Fixed hatch issue with shadows
Added per segment visibility/collision
This commit is contained in:
3
.gitignore
vendored
3
.gitignore
vendored
@@ -12,4 +12,5 @@ bld/
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#performance reports & sessions
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*.vsp
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*.psess
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*.psess
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/packages/MonoGame.Framework.WindowsDX.3.4.0.459/lib/net40
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@@ -277,8 +277,9 @@
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<Compile Include="Source\Utils\UpdaterUtil.cs" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="MonoGame.Framework">
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<HintPath>$(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll</HintPath>
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<Reference Include="MonoGame.Framework, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\MonoGame\MonoGame.Framework\bin\Windows\AnyCPU\Debug\MonoGame.Framework.dll</HintPath>
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</Reference>
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<Reference Include="NVorbis">
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<HintPath>.\NVorbis.dll</HintPath>
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@@ -1272,10 +1273,6 @@
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<Project>{49ba1c69-6104-41ac-a5d8-b54fa9f696e8}</Project>
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<Name>Lidgren.Network</Name>
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</ProjectReference>
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<ProjectReference Include="..\Subsurface_content\Subsurface_content\Barotrauma_content.csproj">
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<Project>{1e6bf44d-6e31-40cc-8321-3d5958c983e7}</Project>
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<Name>Barotrauma_content</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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@@ -36,7 +36,7 @@
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<Sprite texture="weapons.png" sourcerect="0,25,98,25" depth="0.5"/>
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<Body width="90" height="30" density="10"/>
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<Body width="90" height="30" density="50"/>
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<Holdable slots="Any,RightHand+LeftHand" controlpose="true"
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holdpos="35,-10" aimpos="35,-10" handle1="-15,-6" handle2="26,7"/>
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@@ -213,7 +213,7 @@ namespace Barotrauma.Items.Components
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if (convexHull == null) return;
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if (rect.Height == 0)
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if (rect.Height == 0 || rect.Width == 0)
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{
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convexHull.Enabled = false;
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}
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@@ -633,7 +633,7 @@ namespace Barotrauma
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body.ResetDynamics();
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}
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body.ApplyForce(buoyancy - body.LinearVelocity * volume);
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CurrentHull.HandleItems(deltaTime, this);
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//apply simple angular drag
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body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
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}
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@@ -4,6 +4,7 @@ using System.ComponentModel;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Lidgren.Network;
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@@ -375,7 +376,7 @@ namespace Barotrauma
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float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
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if (maxDelta > Rand.Range(1.0f,10.0f))
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{
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Vector2 particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
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var particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
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if (Submarine != null) particlePos += Submarine.Position;
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GameMain.ParticleManager.CreateParticle("mist",
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@@ -440,6 +441,31 @@ namespace Barotrauma
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}
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}
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public void HandleItems(float deltaTime, Item body)
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{
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if (!body.InWater || body.body == null || body.Container != null)
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return;
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float floor = rect.Y - rect.Height;
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float waterLevel = (floor + Volume/rect.Width);
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var actionPoint = new Vector2(body.Rect.X, body.Rect.Y);
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var forceFactor = 1f - ((actionPoint.Y - waterLevel)/Math.Max(body.body.Density - 10, 1));
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if (!(forceFactor > 0f)) return;
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var uplift = -GameMain.World.Gravity*(forceFactor - body.body.LinearVelocity.Y*5);
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body.body.FarseerBody.ApplyForce(uplift*deltaTime);
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var gap =
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ConnectedGaps.Where(i => i.Open > 0).OrderBy(i => Vector2.Distance(body.Position, i.Position)).FirstOrDefault();
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if (gap == null || gap.LerpedFlowForce.Length() < 0)
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return;
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var pos = gap.Position - body.Position;
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pos.Normalize();
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body.body.ApplyForce((pos*gap.LerpedFlowForce)*deltaTime);
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}
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public void Extinquish(float deltaTime, float amount, Vector2 position)
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{
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for (int i = fireSources.Count - 1; i >= 0; i-- )
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@@ -175,13 +175,14 @@ namespace Barotrauma.Lights
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public bool Intersects(Rectangle rect)
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{
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if (!Enabled)
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return false;
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Rectangle transformedBounds = boundingBox;
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if (parentEntity != null && parentEntity.Submarine != null)
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{
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transformedBounds.X += (int)parentEntity.Submarine.Position.X;
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transformedBounds.Y += (int)parentEntity.Submarine.Position.Y;
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}
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return transformedBounds.Intersects(rect);
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}
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@@ -26,7 +26,8 @@ namespace Barotrauma
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public float lastSentDamage;
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public bool isHighLighted;
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public ConvexHull hull;
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public WallSection(Rectangle rect)
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{
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this.rect = rect;
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@@ -45,7 +46,7 @@ namespace Barotrauma
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public static int wallSectionSize = 100;
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public static List<Structure> WallList = new List<Structure>();
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ConvexHull convexHull;
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List<ConvexHull> _convexHulls;
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StructurePrefab prefab;
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@@ -125,9 +126,9 @@ namespace Barotrauma
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}
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}
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if (convexHull!=null)
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if (_convexHulls!=null)
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{
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convexHull.Move(amount);
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_convexHulls.ForEach(x => x.Move(amount));
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}
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//if (gaps != null)
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//{
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@@ -258,19 +259,73 @@ namespace Barotrauma
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if (prefab.CastShadow)
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{
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Vector2[] corners = new Vector2[4];
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corners[0] = new Vector2(rect.X, rect.Y - rect.Height);
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corners[1] = new Vector2(rect.X, rect.Y);
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corners[2] = new Vector2(rect.Right, rect.Y);
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corners[3] = new Vector2(rect.Right, rect.Y - rect.Height);
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convexHull = new ConvexHull(corners, Color.Black, this);
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GeneateConvexHull();
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}
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InsertToList();
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}
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private void GeneateConvexHull()
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{
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// If not null and not empty , remove the hulls from the system
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if(_convexHulls != null && _convexHulls.Any())
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_convexHulls.ForEach(x => x.Remove());
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// list all of hulls for this structure
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_convexHulls = new List<ConvexHull>();
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// merged sections
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// TODO: merge damaged sections
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var mergedSections = new List<WallSection>();
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foreach (var section in sections)
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{
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// if there is a gap and we have sections to merge, do it.
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if (section.gap != null)
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GenerateMergedHull(mergedSections);
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else
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mergedSections.Add(section);
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}
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// take care of any leftover pieces
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if (mergedSections.Count > 0)
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{
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GenerateMergedHull(mergedSections);
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}
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}
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private void GenerateMergedHull(List<WallSection> mergedSections)
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{
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if (!mergedSections.Any()) return;
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Rectangle mergedRect;
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if (isHorizontal)
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mergedRect = new Rectangle(mergedSections.Min(x => x.rect.Left), mergedSections.Max(x => x.rect.Top),
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mergedSections.Sum(x => x.rect.Width), mergedSections.First().rect.Height);
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else
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{
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mergedRect = new Rectangle(mergedSections.Min(x => x.rect.Left), mergedSections.Max(x => x.rect.Top),
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mergedSections.First().rect.Width, mergedSections.Sum(x => x.rect.Height));
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}
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var h = new ConvexHull(CalculateExtremes(mergedRect), Color.Black, this);
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mergedSections.ForEach(x => x.hull = h);
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_convexHulls.Add(h);
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mergedSections.Clear();
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}
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private static Vector2[] CalculateExtremes(Rectangle sectionRect)
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{
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Vector2[] corners = new Vector2[4];
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corners[0] = new Vector2(sectionRect.X, sectionRect.Y - sectionRect.Height);
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corners[1] = new Vector2(sectionRect.X, sectionRect.Y);
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corners[2] = new Vector2(sectionRect.Right, sectionRect.Y);
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corners[3] = new Vector2(sectionRect.Right, sectionRect.Y - sectionRect.Height);
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return corners;
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}
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public override bool IsMouseOn(Vector2 position)
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{
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if (StairDirection == Direction.None)
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@@ -304,7 +359,7 @@ namespace Barotrauma
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GameMain.World.RemoveBody(b);
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}
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if (convexHull != null) convexHull.Remove();
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if (_convexHulls != null) _convexHulls.ForEach(x => x.Remove());
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}
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@@ -317,7 +372,7 @@ namespace Barotrauma
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Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
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prefab.sprite.DrawTiled(spriteBatch, new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)), new Vector2(rect.Width, rect.Height), Vector2.Zero, color);
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foreach (WallSection s in sections)
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{
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@@ -329,14 +384,23 @@ namespace Barotrauma
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}
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s.isHighLighted = false;
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if (s.damage < 0.01f) continue;
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GUI.DrawRectangle(spriteBatch,
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new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height),
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Color.Black * (s.damage / prefab.MaxHealth), true);
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}
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/*
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if(_convexHulls == null) return;
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var rand = new Random(32434324);
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foreach (var hull in _convexHulls)
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{
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if (sections.Count(x => x.hull == hull) <= 1)
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continue;
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var col = new Color((int) (255 * rand.NextDouble()), (int)(255 * rand.NextDouble()), (int)(255 * rand.NextDouble()), 255);
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GUI.DrawRectangle(spriteBatch,new Vector2 (hull.BoundingBox.X + drawOffset.X, -(hull.BoundingBox.Y + drawOffset.Y)), new Vector2(hull.BoundingBox.Width, hull.BoundingBox.Height),col,true );
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}*/
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}
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private bool OnWallCollision(Fixture f1, Fixture f2, Contact contact)
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@@ -477,6 +541,7 @@ namespace Barotrauma
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private void SetDamage(int sectionIndex, float damage)
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{
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if (Submarine.Loaded != null && Submarine.Loaded.GodMode) return;
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if (!prefab.HasBody) return;
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@@ -495,6 +560,8 @@ namespace Barotrauma
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//remove existing gap if damage is below 50%
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sections[sectionIndex].gap.Remove();
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sections[sectionIndex].gap = null;
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if(CastShadow)
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GeneateConvexHull();
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}
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}
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else
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@@ -507,6 +574,8 @@ namespace Barotrauma
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gapRect.Width += 20;
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gapRect.Height += 20;
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sections[sectionIndex].gap = new Gap(gapRect, !isHorizontal, Submarine);
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if(CastShadow)
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GeneateConvexHull();
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}
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}
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@@ -518,12 +587,9 @@ namespace Barotrauma
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bool hasHole = SectionHasHole(sectionIndex);
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if (hadHole != hasHole)
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{
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if (hasHole) Explosion.ApplyExplosionForces(sections[sectionIndex].gap.WorldPosition, 500.0f, 5.0f, 0.0f, 0.0f);
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UpdateSections();
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}
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if (hadHole == hasHole) return;
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if (hasHole) Explosion.ApplyExplosionForces(sections[sectionIndex].gap.WorldPosition, 500.0f, 5.0f, 0.0f, 0.0f);
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UpdateSections();
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}
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private void UpdateSections()
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@@ -533,53 +599,41 @@ namespace Barotrauma
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GameMain.World.RemoveBody(b);
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}
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bodies.Clear();
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int x = sections[0].rect.X;
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int y = sections[0].rect.Y;
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int width = sections[0].rect.Width;
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int height = sections[0].rect.Height;
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bool hasHoles = false;
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for (int i = 1; i < sections.Length; i++)
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var mergedSections = new List<WallSection>();
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foreach (var section in sections)
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{
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bool hasHole = SectionHasHole(i);
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if (hasHole) hasHoles = true;
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if (hasHole || i == sections.Length - 1)
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{
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if (width > 0 && height > 0)
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{
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CreateRectBody(new Rectangle(x, y, width, height));
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}
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if (isHorizontal)
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{
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x = sections[i].rect.X+ sections[i].rect.Width;
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width = 0;
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}
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else
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{
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y = sections[i].rect.Y - sections[i].rect.Height;
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height = 0;
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}
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}
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if(section.gap == null)
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mergedSections.Add(section);
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if (section.gap == null || mergedSections.Count <= 0) continue;
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Rectangle mergedRect;
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if (isHorizontal)
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mergedRect = new Rectangle(mergedSections.Min(x => x.rect.Left), mergedSections.Max(x => x.rect.Top),
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mergedSections.Sum(x => x.rect.Width), mergedSections.First().rect.Height);
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else
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{
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if (isHorizontal)
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{
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width += sections[i].rect.Width;
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}
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else
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{
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height += sections[i].rect.Height;
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}
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mergedRect = new Rectangle(mergedSections.Min(x => x.rect.Left), mergedSections.Max(x => x.rect.Top),
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mergedSections.First().rect.Width, mergedSections.Sum(x => x.rect.Height));
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}
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CreateRectBody(mergedRect);
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}
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if (mergedSections.Count > 0)
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{
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Rectangle mergedRect;
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if (isHorizontal)
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mergedRect = new Rectangle(mergedSections.Min(x => x.rect.Left), mergedSections.Max(x => x.rect.Top),
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mergedSections.Sum(x => x.rect.Width), mergedSections.First().rect.Height);
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else
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{
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mergedRect = new Rectangle(mergedSections.Min(x => x.rect.Left), mergedSections.Max(x => x.rect.Top),
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mergedSections.First().rect.Width, mergedSections.Sum(x => x.rect.Height));
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}
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CreateRectBody(mergedRect);
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}
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if (hasHoles)
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if (sections.Any(x => x.gap != null))
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{
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CreateRectBody(rect).IsSensor = true;
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}
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}
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private Body CreateRectBody(Rectangle rect)
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Reference in New Issue
Block a user