Check for props game settings and world restrictions

Combat system integration
Additional measure for unsafe worlds
This commit is contained in:
SDraw 2023-04-12 21:33:25 +03:00
parent 5185c00fb1
commit 912b37c87f
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GPG key ID: BB95B4DAB2BB8BB5
9 changed files with 186 additions and 57 deletions

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@ -1,4 +1,5 @@
using ABI_RC.Core.InteractionSystem;
using ABI.CCK.Components;
using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
@ -33,6 +34,8 @@ namespace ml_prm
RagdollToggle m_avatarRagdollToggle = null;
RagdollTrigger m_customTrigger = null;
bool m_reachedGround = true;
internal RagdollController()
{
if(Instance == null)
@ -84,15 +87,18 @@ namespace ml_prm
m_velocity = (m_velocity + (l_pos - m_lastPosition) / Time.deltaTime) * 0.5f;
m_lastPosition = l_pos;
if(m_avatarReady && !m_reachedGround && MovementSystem.Instance.IsGrounded())
m_reachedGround = true;
if(m_enabled && m_avatarReady && BodySystem.isCalibratedAsFullBody)
BodySystem.TrackingPositionWeight = 0f;
if(Settings.Hotkey && Input.GetKeyDown(KeyCode.R) && !ViewManager.Instance.isGameMenuOpen())
SwitchRagdoll();
if((m_avatarRagdollToggle != null) && m_avatarRagdollToggle.isActiveAndEnabled && m_avatarRagdollToggle.shouldOverride && (m_enabled != m_avatarRagdollToggle.isOn))
SwitchRagdoll();
if(m_enabled && m_avatarReady && BodySystem.isCalibratedAsFullBody)
BodySystem.TrackingPositionWeight = 0f;
if((m_customTrigger != null) && m_customTrigger.GetStateWithReset() && !m_enabled && m_avatarReady && Settings.PointersReaction)
SwitchRagdoll();
}
@ -127,6 +133,7 @@ namespace ml_prm
m_colliders.Clear();
m_puppetReferences = new BipedRagdollReferences();
m_boneLinks.Clear();
m_reachedGround = true;
}
internal void OnAvatarSetup()
@ -253,6 +260,12 @@ namespace ml_prm
}
}
internal void OnCombatDown()
{
if(!m_enabled && m_avatarReady && Settings.CombatReaction)
SwitchRagdoll();
}
// IK updates
void OnIKPreUpdate()
{
@ -305,60 +318,88 @@ namespace ml_prm
// Arbitrary
public void SwitchRagdoll()
{
if(m_avatarReady && (MovementSystem.Instance.lastSeat == null) && !BodySystem.isCalibrating)
if(m_avatarReady)
{
m_enabled = !m_enabled;
MovementSystem.Instance.SetImmobilized(m_enabled);
if(m_enabled)
if(!m_enabled)
{
PlayerSetup.Instance.animatorManager.SetAnimatorParameterTrigger("CancelEmote");
if(BodySystem.isCalibratedAsFullBody)
BodySystem.TrackingPositionWeight = 0f;
// Copy before set to non-kinematic to reduce stacked forces
foreach(var l_link in m_boneLinks)
l_link.Item2.CopyGlobal(l_link.Item1);
foreach(Rigidbody l_body in m_rigidBodies)
l_body.isKinematic = false;
Vector3 l_velocity = m_velocity * Mathf.Clamp(Settings.VelocityMultiplier, 1f, (Utils.IsWorldSafe() ? Utils.GetWorldFlyMultiplier() : 1f));
foreach(Rigidbody l_body in m_rigidBodies)
if(IsSafeToRagdoll() && m_reachedGround)
{
l_body.velocity = l_velocity;
l_body.angularVelocity = Vector3.zero;
// Eject player from seat
if(MovementSystem.Instance.lastSeat != null)
{
Vector3 l_pos = PlayerSetup.Instance.transform.position;
Quaternion l_rot = PlayerSetup.Instance.transform.rotation;
MovementSystem.Instance.lastSeat.ExitSeat();
PlayerSetup.Instance.transform.position = l_pos;
PlayerSetup.Instance.transform.rotation = Quaternion.Euler(0f, l_rot.eulerAngles.y, 0f);
}
MovementSystem.Instance.SetImmobilized(true);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterTrigger("CancelEmote");
if(BodySystem.isCalibratedAsFullBody)
BodySystem.TrackingPositionWeight = 0f;
if(!Utils.IsWorldSafe())
m_reachedGround = false; // Force player to unragdoll and reach ground first
// Copy before set to non-kinematic to reduce stacked forces
foreach(var l_link in m_boneLinks)
l_link.Item2.CopyGlobal(l_link.Item1);
foreach(Rigidbody l_body in m_rigidBodies)
l_body.isKinematic = false;
Vector3 l_velocity = m_velocity * Mathf.Clamp(Settings.VelocityMultiplier, 1f, (Utils.IsWorldSafe() ? Utils.GetWorldFlyMultiplier() : 1f));
foreach(Rigidbody l_body in m_rigidBodies)
{
l_body.velocity = l_velocity;
l_body.angularVelocity = Vector3.zero;
}
foreach(Collider l_collider in m_colliders)
l_collider.enabled = true;
m_enabled = true;
}
}
else
{
if(BodySystem.isCalibratedAsFullBody)
BodySystem.TrackingPositionWeight = 1f;
foreach(Rigidbody l_body in m_rigidBodies)
l_body.isKinematic = true;
if(m_puppetReferences.hips != null)
if(IsSafeToUnragdoll())
{
Vector3 l_hipsPos = m_puppetReferences.hips.position;
MovementSystem.Instance.SetImmobilized(false);
if(BodySystem.isCalibratedAsFullBody)
BodySystem.TrackingPositionWeight = 1f;
if(!Settings.RestorePosition)
foreach(Rigidbody l_body in m_rigidBodies)
l_body.isKinematic = true;
if(m_puppetReferences.hips != null)
{
if(Utils.IsInVR())
Vector3 l_hipsPos = m_puppetReferences.hips.position;
if(!Settings.RestorePosition)
{
Vector3 l_diff = l_hipsPos - PlayerSetup.Instance._avatar.transform.position;
Vector3 l_playerPos = PlayerSetup.Instance.transform.position;
PlayerSetup.Instance.transform.position = l_playerPos + l_diff;
if(Utils.IsInVR())
{
Vector3 l_diff = l_hipsPos - PlayerSetup.Instance._avatar.transform.position;
Vector3 l_playerPos = PlayerSetup.Instance.transform.position;
PlayerSetup.Instance.transform.position = l_playerPos + l_diff;
}
else
PlayerSetup.Instance.transform.position = l_hipsPos;
}
else
PlayerSetup.Instance.transform.position = l_hipsPos;
}
foreach(Collider l_collider in m_colliders)
l_collider.enabled = false;
m_lastPosition = PlayerSetup.Instance.transform.position;
m_velocity = Vector3.zero;
m_enabled = false;
}
}
foreach(Collider l_collider in m_colliders)
l_collider.enabled = m_enabled;
}
}
@ -371,5 +412,20 @@ namespace ml_prm
p_source.CopyGlobal(l_target);
return l_target;
}
static bool IsSafeToRagdoll()
{
bool l_result = true;
l_result &= !BodySystem.isCalibrating; // Not calibrating
l_result &= ((CombatSystem.Instance == null) || !CombatSystem.Instance.isDown); // Non-combat world or not dead
return l_result;
}
static bool IsSafeToUnragdoll()
{
bool l_result = true;
l_result &= ((CombatSystem.Instance == null) || !CombatSystem.Instance.isDown); // Non-combat world or not dead
return l_result;
}
}
}