Files
LuaCsForBarotraumaEP/Barotrauma/Source/Characters/Limb.cs
T
Joonas Rikkonen e090806d3a - Charybdis's and coelanths can eat other creatures.
- Split charybdis's tail into several parts, the single stiff tail limb made it too difficult for it to turn around.
- Option to override the torque that's used to rotate the mainlimb of swimming creatures to the correct direction.
- The scale of the characters' limbs is taken into account in EditCharacterScreen.
2017-06-22 18:16:00 +03:00

626 lines
20 KiB
C#

using System;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Items.Components;
using System.Collections.Generic;
using Barotrauma.Lights;
using System.Linq;
using System.IO;
namespace Barotrauma
{
public enum LimbType
{
None, LeftHand, RightHand, LeftArm, RightArm,
LeftLeg, RightLeg, LeftFoot, RightFoot, Head, Torso, Tail, Legs, RightThigh, LeftThigh, Waist
};
class LimbJoint : RevoluteJoint
{
public bool IsSevered;
public bool CanBeSevered;
public readonly Limb LimbA, LimbB;
public LimbJoint(Limb limbA, Limb limbB, Vector2 anchor1, Vector2 anchor2)
: base(limbA.body.FarseerBody, limbB.body.FarseerBody, anchor1, anchor2)
{
CollideConnected = false;
MotorEnabled = true;
MaxMotorTorque = 0.25f;
LimbA = limbA;
LimbB = limbB;
}
}
class Limb
{
private const float LimbDensity = 15;
private const float LimbAngularDamping = 7;
//how long it takes for severed limbs to fade out
private const float SeveredFadeOutTime = 10.0f;
public readonly Character character;
//the physics body of the limb
public PhysicsBody body;
private readonly int refJointIndex;
private readonly float steerForce;
private readonly bool doesFlip;
protected readonly Vector2 stepOffset;
public Sprite sprite, damagedSprite;
public bool inWater;
public FixedMouseJoint pullJoint;
public readonly Lights.LightSource LightSource;
public readonly LimbType type;
public readonly bool ignoreCollisions;
private float damage, burnt;
private bool isSevered;
private float severedFadeOutTimer;
private readonly Vector2 armorSector;
private readonly float armorValue;
public Vector2? MouthPos;
private Sound hitSound;
//a timer for delaying when a hitsound/attacksound can be played again
public float SoundTimer;
public const float SoundInterval = 0.4f;
public readonly Attack attack;
private Direction dir;
private List<WearableSprite> wearingItems;
private Vector2 animTargetPos;
private float scale;
public float AttackTimer;
public bool IsSevered
{
get { return isSevered; }
set
{
isSevered = value;
if (isSevered)
{
damage = 100.0f;
}
}
}
public bool DoesFlip
{
get { return doesFlip; }
}
public Vector2 WorldPosition
{
get { return character.Submarine == null ? Position : Position + character.Submarine.Position; }
}
public Vector2 Position
{
get { return ConvertUnits.ToDisplayUnits(body.SimPosition); }
}
public Vector2 SimPosition
{
get { return body.SimPosition; }
}
public float Rotation
{
get { return body.Rotation; }
}
public float Scale
{
get { return scale; }
}
//where an animcontroller is trying to pull the limb, only used for debug visualization
public Vector2 AnimTargetPos
{
get { return animTargetPos; }
}
public float SteerForce
{
get { return steerForce; }
}
public float Mass
{
get { return body.Mass; }
}
public bool Disabled { get; set; }
public Sound HitSound
{
get { return hitSound; }
}
public Vector2 LinearVelocity
{
get { return body.LinearVelocity; }
}
public float Dir
{
get { return ((dir == Direction.Left) ? -1.0f : 1.0f); }
set { dir = (value==-1.0f) ? Direction.Left : Direction.Right; }
}
public int RefJointIndex
{
get { return refJointIndex; }
}
public Vector2 StepOffset
{
get { return stepOffset; }
}
public float Burnt
{
get { return burnt; }
set { burnt = MathHelper.Clamp(value,0.0f,100.0f); }
}
public List<WearableSprite> WearingItems
{
get { return wearingItems; }
}
public Limb (Character character, XElement element, float scale = 1.0f)
{
this.character = character;
wearingItems = new List<WearableSprite>();
dir = Direction.Right;
doesFlip = ToolBox.GetAttributeBool(element, "flip", false);
this.scale = scale;
body = new PhysicsBody(element, scale);
if (ToolBox.GetAttributeBool(element, "ignorecollisions", false))
{
body.CollisionCategories = Category.None;
body.CollidesWith = Category.None;
ignoreCollisions = true;
}
else
{
//limbs don't collide with each other
body.CollisionCategories = Physics.CollisionCharacter;
body.CollidesWith = Physics.CollisionAll & ~Physics.CollisionCharacter & ~Physics.CollisionItem;
}
body.UserData = this;
refJointIndex = -1;
Vector2 pullJointPos = Vector2.Zero;
if (element.Attribute("type") != null)
{
try
{
type = (LimbType)Enum.Parse(typeof(LimbType), element.Attribute("type").Value, true);
}
catch
{
type = LimbType.None;
DebugConsole.ThrowError("Error in "+element+"! \""+element.Attribute("type").Value+"\" is not a valid limb type");
}
pullJointPos = ToolBox.GetAttributeVector2(element, "pullpos", Vector2.Zero) * scale;
pullJointPos = ConvertUnits.ToSimUnits(pullJointPos);
stepOffset = ToolBox.GetAttributeVector2(element, "stepoffset", Vector2.Zero) * scale;
stepOffset = ConvertUnits.ToSimUnits(stepOffset);
refJointIndex = ToolBox.GetAttributeInt(element, "refjoint", -1);
}
else
{
type = LimbType.None;
}
pullJoint = new FixedMouseJoint(body.FarseerBody, pullJointPos);
pullJoint.Enabled = false;
pullJoint.MaxForce = ((type == LimbType.LeftHand || type == LimbType.RightHand) ? 400.0f : 150.0f) * body.Mass;
GameMain.World.AddJoint(pullJoint);
steerForce = ToolBox.GetAttributeFloat(element, "steerforce", 0.0f);
//maxHealth = Math.Max(ToolBox.GetAttributeFloat(element, "health", 100.0f),1.0f);
armorSector = ToolBox.GetAttributeVector2(element, "armorsector", Vector2.Zero);
armorSector.X = MathHelper.ToRadians(armorSector.X);
armorSector.Y = MathHelper.ToRadians(armorSector.Y);
armorValue = Math.Max(ToolBox.GetAttributeFloat(element, "armor", 0.0f), 0.0f);
if (element.Attribute("mouthpos") != null)
{
MouthPos = ConvertUnits.ToSimUnits(ToolBox.GetAttributeVector2(element, "mouthpos", Vector2.Zero));
}
body.BodyType = BodyType.Dynamic;
body.FarseerBody.AngularDamping = LimbAngularDamping;
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
string spritePath = subElement.Attribute("texture").Value;
string spritePathWithTags = spritePath;
if (character.Info != null)
{
spritePath = spritePath.Replace("[GENDER]", (character.Info.Gender == Gender.Female) ? "f" : "");
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));
}
}
if (File.Exists(spritePathWithTags))
{
sprite = new Sprite(subElement, "", spritePathWithTags);
}
else
{
sprite = new Sprite(subElement, "", spritePath);
}
break;
case "damagedsprite":
string damagedSpritePath = subElement.Attribute("texture").Value;
if (character.Info != null)
{
damagedSpritePath = damagedSpritePath.Replace("[GENDER]", (character.Info.Gender == Gender.Female) ? "f" : "");
damagedSpritePath = damagedSpritePath.Replace("[HEADID]", character.Info.HeadSpriteId.ToString());
}
damagedSprite = new Sprite(subElement, "", damagedSpritePath);
break;
case "lightsource":
LightSource = new LightSource(subElement);
break;
case "attack":
attack = new Attack(subElement);
break;
case "sound":
hitSound = Sound.Load(ToolBox.GetAttributeString(subElement, "file", ""));
break;
}
}
}
public void MoveToPos(Vector2 pos, float force, bool pullFromCenter=false)
{
Vector2 pullPos = body.SimPosition;
if (pullJoint!=null && !pullFromCenter)
{
pullPos = pullJoint.WorldAnchorA;
}
animTargetPos = pos;
body.MoveToPos(pos, force, pullPos);
}
public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, bool playSound)
{
DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
bool hitArmor = false;
float totalArmorValue = 0.0f;
if (armorValue > 0.0f && SectorHit(armorSector, position))
{
hitArmor = true;
totalArmorValue += armorValue;
}
foreach (WearableSprite wearable in wearingItems)
{
if (wearable.WearableComponent.ArmorValue > 0.0f &&
SectorHit(wearable.WearableComponent.ArmorSectorLimits, position))
{
hitArmor = true;
totalArmorValue += wearable.WearableComponent.ArmorValue;
}
}
if (hitArmor)
{
totalArmorValue = Math.Max(totalArmorValue, 0.0f);
damageSoundType = DamageSoundType.LimbArmor;
amount = Math.Max(0.0f, amount - totalArmorValue);
bleedingAmount = Math.Max(0.0f, bleedingAmount - totalArmorValue);
}
if (playSound)
{
SoundPlayer.PlayDamageSound(damageSoundType, amount, position);
}
float bloodParticleAmount = hitArmor || bleedingAmount <= 0.0f ? 0 : (int)Math.Min(amount / 5, 10);
float bloodParticleSize = MathHelper.Clamp(amount / 50.0f, 0.1f, 1.0f);
for (int i = 0; i < bloodParticleAmount; i++)
{
var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", WorldPosition, Vector2.Zero, 0.0f, character.AnimController.CurrentHull);
if (blood != null)
{
blood.Size *= bloodParticleSize;
}
}
damage += Math.Max(amount, bleedingAmount) / character.MaxHealth * 100.0f;
return new AttackResult(amount, bleedingAmount, hitArmor);
}
public bool SectorHit(Vector2 armorSector, Vector2 simPosition)
{
if (armorSector == Vector2.Zero) return false;
float rot = body.Rotation;
if (Dir == -1) rot -= MathHelper.Pi;
Vector2 armorLimits = new Vector2(rot - armorSector.X * Dir, rot - armorSector.Y * Dir);
float mid = (armorLimits.X + armorLimits.Y) / 2.0f;
float angleDiff = MathUtils.GetShortestAngle(MathUtils.VectorToAngle(simPosition - SimPosition), mid);
return (Math.Abs(angleDiff) < (armorSector.Y - armorSector.X) / 2.0f);
}
public void Update(float deltaTime)
{
if (LightSource != null)
{
LightSource.ParentSub = body.Submarine;
}
if (burnt > 0.0f) Burnt -= deltaTime;
if (LinearVelocity.X > 500.0f)
{
//DebugConsole.ThrowError("CHARACTER EXPLODED");
body.ResetDynamics();
body.SetTransform(character.SimPosition, 0.0f);
}
if (inWater)
{
body.ApplyWaterForces();
}
if (isSevered)
{
severedFadeOutTimer += deltaTime;
if (severedFadeOutTimer > SeveredFadeOutTime)
{
body.Enabled = false;
}
}
if (character.IsDead) return;
damage = Math.Max(0.0f, damage - deltaTime * 0.1f);
SoundTimer -= deltaTime;
//if (MathUtils.RandomFloat(0.0f, 1000.0f) < Bleeding)
//{
// Game1.particleManager.CreateParticle(
// !inWater ? "blood" : "waterblood",
// SimPosition, Vector2.Zero);
//}
}
public void UpdateAttack(float deltaTime, Vector2 attackPosition, IDamageable damageTarget)
{
float dist = ConvertUnits.ToDisplayUnits(Vector2.Distance(SimPosition, attackPosition));
AttackTimer += deltaTime;
body.ApplyTorque(Mass * character.AnimController.Dir * attack.Torque);
if (dist < attack.Range * 0.5f)
{
if (AttackTimer >= attack.Duration && damageTarget != null)
{
attack.DoDamage(character, damageTarget, WorldPosition, 1.0f, (SoundTimer <= 0.0f));
SoundTimer = SoundInterval;
}
}
Vector2 diff = attackPosition - SimPosition;
if (diff.LengthSquared() < 0.00001f) return;
if (attack.ApplyForceOnLimbs != null)
{
foreach (int limbIndex in attack.ApplyForceOnLimbs)
{
if (limbIndex < 0 || limbIndex >= character.AnimController.Limbs.Length) continue;
Limb limb = character.AnimController.Limbs[limbIndex];
Vector2 forcePos = limb.pullJoint == null ? limb.body.SimPosition : limb.pullJoint.WorldAnchorA;
limb.body.ApplyLinearImpulse(
limb.Mass * attack.Force * Vector2.Normalize(attackPosition - SimPosition), forcePos);
}
}
else
{
Vector2 forcePos = pullJoint == null ? body.SimPosition : pullJoint.WorldAnchorA;
body.ApplyLinearImpulse(Mass * attack.Force *
Vector2.Normalize(attackPosition - SimPosition), forcePos);
}
}
public void Draw(SpriteBatch spriteBatch)
{
float brightness = 1.0f - (burnt / 100.0f) * 0.5f;
Color color = new Color(brightness, brightness, brightness);
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);
if (!hideLimb)
{
body.Draw(spriteBatch, sprite, color, null, scale);
}
else
{
body.UpdateDrawPosition();
}
if (LightSource != null)
{
LightSource.Position = body.DrawPosition;
}
foreach (WearableSprite wearable in wearingItems)
{
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
Vector2 origin = wearable.Sprite.Origin;
if (body.Dir == -1.0f) origin.X = wearable.Sprite.SourceRect.Width - origin.X;
float depth = sprite.Depth - 0.000001f;
if (wearable.DepthLimb != LimbType.None)
{
Limb depthLimb = character.AnimController.GetLimb(wearable.DepthLimb);
if (depthLimb != null)
{
depth = depthLimb.sprite.Depth - 0.000001f;
}
}
wearable.Sprite.Draw(spriteBatch,
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
color, origin,
-body.DrawRotation,
scale, spriteEffect, depth);
}
if (damage > 0.0f && damagedSprite != null && !hideLimb)
{
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
float depth = sprite.Depth - 0.0000015f;
damagedSprite.Draw(spriteBatch,
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
color * Math.Min(damage / 50.0f, 1.0f), sprite.Origin,
-body.DrawRotation,
1.0f, spriteEffect, depth);
}
if (!GameMain.DebugDraw) return;
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);
}
}
public void Remove()
{
if (sprite != null)
{
sprite.Remove();
sprite = null;
}
if (LightSource != null)
{
LightSource.Remove();
}
if (damagedSprite != null)
{
damagedSprite.Remove();
damagedSprite = null;
}
if (body != null)
{
body.Remove();
body = null;
}
if (hitSound != null)
{
hitSound.Remove();
hitSound = null;
}
}
}
}