- teleporting from sub to another works now

- repairtool fix
- submarines collide with each other
- every submarine is updated (so MainSub isn't the only one that can move)
- submarinebody vertex generation fix
This commit is contained in:
Regalis
2016-06-11 17:55:47 +03:00
parent ee2d817e6b
commit 495a0f4124
5 changed files with 30 additions and 10 deletions

View File

@@ -76,10 +76,13 @@ namespace Barotrauma
currentTarget = target;
Vector2 pos = host.SimPosition;
if (character!=null && character.Submarine==null)
if (character != null && character.Submarine == null)
{
//todo: take multiple subs into account
pos -= Submarine.MainSub.SimPosition;
var targetHull = Hull.FindHull(FarseerPhysics.ConvertUnits.ToDisplayUnits(target), null, false);
if (targetHull!=null && targetHull.Submarine != null)
{
pos -= targetHull.SimPosition;
}
}
currentPath = pathFinder.FindPath(pos, target);

View File

@@ -572,6 +572,7 @@ namespace Barotrauma
if (setSubmarine)
{
//in -> out
if (newHull == null && currentHull.Submarine != null)
{
for (int i = -1; i < 2; i += 2)
@@ -584,12 +585,18 @@ namespace Barotrauma
if (Gap.FindAdjacent(currentHull.ConnectedGaps, findPos, 150.0f) != null) return;
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity, true);
}
//out -> in
else if (currentHull == null && newHull.Submarine != null)
{
Teleport(-ConvertUnits.ToSimUnits(newHull.Submarine.Position), -newHull.Submarine.Velocity, false);
}
//from one sub to another
else if (newHull != null && currentHull != null && newHull.Submarine != currentHull.Submarine)
{
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position - newHull.Submarine.Position),
Vector2.Zero, false);
}
}
CurrentHull = newHull;

View File

@@ -144,7 +144,7 @@ namespace Barotrauma.Items.Components
}
else
{
Repair(rayStart, rayEnd, deltaTime, character, degreeOfSuccess, ignoredBodies);
Repair(rayStart - character.Submarine.SimPosition, rayEnd - character.Submarine.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition + TransformedBarrelPos,

View File

@@ -153,7 +153,13 @@ namespace Barotrauma
body.BodyType = BodyType.Dynamic;
body.CollisionCategories = Physics.CollisionWall;
body.CollidesWith = Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionCharacter | Physics.CollisionProjectile;
body.CollidesWith =
Physics.CollisionItem |
Physics.CollisionLevel |
Physics.CollisionCharacter |
Physics.CollisionProjectile |
Physics.CollisionWall;
body.Restitution = Restitution;
body.Friction = Friction;
body.FixedRotation = true;
@@ -179,6 +185,8 @@ namespace Barotrauma
foreach (Structure wall in Structure.WallList)
{
if (wall.Submarine != submarine) continue;
for (int x = -1; x <= 1; x += 2)
{
for (int y = -1; y <= 1; y += 2)
@@ -233,7 +241,7 @@ namespace Barotrauma
ForceTranslate(moveAmount);
GameMain.GameScreen.Cam.UpdateTransform(false);
if (submarine == Submarine.MainSub) GameMain.GameScreen.Cam.UpdateTransform(false);
submarine.SetPrevTransform(submarine.Position);
submarine.UpdateTransform();
@@ -336,6 +344,8 @@ namespace Barotrauma
float volume = 0.0f;
foreach (Hull hull in Hull.hullList)
{
if (hull.Submarine != submarine) continue;
waterVolume += hull.Volume;
volume += hull.FullVolume;
}

View File

@@ -136,11 +136,11 @@ namespace Barotrauma
Ragdoll.UpdateAll(cam, (float)Physics.step);
if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine!=null)
foreach (Submarine sub in Submarine.Loaded)
{
GameMain.GameSession.Submarine.Update((float)Physics.step);
sub.Update((float)Physics.step);
}
GameMain.World.Step((float)Physics.step);
//Level.AfterWorldStep();