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)
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@@ -173,8 +173,6 @@ namespace Barotrauma
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{
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Vector2 center = new Vector2(WorldRect.X + rect.Width / 2.0f, -(WorldRect.Y - rect.Height/ 2.0f));
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GUI.DrawLine(sb, center, center + new Vector2(flowForce.X, -flowForce.Y)/10.0f, Color.Red);
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GUI.DrawLine(sb, center + Vector2.One * 5.0f, center + new Vector2(lerpedFlowForce.X, -lerpedFlowForce.Y) / 10.0f + Vector2.One * 5.0f, Color.Orange);
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@@ -329,6 +327,18 @@ namespace Barotrauma
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if (linkedTo.Count < 2) return;
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Hull hull1 = (Hull)linkedTo[0];
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Hull hull2 = (Hull)linkedTo[1];
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Vector2 subOffset = Vector2.Zero;
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if (hull1.Submarine != Submarine)
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{
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subOffset =Submarine.Position - hull1.Submarine.Position;
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}
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else if (hull2.Submarine != Submarine)
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{
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subOffset = hull2.Submarine.Position - Submarine.Position;
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}
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if (hull1.Volume == 0.0 && hull2.Volume == 0.0) return;
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@@ -341,13 +351,14 @@ namespace Barotrauma
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//horizontal gap (such as a regular door)
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if (isHorizontal)
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{
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higherSurface = Math.Max(hull1.Surface,hull2.Surface);
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float delta=0.0f;
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higherSurface = Math.Max(hull1.Surface, hull2.Surface + subOffset.Y);
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float delta=0.0f;
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//water level is above the lower boundary of the gap
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if (Math.Max(hull1.Surface+hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface+hull2.WaveY[0]) > rect.Y - size)
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if (Math.Max(hull1.Surface+hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface + subOffset.Y +hull2.WaveY[0]) > rect.Y - size)
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{
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int dir = (hull1.Pressure > hull2.Pressure) ? 1 : -1;
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int dir = (hull1.Pressure > hull2.Pressure+subOffset.Y) ? 1 : -1;
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//water flowing from the righthand room to the lefthand room
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if (dir == -1)
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@@ -360,38 +371,42 @@ namespace Barotrauma
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flowTargetHull = hull1;
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//make sure not to move more than what the room contains
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delta = Math.Min((hull2.Pressure - hull1.Pressure) * 5.0f * sizeModifier, Math.Min(hull2.Volume, hull2.FullVolume));
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delta = Math.Min(((hull2.Pressure + subOffset.Y) - hull1.Pressure) * 5.0f * sizeModifier, Math.Min(hull2.Volume, hull2.FullVolume));
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//make sure not to place more water to the target room than it can hold
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delta = Math.Min(delta, hull1.FullVolume + Hull.MaxCompress - (hull1.Volume));
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hull1.Volume += delta;
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hull2.Volume -= delta;
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if (hull1.Volume > hull1.FullVolume)
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hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure) / 2);
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{
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hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure+subOffset.Y) / 2);
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}
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flowForce = new Vector2(-delta, 0.0f);
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}
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else if (dir == 1)
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{
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if (!(hull1.Volume > 0.0f)) return;
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lowerSurface = hull2.Surface - hull2.WaveY[1];
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//lowerSurface = hull2.Surface - hull2.WaveY[1];
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flowTargetHull = hull2;
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//make sure not to move more than what the room contains
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delta = Math.Min((hull1.Pressure - hull2.Pressure) * 5.0f * sizeModifier, Math.Min(hull1.Volume, hull1.FullVolume));
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delta = Math.Min((hull1.Pressure - (hull2.Pressure + subOffset.Y)) * 5.0f * sizeModifier, Math.Min(hull1.Volume, hull1.FullVolume));
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//make sure not to place more water to the target room than it can hold
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delta = Math.Min(delta, hull2.FullVolume + Hull.MaxCompress - (hull2.Volume));
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hull1.Volume -= delta;
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hull2.Volume += delta;
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if (hull2.Volume > hull2.FullVolume)
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hull2.Pressure = Math.Max(hull2.Pressure, (hull1.Pressure + hull2.Pressure) / 2);
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{
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hull2.Pressure = Math.Max(hull2.Pressure, ((hull1.Pressure-subOffset.Y) + hull2.Pressure) / 2);
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}
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flowForce = new Vector2(delta, 0.0f);
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}
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if (delta>100.0f)
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if (delta>100.0f && subOffset == Vector2.Zero)
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{
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float avg = (hull1.Surface + hull2.Surface) / 2.0f;
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//float avgVel = (hull2.WaveVel[1] + hull1.WaveVel[hull1.WaveY.Length - 2]) / 2.0f;
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@@ -625,10 +640,9 @@ namespace Barotrauma
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GapList.Remove(this);
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foreach (MapEntity entity in linkedTo)
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foreach (Hull hull in Hull.hullList)
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{
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var hull = entity as Hull;
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if (hull.ConnectedGaps.Contains(this)) hull.ConnectedGaps.Remove(this);
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hull.ConnectedGaps.Remove(this);
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}
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}
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@@ -53,6 +53,7 @@ namespace Barotrauma
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private bool update;
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private Sound currentFlowSound;
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private int soundIndex;
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private float soundVolume;
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@@ -392,12 +393,24 @@ namespace Barotrauma
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foreach (Gap gap in ConnectedGaps)
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{
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float gapFlow = gap.LerpedFlowForce.Length();
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#if DEBUG
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var asd = MapEntity.FindEntityByID(gap.ID);
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if (asd != gap)
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{
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int adslkmfdlasfk = 9;
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}
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#endif
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if (gapFlow > strongestFlow)
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{
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strongestFlow = gapFlow;
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}
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}
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if (strongestFlow>0.1f)
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{
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soundVolume = soundVolume + ((strongestFlow < 100.0f) ? -deltaTime * 0.5f : deltaTime * 0.5f);
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@@ -406,13 +419,24 @@ namespace Barotrauma
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int index = (int)Math.Floor(strongestFlow / 100.0f);
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index = Math.Min(index, 2);
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soundIndex = SoundPlayer.flowSounds[index].Loop(soundIndex, soundVolume, WorldPosition, 2000.0f);
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var flowSound = SoundPlayer.flowSounds[index];
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if (flowSound != currentFlowSound && soundIndex > -1)
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{
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Sounds.SoundManager.Stop(soundIndex);
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currentFlowSound = null;
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soundIndex = -1;
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}
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currentFlowSound = flowSound;
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soundIndex = currentFlowSound.Loop(soundIndex, soundVolume, WorldPosition, 2000.0f);
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}
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else
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{
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if (soundIndex > -1)
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{
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Sounds.SoundManager.Stop(soundIndex);
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currentFlowSound = null;
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soundIndex = -1;
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}
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}
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@@ -375,7 +375,18 @@ namespace Barotrauma.Lights
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Vector2 lightSourcePos = light.Position;
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if (light.Submarine==null && parentEntity != null && parentEntity.Submarine != null) lightSourcePos -= parentEntity.Submarine.Position;
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if (parentEntity != null && parentEntity.Submarine != null)
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{
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if (light.Submarine == null)
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{
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lightSourcePos -= parentEntity.Submarine.Position;
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}
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else if (light.Submarine != parentEntity.Submarine)
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{
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lightSourcePos += (light.Submarine.Position-parentEntity.Submarine.Position);
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}
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}
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CachedShadow cachedShadow = null;
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if (!cachedShadows.TryGetValue(light, out cachedShadow) ||
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@@ -95,6 +95,7 @@ namespace Barotrauma.Lights
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foreach (LightSource light in lights)
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{
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if (light.Color.A < 0.01f || light.Range < 1.0f) continue;
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//!!!!!!!!!!!!!!!!
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if (light.hullsInRange == null) light.UpdateHullsInRange();
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if (!light.hullsInRange.Any() || !MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
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@@ -86,7 +86,7 @@ namespace Barotrauma.Lights
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{
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range = MathHelper.Clamp(value, 0.0f, 2048.0f);
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if (Math.Abs(prevHullUpdateRange - range) < 5.0f) return;
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if (Math.Abs(prevHullUpdateRange - range) < 10.0f) return;
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UpdateHullsInRange();
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prevHullUpdateRange = range;
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@@ -143,18 +143,24 @@ namespace Barotrauma.Lights
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foreach (ConvexHull ch in ConvexHull.list)
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{
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if (Submarine == null && ch.ParentEntity.Submarine != null)
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Vector2 lightPos = position;
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if (Submarine==null)
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{
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if (MathUtils.CircleIntersectsRectangle(position - ch.ParentEntity.Submarine.Position, range, ch.BoundingBox))
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if (ch.ParentEntity.Submarine != null)
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{
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hullsInRange.Add(ch);
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lightPos -= ch.ParentEntity.Submarine.Position;
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}
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}
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else if (MathUtils.CircleIntersectsRectangle(position, range, ch.BoundingBox))
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else if (ch.ParentEntity.Submarine != null && ch.ParentEntity.Submarine != Submarine)
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{
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lightPos -= (ch.ParentEntity.Submarine.Position - Submarine.Position);
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}
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if (MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox))
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{
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hullsInRange.Add(ch);
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}
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}
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}
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@@ -349,6 +349,14 @@ namespace Barotrauma
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GameMain.World.RemoveBody(b);
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}
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foreach (WallSection s in sections)
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{
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if (s.gap != null)
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{
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s.gap.Remove();
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s.gap = null;
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}
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}
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if (convexHulls != null) convexHulls.ForEach(x => x.Remove());
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}
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