Unstable v0.1300.0.0 (February 19th 2021)

This commit is contained in:
Joonas Rikkonen
2021-02-25 13:44:23 +02:00
parent b772654326
commit 24cbef485a
441 changed files with 21343 additions and 8562 deletions
@@ -13,7 +13,16 @@ namespace Barotrauma.Items.Components
{
partial class DockingPort : ItemComponent, IDrawableComponent, IServerSerializable
{
private static List<DockingPort> list = new List<DockingPort>();
public enum DirectionType
{
None,
Top,
Bottom,
Left,
Right
}
private static readonly List<DockingPort> list = new List<DockingPort>();
public static IEnumerable<DockingPort> List
{
get { return list; }
@@ -29,15 +38,17 @@ namespace Barotrauma.Items.Components
private Fixture outsideBlocker;
private Body doorBody;
private float dockingCooldown;
private bool docked;
private bool obstructedWayPointsDisabled;
private float forceLockTimer;
//if the submarine isn't in the correct position to lock within this time after docking has been activated,
//force the sub to the correct position
const float ForceLockDelay = 1.0f;
const float ForceLockDelay = 1.0f;
public int DockingDir { get; private set; }
public int DockingDir { get; set; }
[Serialize("32.0,32.0", false, description: "How close the docking port has to be to another port to dock.")]
public Vector2 DistanceTolerance { get; set; }
@@ -63,6 +74,10 @@ namespace Barotrauma.Items.Components
set;
}
[Editable, Serialize(DirectionType.None, false, description: "Which direction the port is allowed to dock in. For example, \"Top\" would mean the port can dock to another port above it.\n"+
"Normally there's no need to touch this setting, but if you notice the docking position is incorrect (for example due to some unusual docking port configuration without hulls or doors), you can use this to enforce the direction.")]
public DirectionType ForceDockingDirection { get; set; }
public DockingPort DockingTarget { get; private set; }
public Door Door { get; private set; }
@@ -89,6 +104,11 @@ namespace Barotrauma.Items.Components
}
}
public bool IsLocked
{
get { return joint is WeldJoint || DockingTarget?.joint is WeldJoint; }
}
/// <summary>
/// Automatically cleared after docking -> no need to unregister
/// </summary>
@@ -129,20 +149,12 @@ namespace Barotrauma.Items.Components
DockingDir = GetDir(DockingTarget);
DockingTarget.DockingDir = -DockingDir;
}
if (joint != null)
{
CreateJoint(joint is WeldJoint);
LinkHullsToGaps();
}
else if (DockingTarget.joint != null)
{
if (!GameMain.World.BodyList.Contains(DockingTarget.joint.BodyA) ||
!GameMain.World.BodyList.Contains(DockingTarget.joint.BodyB))
{
DockingTarget.CreateJoint(DockingTarget.joint is WeldJoint);
}
DockingTarget.LinkHullsToGaps();
}
//undock and redock to recreate the hulls, gaps and physics bodies
var prevDockingTarget = DockingTarget;
Undock(applyEffects: false);
Dock(prevDockingTarget);
Lock(true, applyEffects: false);
}
}
@@ -169,15 +181,15 @@ namespace Barotrauma.Items.Components
private void AttemptDock()
{
var adjacentPort = FindAdjacentPort();
if (adjacentPort != null) Dock(adjacentPort);
if (adjacentPort != null) { Dock(adjacentPort); }
}
public void Dock(DockingPort target)
{
if (item.Submarine.DockedTo.Contains(target.item.Submarine)) return;
if (item.Submarine.DockedTo.Contains(target.item.Submarine)) { return; }
forceLockTimer = 0.0f;
dockingCooldown = 0.1f;
if (DockingTarget != null)
{
@@ -219,7 +231,6 @@ namespace Barotrauma.Items.Components
#if SERVER
if (GameMain.Server != null && (!item.Submarine?.Loading ?? true))
{
originalDockingTargetID = DockingTarget.item.ID;
item.CreateServerEvent(this);
}
#endif
@@ -229,7 +240,7 @@ namespace Barotrauma.Items.Components
}
public void Lock(bool isNetworkMessage, bool forcePosition = false)
public void Lock(bool isNetworkMessage, bool forcePosition = false, bool applyEffects = true)
{
#if CLIENT
if (GameMain.Client != null && !isNetworkMessage) { return; }
@@ -246,18 +257,24 @@ namespace Barotrauma.Items.Components
DockingDir = GetDir(DockingTarget);
DockingTarget.DockingDir = -DockingDir;
ApplyStatusEffects(ActionType.OnUse, 1.0f);
Vector2 jointDiff = joint.WorldAnchorB - joint.WorldAnchorA;
if (item.Submarine.PhysicsBody.Mass < DockingTarget.item.Submarine.PhysicsBody.Mass ||
DockingTarget.item.Submarine.Info.IsOutpost)
if (applyEffects)
{
item.Submarine.SubBody.SetPosition(item.Submarine.SubBody.Position + ConvertUnits.ToDisplayUnits(jointDiff));
ApplyStatusEffects(ActionType.OnUse, 1.0f);
}
else if (DockingTarget.item.Submarine.PhysicsBody.Mass < item.Submarine.PhysicsBody.Mass ||
item.Submarine.Info.IsOutpost)
if (forcePosition)
{
DockingTarget.item.Submarine.SubBody.SetPosition(DockingTarget.item.Submarine.SubBody.Position - ConvertUnits.ToDisplayUnits(jointDiff));
Vector2 jointDiff = joint.WorldAnchorB - joint.WorldAnchorA;
if (item.Submarine.PhysicsBody.Mass < DockingTarget.item.Submarine.PhysicsBody.Mass ||
DockingTarget.item.Submarine.Info.IsOutpost)
{
item.Submarine.SubBody.SetPosition(item.Submarine.SubBody.Position + ConvertUnits.ToDisplayUnits(jointDiff));
}
else if (DockingTarget.item.Submarine.PhysicsBody.Mass < item.Submarine.PhysicsBody.Mass ||
item.Submarine.Info.IsOutpost)
{
DockingTarget.item.Submarine.SubBody.SetPosition(DockingTarget.item.Submarine.SubBody.Position - ConvertUnits.ToDisplayUnits(jointDiff));
}
}
ConnectWireBetweenPorts();
@@ -266,7 +283,6 @@ namespace Barotrauma.Items.Components
#if SERVER
if (GameMain.Server != null && (!item.Submarine?.Loading ?? true))
{
originalDockingTargetID = DockingTarget.item.ID;
item.CreateServerEvent(this);
}
#else
@@ -311,10 +327,10 @@ namespace Barotrauma.Items.Components
joint = null;
}
Vector2 offset = (IsHorizontal ?
Vector2 offset = IsHorizontal ?
Vector2.UnitX * DockingDir :
Vector2.UnitY * DockingDir);
offset *= DockedDistance * 0.5f;
Vector2.UnitY * DockingDir;
offset *= DockedDistance * 0.5f * item.Scale;
Vector2 pos1 = item.WorldPosition + offset;
@@ -346,6 +362,14 @@ namespace Barotrauma.Items.Components
public int GetDir(DockingPort dockingTarget = null)
{
int forcedDockingDir = GetForcedDockingDir();
if (forcedDockingDir != 0) { return forcedDockingDir; }
if (dockingTarget != null)
{
forcedDockingDir = -dockingTarget.GetForcedDockingDir();
if (forcedDockingDir != 0) { return forcedDockingDir; }
}
if (DockingDir != 0) { return DockingDir; }
if (Door != null && Door.LinkedGap.linkedTo.Count > 0)
@@ -390,9 +414,10 @@ namespace Barotrauma.Items.Components
}
if (dockingTarget != null)
{
return IsHorizontal ?
int dir = IsHorizontal ?
Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
if (dir != 0) { return dir; }
}
if (item.Submarine != null)
{
@@ -404,6 +429,22 @@ namespace Barotrauma.Items.Components
return 0;
}
private int GetForcedDockingDir()
{
switch (ForceDockingDirection)
{
case DirectionType.Left:
return -1;
case DirectionType.Right:
return 1;
case DirectionType.Top:
return 1;
case DirectionType.Bottom:
return -1;
}
return 0;
}
private void ConnectWireBetweenPorts()
{
Wire wire = item.GetComponent<Wire>();
@@ -491,8 +532,9 @@ namespace Barotrauma.Items.Components
subs = new Submarine[] { DockingTarget.item.Submarine, item.Submarine };
}
hullRects[0] = new Rectangle(hullRects[0].Center.X, hullRects[0].Y, ((int)DockedDistance / 2), hullRects[0].Height);
hullRects[1] = new Rectangle(hullRects[1].Center.X - ((int)DockedDistance / 2), hullRects[1].Y, ((int)DockedDistance / 2), hullRects[1].Height);
int scaledDockedDistance = (int)(DockedDistance / 2 * item.Scale);
hullRects[0] = new Rectangle(hullRects[0].Center.X, hullRects[0].Y, scaledDockedDistance, hullRects[0].Height);
hullRects[1] = new Rectangle(hullRects[1].Center.X - scaledDockedDistance, hullRects[1].Y, scaledDockedDistance, hullRects[1].Height);
//expand hulls if needed, so there's no empty space between the sub's hulls and docking port hulls
int leftSubRightSide = int.MinValue, rightSubLeftSide = int.MaxValue;
@@ -588,8 +630,9 @@ namespace Barotrauma.Items.Components
subs = new Submarine[] { DockingTarget.item.Submarine, item.Submarine };
}
hullRects[0] = new Rectangle(hullRects[0].X, hullRects[0].Y + (int)(-hullRects[0].Height + DockedDistance) / 2, hullRects[0].Width, ((int)DockedDistance / 2));
hullRects[1] = new Rectangle(hullRects[1].X, hullRects[1].Y - hullRects[1].Height / 2, hullRects[1].Width, ((int)DockedDistance / 2));
int scaledDockedDistance = (int)(DockedDistance / 2 * item.Scale);
hullRects[0] = new Rectangle(hullRects[0].X, hullRects[0].Y - hullRects[0].Height / 2 + scaledDockedDistance, hullRects[0].Width, scaledDockedDistance);
hullRects[1] = new Rectangle(hullRects[1].X, hullRects[1].Y - hullRects[1].Height / 2, hullRects[1].Width, scaledDockedDistance);
//expand hulls if needed, so there's no empty space between the sub's hulls and docking port hulls
int upperSubBottom = int.MaxValue, lowerSubTop = int.MinValue;
@@ -801,13 +844,17 @@ namespace Barotrauma.Items.Components
}
}
public void Undock()
public void Undock(bool applyEffects = true)
{
if (DockingTarget == null || !docked) return;
if (DockingTarget == null || !docked) { return; }
forceLockTimer = 0.0f;
dockingCooldown = 0.1f;
ApplyStatusEffects(ActionType.OnSecondaryUse, 1.0f);
if (applyEffects)
{
ApplyStatusEffects(ActionType.OnSecondaryUse, 1.0f);
}
DockingTarget.item.Submarine.ConnectedDockingPorts.Remove(item.Submarine);
item.Submarine.ConnectedDockingPorts.Remove(DockingTarget.item.Submarine);
@@ -879,7 +926,6 @@ namespace Barotrauma.Items.Components
#if SERVER
if (GameMain.Server != null && (!item.Submarine?.Loading ?? true))
{
originalDockingTargetID = Entity.NullEntityID;
item.CreateServerEvent(this);
}
#endif
@@ -889,6 +935,7 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
dockingCooldown -= deltaTime;
if (DockingTarget == null)
{
dockingState = MathHelper.Lerp(dockingState, 0.0f, deltaTime * 10.0f);
@@ -896,7 +943,6 @@ namespace Barotrauma.Items.Components
item.SendSignal(0, "0", "state_out", null);
item.SendSignal(0, (FindAdjacentPort() != null) ? "1" : "0", "proximity_sensor", null);
}
else
{
@@ -908,7 +954,6 @@ namespace Barotrauma.Items.Components
if (joint is DistanceJoint)
{
item.SendSignal(0, "0", "state_out", null);
dockingState = MathHelper.Lerp(dockingState, 0.5f, deltaTime * 10.0f);
forceLockTimer += deltaTime;
@@ -918,9 +963,7 @@ namespace Barotrauma.Items.Components
if (jointDiff.LengthSquared() > 0.04f * 0.04f && forceLockTimer < ForceLockDelay)
{
float totalMass = item.Submarine.PhysicsBody.Mass + DockingTarget.item.Submarine.PhysicsBody.Mass;
float massRatio1 = 1.0f;
float massRatio2 = 1.0f;
float massRatio1, massRatio2;
if (item.Submarine.PhysicsBody.BodyType != BodyType.Dynamic)
{
massRatio1 = 0.0f;
@@ -954,11 +997,10 @@ namespace Barotrauma.Items.Components
{
doorBody.Enabled = DockingTarget.Door.Body.Enabled;
}
item.SendSignal(0, "1", "state_out", null);
dockingState = MathHelper.Lerp(dockingState, 1.0f, deltaTime * 10.0f);
}
item.SendSignal(0, IsLocked ? "1" : "0", "state_out", null);
}
if (!obstructedWayPointsDisabled && dockingState >= 0.99f)
{
@@ -985,7 +1027,8 @@ namespace Barotrauma.Items.Components
if (initialized) { return; }
initialized = true;
float closestDist = 30.0f * 30.0f;
float maxXDist = (item.Prefab.sprite.size.X * item.Prefab.Scale) / 2;
float closestYDist = (item.Prefab.sprite.size.Y * item.Prefab.Scale) / 2;
foreach (Item it in Item.ItemList)
{
if (it.Submarine != item.Submarine) { continue; }
@@ -993,11 +1036,22 @@ namespace Barotrauma.Items.Components
var doorComponent = it.GetComponent<Door>();
if (doorComponent == null || doorComponent.IsHorizontal == IsHorizontal) { continue; }
float distSqr = Vector2.DistanceSquared(item.Position, it.Position);
if (distSqr < closestDist)
float yDist = Math.Abs(it.Position.Y - item.Position.Y);
if (item.linkedTo.Contains(it))
{
// If there's a door linked to the docking port, always treat it close enough.
yDist = Math.Min(closestYDist, yDist);
}
else if (Math.Abs(it.Position.X - item.Position.X) > maxXDist)
{
// Too far left/right
continue;
}
if (yDist <= closestYDist)
{
Door = doorComponent;
closestDist = distSqr;
closestYDist = yDist;
}
}
@@ -1055,6 +1109,8 @@ namespace Barotrauma.Items.Components
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
if (dockingCooldown > 0.0f) { return; }
bool wasDocked = docked;
DockingPort prevDockingTarget = DockingTarget;