Vertical docking port, docking sounds, water flows properly between horizontally docked hulls, falseoutput of signal check components can be changed, lighting and FOW works between hulls (todo: some logic for determining when to update light.HullsInRange when two subs are moving relative to each other)

This commit is contained in:
Regalis
2016-06-27 17:48:20 +03:00
parent b04e204dc3
commit 38c5251005
19 changed files with 291 additions and 116 deletions
+139 -78
View File
@@ -20,23 +20,24 @@ namespace Barotrauma.Items.Components
private static List<DockingPort> list = new List<DockingPort>();
private Sprite overlaySprite;
private Vector2 distanceTolerance;
private DockingPort dockingTarget;
private float dockingState;
private int dockingDir;
private Joint joint;
private int dockingDir;
private Hull[] hulls;
private Body[] bodies;
private Gap gap;
private bool docked;
[HasDefaultValue("32.0,32.0", false)]
public string DistanceTolerance
{
@@ -58,22 +59,22 @@ namespace Barotrauma.Items.Components
set;
}
public override bool IsActive
public bool Docked
{
get
{
return base.IsActive;
return docked;
}
set
{
if (!IsActive && value)
if (!docked && value)
{
if (dockingTarget == null) AttemptDock();
if (dockingTarget == null) return;
base.IsActive = value;
docked = true;
}
else if (IsActive && !value)
else if (docked && !value)
{
Undock();
}
@@ -97,10 +98,12 @@ namespace Barotrauma.Items.Components
}
}
IsActive = true;
list.Add(this);
}
private void AttemptDock()
private DockingPort FindAdjacentPort()
{
foreach (DockingPort port in list)
{
@@ -109,24 +112,41 @@ namespace Barotrauma.Items.Components
if (Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X) > distanceTolerance.X) continue;
if (Math.Abs(port.item.WorldPosition.Y - item.WorldPosition.Y) > distanceTolerance.Y) continue;
Dock(port);
return;
return port;
}
return null;
}
private void AttemptDock()
{
var adjacentPort = FindAdjacentPort();
if (adjacentPort != null) Dock(adjacentPort);
}
private void Dock(DockingPort target)
{
if (dockingTarget!=null)
if (dockingTarget != null)
{
Undock();
}
PlaySound(ActionType.OnUse, item.WorldPosition);
dockingTarget = target;
dockingTarget.dockingTarget = this;
dockingTarget.IsActive = true;
dockingTarget.Docked = true;
dockingDir = Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X);
if (Character.Controlled != null &&
(Character.Controlled.Submarine == dockingTarget.item.Submarine || Character.Controlled.Submarine == item.Submarine))
{
GameMain.GameScreen.Cam.Shake = Vector2.Distance(dockingTarget.item.Submarine.Velocity, item.Submarine.Velocity);
}
dockingDir = IsHorizontal ?
Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
Math.Sign(item.WorldPosition.Y - dockingTarget.item.WorldPosition.Y);
dockingTarget.dockingDir = -dockingDir;
CreateJoint(false);
@@ -184,59 +204,62 @@ 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);
for (int i = 0; i < 2;i++ )
{
hullRects[i].Location -= (subs[i].WorldPosition - subs[i].HiddenSubPosition).ToPoint();
hulls[i] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRects[i], subs[i]);
hulls[i].AddToGrid(subs[i]);
for (int j = 0; j < 2; j++)
{
bodies[i + j * 2] = BodyFactory.CreateEdge(GameMain.World,
ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X, hullRects[i].Y - hullRects[i].Height * j)),
ConvertUnits.ToSimUnits(new Vector2(hullRects[i].Right, hullRects[i].Y - hullRects[i].Height * j)));
//bodies[i + j * 2] = BodyFactory.CreateRectangle(GameMain.World, ConvertUnits.ToSimUnits(hullRects[i].Width), 0.1f, 5.0f);
//bodies[i + j * 2].SetTransform(ConvertUnits.ToSimUnits(new Vector2(hullRects[i].Center.X, hullRects[i].Y - (hullRects[i].Height+5) * j)), 0.0f);
}
}
gap = new Gap(new Rectangle(hullRects[0].Right-2, hullRects[0].Y, 4, hullRects[0].Height), true, item.Submarine);
gap.linkedTo.Clear();
gap.linkedTo.Add(hulls[0]);
gap.linkedTo.Add(hulls[1]);
//var hullRect1 = new Rectangle(hullRects.Min(h => h.Center.X), hullRect.Y, ((int)DockedDistance / 2), hullRects[0].Height);
//var hullRect2 = new Rectangle(hullRects.Max(h => h.Center.X), hullRect.Y, ((int)DockedDistance / 2), hullRects[0].Height);
//var sub1 = hullRect.Center.X < targetRect.Center.X ? item.Submarine : dockingTarget.item.Submarine;
//var sub2 = hullRect.Center.X > targetRect.Center.X ? item.Submarine : dockingTarget.item.Submarine;
// hullRect1.Location -= (sub1.WorldPosition - sub1.HiddenSubPosition).ToPoint();
//hulls[0] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRect1, sub1);
//hulls[0].AddToGrid(sub1);
//hullRect2.Location -= (sub2.WorldPosition - sub2.HiddenSubPosition).ToPoint();
//hulls[1] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRect2, sub2);
//hulls[1].AddToGrid(sub2);
gap = new Gap(new Rectangle(hullRects[0].Right-2, hullRects[0].Y, 4, hullRects[0].Height), true, subs[0]);
}
else
{
//hullRect = new Rectangle(hullRect.X,
// Math.Max(hullRect.Y - hullRect.Height / 2, targetRect.Y - targetRect.Height / 2), hullRect.Width, (int)DockedDistance);
if (hullRects[0].Center.Y > hullRects[1].Center.Y)
{
hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
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));
for (int i = 0; i < 2; i++)
{
hullRects[i].Location -= (subs[i].WorldPosition - subs[i].HiddenSubPosition).ToPoint();
hulls[i] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRects[i], subs[i]);
hulls[i].AddToGrid(subs[i]);
//for (int j = 0; j < 2; j++)
//{
// bodies[i + j * 2] = BodyFactory.CreateEdge(GameMain.World,
// ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X + hullRects[i].Width * j, hullRects[i].Y)),
// ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X + hullRects[i].Width * j, hullRects[i].Y-hullRects[i].Height)));
//}
}
gap = new Gap(new Rectangle(hullRects[0].X, hullRects[0].Y+2, hullRects[0].Width, 4), true, subs[0]);
}
gap.linkedTo.Clear();
gap.linkedTo.Add(hulls[0]);
gap.linkedTo.Add(hulls[1]);
foreach (Body body in bodies)
{
if (body == null) continue;
body.BodyType = BodyType.Static;
body.Friction = 0.5f;
@@ -248,62 +271,83 @@ namespace Barotrauma.Items.Components
private void Undock()
{
if (dockingTarget == null) return;
if (dockingTarget == null || !docked) return;
dockingTarget.dockingTarget = null;
dockingTarget.IsActive = false;
PlaySound(ActionType.OnUse, item.WorldPosition);
docked = false;
dockingTarget.Undock();
dockingTarget = null;
GameMain.World.RemoveJoint(joint);
joint = null;
hulls[0].Remove();
hulls[1].Remove();
gap.Remove();
gap = null;
foreach (Body body in bodies)
if (joint != null)
{
GameMain.World.RemoveBody(body);
GameMain.World.RemoveJoint(joint);
joint = null;
}
bodies = null;
if (hulls != null)
{
hulls[0].Remove();
hulls[1].Remove();
hulls = null;
}
//foreach (Gap g in hulls[0].ConnectedGaps)
//{
// g.Remove();
//}
if (gap != null)
{
gap.Remove();
gap = null;
}
//foreach (Gap g in hulls[1].ConnectedGaps)
//{
// g.Remove();
//}
if (bodies!=null)
{
foreach (Body body in bodies)
{
if (body == null) continue;
GameMain.World.RemoveBody(body);
}
bodies = null;
}
hulls = null;
}
public override void Update(float deltaTime, Camera cam)
{
if (dockingTarget==null)
if (dockingTarget == null)
{
dockingState = MathHelper.Lerp(dockingState, 0.0f, deltaTime * 10.0f);
if (dockingState < 0.01f) base.IsActive = false;
if (dockingState < 0.01f) docked = false;
item.SendSignal(0, "0", "state_out");
item.SendSignal(0, (FindAdjacentPort() != null) ? "1" : "0", "proximity_sensor");
}
else
{
if (joint is DistanceJoint && Vector2.Distance(joint.WorldAnchorA, joint.WorldAnchorB) < 0.05f)
if (joint is DistanceJoint)
{
GameMain.World.RemoveJoint(joint);
item.SendSignal(0, "0", "state_out");
CreateJoint(true);
CreateHull();
if (Vector2.Distance(joint.WorldAnchorA, joint.WorldAnchorB) < 0.05f)
{
GameMain.World.RemoveJoint(joint);
PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
CreateJoint(true);
CreateHull();
}
dockingState = MathHelper.Lerp(dockingState, 0.5f, deltaTime * 10.0f);
}
else
{
item.SendSignal(0, "1", "state_out");
dockingState = MathHelper.Lerp(dockingState, 1.0f, deltaTime * 10.0f);
dockingState = MathHelper.Lerp(dockingState, 1.0f, deltaTime * 10.0f);
}
}
}
@@ -315,10 +359,11 @@ namespace Barotrauma.Items.Components
drawPos.Y = -drawPos.Y;
var rect = overlaySprite.SourceRect;
drawPos.Y -= rect.Height / 2;
if (IsHorizontal)
{
drawPos.Y -= rect.Height / 2;
if (dockingDir == 1)
{
spriteBatch.Draw(overlaySprite.Texture,
@@ -339,6 +384,8 @@ namespace Barotrauma.Items.Components
}
else
{
drawPos.X -= rect.Width / 2;
if (dockingDir == 1)
{
spriteBatch.Draw(overlaySprite.Texture,
@@ -363,5 +410,19 @@ namespace Barotrauma.Items.Components
{
list.Remove(this);
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power = 0.0f)
{
switch (connection.Name)
{
case "toggle":
Docked = !docked;
break;
case "set_active":
case "set_state":
Docked = signal != "0";
break;
}
}
}
}