}, h: {colliderParams.Height}, w: {colliderParams.Width}) on collider: {colliderParams.Name}. Fixing.");
colliderParams.Radius = 10;
}
}
CreateColliders();
CreateLimbs();
CreateJoints();
UpdateCollisionCategories();
character.LoadHeadAttachments();
if (items != null)
{
foreach (var kvp in items)
{
int id = kvp.Key.ID;
// This can be the case if we manipulate the ragdoll at runtime (husk appendage, limb removal in the character editor)
if (id > limbs.Length - 1) { continue; }
var limb = limbs[id];
var itemList = kvp.Value;
limb.WearingItems.AddRange(itemList);
}
}
if (character.IsHusk && character.Params.UseHuskAppendage)
{
var characterPrefab = CharacterPrefab.FindByFilePath(character.ConfigPath);
if (characterPrefab?.ConfigElement != null)
{
var mainElement = characterPrefab.ConfigElement;
foreach (var huskAppendage in mainElement.GetChildElements("huskappendage"))
{
if (huskAppendage.GetAttributeBool("onlyfromafflictions", false)) { continue; }
Identifier afflictionIdentifier = huskAppendage.GetAttributeIdentifier("affliction", Identifier.Empty);
if (!AfflictionPrefab.Prefabs.TryGet(afflictionIdentifier, out AfflictionPrefab affliction) ||
affliction is not AfflictionPrefabHusk matchingAffliction)
{
DebugConsole.ThrowError($"Could not find an affliction of type 'huskinfection' that matches the affliction '{afflictionIdentifier}'!",
contentPackage: huskAppendage.ContentPackage);
}
else
{
AfflictionHusk.AttachHuskAppendage(character, matchingAffliction, huskedSpeciesName: character.SpeciesName, huskAppendage, ragdoll: this);
}
}
}
}
}
public Ragdoll(Character character, string seed, RagdollParams ragdollParams = null)
{
list.Add(this);
this.character = character;
Recreate(ragdollParams ?? RagdollParams);
}
protected void CreateColliders()
{
collider?.ForEach(c => c.Remove());
DebugConsole.Log($"Creating colliders from {RagdollParams.Name}.");
collider = new List<PhysicsBody>();
foreach (var cParams in RagdollParams.Colliders)
{
if (!PhysicsBody.IsValidShape(cParams.Radius, cParams.Height, cParams.Width))
{
DebugConsole.ThrowError("Invalid collider dimensions: " + cParams.Name);
break; ;
}
var body = new PhysicsBody(cParams, findNewContacts: false);
collider.Add(body);
body.UserData = character;
body.FarseerBody.OnCollision += OnLimbCollision;
if (collider.Count > 1)
{
body.PhysEnabled = false;
}
}
}
protected void CreateJoints()
{
if (LimbJoints != null)
{
foreach (LimbJoint joint in LimbJoints)
{
if (GameMain.World.JointList.Contains(joint.Joint)) { GameMain.World.Remove(joint.Joint); }
}
}
DebugConsole.Log($"Creating joints from {RagdollParams.Name}.");
LimbJoints = new LimbJoint[RagdollParams.Joints.Count];
RagdollParams.Joints.ForEach(j => AddJoint(j));
// Check the joints
for (int i = 0; i < LimbJoints.Length; i++)
{
if (LimbJoints[i] == null)
{
DebugConsole.ThrowError($"Joint {i} null.");
}
}
UpdateCollisionCategories();
SetInitialLimbPositions();
}
private void SetInitialLimbPositions()
{
foreach (var joint in LimbJoints)
{
if (joint == null) { continue; }
float angle = (joint.LowerLimit + joint.UpperLimit) / 2.0f;
joint.LimbB?.body?.SetTransformIgnoreContacts(
(joint.WorldAnchorA - MathUtils.RotatePointAroundTarget(joint.LocalAnchorB, Vector2.Zero, joint.BodyA.Rotation + angle, true)),
joint.BodyA.Rotation + angle);
}
}
protected void CreateLimbs()
{
limbBodies.Clear();
limbs?.ForEach(l => l.Remove());
Mass = 0;
DebugConsole.Log($"Creating limbs from {RagdollParams.Name}.");
limbDictionary = new Dictionary<LimbType, Limb>();
limbs = new Limb[RagdollParams.Limbs.Count];
RagdollParams.Limbs.ForEach(AddLimb);
if (limbs.Contains(null)) { return; }
SetupDrawOrder();
}
partial void SetupDrawOrder();
/// <summary>
/// Saves all serializable data in the currently selected ragdoll params. This method should properly handle character flipping.
/// </summary>
public void SaveRagdoll(string fileNameWithoutExtension = null)
{
RagdollParams.Save(fileNameWithoutExtension);
}
/// <summary>
/// Resets the serializable data to the currently selected ragdoll params.
/// Always loads the xml stored on the disk.
/// </summary>
public void ResetRagdoll()
{
RagdollParams.Reset(forceReload: true);
ResetJoints();
ResetLimbs();
}
/// <summary>
/// Resets the current joint values to the serialized joint params.
/// </summary>
public void ResetJoints()
{
LimbJoints.ForEach(j => j.LoadParams());
}
/// <summary>
/// Resets the current limb values to the serialized limb params.
/// </summary>
public void ResetLimbs()
{
Limbs.ForEach(l => l.LoadParams());
SetupDrawOrder();
}
public void AddJoint(JointParams jointParams)
{
if (!checkLimbIndex(jointParams.Limb1, "Limb1") || !checkLimbIndex(jointParams.Limb2, "Limb2"))
{
return;
}
LimbJoint joint = new LimbJoint(Limbs[jointParams.Limb1], Limbs[jointParams.Limb2], jointParams, this);
GameMain.World.Add(joint.Joint);
for (int i = 0; i < LimbJoints.Length; i++)
{
if (LimbJoints[i] != null) continue;
LimbJoints[i] = joint;
return;
}
Array.Resize(ref LimbJoints, LimbJoints.Length + 1);
LimbJoints[LimbJoints.Length - 1] = joint;
bool checkLimbIndex(int index, string debugName)
{
if (index < 0 || index >= limbs.Length)
{
string errorMsg = $"Failed to add a joint to character {character.Name}. {debugName} out of bounds (index: {index}, limbs: {limbs.Length}.";
DebugConsole.ThrowError(errorMsg, contentPackage: jointParams.Element?.ContentPackage);
if (jointParams.Element?.ContentPackage == GameMain.VanillaContent)
{
GameAnalyticsManager.AddErrorEventOnce("Ragdoll.AddJoint:IndexOutOfRange", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
}
return false;
}
return true;
}
}
protected void AddLimb(LimbParams limbParams)
{
if (limbParams.ID < 0 || limbParams.ID > 255)
{
throw new Exception($"Invalid limb params in limb \"{limbParams.Type}\". \"{limbParams.ID}\" is not a valid limb ID.");
}
byte ID = Convert.ToByte(limbParams.ID);
Limb limb = new Limb(this, character, limbParams);
limb.body.FarseerBody.OnCollision += OnLimbCollision;
if (ID >= Limbs.Length)
{
throw new Exception($"Failed to add a limb to the character \"{Character?.ConfigPath ?? "null"}\" (limb index {ID} out of bounds). The ragdoll file may be configured incorrectly.");
}
limbBodies.Add(limb.body.FarseerBody);
Limbs[ID] = limb;
Mass += limb.Mass;
if (!limbDictionary.ContainsKey(limb.type)) { limbDictionary.Add(limb.type, limb); }
}
public void AddLimb(Limb limb)
{
if (Limbs.Contains(limb)) { return; }
limb.body.FarseerBody.OnCollision += OnLimbCollision;
Array.Resize(ref limbs, Limbs.Length + 1);
Limbs[Limbs.Length - 1] = limb;
limbBodies.Add(limb.body.FarseerBody);
Mass += limb.Mass;
if (!limbDictionary.ContainsKey(limb.type)) { limbDictionary.Add(limb.type, limb); }
SetupDrawOrder();
}
public void RemoveLimb(Limb limb)
{
if (!Limbs.Contains(limb)) { return; }
Limb[] newLimbs = new Limb[Limbs.Length - 1];
int i = 0;
foreach (Limb existingLimb in Limbs)
{
if (existingLimb == limb) { continue; }
newLimbs[i] = existingLimb;
i++;
}
limbs = newLimbs;
if (limbDictionary.ContainsKey(limb.type))
{
limbDictionary.Remove(limb.type);
// If there is another limb of the same type, replace the limb in the dictionary.
if (HasMultipleLimbsOfSameType)
{
var otherLimb = Limbs.FirstOrDefault(l => l != limb && l.type == limb.type);
if (otherLimb != null)
{
limbDictionary.Add(otherLimb.type, otherLimb);
}
}
}
// TODO: this could be optimized if needed, but at least we need to remove the limb from the inversedDrawOrder array.
SetupDrawOrder();
//remove all joints that were attached to the removed limb
LimbJoint[] attachedJoints = Array.FindAll(LimbJoints, lj => lj.LimbA == limb || lj.LimbB == limb);
if (attachedJoints.Length > 0)
{
LimbJoint[] newJoints = new LimbJoint[LimbJoints.Length - attachedJoints.Length];
i = 0;
foreach (LimbJoint limbJoint in LimbJoints)
{
if (attachedJoints.Contains(limbJoint)) continue;
newJoints[i] = limbJoint;
i++;
}
LimbJoints = newJoints;
}
limbBodies.Remove(limb.body.FarseerBody);
limb.Remove();
System.Diagnostics.Debug.Assert(!limbs.Contains(limb));
System.Diagnostics.Debug.Assert(limbs.None(l => l.Removed));
foreach (LimbJoint limbJoint in attachedJoints)
{
GameMain.World.Remove(limbJoint.Joint);
}
}
private enum LimbStairCollisionResponse
{
DontClimbStairs,
ClimbWithoutLimbCollision,
ClimbWithLimbCollision
}
public bool OnLimbCollision(Fixture f1, Fixture f2, Contact contact)
{
if (f2.Body.UserData is Submarine submarine && character.Submarine == submarine) { return false; }
if (f2.UserData is Hull)
{
if (character.Submarine != null)
{
return false;
}
if (CanEnterSubmarine == CanEnterSubmarine.Partial)
{
//collider collides with hulls to prevent the character going fully inside the sub, limbs don't
return
f1.Body == Collider.FarseerBody ||
(f1.Body.UserData is Limb limb && !limb.Params.CanEnterSubmarine);
}
}
//using the velocity of the limb would make the impact damage more realistic,
//but would also make it harder to edit the animations because the forces/torques
//would all have to be balanced in a way that prevents the character from doing
//impact damage to itself
Vector2 velocity = Collider.LinearVelocity;
if (character.Submarine == null && f2.Body.UserData is Submarine sub)
{
velocity -= sub.Velocity;
}
//always collides with bodies other than structures
if (f2.Body.UserData is not Structure structure)
{
if (!f2.IsSensor)
{
lock (impactQueue)
{
impactQueue.Enqueue(new Impact(f1, f2, contact, velocity));
}
}
return true;
}
else if (character.Submarine != null && structure.Submarine != null && character.Submarine != structure.Submarine)
{
return false;
}
Vector2 colliderBottom = GetColliderBottom();
if (structure.IsPlatform)
{
if (IgnorePlatforms || currentHull == null) { return false; }
if (colliderBottom.Y < ConvertUnits.ToSimUnits(structure.Rect.Y - 5)) { return false; }
if (f1.Body.Position.Y < ConvertUnits.ToSimUnits(structure.Rect.Y - 5)) { return false; }
}
else if (structure.StairDirection != Direction.None)
{
if (character.SelectedBy != null)
{
Stairs = character.SelectedBy.AnimController.Stairs;
}
var collisionResponse = getStairCollisionResponse();
if (collisionResponse == LimbStairCollisionResponse.ClimbWithLimbCollision)
{
Stairs = structure;
}
else
{
if (collisionResponse == LimbStairCollisionResponse.DontClimbStairs) { Stairs = null; }
return false;
}
LimbStairCollisionResponse getStairCollisionResponse()
{
//don't collide with stairs if
//1. bottom of the collider is at the bottom of the stairs and the character isn't trying to move upwards
float stairBottomPos = ConvertUnits.ToSimUnits(structure.Rect.Y - structure.Rect.Height + 10);
if (colliderBottom.Y < stairBottomPos && targetMovement.Y < 0.5f) { return LimbStairCollisionResponse.DontClimbStairs; }
if (character.SelectedBy != null &&
character.SelectedBy.AnimController.GetColliderBottom().Y < stairBottomPos &&
character.SelectedBy.AnimController.targetMovement.Y < 0.5f)
{
return LimbStairCollisionResponse.DontClimbStairs;
}
//2. bottom of the collider is at the top of the stairs and the character isn't trying to move downwards
if (targetMovement.Y >= 0.0f && colliderBottom.Y >= ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y * 5)) { return LimbStairCollisionResponse.DontClimbStairs; }
//3. collided with the stairs from below
if (contact.Manifold.LocalNormal.Y < 0.0f)
{
return Stairs != structure
? LimbStairCollisionResponse.DontClimbStairs
: LimbStairCollisionResponse.ClimbWithoutLimbCollision;
}
//4. contact points is above the bottom half of the collider
contact.GetWorldManifold(out _, out FarseerPhysics.Common.FixedArray2<Vector2> points);
if (points[0].Y > Collider.SimPosition.Y) { return LimbStairCollisionResponse.DontClimbStairs; }
//5. in water
if (inWater && targetMovement.Y < 0.5f) { return LimbStairCollisionResponse.DontClimbStairs; }
return LimbStairCollisionResponse.ClimbWithLimbCollision;
}
}
lock (impactQueue)
{
impactQueue.Enqueue(new Impact(f1, f2, contact, velocity));
}
return true;
}
private void ApplyImpact(Fixture f1, Fixture f2, Vector2 localNormal, Vector2 impactPos, Vector2 velocity)
{
if (character.DisableImpactDamageTimer > 0.0f) { return; }
if (f2.Body?.UserData is Item &&
f2.Body.BodyType != BodyType.Static)
{
//no impact damage from items with a non-static body
//items that can impact characters (melee weapons, projectiles) should handle the damage themselves
return;
}
Vector2 normal = localNormal;
float impact = Vector2.Dot(velocity, -normal);
if (f1.Body == Collider.FarseerBody || !Collider.Enabled)
{
bool isNotRemote = true;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { isNotRemote = !character.IsRemotelyControlled; }
if (isNotRemote)
{
float impactTolerance = ImpactTolerance;
if (character.Stun > 0.0f) { impactTolerance *= 0.5f; }
if (impact > impactTolerance)
{
impactPos = ConvertUnits.ToDisplayUnits(impactPos);
if (character.Submarine != null) { impactPos += character.Submarine.Position; }
float impactDamage = GetImpactDamage(impact, impactTolerance);
var should = GameMain.LuaCs.Hook.Call<float?>("changeFallDamage", impactDamage, character, impactPos, velocity);
if (should != null)
{
impactDamage = should.Value;
}
character.LastDamageSource = null;
character.AddDamage(impactPos, AfflictionPrefab.ImpactDamage.Instantiate(impactDamage).ToEnumerable(), 0.0f, true);
strongestImpact = Math.Max(strongestImpact, impact - impactTolerance);
character.ApplyStatusEffects(ActionType.OnImpact, 1.0f);
//briefly disable impact damage
//otherwise the character will take damage multiple times when for example falling,
//because we use the velocity of the collider to determine the impact
//(i.e. the character would take damage until the collider hits the floor and stops)
character.DisableImpactDamageTimer = 0.25f;
}
}
}
ImpactProjSpecific(impact, f1.Body);
}
public float GetImpactDamage(float impact, float? impactTolerance = null)
{
float tolerance = impactTolerance ?? ImpactTolerance;
return Math.Min((impact - tolerance) * ImpactDamageMultiplayer, character.MaxVitality * MaxImpactDamage);
}
private readonly List<Limb> connectedLimbs = new List<Limb>();
private readonly List<LimbJoint> checkedJoints = new List<LimbJoint>();
public bool SeverLimbJoint(LimbJoint limbJoint)
{
if (!limbJoint.CanBeSevered || limbJoint.IsSevered)
{
return false;
}
limbJoint.IsSevered = true;
limbJoint.Enabled = false;
Vector2 limbDiff = limbJoint.LimbA.SimPosition - limbJoint.LimbB.SimPosition;
if (limbDiff.LengthSquared() < 0.0001f) { limbDiff = Rand.Vector(1.0f); }
limbDiff = Vector2.Normalize(limbDiff);
float mass = limbJoint.BodyA.Mass + limbJoint.BodyB.Mass;
limbJoint.LimbA.body.ApplyLinearImpulse(limbDiff * Math.Min(mass, limbJoint.BodyA.Mass * 500), (limbJoint.LimbA.SimPosition + limbJoint.LimbB.SimPosition) / 2.0f);
limbJoint.LimbB.body.ApplyLinearImpulse(-limbDiff * Math.Min(mass, limbJoint.BodyB.Mass * 500), (limbJoint.LimbA.SimPosition + limbJoint.LimbB.SimPosition) / 2.0f);
connectedLimbs.Clear();
checkedJoints.Clear();
GetConnectedLimbs(connectedLimbs, checkedJoints, MainLimb);
foreach (Limb limb in Limbs)
{
if (connectedLimbs.Contains(limb)) { continue; }
limb.IsSevered = true;
if (limb.type == LimbType.RightHand)
{
character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand)?.Drop(character);
}
else if (limb.type == LimbType.LeftHand)
{
character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand)?.Drop(character);
}
}
if (!string.IsNullOrEmpty(character.BloodDecalName))
{
character.CurrentHull?.AddDecal(character.BloodDecalName,
(limbJoint.LimbA.WorldPosition + limbJoint.LimbB.WorldPosition) / 2, MathHelper.Clamp(Math.Min(limbJoint.LimbA.Mass, limbJoint.LimbB.Mass), 0.5f, 2.0f), isNetworkEvent: false);
}
SeverLimbJointProjSpecific(limbJoint, playSound: true);
if (GameMain.NetworkMember is { IsServer: true })
{
GameMain.NetworkMember.CreateEntityEvent(character, new Character.CharacterStatusEventData());
}
return true;
}
partial void SeverLimbJointProjSpecific(LimbJoint limbJoint, bool playSound);
protected List<Limb> GetConnectedLimbs(Limb limb)
{
connectedLimbs.Clear();
checkedJoints.Clear();
GetConnectedLimbs(connectedLimbs, checkedJoints, limb);
return connectedLimbs;
}
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 bool IsFlipped { get; private set; }
public virtual void Flip()
{
IsFlipped = !IsFlipped;
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 || !limb.DoesMirror) { continue; }
limb.Dir = Dir;
limb.MouthPos = new Vector2(-limb.MouthPos.X, limb.MouthPos.Y);
limb.MirrorPullJoint();
}
FlipProjSpecific();
}
partial void FlipProjSpecific();
public Vector2 GetCenterOfMass()
{
//all limbs disabled -> use the position of the collider
if (!Limbs.Any(l => !l.IsSevered && l.body.Enabled))
{
return Collider.SimPosition;
}
Vector2 centerOfMass = Vector2.Zero;
float totalMass = 0.0f;
foreach (Limb limb in Limbs)
{
if (limb.IsSevered || !limb.body.Enabled) continue;
centerOfMass += limb.Mass * limb.SimPosition;
totalMass += limb.Mass;
}
if (totalMass <= 0.0f) return Collider.SimPosition;
centerOfMass /= totalMass;
if (!MathUtils.IsValid(centerOfMass))
{
string errorMsg = "Ragdoll.GetCenterOfMass returned an invalid value (" + centerOfMass + "). Limb positions: {"
+ string.Join(", ", limbs.Select(l => l.SimPosition)) + "}, total mass: " + totalMass + ".";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Ragdoll.GetCenterOfMass", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
return Collider.SimPosition;
}
return centerOfMass;
}
/// <param name="pullFromCenter">if false, force is applied to the position of pullJoint</param>
public void MoveLimb(Limb limb, Vector2 pos, float amount, bool pullFromCenter = false)
{
limb.MoveToPos(pos, amount, pullFromCenter);
}
public void ResetPullJoints(Func<Limb, bool> condition = null)
{
for (int i = 0; i < Limbs.Length; i++)
{
if (Limbs[i] == null) { continue; }
if (condition != null && !condition(Limbs[i])) { continue; }
Limbs[i].PullJointEnabled = false;
}
}
public static void UpdateAll(float deltaTime, Camera cam)
{
foreach (Ragdoll r in list)
{
r.UpdateRagdoll(deltaTime, cam);
}
}
/// <param name="setInWater">Should the character be immediately considered "in water" if it's outside hulls (normally checked in Update)</param>
public void FindHull(Vector2? worldPosition = null, bool setSubmarine = true, bool setInWater = false)
{
Vector2 findPos = worldPosition == null ? this.WorldPosition : (Vector2)worldPosition;
if (!MathUtils.IsValid(findPos))
{
GameAnalyticsManager.AddErrorEventOnce(
"Ragdoll.FindHull:InvalidPosition",
GameAnalyticsManager.ErrorSeverity.Error,
"Attempted to find a hull at an invalid position (" + findPos + ")\n" + Environment.StackTrace.CleanupStackTrace());
return;
}
Hull newHull = Hull.FindHull(findPos, currentHull);
if (setInWater && newHull == null)
{
inWater = true;
}
if (newHull == currentHull) { return; }
if (CanEnterSubmarine == CanEnterSubmarine.False ||
(character.AIController != null && character.AIController.CanEnterSubmarine == CanEnterSubmarine.False))
{
//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?.Submarine != null)
{
Vector2 hullDiff = WorldPosition - newHull.WorldPosition;
Vector2 moveDir = hullDiff.LengthSquared() < 0.001f ? Vector2.UnitY : Vector2.Normalize(hullDiff);
//find a position 32 units away from the hull
if (MathUtils.GetLineWorldRectangleIntersection(
newHull.WorldPosition,
newHull.WorldPosition + moveDir * 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),
out Vector2 intersection))
{
Collider.SetTransform(ConvertUnits.ToSimUnits(intersection), Collider.Rotation);
}
return;
}
}
if (CanEnterSubmarine != CanEnterSubmarine.True)
{
return;
}
if (setSubmarine)
{
//in -> out
if (newHull?.Submarine == null && currentHull?.Submarine != null)
{
//don't teleport out yet if the character is going through a gap
if (Gap.FindAdjacent(Gap.GapList.Where(g => g.Submarine == currentHull.Submarine), findPos, 150.0f, allowRoomToRoom: true) != null) { return; }
if (Limbs.Any(l => Gap.FindAdjacent(currentHull.ConnectedGaps, l.WorldPosition, ConvertUnits.ToDisplayUnits(l.body.GetSize().Combine()), allowRoomToRoom: true) != null)) { return; }
character.MemLocalState?.Clear();
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity);
}
//out -> in
else if (currentHull == null && newHull.Submarine != null)
{
character.MemLocalState?.Clear();
Teleport(-ConvertUnits.ToSimUnits(newHull.Submarine.Position), -newHull.Submarine.Velocity);
}
//from one sub to another
else if (newHull != null && currentHull != null && newHull.Submarine != currentHull.Submarine)
{
character.MemLocalState?.Clear();
Vector2 newSubPos = newHull.Submarine == null ? Vector2.Zero : newHull.Submarine.Position;
Vector2 prevSubPos = currentHull.Submarine == null ? Vector2.Zero : currentHull.Submarine.Position;
Teleport(ConvertUnits.ToSimUnits(prevSubPos - newSubPos), Vector2.Zero);
}
}
CurrentHull = newHull;
character.Submarine = currentHull?.Submarine;
foreach (var attachedProjectile in character.AttachedProjectiles)
{
attachedProjectile.Item.CurrentHull = currentHull;
attachedProjectile.Item.Submarine = character.Submarine;
attachedProjectile.Item.UpdateTransform();
}
}
private void PreventOutsideCollision()
{
if (currentHull?.Submarine == null) { return; }
var connectedGaps = currentHull.ConnectedGaps.Where(g => !g.IsRoomToRoom);
foreach (Gap gap in connectedGaps)
{
if (gap.IsHorizontal)
{
if (character.Position.Y > gap.Rect.Y || character.Position.Y < gap.Rect.Y - gap.Rect.Height) continue;
if (Math.Sign(gap.Rect.Center.X - currentHull.Rect.Center.X) !=
Math.Sign(character.Position.X - currentHull.Rect.Center.X))
{
continue;
}
}
else
{
if (character.Position.X < gap.Rect.X || character.Position.X > gap.Rect.Right) continue;
if (Math.Sign((gap.Rect.Y - gap.Rect.Height / 2) - (currentHull.Rect.Y - currentHull.Rect.Height / 2)) !=
Math.Sign(character.Position.Y - (currentHull.Rect.Y - currentHull.Rect.Height / 2)))
{
continue;
}
}
gap.RefreshOutsideCollider();
}
}
public void Teleport(Vector2 moveAmount, Vector2 velocityChange, bool detachProjectiles = true)
{
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.DisableImpactDamageTimer = 0.25f;
SetPosition(Collider.SimPosition + moveAmount);
character.CursorPosition += moveAmount;
Collider?.UpdateDrawPosition();
foreach (Limb limb in Limbs)
{
limb.body.UpdateDrawPosition();
}
}
private void UpdateCollisionCategories()
{
Category wall = currentHull?.Submarine == null ?
Physics.CollisionLevel | Physics.CollisionWall
: Physics.CollisionWall;
Category collisionCategory = (IgnorePlatforms) ?
wall | Physics.CollisionProjectile | Physics.CollisionStairs
: wall | Physics.CollisionProjectile | Physics.CollisionPlatform | Physics.CollisionStairs;
if (collisionCategory == prevCollisionCategory) { return; }
prevCollisionCategory = collisionCategory;
Collider.CollidesWith = collisionCategory | Physics.CollisionItemBlocking;
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;
/// <summary>
/// How long has the ragdoll stayed motionless
/// </summary>
private float bodyInRestTimer;
private float BodyInRestDelay = 1.0f;
public bool BodyInRest
{
get { return bodyInRestTimer > BodyInRestDelay; }
set
{
foreach (Limb limb in Limbs)
{
limb.body.PhysEnabled = !value;
}
bodyInRestTimer = value ? BodyInRestDelay : 0.0f;
}
}
public bool forceStanding;
public bool forceNotStanding;
public void UpdateRagdoll(float deltaTime, Camera cam)
{
if (!character.Enabled || character.Removed || Frozen || Invalid || Collider == null || Collider.Removed) { return; }
while (impactQueue.Count > 0)
{
var impact = impactQueue.Dequeue();
ApplyImpact(impact.F1, impact.F2, impact.LocalNormal, impact.ImpactPos, impact.Velocity);
}
CheckValidity();
UpdateNetPlayerPosition(deltaTime);
CheckDistFromCollider();
UpdateCollisionCategories();
FindHull();
PreventOutsideCollision();
CheckBodyInRest(deltaTime);
splashSoundTimer -= deltaTime;
if (character.Submarine == null && Level.Loaded != null)
{
if (Collider.SimPosition.Y > Level.Loaded.TopBarrier.Position.Y)
{
Collider.LinearVelocity = new Vector2(Collider.LinearVelocity.X, Math.Min(Collider.LinearVelocity.Y, -1));
}
else if (Collider.SimPosition.Y < Level.Loaded.BottomBarrier.Position.Y)
{
Collider.LinearVelocity = new Vector2(Collider.LinearVelocity.X,
MathHelper.Clamp(Collider.LinearVelocity.Y, Level.Loaded.BottomBarrier.Position.Y - Collider.SimPosition.Y, 10.0f));
}
foreach (Limb limb in Limbs)
{
if (limb.SimPosition.Y > Level.Loaded.TopBarrier.Position.Y)
{
limb.body.LinearVelocity = new Vector2(limb.LinearVelocity.X, Math.Min(limb.LinearVelocity.Y, -1));
}
else if (limb.SimPosition.Y < Level.Loaded.BottomBarrier.Position.Y)
{
limb.body.LinearVelocity = new Vector2(
limb.LinearVelocity.X,
MathHelper.Clamp(limb.LinearVelocity.Y, Level.Loaded.BottomBarrier.Position.Y - limb.SimPosition.Y, 10.0f));
}
}
}
float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
Collider.LinearVelocity = new Vector2(
NetConfig.Quantize(Collider.LinearVelocity.X, -MaxVel, MaxVel, 12),
NetConfig.Quantize(Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12));
if (forceStanding)
{
inWater = false;
headInWater = false;
RefreshFloorY(deltaTime, ignoreStairs: Stairs == null);
}
//ragdoll isn't in any room -> it's in the water
else if (currentHull == null)
{
inWater = true;
headInWater = true;
}
else
{
headInWater = false;
inWater = false;
RefreshFloorY(deltaTime, ignoreStairs: Stairs == null);
if (currentHull.WaterPercentage > 0.001f)
{
(float waterSurfaceDisplayUnits, float ceilingDisplayUnits) = GetWaterSurfaceAndCeilingY();
float waterSurfaceY = ConvertUnits.ToSimUnits(waterSurfaceDisplayUnits);
float ceilingY = ConvertUnits.ToSimUnits(ceilingDisplayUnits);
if (targetMovement.Y < 0.0f)
{
Vector2 colliderBottom = GetColliderBottom();
floorY = Math.Min(colliderBottom.Y, floorY);
//check if the bottom of the collider is below the current hull
if (floorY < ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height))
{
//set floorY to the position of the floor in the hull below the character
var lowerHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(colliderBottom), useWorldCoordinates: false);
if (lowerHull != null)
{
floorY = ConvertUnits.ToSimUnits(lowerHull.Rect.Y - lowerHull.Rect.Height);
}
}
}
float standHeight = HeadPosition ?? TorsoPosition ?? Collider.GetMaxExtent() * 0.5f;
if (Collider.SimPosition.Y < waterSurfaceY)
{
//too deep to stand up, or not enough room to stand up
if (waterSurfaceY - floorY > standHeight * 0.8f ||
ceilingY - floorY < standHeight * 0.8f)
{
inWater = true;
}
}
}
}
UpdateHullFlowForces(deltaTime);
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 newHull = currentHull == null ? null : Hull.FindHull(limb.WorldPosition, currentHull);
bool prevInWater = limb.InWater;
limb.InWater = false;
if (forceStanding)
{
limb.InWater = false;
}
else if (newHull == null)
{
//limb isn't in any room -> it's in the water
limb.InWater = true;
if (limb.type == LimbType.Head) { headInWater = true; }
}
else if (newHull.WaterVolume > 0.0f && Submarine.RectContains(newHull.Rect, limb.Position))
{
if (limb.Position.Y < newHull.Surface)
{
limb.InWater = true;
surfaceY = newHull.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 && newHull == limb.Hull)
{
Splash(limb, newHull);
//if the Character dropped into water, create a wave
if (limb.LinearVelocity.Y < 0.0f)
{
Vector2 impulse = limb.LinearVelocity * limb.Mass;
int n = (int)((limb.Position.X - newHull.Rect.X) / Hull.WaveWidth);
newHull.WaveVel[n] += MathHelper.Clamp(impulse.Y, -5.0f, 5.0f);
}
}
}
limb.Hull = newHull;
limb.Update(deltaTime);
}
bool isAttachedToController =
character.SelectedItem?.GetComponent<Items.Components.Controller>() is { } controller &&
controller.User == character &&
controller.IsAttachedUser(controller.User);
if (!inWater && character.AllowInput && levitatingCollider && !isAttachedToController)
{
if (onGround && Collider.LinearVelocity.Y > -ImpactTolerance)
{
float targetY = standOnFloorY + ((float)Math.Abs(Math.Cos(Collider.Rotation)) * Collider.Height * 0.5f) + Collider.Radius + ColliderHeightFromFloor;
const float LevitationSpeedMultiplier = 5f;
// If the character is walking down a slope, target a position that moves along it
float slopePull = 0f;
if (floorNormal.Y is > 0f and < 1f
&& Math.Sign(movement.X) == Math.Sign(floorNormal.X))
{
float steepness = Math.Abs(floorNormal.X);
slopePull = Math.Abs(movement.X * steepness) / LevitationSpeedMultiplier;
}
if (Math.Abs(Collider.SimPosition.Y - targetY - slopePull) > 0.01f)
{
float yVelocity = (targetY - Collider.SimPosition.Y) * LevitationSpeedMultiplier;
if (Stairs != null && targetY < Collider.SimPosition.Y)
{
yVelocity = Math.Sign(yVelocity);
}
yVelocity -= slopePull * LevitationSpeedMultiplier;
Collider.LinearVelocity = new Vector2(Collider.LinearVelocity.X, yVelocity);
}
}
else
{
// Falling -> ragdoll briefly if we are not moving at all, because we are probably stuck.
if (Collider.LinearVelocity == Vector2.Zero && !character.IsRemotePlayer)
{
character.IsRagdolled = true;
if (character.IsBot)
{
// Seems to work without this on player controlled characters -> not sure if we should call it always or just for the bots.
character.SetInput(InputType.Ragdoll, hit: false, held: true);
}
}
}
}
UpdateProjSpecific(deltaTime, cam);
forceNotStanding = false;
}
/// <summary>
/// Update the logic that needs to run when the ragdoll is what controls the character's movement instead of the collider <see cref="ColliderControlsMovement"/>
/// (making the collider stick to the ragdoll's main limb).
/// </summary>
protected void UpdateRagdollControlsMovement()
{
levitatingCollider = false;
Collider.FarseerBody.FixedRotation = false;
if (Collider.Enabled)
{
//deactivating the collider -> make the main limb inherit the collider's velocity because it'll control the movement now
MainLimb.body.LinearVelocity = Collider.LinearVelocity;
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 (!Draggable || character.SelectedBy == null)
{
ResetPullJoints();
}
}
private void CheckBodyInRest(float deltaTime)
{
if (SimplePhysicsEnabled) { return; }
if (InWater || Collider.LinearVelocity.LengthSquared() > 0.01f || character.SelectedBy != null || !character.IsDead)
{
bodyInRestTimer = 0.0f;
foreach (Limb limb in Limbs)
{
limb.body.PhysEnabled = true;
}
}
else if (Limbs.All(l => l != null && !l.body.Enabled || l.LinearVelocity.LengthSquared() < 0.001f))
{
bodyInRestTimer += deltaTime;
if (bodyInRestTimer > BodyInRestDelay)
{
foreach (Limb limb in Limbs)
{
limb.body.PhysEnabled = false;
}
}
}
}
public bool Invalid { get; private set; }
private int validityResets;
private bool CheckValidity()
{
if (limbs == null)
{
DebugConsole.ThrowError("Attempted to check the validity of a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this));
Invalid = true;
return false;
}
bool isColliderValid = CheckValidity(Collider);
if (!isColliderValid) { Collider.ResetDynamics(); }
bool limbsValid = true;
foreach (Limb limb in limbs)
{
if (limb?.body == null || !limb.body.Enabled) { continue; }
if (!CheckValidity(limb.body))
{
limbsValid = false;
limb.body.ResetDynamics();
break;
}
}
bool isValid = isColliderValid && limbsValid;
if (!isValid)
{
validityResets++;
if (validityResets > 3)
{
Invalid = true;
DebugConsole.ThrowError("Invalid ragdoll physics. Ragdoll frozen to prevent crashes.");
Collider.SetTransform(Vector2.Zero, 0.0f);
Collider.ResetDynamics();
foreach (Limb limb in Limbs)
{
limb.body?.SetTransform(Collider.SimPosition, 0.0f);
limb.body?.ResetDynamics();
}
Frozen = true;
}
}
return isValid;
}
private bool CheckValidity(PhysicsBody body)
{
string errorMsg = null;
if (!MathUtils.IsValid(body.SimPosition) || Math.Abs(body.SimPosition.X) > 1e10f || Math.Abs(body.SimPosition.Y) > 1e10f)
{
errorMsg = GetBodyName() + " position invalid (" + body.SimPosition + ", character: [name]).";
}
else if (!MathUtils.IsValid(body.LinearVelocity) || Math.Abs(body.LinearVelocity.X) > 1000f || Math.Abs(body.LinearVelocity.Y) > 1000f)
{
errorMsg = GetBodyName() + " velocity invalid (" + body.LinearVelocity + ", character: [name]).";
}
else if (!MathUtils.IsValid(body.Rotation))
{
errorMsg = GetBodyName() + " rotation invalid (" + body.Rotation + ", character: [name]).";
}
else if (!MathUtils.IsValid(body.AngularVelocity) || Math.Abs(body.AngularVelocity) > 1000f)
{
errorMsg = GetBodyName() + " angular velocity invalid (" + body.AngularVelocity + ", character: [name]).";
}
if (errorMsg != null)
{
if (character.IsRemotelyControlled)
{
errorMsg += " Ragdoll controlled remotely.";
}
if (SimplePhysicsEnabled)
{
errorMsg += " Simple physics enabled.";
}
if (GameMain.NetworkMember != null)
{
errorMsg += GameMain.NetworkMember.IsClient ? " Playing as a client." : " Hosting a server.";
}
#if DEBUG
DebugConsole.ThrowError(errorMsg.Replace("[name]", Character.Name));
#else
DebugConsole.NewMessage(errorMsg.Replace("[name]", Character.Name), Color.Red);
#endif
GameAnalyticsManager.AddErrorEventOnce("Ragdoll.CheckValidity:" + character.ID, GameAnalyticsManager.ErrorSeverity.Error, errorMsg.Replace("[name]", Character.SpeciesName.Value));
if (!MathUtils.IsValid(Collider.SimPosition) || Math.Abs(Collider.SimPosition.X) > 1e10f || Math.Abs(Collider.SimPosition.Y) > 1e10f)
{
Collider.SetTransform(Vector2.Zero, 0.0f);
}
foreach (Limb otherLimb in Limbs)
{
otherLimb.body.SetTransform(Collider.SimPosition, 0.0f);
otherLimb.body.ResetDynamics();
}
SetInitialLimbPositions();
return false;
}
string GetBodyName()
{
return body.UserData is Limb limb ? "Limb (" + limb.type + ")" : "Collider";
}
return true;
}
protected void LogAccessedRemovedCharacterError()
{
if (!accessRemovedCharacterErrorShown)
{
string errorMsg = "Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this);
errorMsg += '\n' + Environment.StackTrace.CleanupStackTrace();
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce(
"Ragdoll:AccessRemoved",
GameAnalyticsManager.ErrorSeverity.Error,
"Attempted to access a potentially removed ragdoll. Character: " + character.SpeciesName + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace.CleanupStackTrace());
accessRemovedCharacterErrorShown = true;
}
}
partial void UpdateProjSpecific(float deltaTime, Camera cam);
partial void Splash(Limb limb, Hull limbHull);
private void UpdateHullFlowForces(float deltaTime)
{
if (currentHull == null) { return; }
const float StunForceThreshold = 5.0f;
const float StunDuration = 0.5f;
const float ToleranceIncreaseSpeed = 5.0f;
const float ToleranceDecreaseSpeed = 1.0f;
//how much distance to a gap affects the force it exerts on the character
const float DistanceFactor = 0.5f;
const float ForceMultiplier = 0.035f;
Vector2 flowForce = Vector2.Zero;
foreach (Gap gap in Gap.GapList)
{
if (gap.Open <= 0.0f || !gap.linkedTo.Contains(currentHull) || gap.LerpedFlowForce.LengthSquared() < 0.01f) { continue; }
float dist = Vector2.Distance(MainLimb.WorldPosition, gap.WorldPosition) * DistanceFactor;
flowForce += Vector2.Normalize(gap.LerpedFlowForce) * (Math.Max(gap.LerpedFlowForce.Length() - dist, 0.0f) * ForceMultiplier);
}
//throwing conscious/moving characters around takes more force -> double the flow force
if (character.CanMove) { flowForce *= 2.0f; }
flowForce *= 1 - Math.Clamp(character.GetStatValue(StatTypes.FlowResistance), 0f, 1f);
float flowForceMagnitude = flowForce.Length();
float limbMultipier = limbs.Count(l => l.InWater) / (float)limbs.Length;
//if the force strong enough, stun the character to let it get thrown around by the water
if ((flowForceMagnitude * limbMultipier) - flowStunTolerance > StunForceThreshold)
{
character.Stun = Math.Max(character.Stun, StunDuration);
flowStunTolerance = Math.Max(flowStunTolerance, flowForceMagnitude);
}
if (character == Character.Controlled && inWater && Screen.Selected?.Cam != null)
{
float shakeStrength = Math.Min(flowForceMagnitude / 10.0f, 5.0f) * limbMultipier;
Screen.Selected.Cam.Shake = Math.Max(Screen.Selected.Cam.Shake, shakeStrength);
}
if (flowForceMagnitude > 0.0001f)
{
flowForce = Vector2.Normalize(flowForce) * Math.Max(flowForceMagnitude - flowForceTolerance, 0.0f);
}
if (flowForceTolerance <= flowForceMagnitude * 1.5f && inWater)
{
//build up "tolerance" to the flow force
//ensures the character won't get permanently stuck by forces, while allowing sudden changes in flow to push the character hard
flowForceTolerance += deltaTime * ToleranceIncreaseSpeed;
flowStunTolerance = Math.Max(flowStunTolerance, flowForceTolerance);
}
else
{
flowForceTolerance = Math.Max(flowForceTolerance - deltaTime * ToleranceDecreaseSpeed, 0.0f);
flowStunTolerance = Math.Max(flowStunTolerance - deltaTime * ToleranceDecreaseSpeed, 0.0f);
}
if (flowForce.LengthSquared() > 0.001f)
{
Collider.ApplyForce(flowForce * (Collider.Mass / Mass));
foreach (Limb limb in limbs)
{
if (!limb.InWater) { continue; }
limb.body.ApplyForce(flowForce * (limb.Mass / Mass * limbs.Length));
}
}
}
public void ForceRefreshFloorY()
{
lastFloorCheckPos = Vector2.Zero;
}
// Force check floor y at least once a second so that we'll drop through gaps that we are standing upon.
private const float FloorYStaleTime = 1;
private float floorYCheckTimer;
private void RefreshFloorY(float deltaTime, bool ignoreStairs = false)
{
floorYCheckTimer -= deltaTime;
PhysicsBody refBody = Collider;
if (floorYCheckTimer < 0 ||
lastFloorCheckIgnoreStairs != ignoreStairs ||
lastFloorCheckIgnorePlatforms != IgnorePlatforms ||
Vector2.DistanceSquared(lastFloorCheckPos, refBody.SimPosition) > 0.1f * 0.1f)
{
floorY = GetFloorY(refBody.SimPosition, ignoreStairs);
lastFloorCheckPos = refBody.SimPosition;
lastFloorCheckIgnoreStairs = ignoreStairs;
lastFloorCheckIgnorePlatforms = IgnorePlatforms;
// Add some randomness to prevent all stationary characters doing the checks at the same frame.
floorYCheckTimer = FloorYStaleTime * Rand.Range(0.9f, 1.1f);
}
}
private float GetFloorY(Vector2 simPosition, bool ignoreStairs = false)
{
onGround = false;
Stairs = null;
floorFixture = null;
Vector2 rayStart = simPosition;
float height = ColliderHeightFromFloor;
if (HeadPosition.HasValue && MathUtils.IsValid(HeadPosition.Value)) { height = Math.Max(height, HeadPosition.Value); }
if (TorsoPosition.HasValue && MathUtils.IsValid(TorsoPosition.Value)) { height = Math.Max(height, TorsoPosition.Value); }
Vector2 rayEnd = rayStart - new Vector2(0.0f, height * 2f);
Vector2 colliderBottomDisplay = ConvertUnits.ToDisplayUnits(GetColliderBottom());
Fixture standOnFloorFixture = null;
float standOnFloorFraction = 1;
float closestFraction = 1;
GameMain.World.RayCast((fixture, point, normal, fraction) =>
{
switch (fixture.CollisionCategories)
{
case Physics.CollisionStairs:
if (inWater && TargetMovement.Y < 0.5f) { return -1; }
if (character.SelectedBy == null && fraction < standOnFloorFraction)
{
Structure structure = fixture.Body.UserData as Structure;
if (colliderBottomDisplay.Y >= structure.Rect.Y - structure.Rect.Height + 30 || TargetMovement.Y > 0.5f || Stairs != null)
{
standOnFloorFraction = fraction;
standOnFloorFixture = fixture;
}
}
if (ignoreStairs) { return -1; }
break;
case Physics.CollisionPlatform:
Structure platform = fixture.Body.UserData as Structure;
if (!IgnorePlatforms && fraction < standOnFloorFraction)
{
if (colliderBottomDisplay.Y >= platform.Rect.Y - 16 || (targetMovement.Y > 0.0f && Stairs == null))
{
standOnFloorFraction = fraction;
standOnFloorFixture = fixture;
}
}
if (colliderBottomDisplay.Y < platform.Rect.Y - 16 && (targetMovement.Y <= 0.0f || Stairs != null)) return -1;
if (IgnorePlatforms && TargetMovement.Y < -0.5f || Collider.Position.Y < platform.Rect.Y) return -1;
break;
case Physics.CollisionWall:
case Physics.CollisionLevel:
if (!fixture.CollidesWith.HasFlag(Physics.CollisionCharacter)) { return -1; }
if (fixture.Body.UserData is Submarine && character.Submarine != null) { return -1; }
if (fixture.IsSensor) { return -1; }
if (fraction < standOnFloorFraction)
{
standOnFloorFraction = fraction;
standOnFloorFixture = fixture;
}
break;
default:
System.Diagnostics.Debug.Assert(false, "Floor raycast should not have hit a fixture with the collision category " + fixture.CollisionCategories);
return -1;
}
if (fraction < closestFraction)
{
floorNormal = normal;
closestFraction = fraction;
}
return closestFraction;
}, rayStart, rayEnd, Physics.CollisionStairs | Physics.CollisionPlatform | Physics.CollisionWall | Physics.CollisionLevel);
if (standOnFloorFixture != null && !IsHangingWithRope)
{
floorFixture = standOnFloorFixture;
standOnFloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * standOnFloorFraction;
if (rayStart.Y - standOnFloorY < Collider.Height * 0.5f + Collider.Radius + ColliderHeightFromFloor * 1.2f)
{
onGround = true;
if (standOnFloorFixture.CollisionCategories == Physics.CollisionStairs)
{
Stairs = standOnFloorFixture.Body.UserData as Structure;
}
}
}
if (closestFraction >= 1) //raycast didn't hit anything
{
floorNormal = Vector2.UnitY;
if (CurrentHull == null)
{
return -1000.0f;
}
else
{
float hullBottom = currentHull.Rect.Y - currentHull.Rect.Height;
//check if there's a connected hull below
foreach (var gap in currentHull.ConnectedGaps)
{
if (!gap.IsRoomToRoom || gap.Open < 1.0f || gap.ConnectedDoor != null || gap.IsHorizontal) { continue; }
if (WorldPosition.X > gap.WorldRect.X && WorldPosition.X < gap.WorldRect.Right && gap.WorldPosition.Y < WorldPosition.Y)
{
var lowerHull = gap.linkedTo[0] == currentHull ? gap.linkedTo[1] : gap.linkedTo[0];
hullBottom = Math.Min(hullBottom, lowerHull.Rect.Y - lowerHull.Rect.Height);
}
}
return ConvertUnits.ToSimUnits(hullBottom);
}
}
else
{
return rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
}
}
/// <summary>
/// Get the position of the surface of water at the position of the character, in display units (taking into account connected hulls above the hull the character is in)
/// </summary>
public float GetSurfaceY()
{
return GetWaterSurfaceAndCeilingY().WaterSurfaceY;
}
/// <summary>
/// Get the position of the surface of water and the ceiling (= upper edge of the hull) at the position of the character, in display units (taking into account connected hulls above the hull the character is in).
/// </summary>
private (float WaterSurfaceY, float CeilingY) GetWaterSurfaceAndCeilingY()
{
//check both hulls: the hull whose coordinate space the ragdoll is in, and the hull whose bounds the character's origin actually is inside
if (currentHull == null || character.CurrentHull == null)
{
return (float.PositiveInfinity, float.PositiveInfinity);
}
float surfaceY = currentHull.Surface;
float ceilingY = currentHull.Rect.Y;
float surfaceThreshold = ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 1.0f);
//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)
{
GetSurfacePos(currentHull, ref surfaceY, ref ceilingY);
void GetSurfacePos(Hull hull, ref float prevSurfacePos, ref float ceilingPos)
{
if (prevSurfacePos > surfaceThreshold) { return; }
foreach (Gap gap in hull.ConnectedGaps)
{
if (gap.IsHorizontal || gap.Open <= 0.0f || gap.WorldPosition.Y < hull.WorldPosition.Y) { 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 > hull.Position.Y)
{
ceilingPos += 100000.0f;
prevSurfacePos += 100000.0f;
return;
}
foreach (var linkedTo in gap.linkedTo)
{
if (linkedTo is Hull otherHull && otherHull != hull && otherHull != currentHull)
{
prevSurfacePos = Math.Max(surfaceY, otherHull.Surface);
ceilingPos = Math.Max(ceilingPos, otherHull.Rect.Y);
GetSurfacePos(otherHull, ref prevSurfacePos, ref ceilingPos);
break;
}
}
}
}
}
return (surfaceY, ceilingY);
}
public void SetPosition(Vector2 simPosition, bool lerp = false, bool ignorePlatforms = true, bool forceMainLimbToCollider = false, bool moveLatchers = true)
{
if (!MathUtils.IsValid(simPosition))
{
DebugConsole.ThrowError("Attempted to move a ragdoll (" + character.Name + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace.CleanupStackTrace());
GameAnalyticsManager.AddErrorEventOnce(
"Ragdoll.SetPosition:InvalidPosition",
GameAnalyticsManager.ErrorSeverity.Error,
"Attempted to move a ragdoll (" + character.SpeciesName + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace.CleanupStackTrace());
return;
}
if (MainLimb == null) { return; }
Vector2 limbMoveAmount = forceMainLimbToCollider ? simPosition - MainLimb.SimPosition : simPosition - Collider.SimPosition;
// A Work-around for an issue with teleporting the characters:
// Detach every latcher when either one of the latchers or the target is teleported,
// because otherwise all the characters are teleported to invalid positions.
const float ForceDeattachThreshold = 10.0f;
if (limbMoveAmount.LengthSquared() > ForceDeattachThreshold * ForceDeattachThreshold &&
Character.AIController is EnemyAIController enemyAI && enemyAI.LatchOntoAI != null && enemyAI.LatchOntoAI.IsAttached)
{
var target = enemyAI.LatchOntoAI.TargetCharacter;
if (target != null)
{
target.Latchers.ForEachMod(l => l?.DeattachFromBody(reset: true));
target.Latchers.Clear();
}
enemyAI.LatchOntoAI.DeattachFromBody(reset: true);
}
Character.Latchers.ForEachMod(l => l?.DeattachFromBody(reset: true));
Character.Latchers.Clear();
if (lerp)
{
Collider.TargetPosition = simPosition;
Collider.MoveToTargetPosition(true);
}
else
{
Collider.SetTransformIgnoreContacts(simPosition, Collider.Rotation);
}
if (!MathUtils.NearlyEqual(limbMoveAmount, Vector2.Zero))
{
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, limb.Rotation, lerp, ignorePlatforms);
}
}
}
/// <summary>
/// Is attached to something with a rope.
/// </summary>
public bool IsHoldingToRope { get; private set; }
protected bool shouldHoldToRope;
/// <summary>
/// Is hanging to something with a rope, so that can reel towards it. Currently only possible in water.
/// </summary>
public bool IsHangingWithRope { get; private set; }
protected bool shouldHangWithRope;
/// <summary>
/// Has someone attached to the character with a rope?
/// </summary>
public bool IsDraggedWithRope { get; private set; }
protected bool shouldBeDraggedWithRope;
public void HangWithRope()
{
shouldHangWithRope = true;
IsHangingWithRope = true;
ResetPullJoints();
onGround = false;
levitatingCollider = false;
}
public void HoldToRope()
{
shouldHoldToRope = true;
IsHoldingToRope = true;
}
public void DragWithRope()
{
shouldBeDraggedWithRope = true;
IsDraggedWithRope = true;
}
protected void StopHangingWithRope()
{
shouldHangWithRope = false;
IsHangingWithRope = false;
}
protected void StopHoldingToRope()
{
shouldHoldToRope = false;
IsHoldingToRope = false;
}
protected void StopGettingDraggedWithRope()
{
shouldBeDraggedWithRope = false;
IsDraggedWithRope = false;
}
protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition, float rotation, bool lerp = false, bool ignorePlatforms = true)
{
Vector2 movePos = simPosition;
Vector2 prevPosition = limb.body.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.TargetRotation = rotation;
limb.body.MoveToTargetPosition(true);
}
else
{
limb.body.SetTransformIgnoreContacts(movePos, rotation);
limb.PullJointWorldAnchorB = limb.PullJointWorldAnchorA;
limb.PullJointEnabled = false;
}
foreach (var attachedProjectile in character.AttachedProjectiles)
{
if (attachedProjectile.IsAttachedTo(limb.body))
{
attachedProjectile.Item.SetTransform(
attachedProjectile.Item.SimPosition + (movePos - prevPosition),
attachedProjectile.Item.body.Rotation,
findNewHull: false);
}
}
}
private bool collisionsDisabled;
private double lastObstacleRayCastTime;
protected void CheckDistFromCollider()
{
float allowedDist = Math.Max(Math.Max(Collider.Radius, Collider.Width), Collider.Height) * 2.0f;
allowedDist = Math.Max(allowedDist, 1.0f);
float resetDist = allowedDist * 5.0f;
float obstacleCheckDist = 0.3f;
Vector2 diff = Collider.SimPosition - MainLimb.SimPosition;
float distSqrd = diff.LengthSquared();
bool shouldReset = distSqrd > resetDist * resetDist;
if (!shouldReset && distSqrd > obstacleCheckDist * obstacleCheckDist)
{
if (Timing.TotalTime > lastObstacleRayCastTime + 1 &&
Submarine.PickBody(Collider.SimPosition, MainLimb.SimPosition, collisionCategory: Physics.CollisionWall) != null)
{
shouldReset = true;
lastObstacleRayCastTime = Timing.TotalTime;
}
}
if (shouldReset)
{
//ragdoll way too far, reset position
SetPosition(Collider.SimPosition, lerp: true, forceMainLimbToCollider: true);
}
else 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)
Vector2 forceDir = diff / (float)Math.Sqrt(distSqrd);
foreach (Limb limb in Limbs)
{
if (limb.IsSevered) { continue; }
limb.body.CollidesWith = Physics.CollisionNone;
limb.body.ApplyForce(forceDir * limb.Mass * 10.0f, maxVelocity: 10.0f);
}
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, lerp: true);
collisionsDisabled = false;
//force collision categories to be updated
prevCollisionCategory = Category.None;
}
}
partial void UpdateNetPlayerPositionProjSpecific(float deltaTime, float lowestSubPos);
private void UpdateNetPlayerPosition(float deltaTime)
{
if (GameMain.NetworkMember == null) { return; }
float lowestSubPos = float.MaxValue;
if (Submarine.Loaded.Any())
{
lowestSubPos = ConvertUnits.ToSimUnits(Submarine.Loaded.Min(s => s.HiddenSubPosition.Y - s.Borders.Height - 128.0f));
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?.Submarine != null)
{
//transform outside coordinates to in-sub coordinates
if (character.MemState[i].Position.Y < lowestSubPos)
character.MemState[i].TransformOutToInside(currentHull.Submarine);
}
}
}
UpdateNetPlayerPositionProjSpecific(deltaTime, lowestSubPos);
}
/// <summary>
/// Note that if there are multiple limbs of the same type, only the first (valid) limb is returned.
/// </summary>
/// <param name="limbType"></param>
/// <param name="excludeSevered">Should we filter out severed limbs?</param>
/// <param name="useSecondaryType">Should we target limbs with secondary type instead of (primary) type?</param>
/// <param name="excludeLimbsWithSecondaryType">Should we filter out all limbs with a secondary type something else than "None"?</param>
/// <returns></returns>
public Limb GetLimb(LimbType limbType, bool excludeSevered = true, bool excludeLimbsWithSecondaryType = false, bool useSecondaryType = false)
{
Limb limb = null;
if (!HasMultipleLimbsOfSameType && !useSecondaryType && !excludeLimbsWithSecondaryType)
{
// Faster method, but doesn't work when there's multiple limbs of the same type or if we want to seek/exclude limbs with different conditions.
if (limbDictionary.TryGetValue(limbType, out limb))
{
if (limb.Removed)
{
limb = null;
}
if (excludeSevered && limb is { IsSevered: true } )
{
limb = null;
}
}
}
if (limb == null)
{
// Didn't seek or find a (valid) limb of the matching type. If there's multiple limbs of the same type, check the other limbs.
foreach (var l in Limbs)
{
if (l == null) { continue; }
if (l.Removed) { continue; }
if (useSecondaryType)
{
if (l.Params.SecondaryType != limbType) { continue; }
}
else if (l.type != limbType)
{
continue;
}
if (excludeSevered && l.IsSevered) { continue; }
if (excludeLimbsWithSecondaryType && l.Params.SecondaryType != LimbType.None) { continue; }
// Found a valid and match
limb = l;
break;
}
}
return limb;
}
public Vector2? GetMouthPosition()
{
Limb mouthLimb = GetLimb(LimbType.Head);
if (mouthLimb == null) { return null; }
float cos = (float)Math.Cos(mouthLimb.Rotation);
float sin = (float)Math.Sin(mouthLimb.Rotation);
Vector2 bodySize = mouthLimb.body.GetSize();
Vector2 offset = new Vector2(mouthLimb.MouthPos.X * bodySize.X / 2, mouthLimb.MouthPos.Y * bodySize.Y / 2);
return mouthLimb.SimPosition + new Vector2(offset.X * cos - offset.Y * sin, offset.X * sin + offset.Y * cos);
}
public Vector2 GetColliderBottom()
{
float offset = 0.0f;
if (!character.IsDead && character.Stun <= 0.0f && !character.IsIncapacitated)
{
offset = -ColliderHeightFromFloor;
}
float lowestBound = Collider.SimPosition.Y;
if (Collider.FarseerBody.FixtureList != null)
{
for (int i = 0; i < Collider.FarseerBody.FixtureList.Count; i++)
{
Collider.FarseerBody.GetTransform(out FarseerPhysics.Common.Transform transform);
Collider.FarseerBody.FixtureList[i].Shape.ComputeAABB(out FarseerPhysics.Collision.AABB 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 (limb.IsSevered) { continue; }
if (lowestLimb == null)
{
lowestLimb = limb;
}
else if (limb.SimPosition.Y < lowestLimb.SimPosition.Y)
{
lowestLimb = limb;
}
}
return lowestLimb;
}
public void ReleaseStuckLimbs()
{
// Commented out, because stuck limbs is not a feature that we currently use, as it would require that we sync all the limbs, which we don't do.
//Limbs.ForEach(l => l.Release());
}
public void HideAndDisable(LimbType limbType, float duration = 0, bool ignoreCollisions = true)
{
foreach (var limb in Limbs)
{
if (limb.type == limbType)
{
limb.HideAndDisable(duration, ignoreCollisions);
}
}
}
public void RestoreTemporarilyDisabled() => Limbs.ForEach(l => l.ReEnable());
public void Remove()
{
if (Limbs != null)
{
foreach (Limb l in Limbs)
{
l?.Remove();
}
limbs = null;
}
limbBodies.Clear();
if (collider != null)
{
foreach (PhysicsBody b in collider)
{
b?.Remove();
}
collider = null;
}
if (LimbJoints != null)
{
foreach (var joint in LimbJoints)
{
var j = joint?.Joint;
if (GameMain.World.JointList.Contains(j))
{
GameMain.World.Remove(j);
}
}
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");
}
}
}