- host can respawn

- respawn info texts
- camera clamped to the the upper edge of the level
- fixed submarinebody being generated from all walls (and not just the ones belonging to that specific sub)
This commit is contained in:
Regalis
2016-06-23 18:23:20 +03:00
parent dc7956274c
commit 296c5a14ed
12 changed files with 204 additions and 74 deletions

View File

@@ -44,7 +44,7 @@
<item name="Wrench"/>
</fixrequirement>
<Engine minvoltage="0.5" powerconsumption="500.0" maxforce="500" canbeselected = "true">
<Engine minvoltage="0.5" powerconsumption="500.0" maxforce="300" canbeselected = "true">
<StatusEffect type="InWater" target="This" condition="-2.0"/>
<GuiFrame rect="0,0,350,160" alignment="Center" color="0.0,0.0,0.0,0.6"/>
<sound file="engine.ogg" type="OnActive" range="3000.0" volume="CurrentVolume" loop="true"/>

View File

@@ -125,17 +125,11 @@ namespace Barotrauma
public void Translate(Vector2 amount)
{
position += amount;
}
public void UpdateTransform(bool interpolate = true, bool clampPos = false)
{
if (clampPos && Level.Loaded != null)
{
position.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
}
Vector2 interpolatedPosition = interpolate ? Physics.Interpolate(prevPosition, position) : position;
float interpolatedZoom = interpolate ? Physics.Interpolate(prevZoom, zoom) : zoom;
@@ -143,6 +137,13 @@ namespace Barotrauma
worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0);
worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0);
if (Level.Loaded != null && clampPos)
{
position.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
interpolatedPosition.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
}
transform = Matrix.CreateTranslation(
new Vector3(-interpolatedPosition.X, interpolatedPosition.Y, 0)) *
Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) *
@@ -216,14 +217,14 @@ namespace Barotrauma
Vector2 diff = (targetPos + offset) - position;
moveCam = diff / MoveSmoothness;
moveCam = diff / MoveSmoothness;
}
shakeTargetPosition = Rand.Vector(Shake);
shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f);
Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime*2.0f);
Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime * 2.0f);
Translate(moveCam+shakePosition);
Translate(moveCam + shakePosition);
}
public Vector2 Position

View File

@@ -105,9 +105,8 @@ namespace Barotrauma
{
if (currentPath == null) return Vector2.Zero;
if (currentPath.CurrentIndex == currentPath.Nodes.Count)
if (currentPath.Finished)
{
Vector2 pos2 = host.SimPosition;
if (character != null && character.Submarine == null && CurrentPath.Nodes.Last().Submarine != null)
{

View File

@@ -70,6 +70,11 @@ namespace Barotrauma
}
}
public bool Finished
{
get { return currentIndex >= nodes.Count; }
}
public void SkipToNextNode()
{
currentIndex++;

View File

@@ -444,28 +444,31 @@ namespace Barotrauma.Items.Components
if (connection.Name=="toggle")
{
SetState(!isOpen, false);
SetState(!isOpen, false, true);
}
else if (connection.Name == "set_state")
{
SetState(signal != "0", false);
SetState(signal != "0", false, true);
}
item.NewComponentEvent(this, false, true);
}
private void SetState(bool state, bool isNetWorkMessage)
public void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage = false)
{
if (GameMain.Client != null && !isNetWorkMessage) return;
if (GameMain.Client != null && !isNetworkMessage) return;
if (isStuck || isOpen == state) return;
if (isStuck || isOpen == open) return;
PlaySound(ActionType.OnUse, item.WorldPosition);
isOpen = state;
isOpen = open;
//opening a partially stuck door makes it less stuck
if (isOpen) stuck = MathHelper.Clamp(stuck - 30.0f, 0.0f, 100.0f);
if (sendNetworkMessage)
{
item.NewComponentEvent(this, false, true);
}
}
public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)

View File

@@ -17,6 +17,8 @@ namespace Barotrauma
class Level
{
public const float ShaftHeight = 1000.0f;
public static Level Loaded
{
get { return loaded; }
@@ -56,7 +58,7 @@ namespace Barotrauma
private WrappingWall[,] wrappingWalls;
private float shaftHeight;
//private float shaftHeight;
//List<Body> bodies;
private List<VoronoiCell> cells;
@@ -121,7 +123,7 @@ namespace Barotrauma
{
get { return backgroundColor; }
}
public Level(string seed, float difficulty, int width, int height, int siteInterval)
{
this.seed = seed;
@@ -513,7 +515,7 @@ namespace Barotrauma
ShaftBodies = new Body[2];
for (int i = 0; i < 2; i++)
{
ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 200.0f, 10.0f, 5.0f);
ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 200.0f, ConvertUnits.ToSimUnits(ShaftHeight), 5.0f);
ShaftBodies[i].BodyType = BodyType.Static;
ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
@@ -585,7 +587,7 @@ namespace Barotrauma
{
List<WayPoint> wayPoints = new List<WayPoint>();
var newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
var newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, borders.Height, 10, 10), null);
newWaypoint.MoveWithLevel = true;
wayPoints.Add(newWaypoint);
@@ -625,7 +627,7 @@ namespace Barotrauma
//prevWaypoint = newWaypoint;
}
newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, borders.Height, 10, 10), null);
newWaypoint.MoveWithLevel = true;
wayPoints.Add(newWaypoint);

View File

@@ -319,9 +319,11 @@ namespace Barotrauma.RuinGeneration
(int)((wall.B.X - wall.A.X) + radius*2.0f),
(int)((wall.B.Y - wall.A.Y) + radius*2.0f));
//cut a section off from both ends of a horizontal wall to get nicer looking corners
if (wall.A.Y == wall.B.Y)
{
rect.Inflate(-32, 0);
if (rect.Width < Submarine.GridSize.X) continue;
}
var structure = new Structure(rect, structurePrefab.Prefab as StructurePrefab, null);

View File

@@ -114,6 +114,8 @@ namespace Barotrauma
foreach (Structure wall in Structure.WallList)
{
if (wall.Submarine != submarine) continue;
Rectangle rect = wall.Rect;
FixtureFactory.AttachRectangle(
ConvertUnits.ToSimUnits(rect.Width),
@@ -241,7 +243,11 @@ namespace Barotrauma
ForceTranslate(moveAmount);
if (submarine == Submarine.MainSub) GameMain.GameScreen.Cam.UpdateTransform(false);
if ((Character.Controlled != null && Character.Controlled.Submarine == submarine) ||
(Character.Controlled == null && Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine))
{
GameMain.GameScreen.Cam.UpdateTransform(false);
}
submarine.SetPrevTransform(submarine.Position);
submarine.UpdateTransform();
@@ -296,7 +302,7 @@ namespace Barotrauma
if (Character.Controlled != null) Character.Controlled.CursorPosition += amount;
if ((Character.Controlled != null && Character.Controlled.Submarine == submarine) ||
Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine)
(Character.Controlled == null && Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine))
{
GameMain.GameScreen.Cam.Position += amount;
if (GameMain.GameScreen.Cam.TargetPos != Vector2.Zero) GameMain.GameScreen.Cam.TargetPos += amount;

View File

@@ -413,6 +413,11 @@ namespace Barotrauma.Networking
reliableChannel.Update(deltaTime);
if (gameStarted && respawnManager != null)
{
respawnManager.Update(deltaTime);
}
if (updateTimer > DateTime.Now) return;
if (myCharacter != null)
@@ -730,6 +735,8 @@ namespace Barotrauma.Networking
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.LightManager.LosEnabled = false;
respawnManager = null;
float endPreviewLength = 10.0f;
if (Screen.Selected == GameMain.GameScreen)
@@ -779,11 +786,6 @@ namespace Barotrauma.Networking
if (fileStreamReceiver != null &&
(fileStreamReceiver.Status == FileTransferStatus.Receiving || fileStreamReceiver.Status == FileTransferStatus.NotStarted))
{
//Vector2 pos = Screen.Selected == GameMain.NetLobbyScreen ?
// new Vector2(GameMain.NetLobbyScreen.SubList.Rect.X, GameMain.NetLobbyScreen.SubList.Rect.Bottom+5) : new Vector2(GameMain.GraphicsWidth / 2 - 200, 10);
Vector2 pos = new Vector2(GameMain.GraphicsWidth / 2 - 130, GameMain.NetLobbyScreen.InfoFrame.Rect.Y / 2 - 15);
GUI.DrawString(spriteBatch,
@@ -804,6 +806,16 @@ namespace Barotrauma.Networking
}
}
if (respawnManager != null && respawnManager.CurrentState == RespawnManager.State.Waiting &&
myCharacter != null && myCharacter.IsDead)
{
GUI.DrawString(spriteBatch,
new Vector2(GameMain.GraphicsWidth - 300.0f, 20),
"Respawning in " + (int)respawnManager.RespawnTimer + " s",
Color.White, null, 0, GUI.SmallFont);
}
if (!GameMain.DebugDraw) return;
int width = 200, height = 300;

View File

@@ -850,6 +850,10 @@ namespace Barotrauma.Networking
//save "normal" events again
existingEvents = new List<NetworkEvent>(NetworkEvent.Events);
}
yield return new WaitForSeconds(0.1f);
sender.inGame = true;
yield return CoroutineStatus.Success;
}
@@ -1102,6 +1106,8 @@ namespace Barotrauma.Networking
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.LightManager.LosEnabled = false;
respawnManager = null;
gameStarted = false;
if (connectedClients.Count > 0)
@@ -1144,7 +1150,7 @@ namespace Barotrauma.Networking
}
public void RespawnClients()
public void SendRespawnManagerMsg()
{
NetOutgoingMessage msg = server.CreateMessage();
respawnManager.WriteNetworkEvent(msg);
@@ -1342,6 +1348,14 @@ namespace Barotrauma.Networking
log.LogFrame.Draw(spriteBatch);
}
if (respawnManager != null && respawnManager.CurrentState == RespawnManager.State.Waiting && respawnManager.CountdownStarted)
{
GUI.DrawString(spriteBatch,
new Vector2(GameMain.GraphicsWidth - 500.0f, 20),
"Respawning in " + (int)respawnManager.RespawnTimer + " s",
Color.White, null, 0, GUI.SmallFont);
}
if (!ShowNetStats) return;
int width = 200, height = 300;

View File

@@ -16,7 +16,7 @@ namespace Barotrauma.Networking
const float RespawnInterval = 20.0f;
enum State
public enum State
{
Waiting,
Transporting,
@@ -31,6 +31,22 @@ namespace Barotrauma.Networking
private Steering shuttleSteering;
private List<Door> shuttleDoors;
public float RespawnTimer
{
get { return respawnTimer; }
}
public bool CountdownStarted
{
get;
private set;
}
public State CurrentState
{
get { return state; }
}
private float respawnTimer, shuttleReturnTimer;
public RespawnManager(NetworkMember server)
@@ -85,42 +101,49 @@ namespace Barotrauma.Networking
private void UpdateWaiting(float deltaTime)
{
var server = networkMember as GameServer;
if (server == null) return;
if (server == null)
{
if (CountdownStarted)
{
respawnTimer = Math.Max(0.0f, respawnTimer - deltaTime);
}
return;
}
respawnShuttle.Velocity = Vector2.Zero;
shuttleSteering.AutoPilot = false;
shuttleSteering.MaintainPos = false;
if (GetClientsToRespawn().Count < MinCharactersToRespawn) return;
int characterToRespawnCount = GetClientsToRespawn().Count;
if (server.Character != null && server.Character.IsDead) characterToRespawnCount++;
if (respawnTimer % 10.0f < 5.0f && (respawnTimer - deltaTime) % 10.0f > 5.0f)
{
string time = respawnTimer <= 60.0f ?
(int)respawnTimer + " seconds" :
(int)Math.Floor(respawnTimer / 60.0f) + " minutes";
CountdownStarted = characterToRespawnCount >= MinCharactersToRespawn;
server.SendChatMessage("Transportation shuttle dispatching in " + time, ChatMessageType.Server);
}
if (!CountdownStarted) return;
respawnTimer -= deltaTime;
if (respawnTimer <= 0.0f)
{
Respawn();
respawnTimer = RespawnInterval;
state = State.Transporting;
Respawn();
}
}
private void UpdateTransporting(float deltaTime)
{
var server = networkMember as GameServer;
if (server == null) return;
if (Character.CharacterList.Any(c => c.Submarine == respawnShuttle && !c.IsDead)) return;
shuttleReturnTimer += deltaTime;
if (shuttleReturnTimer > 10.0f)
{
state = State.Returning;
server.SendRespawnManagerMsg();
shuttleReturnTimer = 0.0f;
}
}
@@ -134,14 +157,31 @@ namespace Barotrauma.Networking
shuttleSteering.AutoPilot = true;
shuttleSteering.MaintainPos = false;
shuttleDoors.ForEach(s => s.IsOpen = false);
if (shuttleSteering.SteeringPath != null && shuttleSteering.SteeringPath.CurrentIndex == shuttleSteering.SteeringPath.Nodes.Count-1)
foreach (Door door in shuttleDoors)
{
if (door.IsOpen) door.SetState(false, false, true);
}
var server = networkMember as GameServer;
if (server == null) return;
//shuttle has returned if the path has been traversed or the shuttle is close enough to the exit
if (shuttleSteering.SteeringPath != null && shuttleSteering.SteeringPath.Finished
|| (respawnShuttle.WorldPosition.Y + respawnShuttle.Borders.Y > Level.Loaded.StartPosition.Y - Level.ShaftHeight &&
Math.Abs(Level.Loaded.StartPosition.X - respawnShuttle.WorldPosition.X) < 1000.0f))
{
CoroutineManager.StartCoroutine(
ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f));
if (GameMain.GameSession != null && GameMain.GameSession.Map != null)
{
string msg = "The transportation shuttle has returned to " + GameMain.GameSession.Map.SelectedLocation;
server.SendChatMessage(ChatMessage.Create("", msg, ChatMessageType.Server, null), server.ConnectedClients);
}
state = State.Waiting;
server.SendRespawnManagerMsg();
}
shuttleReturnTimer = 0.0f;
@@ -153,13 +193,15 @@ namespace Barotrauma.Networking
var server = networkMember as GameServer;
if (server == null) return;
state = State.Transporting;
ResetShuttlePos();
server.SendChatMessage("Transportation shuttle dispatched");
server.SendChatMessage(ChatMessage.Create("", "Transportation shuttle dispatched", ChatMessageType.Server, null), server.ConnectedClients);
server.RespawnClients();
server.SendRespawnManagerMsg();
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition, 100.0f));
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f));
}
private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
@@ -171,15 +213,18 @@ namespace Barotrauma.Networking
Vector2 displayVel = Vector2.Normalize(position - respawnShuttle.WorldPosition) * speed;
respawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel);
yield return CoroutineStatus.Running;
if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
}
respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBodies[0]);
yield return CoroutineStatus.Success;
}
private void ResetShuttlePos()
{
respawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f));
respawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + respawnShuttle.Borders.Height));
respawnShuttle.Velocity = Vector2.Zero;
}
@@ -187,40 +232,81 @@ namespace Barotrauma.Networking
public void WriteNetworkEvent(NetOutgoingMessage msg)
{
var server = networkMember as GameServer;
var clients = GetClientsToRespawn();
msg.Write((byte)PacketTypes.Respawn);
var waypoints = WayPoint.SelectCrewSpawnPoints(clients.Select(c => c.characterInfo).ToList(), respawnShuttle);
msg.WriteRangedInteger(0, Enum.GetNames(typeof(State)).Length, (int)state);
msg.Write((byte)clients.Count);
for (int i = 0; i < clients.Count; i++)
switch (state)
{
msg.Write((byte)clients[i].ID);
clients[i].Character = Character.Create(clients[i].characterInfo, waypoints[i].WorldPosition, true, false);
clients[i].Character.GiveJobItems(waypoints[i]);
case State.Transporting:
var clients = GetClientsToRespawn();
GameMain.GameSession.CrewManager.characters.Add(clients[i].Character);
List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo);
server.WriteCharacterData(msg, clients[i].Character.Name, clients[i].Character);
var waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle);
msg.Write((byte)characterInfos.Count);
for (int i = 0; i < characterInfos.Count; i++)
{
var character = Character.Create(characterInfos[i], waypoints[i].WorldPosition, true, false);
if (i < clients.Count)
{
msg.Write((byte)clients[i].ID);
}
else
{
msg.Write((byte)0);
server.Character = character;
Character.Controlled = character;
}
character.GiveJobItems(waypoints[i]);
GameMain.GameSession.CrewManager.characters.Add(character);
server.WriteCharacterData(msg, character.Name, character);
}
break;
case State.Waiting:
msg.Write(respawnTimer);
break;
}
}
public void ReadNetworkEvent(NetIncomingMessage inc)
{
ResetShuttlePos();
state = (State)inc.ReadRangedInteger(0, Enum.GetNames(typeof(State)).Length);
var client = networkMember as GameClient;
int clientCount = inc.ReadByte();
for (int i = 0; i<clientCount; i++)
switch (state)
{
byte clientId = inc.ReadByte();
case State.Transporting:
CountdownStarted = false;
ResetShuttlePos();
client.ReadCharacterData(inc, clientId == client.ID);
var client = networkMember as GameClient;
int clientCount = inc.ReadByte();
for (int i = 0; i < clientCount; i++)
{
byte clientId = inc.ReadByte();
client.ReadCharacterData(inc, clientId == client.ID);
}
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f));
break;
case State.Waiting:
CountdownStarted = true;
respawnTimer = inc.ReadSingle();
break;
case State.Returning:
CountdownStarted = false;
break;
}
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition, 100.0f));
}
}
}

View File

@@ -155,7 +155,7 @@ namespace Barotrauma
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{
cam.UpdateTransform(true, true);
cam.UpdateTransform(true, !GameMain.DebugDraw);
DrawMap(graphics, spriteBatch);