Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Characters/Limb.cs
2019-03-18 22:52:17 +02:00

595 lines
26 KiB
C#

using Barotrauma.Lights;
using Barotrauma.Particles;
using Barotrauma.SpriteDeformations;
using Barotrauma.Extensions;
using FarseerPhysics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class LimbJoint : RevoluteJoint
{
public void UpdateDeformations(float deltaTime)
{
float jointMidAngle = (LowerLimit + UpperLimit) / 2.0f;
float jointAngle = this.JointAngle - jointMidAngle;
JointBendDeformation limbADeformation = LimbA.Deformations.Find(d => d is JointBendDeformation) as JointBendDeformation;
JointBendDeformation limbBDeformation = LimbB.Deformations.Find(d => d is JointBendDeformation) as JointBendDeformation;
if (limbADeformation != null && limbBDeformation != null)
{
UpdateBend(LimbA, limbADeformation, this.LocalAnchorA, -jointAngle);
UpdateBend(LimbB, limbBDeformation, this.LocalAnchorB, jointAngle);
}
void UpdateBend(Limb limb, JointBendDeformation deformation, Vector2 localAnchor, float angle)
{
deformation.Scale = limb.DeformSprite.Size;
Vector2 displayAnchor = ConvertUnits.ToDisplayUnits(localAnchor);
displayAnchor.Y = -displayAnchor.Y;
Vector2 refPos = displayAnchor + limb.DeformSprite.Origin;
refPos.X /= limb.DeformSprite.Size.X;
refPos.Y /= limb.DeformSprite.Size.Y;
if (Math.Abs(localAnchor.X) > Math.Abs(localAnchor.Y))
{
if (localAnchor.X > 0.0f)
{
deformation.BendRightRefPos = refPos;
deformation.BendRight = angle;
}
else
{
deformation.BendLeftRefPos = refPos;
deformation.BendLeft = angle;
}
}
else
{
if (localAnchor.Y > 0.0f)
{
deformation.BendUpRefPos = refPos;
deformation.BendUp = angle;
}
else
{
deformation.BendDownRefPos = refPos;
deformation.BendDown = angle;
}
}
}
}
public void Draw(SpriteBatch spriteBatch)
{
return;
// A debug visualisation on the bezier curve between limbs.
var start = LimbA.WorldPosition;
var end = LimbB.WorldPosition;
var jointAPos = ConvertUnits.ToDisplayUnits(LocalAnchorA);
var control = start + Vector2.Transform(jointAPos, Matrix.CreateRotationZ(LimbA.Rotation));
start.Y = -start.Y;
end.Y = -end.Y;
control.Y = -control.Y;
//GUI.DrawRectangle(spriteBatch, start, Vector2.One * 5, Color.White, true);
//GUI.DrawRectangle(spriteBatch, end, Vector2.One * 5, Color.Black, true);
//GUI.DrawRectangle(spriteBatch, control, Vector2.One * 5, Color.Black, true);
//GUI.DrawLine(spriteBatch, start, end, Color.White);
//GUI.DrawLine(spriteBatch, start, control, Color.Black);
//GUI.DrawLine(spriteBatch, control, end, Color.Black);
GUI.DrawBezierWithDots(spriteBatch, start, end, control, 1000, Color.Red);
}
}
partial class Limb
{
//minimum duration between hit/attack sounds
public const float SoundInterval = 0.4f;
public float LastAttackSoundTime, LastImpactSoundTime;
private float wetTimer;
private float dripParticleTimer;
/// <summary>
/// Note that different limbs can share the same deformations.
/// Use ragdoll.SpriteDeformations for a collection that cannot have duplicates.
/// </summary>
public List<SpriteDeformation> Deformations { get; private set; } = new List<SpriteDeformation>();
public Sprite Sprite { get; protected set; }
public DeformableSprite DeformSprite { get; protected set; }
public Sprite ActiveSprite
{
get
{
// TODO: should we optimize this? No need to check all the conditionals each time the property is accessed.
var conditionalSprite = ConditionalSprites.FirstOrDefault(c => c.IsActive);
if (conditionalSprite != null)
{
return conditionalSprite;
}
else
{
return DeformSprite != null ? DeformSprite.Sprite : Sprite;
}
}
}
public WearableSprite HuskSprite { get; private set; }
public void LoadHuskSprite()
{
var info = character.Info;
if (info == null) { return; }
var element = info.FilterByTypeAndHeadID(character.Info.FilterElementsByGenderAndRace(character.Info.Wearables), WearableType.Husk).FirstOrDefault();
if (element != null)
{
HuskSprite = new WearableSprite(element.Element("sprite"), WearableType.Husk);
}
}
public float TextureScale => limbParams.Ragdoll.TextureScale;
public Sprite DamagedSprite { get; private set; }
public List<ConditionalSprite> ConditionalSprites { get; private set; } = new List<ConditionalSprite>();
public Color InitialLightSourceColor
{
get;
private set;
}
public LightSource LightSource
{
get;
private set;
}
private float damageOverlayStrength;
public float DamageOverlayStrength
{
get { return damageOverlayStrength; }
set { damageOverlayStrength = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
private float burnOverLayStrength;
public float BurnOverlayStrength
{
get { return burnOverLayStrength; }
set { burnOverLayStrength = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public string HitSoundTag { get; private set; }
partial void InitProjSpecific(XElement element)
{
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
Sprite = new Sprite(subElement, "", GetSpritePath(subElement));
break;
case "damagedsprite":
DamagedSprite = new Sprite(subElement, "", GetSpritePath(subElement));
break;
case "conditionalsprite":
ConditionalSprites.Add(new ConditionalSprite(subElement, character, file: GetSpritePath(subElement)));
break;
case "deformablesprite":
DeformSprite = new DeformableSprite(subElement, filePath: GetSpritePath(subElement));
foreach (XElement animationElement in subElement.Elements())
{
int sync = animationElement.GetAttributeInt("sync", -1);
SpriteDeformation deformation = null;
if (sync > -1)
{
// if the element is marked with the sync attribute, use a deformation of the same type with the same sync value, if there is one already.
string typeName = animationElement.GetAttributeString("type", "").ToLowerInvariant();
deformation = ragdoll.Limbs
.Where(l => l != null)
.SelectMany(l => l.Deformations)
.Where(d => d.TypeName == typeName && d.Sync == sync)
.FirstOrDefault();
}
if (deformation == null)
{
deformation = SpriteDeformation.Load(animationElement, character.SpeciesName);
if (deformation != null)
{
ragdoll.SpriteDeformations.Add(deformation);
}
}
if (deformation != null) Deformations.Add(deformation);
}
break;
case "lightsource":
LightSource = new LightSource(subElement);
InitialLightSourceColor = LightSource.Color;
break;
case "sound":
HitSoundTag = subElement.GetAttributeString("tag", "");
if (string.IsNullOrWhiteSpace(HitSoundTag))
{
//legacy support
HitSoundTag = subElement.GetAttributeString("file", "");
}
break;
}
}
}
public void RecreateSprite()
{
if (Sprite == null) { return; }
Sprite.Remove();
var source = Sprite.SourceElement;
Sprite = new Sprite(source, file: GetSpritePath(source));
}
/// <summary>
/// Get the full path of a limb sprite, taking into account tags, gender and head id
/// </summary>
private string GetSpritePath(XElement element)
{
string spritePath = element.Attribute("texture")?.Value ?? "";
string spritePathWithTags = spritePath;
if (character.Info != null && character.IsHumanoid)
{
spritePath = spritePath.Replace("[GENDER]", (character.Info.Gender == Gender.Female) ? "female" : "male");
spritePath = spritePath.Replace("[RACE]", character.Info.Race.ToString().ToLowerInvariant());
spritePath = spritePath.Replace("[HEADID]", character.Info.HeadSpriteId.ToString());
if (character.Info.HeadSprite != null && character.Info.SpriteTags.Any())
{
string tags = "";
character.Info.SpriteTags.ForEach(tag => tags += "[" + tag + "]");
spritePathWithTags = Path.Combine(
Path.GetDirectoryName(spritePath),
Path.GetFileNameWithoutExtension(spritePath) + tags + Path.GetExtension(spritePath));
}
}
return File.Exists(spritePathWithTags) ? spritePathWithTags : spritePath;
}
partial void LoadParamsProjSpecific()
{
bool isFlipped = dir == Direction.Left;
Sprite?.LoadParams(limbParams.normalSpriteParams, isFlipped);
DamagedSprite?.LoadParams(limbParams.damagedSpriteParams, isFlipped);
DeformSprite?.Sprite.LoadParams(limbParams.deformSpriteParams, isFlipped);
}
partial void AddDamageProjSpecific(Vector2 simPosition, List<Affliction> afflictions, bool playSound, List<DamageModifier> appliedDamageModifiers)
{
float bleedingDamage = character.CharacterHealth.DoesBleed ? afflictions.FindAll(a => a is AfflictionBleeding).Sum(a => a.GetVitalityDecrease(character.CharacterHealth)) : 0;
float damage = afflictions.FindAll(a => a.Prefab.AfflictionType == "damage").Sum(a => a.GetVitalityDecrease(character.CharacterHealth));
float damageMultiplier = 1;
foreach (DamageModifier damageModifier in appliedDamageModifiers)
{
damageMultiplier *= damageModifier.DamageMultiplier;
}
if (playSound)
{
string damageSoundType = (bleedingDamage > damage) ? "LimbSlash" : "LimbBlunt";
foreach (DamageModifier damageModifier in appliedDamageModifiers)
{
if (!string.IsNullOrWhiteSpace(damageModifier.DamageSound))
{
damageSoundType = damageModifier.DamageSound;
SoundPlayer.PlayDamageSound(damageSoundType, Math.Max(damage, bleedingDamage), WorldPosition);
break;
}
}
}
// Always spawn damage particles
float damageParticleAmount = Math.Min(damage / 10, 1.0f) * damageMultiplier;
foreach (ParticleEmitter emitter in character.DamageEmitters)
{
if (inWater && emitter.Prefab.ParticlePrefab.DrawTarget == ParticlePrefab.DrawTargetType.Air) continue;
if (!inWater && emitter.Prefab.ParticlePrefab.DrawTarget == ParticlePrefab.DrawTargetType.Water) continue;
emitter.Emit(1.0f, WorldPosition, character.CurrentHull, amountMultiplier: damageParticleAmount);
}
if (bleedingDamage > 0)
{
float bloodParticleAmount = Math.Min(bleedingDamage / 5, 1.0f) * damageMultiplier;
float bloodParticleSize = MathHelper.Clamp(bleedingDamage / 5, 0.1f, 1.0f);
foreach (ParticleEmitter emitter in character.BloodEmitters)
{
if (inWater && emitter.Prefab.ParticlePrefab.DrawTarget == ParticlePrefab.DrawTargetType.Air) continue;
if (!inWater && emitter.Prefab.ParticlePrefab.DrawTarget == ParticlePrefab.DrawTargetType.Water) continue;
emitter.Emit(1.0f, WorldPosition, character.CurrentHull, sizeMultiplier: bloodParticleSize, amountMultiplier: bloodParticleAmount);
}
if (bloodParticleAmount > 0 && character.CurrentHull != null && !string.IsNullOrEmpty(character.BloodDecalName))
{
character.CurrentHull.AddDecal(character.BloodDecalName, WorldPosition, MathHelper.Clamp(bloodParticleSize, 0.5f, 1.0f));
}
}
}
partial void UpdateProjSpecific(float deltaTime)
{
if (!body.Enabled) return;
if (!character.IsDead)
{
DamageOverlayStrength -= deltaTime;
BurnOverlayStrength -= deltaTime;
}
if (inWater)
{
wetTimer = 1.0f;
}
else
{
wetTimer -= deltaTime * 0.1f;
if (wetTimer > 0.0f)
{
dripParticleTimer += wetTimer * deltaTime * Mass * (wetTimer > 0.9f ? 50.0f : 5.0f);
if (dripParticleTimer > 1.0f)
{
float dropRadius = body.BodyShape == PhysicsBody.Shape.Rectangle ? Math.Min(body.width, body.height) : body.radius;
GameMain.ParticleManager.CreateParticle(
"waterdrop",
WorldPosition + Rand.Vector(Rand.Range(0.0f, ConvertUnits.ToDisplayUnits(dropRadius))),
ConvertUnits.ToDisplayUnits(body.LinearVelocity),
0, character.CurrentHull);
dripParticleTimer = 0.0f;
}
}
}
if (LightSource != null)
{
LightSource.ParentSub = body.Submarine;
LightSource.Rotation = (dir == Direction.Right) ? body.Rotation : body.Rotation - MathHelper.Pi;
}
}
public void Draw(SpriteBatch spriteBatch, Camera cam, Color? overrideColor = null)
{
float brightness = 1.0f - (burnOverLayStrength / 100.0f) * 0.5f;
Color color = new Color(brightness, brightness, brightness);
color = overrideColor ?? color;
if (isSevered)
{
if (severedFadeOutTimer > SeveredFadeOutTime)
{
return;
}
else if (severedFadeOutTimer > SeveredFadeOutTime - 1.0f)
{
color *= SeveredFadeOutTime - severedFadeOutTimer;
}
}
body.Dir = Dir;
bool hideLimb = wearingItems.Any(w => w != null && w.HideLimb);
body.UpdateDrawPosition();
if (!hideLimb)
{
var activeSprite = ActiveSprite;
if (DeformSprite != null && activeSprite == DeformSprite.Sprite)
{
if (Deformations != null && Deformations.Any())
{
var deformation = SpriteDeformation.GetDeformation(Deformations, DeformSprite.Size);
DeformSprite.Deform(deformation);
}
else
{
DeformSprite.Reset();
}
body.Draw(DeformSprite, cam, Vector2.One * Scale * TextureScale, color);
}
else
{
body.Draw(spriteBatch, activeSprite, color, null, Scale * TextureScale);
}
}
if (LightSource != null)
{
LightSource.Position = body.DrawPosition;
LightSource.LightSpriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipVertically;
}
float depthStep = 0.000001f;
WearableSprite onlyDrawable = wearingItems.Find(w => w.HideOtherWearables);
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
if (onlyDrawable == null)
{
if (HuskSprite != null && (character.SpeciesName == "Humanhusk" || (character.SpeciesName == "Human" &&
character.CharacterHealth.GetAffliction<AfflictionHusk>("huskinfection")?.State == AfflictionHusk.InfectionState.Active)))
{
DrawWearable(HuskSprite, depthStep, spriteBatch, color, spriteEffect);
}
foreach (WearableSprite wearable in OtherWearables)
{
DrawWearable(wearable, depthStep, spriteBatch, color, spriteEffect);
//if there are multiple sprites on this limb, make the successive ones be drawn in front
depthStep += 0.000001f;
}
}
foreach (WearableSprite wearable in WearingItems)
{
if (onlyDrawable != null && onlyDrawable != wearable) continue;
DrawWearable(wearable, depthStep, spriteBatch, color, spriteEffect);
//if there are multiple sprites on this limb, make the successive ones be drawn in front
depthStep += 0.000001f;
}
if (damageOverlayStrength > 0.0f && DamagedSprite != null && !hideLimb)
{
float depth = ActiveSprite.Depth - 0.0000015f;
// TODO: enable when the damage overlay textures have been remade.
//DamagedSprite.Draw(spriteBatch,
// new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
// color * Math.Min(damageOverlayStrength, 1.0f), ActiveSprite.Origin,
// -body.DrawRotation,
// 1.0f, spriteEffect, depth);
}
if (GameMain.DebugDraw)
{
if (pullJoint != null)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true);
}
var bodyDrawPos = body.DrawPosition;
bodyDrawPos.Y = -bodyDrawPos.Y;
if (IsStuck)
{
Vector2 from = ConvertUnits.ToDisplayUnits(attachJoint.WorldAnchorA);
from.Y = -from.Y;
Vector2 to = ConvertUnits.ToDisplayUnits(attachJoint.WorldAnchorB);
to.Y = -to.Y;
var localFront = body.GetLocalFront(MathHelper.ToRadians(limbParams.Ragdoll.SpritesheetOrientation));
var front = ConvertUnits.ToDisplayUnits(body.FarseerBody.GetWorldPoint(localFront));
front.Y = -front.Y;
GUI.DrawLine(spriteBatch, bodyDrawPos, front, Color.Yellow, width: 2);
GUI.DrawLine(spriteBatch, from, to, Color.Red, width: 1);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)from.X, (int)from.Y, 12, 12), Color.White, true);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)to.X, (int)to.Y, 12, 12), Color.White, true);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)from.X, (int)from.Y, 10, 10), Color.Blue, true);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)to.X, (int)to.Y, 10, 10), Color.Red, true);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)front.X, (int)front.Y, 10, 10), Color.Yellow, true);
//Vector2 mainLimbFront = ConvertUnits.ToDisplayUnits(ragdoll.MainLimb.body.FarseerBody.GetWorldPoint(ragdoll.MainLimb.body.GetFrontLocal(MathHelper.ToRadians(ragdoll.RagdollParams.SpritesheetOrientation))));
//mainLimbFront.Y = -mainLimbFront.Y;
//var mainLimbDrawPos = ragdoll.MainLimb.body.DrawPosition;
//mainLimbDrawPos.Y = -mainLimbDrawPos.Y;
//GUI.DrawLine(spriteBatch, mainLimbDrawPos, mainLimbFront, Color.White, width: 5);
//GUI.DrawRectangle(spriteBatch, new Rectangle((int)mainLimbFront.X, (int)mainLimbFront.Y, 10, 10), Color.Yellow, true);
}
foreach (var modifier in damageModifiers)
{
float rotation = -body.TransformedRotation + GetArmorSectorRotationOffset(modifier.ArmorSector) * Dir;
Vector2 forward = VectorExtensions.Forward(rotation);
float size = ConvertUnits.ToDisplayUnits(body.GetSize().Length() / 2);
color = modifier.DamageMultiplier > 1 ? Color.Red : Color.GreenYellow;
GUI.DrawLine(spriteBatch, bodyDrawPos, bodyDrawPos + Vector2.Normalize(forward) * size, color, width: (int)Math.Round(4 / cam.Zoom));
ShapeExtensions.DrawSector(spriteBatch, bodyDrawPos, size, GetArmorSectorSize(modifier.ArmorSector) * Dir, 40, color, rotation + MathHelper.Pi, thickness: 2 / cam.Zoom);
}
}
}
private void DrawWearable(WearableSprite wearable, float depthStep, SpriteBatch spriteBatch, Color color, SpriteEffects spriteEffect)
{
if (wearable.InheritSourceRect)
{
if (wearable.SheetIndex.HasValue)
{
Point location = (ActiveSprite.SourceRect.Location + ActiveSprite.SourceRect.Size) * wearable.SheetIndex.Value;
wearable.Sprite.SourceRect = new Rectangle(location, ActiveSprite.SourceRect.Size);
}
else
{
wearable.Sprite.SourceRect = ActiveSprite.SourceRect;
}
}
Vector2 origin = wearable.Sprite.Origin;
if (wearable.InheritOrigin)
{
origin = ActiveSprite.Origin;
wearable.Sprite.Origin = origin;
}
else
{
origin = wearable.Sprite.Origin;
// If the wearable inherits the origin, flipping is already handled.
if (body.Dir == -1.0f)
{
origin.X = wearable.Sprite.SourceRect.Width - origin.X;
}
}
float depth = wearable.Sprite.Depth;
if (wearable.InheritLimbDepth)
{
depth = ActiveSprite.Depth - depthStep;
if (wearable.DepthLimb != LimbType.None)
{
Limb depthLimb = character.AnimController.GetLimb(wearable.DepthLimb);
if (depthLimb != null)
{
depth = depthLimb.ActiveSprite.Depth - depthStep;
}
}
}
var wearableItemComponent = wearable.WearableComponent;
Color wearableColor = Color.White;
if (wearableItemComponent != null)
{
// Draw outer cloths on top of inner cloths.
if (wearableItemComponent.AllowedSlots.Contains(InvSlotType.OuterClothes))
{
depth -= depthStep;
}
wearableColor = wearableItemComponent.Item.GetSpriteColor();
}
float textureScale = wearable.InheritTextureScale ? TextureScale : 1;
wearable.Sprite.Draw(spriteBatch,
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
new Color((color.R * wearableColor.R) / (255.0f * 255.0f), (color.G * wearableColor.G) / (255.0f * 255.0f), (color.B * wearableColor.B) / (255.0f * 255.0f)) * ((color.A * wearableColor.A) / (255.0f * 255.0f)),
origin, -body.DrawRotation,
Scale * textureScale, spriteEffect, depth);
}
partial void RemoveProjSpecific()
{
Sprite?.Remove();
Sprite = null;
DamagedSprite?.Remove();
DamagedSprite = null;
DeformSprite?.Sprite?.Remove();
DeformSprite = null;
ConditionalSprites.ForEach(s => s.Remove());
ConditionalSprites.Clear();
LightSource?.Remove();
LightSource = null;
OtherWearables?.ForEach(w => w.Sprite.Remove());
OtherWearables = null;
HuskSprite?.Sprite.Remove();
HuskSprite = null;
}
}
}