(1762f02b3) Merge branch 'dev' into human-ai

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:08:22 +03:00
parent 4797f6b0d3
commit 454dda56c7
91 changed files with 1138 additions and 744 deletions
@@ -650,6 +650,33 @@ namespace Barotrauma
Color.Green, width: 2);
}
}
foreach (MapEntity e in linkedTo)
{
if (e is Hull)
{
Hull linkedHull = (Hull)e;
Rectangle connectedHullRect = e.Submarine == null ?
linkedHull.rect :
new Rectangle(
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
//center of the hull
Rectangle currentHullRect = Submarine == null ?
WorldRect :
new Rectangle(
(int)(Submarine.DrawPosition.X + WorldPosition.X),
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
WorldRect.Width, WorldRect.Height);
GUI.DrawLine(spriteBatch,
new Vector2(currentHullRect.X, -currentHullRect.Y),
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
Color.Green, width: 2);
}
}
}
public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
@@ -105,7 +105,7 @@ namespace Barotrauma
if (Vector2.DistanceSquared(bodyPos, levelWall.Body.Position) > 0.5f)
{
levelWall.Body.SetTransform(bodyPos, levelWall.Body.Rotation);
levelWall.Body.SetTransformIgnoreContacts(ref bodyPos, levelWall.Body.Rotation);
}
}
}
@@ -504,8 +504,19 @@ namespace Barotrauma
{
foreach (MapEntity e in selectedList)
{
SpriteEffects spriteEffects = SpriteEffects.None;
if (e is Item item)
{
if (item.FlippedX && item.Prefab.CanSpriteFlipX) spriteEffects ^= SpriteEffects.FlipHorizontally;
if (item.flippedY && item.Prefab.CanSpriteFlipY) spriteEffects ^= SpriteEffects.FlipVertically;
}
else if (e is Structure structure)
{
if (structure.FlippedX && structure.Prefab.CanSpriteFlipX) spriteEffects ^= SpriteEffects.FlipHorizontally;
if (structure.flippedY && structure.Prefab.CanSpriteFlipY) spriteEffects ^= SpriteEffects.FlipVertically;
}
e.prefab?.DrawPlacing(spriteBatch,
new Rectangle(e.WorldRect.Location + new Point((int)moveAmount.X, (int)-moveAmount.Y), e.WorldRect.Size));
new Rectangle(e.WorldRect.Location + new Point((int)moveAmount.X, (int)-moveAmount.Y), e.WorldRect.Size), e.Scale, spriteEffects);
GUI.DrawRectangle(spriteBatch,
new Vector2(e.WorldRect.X, -e.WorldRect.Y) + moveAmount,
new Vector2(e.rect.Width, e.rect.Height),
@@ -37,7 +37,7 @@ namespace Barotrauma
}
}
public virtual void DrawPlacing(SpriteBatch spriteBatch, Rectangle drawRect, float scale = 1.0f)
public virtual void DrawPlacing(SpriteBatch spriteBatch, Rectangle drawRect, float scale = 1.0f, SpriteEffects spriteEffects = SpriteEffects.None)
{
if (Submarine.MainSub != null)
{
@@ -42,13 +42,7 @@ namespace Barotrauma
MathHelper.Clamp(value.Y, 0.01f, 10));
}
}
// Only for testing in the debug build. Not saved.
#if DEBUG
[Editable, Serialize(true, false)]
#endif
public bool DrawTiled { get; protected set; } = true;
protected Vector2 textureOffset = Vector2.Zero;
[Editable(MinValueFloat = -1000f, MaxValueFloat = 1000f, ValueStep = 10f), Serialize("0.0, 0.0", true)]
public Vector2 TextureOffset
@@ -102,7 +96,7 @@ namespace Barotrauma
editingHUD = new GUIFrame(new RectTransform(new Vector2(0.3f, 0.25f), GUI.Canvas, Anchor.CenterRight) { MinSize = new Point(400, 0) }) { UserData = this };
GUIListBox listBox = new GUIListBox(new RectTransform(new Vector2(0.95f, 0.8f), editingHUD.RectTransform, Anchor.Center), style: null);
var editor = new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, elementHeight: 20);
var buttonContainer = new GUILayoutGroup(new RectTransform(new Point(listBox.Content.Rect.Width, 20)), isHorizontal: true)
{
Stretch = true,
@@ -241,62 +235,35 @@ namespace Barotrauma
}
dropShadowOffset.Y = -dropShadowOffset.Y;
}
SpriteEffects oldEffects = Prefab.BackgroundSprite.effects;
Prefab.BackgroundSprite.effects ^= SpriteEffects;
if (DrawTiled)
Point backGroundOffset = new Point(
MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width),
MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height));
Prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
color: color,
textureScale: TextureScale * Scale,
startOffset: backGroundOffset);
if (UseDropShadow)
{
SpriteEffects oldEffects = Prefab.BackgroundSprite.effects;
Prefab.BackgroundSprite.effects ^= SpriteEffects;
Point backGroundOffset = new Point(
MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width),
MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height));
Prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)) + dropShadowOffset,
new Vector2(rect.Width, rect.Height),
color: color,
color: Color.Black * 0.5f,
textureScale: TextureScale * Scale,
startOffset: backGroundOffset);
if (UseDropShadow)
{
Prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)) + dropShadowOffset,
new Vector2(rect.Width, rect.Height),
color: Color.Black * 0.5f,
textureScale: TextureScale * Scale,
startOffset: backGroundOffset,
depth: (depth + Prefab.BackgroundSprite.Depth) / 2.0f);
}
Prefab.BackgroundSprite.effects = oldEffects;
startOffset: backGroundOffset,
depth: (depth + Prefab.BackgroundSprite.Depth) / 2.0f);
}
else
{
Prefab.BackgroundSprite.Draw(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
color,
Vector2.Zero,
scale: Scale,
rotate: 0,
spriteEffect: SpriteEffects);
if (UseDropShadow)
{
Prefab.BackgroundSprite.Draw(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)) + dropShadowOffset,
Color.Black * 0.5f,
Vector2.Zero,
scale: Scale,
rotate: 0,
spriteEffect: SpriteEffects,
depth: (depth + Prefab.BackgroundSprite.Depth) / 2.0f);
}
}
Prefab.BackgroundSprite.effects = oldEffects;
}
}
@@ -323,39 +290,25 @@ namespace Barotrauma
Submarine.DamageEffectColor = color;
}
}
Point sectionOffset = new Point(
Math.Abs(rect.Location.X - Sections[i].rect.Location.X),
Math.Abs(rect.Location.Y - Sections[i].rect.Location.Y));
if (DrawTiled)
{
Point sectionOffset = new Point(
Math.Abs(rect.Location.X - Sections[i].rect.Location.X),
Math.Abs(rect.Location.Y - Sections[i].rect.Location.Y));
if (FlippedX && IsHorizontal) sectionOffset.X = Sections[i].rect.Right - rect.Right;
if (FlippedY && !IsHorizontal) sectionOffset.Y = (rect.Y - rect.Height) - (Sections[i].rect.Y - Sections[i].rect.Height);
if (FlippedX && IsHorizontal) sectionOffset.X = Sections[i].rect.Right - rect.Right;
if (FlippedY && !IsHorizontal) sectionOffset.Y = (rect.Y - rect.Height) - (Sections[i].rect.Y - Sections[i].rect.Height);
sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, prefab.sprite.SourceRect.Width);
sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.sprite.SourceRect.Height);
sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, prefab.sprite.SourceRect.Width);
sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.sprite.SourceRect.Height);
prefab.sprite.DrawTiled(
spriteBatch,
new Vector2(Sections[i].rect.X + drawOffset.X, -(Sections[i].rect.Y + drawOffset.Y)),
new Vector2(Sections[i].rect.Width, Sections[i].rect.Height),
color: color,
startOffset: sectionOffset,
depth: depth,
textureScale: TextureScale * Scale);
}
else
{
prefab.sprite.Draw(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
color,
Vector2.Zero,
scale: Scale,
rotate: 0,
spriteEffect: SpriteEffects);
}
prefab.sprite.DrawTiled(
spriteBatch,
new Vector2(Sections[i].rect.X + drawOffset.X, -(Sections[i].rect.Y + drawOffset.Y)),
new Vector2(Sections[i].rect.Width, Sections[i].rect.Height),
color: color,
startOffset: sectionOffset,
depth: depth,
textureScale: TextureScale * Scale);
}
prefab.sprite.effects = oldEffects;
}
@@ -376,6 +329,20 @@ namespace Barotrauma
-Bodies[i].Rotation, Color.White);
}
}
if (SectionCount > 0 && HasBody)
{
for (int i = 0; i < SectionCount; i++)
{
if (GetSection(i).damage > 0)
{
var textPos = SectionPosition(i, true);
textPos.Y = -textPos.Y;
GUI.DrawString(spriteBatch, textPos, "Damage: " + (int)((GetSection(i).damage / Health) * 100f) + "%", Color.Yellow);
}
}
}
AiTarget?.Draw(spriteBatch);
}
}
@@ -32,10 +32,19 @@ namespace Barotrauma
GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X, -newRect.Y - GameMain.GraphicsHeight, newRect.Width, newRect.Height + GameMain.GraphicsHeight * 2), Color.White);
}
public override void DrawPlacing(SpriteBatch spriteBatch, Rectangle placeRect, float scale = 1.0f)
public override void DrawPlacing(SpriteBatch spriteBatch, Rectangle placeRect, float scale = 1.0f, SpriteEffects spriteEffects = SpriteEffects.None)
{
// TODO: the scale property is not used
sprite.DrawTiled(spriteBatch, new Vector2(placeRect.X, -placeRect.Y), new Vector2(placeRect.Width, placeRect.Height), color: Color.White * 0.8f, textureScale: TextureScale * Scale);
SpriteEffects oldEffects = sprite.effects;
sprite.effects ^= spriteEffects;
sprite.DrawTiled(
spriteBatch,
new Vector2(placeRect.X, -placeRect.Y),
new Vector2(placeRect.Width, placeRect.Height),
color: Color.White * 0.8f,
textureScale: TextureScale * scale);
sprite.effects = oldEffects;
}
}
}
@@ -42,10 +42,17 @@ namespace Barotrauma
bool displace = moveAmount.LengthSquared() > 100.0f * 100.0f;
foreach (Submarine sub in subsToMove)
{
sub.PhysicsBody.SetTransform(sub.PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(moveAmount), 0.0f);
sub.PhysicsBody.LinearVelocity = newVelocity;
if (displace) sub.SubBody.DisplaceCharacters(moveAmount);
if (displace)
{
sub.PhysicsBody.SetTransform(sub.PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(moveAmount), 0.0f);
sub.SubBody.DisplaceCharacters(moveAmount);
}
else
{
sub.PhysicsBody.SetTransformIgnoreContacts(sub.PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(moveAmount), 0.0f);
}
}
if (closestSub != null && subsToMove.Contains(closestSub))
@@ -55,7 +62,6 @@ namespace Barotrauma
if (Character.Controlled != null) Character.Controlled.CursorPosition += moveAmount;
}
}
}
}