Merge branch 'master' of https://github.com/Regalis11/Barotrauma
Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs
This commit is contained in:
@@ -506,15 +506,15 @@ namespace Barotrauma
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float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal)*f2.Body.Mass*0.1f;
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if (impact < 10.0f) return true;
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#if CLIENT
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SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact,
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new Vector2(
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sections[section].rect.X + sections[section].rect.Width / 2,
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sections[section].rect.Y - sections[section].rect.Height / 2));
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sections[section].rect.X + sections[section].rect.Width / 2,
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sections[section].rect.Y - sections[section].rect.Height / 2), tags: Tags);
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#endif
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if (impact < 10.0f) return true;
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AddDamage(section, impact);
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}
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}
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@@ -566,7 +566,7 @@ namespace Barotrauma
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#if CLIENT
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float particleAmount = Math.Min(Health - section.damage, damage) * Rand.Range(0.01f, 1.0f);
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particleAmount = Math.Min(particleAmount + Rand.Range(-5,1), 100);
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particleAmount = Math.Min(particleAmount + Rand.Range(-5,1), 20);
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for (int i = 0; i < particleAmount; i++)
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{
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Vector2 particlePos = new Vector2(
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@@ -661,10 +661,10 @@ namespace Barotrauma
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#if CLIENT
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GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
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if (playSound && !SectionBodyDisabled(i))
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if (playSound)// && !SectionBodyDisabled(i))
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{
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DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
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SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition);
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SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition, tags: Tags);
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}
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#endif
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@@ -678,14 +678,13 @@ namespace Barotrauma
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if (!MathUtils.IsValid(damage)) return;
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float damageDiff = damage - sections[sectionIndex].damage;
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if (GameMain.Server != null && damage != sections[sectionIndex].damage)
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{
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GameMain.Server.CreateEntityEvent(this);
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}
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AdjustKarma(attacker, damageDiff);
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if (damage < prefab.Health*0.5f)
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{
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if (sections[sectionIndex].gap != null)
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@@ -717,10 +716,14 @@ namespace Barotrauma
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sections[sectionIndex].gap.Open = (damage / prefab.Health - 0.5f) * 2.0f;
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}
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float damageDiff = damage - sections[sectionIndex].damage;
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bool hadHole = SectionBodyDisabled(sectionIndex);
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sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.Health);
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if (sections[sectionIndex].damage < prefab.Health) //otherwise it's possible to infinitely gain karma by welding fixed things
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AdjustKarma(attacker, damageDiff);
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bool hasHole = SectionBodyDisabled(sectionIndex);
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if (hadHole == hasHole) return;
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@@ -373,118 +373,53 @@ namespace Barotrauma
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Limb limb = f2.Body.UserData as Limb;
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if (limb != null)
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{
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bool collision = HandleLimbCollision(contact, limb);
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if (collision && limb.Mass > 100.0f)
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{
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Vector2 normal = Vector2.Normalize(Body.SimPosition - limb.SimPosition);
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float impact = Math.Min(Vector2.Dot(Velocity - limb.LinearVelocity, -normal), 50.0f) / 5.0f * Math.Min(limb.Mass / 200.0f, 1);
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ApplyImpact(impact, -normal, contact);
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foreach (Submarine dockedSub in submarine.DockedTo)
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{
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dockedSub.SubBody.ApplyImpact(impact, -normal, contact);
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}
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}
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bool collision = CheckLimbCollision(contact, limb);
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if (collision) HandleLimbCollision(contact, limb);
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return collision;
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}
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VoronoiCell cell = f2.Body.UserData as VoronoiCell;
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if (cell != null)
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{
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var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center);
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float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
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ApplyImpact(wallImpact, -collisionNormal, contact);
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foreach (Submarine dockedSub in submarine.DockedTo)
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{
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dockedSub.SubBody.ApplyImpact(wallImpact, -collisionNormal, contact);
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}
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Vector2 n;
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FixedArray2<Vector2> particlePos;
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contact.GetWorldManifold(out n, out particlePos);
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#if CLIENT
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int particleAmount = (int)(wallImpact * 10.0f);
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for (int i = 0; i < particleAmount; i++)
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{
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GameMain.ParticleManager.CreateParticle("iceshards",
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ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
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Rand.Vector(Rand.Range(50.0f, 500.0f)) + Velocity);
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}
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#endif
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HandleLevelCollision(contact, cell);
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return true;
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}
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Submarine otherSub = f2.Body.UserData as Submarine;
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if (otherSub != null)
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{
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Debug.Assert(otherSub != submarine);
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Vector2 normal;
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FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal, out points);
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if (contact.FixtureA.Body == otherSub.SubBody.Body.FarseerBody)
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{
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normal = -normal;
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}
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float thisMass = Body.Mass + submarine.DockedTo.Sum(s => s.PhysicsBody.Mass);
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float otherMass = otherSub.PhysicsBody.Mass + otherSub.DockedTo.Sum(s => s.PhysicsBody.Mass);
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float massRatio = otherMass / (thisMass + otherMass);
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float impact = (Vector2.Dot(Velocity - otherSub.Velocity, normal) / 2.0f) * massRatio;
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ApplyImpact(impact, normal, contact);
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foreach (Submarine dockedSub in submarine.DockedTo)
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{
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dockedSub.SubBody.ApplyImpact(impact, normal, contact);
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}
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HandleSubCollision(contact, otherSub);
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return true;
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}
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return true;
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}
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private bool HandleLimbCollision(Contact contact, Limb limb)
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private bool CheckLimbCollision(Contact contact, Limb limb)
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{
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if (limb.character.Submarine != null) return false;
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Vector2 normal2;
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Vector2 contactNormal;
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FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal2, out points);
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contact.GetWorldManifold(out contactNormal, out points);
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Vector2 normalizedVel = limb.character.AnimController.Collider.LinearVelocity == Vector2.Zero ?
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Vector2.Zero : Vector2.Normalize(limb.character.AnimController.Collider.LinearVelocity);
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Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] - normal2);
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Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] - contactNormal);
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Hull newHull = Hull.FindHull(targetPos, null);
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if (newHull == null)
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{
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targetPos = ConvertUnits.ToDisplayUnits(points[0] + normalizedVel);
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newHull = Hull.FindHull(targetPos, null);
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if (newHull == null) return true;
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}
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var gaps = newHull.ConnectedGaps;
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targetPos = limb.character.WorldPosition;
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Gap adjacentGap = Gap.FindAdjacent(gaps, targetPos, 200.0f);
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if (adjacentGap==null) return true;
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if (adjacentGap == null) return true;
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var ragdoll = limb.character.AnimController;
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ragdoll.FindHull(newHull.WorldPosition, true);
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@@ -492,13 +427,190 @@ namespace Barotrauma
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return false;
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}
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private void HandleLimbCollision(Contact contact, Limb limb)
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{
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if (limb.Mass > 100.0f)
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{
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Vector2 normal = Vector2.Normalize(Body.SimPosition - limb.SimPosition);
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float impact = Math.Min(Vector2.Dot(Velocity - limb.LinearVelocity, -normal), 50.0f) / 5.0f * Math.Min(limb.Mass / 200.0f, 1);
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ApplyImpact(impact, -normal, contact);
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foreach (Submarine dockedSub in submarine.DockedTo)
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{
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dockedSub.SubBody.ApplyImpact(impact, -normal, contact);
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}
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}
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//find all contacts between the limb and level walls
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List<Contact> levelContacts = new List<Contact>();
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ContactEdge contactEdge = limb.body.FarseerBody.ContactList;
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while (contactEdge.Next != null)
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{
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if (contactEdge.Contact.Enabled &&
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contactEdge.Other.UserData is VoronoiCell &&
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contactEdge.Contact.IsTouching)
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{
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levelContacts.Add(contactEdge.Contact);
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}
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contactEdge = contactEdge.Next;
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}
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if (levelContacts.Count == 0) return;
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//if the limb is in contact with the level, apply an artifical impact to prevent the sub from bouncing on top of it
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//not a very realistic way to handle the collisions (makes it seem as if the characters were made of reinforced concrete),
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//but more realistic than bouncing and prevents using characters as "bumpers" that prevent all collision damage
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//TODO: apply impact damage and/or gib the character that got crushed between the sub and the level?
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Vector2 avgContactNormal = Vector2.Zero;
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foreach (Contact levelContact in levelContacts)
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{
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Vector2 contactNormal;
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FixedArray2<Vector2> temp;
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levelContact.GetWorldManifold(out contactNormal, out temp);
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//if the contact normal is pointing from the limb towards the level cell it's touching, flip the normal
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VoronoiCell cell = levelContact.FixtureB.Body.UserData is VoronoiCell ?
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((VoronoiCell)levelContact.FixtureB.Body.UserData) : ((VoronoiCell)levelContact.FixtureA.Body.UserData);
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var cellDiff = ConvertUnits.ToDisplayUnits(limb.body.SimPosition) - cell.Center;
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if (Vector2.Dot(contactNormal, cellDiff) < 0)
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{
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contactNormal = -contactNormal;
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}
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avgContactNormal += contactNormal;
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//apply impacts at the positions where this sub is touching the limb
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ApplyImpact((Vector2.Dot(-Velocity, contactNormal) / 2.0f) / levelContacts.Count, contactNormal, levelContact);
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}
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avgContactNormal /= levelContacts.Count;
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float contactDot = Vector2.Dot(Body.LinearVelocity, -avgContactNormal);
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if (contactDot > 0.0f)
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{
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Body.LinearVelocity -= Vector2.Normalize(Body.LinearVelocity) * contactDot;
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}
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}
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private void HandleLevelCollision(Contact contact, VoronoiCell cell)
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{
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var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center);
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float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
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ApplyImpact(wallImpact, -collisionNormal, contact);
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foreach (Submarine dockedSub in submarine.DockedTo)
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{
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dockedSub.SubBody.ApplyImpact(wallImpact, -collisionNormal, contact);
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}
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Vector2 n;
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FixedArray2<Vector2> particlePos;
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contact.GetWorldManifold(out n, out particlePos);
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#if CLIENT
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int particleAmount = (int)Math.Min(wallImpact * 10.0f, 50);
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for (int i = 0; i < particleAmount; i++)
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{
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GameMain.ParticleManager.CreateParticle("iceshards",
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ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
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Rand.Vector(Rand.Range(50.0f, 500.0f)) + Velocity);
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}
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#endif
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}
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private void HandleSubCollision(Contact contact, Submarine otherSub)
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{
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Debug.Assert(otherSub != submarine);
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Vector2 normal;
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FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal, out points);
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if (contact.FixtureA.Body == otherSub.SubBody.Body.FarseerBody)
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{
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normal = -normal;
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}
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float thisMass = Body.Mass + submarine.DockedTo.Sum(s => s.PhysicsBody.Mass);
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float otherMass = otherSub.PhysicsBody.Mass + otherSub.DockedTo.Sum(s => s.PhysicsBody.Mass);
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float massRatio = otherMass / (thisMass + otherMass);
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float impact = (Vector2.Dot(Velocity - otherSub.Velocity, normal) / 2.0f) * massRatio;
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//apply impact to this sub (the other sub takes care of this in its own collision callback)
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ApplyImpact(impact, normal, contact);
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foreach (Submarine dockedSub in submarine.DockedTo)
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{
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dockedSub.SubBody.ApplyImpact(impact, normal, contact);
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}
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//find all contacts between this sub and level walls
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List<Contact> levelContacts = new List<Contact>();
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ContactEdge contactEdge = Body.FarseerBody.ContactList;
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while (contactEdge.Next != null)
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{
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if (contactEdge.Contact.Enabled &&
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contactEdge.Other.UserData is VoronoiCell &&
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contactEdge.Contact.IsTouching)
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{
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levelContacts.Add(contactEdge.Contact);
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}
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contactEdge = contactEdge.Next;
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}
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if (levelContacts.Count == 0) return;
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//if this sub is in contact with the level, apply artifical impacts
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//to both subs to prevent the other sub from bouncing on top of this one
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//and to fake the other sub "crushing" this one against a wall
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Vector2 avgContactNormal = Vector2.Zero;
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foreach (Contact levelContact in levelContacts)
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{
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Vector2 contactNormal;
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FixedArray2<Vector2> temp;
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levelContact.GetWorldManifold(out contactNormal, out temp);
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//if the contact normal is pointing from the sub towards the level cell we collided with, flip the normal
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VoronoiCell cell = levelContact.FixtureB.Body.UserData is VoronoiCell ?
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((VoronoiCell)levelContact.FixtureB.Body.UserData) : ((VoronoiCell)levelContact.FixtureA.Body.UserData);
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var cellDiff = ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center;
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if (Vector2.Dot(contactNormal, cellDiff) < 0)
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{
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contactNormal = -contactNormal;
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}
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avgContactNormal += contactNormal;
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//apply impacts at the positions where this sub is touching the level
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ApplyImpact((Vector2.Dot(Velocity - otherSub.Velocity, contactNormal) / 2.0f) * massRatio / levelContacts.Count, contactNormal, levelContact);
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}
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avgContactNormal /= levelContacts.Count;
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//apply an impact to the other sub
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float contactDot = Vector2.Dot(otherSub.PhysicsBody.LinearVelocity, -avgContactNormal);
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if (contactDot > 0.0f)
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{
|
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otherSub.PhysicsBody.LinearVelocity -= Vector2.Normalize(otherSub.PhysicsBody.LinearVelocity) * contactDot;
|
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|
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impact = Vector2.Dot(otherSub.Velocity, normal);
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otherSub.SubBody.ApplyImpact(impact, normal, contact);
|
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foreach (Submarine dockedSub in otherSub.DockedTo)
|
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{
|
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dockedSub.SubBody.ApplyImpact(impact, normal, contact);
|
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}
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyImpact(float impact, Vector2 direction, Contact contact)
|
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{
|
||||
if (impact < 3.0f) return;
|
||||
|
||||
Vector2 tempNormal;
|
||||
|
||||
FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
|
||||
FixedArray2<Vector2> worldPoints;
|
||||
contact.GetWorldManifold(out tempNormal, out worldPoints);
|
||||
|
||||
Vector2 lastContactPoint = worldPoints[0];
|
||||
@@ -537,6 +649,7 @@ namespace Barotrauma
|
||||
|
||||
var damagedStructures = Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
|
||||
|
||||
#if CLIENT
|
||||
//play a damage sound for the structure that took the most damage
|
||||
float maxDamage = 0.0f;
|
||||
Structure maxDamageStructure = null;
|
||||
@@ -549,7 +662,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (maxDamageStructure != null)
|
||||
{
|
||||
SoundPlayer.PlayDamageSound(
|
||||
|
||||
@@ -21,6 +21,7 @@ namespace Barotrauma
|
||||
protected SpawnType spawnType;
|
||||
|
||||
//characters spawning at the waypoint will be given an ID card with these tags
|
||||
private string idCardDesc;
|
||||
private string[] idCardTags;
|
||||
|
||||
//only characters with this job will be spawned at the waypoint
|
||||
@@ -57,6 +58,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public string IdCardDesc
|
||||
{
|
||||
get { return idCardDesc; }
|
||||
private set { idCardDesc = value; }
|
||||
}
|
||||
public string[] IdCardTags
|
||||
{
|
||||
get { return idCardTags; }
|
||||
@@ -113,6 +119,7 @@ namespace Barotrauma
|
||||
public override MapEntity Clone()
|
||||
{
|
||||
var clone = new WayPoint(rect, Submarine);
|
||||
clone.idCardDesc = idCardDesc;
|
||||
clone.idCardTags = idCardTags;
|
||||
clone.spawnType = spawnType;
|
||||
clone.assignedJob = assignedJob;
|
||||
@@ -570,6 +577,11 @@ namespace Barotrauma
|
||||
|
||||
Enum.TryParse<SpawnType>(element.GetAttributeString("spawn", "Path"), out w.spawnType);
|
||||
|
||||
string idCardDescString = element.GetAttributeString("idcarddesc", "");
|
||||
if (!string.IsNullOrWhiteSpace(idCardDescString))
|
||||
{
|
||||
w.IdCardDesc = idCardDescString;
|
||||
}
|
||||
string idCardTagString = element.GetAttributeString("idcardtags", "");
|
||||
if (!string.IsNullOrWhiteSpace(idCardTagString))
|
||||
{
|
||||
@@ -604,6 +616,7 @@ namespace Barotrauma
|
||||
new XAttribute("y", (int)(rect.Y - Submarine.HiddenSubPosition.Y)),
|
||||
new XAttribute("spawn", spawnType));
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(idCardDesc)) element.Add(new XAttribute("idcarddesc", idCardDesc));
|
||||
if (idCardTags.Length > 0)
|
||||
{
|
||||
element.Add(new XAttribute("idcardtags", string.Join(",", idCardTags)));
|
||||
|
||||
Reference in New Issue
Block a user