(26f71bab4) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-05-23 16:27:27 +03:00
parent 90149b9435
commit 2c22d6b6d7
2 changed files with 43 additions and 12 deletions
@@ -40,6 +40,9 @@ namespace Barotrauma.Items.Components
[Serialize(false, false)] [Serialize(false, false)]
public bool RepairThroughWalls { get; set; } public bool RepairThroughWalls { get; set; }
[Serialize(false, false)]
public bool RepairMultiple { get; set; }
public Vector2 TransformedBarrelPos public Vector2 TransformedBarrelPos
{ {
get get
@@ -158,12 +161,22 @@ namespace Barotrauma.Items.Components
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies) private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
{ {
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair; var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
if (RepairThroughWalls) if (RepairMultiple)
{ {
var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true); var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true);
Type lastHitType = null;
foreach (Body body in bodies) foreach (Body body in bodies)
{ {
FixBody(user, deltaTime, degreeOfSuccess, body); Type bodyType = body.UserData?.GetType();
if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
{
//stop the ray if it already hit a door/wall and is now about to hit some other type of entity
if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
}
if (FixBody(user, deltaTime, degreeOfSuccess, body))
{
if (bodyType != null) { lastHitType = bodyType; }
}
} }
} }
else else
@@ -202,19 +215,19 @@ namespace Barotrauma.Items.Components
} }
} }
private void FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody) private bool FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody)
{ {
if (targetBody?.UserData == null) { return; } if (targetBody?.UserData == null) { return false; }
pickedPosition = Submarine.LastPickedPosition; pickedPosition = Submarine.LastPickedPosition;
if (targetBody.UserData is Structure targetStructure) if (targetBody.UserData is Structure targetStructure)
{ {
if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) return; if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) { return false; }
if (targetStructure.IsPlatform) return; if (targetStructure.IsPlatform) { return false; }
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition)); int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) return; if (sectionIndex < 0) { return false; }
FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex); FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user); targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
@@ -239,12 +252,14 @@ namespace Barotrauma.Items.Components
targetCharacter.LastDamageSource = item; targetCharacter.LastDamageSource = item;
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetCharacter }); ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetCharacter });
FixCharacterProjSpecific(user, deltaTime, targetCharacter); FixCharacterProjSpecific(user, deltaTime, targetCharacter);
return true;
} }
else if (targetBody.UserData is Limb targetLimb) else if (targetBody.UserData is Limb targetLimb)
{ {
targetLimb.character.LastDamageSource = item; targetLimb.character.LastDamageSource = item;
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetLimb.character, targetLimb }); ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new List<ISerializableEntity>() { targetLimb.character, targetLimb });
FixCharacterProjSpecific(user, deltaTime, targetLimb.character); FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
return true;
} }
else if (targetBody.UserData is Item targetItem) else if (targetBody.UserData is Item targetItem)
{ {
@@ -269,6 +284,7 @@ namespace Barotrauma.Items.Components
#endif #endif
} }
FixItemProjSpecific(user, deltaTime, targetItem, prevCondition); FixItemProjSpecific(user, deltaTime, targetItem, prevCondition);
return true;
} }
return false; return false;
} }
@@ -730,7 +730,15 @@ namespace Barotrauma
return closestBody; return closestBody;
} }
public static List<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false) private static readonly Dictionary<Body, float> bodyDist = new Dictionary<Body, float>();
private static readonly List<Body> bodies = new List<Body>();
/// <summary>
/// Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list).
/// </summary>
/// <param name="customPredicate">Can be used to filter the bodies based on some condition. If the predicate returns false, the body isignored.</param>
/// <param name="allowInsideFixture">Should fixtures that the start of the ray is inside be returned</param>
public static IEnumerable<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
{ {
if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f) if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
{ {
@@ -738,20 +746,25 @@ namespace Barotrauma
} }
float closestFraction = 1.0f; float closestFraction = 1.0f;
List<Body> bodies = new List<Body>(); bodies.Clear();
bodyDist.Clear();
GameMain.World.RayCast((fixture, point, normal, fraction) => GameMain.World.RayCast((fixture, point, normal, fraction) =>
{ {
if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; } if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
if (fixture.Body != null) { bodies.Add(fixture.Body); } if (fixture.Body != null)
{
bodies.Add(fixture.Body);
bodyDist[fixture.Body] = fraction;
}
if (fraction < closestFraction) if (fraction < closestFraction)
{ {
lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction; lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
lastPickedFraction = fraction; lastPickedFraction = fraction;
lastPickedNormal = normal; lastPickedNormal = normal;
} }
//continue
return fraction; return -1;
}, rayStart, rayEnd); }, rayStart, rayEnd);
if (allowInsideFixture) if (allowInsideFixture)
@@ -770,10 +783,12 @@ namespace Barotrauma
lastPickedFraction = 0.0f; lastPickedFraction = 0.0f;
lastPickedNormal = Vector2.Normalize(rayEnd - rayStart); lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
bodies.Add(fixture.Body); bodies.Add(fixture.Body);
bodyDist[fixture.Body] = 0.0f;
return false; return false;
}, ref aabb); }, ref aabb);
} }
bodies.Sort((b1, b2) => { return bodyDist[b1].CompareTo(bodyDist[b2]); });
return bodies; return bodies;
} }