Giving crew members an ID card with clearances based on spawnpoint, level collision bugfixes, level exit/enter "shafts", moar entity ID bugfixes
This commit is contained in:
@@ -1,9 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics.Joints;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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@@ -11,6 +6,11 @@ using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Subsurface.Networking;
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using Subsurface.Particles;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Xml.Linq;
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namespace Subsurface
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{
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@@ -37,7 +37,7 @@ namespace Subsurface
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public double LastNetworkUpdate;
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public byte LargeUpdateTimer;
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public float LargeUpdateTimer;
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public readonly Dictionary<string, ObjectProperty> Properties;
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public Dictionary<string, ObjectProperty> ObjectProperties
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@@ -367,7 +367,7 @@ namespace Subsurface
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CharacterList.Add(this);
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}
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public void GiveJobItems()
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public void GiveJobItems(WayPoint spawnPoint)
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{
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if (Info == null || Info.Job == null) return;
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@@ -382,6 +382,15 @@ namespace Subsurface
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Item item = new Item(itemPrefab, Position);
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inventory.TryPutItem(item, item.AllowedSlots, false);
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if (item.Prefab.Name == "ID Card" && spawnPoint!=null)
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{
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foreach (string s in spawnPoint.IdCardTags)
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{
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item.AddTag(s);
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}
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}
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}
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}
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@@ -893,10 +902,7 @@ namespace Subsurface
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message.Write(cursorPosition.X);
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message.Write(cursorPosition.Y);
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message.Write(AnimController.limbs.Count());
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message.Write(LargeUpdateTimer <= 0);
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if (LargeUpdateTimer<=0)
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@@ -904,7 +910,6 @@ namespace Subsurface
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int i = 0;
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foreach (Limb limb in AnimController.limbs)
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{
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message.Write(42.0f+i);
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message.Write(limb.body.Position.X);
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message.Write(limb.body.Position.Y);
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@@ -926,7 +931,7 @@ namespace Subsurface
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message.Write(torso.body.Position.X);
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message.Write(torso.body.Position.Y);
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LargeUpdateTimer = (byte)Math.Max(0, LargeUpdateTimer-1);
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LargeUpdateTimer = Math.Max(0, LargeUpdateTimer-1);
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}
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@@ -964,11 +969,6 @@ namespace Subsurface
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return;
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}
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//if (type == Networking.NetworkEventType.KeyHit)
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//{
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// selectKeyHit.State = message.ReadBoolean();
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//}
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actionKeyDown.State = message.ReadBoolean();
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secondaryKeyDown.State = message.ReadBoolean();
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@@ -987,14 +987,10 @@ namespace Subsurface
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cursorPos.X = message.ReadFloat();
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cursorPos.Y = message.ReadFloat();
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int num1 = message.ReadInt32();
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System.Diagnostics.Debug.WriteLine(num1);
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if (sendingTime <= LastNetworkUpdate) return;
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cursorPosition = cursorPos;
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AnimController.TargetMovement= targetMovement;
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AnimController.TargetDir = (targetDir) ? Direction.Right : Direction.Left;
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@@ -1002,8 +998,6 @@ namespace Subsurface
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{
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foreach (Limb limb in AnimController.limbs)
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{
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float num = message.ReadFloat();
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System.Diagnostics.Debug.WriteLine(num);
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Vector2 pos = Vector2.Zero;
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pos.X = message.ReadFloat();
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pos.Y = message.ReadFloat();
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@@ -1013,9 +1007,7 @@ namespace Subsurface
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vel.Y = message.ReadFloat();
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float rotation = message.ReadFloat();
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float angularVel = message.ReadFloat();
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float angularVel = message.ReadFloat();
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if (vel != Vector2.Zero && vel.Length() > 100.0f) { }
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@@ -388,7 +388,7 @@ namespace Subsurface
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}
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public void Draw(SpriteBatch spriteBatch, bool debugDraw)
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public void Draw(SpriteBatch spriteBatch)
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{
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Color color = Color.White;// new Color(1.0f, 1.0f - damage / maxHealth, 1.0f - damage / maxHealth);
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@@ -405,7 +405,7 @@ namespace Subsurface
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1.0f, spriteEffect);
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}
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if (!debugDraw) return;
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if (!Game1.DebugDraw) return;
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if (pullJoint!=null)
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{
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@@ -15,8 +15,6 @@ namespace Subsurface
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{
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public static List<Ragdoll> list = new List<Ragdoll>();
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public static bool DebugDraw = false;
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protected Hull currentHull;
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public Limb[] limbs;
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@@ -308,10 +306,10 @@ namespace Subsurface
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foreach (Limb limb in limbs)
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{
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limb.Draw(spriteBatch, DebugDraw);
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limb.Draw(spriteBatch);
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}
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if (!DebugDraw) return;
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if (!Game1.DebugDraw) return;
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foreach (Limb limb in limbs)
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{
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Binary file not shown.
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Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 45 KiB |
Binary file not shown.
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Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 39 KiB |
BIN
Subsurface/Content/Map/shaft.png
Normal file
BIN
Subsurface/Content/Map/shaft.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 118 KiB |
@@ -242,8 +242,9 @@ namespace Subsurface
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new GUIMessageBox(commands[1], commands[2]);
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break;
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case "debugdraw":
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Hull.DebugDraw = !Hull.DebugDraw;
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Ragdoll.DebugDraw = !Ragdoll.DebugDraw;
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//Hull.DebugDraw = !Hull.DebugDraw;
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//Ragdoll.DebugDraw = !Ragdoll.DebugDraw;
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Game1.DebugDraw = !Game1.DebugDraw;
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break;
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default:
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NewMessage("Command not found", Color.Red);
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@@ -16,6 +16,8 @@ namespace Subsurface
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static int graphicsWidth, graphicsHeight;
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static SpriteBatch spriteBatch;
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public static bool DebugDraw;
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public static GraphicsDevice CurrGraphicsDevice;
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public static FrameCounter frameCounter;
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@@ -121,15 +121,15 @@ namespace Subsurface
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for (int i = 0; i < waypoints.Length; i++)
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{
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WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Human);
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Vector2 position = (randomWayPoint == null) ? Vector2.Zero : randomWayPoint.SimPosition;
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//WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Human);
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//Vector2 position = (randomWayPoint == null) ? Vector2.Zero : randomWayPoint.SimPosition;
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Character character = new Character(characterInfos[i], waypoints[i]);
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Character.Controlled = character;
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if (!character.Info.StartItemsGiven)
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{
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character.GiveJobItems();
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character.GiveJobItems(waypoints[i]);
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character.Info.StartItemsGiven = true;
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}
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@@ -120,7 +120,7 @@ namespace Subsurface
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public void StartShift(TimeSpan duration, Level level)
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{
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//if (crewManager.characterInfos.Count == 0) return;
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Lights.LightManager.FowEnabled = (Game1.Server==null);
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this.level = level;
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@@ -131,10 +131,9 @@ namespace Subsurface
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if (level != null)
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{
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level.Generate(submarine == null ? 100.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height));
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submarine.SetPosition(level.StartPosition);
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submarine.SetPosition(level.StartPosition - new Vector2(0.0f, 2000.0f));
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}
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//crewManager.StartShift();
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taskManager.StartShift(level);
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}
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@@ -56,8 +56,7 @@ namespace Subsurface.Items.Components
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float scale = 0.01f;
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List<Vector2[]> edges = Level.Loaded.GetCellEdges(-Level.Loaded.Position, 5);
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Vector2 offset = Vector2.Zero; //Level.Loaded.position;
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//offset.Y = -offset.Y;
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Vector2 offset = Vector2.Zero;
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for (int i = 0; i < edges.Count; i++)
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{
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@@ -144,6 +144,11 @@ namespace Subsurface
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get { return prefab.IsLinkable; }
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}
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public override string ToString()
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{
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return Name +"("+ID+")";
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}
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public List<IPropertyObject> AllPropertyObjects
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{
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get
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@@ -322,6 +327,11 @@ namespace Subsurface
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return CurrentHull;
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}
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public void AddTag(string tag)
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{
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if (tags.Contains(tag)) return;
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tags.Add(tag);
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}
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public bool HasTag(string tag)
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{
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@@ -7,7 +7,7 @@ namespace Subsurface
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{
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class Entity
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{
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public static Dictionary<int, Entity> dictionary = new Dictionary<int, Entity>();
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private static Dictionary<int, Entity> dictionary = new Dictionary<int, Entity>();
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private int id;
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@@ -20,7 +20,11 @@ namespace Subsurface
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get { return id; }
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set
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{
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dictionary.Remove(id);
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Entity thisEntity;
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if (dictionary.TryGetValue(id, out thisEntity) && thisEntity == this)
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{
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dictionary.Remove(id);
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}
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//if there's already an entity with the same ID, give it the old ID of this one
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Entity existingEntity;
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if (dictionary.TryGetValue(value, out existingEntity))
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@@ -76,6 +80,7 @@ namespace Subsurface
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{
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e.Remove();
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}
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dictionary.Clear();
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}
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public virtual void Remove()
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@@ -17,9 +17,7 @@ namespace Subsurface
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public static bool EditWater;
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public static WaterRenderer renderer;
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public static bool DebugDraw;
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public const float OxygenDistributionSpeed = 500.0f;
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public const float OxygenDetoriationSpeed = 0.3f;
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public const float OxygenConsumptionSpeed = 1000.0f;
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@@ -277,7 +275,7 @@ namespace Subsurface
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public override void Draw(SpriteBatch spriteBatch, bool editing)
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{
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if (!editing && !DebugDraw) return;
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if (!editing && !Game1.DebugDraw) return;
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GUI.DrawRectangle(spriteBatch,
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new Vector2(rect.X, -rect.Y),
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@@ -21,6 +21,8 @@ namespace Subsurface
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static Level loaded;
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private static Texture2D shaftTexture;
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private string seed;
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private int siteInterval;
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@@ -41,6 +43,8 @@ namespace Subsurface
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private Rectangle borders;
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private List<Body> bodies = new List<Body>();
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public Vector2 StartPosition
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{
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get { return startPosition; }
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@@ -58,6 +62,8 @@ namespace Subsurface
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public Level(string seed, int width, int height, int siteInterval)
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{
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if (shaftTexture == null) shaftTexture = Game1.textureLoader.FromFile("Content/Map/shaft.png");
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this.seed = seed;
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this.siteInterval = siteInterval;
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@@ -79,8 +85,6 @@ namespace Subsurface
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Stopwatch sw = new Stopwatch();
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sw.Start();
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//Game1.random = new Random(ToolBox.SeedToInt(seed));
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if (loaded != null)
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{
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loaded.Unload();
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@@ -92,8 +96,6 @@ namespace Subsurface
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List<Vector2> sites = new List<Vector2>();
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int aa = seed.GetHashCode();
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Random rand = new Random(seed.GetHashCode());
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float siteVariance = siteInterval * 0.8f;
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@@ -177,6 +179,8 @@ namespace Subsurface
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wayPoint.SpawnType = SpawnType.Enemy;
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}
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startPosition = pathCells[0].Center;
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endPosition = pathCells[pathCells.Count - 1].Center;
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//generate a couple of random paths
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for (int i = 0; i < rand.Next() % 3; i++)
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@@ -200,11 +204,21 @@ namespace Subsurface
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Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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startPosition = pathCells[0].Center;
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endPosition = pathCells[pathCells.Count - 1].Center;
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for (int i = 0; i < 2; i++ )
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{
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Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
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pathCells.AddRange
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(
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GeneratePath(rand, tunnelStart, new Vector2(tunnelStart.X, borders.Height), cells, pathBorders, minWidth, 0.1f)
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);
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}
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cells = CleanCells(pathCells);
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foreach (VoronoiCell cell in pathCells)
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{
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cells.Remove(cell);
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@@ -223,6 +237,26 @@ namespace Subsurface
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cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
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}
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startPosition.Y = borders.Height;
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endPosition.Y = borders.Height;
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for (int i = 0; i < 2; i++)
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{
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Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
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for (int n = -1; n < 2; n += 2)
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{
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int cellIndex = FindCellIndex(new Vector2(tunnelStart.X + minWidth * 0.5f * n, tunnelStart.Y), 3);
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foreach (GraphEdge ge in cells[cellIndex].edges)
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{
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if (ge.point1.Y > cells[cellIndex].Center.Y) ge.point1.Y = borders.Height + 5000.0f;
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if (ge.point2.Y > cells[cellIndex].Center.Y) ge.point2.Y = borders.Height + 5000.0f;
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}
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}
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}
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startPosition.Y += 5000.0f;
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endPosition.Y += 5000.0f;
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GeneratePolygons(cells, pathCells);
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foreach (VoronoiCell cell in cells)
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@@ -394,23 +428,11 @@ namespace Subsurface
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return (r >= 0 && r <= 1) && (s >= 0 && s <= 1);
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}
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//public Microsoft.Xna.Framework.Point GridCell(Vector2 position)
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//{
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// Microsoft.Xna.Framework.Point point = new Microsoft.Xna.Framework.Point(
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// (int)Math.Floor(position.X / gridCellWidth),
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// (int)Math.Floor(position.Y / gridCellWidth));
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// point.X = MathHelper.Clamp(point.X, 0, cellGrid.GetLength(0) - 1);
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// point.Y = MathHelper.Clamp(point.X, 0, cellGrid.GetLength(1) - 1);
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// return point;
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//}
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/// <summary>
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/// find the index of the cell which the point is inside
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/// (actually finds the cell whose center is closest, but it's always the correct cell assuming the point is inside the borders of the diagram)
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/// </summary>
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private int FindCellIndex(Vector2 position)
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private int FindCellIndex(Vector2 position, int searchDepth = 1)
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{
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float closestDist = 0.0f;
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VoronoiCell closestCell = null;
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@@ -418,11 +440,9 @@ namespace Subsurface
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int gridPosX = (int)Math.Floor(position.X / GridCellWidth);
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int gridPosY = (int)Math.Floor(position.Y / GridCellWidth);
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int searchOffset = 1;
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for (int x = Math.Max(gridPosX - searchOffset, 0); x <= Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1); x++)
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for (int x = Math.Max(gridPosX - searchDepth, 0); x <= Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); x++)
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{
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for (int y = Math.Max(gridPosY - searchOffset, 0); y <= Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1); y++)
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for (int y = Math.Max(gridPosY - searchDepth, 0); y <= Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); y++)
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{
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for (int i = 0; i < cellGrid[x, y].Count; i++)
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{
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@@ -472,45 +492,27 @@ namespace Subsurface
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if (tempVertices.Count < 3) continue;
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int triangleCount = tempVertices.Count - 2;
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tempVertices.Sort(new CompareCCW(cell.Center));
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int lastIndex = 1;
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for (int i = 0; i < triangleCount; i++)
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var triangles = TriangulateConvex(tempVertices, cell.Center);
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for (int i = 0; i < triangles.Count; i++ )
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{
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//simple triangulation
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List<Vector2> triangleVertices = new List<Vector2>();
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triangleVertices.Add(tempVertices[0]);
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for (int j = lastIndex; j <= lastIndex + 1; j++)
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foreach (Vector2 vertex in triangles[i])
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{
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triangleVertices.Add(tempVertices[j]);
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verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), new Color(n,(n*2)%255,(n*3)%255)*0.5f));
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}
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lastIndex += 1;
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||||
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||||
foreach (Vector2 vertex in triangleVertices)
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||||
{
|
||||
verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), Color.LightGray * 0.8f));//new Color(n,(n*2)%255,(n*3)%255)*0.5f));
|
||||
}
|
||||
|
||||
//bool isSame = false;
|
||||
//if (triangleVertices[0].Y == triangleVertices[1].Y && triangleVertices[1].Y == triangleVertices[2].Y) isSame = true;
|
||||
//if (triangleVertices[0].X == triangleVertices[1].X && triangleVertices[1].X == triangleVertices[2].X) isSame = true;
|
||||
|
||||
//if (isSame) continue;
|
||||
|
||||
//CreateBody(cell, triangleVertices);
|
||||
}
|
||||
|
||||
|
||||
if (bodyPoints.Count < 2) continue;
|
||||
|
||||
|
||||
//todo: make sure the first point is the one where the edge should start from
|
||||
bodyPoints.Sort(new CompareCCW(cell.Center));
|
||||
|
||||
//if (bodyPoints.Count == tempVertices.Count)
|
||||
//{
|
||||
//}
|
||||
if (bodyPoints.Count < 3)
|
||||
{
|
||||
foreach(Vector2 vertex in tempVertices)
|
||||
{
|
||||
if (bodyPoints.Contains(vertex)) continue;
|
||||
bodyPoints.Add(vertex);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < bodyPoints.Count; i++)
|
||||
{
|
||||
@@ -518,45 +520,81 @@ namespace Subsurface
|
||||
bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
|
||||
}
|
||||
|
||||
for (int i = bodyPoints.Count-1; i >0 ; i--)
|
||||
triangles = TriangulateConvex(bodyPoints, cell.Center);
|
||||
|
||||
Body edgeBody = new Body(Game1.World);
|
||||
|
||||
for (int i = 0; i < triangles.Count; i++)
|
||||
{
|
||||
if (Vector2.Distance(bodyPoints[i], bodyPoints[i - 1]) < 0.1f) bodyPoints.RemoveAt(i);
|
||||
Vertices bodyVertices = new Vertices(triangles[i]);
|
||||
|
||||
FixtureFactory.AttachPolygon(bodyVertices, 5.0f, edgeBody);
|
||||
}
|
||||
|
||||
if (bodyPoints.Count < 2) continue;
|
||||
|
||||
Vertices bodyVertices = new Vertices(bodyPoints);
|
||||
|
||||
Body edgeBody = BodyFactory.CreateLoopShape(Game1.World, bodyVertices);
|
||||
|
||||
//Body edgeBody = (bodyVertices.Count == tempVertices.Count) ?
|
||||
// BodyFactory.CreateLoopShape(Game1.world, bodyVertices) :
|
||||
// BodyFactory.CreateChainShape(Game1.world, bodyVertices);
|
||||
|
||||
edgeBody.UserData = cell;
|
||||
|
||||
edgeBody.SleepingAllowed = false;
|
||||
edgeBody.BodyType = BodyType.Kinematic;
|
||||
edgeBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
|
||||
|
||||
cell.body = edgeBody;
|
||||
bodies.Add(edgeBody);
|
||||
}
|
||||
|
||||
vertices = verticeList.ToArray();
|
||||
for (int i = 0; i < 2; i++ )
|
||||
{
|
||||
Body shaftBody = BodyFactory.CreateRectangle(Game1.World, 100.0f, 10.0f, 5.0f);
|
||||
shaftBody.BodyType = BodyType.Kinematic;
|
||||
shaftBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
|
||||
shaftBody.SetTransform(ConvertUnits.ToSimUnits((i==0) ? startPosition : endPosition), 0.0f);
|
||||
shaftBody.SleepingAllowed = false;
|
||||
bodies.Add(shaftBody);
|
||||
}
|
||||
|
||||
//return bodies;
|
||||
vertices = verticeList.ToArray();
|
||||
}
|
||||
|
||||
private List<Vector2[]> TriangulateConvex(List<Vector2> vertices, Vector2 center)
|
||||
{
|
||||
List<Vector2[]> triangles = new List<Vector2[]>();
|
||||
|
||||
int triangleCount = vertices.Count - 2;
|
||||
|
||||
vertices.Sort(new CompareCCW(center));
|
||||
|
||||
int lastIndex = 1;
|
||||
for (int i = 0; i < triangleCount; i++)
|
||||
{
|
||||
Vector2[] triangleVertices = new Vector2[3];
|
||||
triangleVertices[0] = vertices[0];
|
||||
int k = 1;
|
||||
for (int j = lastIndex; j <= lastIndex + 1; j++)
|
||||
{
|
||||
triangleVertices[k]=vertices[j];
|
||||
k++;
|
||||
}
|
||||
lastIndex += 1;
|
||||
|
||||
triangles.Add(triangleVertices);
|
||||
}
|
||||
|
||||
return triangles;
|
||||
}
|
||||
|
||||
public void SetPosition(Vector2 pos)
|
||||
{
|
||||
Vector2 amount = pos - Position;
|
||||
Vector2 simAmount = ConvertUnits.ToSimUnits(amount);
|
||||
foreach (VoronoiCell cell in cells)
|
||||
//foreach (VoronoiCell cell in cells)
|
||||
//{
|
||||
// if (cell.body == null) continue;
|
||||
// cell.body.SleepingAllowed = false;
|
||||
// cell.body.SetTransform(cell.body.Position + simAmount, cell.body.Rotation);
|
||||
//}
|
||||
|
||||
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
if (cell.body == null) continue;
|
||||
cell.body.SleepingAllowed = false;
|
||||
cell.body.SetTransform(cell.body.Position + simAmount, cell.body.Rotation);
|
||||
body.SetTransform(body.Position + simAmount, body.Rotation);
|
||||
}
|
||||
|
||||
foreach (MapEntity mapEntity in MapEntity.mapEntityList)
|
||||
@@ -585,10 +623,15 @@ namespace Subsurface
|
||||
|
||||
//DebugCheckPos();
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
//foreach (VoronoiCell cell in cells)
|
||||
//{
|
||||
// if (cell.body == null) continue;
|
||||
// cell.body.LinearVelocity = simVelocity;
|
||||
//}
|
||||
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
if (cell.body == null) continue;
|
||||
cell.body.LinearVelocity = simVelocity;
|
||||
body.LinearVelocity = simVelocity;
|
||||
}
|
||||
|
||||
foreach (Character character in Character.CharacterList)
|
||||
@@ -703,64 +746,51 @@ namespace Subsurface
|
||||
}
|
||||
|
||||
|
||||
public void RenderLines(SpriteBatch spriteBatch)
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle(borders.X, borders.Y-borders.Height, borders.Width, borders.Height), Color.Cyan);
|
||||
Vector2 pos = endPosition;
|
||||
pos.X += Position.X;
|
||||
pos.Y = -pos.Y - Position.Y;
|
||||
|
||||
//for (int x = 0; x < cellGrid.GetLength(0); x++)
|
||||
int shaftWidth = 10000;
|
||||
|
||||
spriteBatch.Draw(shaftTexture,
|
||||
new Rectangle((int)(pos.X - shaftWidth / 2), (int)pos.Y, shaftWidth, 512),
|
||||
new Rectangle(0, 0, shaftWidth, 256),
|
||||
Color.White, 0.0f,
|
||||
Vector2.Zero,
|
||||
SpriteEffects.None, 0.0f);
|
||||
|
||||
pos = startPosition;
|
||||
pos.X += Position.X;
|
||||
pos.Y = -pos.Y - Position.Y;
|
||||
|
||||
spriteBatch.Draw(shaftTexture,
|
||||
new Rectangle((int)(pos.X - shaftWidth/2), (int)pos.Y, shaftWidth, 512),
|
||||
new Rectangle(0, 0, shaftWidth, 256),
|
||||
Color.White, 0.0f,
|
||||
Vector2.Zero,
|
||||
SpriteEffects.None, 0.0f);
|
||||
|
||||
//List<Vector2[]> edges = GetCellEdges(observerPosition, 1, false);
|
||||
|
||||
//foreach (VoronoiCell cell in cells)
|
||||
//{
|
||||
// for (int y = 0; y < cellGrid.GetLength(1); y++)
|
||||
// for (int i = 0; i < cell.bodyVertices.Count - 1; i++)
|
||||
// {
|
||||
// GUI.DrawRectangle(spriteBatch,
|
||||
// new Rectangle(x * gridCellWidth + (int)position.X, borders.Y - borders.Height + y * gridCellWidth - (int)position.Y, gridCellWidth, gridCellWidth),
|
||||
// Color.Cyan);
|
||||
// Vector2 start = cell.bodyVertices[i];
|
||||
// start.X += Position.X;
|
||||
// start.Y = -start.Y - Position.Y;
|
||||
// start.X += Rand.Range(-10.0f, 10.0f);
|
||||
|
||||
// Vector2 end = cell.bodyVertices[i + 1];
|
||||
// end.X += Position.X;
|
||||
// end.Y = -end.Y - Position.Y;
|
||||
// end.X += Rand.Range(-10.0f, 10.0f);
|
||||
|
||||
// GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Red : Color.Red);
|
||||
// }
|
||||
//}
|
||||
|
||||
//int gridPosX = (int)Math.Floor(-observerPosition.X / gridCellWidth);
|
||||
//int gridPosY = (int)Math.Floor(-observerPosition.Y / gridCellWidth);
|
||||
//int searchOffset = 2;
|
||||
|
||||
//int startX = Math.Max(gridPosX - searchOffset, 0);
|
||||
//int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
|
||||
|
||||
//int startY = Math.Max(gridPosY - searchOffset, 0);
|
||||
//int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
|
||||
|
||||
//for (int x = startX; x < endX; x++)
|
||||
//{
|
||||
// for (int y = startY; y < endY; y++)
|
||||
// {
|
||||
// GUI.DrawRectangle(spriteBatch,
|
||||
// new Rectangle(x * gridCellWidth + (int)position.X, borders.Y - borders.Height + y * gridCellWidth - (int)position.Y, gridCellWidth, gridCellWidth),
|
||||
// Color.Cyan);
|
||||
// }
|
||||
//}
|
||||
|
||||
List<Vector2[]> edges = GetCellEdges(observerPosition, 1, false);
|
||||
|
||||
//for (int i = 0; i < edges.Count; i++)
|
||||
//{
|
||||
// GUI.DrawLine(spriteBatch, edges[i][0], edges[i][1], Color.Green);
|
||||
//}
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
for (int i = 0; i < cell.bodyVertices.Count - 1; i++)
|
||||
{
|
||||
Vector2 start = cell.bodyVertices[i];
|
||||
start.X += Position.X;
|
||||
start.Y = -start.Y - Position.Y;
|
||||
start.X += Rand.Range(-10.0f, 10.0f);
|
||||
|
||||
Vector2 end = cell.bodyVertices[i + 1];
|
||||
end.X += Position.X;
|
||||
end.Y = -end.Y - Position.Y;
|
||||
end.X += Rand.Range(-10.0f, 10.0f);
|
||||
|
||||
GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Red : Color.Red);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public List<Vector2[]> GetCellEdges(Vector2 refPos, int searchDepth = 2, bool onlySolid = true)
|
||||
@@ -814,7 +844,6 @@ namespace Subsurface
|
||||
|
||||
basicEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
|
||||
}
|
||||
|
||||
|
||||
@@ -149,7 +149,7 @@ namespace Subsurface
|
||||
}
|
||||
|
||||
base.Remove();
|
||||
|
||||
ID = -1;
|
||||
}
|
||||
|
||||
private List<Vector2> GenerateConvexHull()
|
||||
@@ -524,10 +524,17 @@ namespace Subsurface
|
||||
Vector2 u = Vector2.Dot(simSpeed, normal)*normal;
|
||||
Vector2 w = simSpeed - u;
|
||||
|
||||
speed = ConvertUnits.ToDisplayUnits(w*f2.Body.Friction - u*0.5f);
|
||||
|
||||
System.Diagnostics.Debug.WriteLine("IMPACT:"+impact);
|
||||
if (impact < 5.0f) return true;
|
||||
if (impact < 5.0f)
|
||||
{
|
||||
speed = ConvertUnits.ToDisplayUnits(w * 0.9f - u * 0.2f);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
speed = ConvertUnits.ToDisplayUnits(w * 0.9f + u * 0.5f);
|
||||
}
|
||||
|
||||
collisionRigidness = 0.8f;
|
||||
|
||||
@@ -820,18 +827,21 @@ namespace Subsurface
|
||||
}
|
||||
}
|
||||
|
||||
//ID = 1;
|
||||
|
||||
ID = int.MaxValue-10;
|
||||
|
||||
loaded = this;
|
||||
}
|
||||
|
||||
public static Submarine Load(string file)
|
||||
{
|
||||
Unload();
|
||||
Unload();
|
||||
|
||||
Submarine sub = new Submarine(file);
|
||||
sub.Load();
|
||||
|
||||
//Entity.dictionary.Add(int.MaxValue, sub);
|
||||
|
||||
return sub;
|
||||
}
|
||||
|
||||
|
||||
@@ -374,6 +374,7 @@ namespace Subsurface.Networking
|
||||
msg.Write((byte)PacketTypes.PlayerLeft);
|
||||
|
||||
Client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
|
||||
Client.Shutdown("");
|
||||
}
|
||||
|
||||
public void SendCharacterData()
|
||||
@@ -411,6 +412,11 @@ namespace Subsurface.Networking
|
||||
string jobName = inc.ReadString();
|
||||
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
|
||||
|
||||
if (inc.Position > inc.LengthBits)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
CharacterInfo ch = new CharacterInfo("Content/Characters/Human/human.xml", newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
|
||||
ch.HeadSpriteId = headSpriteID;
|
||||
|
||||
@@ -433,7 +439,7 @@ namespace Subsurface.Networking
|
||||
character.ID = ID;
|
||||
character.Inventory.ID = inventoryID;
|
||||
|
||||
character.GiveJobItems();
|
||||
character.GiveJobItems(closestWaypoint);
|
||||
|
||||
return character;
|
||||
}
|
||||
|
||||
@@ -285,6 +285,7 @@ namespace Subsurface.Networking
|
||||
Rand.SetSyncedSeed(seed);
|
||||
|
||||
Submarine selectedMap = Game1.NetLobbyScreen.SelectedMap as Submarine;
|
||||
|
||||
|
||||
//selectedMap.Load();
|
||||
|
||||
@@ -315,7 +316,7 @@ namespace Subsurface.Networking
|
||||
{
|
||||
connectedClients[i].character = new Character(
|
||||
connectedClients[i].characterInfo, assignedWayPoints[i], true);
|
||||
connectedClients[i].character.GiveJobItems();
|
||||
connectedClients[i].character.GiveJobItems(assignedWayPoints[i]);
|
||||
}
|
||||
|
||||
//todo: fix
|
||||
@@ -627,6 +628,11 @@ namespace Subsurface.Networking
|
||||
|
||||
return preferredClient;
|
||||
}
|
||||
|
||||
public override void Disconnect()
|
||||
{
|
||||
Server.Shutdown("");
|
||||
}
|
||||
}
|
||||
|
||||
class Client
|
||||
|
||||
@@ -103,7 +103,7 @@ namespace Subsurface.Networking
|
||||
DebugConsole.ThrowError("Received invalid network message");
|
||||
return false;
|
||||
}
|
||||
//288=id, 280=char
|
||||
|
||||
Entity e = Entity.FindEntityByID(id);
|
||||
if (e == null)
|
||||
{
|
||||
|
||||
@@ -39,7 +39,7 @@ namespace Subsurface
|
||||
{
|
||||
base.Select();
|
||||
|
||||
Ragdoll.DebugDraw = true;
|
||||
Game1.DebugDraw = true;
|
||||
|
||||
cam = new Camera();
|
||||
|
||||
|
||||
@@ -161,21 +161,26 @@ namespace Subsurface
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearWrap);
|
||||
|
||||
int x = (int)(cam.Position.X / 20.0f);
|
||||
int y = (int)((-cam.Position.Y+5000) / 20.0f);
|
||||
if (y<1024)
|
||||
Vector2 backgroundPos = cam.Position;
|
||||
if (Level.Loaded != null) backgroundPos -= Level.Loaded.Position;
|
||||
backgroundPos.Y = -backgroundPos.Y;
|
||||
backgroundPos /= 20.0f;
|
||||
|
||||
if (backgroundPos.Y < 1024)
|
||||
{
|
||||
if (y>-1024)
|
||||
if (backgroundPos.Y > -1024)
|
||||
{
|
||||
background.SourceRect = new Rectangle(x, Math.Max(y,0), 1024, 1024);
|
||||
background.DrawTiled(spriteBatch, (y<0) ? new Vector2(0.0f, -y) : Vector2.Zero, new Vector2(Game1.GraphicsWidth, 1024 - y),
|
||||
background.SourceRect = new Rectangle((int)backgroundPos.X, (int)Math.Max(backgroundPos.Y, 0), 1024, 1024);
|
||||
background.DrawTiled(spriteBatch,
|
||||
(backgroundPos.Y < 0) ? new Vector2(0.0f, -backgroundPos.Y) : Vector2.Zero,
|
||||
new Vector2(Game1.GraphicsWidth, 1024 - backgroundPos.Y),
|
||||
Vector2.Zero, Color.White);
|
||||
}
|
||||
|
||||
if (y<0)
|
||||
if (backgroundPos.Y < 0)
|
||||
{
|
||||
backgroundTop.SourceRect = new Rectangle(x, y, 1024, Math.Min(-y,1024));
|
||||
backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(Game1.GraphicsWidth, Math.Min(-y, Game1.GraphicsHeight)),
|
||||
backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, 1024, (int)Math.Min(-backgroundPos.Y, 1024));
|
||||
backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(Game1.GraphicsWidth, Math.Min(-backgroundPos.Y, Game1.GraphicsHeight)),
|
||||
Vector2.Zero, Color.White);
|
||||
}
|
||||
}
|
||||
@@ -255,15 +260,15 @@ namespace Subsurface
|
||||
//----------------------------------------------------------------------------------------
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
BlendState.AlphaBlend,
|
||||
null, null, null, null,
|
||||
BlendState.AlphaBlend, SamplerState.LinearWrap,
|
||||
null, null, null,
|
||||
cam.Transform);
|
||||
|
||||
Submarine.DrawFront(spriteBatch);
|
||||
|
||||
if (Game1.GameSession != null && Game1.GameSession.Level != null)
|
||||
{
|
||||
Game1.GameSession.Level.RenderLines(spriteBatch);
|
||||
Game1.GameSession.Level.Draw(spriteBatch);
|
||||
//Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
|
||||
}
|
||||
|
||||
|
||||
@@ -151,6 +151,8 @@ namespace Subsurface
|
||||
|
||||
public override void Select()
|
||||
{
|
||||
Lights.LightManager.FowEnabled = false;
|
||||
|
||||
infoFrame.ClearChildren();
|
||||
|
||||
if (IsServer && Game1.Server == null) Game1.NetworkMember = new GameServer();
|
||||
|
||||
@@ -372,6 +372,9 @@
|
||||
<Content Include="Content\Map\iceSurface.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\Map\shaft.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="Content\UI\caret.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
|
||||
@@ -3,6 +3,7 @@ using System.Drawing.Imaging;
|
||||
using System.IO;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Color = Microsoft.Xna.Framework.Color;
|
||||
using System;
|
||||
|
||||
namespace Subsurface
|
||||
{
|
||||
@@ -41,8 +42,17 @@ namespace Subsurface
|
||||
|
||||
public Texture2D FromFile(string path, bool preMultiplyAlpha = true)
|
||||
{
|
||||
using (Stream fileStream = File.OpenRead(path))
|
||||
return FromStream(fileStream, preMultiplyAlpha);
|
||||
try
|
||||
{
|
||||
using (Stream fileStream = File.OpenRead(path))
|
||||
return FromStream(fileStream, preMultiplyAlpha);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Loading texture ''"+path+"'' failed!", e);
|
||||
return null;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public Texture2D FromStream(Stream stream, bool preMultiplyAlpha = true)
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user