- 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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