- RepairTools work for structures that are outside the submarine

- Ruins are visible in sonar
- Fixed ruin generation algorithm occasionally creating too narrow rooms and placing corridors so that they're blocked by corners of a room
- Fix for wall textures being misaligned for map cells with no physics body
This commit is contained in:
Regalis
2016-05-03 00:14:52 +03:00
parent 2c76a6ad3c
commit 09e8b8b9c6
6 changed files with 128 additions and 87 deletions

View File

@@ -129,68 +129,85 @@ namespace Barotrauma.Items.Components
ignoredBodies.Add(limb.body.FarseerBody);
}
Vector2 rayStart = item.WorldPosition;
Vector2 rayEnd = targetPosition;
Body targetBody = Submarine.PickBody(
ConvertUnits.ToSimUnits(rayStart - Submarine.Loaded.Position),
ConvertUnits.ToSimUnits(rayEnd - Submarine.Loaded.Position), ignoredBodies);
pickedPosition = Submarine.LastPickedPosition;
if (ExtinquishAmount > 0.0f)
for (int n = 0; n < 2; n++)
{
Vector2 displayPos = rayStart + (rayEnd-rayStart)*Submarine.LastPickedFraction*0.9f;
Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
if (hull != null) hull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
}
Vector2 rayStart = ConvertUnits.ToSimUnits(item.WorldPosition);
Vector2 rayEnd = ConvertUnits.ToSimUnits(targetPosition);
if (targetBody == null || targetBody.UserData == null) return true;
Structure targetStructure;
Limb targetLimb;
Item targetItem;
if ((targetStructure = (targetBody.UserData as Structure)) != null)
{
if (!fixableEntities.Contains(targetStructure.Name)) return true;
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) return true;
targetStructure.HighLightSection(sectionIndex);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount*degreeOfSuccess);
//if the next section is small enough, apply the effect to it as well
//(to make it easier to fix a small "left-over" section)
for (int i = -1; i<2; i+=2)
if (n == 0)
{
int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
if ((sectionIndex==1 && i ==-1) ||
(sectionIndex==targetStructure.SectionCount-2 && i == 1) ||
(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
//do a raycast in "submarine coordinates"
rayStart -= Submarine.Loaded.SimPosition;
rayEnd -= Submarine.Loaded.SimPosition;
}
else
{
//do a raycast outside the sub if the character is outside
if (character.AnimController.CurrentHull != null) continue;
}
Body targetBody = Submarine.PickBody(rayStart, rayEnd, ignoredBodies);
pickedPosition = Submarine.LastPickedPosition;
if (ExtinquishAmount > 0.0f)
{
Vector2 displayPos = rayStart + (rayEnd - rayStart) * Submarine.LastPickedFraction * 0.9f;
Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
if (hull != null) hull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
}
if (targetBody == null || targetBody.UserData == null) continue;
Structure targetStructure;
Limb targetLimb;
Item targetItem;
if ((targetStructure = (targetBody.UserData as Structure)) != null)
{
if (!fixableEntities.Contains(targetStructure.Name)) continue;
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) continue;
targetStructure.HighLightSection(sectionIndex);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess);
//if the next section is small enough, apply the effect to it as well
//(to make it easier to fix a small "left-over" section)
for (int i = -1; i < 2; i += 2)
{
targetStructure.HighLightSection(sectionIndex + i);
targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
if ((sectionIndex == 1 && i == -1) ||
(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
{
targetStructure.HighLightSection(sectionIndex + i);
targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
}
}
}
else if ((targetLimb = (targetBody.UserData as Limb)) != null)
{
if (character.IsKeyDown(InputType.Aim))
{
targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, character);
//isActive = true;
}
}
}
else if ((targetLimb = (targetBody.UserData as Limb)) != null)
{
if (character.IsKeyDown(InputType.Aim))
else if ((targetItem = (targetBody.UserData as Item)) != null)
{
targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, character);
//isActive = true;
}
}
else if ((targetItem = (targetBody.UserData as Item)) != null)
{
targetItem.IsHighlighted = true;
targetItem.IsHighlighted = true;
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
}
}
return true;
}

View File

@@ -160,8 +160,7 @@ namespace Barotrauma.Items.Components
GUI.DrawLine(spriteBatch, center + start, center + end, Color.Green);
}
}
}
if (Level.Loaded != null && (item.CurrentHull==null || !DetectSubmarineWalls))
@@ -182,6 +181,25 @@ namespace Barotrauma.Items.Components
CreateBlipsForLine(edge.point1 + cell.Translation, edge.point2+cell.Translation, radius, displayScale, 3.0f * (Math.Abs(facingDot) + 1.0f));
}
}
foreach(RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
{
if (!MathUtils.CircleIntersectsRectangle(item.WorldPosition, range, ruin.Area)) continue;
foreach (var ruinShape in ruin.RuinShapes)
{
foreach (RuinGeneration.Line wall in ruinShape.Walls)
{
float cellDot = Vector2.Dot(
Vector2.Normalize(ruinShape.Center - item.WorldPosition),
Vector2.Normalize((wall.A+wall.B)/2.0f - ruinShape.Center));
if (cellDot > 0) continue;
CreateBlipsForLine(wall.A, wall.B, radius, displayScale, -cellDot*5.0f);
}
}
}
}

View File

@@ -440,11 +440,11 @@ namespace Barotrauma
foreach (VoronoiCell cell in cells)
{
if (cell.body == null) continue;
//if (cell.body == null) continue;
foreach (GraphEdge edge in cell.edges)
{
if (edge.cell1 != null && edge.cell1.body == null) edge.cell1 = null;
if (edge.cell2 != null && edge.cell2.body == null) edge.cell2 = null;
if (edge.cell1 != null && edge.cell1.body == null && edge.cell1.CellType != CellType.Empty) edge.cell1 = null;
if (edge.cell2 != null && edge.cell2.body == null && edge.cell2.CellType != CellType.Empty) edge.cell2 = null;
CompareCCW compare = new CompareCCW(cell.Center);
if (compare.Compare(edge.point1, edge.point2) == -1)
@@ -463,22 +463,9 @@ namespace Barotrauma
{
if (!edge.isSolid) continue;
GraphEdge leftEdge = null, rightEdge = null;
foreach (GraphEdge edge2 in cell.edges)
{
if (edge == edge2) continue;
if (edge.point1 == edge2.point1 ||
edge.point1 == edge2.point2)
{
leftEdge = edge2;
}
else if (edge.point2 == edge2.point2 || edge.point2 == edge2.point1)
{
rightEdge = edge2;
}
}
GraphEdge leftEdge = cell.edges.Find(e => e != edge && (edge.point1 == e.point1 || edge.point1 == e.point2));
GraphEdge rightEdge = cell.edges.Find(e => e != edge && (edge.point2 == e.point1 || edge.point2 == e.point2));
Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
if (leftEdge == null)
@@ -498,8 +485,11 @@ namespace Barotrauma
#if DEBUG
DebugConsole.ThrowError("Invalid right normal");
#endif
if (cell.body != null) GameMain.World.RemoveBody(cell.body);
cell.body = null;
if (cell.body != null)
{
GameMain.World.RemoveBody(cell.body);
cell.body = null;
}
leftNormal = Vector2.UnitX;
break;
}
@@ -521,15 +511,15 @@ namespace Barotrauma
#if DEBUG
DebugConsole.ThrowError("Invalid right normal");
#endif
if (cell.body != null) GameMain.World.RemoveBody(cell.body);
cell.body = null;
if (cell.body != null)
{
GameMain.World.RemoveBody(cell.body);
cell.body = null;
}
rightNormal = Vector2.UnitX;
break;
}
for (int i = 0; i < 2; i++)
{
Vector2[] verts = new Vector2[3];

View File

@@ -42,11 +42,12 @@ namespace Barotrauma.RuinGeneration
this.rect = rect;
}
public void Split(float minDivRatio, float verticalProbability = 0.5f)
public void Split(float minDivRatio, float verticalProbability = 0.5f, int minWidth = 200)
{
subRooms = new BTRoom[2];
if (Rand.Range(0.0f, 1.0f, false) < verticalProbability)
if (Rand.Range(0.0f, 1.0f, false) < verticalProbability &&
rect.Width * minDivRatio >= minWidth)
{
SplitVertical(minDivRatio);
}

View File

@@ -163,16 +163,16 @@ namespace Barotrauma.RuinGeneration
//if (Math.Min(leaves1[i].Rect.Bottom, leaves2[i].Rect.Bottom) - Math.Max(leaves1[i].Rect.Y, leaves2[j].Rect.Y) < width) continue;
if (leaves1[i].Rect.Y > leaves2[j].Rect.Bottom) continue;
if (leaves1[i].Rect.Bottom < leaves2[j].Rect.Y) continue;
if (leaves1[i].Rect.Y > leaves2[j].Rect.Bottom-width) continue;
if (leaves1[i].Rect.Bottom < leaves2[j].Rect.Y+width) continue;
}
else
{
//if (Math.Min(leaves1[i].Rect.Right, leaves2[i].Rect.Right) - Math.Max(leaves1[i].Rect.X, leaves2[j].Rect.X) < width) continue;
if (leaves1[i].Rect.X > leaves2[j].Rect.Right) continue;
if (leaves1[i].Rect.Right < leaves2[j].Rect.X) continue;
if (leaves1[i].Rect.X > leaves2[j].Rect.Right-width) continue;
if (leaves1[i].Rect.Right < leaves2[j].Rect.X+width) continue;
}

View File

@@ -28,6 +28,11 @@ namespace Barotrauma.RuinGeneration
protected set;
}
public Vector2 Center
{
get { return rect.Center.ToVector2(); }
}
public List<Line> Walls;
public virtual void CreateWalls() { }
@@ -170,6 +175,11 @@ namespace Barotrauma.RuinGeneration
get { return allShapes; }
}
public List<Line> Walls
{
get { return walls; }
}
public Rectangle Area
{
get;
@@ -207,7 +217,7 @@ namespace Barotrauma.RuinGeneration
for (int i = 0; i < iterations; i++)
{
rooms.ForEach(l => l.Split(0.3f, verticalProbability));
rooms.ForEach(l => l.Split(0.3f, verticalProbability, 300));
rooms = baseRoom.GetLeaves();
}
@@ -340,6 +350,11 @@ namespace Barotrauma.RuinGeneration
(int)((wall.B.X - wall.A.X) + radius*2.0f),
(int)((wall.B.Y - wall.A.Y) + radius*2.0f));
if (wall.A.Y == wall.B.Y)
{
rect.Inflate(-32, 0);
}
var structure = new Structure(rect, structurePrefab.Prefab as StructurePrefab, null);
structure.MoveWithLevel = true;
structure.SetCollisionCategory(Physics.CollisionLevel);