- 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:
@@ -129,68 +129,85 @@ namespace Barotrauma.Items.Components
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ignoredBodies.Add(limb.body.FarseerBody);
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}
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Vector2 rayStart = item.WorldPosition;
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Vector2 rayEnd = targetPosition;
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Body targetBody = Submarine.PickBody(
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ConvertUnits.ToSimUnits(rayStart - Submarine.Loaded.Position),
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ConvertUnits.ToSimUnits(rayEnd - Submarine.Loaded.Position), ignoredBodies);
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pickedPosition = Submarine.LastPickedPosition;
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if (ExtinquishAmount > 0.0f)
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for (int n = 0; n < 2; n++)
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{
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Vector2 displayPos = rayStart + (rayEnd-rayStart)*Submarine.LastPickedFraction*0.9f;
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Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
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if (hull != null) hull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
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}
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Vector2 rayStart = ConvertUnits.ToSimUnits(item.WorldPosition);
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Vector2 rayEnd = ConvertUnits.ToSimUnits(targetPosition);
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if (targetBody == null || targetBody.UserData == null) return true;
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Structure targetStructure;
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Limb targetLimb;
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Item targetItem;
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if ((targetStructure = (targetBody.UserData as Structure)) != null)
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{
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if (!fixableEntities.Contains(targetStructure.Name)) return true;
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int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
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if (sectionIndex < 0) return true;
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targetStructure.HighLightSection(sectionIndex);
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targetStructure.AddDamage(sectionIndex, -StructureFixAmount*degreeOfSuccess);
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//if the next section is small enough, apply the effect to it as well
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//(to make it easier to fix a small "left-over" section)
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for (int i = -1; i<2; i+=2)
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if (n == 0)
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{
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int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
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if ((sectionIndex==1 && i ==-1) ||
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(sectionIndex==targetStructure.SectionCount-2 && i == 1) ||
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(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
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//do a raycast in "submarine coordinates"
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rayStart -= Submarine.Loaded.SimPosition;
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rayEnd -= Submarine.Loaded.SimPosition;
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}
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else
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{
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//do a raycast outside the sub if the character is outside
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if (character.AnimController.CurrentHull != null) continue;
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}
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Body targetBody = Submarine.PickBody(rayStart, rayEnd, ignoredBodies);
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pickedPosition = Submarine.LastPickedPosition;
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if (ExtinquishAmount > 0.0f)
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{
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Vector2 displayPos = rayStart + (rayEnd - rayStart) * Submarine.LastPickedFraction * 0.9f;
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Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
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if (hull != null) hull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
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}
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if (targetBody == null || targetBody.UserData == null) continue;
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Structure targetStructure;
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Limb targetLimb;
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Item targetItem;
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if ((targetStructure = (targetBody.UserData as Structure)) != null)
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{
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if (!fixableEntities.Contains(targetStructure.Name)) continue;
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int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
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if (sectionIndex < 0) continue;
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targetStructure.HighLightSection(sectionIndex);
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targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess);
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//if the next section is small enough, apply the effect to it as well
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//(to make it easier to fix a small "left-over" section)
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for (int i = -1; i < 2; i += 2)
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{
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targetStructure.HighLightSection(sectionIndex + i);
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targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
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int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
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if ((sectionIndex == 1 && i == -1) ||
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(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
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(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
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{
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targetStructure.HighLightSection(sectionIndex + i);
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targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
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}
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}
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}
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else if ((targetLimb = (targetBody.UserData as Limb)) != null)
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{
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if (character.IsKeyDown(InputType.Aim))
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{
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targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, character);
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//isActive = true;
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}
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}
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}
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else if ((targetLimb = (targetBody.UserData as Limb)) != null)
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{
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if (character.IsKeyDown(InputType.Aim))
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else if ((targetItem = (targetBody.UserData as Item)) != null)
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{
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targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, character);
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//isActive = true;
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}
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}
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else if ((targetItem = (targetBody.UserData as Item)) != null)
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{
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targetItem.IsHighlighted = true;
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targetItem.IsHighlighted = true;
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ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
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ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
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}
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}
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return true;
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}
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@@ -160,8 +160,7 @@ namespace Barotrauma.Items.Components
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GUI.DrawLine(spriteBatch, center + start, center + end, Color.Green);
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}
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}
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}
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if (Level.Loaded != null && (item.CurrentHull==null || !DetectSubmarineWalls))
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@@ -182,6 +181,25 @@ namespace Barotrauma.Items.Components
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CreateBlipsForLine(edge.point1 + cell.Translation, edge.point2+cell.Translation, radius, displayScale, 3.0f * (Math.Abs(facingDot) + 1.0f));
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}
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}
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foreach(RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
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{
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if (!MathUtils.CircleIntersectsRectangle(item.WorldPosition, range, ruin.Area)) continue;
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foreach (var ruinShape in ruin.RuinShapes)
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{
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foreach (RuinGeneration.Line wall in ruinShape.Walls)
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{
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float cellDot = Vector2.Dot(
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Vector2.Normalize(ruinShape.Center - item.WorldPosition),
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Vector2.Normalize((wall.A+wall.B)/2.0f - ruinShape.Center));
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if (cellDot > 0) continue;
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CreateBlipsForLine(wall.A, wall.B, radius, displayScale, -cellDot*5.0f);
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}
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}
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}
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}
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@@ -440,11 +440,11 @@ namespace Barotrauma
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foreach (VoronoiCell cell in cells)
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{
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if (cell.body == null) continue;
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//if (cell.body == null) continue;
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foreach (GraphEdge edge in cell.edges)
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{
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if (edge.cell1 != null && edge.cell1.body == null) edge.cell1 = null;
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if (edge.cell2 != null && edge.cell2.body == null) edge.cell2 = null;
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if (edge.cell1 != null && edge.cell1.body == null && edge.cell1.CellType != CellType.Empty) edge.cell1 = null;
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if (edge.cell2 != null && edge.cell2.body == null && edge.cell2.CellType != CellType.Empty) edge.cell2 = null;
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CompareCCW compare = new CompareCCW(cell.Center);
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if (compare.Compare(edge.point1, edge.point2) == -1)
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@@ -463,22 +463,9 @@ namespace Barotrauma
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{
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if (!edge.isSolid) continue;
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GraphEdge leftEdge = null, rightEdge = null;
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foreach (GraphEdge edge2 in cell.edges)
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{
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if (edge == edge2) continue;
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if (edge.point1 == edge2.point1 ||
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edge.point1 == edge2.point2)
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{
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leftEdge = edge2;
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}
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else if (edge.point2 == edge2.point2 || edge.point2 == edge2.point1)
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{
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rightEdge = edge2;
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}
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}
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GraphEdge leftEdge = cell.edges.Find(e => e != edge && (edge.point1 == e.point1 || edge.point1 == e.point2));
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GraphEdge rightEdge = cell.edges.Find(e => e != edge && (edge.point2 == e.point1 || edge.point2 == e.point2));
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Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
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if (leftEdge == null)
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@@ -498,8 +485,11 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.ThrowError("Invalid right normal");
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#endif
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if (cell.body != null) GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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if (cell.body != null)
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{
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GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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}
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leftNormal = Vector2.UnitX;
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break;
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}
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@@ -521,15 +511,15 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.ThrowError("Invalid right normal");
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#endif
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if (cell.body != null) GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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if (cell.body != null)
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{
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GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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}
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rightNormal = Vector2.UnitX;
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break;
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}
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for (int i = 0; i < 2; i++)
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{
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Vector2[] verts = new Vector2[3];
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@@ -42,11 +42,12 @@ namespace Barotrauma.RuinGeneration
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this.rect = rect;
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}
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public void Split(float minDivRatio, float verticalProbability = 0.5f)
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public void Split(float minDivRatio, float verticalProbability = 0.5f, int minWidth = 200)
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{
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subRooms = new BTRoom[2];
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if (Rand.Range(0.0f, 1.0f, false) < verticalProbability)
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if (Rand.Range(0.0f, 1.0f, false) < verticalProbability &&
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rect.Width * minDivRatio >= minWidth)
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{
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SplitVertical(minDivRatio);
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}
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@@ -163,16 +163,16 @@ namespace Barotrauma.RuinGeneration
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//if (Math.Min(leaves1[i].Rect.Bottom, leaves2[i].Rect.Bottom) - Math.Max(leaves1[i].Rect.Y, leaves2[j].Rect.Y) < width) continue;
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if (leaves1[i].Rect.Y > leaves2[j].Rect.Bottom) continue;
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if (leaves1[i].Rect.Bottom < leaves2[j].Rect.Y) continue;
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if (leaves1[i].Rect.Y > leaves2[j].Rect.Bottom-width) continue;
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if (leaves1[i].Rect.Bottom < leaves2[j].Rect.Y+width) continue;
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}
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else
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{
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//if (Math.Min(leaves1[i].Rect.Right, leaves2[i].Rect.Right) - Math.Max(leaves1[i].Rect.X, leaves2[j].Rect.X) < width) continue;
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if (leaves1[i].Rect.X > leaves2[j].Rect.Right) continue;
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if (leaves1[i].Rect.Right < leaves2[j].Rect.X) continue;
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if (leaves1[i].Rect.X > leaves2[j].Rect.Right-width) continue;
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if (leaves1[i].Rect.Right < leaves2[j].Rect.X+width) continue;
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}
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@@ -28,6 +28,11 @@ namespace Barotrauma.RuinGeneration
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protected set;
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}
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public Vector2 Center
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{
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get { return rect.Center.ToVector2(); }
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}
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public List<Line> Walls;
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public virtual void CreateWalls() { }
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@@ -170,6 +175,11 @@ namespace Barotrauma.RuinGeneration
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get { return allShapes; }
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}
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public List<Line> Walls
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{
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get { return walls; }
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}
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public Rectangle Area
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{
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get;
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@@ -207,7 +217,7 @@ namespace Barotrauma.RuinGeneration
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for (int i = 0; i < iterations; i++)
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{
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rooms.ForEach(l => l.Split(0.3f, verticalProbability));
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rooms.ForEach(l => l.Split(0.3f, verticalProbability, 300));
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rooms = baseRoom.GetLeaves();
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}
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@@ -340,6 +350,11 @@ namespace Barotrauma.RuinGeneration
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(int)((wall.B.X - wall.A.X) + radius*2.0f),
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(int)((wall.B.Y - wall.A.Y) + radius*2.0f));
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if (wall.A.Y == wall.B.Y)
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{
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rect.Inflate(-32, 0);
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}
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var structure = new Structure(rect, structurePrefab.Prefab as StructurePrefab, null);
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structure.MoveWithLevel = true;
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structure.SetCollisionCategory(Physics.CollisionLevel);
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