Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs
T
Joonas Rikkonen 74f32d14d4 e08c5e7...2ad9b5d
commit 2ad9b5de40f128e8413f1ad5f568a4bc006d0971
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 20:11:41 2019 +0200

    v0.8.9.3

commit 2d64da9d1e0d10f9ccb08d6e3fbc45d69fcda368
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 18:08:10 2019 +0200

    Randomize the races and the heads in the net lobby. TODO: remember the previous heads and check that the next in line is unique (not exactly the same as the current).

commit 09f74ab37692291ca070bac5dbc53eef395fb1cf
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 16:30:16 2019 +0200

    AI characters can give treatment to characters who aren't unconscious, fixed AI characters attempting to treat dead characters. Closes #1083

commit a8fea2450cf4ef0b80a8fc809aee339bc39b28c6
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 16:28:23 2019 +0200

    Fixed horizontal docking ports failing to find the hull prefab

commit dd5a7a4f09195ecfeb82605e1e73ea22607694e7
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Wed Feb 6 16:02:52 2019 +0200

    halved the hitpoints for baby moloch

commit 92ae260558ece991560d83819168ef51d5267a66
Merge: 75fe087d7 8f451825e
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 15:44:08 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit 75fe087d7263b46611fb0aad5c91c616e22ad41b
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 15:43:12 2019 +0200

    Update the ai block in the moloch boss config file.

commit caf11944294dfe66b5d302888baecbfddad7293a
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 15:42:42 2019 +0200

    Remove the lowercase version of the moloch boss config file.

commit b422feece1e620c427fa62d41c2b847b6b8837e9
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 15:41:40 2019 +0200

    Fix molochbaby character name in the config file.

commit 913762516dd17921c185de2cb912333f2e5230dd
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 15:41:22 2019 +0200

    Include the baby moloch files in the project.

commit 8f451825e95b415b1262f984d83828c379d36ea2
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 15:36:50 2019 +0200

    Added molochbaby to the project file

commit 2078307f255f432c19fcbbc0b690acf5655f3c99
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 15:33:08 2019 +0200

    Disable creating humanoids in the wizard for now, because it can go wrong in so many ways.

commit 55a931795ac5f60699033c4ff484a9a2d0ae9b7e
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 15:32:18 2019 +0200

    Unfreeze when adjusting the joint scale, because the limbs are not otherwise updated to the joint positions.

commit 2c92373ccbf331c545c830c9780f450b116f0359
Author: Iiro Enges <iiro@fakefish.fi>
Date:   Wed Feb 6 15:28:22 2019 +0200

    Tinted baby moloch to differentiate from the adult version (for testing purposes)

commit f05be351cdf8a6073702e988ed1861f665399048
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 15:26:52 2019 +0200

    Fixed automatic temperature control setting turbine output above 100 if the power consumption is higher than what the reactor can generate. Caused "failed to write an event for the entity" errors in MP when the server tried to write the targetTurbineOutput using WriteRangedSingle with a maximum value of 100. Closes #1085

commit 7b737ebbea41fd5b7825a6c6373e578c1b1c91fd
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Wed Feb 6 15:15:59 2019 +0200

    Baby moloch, doo doo doo doo doo doo

commit f5d13649915ba761bbc6fe78370c607905e2d5f8
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Wed Feb 6 15:15:04 2019 +0200

    Small fixes and tweaks to gun performance dependent on skill of user.

commit 4bf61738c6da08d771dedf1c96160cc76e0b4dd7
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Wed Feb 6 15:14:11 2019 +0200

    New staggered swarm medium difficulty event

commit 3e593f46850987ba074d9b26d59d08eeeddd1d70
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 15:05:43 2019 +0200

    Removed incorrect item name/description instructions fron EnglishVanilla.xml. Correct instructions are at the beginning of the file.

commit ce33a523e440a5b5037b84ca96bebf1f977e0aa8
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 15:00:48 2019 +0200

    Attempt to fix "attempted to move pull joint extremely far" errors (#895). I think they were (at least for the most part) caused by characters switching to simple physics mode and then moving a significant distance, and when the character switched back to normal animation, the pull joints were still somewhere far away and lerping them to the position of the collider failed (because the lerped position triggers the error).

commit c8212e3eff6d9272c9d38b833743b0f33b3611a2
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 13:54:15 2019 +0200

    Fixed nullref exception when teleporting from a sub to ruins or vice versa. Closes #1037

commit 0d812394944eb05be4291be7b56593cc4def6d0f
Author: Daniel Asteljoki <daniel.asteljoki@gmail.com>
Date:   Wed Feb 6 13:34:58 2019 +0200

    Made regular ruin walls much more durable (500 -> 5000)

commit c9a4d9d6f6c9c767ecd8cf34f917db9da852f4bf
Author: Daniel Asteljoki <daniel.asteljoki@gmail.com>
Date:   Wed Feb 6 13:34:26 2019 +0200

    Rebalanced Humpback battery grid, added toggles for using backup power

commit 47617a6d54f933714dffeca5fa311776e9d0523c
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 13:17:57 2019 +0200

    Remove the lowercase variant of moloch's config file from the source control.

commit 640662835684464e4a66b106b1958e5a9fde8a0c
Merge: 80e91f96b 7861d00a6
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 13:10:00 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit 80e91f96bf5f1e9f89c5a6e4695292298a802b06
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 13:09:37 2019 +0200

    Fix a null reference exception.

commit 91b16aaa7aacc658cb36325ea85944802166ef53
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 13:09:26 2019 +0200

    Instead of having a bad sight, make the Hammerhead deaf. Add "provocative" priority tag, remove "sonar". Make slightly less aggressive towards weaker.

commit a383c136f6f6915163e98c472ec7ba7f575ea479
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 13:02:00 2019 +0200

    Add "provocative" tag on Moloch and Mudraptor targeting priorities. Tweak moloch priorities a bit.

commit 7861d00a609f2555a19f510d72591bd0330f607e
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 12:53:37 2019 +0200

    Attempt to fix/diagnose "collection was modified; enumeration operation may not execute" exceptions when using the fixhulls command (see #1011). Haven't been able to reproduce this issue.

commit 1d1321c60e8815b3beaffb81bfb9c5f5c2528297
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 12:52:29 2019 +0200

    Add "provocative" tag that can be used as a red flag for the monsters. Add the tag on the diving scooter. Also add an ai target with sound ranges.

commit 8530f4c9e4b1c444687cadbf615a9ade0440262b
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 12:50:43 2019 +0200

    Propulsion can now make sound that attracts the enemies. The sound is on when the propulsion is active.

commit 291f12676e5148da1a83d4dd72071381c1ae73e3
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 12:49:39 2019 +0200

    If a target item is held by a character, attack the character instead.

commit 2aeaa9eaa51f3ed3db71f7853efef37bf5998838
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 12:46:27 2019 +0200

    Allow to define min and max sound ranges.

commit 3bf5d2383cbcc33fa862a79c06756e6d9f20a753
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 12:42:57 2019 +0200

    Adjust the ai debug info.

commit 369355ffef340875335c0d81d9a2c9a4bfac898b
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Wed Feb 6 12:40:30 2019 +0200

    ContextualTutorial Update cleanup

commit 101387adc1308ad87e3134ab2960d3032f725735
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Wed Feb 6 12:34:07 2019 +0200

    Formatting

commit cc44eff21d57d93e4b0a67249af2135e5782e3c3
Merge: 9a338a2d4 33d1cd1be
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Wed Feb 6 12:31:54 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit 9a338a2d440ff12426171fe9c3121efb934b6803
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Wed Feb 6 12:31:50 2019 +0200

    Modified: ContextualTutorial dismissal logic to use buttons instead of the press any key logic

commit 33d1cd1beb61862a91bce16ebeb5090a8969cf1b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 12:07:21 2019 +0200

    Fixed spectate button staying disabled if starting a round fails (due to a missing sub file for example). Closes #1066

commit 8935825146203725759463278e7776a42d84a6a0
Merge: 2cdc96214 9fd3de63b
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Wed Feb 6 11:45:06 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit 2cdc96214e2285bfa83a566ed8bc2aed4156c31d
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Wed Feb 6 11:44:56 2019 +0200

    Added: Saving of the download size to the Workshop.Item, allows displaying the file size for non-downloaded content in SteamWorshopScreen. Closes #1052

commit 9fd3de63bc08e06a924bf5ec8a8b2938a647282f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 11:34:38 2019 +0200

    Watchmen cannot be dragged or grabbed, fixed watchmen imploding continuously if they end up outside. Closes #1072

commit eb3fca43d77e79f04e0ae80daac53b7e2c1e37f7
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 11:14:06 2019 +0200

    Fixed server not sending PowerContainer events until the charge of the PowerContainer has changed by more then 100% (i.e. never). Closes #1068

commit 5b3b71bab75489714f72ce55621f6da7d5ec8d94
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 10:59:09 2019 +0200

    Prevent locations from being generated too close to each other. Closes #1048

commit b032b36a50b60432f565cab0178de749585562ad
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 10:48:43 2019 +0200

    Fixed a couple of errors in the translation instructions in EnglishVanilla.xml

commit a31b2f257ef863f2cdd1504a3a15356f95262225
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Feb 6 09:34:11 2019 +0200

    Show inventory icons in the sprite editor.

commit fb7a69d6179824dde0a44d27ce5143a1a25d0147
Author: Roni Kovaniemi <roni.kovaniemi@gmail.com>
Date:   Wed Feb 6 02:18:44 2019 +0200

    Improved background smoke texture

commit 888e86a0e7d6e6a70feb2b87ea16cee17adcfd76
Author: Juan Pablo Arce <juanjp600@users.noreply.github.com>
Date:   Tue Feb 5 11:36:06 2019 -0300

    whoops strikes again

commit 67e94c6bb9e59b20bc1b9f3cb796780d1c2141f7
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Tue Feb 5 16:32:45 2019 +0200

    Adjust the min and max values for the sight range and add a todo note.

commit ad0becdf175a66c963b2cbea5259b435c250ffa6
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Tue Feb 5 16:31:47 2019 +0200

    Refactor the sound range calculation. It was way off.

commit adc0aa96be5426dbb845e4138acab87c44c935ba
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Tue Feb 5 16:31:18 2019 +0200

    Improve the ai target debug info.

commit 9230ba0865896d5740898993ab3389659a4cbb4a
Author: Juan Pablo Arce <juanjp600@users.noreply.github.com>
Date:   Tue Feb 5 10:53:51 2019 -0300

    Attempted audio buffer queue fix

commit dfbc61628de37a60acbaa208934957a9d892eb99
Author: Eetu <pitkanen.eetu@gmail.com>
Date:   Tue Feb 5 15:18:34 2019 +0200

    Fixed: Rubber ducks not floating like a good duck should

commit 8b8523dad99b5c1db271ac13e48975487a7c7c99
Merge: 509c67594 c0156c3d3
Author: Eetu <pitkanen.eetu@gmail.com>
Date:   Tue Feb 5 14:34:59 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit 509c6759484750d44a154a7f1703f92d0d6e1692
Author: Eetu <pitkanen.eetu@gmail.com>
Date:   Tue Feb 5 14:34:53 2019 +0200

    Fixed: Holdable items retaining their pushing ability even when the user is stunned or unconscious. Closes #1061

commit c0156c3d350b64309c8068f437ddd57765f0b911
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Tue Feb 5 13:46:32 2019 +0200

    If no limb is selected, select the limb with the most critical affliction. Re-evaluate when new affliction is received. Sort afflictions so that dmg/sec is prioritized. Implements the feature request #1033.

commit 4a056c6e9b78f3d6f43574b1b9ff5493d36565b0
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Feb 5 13:25:57 2019 +0200

    Fixed order messages not being visible in single player if the character issuing the order has no headset. Closes #1030

commit 357b14fb4f4b1a56a04d192c17a2ce8e0ab7405e
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Tue Feb 5 12:52:40 2019 +0200

    new load tips

commit 1f158760e1ed79968f10647c0a2931d2c603281e
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Tue Feb 5 12:52:20 2019 +0200

    minor formatting tweak to xml

commit c53438151043174e18fbfe979ac3b3b862d24255
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Feb 5 12:48:47 2019 +0200

    Stop Steam auth session of a client when they disconnect. Probably fixes servers reporting incorrect player counts (#1049)?

commit 2073b170e4fdd5cedd998ff9d01f37842995194b
Merge: 9914631c7 9b912a7bf
Author: Eetu <pitkanen.eetu@gmail.com>
Date:   Tue Feb 5 12:43:05 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit 9914631c7eb30c02913cd4ed44f7b7827169ad83
Author: Eetu <pitkanen.eetu@gmail.com>
Date:   Tue Feb 5 12:42:53 2019 +0200

    Fixed: Fabricator allowing new items to be created when the output is not empty, resulting in wasted materials.

commit 9b912a7bf16bd121bbe8b7eae20f4a253a9e1eba
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Feb 5 12:33:00 2019 +0200

    Fixed LOS effect not working on ruins when looking at them from inside a sub

commit aeaf190c6d3b45d4d12654926acbe223dc4f5888
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Feb 5 11:57:17 2019 +0200

    Pressing the radio chat hotkey doesn't deselect the chatbox. Closes #1044
2019-03-18 21:12:20 +02:00

1944 lines
82 KiB
C#

using Barotrauma.Items.Components;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
class HumanoidAnimController : AnimController
{
public override RagdollParams RagdollParams
{
get { return HumanRagdollParams; }
protected set { HumanRagdollParams = value as HumanRagdollParams; }
}
private HumanRagdollParams _ragdollParams;
public HumanRagdollParams HumanRagdollParams
{
get
{
if (character.Info == null)
{
if (_ragdollParams == null)
{
_ragdollParams = RagdollParams.GetDefaultRagdollParams<HumanRagdollParams>(character.SpeciesName);
}
return _ragdollParams;
}
return character.Info.Ragdoll as HumanRagdollParams;
}
protected set
{
if (character.Info == null)
{
_ragdollParams = value;
}
else
{
character.Info.Ragdoll = value;
}
}
}
private HumanWalkParams _humanWalkParams;
public HumanWalkParams HumanWalkParams
{
get
{
if (_humanWalkParams == null)
{
_humanWalkParams = HumanWalkParams.GetDefaultAnimParams(character);
}
return _humanWalkParams;
}
set { _humanWalkParams = value; }
}
private HumanRunParams _humanRunParams;
public HumanRunParams HumanRunParams
{
get
{
if (_humanRunParams == null)
{
_humanRunParams = HumanRunParams.GetDefaultAnimParams(character);
}
return _humanRunParams;
}
set { _humanRunParams = value; }
}
private HumanSwimSlowParams _humanSwimSlowParams;
public HumanSwimSlowParams HumanSwimSlowParams
{
get
{
if (_humanSwimSlowParams == null)
{
_humanSwimSlowParams = HumanSwimSlowParams.GetDefaultAnimParams(character);
}
return _humanSwimSlowParams;
}
set { _humanSwimSlowParams = value; }
}
private HumanSwimFastParams _humanSwimFastParams;
public HumanSwimFastParams HumanSwimFastParams
{
get
{
if (_humanSwimFastParams == null)
{
_humanSwimFastParams = HumanSwimFastParams.GetDefaultAnimParams(character);
}
return _humanSwimFastParams;
}
set { _humanSwimFastParams = value; }
}
public new HumanGroundedParams CurrentGroundedParams => base.CurrentGroundedParams as HumanGroundedParams;
public new HumanSwimParams CurrentSwimParams => base.CurrentSwimParams as HumanSwimParams;
public override GroundedMovementParams WalkParams
{
get { return HumanWalkParams; }
set { HumanWalkParams = value as HumanWalkParams; }
}
public override GroundedMovementParams RunParams
{
get { return HumanRunParams; }
set { HumanRunParams = value as HumanRunParams; }
}
public override SwimParams SwimSlowParams
{
get { return HumanSwimSlowParams; }
set { HumanSwimSlowParams = value as HumanSwimSlowParams; }
}
public override SwimParams SwimFastParams
{
get { return HumanSwimFastParams; }
set { HumanSwimFastParams = value as HumanSwimFastParams; }
}
public bool Crouching;
private float upperArmLength = 0.0f, forearmLength = 0.0f;
public Vector2 RightHandIKPos
{
get;
private set;
}
public Vector2 LeftHandIKPos
{
get;
private set;
}
private LimbJoint shoulder;
private float upperLegLength = 0.0f, lowerLegLength = 0.0f;
private bool aiming;
private float movementLerp;
private float cprAnimTimer;
private float cprPump;
private bool swimming;
//time until the character can switch from walking to swimming or vice versa
//prevents rapid switches between swimming/walking if the water level is fluctuating around the minimum swimming depth
private float swimmingStateLockTimer;
private float useItemTimer;
public override float? TorsoPosition
{
get
{
return Crouching ? CurrentGroundedParams.CrouchingTorsoPos * RagdollParams.JointScale : base.TorsoPosition;
}
}
public override float? HeadPosition
{
get
{
return Crouching ? CurrentGroundedParams.CrouchingHeadPos * RagdollParams.JointScale : base.HeadPosition;
}
}
public override float? TorsoAngle
{
get
{
return Crouching ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingTorsoAngle) : base.TorsoAngle;
}
}
public override float? HeadAngle
{
get
{
return Crouching ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingHeadAngle) : base.HeadAngle;
}
}
public float HeadLeanAmount => CurrentGroundedParams.HeadLeanAmount;
public float TorsoLeanAmount => CurrentGroundedParams.TorsoLeanAmount;
public Vector2 FootMoveOffset => (Crouching ? CurrentGroundedParams.CrouchingFootMoveOffset : CurrentGroundedParams.FootMoveOffset) * RagdollParams.JointScale;
public float LegBendTorque => CurrentGroundedParams.LegBendTorque * RagdollParams.JointScale;
public Vector2 HandMoveOffset => CurrentGroundedParams.HandMoveOffset * RagdollParams.JointScale;
public override Vector2 AimSourceSimPos
{
get
{
float shoulderHeight = Collider.height / 2.0f - 0.1f;
if (inWater)
{
shoulderHeight += 0.4f;
}
else if (Crouching)
{
shoulderHeight -= 0.15f;
}
return Collider.SimPosition + new Vector2(
(float)Math.Sin(-Collider.Rotation),
(float)Math.Cos(-Collider.Rotation)) * shoulderHeight;
}
}
public HumanoidAnimController(Character character, string seed, HumanRagdollParams ragdollParams = null) : base(character, seed, ragdollParams)
{
// TODO: load from the character info file?
movementLerp = RagdollParams.MainElement.GetAttributeFloat("movementlerp", 0.4f);
}
public override void Recreate(RagdollParams ragdollParams)
{
base.Recreate(ragdollParams);
CalculateArmLengths();
CalculateLegLengths();
}
private void CalculateArmLengths()
{
//calculate arm and forearm length (atm this assumes that both arms are the same size)
Limb rightForearm = GetLimb(LimbType.RightForearm);
Limb rightHand = GetLimb(LimbType.RightHand);
shoulder = GetJointBetweenLimbs(LimbType.Torso, LimbType.RightArm);
Vector2 localAnchorShoulder = Vector2.Zero;
Vector2 localAnchorElbow = Vector2.Zero;
if (shoulder != null)
{
localAnchorShoulder = shoulder.LimbA.type == LimbType.RightArm ? shoulder.LocalAnchorA : shoulder.LocalAnchorB;
}
LimbJoint rightElbow = rightForearm == null ?
GetJointBetweenLimbs(LimbType.RightArm, LimbType.RightHand) :
GetJointBetweenLimbs(LimbType.RightArm, LimbType.RightForearm);
if (rightElbow != null)
{
localAnchorElbow = rightElbow.LimbA.type == LimbType.RightArm ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB;
}
upperArmLength = Vector2.Distance(localAnchorShoulder, localAnchorElbow);
if (rightElbow != null)
{
if (rightForearm == null)
{
forearmLength = Vector2.Distance(
rightHand.PullJointLocalAnchorA,
rightElbow.LimbA.type == LimbType.RightHand ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB);
}
else if (rightForearm != null && rightHand != null)
{
LimbJoint rightWrist = rightForearm == null ? null : GetJointBetweenLimbs(LimbType.RightForearm, LimbType.RightHand);
forearmLength = Vector2.Distance(
rightElbow.LimbA.type == LimbType.RightForearm ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB,
rightWrist.LimbA.type == LimbType.RightForearm ? rightWrist.LocalAnchorA : rightWrist.LocalAnchorB);
forearmLength += Vector2.Distance(
rightHand.PullJointLocalAnchorA,
rightElbow.LimbA.type == LimbType.RightHand ? rightElbow.LocalAnchorA : rightElbow.LocalAnchorB);
}
}
}
private void CalculateLegLengths()
{
//calculate upper and lower leg length (atm this assumes that both legs are the same size)
LimbType upperLegType = LimbType.RightThigh;
LimbType lowerLegType = LimbType.RightLeg;
LimbType footType = LimbType.RightFoot;
var waistJoint = GetJointBetweenLimbs(LimbType.Waist, upperLegType);
Vector2 localAnchorWaist = Vector2.Zero;
Vector2 localAnchorKnee = Vector2.Zero;
if (shoulder != null)
{
localAnchorWaist = waistJoint.LimbA.type == upperLegType ? waistJoint.LocalAnchorA : waistJoint.LocalAnchorB;
}
LimbJoint kneeJoint = GetJointBetweenLimbs(upperLegType, lowerLegType);
if (kneeJoint != null)
{
localAnchorKnee = kneeJoint.LimbA.type == upperLegType ? kneeJoint.LocalAnchorA : kneeJoint.LocalAnchorB;
}
upperLegLength = Vector2.Distance(localAnchorWaist, localAnchorKnee);
LimbJoint ankleJoint = GetJointBetweenLimbs(lowerLegType, footType);
lowerLegLength = Vector2.Distance(
kneeJoint.LimbA.type == lowerLegType ? kneeJoint.LocalAnchorA : kneeJoint.LocalAnchorB,
ankleJoint.LimbA.type == lowerLegType ? ankleJoint.LocalAnchorA : ankleJoint.LocalAnchorB);
lowerLegLength += Vector2.Distance(
ankleJoint.LimbA.type == footType ? ankleJoint.LocalAnchorA : ankleJoint.LocalAnchorB,
GetLimb(footType).PullJointLocalAnchorA);
}
private LimbJoint GetJointBetweenLimbs(LimbType limbTypeA, LimbType limbTypeB)
{
return LimbJoints.FirstOrDefault(lj =>
(lj.LimbA.type == limbTypeA && lj.LimbB.type == limbTypeB) ||
(lj.LimbB.type == limbTypeA && lj.LimbA.type == limbTypeB));
}
public override void UpdateAnim(float deltaTime)
{
if (Frozen) return;
if (MainLimb == null) { return; }
levitatingCollider = true;
ColliderIndex = Crouching ? 1 : 0;
if (!Crouching && ColliderIndex == 1) Crouching = true;
//stun (= disable the animations) if the ragdoll receives a large enough impact
if (strongestImpact > 0.0f)
{
character.SetStun(MathHelper.Min(strongestImpact * 0.5f, 5.0f));
strongestImpact = 0.0f;
return;
}
if (character.IsDead)
{
if (deathAnimTimer < deathAnimDuration)
{
deathAnimTimer += deltaTime;
UpdateDying(deltaTime);
}
}
else
{
deathAnimTimer = 0.0f;
}
if (!character.AllowInput)
{
levitatingCollider = false;
Collider.Enabled = false;
Collider.LinearVelocity = MainLimb.LinearVelocity;
Collider.FarseerBody.FixedRotation = false;
Collider.SetTransformIgnoreContacts(MainLimb.SimPosition, MainLimb.Rotation);
return;
}
//re-enable collider
if (!Collider.Enabled)
{
var lowestLimb = FindLowestLimb();
Collider.SetTransform(new Vector2(
Collider.SimPosition.X,
Math.Max(lowestLimb.SimPosition.Y + (Collider.radius + Collider.height / 2), Collider.SimPosition.Y)),
Collider.Rotation);
Collider.FarseerBody.ResetDynamics();
Collider.Enabled = true;
}
if (swimming)
{
Collider.FarseerBody.FixedRotation = false;
}
else if (!Collider.FarseerBody.FixedRotation)
{
if (Math.Abs(MathUtils.GetShortestAngle(Collider.Rotation, 0.0f)) > 0.001f)
{
//rotate collider back upright
Collider.AngularVelocity = MathUtils.GetShortestAngle(Collider.Rotation, 0.0f) * 10.0f;
Collider.FarseerBody.FixedRotation = false;
}
else
{
Collider.FarseerBody.FixedRotation = true;
}
}
if (character.LockHands)
{
var leftHand = GetLimb(LimbType.LeftHand);
var rightHand = GetLimb(LimbType.RightHand);
var waist = GetLimb(LimbType.Waist) ?? GetLimb(LimbType.Torso);
rightHand.Disabled = true;
leftHand.Disabled = true;
Vector2 midPos = waist.SimPosition;
Matrix torsoTransform = Matrix.CreateRotationZ(waist.Rotation);
midPos += Vector2.Transform(new Vector2(-0.3f * Dir, -0.2f), torsoTransform);
if (rightHand.PullJointEnabled) midPos = (midPos + rightHand.PullJointWorldAnchorB) / 2.0f;
HandIK(rightHand, midPos);
HandIK(leftHand, midPos);
}
else if (character.AnimController.AnimationTestPose)
{
var leftHand = GetLimb(LimbType.LeftHand);
var rightHand = GetLimb(LimbType.RightHand);
var waist = GetLimb(LimbType.Waist) ?? GetLimb(LimbType.Torso);
rightHand.Disabled = true;
leftHand.Disabled = true;
Vector2 midPos = waist.SimPosition;
HandIK(rightHand, midPos + new Vector2(-1, -0.2f) * Dir);
HandIK(leftHand, midPos + new Vector2(1, -0.2f) * Dir);
var leftFoot = GetLimb(LimbType.LeftFoot);
var rightFoot = GetLimb(LimbType.RightFoot);
rightFoot.Disabled = true;
leftFoot.Disabled = true;
// The code here is a bit obscure, but it's pretty much copy-pasted from the block that is used for crouching.
for (int i = -1; i < 2; i += 2)
{
Vector2 footPos = GetColliderBottom();
footPos = new Vector2(waist.SimPosition.X + Math.Sign(StepSize.Value.X * i) * Dir * 0.3f, footPos.Y - 0.1f * RagdollParams.JointScale);
var foot = i == -1 ? rightFoot : leftFoot;
MoveLimb(foot, footPos, Math.Abs(foot.SimPosition.X - footPos.X) * 100.0f, true);
}
}
else
{
if (Anim != Animation.UsingConstruction) ResetPullJoints();
}
if (SimplePhysicsEnabled)
{
UpdateStandingSimple();
return;
}
if (character.SelectedCharacter != null)
{
DragCharacter(character.SelectedCharacter, deltaTime);
}
switch (Anim)
{
case Animation.Climbing:
levitatingCollider = false;
UpdateClimbing();
break;
case Animation.CPR:
UpdateCPR(deltaTime);
break;
case Animation.UsingConstruction:
default:
if (Anim == Animation.UsingConstruction)
{
useItemTimer -= deltaTime;
if (useItemTimer <= 0.0f) Anim = Animation.None;
}
swimmingStateLockTimer -= deltaTime;
if (forceStanding)
{
swimming = false;
}
else
{
//0.5 second delay for switching between swimming and walking
//prevents rapid switches between swimming/walking if the water level is fluctuating around the minimum swimming depth
if (swimming != inWater && swimmingStateLockTimer <= 0.0f)
{
swimming = inWater;
swimmingStateLockTimer = 0.5f;
}
}
if (swimming)
{
UpdateSwimming();
}
else
{
UpdateStanding();
}
break;
}
if (TargetDir != dir && !IsStuck)
{
Flip();
}
foreach (Limb limb in Limbs)
{
limb.Disabled = false;
}
aiming = false;
if (character.IsRemotePlayer && GameMain.Server == null) Collider.LinearVelocity = Vector2.Zero;
}
void UpdateStanding()
{
if (CurrentGroundedParams == null) { return; }
Vector2 handPos;
//if you're allergic to magic numbers, stop reading now
Limb leftFoot = GetLimb(LimbType.LeftFoot);
Limb rightFoot = GetLimb(LimbType.RightFoot);
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Limb waist = GetLimb(LimbType.Waist);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Limb leftLeg = GetLimb(LimbType.LeftLeg);
Limb rightLeg = GetLimb(LimbType.RightLeg);
float walkCycleMultiplier = 1.0f;
if (Stairs != null)
{
//TODO: allow editing these values in character editor?
bool running = Math.Abs(targetMovement.X) > 2.0f;
TargetMovement = new Vector2(MathHelper.Clamp(TargetMovement.X, -1.7f, 1.7f), TargetMovement.Y);
walkCycleMultiplier *= 1.5f;
}
float getUpForce = CurrentGroundedParams.GetUpForce / RagdollParams.JointScale;
Vector2 colliderPos = GetColliderBottom();
if (Math.Abs(TargetMovement.X) > 1.0f)
{
float slowdownAmount = 0.0f;
if (currentHull != null)
{
//full slowdown (1.5f) when water is up to the torso
surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
}
float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);
TargetMovement = Vector2.Normalize(TargetMovement) * maxSpeed;
}
float walkPosX = (float)Math.Cos(WalkPos);
float walkPosY = (float)Math.Sin(WalkPos);
Vector2 stepSize = StepSize.Value;
stepSize.X *= walkPosX;
stepSize.Y *= walkPosY;
float footMid = colliderPos.X;// (leftFoot.SimPosition.X + rightFoot.SimPosition.X) / 2.0f;
movement = overrideTargetMovement == Vector2.Zero ?
MathUtils.SmoothStep(movement, TargetMovement, movementLerp) :
overrideTargetMovement;
if (Math.Abs(movement.X) < 0.005f)
{
movement.X = 0.0f;
}
movement.Y = 0.0f;
if (torso == null) { return; }
if (onGround && (!character.IsRemotePlayer || GameMain.Server != null))
{
//move slower if collider isn't upright
float rotationFactor = (float)Math.Abs(Math.Cos(Collider.Rotation));
Collider.LinearVelocity = new Vector2(
movement.X * rotationFactor,
Collider.LinearVelocity.Y > 0.0f ? Collider.LinearVelocity.Y * 0.5f : Collider.LinearVelocity.Y);
}
getUpForce = getUpForce * Math.Max(head.SimPosition.Y - colliderPos.Y, 0.5f);
torso.PullJointEnabled = true;
head.PullJointEnabled = true;
if (waist != null)
{
waist.PullJointEnabled = true;
}
float floorPos = GetFloorY(colliderPos + new Vector2(Math.Sign(movement.X) * 0.5f, 1.0f));
bool onSlope = floorPos > GetColliderBottom().Y + 0.05f;
if (Stairs != null || onSlope)
{
torso.PullJointWorldAnchorB = new Vector2(
MathHelper.SmoothStep(torso.SimPosition.X, footMid + movement.X * TorsoLeanAmount, getUpForce * 0.8f),
MathHelper.SmoothStep(torso.SimPosition.Y, colliderPos.Y + TorsoPosition.Value - Math.Abs(walkPosX * 0.05f), getUpForce * 2.0f));
head.PullJointWorldAnchorB = new Vector2(
MathHelper.SmoothStep(head.SimPosition.X, footMid + movement.X * HeadLeanAmount, getUpForce * 0.8f),
MathHelper.SmoothStep(head.SimPosition.Y, colliderPos.Y + HeadPosition.Value - Math.Abs(walkPosX * 0.05f), getUpForce * 2.0f));
if (waist != null)
{
waist.PullJointWorldAnchorB = waist.SimPosition - movement * 0.06f;
}
}
else
{
if (!onGround) movement = Vector2.Zero;
float y = colliderPos.Y;
if (TorsoPosition.HasValue)
{
y += TorsoPosition.Value;
}
torso.PullJointWorldAnchorB =
MathUtils.SmoothStep(torso.SimPosition,
new Vector2(footMid + movement.X * TorsoLeanAmount, y), getUpForce);
y = colliderPos.Y;
if (HeadPosition.HasValue)
{
y += HeadPosition.Value;
}
head.PullJointWorldAnchorB =
MathUtils.SmoothStep(head.SimPosition,
new Vector2(footMid + movement.X * HeadLeanAmount, y), getUpForce * 1.2f);
if (waist != null)
{
waist.PullJointWorldAnchorB = waist.SimPosition + movement * 0.06f;
}
}
if (TorsoAngle.HasValue) torso.body.SmoothRotate(TorsoAngle.Value * Dir, 50.0f);
if (HeadAngle.HasValue) head.body.SmoothRotate(HeadAngle.Value * Dir, 50.0f);
if (!onGround)
{
Vector2 move = torso.PullJointWorldAnchorB - torso.SimPosition;
foreach (Limb limb in Limbs)
{
MoveLimb(limb, limb.SimPosition + move, 15.0f, true);
}
return;
}
Vector2 waistPos = waist != null ? waist.SimPosition : torso.SimPosition;
//moving horizontally
if (TargetMovement.X != 0.0f)
{
//progress the walking animation
WalkPos -= MathHelper.ToRadians(CurrentAnimationParams.CycleSpeed) * walkCycleMultiplier * movement.X;
for (int i = -1; i < 2; i += 2)
{
Limb foot = i == -1 ? leftFoot : rightFoot;
Limb leg = i == -1 ? leftLeg : rightLeg;
Vector2 footPos = stepSize * -i;
footPos += new Vector2(Math.Sign(movement.X) * FootMoveOffset.X, FootMoveOffset.Y);
if (footPos.Y < 0.0f) footPos.Y = -0.15f;
//make the character limp if the feet are damaged
float footAfflictionStrength = character.CharacterHealth.GetAfflictionStrength("damage", foot, true);
footPos *= MathHelper.Lerp(1.0f, 0.5f, MathHelper.Clamp(footAfflictionStrength / 100.0f, 0.0f, 1.0f));
if (onSlope && Stairs == null)
{
footPos.Y *= 2.0f;
}
footPos.Y = Math.Min(waistPos.Y - colliderPos.Y - 0.4f, footPos.Y);
if (!foot.Disabled)
{
foot.DebugRefPos = colliderPos;
foot.DebugTargetPos = colliderPos + footPos;
MoveLimb(foot, colliderPos + footPos, CurrentGroundedParams.FootMoveStrength);
FootIK(foot, colliderPos + footPos,
CurrentGroundedParams.LegBendTorque, CurrentGroundedParams.FootRotateStrength, CurrentGroundedParams.FootAngleInRadians);
}
}
//calculate the positions of hands
handPos = torso.SimPosition;
handPos.X = -walkPosX * CurrentGroundedParams.HandMoveAmount.X;
float lowerY = CurrentGroundedParams.HandClampY;
handPos.Y = lowerY + (float)(Math.Abs(Math.Sin(WalkPos - Math.PI * 1.5f) * CurrentGroundedParams.HandMoveAmount.Y));
Vector2 posAddition = new Vector2(Math.Sign(movement.X) * HandMoveOffset.X, HandMoveOffset.Y);
if (!rightHand.Disabled)
{
HandIK(rightHand, torso.SimPosition + posAddition +
new Vector2(
-handPos.X,
(Math.Sign(walkPosX) == Math.Sign(Dir)) ? handPos.Y : lowerY), CurrentGroundedParams.HandMoveStrength);
}
if (!leftHand.Disabled)
{
HandIK(leftHand, torso.SimPosition + posAddition +
new Vector2(
handPos.X,
(Math.Sign(walkPosX) == Math.Sign(-Dir)) ? handPos.Y : lowerY), CurrentGroundedParams.HandMoveStrength);
}
}
else
{
for (int i = -1; i < 2; i += 2)
{
Vector2 footPos = colliderPos;
if (Crouching)
{
footPos = new Vector2(
waistPos.X + Math.Sign(stepSize.X * i) * Dir * 0.1f,
colliderPos.Y - 0.1f);
}
else
{
footPos = new Vector2(colliderPos.X + stepSize.X * i * 0.2f, colliderPos.Y - 0.1f);
}
if (Stairs == null)
{
footPos.Y = Math.Max(Math.Min(floorPos, footPos.Y + 0.5f), footPos.Y);
}
var foot = i == -1 ? rightFoot : leftFoot;
Limb leg = i == -1 ? rightLeg : leftLeg;
if (!foot.Disabled)
{
foot.DebugRefPos = colliderPos;
foot.DebugTargetPos = footPos;
MoveLimb(foot, footPos, CurrentGroundedParams.FootMoveStrength);
FootIK(foot, footPos,
CurrentGroundedParams.LegBendTorque, CurrentGroundedParams.FootRotateStrength, CurrentGroundedParams.FootAngleInRadians);
}
}
for (int i = 0; i < 2; i++)
{
var hand = i == 0 ? rightHand : leftHand;
if (hand.Disabled) { continue; }
var armType = i == 0 ? LimbType.RightArm : LimbType.LeftArm;
var foreArmType = i == 0 ? LimbType.RightForearm : LimbType.LeftForearm;
//get the upper arm to point downwards
var arm = GetLimb(armType);
arm.body.SmoothRotate(MathHelper.Clamp(-arm.body.AngularVelocity, -0.1f, 0.1f), arm.Mass * 10.0f);
//get the elbow to a neutral rotation
LimbJoint elbow =
GetJointBetweenLimbs(armType, hand.type) ??
GetJointBetweenLimbs(armType, foreArmType);
hand.body.ApplyTorque(-elbow.JointAngle * hand.Mass * 10.0f);
}
}
}
void UpdateStandingSimple()
{
if (Math.Abs(movement.X) < 0.005f)
{
movement.X = 0.0f;
}
movement = MathUtils.SmoothStep(movement, TargetMovement, movementLerp);
if (InWater)
{
Collider.LinearVelocity = movement;
}
else if (onGround && (!character.IsRemotePlayer || GameMain.Server != null))
{
Collider.LinearVelocity = new Vector2(
movement.X,
Collider.LinearVelocity.Y > 0.0f ? Collider.LinearVelocity.Y * 0.5f : Collider.LinearVelocity.Y);
}
}
private void ClimbOverObstacles()
{
if (Collider.FarseerBody.ContactList == null || Math.Abs(movement.X) < 0.01f) return;
//check if the collider is touching a suitable obstacle to climb over
Vector2? handle = null;
FarseerPhysics.Dynamics.Contacts.ContactEdge ce = Collider.FarseerBody.ContactList;
while (ce != null && ce.Contact != null)
{
if (ce.Contact.Enabled && ce.Contact.IsTouching && ce.Contact.FixtureA.CollisionCategories.HasFlag(Physics.CollisionWall))
{
Vector2 contactNormal;
FarseerPhysics.Common.FixedArray2<Vector2> contactPos;
ce.Contact.GetWorldManifold(out contactNormal, out contactPos);
//only climb if moving towards the obstacle
if (Math.Sign(contactPos[0].X - Collider.SimPosition.X) == Math.Sign(movement.X) &&
(handle == null || contactPos[0].Y > ((Vector2)handle).Y))
{
handle = contactPos[0];
}
}
ce = ce.Next;
}
if (handle == null) return;
float colliderBottomY = GetColliderBottom().Y;
//the contact point should be higher than the bottom of the collider
if (((Vector2)handle).Y < colliderBottomY + 0.01f ||
((Vector2)handle).Y > Collider.SimPosition.Y) return;
//find the height of the floor below the torso
//(if moving towards towards an obstacle that's low enough to climb over, the torso should be above it)
float obstacleY = GetFloorY(GetLimb(LimbType.Torso));
if (obstacleY > colliderBottomY)
{
//higher vertical velocity for taller obstacles
Collider.LinearVelocity += Vector2.UnitY * (((Vector2)handle).Y - colliderBottomY + 0.01f) * 50;
onGround = true;
}
}
private float handCyclePos;
private float legCyclePos;
void UpdateSwimming()
{
if (CurrentSwimParams == null) { return; }
IgnorePlatforms = true;
Vector2 footPos, handPos;
float surfaceLimiter = 1.0f;
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
if (currentHull != null)
{
float surfacePos = currentHull.Surface;
//if the hull is almost full of water, check if there's a water-filled hull above it
//and use its water surface instead of the current hull's
if (currentHull.Rect.Y - currentHull.Surface < 5.0f)
{
foreach (Gap gap in currentHull.ConnectedGaps)
{
if (gap.IsHorizontal || gap.Open <= 0.0f) continue;
if (Collider.SimPosition.X < ConvertUnits.ToSimUnits(gap.Rect.X) || Collider.SimPosition.X > ConvertUnits.ToSimUnits(gap.Rect.Right)) continue;
//if the gap is above us and leads outside, there's no surface to limit the movement
if (!gap.IsRoomToRoom && gap.Position.Y > currentHull.Position.Y)
{
surfacePos += 100000.0f;
continue;
}
foreach (var linkedTo in gap.linkedTo)
{
if (linkedTo is Hull hull && hull != currentHull)
{
surfacePos = Math.Max(surfacePos, hull.Surface);
break;
}
}
}
}
surfaceLimiter = ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 0.4f) - surfacePos;
surfaceLimiter = Math.Max(1.0f, surfaceLimiter);
if (surfaceLimiter > 50.0f) return;
}
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Limb leftFoot = GetLimb(LimbType.LeftFoot);
Limb rightFoot = GetLimb(LimbType.RightFoot);
float rotation = MathHelper.WrapAngle(Collider.Rotation);
rotation = MathHelper.ToDegrees(rotation);
if (rotation < 0.0f) rotation += 360;
if (!character.IsRemotePlayer && !aiming && Anim != Animation.UsingConstruction)
{
if (rotation > 20 && rotation < 170)
TargetDir = Direction.Left;
else if (rotation > 190 && rotation < 340)
TargetDir = Direction.Right;
}
float targetSpeed = TargetMovement.Length();
if (targetSpeed > 0.1f)
{
if (!aiming)
{
float newRotation = MathUtils.VectorToAngle(TargetMovement) - MathHelper.PiOver2;
Collider.SmoothRotate(newRotation, 5.0f);
//torso.body.SmoothRotate(newRotation);
}
}
else
{
if (aiming)
{
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
Vector2 diff = (mousePos - torso.SimPosition) * Dir;
TargetMovement = new Vector2(0.0f, -0.1f);
float newRotation = MathUtils.VectorToAngle(diff);
Collider.SmoothRotate(newRotation, 5.0f);
}
}
torso.body.MoveToPos(Collider.SimPosition + new Vector2((float)Math.Sin(-Collider.Rotation), (float)Math.Cos(-Collider.Rotation)) * 0.4f, 5.0f);
if (TargetMovement == Vector2.Zero) return;
movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
if (TorsoAngle.HasValue)
{
torso.body.SmoothRotate(Collider.Rotation + TorsoAngle.Value * Dir, CurrentSwimParams.SteerTorque);
}
else
{
torso.body.SmoothRotate(Collider.Rotation, CurrentSwimParams.SteerTorque);
}
if (HeadAngle.HasValue)
{
head.body.SmoothRotate(Collider.Rotation + HeadAngle.Value * Dir, CurrentSwimParams.SteerTorque);
}
else
{
head.body.SmoothRotate(Collider.Rotation, CurrentSwimParams.SteerTorque);
}
//dont try to move upwards if head is already out of water
if (surfaceLimiter > 1.0f && TargetMovement.Y > 0.0f)
{
if (TargetMovement.X == 0.0f)
{
//pull head above water
head.body.SmoothRotate(0.0f, 5.0f);
WalkPos += 0.05f;
}
else
{
TargetMovement = new Vector2(
(float)Math.Sqrt(targetSpeed * targetSpeed - TargetMovement.Y * TargetMovement.Y)
* Math.Sign(TargetMovement.X),
Math.Max(TargetMovement.Y, TargetMovement.Y * 0.2f));
//turn head above the water
head.body.ApplyTorque(Dir);
}
movement.Y = movement.Y - (surfaceLimiter - 1.0f) * 0.01f;
}
if (!character.IsRemotePlayer || GameMain.Server != null)
{
Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement, movementLerp);
}
WalkPos += movement.Length();
legCyclePos += Vector2.Normalize(movement).Length();
handCyclePos += MathHelper.ToRadians(CurrentSwimParams.HandCycleSpeed) * Math.Sign(movement.X);
footPos = GetLimb(LimbType.Waist).SimPosition - new Vector2((float)Math.Sin(-Collider.Rotation), (float)Math.Cos(-Collider.Rotation)) * (upperLegLength + lowerLegLength);
Vector2 transformedFootPos = new Vector2((float)Math.Sin(legCyclePos / CurrentSwimParams.LegCycleLength) * CurrentSwimParams.LegMoveAmount * CurrentAnimationParams.CycleSpeed, 0.0f);
transformedFootPos = Vector2.Transform(transformedFootPos, Matrix.CreateRotationZ(Collider.Rotation));
FootIK(rightFoot, footPos - transformedFootPos, CurrentSwimParams.FootRotateStrength, CurrentSwimParams.FootRotateStrength, CurrentSwimParams.FootAngleInRadians);
FootIK(leftFoot, footPos + transformedFootPos, CurrentSwimParams.FootRotateStrength, CurrentSwimParams.FootRotateStrength, CurrentSwimParams.FootAngleInRadians);
handPos = (torso.SimPosition + head.SimPosition) / 2.0f;
//at the surface, not moving sideways -> hands just float around
if (!headInWater && TargetMovement.X == 0.0f && TargetMovement.Y > 0)
{
handPos.X = handPos.X + Dir * 0.6f;
float wobbleAmount = 0.1f;
if (!rightHand.Disabled)
{
MoveLimb(rightHand, new Vector2(
handPos.X + (float)Math.Sin(handCyclePos / 1.5f) * wobbleAmount,
handPos.Y + (float)Math.Sin(handCyclePos / 3.5f) * wobbleAmount - 0.25f), 1.5f);
}
if (!leftHand.Disabled)
{
MoveLimb(leftHand, new Vector2(
handPos.X + (float)Math.Sin(handCyclePos / 2.0f) * wobbleAmount,
handPos.Y + (float)Math.Sin(handCyclePos / 3.0f) * wobbleAmount - 0.25f), 1.5f);
}
return;
}
handPos += head.LinearVelocity * 0.1f;
// Not sure why the params has to be flipped, but it works.
var handMoveAmount = CurrentSwimParams.HandMoveAmount.Flip();
var handMoveOffset = CurrentSwimParams.HandMoveOffset.Flip();
float handPosX = (float)Math.Cos(handCyclePos) * handMoveAmount.X * CurrentAnimationParams.CycleSpeed;
float handPosY = (float)Math.Sin(handCyclePos) * handMoveAmount.Y * CurrentAnimationParams.CycleSpeed;
Matrix rotationMatrix = Matrix.CreateRotationZ(torso.Rotation);
if (!rightHand.Disabled)
{
Vector2 rightHandPos = new Vector2(-handPosX, -handPosY) + handMoveOffset;
rightHandPos.X = (Dir == 1.0f) ? Math.Max(0.3f, rightHandPos.X) : Math.Min(-0.3f, rightHandPos.X);
rightHandPos = Vector2.Transform(rightHandPos, rotationMatrix);
HandIK(rightHand, handPos + rightHandPos, CurrentSwimParams.HandMoveStrength);
}
if (!leftHand.Disabled)
{
Vector2 leftHandPos = new Vector2(handPosX, handPosY) + handMoveOffset;
leftHandPos.X = (Dir == 1.0f) ? Math.Max(0.3f, leftHandPos.X) : Math.Min(-0.3f, leftHandPos.X);
leftHandPos = Vector2.Transform(leftHandPos, rotationMatrix);
HandIK(leftHand, handPos + leftHandPos, CurrentSwimParams.HandMoveStrength);
}
}
void UpdateClimbing()
{
if (character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Ladder>() == null)
{
Anim = Animation.None;
return;
}
onGround = false;
IgnorePlatforms = true;
Vector2 tempTargetMovement = TargetMovement;
tempTargetMovement.Y = Math.Min(tempTargetMovement.Y, 1.0f);
bool slide = targetMovement.Y < -1.1f;
movement = MathUtils.SmoothStep(movement, tempTargetMovement, 0.3f);
Limb leftFoot = GetLimb(LimbType.LeftFoot);
Limb rightFoot = GetLimb(LimbType.RightFoot);
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Limb waist = GetLimb(LimbType.Waist);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Vector2 ladderSimPos = ConvertUnits.ToSimUnits(
character.SelectedConstruction.Rect.X + character.SelectedConstruction.Rect.Width / 2.0f,
character.SelectedConstruction.Rect.Y);
float stepHeight = ConvertUnits.ToSimUnits(30.0f);
if (currentHull == null && character.SelectedConstruction.Submarine != null)
{
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition;
}
else if (currentHull.Submarine != null && currentHull.Submarine != character.SelectedConstruction.Submarine)
{
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
}
float bottomPos = Collider.SimPosition.Y - ColliderHeightFromFloor - Collider.radius - Collider.height / 2.0f;
MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, bottomPos + WalkParams.HeadPosition), 10.5f);
MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, bottomPos + WalkParams.TorsoPosition), 10.5f);
if (waist != null)
{
//MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, Collider.SimPosition.Y + 0.6f - ColliderHeightFromFloor), 10.5f);
}
Collider.MoveToPos(new Vector2(ladderSimPos.X - 0.2f * Dir, Collider.SimPosition.Y), 10.5f);
Vector2 handPos = new Vector2(
ladderSimPos.X,
bottomPos + WalkParams.TorsoPosition + movement.Y * 0.1f - ladderSimPos.Y);
//prevent the hands from going above the top of the ladders
handPos.Y = Math.Min(-0.5f, handPos.Y);
MoveLimb(leftHand,
new Vector2(handPos.X,
(slide ? handPos.Y : MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight) + ladderSimPos.Y),
5.2f);
MoveLimb(rightHand,
new Vector2(handPos.X,
(slide ? handPos.Y : MathUtils.Round(handPos.Y, stepHeight * 2.0f)) + ladderSimPos.Y),
5.2f);
leftHand.body.ApplyTorque(Dir * 2.0f);
rightHand.body.ApplyTorque(Dir * 2.0f);
Vector2 footPos = new Vector2(
handPos.X - Dir * 0.05f,
bottomPos + ColliderHeightFromFloor - stepHeight * 2.7f - ladderSimPos.Y);
MoveLimb(leftFoot,
new Vector2(footPos.X,
(slide ? footPos.Y : MathUtils.Round(footPos.Y + stepHeight, stepHeight * 2.0f) - stepHeight) + ladderSimPos.Y),
15.5f, true);
MoveLimb(rightFoot,
new Vector2(footPos.X,
(slide ? footPos.Y : MathUtils.Round(footPos.Y, stepHeight * 2.0f)) + ladderSimPos.Y),
15.5f, true);
//apply torque to the legs to make the knees bend
Limb leftLeg = GetLimb(LimbType.LeftLeg);
Limb rightLeg = GetLimb(LimbType.RightLeg);
leftLeg.body.ApplyTorque(Dir * -8.0f);
rightLeg.body.ApplyTorque(Dir * -8.0f);
float movementFactor = (handPos.Y / stepHeight) * (float)Math.PI;
movementFactor = 0.8f + (float)Math.Abs(Math.Sin(movementFactor));
Vector2 subSpeed = currentHull != null || character.SelectedConstruction.Submarine == null
? Vector2.Zero : character.SelectedConstruction.Submarine.Velocity;
Vector2 climbForce = new Vector2(0.0f, movement.Y + 0.3f) * movementFactor;
if (character.SimPosition.Y > ladderSimPos.Y) { climbForce.Y = Math.Min(0.0f, climbForce.Y); }
//apply forces to the collider to move the Character up/down
Collider.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * Collider.Mass);
head.body.SmoothRotate(0.0f);
if (!character.SelectedConstruction.Prefab.Triggers.Any())
{
character.SelectedConstruction = null;
return;
}
Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.FirstOrDefault();
trigger = character.SelectedConstruction.TransformTrigger(trigger);
bool notClimbing = false;
if (character.IsRemotePlayer && GameMain.Server == null)
{
notClimbing = character.IsKeyDown(InputType.Left) || character.IsKeyDown(InputType.Right);
}
else
{
notClimbing = Math.Abs(targetMovement.X) > 0.05f ||
(TargetMovement.Y < 0.0f && ConvertUnits.ToSimUnits(trigger.Height) + handPos.Y < HeadPosition) ||
(TargetMovement.Y > 0.0f && handPos.Y > 0.1f);
}
if (notClimbing)
{
Anim = Animation.None;
character.SelectedConstruction = null;
IgnorePlatforms = false;
}
}
void UpdateDying(float deltaTime)
{
//the force/torque used to move the limbs goes from 1 to 0 during the death anim duration
float strength = 1.0f - deathAnimTimer / deathAnimDuration;
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
//if the head is moving, try to protect it with the hands
if (head.LinearVelocity.LengthSquared() > 1.0f && !head.IsSevered)
{
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
//move hands in front of the head in the direction of the movement
Vector2 protectPos = head.SimPosition + Vector2.Normalize(head.LinearVelocity);
if (!rightHand.IsSevered) HandIK(rightHand, protectPos, strength * 0.1f);
if (!leftHand.IsSevered) HandIK(leftHand, protectPos, strength * 0.1f);
}
//attempt to make legs stay in a straight line with the torso to prevent the character from doing a split
for (int i = 0; i < 2; i++)
{
var thigh = i == 0 ? GetLimb(LimbType.LeftThigh) : GetLimb(LimbType.RightThigh);
if (thigh.IsSevered) continue;
float thighDiff = Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, thigh.Rotation));
float thighTorque = thighDiff * thigh.Mass * Math.Sign(torso.Rotation - thigh.Rotation) * 5.0f;
thigh.body.ApplyTorque(thighTorque * strength);
var leg = i == 0 ? GetLimb(LimbType.LeftLeg) : GetLimb(LimbType.RightLeg);
if (leg.IsSevered) continue;
float legDiff = Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, leg.Rotation));
float legTorque = legDiff * leg.Mass * Math.Sign(torso.Rotation - leg.Rotation) * 5.0f;
leg.body.ApplyTorque(legTorque * strength);
}
}
private float lastReviveTime;
private void UpdateCPR(float deltaTime)
{
if (character.SelectedCharacter == null ||
(!character.SelectedCharacter.IsUnconscious && !character.SelectedCharacter.IsDead && character.SelectedCharacter.Stun <= 0.0f))
{
Anim = Animation.None;
return;
}
Character target = character.SelectedCharacter;
Crouching = true;
Vector2 diff = target.SimPosition - character.SimPosition;
Limb targetHead = target.AnimController.GetLimb(LimbType.Head);
Limb targetTorso = target.AnimController.GetLimb(LimbType.Torso);
if (targetTorso == null)
{
Anim = Animation.None;
return;
}
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Vector2 headDiff = targetHead == null ? diff : targetHead.SimPosition - character.SimPosition;
targetMovement = new Vector2(diff.X, 0.0f);
TargetDir = headDiff.X > 0.0f ? Direction.Right : Direction.Left;
UpdateStanding();
Vector2 handPos = targetTorso.SimPosition + Vector2.UnitY * 0.2f;
Grab(handPos, handPos);
Vector2 colliderPos = GetColliderBottom();
bool wasCritical = target.Vitality < 0.0f;
if (GameMain.Client == null) //Serverside code
{
target.Oxygen += deltaTime * 0.5f; //Stabilize them
}
int skill = (int)character.GetSkillLevel("medical");
//pump for 15 seconds (cprAnimTimer 0-15), then do mouth-to-mouth for 2 seconds (cprAnimTimer 15-17)
if (cprAnimTimer > 15.0f && targetHead != null && head != null)
{
float yPos = (float)Math.Sin(cprAnimTimer) * 0.2f;
head.PullJointWorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.3f + yPos);
head.PullJointEnabled = true;
torso.PullJointWorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition.Value - 0.2f));
torso.PullJointEnabled = true;
//Serverside code
if (GameMain.Client == null && target.Oxygen < -10.0f)
{
//stabilize the oxygen level but don't allow it to go positive and revive the character yet
float stabilizationAmount = skill * CPRSettings.StabilizationPerSkill;
stabilizationAmount = MathHelper.Clamp(stabilizationAmount, CPRSettings.StabilizationMin, CPRSettings.StabilizationMax);
character.Oxygen -= (1.0f / stabilizationAmount) * deltaTime; //Worse skill = more oxygen required
if (character.Oxygen > 0.0f) target.Oxygen += stabilizationAmount * deltaTime; //we didn't suffocate yet did we
//DebugConsole.NewMessage("CPR Us: " + character.Oxygen + " Them: " + target.Oxygen + " How good we are: restore " + cpr + " use " + (30.0f - cpr), Color.Aqua);
}
}
else
{
if (targetHead != null && head != null)
{
head.PullJointWorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.8f);
head.PullJointEnabled = true;
}
torso.PullJointWorldAnchorB = new Vector2(torso.SimPosition.X, colliderPos.Y + (TorsoPosition.Value - 0.1f));
torso.PullJointEnabled = true;
if (cprPump >= 1)
{
torso.body.ApplyForce(new Vector2(0, -1000f));
targetTorso.body.ApplyForce(new Vector2(0, -1000f));
cprPump = 0;
if (skill < CPRSettings.DamageSkillThreshold)
{
target.LastDamageSource = null;
target.DamageLimb(
targetTorso.WorldPosition, targetTorso,
new List<Affliction>()
{
AfflictionPrefab.InternalDamage.Instantiate((CPRSettings.DamageSkillThreshold - skill) * CPRSettings.DamageSkillMultiplier,
source: character)
},
0.0f, true, 0.0f, character);
}
if (GameMain.Client == null) //Serverside code
{
float reviveChance = skill * CPRSettings.ReviveChancePerSkill;
reviveChance = (float)Math.Pow(reviveChance, CPRSettings.ReviveChanceExponent);
reviveChance = MathHelper.Clamp(reviveChance, CPRSettings.ReviveChanceMin, CPRSettings.ReviveChanceMax);
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) <= reviveChance)
{
//increase oxygen and clamp it above zero
// -> the character should be revived if there are no major afflictions in addition to lack of oxygen
target.Oxygen = Math.Max(target.Oxygen + 10.0f, 10.0f);
}
}
}
cprPump += deltaTime;
}
cprAnimTimer = (cprAnimTimer + deltaTime) % 17;
//got the character back into a non-critical state, increase medical skill
//BUT only if it has been more than 10 seconds since the character revived someone
//otherwise it's easy to abuse the system by repeatedly reviving in a low-oxygen room
if (!target.IsDead)
{
target.CharacterHealth.CalculateVitality();
if (wasCritical && target.Vitality > 0.0f && Timing.TotalTime > lastReviveTime + 10.0f)
{
character.Info.IncreaseSkillLevel("medical", 0.5f, character.WorldPosition + Vector2.UnitY * 150.0f);
SteamAchievementManager.OnCharacterRevived(target, character);
lastReviveTime = (float)Timing.TotalTime;
//reset attacker, we don't want the character to start attacking us
//because we caused a bit of damage to them during CPR
if (target.LastAttacker == character) target.LastAttacker = null;
}
}
}
public override void DragCharacter(Character target, float deltaTime)
{
if (target == null) return;
Limb torso = GetLimb(LimbType.Torso);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Limb targetLeftHand = target.AnimController.GetLimb(LimbType.LeftHand);
if (targetLeftHand == null) targetLeftHand = target.AnimController.GetLimb(LimbType.Torso);
if (targetLeftHand == null) targetLeftHand = target.AnimController.MainLimb;
Limb targetRightHand = target.AnimController.GetLimb(LimbType.RightHand);
if (targetRightHand == null) targetRightHand = target.AnimController.GetLimb(LimbType.Torso);
if (targetRightHand == null) targetRightHand = target.AnimController.MainLimb;
if (!target.AllowInput)
{
target.AnimController.ResetPullJoints();
}
if (Anim == Animation.Climbing)
{
//cannot drag up ladders if the character is conscious
if (target.AllowInput && GameMain.Client == null)
{
character.DeselectCharacter();
return;
}
Limb targetTorso = target.AnimController.GetLimb(LimbType.Torso);
if (targetTorso == null) targetTorso = target.AnimController.MainLimb;
if (target.AnimController.Dir != Dir)
target.AnimController.Flip();
Vector2 transformedTorsoPos = torso.SimPosition;
if (character.Submarine == null && target.Submarine != null)
{
transformedTorsoPos -= target.Submarine.SimPosition;
}
else if (character.Submarine != null && target.Submarine == null)
{
transformedTorsoPos += character.Submarine.SimPosition;
}
else if (character.Submarine != null && target.Submarine != null && character.Submarine != target.Submarine)
{
transformedTorsoPos += character.Submarine.SimPosition;
transformedTorsoPos -= target.Submarine.SimPosition;
}
targetTorso.PullJointEnabled = true;
targetTorso.PullJointWorldAnchorB = transformedTorsoPos + (Vector2.UnitX * -Dir) * 0.2f;
targetTorso.PullJointMaxForce = 5000.0f;
if (!targetLeftHand.IsSevered)
{
targetLeftHand.PullJointEnabled = true;
targetLeftHand.PullJointWorldAnchorB = transformedTorsoPos + (new Vector2(1 * Dir, 1)) * 0.2f;
targetLeftHand.PullJointMaxForce = 5000.0f;
}
if (!targetRightHand.IsSevered)
{
targetRightHand.PullJointEnabled = true;
targetRightHand.PullJointWorldAnchorB = transformedTorsoPos + (new Vector2(1 * Dir, 1)) * 0.2f;
targetRightHand.PullJointMaxForce = 5000.0f;
}
target.AnimController.IgnorePlatforms = true;
}
else
{
//only grab with one hand when swimming
leftHand.Disabled = true;
if (!inWater) rightHand.Disabled = true;
for (int i = 0; i < 2; i++)
{
Limb targetLimb = target.AnimController.GetLimb(LimbType.Torso);
if (i == 0)
{
if (!targetLeftHand.IsSevered)
{
targetLimb = targetLeftHand;
}
else if (!targetRightHand.IsSevered)
{
targetLimb = targetRightHand;
}
}
else
{
if (!targetRightHand.IsSevered)
{
targetLimb = targetRightHand;
}
else if (!targetLeftHand.IsSevered)
{
targetLimb = targetLeftHand;
}
}
Limb pullLimb = i == 0 ? leftHand : rightHand;
if (GameMain.Client == null)
{
//stop dragging if there's something between the pull limb and the target limb
Vector2 sourceSimPos = pullLimb.SimPosition;
Vector2 targetSimPos = targetLimb.SimPosition;
if (character.Submarine != null && character.SelectedCharacter.Submarine == null)
{
targetSimPos -= character.Submarine.SimPosition;
}
else if (character.Submarine == null && character.SelectedCharacter.Submarine != null)
{
sourceSimPos -= character.SelectedCharacter.Submarine.SimPosition;
}
var body = Submarine.CheckVisibility(sourceSimPos, targetSimPos, ignoreSubs: true);
if (body != null)
{
character.DeselectCharacter();
return;
}
}
//only pull with one hand when swimming
if (i > 0 && inWater) continue;
Vector2 diff = ConvertUnits.ToSimUnits(targetLimb.WorldPosition - pullLimb.WorldPosition);
Vector2 targetAnchor = targetLimb.SimPosition;
float targetForce = 0.0f;
pullLimb.PullJointEnabled = true;
if (targetLimb.type == LimbType.Torso || targetLimb == target.AnimController.MainLimb)
{
Vector2 pullLimbAnchor = targetLimb.SimPosition;
pullLimb.PullJointMaxForce = 5000.0f;
targetMovement *= MathHelper.Clamp(Mass / target.Mass, 0.5f, 1.0f);
Vector2 shoulderPos = shoulder.WorldAnchorA;
Vector2 dragDir = inWater ? Vector2.Normalize(targetLimb.SimPosition - shoulderPos) : Vector2.UnitY;
targetAnchor = shoulderPos - dragDir * ConvertUnits.ToSimUnits(upperArmLength + forearmLength);
targetForce = 200.0f;
if (target.Submarine != character.Submarine)
{
if (character.Submarine == null)
{
pullLimbAnchor += target.Submarine.SimPosition;
targetAnchor -= target.Submarine.SimPosition;
}
else if (target.Submarine == null)
{
pullLimbAnchor -= character.Submarine.SimPosition;
targetAnchor += character.Submarine.SimPosition;
}
else
{
pullLimbAnchor -= target.Submarine.SimPosition;
pullLimbAnchor += character.Submarine.SimPosition;
targetAnchor -= character.Submarine.SimPosition;
targetAnchor += target.Submarine.SimPosition;
}
}
pullLimb.PullJointWorldAnchorB = pullLimbAnchor;
}
else
{
pullLimb.PullJointWorldAnchorB = pullLimb.SimPosition + diff;
pullLimb.PullJointMaxForce = 5000.0f;
targetAnchor = targetLimb.SimPosition - diff;
targetForce = 5000.0f;
}
if (!target.AllowInput)
{
targetLimb.PullJointEnabled = true;
targetLimb.PullJointMaxForce = targetForce;
targetLimb.PullJointWorldAnchorB = targetAnchor;
}
target.AnimController.movement = -diff;
}
float dist = ConvertUnits.ToSimUnits(Vector2.Distance(target.WorldPosition, WorldPosition));
//let the target break free if it's moving away and gets far enough
if (GameMain.Client == null && dist > 1.4f && target.AllowInput &&
Vector2.Dot(target.WorldPosition - WorldPosition, target.AnimController.TargetMovement) > 0)
{
character.DeselectCharacter();
return;
}
//limit movement if moving away from the target
if (Vector2.Dot(target.WorldPosition - WorldPosition, targetMovement) < 0)
{
targetMovement *= MathHelper.Clamp(1.5f - dist, 0.0f, 1.0f);
}
if (!target.AllowInput)
{
target.AnimController.IgnorePlatforms = IgnorePlatforms;
target.AnimController.TargetMovement = TargetMovement;
}
else if (target is AICharacter && target != Character.Controlled)
{
target.AnimController.TargetDir = WorldPosition.X > target.WorldPosition.X ? Direction.Right : Direction.Left;
target.AnimController.TargetMovement = (character.SimPosition + Vector2.UnitX * Dir) - target.SimPosition;
}
}
}
public void Grab(Vector2 rightHandPos, Vector2 leftHandPos)
{
for (int i = 0; i < 2; i++)
{
Limb pullLimb = (i == 0) ? GetLimb(LimbType.LeftHand) : GetLimb(LimbType.RightHand);
pullLimb.Disabled = true;
pullLimb.PullJointEnabled = true;
pullLimb.PullJointWorldAnchorB = (i == 0) ? rightHandPos : leftHandPos;
pullLimb.PullJointMaxForce = 500.0f;
}
}
//TODO: refactor this method, it's way too convoluted
public override void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle, float itemAngleRelativeToHoldAngle = 0.0f)
{
if (character.IsUnconscious || character.Stun > 0.0f) aim = false;
//calculate the handle positions
Matrix itemTransfrom = Matrix.CreateRotationZ(item.body.Rotation);
// TODO: don't create new arrays, reuse
Vector2[] transformedHandlePos = new Vector2[2];
transformedHandlePos[0] = Vector2.Transform(handlePos[0], itemTransfrom);
transformedHandlePos[1] = Vector2.Transform(handlePos[1], itemTransfrom);
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
// TODO: Remove this. Provide the position in params.
Vector2 itemPos = aim ? aimPos : holdPos;
bool usingController = character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null;
float itemAngle;
Holdable holdable = item.GetComponent<Holdable>();
if (Anim != Animation.Climbing && !usingController && character.Stun <= 0.0f && aim && itemPos != Vector2.Zero)
{
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
Vector2 diff = holdable.Aimable ? (mousePos - AimSourceSimPos) * Dir : Vector2.UnitX;
holdAngle = MathUtils.VectorToAngle(new Vector2(diff.X, diff.Y * Dir)) - torso.body.Rotation * Dir;
itemAngle = (torso.body.Rotation + holdAngle * Dir);
if (holdable.ControlPose)
{
head.body.SmoothRotate(itemAngle);
if (TargetMovement == Vector2.Zero && inWater)
{
torso.body.AngularVelocity -= torso.body.AngularVelocity * 0.1f;
torso.body.ApplyForce(torso.body.LinearVelocity * -0.5f);
}
aiming = true;
}
}
else
{
itemAngle = (torso.body.Rotation + holdAngle * Dir);
}
Vector2 transformedHoldPos = shoulder.WorldAnchorA;
if (itemPos == Vector2.Zero || Anim == Animation.Climbing || usingController)
{
if (character.SelectedItems[0] == item)
{
if (rightHand.IsSevered) return;
transformedHoldPos = rightHand.PullJointWorldAnchorA - transformedHandlePos[0];
itemAngle = (rightHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
}
else if (character.SelectedItems[1] == item)
{
if (leftHand.IsSevered) return;
transformedHoldPos = leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
itemAngle = (leftHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
}
}
else
{
if (character.SelectedItems[0] == item)
{
if (rightHand.IsSevered) return;
rightHand.Disabled = true;
}
if (character.SelectedItems[1] == item)
{
if (leftHand.IsSevered) return;
leftHand.Disabled = true;
}
itemPos.X = itemPos.X * Dir;
transformedHoldPos += Vector2.Transform(itemPos, Matrix.CreateRotationZ(itemAngle));
}
item.body.ResetDynamics();
Vector2 currItemPos = (character.SelectedItems[0] == item) ?
rightHand.PullJointWorldAnchorA - transformedHandlePos[0] :
leftHand.PullJointWorldAnchorA - transformedHandlePos[1];
if (!MathUtils.IsValid(currItemPos))
{
string errorMsg = "Attempted to move the item \"" + item + "\" to an invalid position in HumanidAnimController.HoldItem: " +
currItemPos + ", rightHandPos: " + rightHand.PullJointWorldAnchorA + ", leftHandPos: " + leftHand.PullJointWorldAnchorA +
", handlePos[0]: " + handlePos[0] + ", handlePos[1]: " + handlePos[1] +
", transformedHandlePos[0]: " + transformedHandlePos[0] + ", transformedHandlePos[1]:" + transformedHandlePos[1] +
", item pos: " + item.SimPosition + ", itemAngle: " + itemAngle +
", collider pos: " + character.SimPosition;
DebugConsole.Log(errorMsg);
GameAnalyticsManager.AddErrorEventOnce(
"HumanoidAnimController.HoldItem:InvalidPos:" + character.Name + item.Name,
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
errorMsg);
return;
}
if (holdable.Pusher != null)
{
if (character.IsUnconscious || character.Stun > 0.0f)
{
holdable.Pusher.Enabled = false;
}
else
{
if (!holdable.Pusher.Enabled)
{
holdable.Pusher.Enabled = true;
holdable.Pusher.ResetDynamics();
holdable.Pusher.SetTransform(currItemPos, itemAngle);
foreach (Character character in Character.CharacterList)
{
holdable.Pusher.FarseerBody.RestoreCollisionWith(character.AnimController.Collider.FarseerBody);
}
holdable.Pusher.FarseerBody.IgnoreCollisionWith(Collider.FarseerBody);
}
else
{
holdable.Pusher.TargetPosition = currItemPos;
holdable.Pusher.TargetRotation = character.IsUnconscious || character.Stun > 0.0f ? itemAngle : holdAngle * Dir;
holdable.Pusher.MoveToTargetPosition(true);
currItemPos = holdable.Pusher.SimPosition;
itemAngle = holdable.Pusher.Rotation;
}
}
}
item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir);
if (Anim == Animation.Climbing) return;
for (int i = 0; i < 2; i++)
{
if (character.SelectedItems[i] != item) continue;
if (itemPos == Vector2.Zero) continue;
Limb hand = (i == 0) ? rightHand : leftHand;
HandIK(hand, transformedHoldPos + transformedHandlePos[i]);
}
}
private void HandIK(Limb hand, Vector2 pos, float force = 1.0f)
{
if (shoulder == null) { return; }
Vector2 shoulderPos = shoulder.WorldAnchorA;
Limb arm, forearm;
if (hand.type == LimbType.LeftHand)
{
arm = GetLimb(LimbType.LeftArm);
forearm = GetLimb(LimbType.LeftForearm);
LeftHandIKPos = pos;
}
else
{
arm = GetLimb(LimbType.RightArm);
forearm = GetLimb(LimbType.RightForearm);
RightHandIKPos = pos;
}
//distance from shoulder to holdpos
float c = Vector2.Distance(pos, shoulderPos);
c = MathHelper.Clamp(c, Math.Abs(upperArmLength - forearmLength), forearmLength + upperArmLength - 0.01f);
float ang2 = MathUtils.VectorToAngle(pos - shoulderPos) + MathHelper.PiOver2;
float armAngle = MathUtils.SolveTriangleSSS(forearmLength, upperArmLength, c);
float handAngle = MathUtils.SolveTriangleSSS(upperArmLength, forearmLength, c);
arm?.body.SmoothRotate((ang2 - armAngle * Dir), 20.0f * force * arm.Mass);
forearm?.body.SmoothRotate((ang2 + handAngle * Dir), 20.0f * force * forearm.Mass);
hand?.body.SmoothRotate((ang2 + handAngle * Dir), 100.0f * force * hand.Mass);
}
private void FootIK(Limb foot, Vector2 pos, float legTorque, float footTorque, float footAngle)
{
Limb upperLeg, lowerLeg;
if (foot.type == LimbType.LeftFoot)
{
upperLeg = GetLimb(LimbType.LeftThigh);
lowerLeg = GetLimb(LimbType.LeftLeg);
}
else
{
upperLeg = GetLimb(LimbType.RightThigh);
lowerLeg = GetLimb(LimbType.RightLeg);
}
var torso = GetLimb(LimbType.Torso);
var waist = GetJointBetweenLimbs(LimbType.Waist, upperLeg.type);
Vector2 waistPos = waist.LimbA == upperLeg ? waist.WorldAnchorA : waist.WorldAnchorB;
//distance from waist joint to the target position
float c = Vector2.Distance(pos, waistPos);
c = Math.Max(c, Math.Abs(upperLegLength - lowerLegLength));
float legAngle = MathUtils.VectorToAngle(pos - waistPos) + MathHelper.PiOver2;
if (!MathUtils.IsValid(legAngle))
{
string errorMsg = "Invalid leg angle (" + legAngle + ") in FootIK. Waist pos: " + waistPos + ", target pos: " + pos;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("FootIK:InvalidAngle", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
//make sure the angle "has the same number of revolutions" as the torso
//(e.g. we don't want to rotate the legs to 0 if the torso is at 360, because that'd blow up the hip joints)
while (torso.Rotation - legAngle > MathHelper.Pi)
{
legAngle += MathHelper.TwoPi;
}
while (torso.Rotation - legAngle < -MathHelper.Pi)
{
legAngle -= MathHelper.TwoPi;
}
//if the distance is longer than the length of the upper and lower leg, we'll just have to extend them directly towards the target
float upperLegAngle = c >= upperLegLength + lowerLegLength ? 0.0f : MathUtils.SolveTriangleSSS(lowerLegLength, upperLegLength, c);
float lowerLegAngle = c >= upperLegLength + lowerLegLength ? 0.0f : MathUtils.SolveTriangleSSS(upperLegLength, lowerLegLength, c);
upperLeg.body.SmoothRotate((legAngle + upperLegAngle * Dir), upperLeg.Mass * legTorque, wrapAngle: false);
lowerLeg.body.SmoothRotate((legAngle - lowerLegAngle * Dir), lowerLeg.Mass * legTorque, wrapAngle: false);
foot.body.SmoothRotate((legAngle - (lowerLegAngle + footAngle) * Dir), foot.Mass * footTorque, wrapAngle: false);
}
public override void UpdateUseItem(bool allowMovement, Vector2 handWorldPos)
{
var leftHand = GetLimb(LimbType.LeftHand);
var rightHand = GetLimb(LimbType.RightHand);
useItemTimer = 0.5f;
Anim = Animation.UsingConstruction;
if (!allowMovement)
{
TargetMovement = Vector2.Zero;
TargetDir = handWorldPos.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
float sqrDist = Vector2.DistanceSquared(character.WorldPosition, handWorldPos);
if (sqrDist > MathUtils.Pow(ConvertUnits.ToDisplayUnits(upperArmLength + forearmLength), 2))
{
TargetMovement = Vector2.Normalize(handWorldPos - character.WorldPosition) * GetCurrentSpeed(false);
}
}
if (!character.Enabled) { return; }
Vector2 handSimPos = ConvertUnits.ToSimUnits(handWorldPos);
if (character.Submarine != null)
{
handSimPos -= character.Submarine.SimPosition;
}
leftHand.Disabled = true;
leftHand.PullJointEnabled = true;
leftHand.PullJointWorldAnchorB = handSimPos;
rightHand.Disabled = true;
rightHand.PullJointEnabled = true;
rightHand.PullJointWorldAnchorB = handSimPos;
}
public override void Flip()
{
base.Flip();
WalkPos = -WalkPos;
Limb torso = GetLimb(LimbType.Torso);
Vector2 difference;
Matrix torsoTransform = Matrix.CreateRotationZ(torso.Rotation);
for (int i = 0; i < character.SelectedItems.Length; i++)
{
if (character.SelectedItems[i] != null && character.SelectedItems[i].body != null)
{
difference = character.SelectedItems[i].body.SimPosition - torso.SimPosition;
difference = Vector2.Transform(difference, torsoTransform);
difference.Y = -difference.Y;
character.SelectedItems[i].body.SetTransform(
torso.SimPosition + Vector2.Transform(difference, -torsoTransform),
MathUtils.WrapAngleTwoPi(-character.SelectedItems[i].body.Rotation));
}
}
foreach (Limb limb in Limbs)
{
bool mirror = false;
bool flipAngle = false;
bool wrapAngle = false;
switch (limb.type)
{
case LimbType.LeftHand:
case LimbType.LeftArm:
case LimbType.LeftForearm:
case LimbType.RightHand:
case LimbType.RightArm:
case LimbType.RightForearm:
mirror = true;
flipAngle = true;
break;
case LimbType.LeftThigh:
case LimbType.LeftLeg:
case LimbType.LeftFoot:
case LimbType.RightThigh:
case LimbType.RightLeg:
case LimbType.RightFoot:
mirror = Crouching && !inWater;
flipAngle = (limb.DoesFlip || Crouching) && !inWater;
wrapAngle = !inWater;
break;
default:
flipAngle = limb.DoesFlip && !inWater;
wrapAngle = !inWater;
break;
}
Vector2 position = limb.SimPosition;
if (!limb.PullJointEnabled && mirror)
{
difference = limb.body.SimPosition - torso.SimPosition;
difference = Vector2.Transform(difference, torsoTransform);
difference.Y = -difference.Y;
position = torso.SimPosition + Vector2.Transform(difference, -torsoTransform);
//TrySetLimbPosition(limb, limb.SimPosition, );
}
float angle = flipAngle ? -limb.body.Rotation : limb.body.Rotation;
if (wrapAngle) angle = MathUtils.WrapAnglePi(angle);
TrySetLimbPosition(limb, Collider.SimPosition, position);
limb.body.SetTransform(limb.body.SimPosition, angle);
}
}
}
}